abirdcall
(she/her)
I love the design of the species but I think a few miss the mark. Here are some tweaks I've made for the ones I was dissatisfied with. As you will see I love Gnomes and was most disappointed with them.
You may notice that these all add to the abilities (with the exception of Rock Gnome which was close to useless anyway). I don't want to take away from anything they had. As I also don't want to make them overpowered I tried to make the buffs as minor as possible while achieving my goal.
Elf (Drow) – Add: When you cast Dancing Lights you may choose to have the colour of light be blue, green, or violet. If you do so, the light provided allows you (and only you) to see invisible and/or ethereal creatures (the idea is to give them something unique).
Tiefling – Add: You may cast Thaumaturgy as a bonus action without the verbal component (the idea is to give them something unique).
Dragonborn – Add: You may use the breath weapon as a bonus action and you may only use the breath weapon once per turn. (This makes it better for spellcasters to use the breath weapon).
Halfling:
Naturally Stealthy – Add: You may treat the result of a Dexterity (Stealth) check as a 15. You may use this ability once and regain its use after a long rest. (I want non-rogue halflings to feel stealthy sometimes).
Nimbleness – Replace with: If you are no larger than small, you can move through the space of any creature regardless of size (currently it excludes moving through small sized creature's spaces which is needlessly fiddly).
Gnome:
Forest – Add: Gain the animal handling skill proficiency and advantage on all checks to influence beasts (makes them feel that they are good at influencing animals).
Rock – Replace with: Gain proficiency with Tinker’s Tools
You may spend 10 minutes to create a tiny clockwork device infused with magic. This device falls apart after 24 hours, if you create another one, its magic is dispelled by an effect, or you use a Magic Action while touching it to dismantle it. You may use this ability once and regain its use after a long rest.
Roll 1d8 to determine its nature and 1d8 to determine its quirk. All activations require a magic action while holding the device unless otherwise specified. The device may only be activated by you.
Nature:
1. Bomb. 1 minute after being activated, the device explodes dealing 1d8 thunder damage and 1d8 piercing damage to any creature or object that is not being worn or carried in its space.
2. Fog Generator. You may activate it to create a fog cloud as per the spell which fills a 5’ cube in its space and you may place it on the ground as part of the activation. If moved, the cloud reforms in its new space on the initiative count it was moved in the next round. If the device takes any damage it falls apart otherwise it generates the cloud for 1 minute and then falls apart. Once it has stopped working the cloud disperses in 1 round.
3. Goggles of Investigation. The device takes the form of goggles and must be worn. Once activated with a bonus action, within the next minute you may take the study action to inspect one object or creature that is within 5’ of you as though you cast the Identify spell. It may be used 3 times after which it falls apart.
4. Goggles of Blindness. The device takes the form of goggles and must be worn. Once activated with a bonus action, you have blindsight to a range of 5’ but cannot see beyond this range for 1 minute or until you use a bonus action to end the effect. It may be used 3 times after which it falls apart.
5. Safe. When activated, the device opens revealing a space that can contain up to 15lbs within a half cubic foot. After 1 minute it closes and cannot be opened again. It has 19 AC, 30hp, and a damage threshold of 30.
6. Skeleton Key. You may open a mechanical lock as though you had the correct key if the size of that key is no larger than tiny. The device falls apart once removed from the lock.
7. Toolbox. You may activate the device to shape it into the exact tool (size and dimensions) needed to activate or adjust a mechanism. If the tool is slender such as a lever it may be up to 3’ long, otherwise it must be no larger than tiny. If a check is required as part of the use of the tool, you may activate the device again to use the tool as though your check result was 15. Only 1 tool may be assembled.
8. Zipper. Place between 2 objects of small to large size and activate it to zip them together such as the gap of a door. The objects must be iron, stone, sturdy wood, or have similar toughness. The zipper must be anchored 2” on each object and to a length of 6”. If either condition is not met the zipper falls apart. Once zipped, a creature may attempt a DC 20 Strength (Athletics) check to pull or push apart the objects. Success breaks the device.
Quirks:
1. Mana Spike. When activated, the device emits a magical pulse which stuns you until the end of your next turn.
2. Overheating. When activated, it becomes hot and you take 1d6 fire damage. The heat dissipates quickly.
3. Power Hungry. When activated, the device draws on your life force to power itself. Subtract 1d4 from your hit point maximum which you recover at the end of a short or long rest. If the device has multiple uses you may only use it again after taking a short rest.
4. Static Discharge. When activated, sparks fly in a 5’ emanation. Any flammable, non-magical object in that area that is not being held or worn by another creature bursts into flame.
5. Supercharged. Damage, Area of Effect, Range, or Capacity is doubled or 5 is added to a check result or break DC if applicable. You may use the Skeleton Key 2 more times before it falls apart.
6. Ticking. When activated, it creates a momentary loud ticking sound that can be heard up to 100’ away. The ticking is generated once each round the device remains active with an effect that lasts for 1 minute or less.
7. Unpredictable. When activated, roll 1d6. On an odd result roll twice on this table to determine the device’s new quirks and ignore rolls of 7. On an even result it becomes Supercharged. Then apply the effects of the quirks to this and subsequent activations.
8. Unreliable. When activated, roll 1d6. On an odd result the device fails to activate and you must spend 1 minute repairing it before making another attempt. This does not count as a use.
The idea is to make them feel like an inventor. I tried to make the abilities minor but also relevant as levels are gained. As Gnomish Cunning is very strong, I don't want to overpower them so I have added the quirks which are mostly bad to add flavour and balance. On some adventuring days the device could be unexpectedly useful and on others, not as much. Also, while the thief rogue synergizes with the ability most of them are not immediately useful in combat so it is a minor benefit.
You may notice that these all add to the abilities (with the exception of Rock Gnome which was close to useless anyway). I don't want to take away from anything they had. As I also don't want to make them overpowered I tried to make the buffs as minor as possible while achieving my goal.
Elf (Drow) – Add: When you cast Dancing Lights you may choose to have the colour of light be blue, green, or violet. If you do so, the light provided allows you (and only you) to see invisible and/or ethereal creatures (the idea is to give them something unique).
Tiefling – Add: You may cast Thaumaturgy as a bonus action without the verbal component (the idea is to give them something unique).
Dragonborn – Add: You may use the breath weapon as a bonus action and you may only use the breath weapon once per turn. (This makes it better for spellcasters to use the breath weapon).
Halfling:
Naturally Stealthy – Add: You may treat the result of a Dexterity (Stealth) check as a 15. You may use this ability once and regain its use after a long rest. (I want non-rogue halflings to feel stealthy sometimes).
Nimbleness – Replace with: If you are no larger than small, you can move through the space of any creature regardless of size (currently it excludes moving through small sized creature's spaces which is needlessly fiddly).
Gnome:
Forest – Add: Gain the animal handling skill proficiency and advantage on all checks to influence beasts (makes them feel that they are good at influencing animals).
Rock – Replace with: Gain proficiency with Tinker’s Tools
You may spend 10 minutes to create a tiny clockwork device infused with magic. This device falls apart after 24 hours, if you create another one, its magic is dispelled by an effect, or you use a Magic Action while touching it to dismantle it. You may use this ability once and regain its use after a long rest.
Roll 1d8 to determine its nature and 1d8 to determine its quirk. All activations require a magic action while holding the device unless otherwise specified. The device may only be activated by you.
Nature:
1. Bomb. 1 minute after being activated, the device explodes dealing 1d8 thunder damage and 1d8 piercing damage to any creature or object that is not being worn or carried in its space.
2. Fog Generator. You may activate it to create a fog cloud as per the spell which fills a 5’ cube in its space and you may place it on the ground as part of the activation. If moved, the cloud reforms in its new space on the initiative count it was moved in the next round. If the device takes any damage it falls apart otherwise it generates the cloud for 1 minute and then falls apart. Once it has stopped working the cloud disperses in 1 round.
3. Goggles of Investigation. The device takes the form of goggles and must be worn. Once activated with a bonus action, within the next minute you may take the study action to inspect one object or creature that is within 5’ of you as though you cast the Identify spell. It may be used 3 times after which it falls apart.
4. Goggles of Blindness. The device takes the form of goggles and must be worn. Once activated with a bonus action, you have blindsight to a range of 5’ but cannot see beyond this range for 1 minute or until you use a bonus action to end the effect. It may be used 3 times after which it falls apart.
5. Safe. When activated, the device opens revealing a space that can contain up to 15lbs within a half cubic foot. After 1 minute it closes and cannot be opened again. It has 19 AC, 30hp, and a damage threshold of 30.
6. Skeleton Key. You may open a mechanical lock as though you had the correct key if the size of that key is no larger than tiny. The device falls apart once removed from the lock.
7. Toolbox. You may activate the device to shape it into the exact tool (size and dimensions) needed to activate or adjust a mechanism. If the tool is slender such as a lever it may be up to 3’ long, otherwise it must be no larger than tiny. If a check is required as part of the use of the tool, you may activate the device again to use the tool as though your check result was 15. Only 1 tool may be assembled.
8. Zipper. Place between 2 objects of small to large size and activate it to zip them together such as the gap of a door. The objects must be iron, stone, sturdy wood, or have similar toughness. The zipper must be anchored 2” on each object and to a length of 6”. If either condition is not met the zipper falls apart. Once zipped, a creature may attempt a DC 20 Strength (Athletics) check to pull or push apart the objects. Success breaks the device.
Quirks:
1. Mana Spike. When activated, the device emits a magical pulse which stuns you until the end of your next turn.
2. Overheating. When activated, it becomes hot and you take 1d6 fire damage. The heat dissipates quickly.
3. Power Hungry. When activated, the device draws on your life force to power itself. Subtract 1d4 from your hit point maximum which you recover at the end of a short or long rest. If the device has multiple uses you may only use it again after taking a short rest.
4. Static Discharge. When activated, sparks fly in a 5’ emanation. Any flammable, non-magical object in that area that is not being held or worn by another creature bursts into flame.
5. Supercharged. Damage, Area of Effect, Range, or Capacity is doubled or 5 is added to a check result or break DC if applicable. You may use the Skeleton Key 2 more times before it falls apart.
6. Ticking. When activated, it creates a momentary loud ticking sound that can be heard up to 100’ away. The ticking is generated once each round the device remains active with an effect that lasts for 1 minute or less.
7. Unpredictable. When activated, roll 1d6. On an odd result roll twice on this table to determine the device’s new quirks and ignore rolls of 7. On an even result it becomes Supercharged. Then apply the effects of the quirks to this and subsequent activations.
8. Unreliable. When activated, roll 1d6. On an odd result the device fails to activate and you must spend 1 minute repairing it before making another attempt. This does not count as a use.
The idea is to make them feel like an inventor. I tried to make the abilities minor but also relevant as levels are gained. As Gnomish Cunning is very strong, I don't want to overpower them so I have added the quirks which are mostly bad to add flavour and balance. On some adventuring days the device could be unexpectedly useful and on others, not as much. Also, while the thief rogue synergizes with the ability most of them are not immediately useful in combat so it is a minor benefit.