463px-dnd_gnomeFrom a young age Gnomes learn to rely on their tinkering skills to make their way in the world. Many forgo walking or using their bodies all together. By the time they reach adulthood many are physically unable to do even the simplest tasks. This is not to say they are disabled, but rather they are enabled via their sharp minds to overcome their physical limitations. As a right of passage, and with a magical steam engine known as a Grizaloop, young gnome construct  mechanized machines, known as Constructs, that enable them to thrive in their world. Gnomes take a life oath to protect their machines and will never share the secrets of the tinker lords.

Gnome in a Humanoid Mechanical Exploration Construct

Ability Score Caps: Gnomes cannot exceed +3 in any ability except for Intelligence where they can have up to a +4. Gnomes cannot exceed -2 in Constitution AND Strength.

Ability Score Max: Gnomes have a max total combined ability total of 5

Size: 2.5-3.5 foot tall, 40 – 90 lbs

Speed: 60 feet

Languages: Common and Gnome

Hit Points: Gnomes gain 1d4 Hit Points / Level

Special Racial Abilities:

Construct. All gnome characters begin with a Partial Humanoid construct. The gnome sits inside of the torso and pilots using nobs and levers.

  • Height: 4.5 – 5.5 foot tall
  • Weight: 3d6 x10 lbs
  • Armor Class 12
  • Hit Points 2d8
  • Dexterity +2
  • Speed: 80 feet

Weapon: Poker appendage, 1d8+1 damage

Construct Upgrades

At each level a gnome may choose to upgrade their Construct.

  • 100gp to add 1d8 HP taking 1d4 days
  • 1000gp to add a weapon attachment (adding a new weapon option) taking 1d6 days. Any weapon can be mounted on an attachment point
  • 5000gp to add an appendage (adding an attack, but without a weapon or grabber)
  • 5000gp to construct a grabber (hand like attachment)
  • 10000gp to construct an animal / insect locomotion construct (speed 120 feet)

Construct Maintenance

Gnomes can work on their constructs to restore HP. For each long rest a gnome can repair 1d8 / level of damage to their construct.


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Ratlings are bipedal humanoid-rodent hybrid that are known to dwell in settings ranging from semi-underground warrens or along riverbanks. They are known for being a communal race, especially in cities where they can take over an entire quarter and turn it into their own. Ratling’s fur ranges in shades of black, grey, white with brown being one of the few “colors” of the race. Their eyes are typically black, dark brown, with the occasional red eyes. Their noses are typically a pinkish color. They are known for their sharp claws and sharp senses.

Ability Score Caps: Ratlings cannot exceed +2 in any ability except for Dex and Con where they can have up to a +3. Ratlings cannot exceed Zero in Strength.

Ability Score Max: Ratlings have a max total combined ability total of 5

Size: 3-4 foot tall, 60 – 120 lbs

Speed: 30 feet

Languages: Undercommon and Common

Special Racial Abilities:

Darkvision: 120 feet due to living in nothing but darkness.

Plagued Upbringing: Growing up and spawning in filth has its advantages. Gain advantage in checks against toxins and diseases.

Skittish: Ratlings can +2 to their notice value.

+2 bonus to Armor Class due to small size

+3 bonus to Combat Initiative for their small quickness

Skill Bonuses

Climb (+4) – used to climb walls, mountains, etc

Stealth (+2) – used to hide and move without detection

Class Restrictions

Ratlings may only choose from Cleric, Thief, or Barbarian.

Weapon and Armor Restrictions:

A Ratlings may wear any kind of armor, and may use a shield. However, their armor and shields must be specially made for their small size (doubling the list price). Even dwarf-sized armor is too large for them.

A Ratlings may only use weapon weighing 2 lbs or less (such as a dagger, short sword, or short bow), and may not use two-handed swords, longbows, battle axes, pole-arms, or other large weapons.