Alpha Test: Gnome Ancestry & Bloodlines

Duwende Mound Gnome


Today, we look at the alpha rules for the first of Bukana’s ancestries and its bloodlines (races & subraces). To understand our Cultural and Tribal feat system, please read this article. We look forward to your feedback.

You may recognize this ornery dude from Ash Ben’s Duwende Bridge illustration.

Gnome

The fey of Bukana tend to shun or even hate humanity. Not so with the diminutive gnomes who greatly enjoy playing pranks on the larger people. Sometimes these pranks are meant to teach lessons, but depending on the gnome, may be little more than simple theft or harassment. Regardless, gnomes love thrills and excitement. They are master illusionists. Standing no more than 3 feet tall, gnomes are described as child-like in appearance by larger humanoids. They have large noses and the males tend to have facial hair. 

Gnome Traits

Gnomes share a number of physiological traits in common with each other.

  Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

  Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

  Speed. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

  Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

  Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

  Languages. You can speak, read, and write two languages of your choice. Common and gnomish are popular languages. 

  Culture Feat. You gain one cultural feat of your choice (see “Feats”) that you meet the prerequisites for. The Gnomish Society feat represents common training of people that have been raised in the ancient traditions of the gnomes.

Bloodline. Gnomes of Bukana belong to one of three playable bloodlines: mound gnomes, shepherd gnomes, & gold gnomes. You may choose one of these bloodlines. You gain one tribal feat of your choice (see “Feats”) that you meet the prerequisites for. The Duwende, Lampong, and Kibaan feats represent common training developed by those who have embraced these traditions.

Gnomish Society (cultural) Feat

Prerequisites: Starting character and can speak gnomish

  Magic and engineering are fundamental to your culture. You’ve lived your life crawling around in burrows. However, there are few other commonalities between the disparate gnomish people. Reduce your walking speed by 5 feet to a minimum of 25 feet. You gain the following benefits:

  • Your Intelligence score increases by 2, to a maximum of 20.
  • Choose two weapon proficiencies.
  • Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check made using that skill.
Shepherd Gnome (Lampong)

  The lampong are the protectors of the wild forests. They use their mastery of illusions to prevent overhunting and deforestation. They appear as small old people with long and wild white hair. They are particularly populous in rocky warrens amongst the highland forests.

Lampong (tribal) Feat

Prerequisites: Starting character and either shepherd gnome bloodline or Gnomish Society feat

  Your tribe lives throughout the highland forests of Bukana. Here, they thrive in harmony with nature and protect it against misuse and destruction. Lampong communities are generally Good aligned, but rarely Lawful. You gain the following benefits:

  • Your Wisdom score increases by 1, to a maximum of 20.
  • You know one cantrip of your choice from the druid spell list. Intelligence is your spellcasting ability for it.
  • You gain proficiency with the Nature and Survival skills.
  • You gain proficiency with the Herbalism Kit.
Gold Gnome (Kibaan)

 Even more unusual than the gold-colored teeth for which they are named, is the fact that a kibaan’s feet seem to point backwards. Their heel is on the front of the foot, while the rear sports toes. They claim that this is to confuse humans when being followed after a particularly good prank. Amongst the engkanto, it is the gold gnome that so consistently lives near human communities, sometimes just below them.

Kibaan (tribal) Feat

Prerequisites: Starting character and either gold gnome bloodline or Gnomish Society feat

  You have been raised in Kibaan communities, likely within or near a human settlement. You are a consummate trickster. Whether you’re teaching a lesson or haggling for goods, you love to misdirect, obfuscate, and befuddle others. Kibaan tend toward Chaotic alignments, but are often Good. You gain the following benefits:

  • Your Charisma score increases by 1, to a maximum of 20.
  • You gain proficiency with one of the following tools: Disguise Kit, Forgery Kit, or a Gaming Set of your choice.
  • You know one cantrip of your choice from the illusion or enchantment schools. Intelligence is your spellcasting ability for it.
  • You gain proficiency with the Deception and Persuasion skills.
Mound Gnome (Duwende)

There are many, many different duwende. Each colony has their own appearance and they vary greatly from community to community. Local humans usually give them names using colors such as “black duwende,” or “red duwende” based on their skin or hair color, or a color that they commonly wear. They almost always live underground and often raise termites for food. Some mound gnomes look like other gnomes with long white hair and generally human-like facial features, while others have more goblin-like appearances.

Duwende (tribal) Feat

Prerequisites: Starting character and mound gnome bloodline

  Virtually every warren of Duwende is home to a group that is physically unique from all others. No generalizations can be made about them beyond what can be said about all gnomish communities. Peaceful, warlike, nocturnal, hairy, bald, spiny, dark, red – Duwende can be any of these things and more. You gain the following benefits:

  • The ability score of your choice increases by 1, to a maximum of 20.
  • Choose one of the following: Your Darkvision range extends 60’ to a maximum of 120’, you gain proficiency in the Perception skill, or you get a +1 bonus to your AC when you are unarmored.
  • You gain proficiency with the Survival skill and have advantage when using it to devise and set traps.

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