Gnome, Deep
Common Cultures: Collegiate, Despotic, Itinerant, Shadowfell
Ancestry Traits
Size. Your size is Small.
Speed. 25 ft. (-1 point).
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
You learn one of the following cantrips of your choice: black candle, dancing lights, encode thoughts, mage hand, message, minor illusion, or prestidigitation. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this ancestry).
You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Paragon Options
Day Walker
You are adapted to surface life better than most of your ancestry. You gain the following benefits:
- You ignore the penalties of the Sunlight Sensitivity trait.
- You have advantage on saving throws you make to avoid or end the blinded condition on yourself.
Effortless Trickery
When you cast an illusion spell with a concentration duration while already maintaining concentration on another spell, you may choose to combine the concentration of the two spells together. If you do this, the duration of each spell becomes 1 minute if it was longer than that, unless both spells are illusion spells. If you lose concentration on one of these spells, you lose concentration on both spells.
Once you use this ability, you can’t use it again until you finish a long rest.
Fade Away
As in the feat from Xanathar's Guide to Everything but can also be triggered as a bonus action and you can use it a number of times equal to your proficiency bonus per long rest.
Gnomish Magic Resistance
You have advantage on saving throws against spells and other magical effects. Additionally, you don’t lose your advantage on Intelligence, Wisdom, and Charisma saving throws when an effect imposes disadvantage on you.
Perfect Darkvision
Requires: Darkvision
Your Darkvision increases by to 240 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
Squat Nimbleness
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 10 feet.
- You have advantage on saving throws you make to avoid or end the grappled or restrained condition on yourself, and creatures have disadvantage on attack rolls to grapple you.
Svirfneblin Magic
You learn advanced magic of the svirfneblin. You learn the disguise self spell and can cast it at will, without spending mana. You also learn your choice of two of the following spells: blindness/deafness, blur, or nondetection. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this culture).