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Deep Gnome Race Guide: D&D 5e (2014)
dnd 5e 2014

Deep Gnome Race Guide: D&D 5e (2014)

18 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

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  4. >Deep Gnome Race Guide: D&D 5e (2014)

The short answer

Deep gnomes (svirfneblin) from Mordenkainen's Tome of Foes are a gnome subrace: +2 Intelligence, +1 Dexterity, Gnome Cunning, 120-foot darkvision, advantage on Stealth checks to hide in rocky terrain and underground, and Undercommon. An optional Svirfneblin Magic feat adds at-will nondetection on yourself. Rogue is the best fit.

Introduction

The Deep Gnome, also called the Svirfneblin, is the Underdark-adapted Gnome subrace introduced in Mordenkainen's Tome of Foes. Where a Rock Gnome builds gadgets and a Forest Gnome talks to squirrels, a Deep Gnome survives. Centuries spent avoiding mind flayers, drow raiding parties, and the countless other predators of the Underdark shaped a subrace built around not being seen: superior darkvision, a stealth bonus tied specifically to stone and darkness, and (for tables that allow it) an inherited scrap of illusion and detection-evading magic.

On this page

  • Introduction
  • Disclaimer
  • Racial Traits
  • ● Gnome Cunning (inherited)
  • ● Ability Score Increase: +2 INT, +1 DEX
  • ● Superior Darkvision
  • ● Stone Camouflage
  • ● Extra Language: Undercommon
  • ● Small Size
  • Svirfneblin Magic (Optional Feat)
  • ● Svirfneblin Magic
  • Playing a Deep Gnome
  • Ability Scores
  • Deep Gnome vs. Rock Gnome vs. Forest Gnome
  • Best Classes
  • ● Rogue
  • ● Ranger
  • ● Warlock
  • ● Wizard
  • ● Cleric
  • Worst Classes
  • ● Barbarian
  • ● Paladin
  • ● Sorcerer
  • Best Feats
  • ● Alert
  • ● Mobile
  • ● Observant
  • Multiclassing Considerations
  • Example Build: Deep Gnome Scout Rogue (Levels 1-10)
  • FAQ
  • Final Notes

That makes Deep Gnome a different pitch than its surface-dwelling cousins. This guide answers the question a Rock or Forest Gnome player doesn't have to ask: should you build a scouting or infiltration character around the Deep Gnome's stealth-and-darkvision kit, and which classes get the most out of it? Rogue is the obvious answer, but Ranger and even Warlock have specific reasons to consider it too, and the comparison against Rock and Forest Gnome further down this guide covers exactly when Deep Gnome earns its place over its more common cousins.

D&D 5e Deep Gnome Race


Disclaimer

Ratings use a four-color system reflecting overall power in the context of the 2014 rules:

  • ● Red - Poor. Avoid or situational at best.
  • ● Orange - Situational. Useful in specific builds or campaigns.
  • ● Green - Good. Reliable value in most builds.
  • ● Blue - Excellent. Best-in-slot or near it for the right build.

Racial Traits

Deep Gnome characters take the base Gnome traits from the Player's Handbook (Gnome Cunning, +2 INT, base 60-foot darkvision, Small size, 25-foot walking speed, Common and Gnomish), then replace or add to them with the subrace traits below, sourced from Mordenkainen's Tome of Foes' "Deep Gnome Characters" section. Your DM decides whether Deep Gnome is available at your table; it is not one of the two default subraces printed in the core Player's Handbook.

● Gnome Cunning (inherited)

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

This is the same trait every Gnome gets, and it is just as strong on a Deep Gnome as it is on a Rock or Forest Gnome. Advantage against magical mind control, fear, and banishment effects is a structural defense that doesn't care what subrace you picked, and it stays relevant at every tier of play.

● Ability Score Increase: +2 INT, +1 DEX

The base Gnome's +2 INT is unchanged. Deep Gnome adds +1 DEX on top of it, in place of Rock Gnome's +1 CON or Forest Gnome's +1 DEX-only line. Deep Gnome's ability bonus matches Forest Gnome's DEX choice exactly, but pairs it with none of Forest Gnome's other traits. That split stat line is the mechanical heart of why Deep Gnome reads as an infiltration race: DEX drives your Stealth checks, AC, and initiative, while INT covers Investigation, Arcane Trickster spellcasting, and the spell save DC on any INT-based magic you pick up.

● Superior Darkvision

Your darkvision has a radius of 120 feet.

This replaces the base Gnome's 60-foot darkvision outright, doubling your effective detection range in the dark. In practice, this means you can spot an approaching patrol, a trap trigger, or an ambushing monster from well outside the range where a 60-foot-darkvision race would still be blind. For a scout whose entire job is seeing threats before the rest of the party does, this is one of the best darkvision upgrades available to any playable race in the 2014 catalog.

● Stone Camouflage

You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.

Stone Camouflage is narrower than a flat Stealth bonus. It only applies when you're hiding in rocky terrain or underground, but within that scope it is exceptional. Most dungeons, caves, ruins, and Underdark settings qualify, which covers a large share of published adventure content. Combined with a positive DEX modifier and proficiency in Stealth, advantage on this check regularly produces a Stealth result that beats the passive Perception of everything but the most alert monsters in the game.

● Extra Language: Undercommon

You already speak Common and Gnomish from the base Gnome traits; Deep Gnome adds Undercommon on top. Undercommon is the trade language of the Underdark's various peoples (drow, duergar, and other subterranean races), and it turns a Deep Gnome into a party's practical translator and information-gatherer whenever the campaign heads underground. Purely situational outside that context, but useful when it comes up.

● Small Size

Shared with every Gnome. Small creatures have disadvantage on attack rolls with heavy weapons, which rules out greatsword and greataxe builds. Gnomes also walk at 25 feet instead of 30. Deep Gnome specifically leans away from front-line melee anyway, since Stone Camouflage and Superior Darkvision both point toward avoiding a fight or engaging it on your own terms, so this trait rarely costs a build built around the subrace's actual strengths anything real. It only becomes a real drawback on a heavy-weapon build, or when the slower speed leaves a scout behind in a chase.


Svirfneblin Magic (Optional Feat)

Mordenkainen's Tome of Foes also prints an optional feat available only to Deep Gnomes, gated behind your DM allowing feats from Chapter 6 of the Player's Handbook in addition to this book. It is not automatic. Confirm availability before planning a build around it.

● Svirfneblin Magic

Prerequisite: Gnome (deep gnome). You can cast nondetection on yourself at will, without a material component. You can also cast blindness/deafness, blur, and disguise self each once with this trait, regenerating the use on a long rest. Intelligence is your spellcasting ability for all four spells.

At-will self-only nondetection is a quiet but powerful defensive trait against divination-heavy campaigns: for 8 hours at a time, divination magic can't target you and scrying sensors can't perceive you, at zero resource cost. The three once-per-long-rest spells extend that into a full infiltration toolkit on top of Stone Camouflage. Disguise self gets you past a checkpoint or sets up a social opener, blur buys survivability if a fight goes bad, and blindness/deafness is an emergency control spell against a single dangerous enemy. Because Intelligence powers all four, this feat is strongest on an INT-primary or INT-secondary build that isn't wasting the ability score elsewhere.


Playing a Deep Gnome

Mordenkainen's Tome of Foes describes the deep gnome as pragmatic and cautious, bringing "a sense of duty rather than a sense of humor" to a party and meeting adversity with hammers, picks and a dour, dry wit, or none at all. Centuries of surviving alongside drow, duergar, and worse in the Underdark taught Deep Gnomes that survival depends on avoiding entanglements and not making enemies, so most favor neutral alignments over strongly good or evil ones. They rarely take risks on behalf of strangers, though they're fiercely loyal to the few companions they do trust.

Physically, Deep Gnomes are heavier than their surface cousins, weighing 80 to 120 pounds despite their Small size. They mature at roughly the same rate as humans, reaching adulthood around 25, and live 200 to 250 years, though the dangers of the Underdark often cut that shorter. None of this changes your character sheet, but it explains why a Deep Gnome PC tends to read as older, warier, and more pragmatic at the table than a Rock or Forest Gnome played the same age.


Ability Scores

Intelligence (+2): The base Gnome bonus. Drives Wizard and Arcane Trickster spellcasting, Investigation and Arcana checks, and the save DC of Svirfneblin Magic's blindness/deafness if your DM allows the feat.

Dexterity (+1): The Deep Gnome subrace bonus. Feeds AC, initiative, every Stealth check (including the ones Stone Camouflage grants advantage on), and the attack and damage rolls of finesse and ranged weapons.

Together, this is a split-stat race rather than a single-stat powerhouse. That works cleanly for Rogue (DEX primary, INT secondary via Investigation or Arcane Trickster) and for any INT-caster who also wants a solid Stealth and AC floor, but it means Deep Gnome never puts as much raw investment into one stat as, say, a race with +2 in a single ability score.


Deep Gnome vs. Rock Gnome vs. Forest Gnome

This is the comparison that actually decides whether Deep Gnome is the right pick, since all three subraces share the same base Gnome chassis (Gnome Cunning, +2 INT, Small size) and differ only in their subrace add-ons.

SubraceAbility BonusSignature TraitsBest Fit
Deep Gnome ●+1 DEXSuperior Darkvision (120 ft.), Stone Camouflage, UndercommonDungeon and Underdark infiltration, scouting, stealth-first Rogue or Ranger
Rock Gnome ●+1 CONArtificer's Lore, TinkerDurable INT casters, Concentration-heavy Wizards, general utility
Forest Gnome ●+1 DEXMinor Illusion (Natural Illusionist), Speak with Small BeastsGeneral stealth and skirmishing across any terrain, not just rock

The overlap between Deep Gnome and Forest Gnome is the real decision point, since both hand you the same +1 DEX. Forest Gnome's Minor Illusion is a free cantrip usable anywhere, in any environment, on any turn; Stone Camouflage only fires as advantage on a Stealth check, and only in rocky or underground terrain. Trade breadth for depth: Forest Gnome performs consistently everywhere, while Deep Gnome performs exceptionally in one specific setting and does nothing extra outside it. A campaign built around dungeons, caves, or a full Underdark arc favors Deep Gnome. A campaign that spends most of its time on the surface, in cities, or in the wilderness favors Forest Gnome instead. Rock Gnome sits outside this comparison entirely: it trades the DEX-and-stealth kit for CON and a crafting trait, and suits a build that wants durability over infiltration.


Best Classes

● Rogue

The definitive Deep Gnome build, and the class the subrace's whole trait package points at. +1 DEX drives Sneak Attack, AC, and the exact Stealth checks Stone Camouflage grants advantage on. Superior Darkvision lets you scout a dungeon corridor well ahead of the party before committing to an approach. If your DM allows Svirfneblin Magic, disguise self and blindness/deafness give an Arcane Trickster (INT-based, which the base Gnome's +2 INT also feeds directly) an infiltration kit that goes deeper than what most other Small races offer a Rogue. Even without the optional feat, the base package alone (DEX for Sneak Attack, INT for Expertise skills like Investigation, and Stone Camouflage for approach and escape) covers every phase of a dungeon-crawling Rogue's job.

● Ranger

A DEX-based Ranger gets the same Stealth and AC payoff as a Rogue, and Superior Darkvision pairs naturally with a scouting or Underdark-exploration campaign: you're spotting threats and terrain features from twice the range of a standard darkvision race. Stone Camouflage specifically rewards a Ranger who favors ambush tactics in caves and ruins over open-field engagements. This is a strong pairing wherever the campaign spends real sessions underground; it's a merely good one in a surface-only game where Stone Camouflage rarely triggers.

● Warlock

CHA is primary for Warlock, so neither Deep Gnome ability bonus contributes directly, and this pairing lives or dies on Svirfneblin Magic being available at your table. If it is, disguise self and blindness/deafness add utility, though they use Intelligence, so the blindness DC stays low on a Warlock, and the at-will self-only nondetection is a strong defensive layer for a class that tends to make enemies of powerful patrons and rivals who might scry on them. A Great Old One or Fiend patron in particular pairs thematically with a character whose ancestors spent centuries fending off Underdark predators. Without the feat, Warlock is a middling fit: the DEX bonus helps AC in light armor, but that's the extent of the mechanical overlap.

● Wizard

+2 INT makes any Gnome a strong Wizard base, and Deep Gnome specifically adds a DEX bonus that helps a Wizard's AC, which matters for a class that wants to avoid being hit in melee at all. Gnome Cunning protects against the enemy-caster saves a squishy Wizard fails most, and Superior Darkvision removes torch management entirely. Svirfneblin Magic, if allowed, effectively gives an INT-caster three free spells known outside their spellbook or prepared list, at no cost to a class that is normally spell-slot-constrained.

● Cleric

WIS-primary, and Deep Gnome offers no WIS bonus at all. Gnome Cunning still applies to WIS saves against magic, but you're leaning entirely on the race's secondary trait set rather than its ability scores. No Cleric domain uses Intelligence for its features, so the +2 INT does little here. Superior Darkvision plus Stone Camouflage still help a Cleric who wants to scout ahead of a party instead of anchoring its front line.


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Worst Classes

● Barbarian

Barbarian wants STR and CON, and wants to be seen and standing in melee, which is the exact opposite of what Stone Camouflage and Superior Darkvision are built for. Small size also gives disadvantage with heavy weapons. Neither Deep Gnome ability bonus feeds a Barbarian's core stat, and the subrace's entire identity goes to waste on a class that has no use for hiding.

● Paladin

CHA and STR are primary; Deep Gnome contributes neither. Small size again gives disadvantage with heavy weapons, which hurts a Paladin's smite-focused burst damage. A Paladin also generally wants to be the visible, standing-in-the-front anchor of the party, which runs against everything Stone Camouflage rewards.

● Sorcerer

CHA-primary, and Deep Gnome's +2 INT and +1 DEX both miss the mark entirely. Gnome Cunning still helps, and DEX helps AC in light armor, but Tiefling and Half-Elf both feed CHA directly where Deep Gnome doesn't, making this a clearly suboptimal pairing.


Best Feats

● Alert

+5 initiative gets you acting before a threat you've already spotted with Superior Darkvision can act at all. On a scout build whose entire plan is seeing trouble first, going first as well closes the loop.

● Mobile

Extra speed, no opportunity attacks after attacking a creature you then move away from, and difficult terrain doesn't slow a Dash. On a Deep Gnome scout who already relies on Stone Camouflage to stay hidden between engagements, Mobile makes the repositioning half of that plan just as reliable as the hiding half.

● Observant

+5 passive Perception and passive Investigation, plus reading lips. A solid pickup for a scout who wants to notice ambushes and traps as reliably as they avoid being noticed themselves, though it competes for feat slots against Alert on the same build.


Multiclassing Considerations

Rogue + Ranger: Both classes want DEX and reward a stealth-first playstyle. Stone Camouflage and Superior Darkvision benefit either half equally, and a Rogue dip adds Sneak Attack and Cunning Action to a Ranger's existing scouting kit.

Rogue (Arcane Trickster) + Wizard: A classic INT-synergy pairing that a Deep Gnome supports better than most Small races, because +2 INT and +1 DEX both contribute directly: INT to spellcasting, DEX to Sneak Attack, AC, and Stealth.

Ranger dip on a Rogue: A two-level Ranger dip adds Favored Enemy, Natural Explorer and a fighting style such as Archery on top of a Rogue's core chassis, and both classes want the same DEX-primary build. Superior Darkvision and Stone Camouflage carry over cleanly regardless of which class is leading at any given level, since both are racial traits rather than class features.


Example Build: Deep Gnome Scout Rogue (Levels 1-10)

Race: Deep Gnome (+2 INT, +1 DEX) | Class: Rogue (Scout, if your table has Xanathar's Guide to Everything; Assassin otherwise) | Background: Outlander or Spy

Starting Stats (Point Buy, 27 points): STR 8, DEX 15 (+1=16), CON 14, INT 15 (+2=17), WIS 10, CHA 8

LevelKey ChoiceNotes
1Rogue 1Sneak Attack 1d6, Expertise (Stealth, Investigation)
2Rogue 2Cunning Action
3Rogue 3Subclass choice
4Rogue 4ASI: +2 DEX (16 to 18)
5Rogue 5Uncanny Dodge
6Rogue 6Expertise (second pair of skills)
7Rogue 7Evasion
8Rogue 8Feat: Alert
9Rogue 9Subclass feature
10Rogue 10ASI: +2 DEX (18 to 20)

Key Tactics:

  • Use Superior Darkvision to scout a corridor from well outside a standard darkvision race's range before the rest of the party commits to an approach.
  • Roll Stealth with advantage from Stone Camouflage whenever the terrain qualifies, and use Cunning Action to Hide again as a bonus action after each attack.
  • If Svirfneblin Magic is on the table, save disguise self for a scene where walking past a guard or posing as someone else changes the outcome, not as a reflexive opener.
  • On the Assassin path, the Stealth check Stone Camouflage improves is the same check that decides whether enemies are surprised, and Assassinate turns a hit against a surprised creature into a critical hit.

FAQ

Is Deep Gnome a good race for Rogue?

Yes. +1 DEX feeds Sneak Attack, AC, and Stealth directly, and Stone Camouflage's advantage on Stealth checks in rocky or underground terrain covers most dungeon environments a Rogue actually operates in.

How does Svirfneblin Magic work, and is it always available?

It's an optional feat from Mordenkainen's Tome of Foes, not an automatic trait. With DM permission, it grants at-will self-only nondetection plus one free casting each of blindness/deafness, blur, and disguise self per long rest, using Intelligence as the spellcasting ability.

Is Deep Gnome better than Rock Gnome or Forest Gnome for a stealth build?

For dungeon and Underdark infiltration, yes: Stone Camouflage and a 120-foot darkvision radius beat Forest Gnome's more general DEX-and-illusion kit inside those specific environments. Forest Gnome remains the stronger pick outside rocky or underground settings, where Stone Camouflage never triggers.

Does Stone Camouflage work in every environment, or just underground?

Only rocky terrain and underground. It does nothing in a forest, a city, or open plains. A Deep Gnome is still a fine Rogue or scout elsewhere thanks to DEX and proficiency, but the racial advantage itself is environment-gated.

Is Deep Gnome worth it if I want to play a Barbarian or Paladin?

It's playable but not optimal. Neither class wants INT or DEX as a primary stat, Small size gives you disadvantage with heavy weapons, and the subrace's entire stealth-and-darkvision identity goes unused by a class built to stand in the open and be seen.

Does Superior Darkvision stack with darkvision from a class feature or spell?

Darkvision doesn't stack numerically; multiple sources of darkvision don't add their ranges together. What matters is your single largest radius. If a spell or class feature grants darkvision out to a shorter range than your innate 120 feet, your racial trait remains the operative one for as long as it's active.


Final Notes

Hot Take: Superior Darkvision is an offensive trait, not just a scouting one. Darkness is heavily obscured to any creature whose darkvision does not reach you, so a Deep Gnome standing 70 feet away in an unlit cave can see an orc or a goblin, whose darkvision stops at 60 feet, that cannot see it back. Drow and duergar also see 120 feet, so the trick fails against them. Attackers who can't be seen have advantage, and a Rogue with advantage has Sneak Attack. With a shortbow or light crossbow (80-foot normal range), the 61-to-80-foot band is a firing position most 60-foot-darkvision monsters cannot answer without light. The one thing that breaks it is a light source near you, so leave the torch with the party.

Deep Gnome rewards a player who wants to see trouble first and be seen never. The split INT/DEX stat line lines up cleanly with Rogue, stays strong on a scouting-focused Ranger, and, if Svirfneblin Magic is on the table, extends into an infiltration toolkit for INT-adjacent casters that most other Small races simply can't match.

If your table spends real time in dungeons, caves, or the Underdark, Deep Gnome is one of the sharpest environment-specialist races in the 2014 catalog.

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