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

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

13 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.

  1. Guides
  2. >D&D 5e
  3. >Race Guides
  4. >Gnome Race Guide: D&D 5e (2014)

The short answer

Gnomes in the 2014 Player's Handbook are Small with 25-foot speed, darkvision, +2 Intelligence and Gnome Cunning: advantage on Intelligence, Wisdom and Charisma saves against magic. Rock Gnomes add +1 Constitution, Artificer's Lore and Tinker; Forest Gnomes add +1 Dexterity, minor illusion and Speak with Small Beasts. Wizard, Arcane Trickster and Eldritch Knight are the best fits.

Introduction

The Gnome is one of the most mechanically distinctive Small races in D&D 5e 2014, and its defining feature is a defense against the most dangerous threat in the game: enemy spellcasters. Gnome Cunning grants advantage on Intelligence, Wisdom, and Charisma saving throws against magic, a sweeping protection that covers Dominate Person, Hold Monster, Dissonant Whispers, Charm Person, and dozens of other iconic save-or-suck spells. Most races offer offensive boosts or skill utility; the Gnome offers something rarer: structural resistance to the mechanics that end combats in a single roll.

On this page

  • Introduction
  • Disclaimer
  • Racial Traits
  • ● Gnome Cunning
  • ● Ability Score Increase (+2 INT)
  • ● Darkvision (60 ft.)
  • ● Speed (25 ft.) and Languages
  • ● Small Size
  • Subraces
  • ● Rock Gnome
  • ● Forest Gnome
  • Ability Scores
  • Best Classes
  • ● Wizard
  • ● Arcane Trickster Rogue
  • ● Cleric
  • ● Druid
  • ● Fighter (Eldritch Knight)
  • Worst Classes
  • ● Barbarian
  • ● Paladin
  • ● Sorcerer
  • Best Feats
  • ● War Caster
  • ● Resilient (Constitution)
  • ● Alert
  • ● Observant
  • ● Skulker
  • Multiclassing Considerations
  • Example Build: Rock Gnome Divination Wizard (Levels 1-10)
  • FAQ
  • Final Notes

Gnomes come in two flavors (Rock and Forest) that diverge meaningfully in their secondary toolkit. Rock Gnomes build things and have the staying power of extra CON. Forest Gnomes have stealth, DEX, and an innate cantrip that opens unique tactical space.

D&D 5e Gnome race


Disclaimer

Options are rated using the following color system:

  • ● Blue - Excellent. A defining feature. Take this whenever possible.
  • ● Green - Good. Solid contribution. Worth choosing.
  • ● Orange - Situational. Context-dependent. Discuss with your GM.
  • ● Red - Poor/Avoid. Rarely useful or actively counterproductive.

Ratings assume optimized play at a typical tier 2 table (levels 5-10).


Racial Traits

● Gnome Cunning

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

This is the headline feature and it is excellent. Unlike most defensive racial traits that protect against one damage type or one condition, Gnome Cunning covers three full saving throw categories and restricts its application to magic, which conveniently is where the most dangerous debilitating effects in the game live.

What this protects against in practice:

  • WIS saves vs magic: This is enormous. Charm Person, Dominate Person, Hold Person, Hold Monster, Fear, Command, Confusion: most enchantment spells call for a WIS save. Advantage here means Gnomes resist mind control and paralysis better than almost any other race.
  • CHA saves vs magic: Covers banishment effects like Banishment and several planar effects at higher levels.
  • INT saves vs magic: Rare but covers some psychic effects and specific spells.

The net effect is that enemy spellcasters, which become the primary tactical threat from tier 2 onward, are significantly less dangerous against Gnomes. Advantage is worth up to +5 on a save you have even odds of making, and about +3 on average.

● Ability Score Increase (+2 INT)

A flat +2 to Intelligence makes the Gnome the best base race for Wizard builds. Most classes need to chase their spellcasting stat with ASIs; Gnomes start ahead. +2 INT also boosts Investigation, Arcana, History, Nature, and Religion checks.

● Darkvision (60 ft.)

Standard darkvision. Removes torch management and lets you see targets in darkness within 60 feet, where you would otherwise attack as if blind. Consistently useful.

● Speed (25 ft.) and Languages

Gnomes walk 25 feet, 5 less than most races, which matters when a melee enemy is chasing a caster. You speak Common and Gnomish.

● Small Size

Same limitation as all Small races: disadvantage on attacks with heavy weapons rules out greatsword and longbow builds. For Gnomes specifically, this matters less since Gnomes naturally gravitate toward spellcasting, which ignores weapon size entirely.


Subraces

● Rock Gnome

+1 CON. Artificer's Lore. Tinker.

Rock Gnome is the stronger subrace for the vast majority of builds.

  • ● +1 Constitution: More HP and better Concentration saving throws. For any Gnome Wizard maintaining Concentration spells (Fly, Web, Hypnotic Pattern, Haste), this is high-value.
  • ● Artificer's Lore: Add twice proficiency bonus on History checks related to magic items, alchemical objects, or technological devices. Useful in magic-item-heavy campaigns.
  • ● Tinker: Spend 1 hour and 10 gp to construct a Tiny clockwork device (a toy, fire starter, or music box). Value depends heavily on GM openness to creative use. You can have up to three devices at a time.

● Forest Gnome

+1 DEX. Natural Illusionist. Speak with Small Beasts.

Forest Gnome serves a different archetype: the stealthy, nature-connected trickster.

  • ● +1 Dexterity: Improves initiative, AC in light or no armor, and DEX-based skill checks. Less universally valuable than CON but significant for stealth-oriented builds.
  • ● Natural Illusionist: You know the Minor Illusion cantrip (INT-based). Minor Illusion is one of the most flexible cantrips in D&D 5e 2014, creating sounds or images that distract enemies, give you a box to hide behind, misdirect patrols, or trigger readied actions. An exceptional bonus for any class that doesn't already have it.
  • ● Speak with Small Beasts: Communicate simple ideas with Small or smaller beasts. Squirrels, ravens, rats, and cats become an intelligence network in the right campaign. Highly GM-dependent but memorable when it matters.

Ability Scores

The Gnome starts with +2 INT, plus either +1 CON (Rock) or +1 DEX (Forest).

Intelligence is your primary stat on Wizard, Arcane Trickster, and Eldritch Knight builds. Push it to 20 as quickly as possible; every +1 increases your spell save DC and attack roll.

For non-INT builds (Druid, Cleric, Bard), the +2 INT is partially wasted, but Gnome Cunning still applies regardless of your INT modifier. The saving throw advantage is not modifier-dependent.

CON (Rock) or DEX (Forest) are solid secondary investments. Don't neglect your class's primary stat: if you're a Druid or Cleric Gnome, WIS needs to be bought up through ASIs regardless of the racial INT bonus.


Best Classes

● Wizard

The definitive Gnome class. +2 INT directly powers your spellcasting modifier, and Gnome Cunning stacks advantage on the Intelligence and Wisdom saves you are already proficient in, and covers the Charisma saves against banishment that the class has no answer for. Rock Gnome adds CON for Concentration saves; Forest Gnome's Minor Illusion is excellent though Wizards may already know it. Wizards are already fragile, so Gnome Cunning meaningfully reduces the rate at which you get incapacitated.

● Arcane Trickster Rogue

Forest Gnome is the better fit: +1 DEX helps Sneak Attack and AC, Minor Illusion is available for distraction and positioning, and Gnome Cunning protects against control spells. Arcane Trickster uses INT for spellcasting, so +2 INT feeds your spells, while Dexterity carries your attacks.

● Cleric

Gnome Cunning applies to WIS saves against magic, exactly what Clerics are often targeted with. The missing WIS bonus is a meaningful tradeoff, and no domain uses Intelligence, so a Gnome Cleric is a thematic pick (Knowledge or Arcana suit a gnome) rather than an optimized one.

● Druid

Forest Gnome Druid: Speak with Small Beasts overlaps with the Druid's nature-connection identity, Minor Illusion adds utility, +1 DEX helps unarmored builds, and Gnome Cunning protects the Druid from the WIS-save control spells enemy casters aim at a concentrating caster. Concentration itself uses Constitution. Not optimal (WIS bonus is absent) but thematically cohesive.

● Fighter (Eldritch Knight)

+2 INT directly empowers the Eldritch Knight's spellcasting. Gnome Cunning protects against control effects that Fighters, with typically modest WIS saves, struggle with. Small size gives disadvantage with heavy weapons, pushing you toward a sword-and-board or light crossbow build.


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Worst Classes

● Barbarian

Barbarians want STR, CON, and Heavy weapons. Gnomes provide none of those primary stats. Gnome Cunning still helps a Barbarian, whose mental saves are weak, but it can't make up for a stat line with nothing for Strength or Constitution. Heavy weapon disadvantage compounds the problem severely.

● Paladin

Paladins want STR and CHA. Gnomes provide INT, which Paladins have no use for. Small size means no Heavy weapons. Gnome Cunning stacks with Aura of Protection (advantage plus a bonus), but that doesn't fix the missing stats.

● Sorcerer

Sorcerers run on CHA. Gnomes have +2 INT and no CHA bonus. Gnome Cunning is still excellent on a Sorcerer, but the core stat mismatch is hard to ignore when Tiefling (+2 CHA, +1 INT) and Half-Elf (+2 CHA, two +1s) exist.


Best Feats

● War Caster

Gnome Wizards rely on Concentration spells for their biggest battlefield effects. War Caster adds advantage on CON saves to maintain Concentration, lets you perform somatic components with full hands, and allows opportunity attack spells. Rock Gnome's +1 CON stacks with this for exceptional Concentration reliability.

● Resilient (Constitution)

The alternative to War Caster for Gnome casters who want Concentration protection. Adds proficiency to CON saves and gives +1 CON. Provides broader CON improvement for non-Concentration situations.

● Alert

+5 to initiative, immunity to surprise while conscious, hidden attackers don't gain advantage against you. Gnomes have average-to-low initiative potential (no DEX bonus on Rock Gnome, only +1 on Forest Gnome). Alert compensates and ensures you act first to set up Concentration spells before enemies close range.

● Observant

+5 to passive Perception and passive Investigation, plus the ability to read lips. Forest Gnome Druids and utility-oriented characters benefit strongly. Passive Perception of 20+ is consistently meaningful. Pairs with Speak with Small Beasts for a complete wilderness-scout identity.

● Skulker

For Forest Gnome Rogues who want to compound Natural Illusionist. Minor Illusion creates a distraction; Skulker lets you stay hidden after missing from concealment. Narrow application but exceptional on the right build.


Multiclassing Considerations

Gnomes multiclass best when INT remains the primary spellcasting stat:

  • Wizard/Cleric (1-level dip): Armor, shield proficiency and a domain's features on a Wizard chassis. Multiclassing into Cleric needs 13 Wisdom, which the race doesn't help with.
  • Rogue 3 (Arcane Trickster) / Wizard X: Classic intelligence-synergy combination. Mage Hand and Sneak Attack round out a complete character.
  • Fighter 2 / Wizard X: Action Surge on a Wizard delivers two casts of your highest slot spells in one turn. Extremely powerful at later levels.

Avoid dips into CHA or WIS-primary classes without a plan to address the stat mismatch. A Gnome Warlock functions but gives up significant casting efficiency versus Tiefling or Half-Elf equivalents.


Example Build: Rock Gnome Divination Wizard (Levels 1-10)

Race: Rock Gnome | Class: Wizard (School of Divination) | Background: Sage

Starting Stats (Point Buy, 27 points): STR 8, DEX 14, CON 14 (+1=15), INT 15 (+2=17), WIS 12, CHA 8

LevelKey Choices
1Wizard: Spells: Shield, Sleep, Detect Magic, Identify
2School of Divination: Portent (roll two d20s after each long rest and use them in place of any roll you can see)
3Spells: Misty Step, Suggestion
4ASI: +1 INT, +1 CON (17 to 18, 15 to 16)
5Spells: Fireball, Counterspell
6Expert Divination (regain lower slot when casting higher Divination)
7Spells: Arcane Eye, Locate Creature
8Feat: War Caster
9Spells: Scrying, Hold Monster
10The Third Eye

Core Loop: Use Portent dice to guarantee critical saves or fail enemy saves. Gnome Cunning gives advantage on WIS/INT/CHA saves while Portent lets you manipulate the dice of others. The combination creates a character that is extremely difficult to shut down with magic while capable of shutting down enemies with forced saves.

Stat Priorities: INT, then CON, then DEX. INT reaches 18 at level 4 and 20 at level 12. Rock Gnome's +1 CON and War Caster at level 8 make Concentration reliable.


FAQ

How good is Gnome Cunning compared to other saving throw bonuses? Gnome Cunning is exceptional because it covers three saving throw categories simultaneously with advantage rather than a flat bonus. Advantage effectively adds roughly +3.3 to +5 to your average save result, applying to magic specifically where the most dangerous save-or-suck spells live.

Is Rock Gnome or Forest Gnome stronger overall? Rock Gnome is stronger for most builds because +1 CON improves survivability and Concentration, and Tinker provides persistent utility. Forest Gnome is better for stealthy or support builds where +1 DEX, Minor Illusion, and Speak with Small Beasts create unique tactical value.

Can Gnomes be effective Clerics or Druids? Yes, but they are not optimal. Gnome Cunning applies to WIS saves against magic, which is welcome, but Gnomes receive no WIS bonus, and no Cleric domain uses Intelligence. Under the Tasha's customizing rules, you can move the +2 to Wisdom and keep Gnome Cunning.

What is the Tinker feature and how useful is it? Tinker lets Rock Gnomes spend 1 hour and 10 gold to create a Tiny clockwork device with simple effects. The value depends heavily on your GM's openness to creative use, but even a noise-maker provides non-trivial utility at early levels.

Does Gnome Cunning apply to Wisdom saving throws from spells like Hold Person? Yes. Hold Person requires a WIS saving throw and is a magical effect. Gnome Cunning applies, giving you advantage. Paralysis is one of the most debilitating conditions in 5e 2014, and Gnomes resist it significantly better than most races.


Final Notes

Hot Take: The best Gnome isn't a Wizard. Wizards are already proficient in Intelligence and Wisdom saves, so Gnome Cunning mostly adds to saves they pass anyway. An Eldritch Knight or Arcane Trickster has no Wisdom or Charisma save proficiency, uses the +2 Intelligence for its spells, and gets advantage on exactly the saves it fails most. The race's defense does the most work on the half-caster whose class left those saves open.

The Gnome is a race for players who want to win the defensive game against enemy spellcasters while contributing from a position of intellectual superiority. Gnome Cunning is quietly one of the best racial traits in D&D 5e 2014 because it solves a category of problem, magical control effects, that cannot easily be solved any other way at low levels.

Rock Gnome is the recommended starting point for almost any build because CON is universally valuable. Forest Gnome earns its place on builds that need DEX, stealth, or want Minor Illusion without spending a cantrip slot.

If you want to play the character who is infuriatingly hard to dominate, charm, or banish (the small, brilliant, mechanically-minded survivor in a world full of mind-controlling monsters), the Gnome makes that character at no additional cost.

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