The Gnome Warlock possesses a supernatural connection with powers that slumber beyond mortal understanding. They’ve made a pact with an otherworldly, cosmic being of immense power.
It’s an extraordinary symbiotic relationship between Gnome and entity, blending cleverness and charisma with unfathomable eldritch might.
Their charismatic nature shines through in their spellcasting prowess and uncanny ability to navigate any social encounter, leaving a trail of chuckles and raised eyebrows in their wake.
Creating a Gnome Warlock
Gnomes often live in bustling, close-knit communities, and one can constantly hear the clatter of machinery, loud laughter, shouts of delight, or minor explosions. Gnomes love life, enjoying their creations, explorations, inventions, and playful games.
|Skin||Tan, Brown, or Gray (Deep Gnomes)|
|Hair (Including their Beard)||Fair hair, yet sticking out in every direction |
Beards are well-kept, trimmed, and often styled in neat points or forks
|Eyes||Gray, turquoise, blue, or green, but not without a bright shine|
|Nose||Annoyingly large nose|
|Mouth||Often bearing a broad smile with smaller human-like teeth|
Note: These features can be slightly changed or modified if some variations don’t fit your character.
Gnomes have 4 distinct subraces to choose from, some more common than others or only found in certain areas.
Forest Gnome – Forest Gnomes are secretive, rare creatures who often commune in sylvan forests, using their illusions to conceal their presence from outsiders.
These gnomes are often friendly to good-hearted woodland creatures, allying with elves and good fey. They also enjoy befriending smaller forest critters, relying on them for information.
Rock Gnome – Rock Gnomes are natural inventors, forming the bulk of the Gnomish population. They’re known to be hardy creatures – never eager to back off from a challenge.
Deep Gnome (Svirfneblin) – Deep Gnomes are found in the Underdark, living in small communities scattered throughout its dark landscape.
Deep Gnomes are different than most creatures in the Underdark yet remain as kind as their surface-dwelling relatives. Their oppressive environment has, unfortunately, dampened their humor and enthusiasm.
Mark of Scribing Gnome – The Mark of Scribing Gnomes deals with communication – written and spoken. They easily translate languages, speak to others at distances, and are gifted with communication spells.
Note: If you want to optimize your character, pick the subrace that best complements the Rogue class.
Warlock Class Features
|Hit Dice||1d8 per Warlock level|
|HP at level 1||8 + Constitution modifier|
|HP at Higher levels||1d8 (or 5) + Constitution modifier per Warlock level after level 1|
|Saving Throws||Wisdom, Charisma|
|Skills||Choose two – Arcane, Deception, History, Intimidation, Investigation, Nature, and Religion|
Warlock Otherworldly Bargain
As you start the game at level 1, you choose between 9 otherworldly beings to strike a deal with.
Archfey – Your patron is a lady or lord belonging to the fey, a mere legend who holds secrets that were forgotten at the birth of the mortal races.
This being is quite unpredictable, at times striving for greater magical power and at others trying to settle age-old grudges.
Celestial – Your patron is a very powerful being of the Upper Planes. You bound yourself to a ki-rin, solar, or empyrean residing in the planes of everlasting bliss, allowing you to experience a mere touch from their holy light.
Being connected to such a being is enough to change your beliefs and alter your behavior.
Fathomless – Your pact is with a being of the Elemental place of Water or some other otherworldly sea, allowing you to draw on its unending power.
The reason for their acceptance isn’t clearly understood, as these beings are very old and hold many reasons unfathomable by mere mortals.
Fiend – Your pact is with a fiend from the lower planes, whose aims are outwardly evil, desiring to corrupt and destroy all things, including you.
Genie – Your pact is with a noble genie who rules fiefs on the Elemental Planes and holds great influence over other genies. Their motivations are different, but many are arrogant and wield a power equal to that of lesser deities.
Great Old One – Your patron is an entity of complete mystery, foreign to all fabric of reality. Speculations are that it might’ve come from the Far Realm, a space lying beyond reality. Others even say it could be one of the elder gods who are only known in legends.
The motives of this creature are incomprehensible to mortals, and their knowledge is so immense that it would break the mind of those who obtained it. This entity is probably completely unaware of you, yet the small amount of power you draw from it allows you to cast your spells.
Hexblade – Your pact is with a mysterious entity residing in the Shadowfell, manifesting itself as sentient weapons forged with the shadows of its environment.
The sword Blackrazor is one of the most formidable of these weapons.
Undead – The pact you’ve formed is with an immortal being, defying the cycle of life and death to pursue its inscrutable ambitions.
Most of these beings were once mortal, knowing firsthand the ambitions of all mortals. They are eager to share knowledge and secrets if you work their will among mortals.
Undying – Your patron doesn’t fear death, possessing the secrets to everlasting life. They were once mortal, and they are eager to share their secrets of the ages if you do their bidding.
Combining Class With Race
Determining Your Subclass
Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.
|The Archfey||Controller/Utility Caster|
|The Great Old One||Blaster/Controller/Striker/Support/Utility Caster|
|The Undead||Controller/Support/Utility Caster|
|The Undying||Blaster/Controller/Support/Utility Caster|
Gnomes receive a bonus to their Intelligence (2), which unfortunately doesn’t help too much as a Warlock as it uses mostly Charisma and Wisdom.
However, that would make the Mark of Scribing Gnome subrace the best choice when making a Gnome Warlock, as it’ll provide you with a Charisma score increase (1).
You’ll also get a few extra spells added to your spell list, giving you a larger variety to choose from.
Your Gnome Warlock needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.
Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?
Place of Birth
Think of the environment a Gnome Warlock grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.
Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.
Characteristics and Personality Traits
Gnome Warlocks use their innovative nature combined with the magic of a Warlock to become exceptionally powerful. They might not look it, but their power is just as devastating as that of other Warlocks.
Gnome Warlock Examples:
- I’d rather befriend someone than make an enemy.
- If someone is in trouble, I am always willing to help.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Gnome Warlock’s life – their conviction, ethical principle, and moral standing (probably something about nature).
I’m determined to make something of myself.
Bonds – Think of a single bond that your Gnome Warlock has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.
A powerful person killed someone I love. Some day soon, I’ll have my revenge.
Flaws – Choose a single flaw for a Gnome Warlock – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
I like keeping secrets and won’t share them with anyone.
Inspiration can be used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
Because of something that happened long ago, I can’t let bad things happen to ordinary people, even if I’m at a disadvantage.
Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.
Supplies and Gear
Warlocks start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.
- (a) One light crossbow with 20 bolts or (b) Any simple weapon you choose
- (a) Component pouch or (b) An arcane focus
- Scholar’s pack or (b) Dungeoneer’s pack
- Leather armor, any simple weapons, and two daggers
You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.
Note: By using your starting wealth, you can buy your own equipment (4d4 x 10 GP for Warlocks).
Even though Gnomes might be lacking in size or strength, with the powers they get from becoming a Warlock, they can become an exceptional Blaster or Controller for your party.
So, if you ever come across a Gnome Warlock, don’t underestimate him. He might just be strong enough to destroy everything you hold dear.
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