Gnomes

Adult gnomes in a fifteenth-century workshop with books, precision tools, instruments and mechanical devices
Adult gnomes at work in 1454. Gnome communities range from concealed woodland settlements and mines to city workshops, ports and frontier enclaves.

Gnomes are a playable people of Earth: small, long-lived humanoids whose histories are bound to hidden communities, precision craft, illusion, scholarship and ancient contact with the Fey World. They possess no single kingdom and no single way of life. In 1454 they live in forests, mountains, mines, Imperial cities, trading towns, ports and frontier settlements across several continents.

Some gnomes are herbalists, foresters and illusionists. Others are engravers, physicians, alchemists, locksmiths, miners, surveyors, navigators, scribes, soldiers, merchants, clockmakers, gunsmiths or scholars. A gnome is not required to be cheerful, eccentric, mechanically obsessed, mischievous or consumed by wanderlust. Ancestry gives the character inherited traits; homeland, family, education, profession, faith and choice determine the person.

Five-second answer: gnomes are an old, widely dispersed small people with strong traditions of illusion, hidden settlement, specialist craft and long-lived expertise. In 1454 their most dramatic technological development is occurring in North America, where workshop networks are pushing selected firearms and precision mechanisms beyond ordinary contemporary manufacture.

Gnomes at a Glance

People Gnomes
Typical stature Usually around 3–4 feet tall, with individual and edition-specific variation
Lifespan Long-lived; many gnomes can live for several centuries
Strongest populations Upper Rhine, Alsace, Black Forest, Swiss and Alpine lands, Swabia, Bavaria, Tyrol, Bohemia, Saxony, Low Countries and scattered communities farther west and north
Communities Woodland enclaves, workshops, mining settlements, subterranean houses, urban households, ports, travelling networks and hidden crossing-towns
Noted traditions Precision craft, illusion, alchemy, herbal medicine, engraving, optics, locks, clocks, surveying, mining, navigation and specialist engineering
Languages Gnomish where preserved, plus the actual languages learned from household, homeland, trade, schooling and travel. There is no universal Common language.
Sacred customs Local gods, ancestors, powers of craft and hidden places, sacred thresholds, local spirits and traditions connected with old Fey crossings

Game Statistics

Choose the panel for the edition being played. The historical and cultural material elsewhere on this page is shared setting material; numerical mechanics remain strictly separated by edition.

Language rule: when an older ruleset grants a universal language called Common, replace it with an actual language appropriate to the character’s upbringing. Gnomish remains available where the character learned it from family or community. Sylvan is a separate learned language.

Gnome — D&D 5.5e / 2024

Creature Type: Humanoid

Size: Small

Speed: 30 feet

Darkvision

You have Darkvision to a range of 60 feet.

Gnomish Cunning

You have Advantage on Intelligence, Wisdom and Charisma saving throws.

Gnomish Lineage

Choose Forest Gnome or Rock Gnome. Choose Intelligence, Wisdom or Charisma as the spellcasting ability for spells granted by the lineage.

Forest Gnome

  • You know the Minor Illusion cantrip.
  • You always have Speak with Animals prepared.
  • You can cast Speak with Animals without a spell slot a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
  • You can also cast it using spell slots you possess.

Rock Gnome

  • You know Mending and Prestidigitation.
  • You can use your magic and ten minutes of work to create a Tiny temporary clockwork device.
  • The device produces a chosen minor magical effect when activated.
  • You can maintain up to three of these devices at one time.
Workshop Gnomes: Workshop is a cultural and professional tradition rather than a third 2024 lineage. A workshop-focused character normally uses Rock Gnome mechanics.

Rules reference: D&D Beyond — 2024 Basic Rules, Character Origins .

Gnome — D&D 5e / 2014

Ability Score Increase: Intelligence +2

Age: adulthood is traditionally placed around 40; many live 350–500 years

Size: Small

Speed: 25 feet

Darkvision

You can see in dim light within 60 feet as though it were bright light and in darkness as though it were dim light.

Gnome Cunning

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

Forest Gnome

Ability Score Increase: Dexterity +1

Forest Gnomes know Minor Illusion and possess the edition’s limited ability to communicate simple ideas with Small or smaller beasts.

Rock Gnome

Ability Score Increase: Constitution +1

Artificer’s Lore: when making the appropriate Intelligence (History) check concerning magic items, alchemical objects or technological devices, apply the Rock Gnome’s special proficiency benefit.

Tinker: you are proficient with tinker’s tools and can spend time and materials creating one of the small temporary clockwork devices described in the 2014 rules.

Workshop Gnomes: use Rock Gnome mechanics unless the campaign deliberately creates another rules option. The workshop tradition is part of the setting, not a copied setting-specific D&D subrace.

Rules reference: D&D Beyond — Basic Rules 2014, Races .

Gnome — Pathfinder 1e

Ability Scores: +2 Constitution, +2 Charisma, –2 Strength

Type: Humanoid (gnome)

Size: Small

Base Speed: 20 feet

  • Small: +1 size bonus to AC and attack rolls, –1 to CMB and CMD, and +4 on Stealth checks.
  • Low-Light Vision: see twice as far as a human in dim light.
  • Defensive Training: +4 dodge bonus to AC against creatures of the giant type.
  • Illusion Resistance: +2 racial bonus on saving throws against illusion spells and effects.
  • Keen Senses: +2 racial bonus on Perception checks.
  • Obsessive: +2 racial bonus on one Craft or Profession skill selected by the character.
  • Weapon Familiarity: weapons bearing the gnome designation are treated as martial weapons.

Gnome Magic

Add +1 to the saving throw DC of illusion spells you cast. A gnome with Charisma 11 or higher gains dancing lights, ghost sound, prestidigitation and speak with animals once per day each.

Caster Level: character level.
Saving Throw DC: 10 + spell level + Charisma modifier.

Hatred

The PF1e core mechanic grants +1 on attack rolls against humanoids of the reptilian and goblinoid subtypes. This is retained as an edition-specific trained combat mechanic; it does not dictate an individual character’s morality or personal relationships.

Optional Workshop Trait: Master Tinker

Pathfinder 1e contains an open alternate racial trait well suited to a workshop-focused gnome. Master Tinker grants +1 on Disable Device and Knowledge (engineering) checks and treats the gnome as proficient with weapons they personally crafted. It replaces Defensive Training and Hatred.

Starting Age

Adulthood Intuitive Self-Taught Trained
40 years +4d6 years +6d6 years +9d6 years

Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 0 in. +2d4 in. 35 lb. +2d4 lb.
Female 2 ft. 10 in. +2d4 in. 30 lb. +2d4 lb.

Rules reference: Archives of Nethys — Gnome .

Gnome — D&D 3.5e

Ability Scores: +2 Constitution, –2 Strength

Size: Small

Base Land Speed: 20 feet

  • Small: +1 size bonus to Armor Class and attack rolls, +4 size bonus on Hide checks, with the edition’s normal Small-character weapon and carrying rules.
  • Low-Light Vision: see twice as far as a human in poor illumination.
  • Weapon Familiarity: the gnome hooked hammer is treated as a martial rather than exotic weapon.
  • Illusion Resistance: +2 racial bonus on saving throws against illusions.
  • Illusion Aptitude: +1 to the DC of saving throws against illusion spells cast by the gnome.
  • Combat Training: +1 racial bonus on attack rolls against kobolds and goblinoids under the original rules.
  • Defensive Training: +4 dodge bonus to AC against creatures of the giant type.
  • Keen Hearing: +2 racial bonus on Listen checks.
  • Alchemy: +2 racial bonus on Craft (alchemy) checks.

Spell-Like Abilities

Once per day, a gnome can use speak with animals on a burrowing mammal.

A gnome with Charisma 10 or higher can also use dancing lights, ghost sound and prestidigitation once per day each.

Caster Level: 1st.
Saving Throw DC: 10 + spell level + Charisma modifier.

Favoured Class: Bard

Rules reference: d20 SRD — Gnomes .

Appearance, Age and Adulthood

Gnomes are fully proportioned Small humanoids rather than childlike humans. Adults generally stand around three to four feet tall. Individuals vary substantially in build, complexion, hair, features and dress.

Younger adult gnomes are commonly clean-shaven. Facial hair becomes more frequent among older adults and may be worn according to local fashion, profession or personal preference. There is no expectation that an adult gnome must resemble a later garden ornament, Christmas figure or child.

Long life gives gnomes time to master more than one profession. A locksmith may spend forty years at a bench, another thirty travelling with merchants, then study medicine, mathematics or magic. Another gnome may devote two centuries to improving a single craft.

Where Gnomes Live in 1454

Gnomes are widely dispersed, but they are not distributed at random. Their oldest surviving communities cluster around landscapes repeatedly associated in human folklore with hidden little folk: mountains, mines, forests, old farms, secluded valleys, workshops and supernatural thresholds.

The Upper Rhine, Alsace and the Alpine Lands

The strongest concentration of gnomes in Europe lies through the Upper Rhine and Alpine belt. Gnome households and enclaves occur throughout Alsace, the Black Forest, Switzerland, Swabia, Bavaria and Tyrol, with additional populations following the great mining districts eastward into Bohemia and Saxony.

Some live openly as engravers, apothecaries, instrument-makers, locksmiths, metalworkers, healers and scholars. Others occupy wooded valleys, concealed settlements, old mine levels and communities reached by paths outsiders repeatedly fail to notice.

The concentration explains why later Central European traditions repeatedly connect small hidden beings with earth, mines, mineral veins and buried treasure. The later occult writer Paracelsus would eventually use the word gnome for earth-associated beings, but he was not yet born in 1454. His writings are therefore a later human interpretation of much older traditions, not the origin of the people described here.

The Low Countries

The Low Countries contain substantial networks of gnome households around river trade, mills, farms, ports and mercantile towns. Later Dutch and Flemish traditions concerning the kabouter preserve part of a much broader folklore of hidden little beings. Some such stories may recall gnome neighbours; others concern wholly different beings.

See the Folktale Database of the Low Countries .

France

In France, gnome communities are commonest through wooded uplands, Alpine country, old estates and trade routes connected to the Rhine and Swiss worlds. They are frequently confused in local storytelling with lutins and other members of the hidden folk.

Scandinavia

Scattered gnome families inhabit farms, forests, mines, trading settlements and remote valleys across Scandinavia. Human traditions about small household and farm guardians sometimes preserve encounters with gnome neighbours and sometimes describe completely different spirits.

Britain and Wales

The British Isles contain smaller but ancient populations. Cornwall’s mineral country and the Welsh uplands are particularly important. Gnome miners, surveyors, assayers and engineers can live close to communities that tell stories about mysterious subterranean workers.

Welsh traditions of the coblynau are one example of this wider mine folklore. They should not simply be declared gnomes: the stories demonstrate that people repeatedly imagined or encountered small beings beneath the earth, while the actual identity of those beings varies.

See Museum Wales — The Coblynnau of Big Pit .

North America

Migration, exile, trade and Atlantic settlement have created an increasingly important North American population. Some families descend from European workshop networks. Others have formed new communities whose customs no longer closely resemble the societies their ancestors left.

The continent is now home to the most radical gnome experiments in compact firearms, precision metalwork and field-repairable mechanisms.

Folklore is evidence of contact, not taxonomy. A human story about a kobold, kabouter, lutin, coblyn, mine spirit or other hidden being may concern a gnome, another supernatural people, or several traditions merged during centuries of retelling.

Gnome Peoples and Traditions

Gnomes are one people with many old lineages, regional communities and professional traditions. These are not rigid castes. Families migrate, intermarry, adopt new professions and preserve several identities at once.

Forest Gnomes

Forest Gnomes maintain some of the oldest concealed woodland communities. They are particularly common around deep forest, wooded hill country and old Fey crossings.

Foresters, herbalists, healers, animal keepers, scouts and illusionists are common. Their ability to communicate with animals can turn ordinary birds and small mammals into an informal early-warning network around a settlement.

Rock Gnomes

Rock Gnomes form many of the urban, mining and workshop populations encountered in 1454. They are strongly represented among engravers, metalworkers, alchemists, instrument makers, locksmiths and practitioners of precision craft.

Many live openly within larger towns rather than inside exclusively gnome settlements.

Workshop Gnomes

Workshop Gnomes are not a separate biological people. The name describes engineering families, guild traditions and professional communities, most commonly descended from Rock Gnome populations.

Their work includes locks, pumps, clocks, printing mechanisms, lenses, surveying instruments, mills, mining machinery, artillery components and firearms. A workshop may spend several generations solving one engineering problem.

Cavern Gnomes

Cavern Gnomes descend from communities that have lived for generations in mines, natural caves and deliberately constructed subterranean settlements. They are skilled miners, gem cutters, tunnel surveyors, ventilation specialists and drainage engineers.

Their communities are often secretive because the roads beneath the earth are dangerous. Trade with the surface may pass through a small number of trusted intermediaries.

Quietroad Gnomes

Quietroad families maintain messenger routes, hidden tracks and warning systems between scattered communities. Their traditional work produces scouts, couriers, guides and observers.

In the fractured politics of 1454, some now work for free cities, merchants, noble households and intelligence networks. A family’s obligation to an old road may be older than the state currently claiming it.

Coastal Gnomes

Coastal gnome communities specialise in navigation, harbour works, salvage, fishing equipment, pumps, rigging and shipboard repair. Some serve aboard vessels owned by larger peoples because specialist knowledge matters more than the inconvenience of working aboard a ship built to another scale.

Northern Gnomes

Northern communities adapt long-established craft traditions to snow, ice, seasonal isolation and difficult navigation. They produce sledges, traps, insulated shelters, compact heating equipment and instruments intended to function where ordinary roads vanish beneath winter.

Rare Enclaves

Volcanic districts, isolated magical regions and unusual planar crossings occasionally produce gnome communities with highly specialised customs. These are treated individually rather than being turned into another series of world-spanning biological subraces.

Gnome Communities

Gnomes have rarely depended upon large territorial states. Their survival commonly rests on smaller structures: households, hidden settlements, workshop associations, guild privileges, professional networks, old treaties and carefully protected routes.

A permanent gnome settlement does not need to be large. A few dozen households may maintain gardens, archives, tunnels, cisterns, workshops and defensive illusions accumulated over centuries.

The Small Folk Settlement provides one possible model for a community constructed at a scale comfortable for gnomes and halflings.

Urban Gnomes

In cities, gnomes often belong to professional and family networks rather than artificially segregated districts. Colmar, for example, has gnome engravers, mechanics and specialist craftsmen living within the wider guild and household structure of the city.

An urban gnome might simultaneously belong to a family network, guild, workshop partnership, scholarly circle and trading association.

Craft, Magic and Specialist Knowledge

Gnome traditions are especially strong where careful observation and repeated refinement matter. Precision metalwork, herbal medicine, alchemy, illusion, seal cutting, measurement, trap design, engraving, optics, concealed architecture and interpretation of supernatural crossings are all well established.

This does not mean that every gnome is an inventor or that every gnome community possesses the same technology. Knowledge is uneven. A famous workshop may guard one exceptional technique while knowing almost nothing about another.

Long lives allow individual masters to accumulate unusual depths of expertise. They also attract unwanted attention. Rulers have recruited, bribed, confined and abducted valuable gnome specialists, and some important migrations began as escapes from attempts to monopolise their labour.

The Gunsmith Compact

The most consequential gnome engineering development of 1454 is occurring in North America. Workshop families there have combined generations of precision metalworking, barrel boring, spring making and lock design with the conditions of a rapidly changing frontier.

The Gnome Gunsmith Compact is a network of workshops, masters, apprentices, suppliers and allied settlements rather than one central government or factory. Selected techniques are exchanged between members while others remain closely guarded.

Adult gnome gunsmiths working on precision firearms and metal mechanisms in a fifteenth-century frontier workshop
North American workshop gnomes improve selected firearms and precision mechanisms without creating industrial mass production.

What the Workshops Are Developing

The most advanced workshops experiment with improved ignition systems, compact pistols, rifling, repeating mechanisms, better barrel boring, measured powder charges, protected priming systems, precision springs and components designed to be repaired in the field.

Their work extends beyond firearms to pumps, clocks, improved locks, printing mechanisms, mining machinery, prosthetic mechanisms, surveying instruments and experimental optics.

This is not industrial mass production. The best devices remain costly, handmade and dependent upon specialist labour. A mechanism that takes three masters six months to construct does not automatically transform every army in Europe.

Technology nevertheless escapes. Weapons and ideas spread through trade, apprenticeship, espionage, battlefield capture, theft and imitation. A stolen lock mechanism or technical notebook can therefore be worth more than a chest of coin.

For the wider period, see Artillery, Colonies and Rival Powers, 1381–1454 .

Languages

There is no universal Common language. A gnome speaks the languages actually learned from household, homeland, neighbours, guild, schooling, scholarship, trade and travel.

Gnomish remains strong in some communities and weak in others. A family that has lived in Alsace for generations may use Alsatian Alemannic in everyday dealings and preserve Gnomish privately. Another household may have lost Gnomish entirely.

A human, dwarf, elf or halfling raised within a Gnomish-speaking community can learn the language normally. Creature type does not create language knowledge.

Sylvan is separate. It is particularly useful to communities dealing regularly with the Fey World, but no gnome knows it automatically merely because they are a gnome.

See Speak Language for the wider campaign language system.

Gods, Spirits and Sacred Customs

Gnome religion is intensely local. An enclave may maintain shrines to powers of craft, roots, illusion, hidden places and thresholds, while an urban family may also honour the gods and spirits of the region where it has lived for generations.

Workshop masters invoke patrons of skill, fire, measurement and precision. Households remember ancestors. Mining communities perform rites concerning the deep earth and those who never returned from it. Keepers of old crossings make offerings connected to the powers whose paths touch the Fey World.

Some families have maintained the same supernatural bargain, grove, doorway or sacred boundary for centuries. Other communities distrust the Fey and perform elaborate rites whose purpose is not to summon anything, but to keep old agreements intact and dangerous visitors outside.

Worship may involve household shrines, workshop rites, sacred trees and stones, hidden sanctuaries, seasonal offerings, ancestor observances and duties tied to particular places. There is no universal gnome priesthood.

A gnome raised far from an enclave may instead follow the established sacred customs of the surrounding region. Faith grows from place, household, tradition and personal allegiance rather than ancestry alone.

History, Folklore and the Fey

Ancient Communities

Gnome history reaches far beyond surviving written states. By the Rooting Age, dispersed gnome populations are already concealing settlements from an increasingly mapped and settled world.

As roads, states and written claims expand, some communities become even harder to find. Old approaches disappear behind ordinary woodland, misleading tracks, negotiated boundaries and magic designed to reveal less than it protects.

The Breaking Paths

During The Breaking Paths, gnome knowledge of precision craft, herbal medicine, alchemy, illusion, seal-cutting, measurement, traps, concealed architecture and portal interpretation becomes increasingly valuable to rulers.

That value is not always safe. Recruitment becomes coercion; patronage becomes confinement. Several workshop and family migrations originate in attempts to escape courts that tried to seize specialist labour or control supernatural roads.

The Fey Question

The Fey World is genuinely entangled with gnome history. Some lineages preserve stories of Fey ancestry. Others remember ancient migrations through supernatural crossings.

There is no single confirmed event in which all gnomes were expelled from another world. Different communities remember different movements, and several apparently contradictory traditions may describe migrations separated by thousands of years.

The Later Human Word “Gnome”

The player-facing word gnome has a later documented human history. Paracelsus, born after the campaign present, used related terminology for earth-associated beings in sixteenth-century occult philosophy. Later folklore increasingly connected gnomes with mountains, mines, mineral veins and hidden treasure.

That later terminology does not mean the people suddenly appeared in the sixteenth century. In the campaign history, humans encountered gnome communities long before later writers attempted to classify what they thought those beings were.

For a public-domain overview of the later folklore, see 1911 Encyclopædia Britannica — Gnomes .

Relationships with Other Peoples

Gnomes possess no single inherited attitude toward humans, dwarves, elves, halflings, orcs, goblins or other peoples. Relationships emerge from actual history.

A gnome workshop may have traded with one dwarven hold for centuries while distrusting another. A travelling household may share roads and marriages with halfling families. An Imperial guild may protect its gnome members from a local lord while a neighbouring territory attempts to tax or control them.

Edition-specific mechanics concerning particular enemies remain game mechanics. They do not decide the loyalties or morality of every living gnome.

Playing a Gnome

Start with the person. Where did the character grow up? Which languages did they actually hear as a child? Who taught their profession? Which old obligation still matters? Which authority do they recognise, and which one do they consider illegitimate?

Long life changes perspective. A sixty-year dispute may still feel recent. A ruined human dynasty may survive in personal memory. A gnome may know the grandchildren of a friend who died decades earlier.

A gnome does not require wanderlust to become an adventurer. They may be retrieving stolen plans, protecting a supernatural crossing, finding a missing relative, surveying a dangerous road, investigating a collapsed mine, hunting a creature that destroyed a workshop, or honouring an agreement made before the current ruler was born.

Adventure Hooks

Hook Premise
The Stolen Lock A prototype firing mechanism vanishes from a North American workshop. Three governments and two rival masters deny possessing it.
The Door Beneath the Mill A ruined mill is being rebuilt. A nearby gnome family insists that one buried foundation wall must never be disturbed.
The Seventy-Year Debt A gnome merchant produces a contract signed by the current lord’s grandfather. The lord considers it ancient; the surviving signatory considers it current.
The Missing Engraver A master engraver disappears after accepting a private commission. The unfinished plate is part of a magical seal whose final line was never cut.
The Silent Workshop An entire workshop vanishes. Every tool has first been cleaned and returned to its correct place.
The Wrong Crossing A doorway maintained for centuries suddenly opens onto a different region of the Fey World. The ritual has not changed; the destination has.
The Quietroad Courier A courier fails to arrive for the first time in ninety years. The hidden route is intact, but somebody else now knows where it is.
The Drowned Instrument A coastal pilot needs an experimental navigation instrument recovered from a wreck before a rival fleet discovers what it can do.

Videos

These videos accompanied the earlier Gnomes entry and are preserved as general roleplaying and rules discussion. The setting material on this page takes precedence where a video assumes another world.

Gnomes: Player Character Races in 5e Dungeons & Dragons — Web DM

How to Play a Gnome in DnD — Role Player Tips

Pathfinder Gnome Race Analysis

Frequently Asked Questions

Are gnomes Fey?

The principal player-character rules treat gnomes as Humanoids. Their history nevertheless contains a genuine and ancient relationship with the Fey World.

Are Workshop Gnomes a separate race?

No. Workshop Gnomes are a cultural and professional tradition, usually associated with Rock Gnome communities. In 5.5e and 5e they normally use Rock Gnome mechanics.

Are all gnomes inventors?

No. Gnomes include farmers, soldiers, physicians, sailors, merchants, scholars, miners, hunters, priests, magicians and many other professions.

Are all gnomes eccentric or chaotic?

No. Individual personality, morality and loyalty are not determined by ancestry.

Do gnomes speak Common?

No universal Common language exists in the campaign. Gnomes speak the actual languages they learned from family, region, schooling, trade and travel.

Are young adult gnomes supposed to have beards?

No. Younger adults are commonly clean-shaven. Facial hair becomes more common with age but remains a personal and regional choice.

How advanced are gnome firearms in 1454?

Some North American workshops have made significant advances in barrel quality, ignition, rifling, compact mechanisms and repairable lockwork. The best examples remain scarce, costly and handmade rather than mass-produced.

Are kabouters, coblynau and other folkloric little folk all gnomes?

No. Human folklore repeatedly merges different hidden beings. Some traditions may preserve encounters with gnomes; others refer to entirely different supernatural peoples.

Did Paracelsus create the gnomes?

No. Paracelsus lived after the 1454 campaign present. His later occult writings helped establish the word in European literature, but the gnome people in the campaign have histories reaching thousands of years earlier.

Related Entries

Player Resources · Fey World · Factions · Colmar · Speak Language · The Rooting Age · The Breaking Paths · Artillery, Colonies and Rival Powers

Sources and Licensing

Original Setting Material

The 1454 distribution, Workshop Gnomes, Cavern Gnomes, Quietroad Gnomes, Coastal Gnomes, Northern Gnomes, community structures, North American gunsmith history, sacred customs, adventure hooks and historical synthesis on this page are original material.

Proprietary D&D campaign-setting subrace lore, characters, locations, artwork and setting histories are not reproduced here.

Historical and Folklore Sources

1911 Encyclopædia Britannica — Gnomes

Meertens Institute — Folktale Database of the Low Countries

Museum Wales — The Coblynnau of Big Pit

SRD 5.2.1 — Creative Commons Attribution

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd . The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode .

SRD 5.1 — Creative Commons Attribution

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode .

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Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook and Skip Williams.

Pathfinder Roleplaying Game Advanced Player’s Guide © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart and Russ Taylor.

Pathfinder Roleplaying Game Reference Document © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.

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