Gnome

'A constant hum of busy activity pervades the warrens and neighbourhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.'

Gnomes in Sumondia
Gnomes are in fact native to Sumondia. Nestled away in The Oldlands, gnomes enjoyed a peaceful life alongside Halflings for centuries before the First Settlers arrived. Forest gnomes dwelled in the swamps, forests and jungles while rock gnomes raised towns, such as Nightshine City and developed technology to help the native farmers. Gnomes were reluctant to ventured outside of The Oldlands as, geographically the were bound on three sides by the ocean, the Great Lake and the mountains to the North. To the south was the impenetrable Great Green Barrier, a dangerous jungle full of Yuan-Ti and Tabaxi, so the gnomes remained, content in The Oldlands.

After the First Settlers ventured deeper in to Sumondia and the Wood Elves settled in the jungle, the rock gnomes saw the expansion of civilisation elsewhere in Sumondia as an exciting venture so over the years many rock gnomes left The Oldlands and flocked into the cities and towns of Southern Sumondia, but generally no further North than Shockwave City. Forest gnomes on the other hand stayed more or less as they were. Many moved deeper into the jungle, living alongside the wood elves whilst the forest gnomes of The Oldlands welcomed the wood elves, and other non-native settlers into their communities.

Gnome Features
• Ability Score Increase. Your Intelligence score increases by 2.

• Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 200 years on average, but it's not too uncommon for them to reach 300+ years of age.

• Alignment. Gnomes are generally Good, and their profession tends to reflect their alignment on the Lawful/Chaotic slider. Lawful Gnomes tend to be inventors, engineers, and investigators. Chaotic Gnomes tend to be wanderers, tricksters, or minstrels.

• Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

• Speed. Your base walking speed is 25 feet.

• Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

• Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against Psychic-, Fairy- and Ghost-type moves. Any Pokémon of yours that is Pleased or Loyal shares this benefit.

• Languages. You can read, speak, and write Common and Gnomish.

Forest Gnome
Forest Gnomes tend to live near or in the outer edges of forests. They are generally on good terms with the Elves that tend to inhabit the inner reaches of said forests, and frequently the best way to acquire something made by an elf is to barter for it with a gnome.

• Ability Score Increase. Your Dexterity score increases by 1.

• Natural Illusionist. You have advantages on rolls to Hide while in a forest. You also don’t trigger opportunity attacks when you are in a forest and are within melee range of a ground-based Pokémon.

• Speak with Small Pokémon. Through sound and gestures, you may communicate simple ideas with Small or smaller Pokémon.

Rock Gnome
Rock Gnomes are devilishly inventive and hardy for such a small creature. They are well known for their incredibly intricate contraptions

• Ability Score Increase. Your Constitution score increases by 1.

• Artificer's Lore. Whenever you make a History check related to alchemical, technological, or Gnome-crafted items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

• Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 $ worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy: This toy is a clockwork person or Pokémon, such as a Pikachu, Rattata, Lotad, or Mankey. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

At your DM's discretion, you may make other objects with effects similar in power to these.

• Poké Ball Tinker. Using tinker’s tools, you can spend 1 hour and 10 $ worth of materials to improve a Poké Ball you have in your equipment bag. This ball now has an extra +1 to capture rolls when thrown.