Gnome Trader (5e Creature)

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Gnome Trader[edit]

Small humanoid (gnome), any alignment


Armor Class 12 (leather armor)
Hit Points 9 (2d6 + 2)
Speed 25 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 11 (+0) 13 (+1)

Skills History +4, Investigation +4, Persuasion +3
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Gnomish
Challenge 1/4 (50 XP)


Artificer's Lore. Whenever the gnome makes an Intelligence (History) check related to magic items, alchemical objects, or technological devices, double its proficiency bonus, instead of any proficiency bonus it would normally apply.

Gnome Cunning. The gnome has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

ACTIONS

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Gnome traders are mostly roving travelers that seek to sell gnomish handiwork (such as clockwork machines), magical items (such as wands and scrolls), and/or historical items of importance (such as weapons or trinkets). Typically, a trader will set up in a town for no more than two weeks, although, if the town is rich in history, the trader may stay longer, or even take up permanent residence. While traveling, a trader will hire adventurers or mercenaries to protect his goods and more successful ones will have clockwork constructs. While on the move, a trader will not shy away from a sale on the road.

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