Engineer Gnome for Dungeons and Dragons DND
Print Profile(1)

Description
These are miniatures, although the supports detach well, it is necessary to remove them carefully With a little patience, the result is excellent
D&D 5e character:
Race: Rock Gnome
The appearance of your miniature with the glasses, tools, and mechanical base perfectly matches a Rock Gnome, who are known for their ingenuity and technical skills.
Here are their main racial traits:
- Ability Score Increase: Your Intelligence score increases by 2, and your Constitution score increases by 1.
- Age: Gnomes mature at the same rate as humans, but they are long-lived, often reaching 350 to 500 years.
- Alignment: Gnomes tend to be good. Mischievous gnomes are more often chaotic than lawful.
- Size: Gnomes are small, ranging from 3 to 4 feet tall and weighing around 40 pounds. Your size is Small.
- Speed: Your base walking speed is 25 feet.
- Darkvision: Accustomed to underground life, you have superior vision in the dark. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
- Rock Gnome Trait:
- When you make an Intelligence (History) check related to magical objects, technological devices, or alchemy, you are considered proficient in the History skill, and you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- Artisan's Tinkering: You have proficiency with artisan's tools (choose one: tinker's tools, armorer's tools, jeweler's tools, etc.). Using these tools, you can spend 1 hour and 10 gp worth of materials to construct a small mechanical contraption (AC 5, 1 hp). The contraption ceases to function after 24 hours (unless you spend 1 hour repairing it to keep it functional) or when you dismantle it. You can have up to three active contraptions at a time. When you create a contraption, choose one of the following options:
- Music Box: When wound, the music box plays a single melody at a moderate volume for 1 minute.
- Clockwork Toy: This toy is in the shape of an animal, a monster, or a person, such as a mouse, a bird, a dragon, or a soldier. When wound, the toy moves 5 feet per round in a random direction for 1 minute.
- Fire Starter: This device produces a miniature flame, which you can use to light a candle, torch, or bonfire. Using it requires your action.
Suggested Class: Artificer
This is the most obvious choice and perfectly fits the image of your miniature. The Artificer is a master of magic infused into objects and contraptions.
Suggested Artificer Subclass:
- Artillerist: You can construct arcane turrets that fire energy or protect your allies. This perfectly matches an engineer who creates devices.
- Armorer: If you want your gnome to wear enhanced armor and engage more in melee or ranged combat with infused weapons.
Example of Ability Scores (using point buy or standard array):
Considering racial bonuses (+2 INT, +1 CON):
- Strength (STR): 8 (Generally their lowest stat, they don't need it much).
- Dexterity (DEX): 13 (Benefit for AC with light or medium armor, initiative rolls).
- Constitution (CON): 14 (+1 racial) = 15 (For hit points and resistance).
- Intelligence (INT): 15 (+2 racial) = 17 (The Artificer's main stat! Determines the power of their spells and abilities).
- Wisdom (WIS): 12 (For important perceptions and saving throws).
- Charisma (CHA): 10 (Not their focus, but they can be charismatic in their own way).
Suggested Skills:
- Intelligence: Investigation, History, Arcana.
- Perception: Wisdom (to notice details and traps).
- Tool Proficiency: Tinker's tools, armorer's tools, locksmith's tools.
Character Concept:
- The Eccentric Inventor: Your gnome is a genius, although a bit scattered, always with a new idea or a gadget in progress. They may talk to their machines or get lost in their thoughts on how to improve the world (or blow it up).
- The Crew's Mechanic: A loyal gnome who uses their ability to build and repair for the benefit of their adventuring party, creating weapons, armor, or even vehicles for them.
- The Technological Archeologist: A gnome who searches ancient ruins or dungeons hoping to discover forgotten technology that they can study and replicate.
Suggested Background:
- Guild Artisan: Perfectly fits their expertise in building and creation.
- Sage: If their focus is more on the theoretical knowledge of magic and technology.
- Outlander: If they come from a more isolated gnomish society where their ingenuity was essential for survival.
Personality and Motivation:
- Curious: Always looking for how things work and how to improve them.
- Practical: Prefers ingenious and straightforward solutions to problems.
- A bit noisy: Makes noises of gears or sparks when excited or focused.
- Motivation: Discover new inventions, perfect a piece of technology they have in mind, or simply demonstrate that technology can solve any problem.
License
You shall not share, sub-license, sell, rent, host, transfer, or distribute in any way the digital or 3D printed versions of this object, nor any other derivative work of this object in its digital or physical format (including - but not limited to - remixes of this object, and hosting on other digital platforms). The objects may not be used without permission in any way whatsoever in which you charge money, or collect fees.












Comment & Rating (10)