Secret Lesson 54

Gnome, Goliath, and Halfling

In Lesson 53, we studied three Species with very different identities:

DRAGONBORN

with elemental breath and draconic flight,

DWARF

with extraordinary resilience,

and:

ELF

with supernatural lineage magic.

Now we continue with:

GNOME

GOLIATH

and:

HALFLING

These Species introduce several new types of mechanics.

The Gnome specializes in:

MENTAL RESILIENCE

and:

SUPERNATURAL LINEAGE ABILITIES

The Goliath draws power from:

GIANT ANCESTRY

and can temporarily become:

LARGE

The Halfling relies on:

COURAGE

MOBILITY

STEALTH

and one of the most unusual Species traits in the game:

LUCK


PART ONE — SPECIES OVERVIEW

Species Creature Type Size Speed
Gnome Humanoid Small 30 ft.
Goliath Humanoid Medium 35 ft.
Halfling Humanoid Small 30 ft.

All three are:

HUMANOIDS

But their Sizes differ.

Gnome:

SMALL

Halfling:

SMALL

Goliath:

MEDIUM

The Goliath also begins with the fastest base Speed of these three:

35 FEET


PART TWO — GNOME

The Gnome is a Small Humanoid with supernatural abilities and exceptional mental defenses.

Creature Type:

HUMANOID

Size:

SMALL

approximately:

3–4 FEET TALL

Speed:

30 FEET

The Gnome has three main Species traits:

DARKVISION

GNOMISH CUNNING

and:

GNOMISH LINEAGE

The lineage is chosen between:

FOREST GNOME

and:

ROCK GNOME

 


PART THREE — GNOME DARKVISION

A Gnome has:

DARKVISION 60 FEET

As we learned previously, within Darkvision's range you can treat:

DIM LIGHT AS BRIGHT LIGHT

and:

DARKNESS AS DIM LIGHT

for your vision.

Colors perceived through Darkness appear as:

SHADES OF GRAY

unless another rule says otherwise.


PART FOUR — GNOMISH CUNNING

Gnomish Cunning is a remarkably broad defensive trait.

You have:

ADVANTAGE

on:

INTELLIGENCE SAVING THROWS

WISDOM SAVING THROWS

and:

CHARISMA SAVING THROWS


THREE MENTAL ABILITIES

Remember the six Abilities:

Physical:

STRENGTH

DEXTERITY

CONSTITUTION

Mental:

INTELLIGENCE

WISDOM

CHARISMA

Gnomish Cunning gives Advantage on Saving Throws using:

ALL THREE MENTAL ABILITIES


EXAMPLE — WISDOM SAVE

A magical effect forces the Gnome to make:

A WISDOM SAVING THROW

Because of Gnomish Cunning:

ROLL TWO D20S

and use:

THE HIGHER RESULT


EXAMPLE — INTELLIGENCE SAVE

An illusion or mental effect requires:

AN INTELLIGENCE SAVING THROW

Again:

ADVANTAGE


EXAMPLE — CHARISMA SAVE

An effect threatens the character's identity and calls for:

A CHARISMA SAVING THROW

Gnomish Cunning again provides:

ADVANTAGE


IMPORTANT

Gnomish Cunning doesn't give:

PROFICIENCY

in those Saving Throws.

It gives:

ADVANTAGE

These are two different mechanics.


EXAMPLE — PROFICIENCY PLUS ADVANTAGE

Suppose your Class gives proficiency in:

WISDOM SAVING THROWS

and your Gnome makes a Wisdom save.

You can have:

PROFICIENCY BONUS

added to the roll because of your Class,

while also having:

ADVANTAGE

because of Gnomish Cunning.

These benefits can coexist because they modify the roll in different ways.


PART FIVE — GNOMISH LINEAGE

Every Gnome chooses one lineage:

FOREST GNOME

or:

ROCK GNOME

Whichever lineage you choose, also choose one Spellcasting Ability:

INTELLIGENCE

WISDOM

or:

CHARISMA

That Ability is used for spells you cast through:

GNOMISH LINEAGE


EXAMPLE

A Gnome Wizard might choose:

INTELLIGENCE

A Gnome Cleric might choose:

WISDOM

A Gnome Sorcerer might choose:

CHARISMA

But your Class doesn't force the choice.

The lineage allows:

ANY ONE OF THE THREE


PART SIX — FOREST GNOME

A Forest Gnome gains:

MINOR ILLUSION

You know the:

MINOR ILLUSION CANTRIP


SPEAK WITH ANIMALS

You also always have:

SPEAK WITH ANIMALS

prepared.

This spell has an unusual Species-based resource.

You can cast Speak with Animals:

WITHOUT A SPELL SLOT

a number of times equal to:

YOUR PROFICIENCY BONUS


RECOVERY

You regain all expended free castings after:

A LONG REST


PROFICIENCY BONUS PROGRESSION

Character Levels 1–4

PB:

+2

Free castings:

2

Levels 5–8

PB:

+3

Free castings:

3

Levels 9–12

PB:

+4

Free castings:

4

Levels 13–16

PB:

+5

Free castings:

5

Levels 17–20

PB:

+6

Free castings:

6


SPELL SLOT CASTING

If you possess appropriate Spell Slots, you can also cast:

SPEAK WITH ANIMALS

using those slots.

Therefore the free Species uses don't prevent:

ADDITIONAL CASTINGS


EXAMPLE — LEVEL 5 FOREST GNOME DRUID

PB:

+3

The character can cast Speak with Animals:

THREE TIMES FOR FREE

between Long Rests.

If those uses are exhausted, the Druid could still cast the spell using:

AN APPROPRIATE SPELL SLOT

if available.


FOREST GNOME SUMMARY

Forest Gnome provides:

MINOR ILLUSION

plus:

SPEAK WITH ANIMALS

with repeated free castings based on:

PROFICIENCY BONUS

This lineage strongly supports:

ILLUSION

COMMUNICATION WITH ANIMALS

and:

EXPLORATION


PART SEVEN — ROCK GNOME

The Rock Gnome gains two Cantrips:

MENDING

and:

PRESTIDIGITATION

But Prestidigitation receives a special Species interaction.

The Rock Gnome can use it to create:

TINY CLOCKWORK DEVICES


CREATING A DEVICE

Spend:

10 MINUTES

casting:

PRESTIDIGITATION

to create one Tiny clockwork device.

Examples given by the SRD include:

A TOY

A FIRE STARTER

or:

A MUSIC BOX

These examples describe possible forms.

The actual mechanical function comes from:

PRESTIDIGITATION


DEVICE STATISTICS

The device is:

TINY

Armor Class:

AC 5

Hit Points:

1 HP


PART EIGHT — CHOOSING THE DEVICE'S FUNCTION

When you create the device, choose:

ONE EFFECT

from:

PRESTIDIGITATION

That chosen effect becomes:

THE DEVICE'S FUNCTION


EXAMPLE — IGNITING FIRE

Suppose you choose Prestidigitation's effect involving:

IGNITING OR EXTINGUISHING

a small flame.

That effect contains:

OPTIONS

When you make the device, choose which option it performs.

For example:

IGNITE

The device doesn't automatically gain both:

IGNITE

and:

EXTINGUISH

You selected:

ONE OPTION

for that device.


PART NINE — ACTIVATING THE CLOCKWORK DEVICE

Once created, the device can be activated by:

YOU

or:

ANOTHER CREATURE

Activation requires:

A BONUS ACTION

and:

TOUCHING THE DEVICE

The device then produces:

ITS CHOSEN PRESTIDIGITATION EFFECT


EXAMPLE

A Rock Gnome creates a clockwork fire starter.

Later, another party member touches it and uses:

A BONUS ACTION

The device produces the effect chosen when it was created.


IMPORTANT

The device isn't giving another creature the:

PRESTIDIGITATION CANTRIP

The creature is activating:

THE DEVICE

which produces one predetermined effect.


PART TEN — NUMBER AND DURATION OF DEVICES

A Rock Gnome can have up to:

THREE DEVICES

in existence simultaneously.


FOURTH DEVICE?

If you already have three existing devices, you can't simply maintain a fourth under this trait.

The maximum is:

THREE


DEVICE DURATION

Each device falls apart:

8 HOURS

after its creation.

It can also end earlier if:

YOU DISMANTLE IT


DISMANTLING A DEVICE

You can touch the device and use:

THE UTILIZE ACTION

to dismantle it.

The device then:

FALLS APART


ROCK GNOME IN PRACTICE

The Rock Gnome combines:

MENDING

PRESTIDIGITATION

and:

CLOCKWORK CREATION

The devices are useful because their chosen effect can be activated by:

OTHER CREATURES

not only the Gnome.

But remember that the device is limited to:

ONE CHOSEN PRESTIDIGITATION EFFECT


PART ELEVEN — FOREST GNOME VERSUS ROCK GNOME

FOREST GNOME

Provides:

MINOR ILLUSION

and:

SPEAK WITH ANIMALS

Emphasizes:

ILLUSION

NATURE

and:

COMMUNICATION


ROCK GNOME

Provides:

MENDING

PRESTIDIGITATION

and:

CLOCKWORK DEVICES

Emphasizes:

MAGICAL UTILITY

INVENTIVENESS

and:

OBJECT CREATION


BOTH LINEAGES SHARE

DARKVISION

and:

GNOMISH CUNNING

The lineage adds abilities to:

THE BASE GNOME

It doesn't replace those shared traits.


PART TWELVE — GOLIATH

The Goliath is descended from:

GIANTS

Its Species mechanics reflect this supernatural ancestry.

Creature Type:

HUMANOID

Size:

MEDIUM

approximately:

7–8 FEET TALL

Speed:

35 FEET

The Goliath receives:

GIANT ANCESTRY

LARGE FORM

and:

POWERFUL BUILD

 


PART THIRTEEN — GIANT ANCESTRY

Choose:

ONE GIANT ANCESTRY BENEFIT

This represents a supernatural boon inherited from Giants.

There are:

SIX OPTIONS

They correspond to:

CLOUD GIANT

FIRE GIANT

FROST GIANT

HILL GIANT

STONE GIANT

and:

STORM GIANT


USES

Regardless of which Giant Ancestry benefit you choose, you can use that chosen benefit a number of times equal to:

YOUR PROFICIENCY BONUS

All expended uses return after:

A LONG REST


PROGRESSION

Levels 1–4:

2 USES

Levels 5–8:

3 USES

Levels 9–12:

4 USES

Levels 13–16:

5 USES

Levels 17–20:

6 USES


IMPORTANT

You choose:

ONE BENEFIT

You don't receive all six Giant Ancestry powers.


PART FOURTEEN — CLOUD'S JAUNT

Ancestry:

CLOUD GIANT

As a:

BONUS ACTION

you magically teleport up to:

30 FEET

to:

AN UNOCCUPIED SPACE

that:

YOU CAN SEE


EXAMPLE

An enemy blocks a narrow corridor.

There is an unoccupied space:

25 FEET

behind it that you can see.

Cloud's Jaunt:

BONUS ACTION

Teleport:

25 FEET

No normal movement through the intervening spaces is required because:

YOU TELEPORT


MAXIMUM

You can teleport:

UP TO 30 FEET

You don't have to use the full distance.


PART FIFTEEN — FIRE'S BURN

Ancestry:

FIRE GIANT

When you:

HIT A TARGET WITH AN ATTACK ROLL

and:

DEAL DAMAGE TO IT

you can deal an additional:

1D10 FIRE DAMAGE

to that target.


EXAMPLE

Longsword hits.

Normal damage:

8 SLASHING

Activate Fire's Burn.

Additional damage:

1D10 FIRE

Suppose:

7

Total from those sources:

8 SLASHING + 7 FIRE


IMPORTANT

The trigger requires:

A HIT WITH AN ATTACK ROLL

and:

DAMAGE

So Fire's Burn isn't simply an independent attack.

It enhances:

A QUALIFYING HIT


PART SIXTEEN — FROST'S CHILL

Ancestry:

FROST GIANT

When you hit a target with:

AN ATTACK ROLL

and deal damage, you can also deal:

1D6 COLD DAMAGE

and reduce the target's:

SPEED BY 10 FEET

until:

THE START OF YOUR NEXT TURN


EXAMPLE

Enemy Speed:

30 FEET

You hit and use:

FROST'S CHILL

New Speed:

30 − 10 =

20 FEET

until:

THE START OF YOUR NEXT TURN


TWO EFFECTS

Frost's Chill provides:

EXTRA COLD DAMAGE

and:

SPEED REDUCTION

from the same use.


PART SEVENTEEN — HILL'S TUMBLE

Ancestry:

HILL GIANT

When you hit:

A LARGE OR SMALLER CREATURE

with an Attack Roll and deal damage to it, you can give the target:

THE PRONE CONDITION


IMPORTANT SIZE LIMIT

The creature must be:

LARGE OR SMALLER

So Hill's Tumble can affect:

TINY

SMALL

MEDIUM

or:

LARGE

creatures.

It can't affect:

HUGE

or:

GARGANTUAN

creatures through this feature.


NO SAVING THROW

The feature doesn't specify:

A SAVING THROW

So when all its requirements are satisfied and you spend the use:

THE TARGET BECOMES PRONE


PART EIGHTEEN — STONE'S ENDURANCE

Ancestry:

STONE GIANT

When you take:

DAMAGE

you can use:

YOUR REACTION

Roll:

1D12

Add:

YOUR CONSTITUTION MODIFIER

Reduce the incoming damage by:

THAT TOTAL


FORMULA

Damage Reduction:

1D12 + CONSTITUTION MODIFIER


EXAMPLE

Incoming damage:

20

Constitution modifier:

+3

Stone's Endurance roll:

8

Reduction:

8 + 3 =

11

Damage remaining:

20 − 11 =

9 DAMAGE


REACTION COST

Stone's Endurance consumes:

YOUR REACTION

So that Reaction isn't available for another Reaction until it refreshes normally.


PART NINETEEN — STORM'S THUNDER

Ancestry:

STORM GIANT

When you take damage from:

A CREATURE

within:

60 FEET

you can use:

YOUR REACTION

to deal:

1D8 THUNDER DAMAGE

to that creature.


EXAMPLE

An enemy Wizard:

40 FEET AWAY

damages you.

Use:

STORM'S THUNDER

Reaction.

Roll:

1D8

The enemy takes that amount of:

THUNDER DAMAGE


IMPORTANT RANGE

The damaging creature must be:

WITHIN 60 FEET


IMPORTANT SOURCE

The trigger refers to taking damage:

FROM A CREATURE

So it isn't triggered merely because any environmental source happens to damage you.


PART TWENTY — COMPARING GIANT ANCESTRIES

Giant Benefit Main Function
Cloud Teleport up to 30 ft. Mobility
Fire +1d10 Fire on qualifying hit Damage
Frost +1d6 Cold and −10 ft. Speed Damage + control
Hill Prone on Large or smaller target Control
Stone Reduce damage by 1d12 + Con modifier Defense
Storm Reaction for 1d8 Thunder Retaliation

This is one of the most flexible Species choices in the SRD because your ancestry can emphasize very different areas of play.


PART TWENTY-ONE — LEVEL 5: LARGE FORM

Starting at:

CHARACTER LEVEL 5

the Goliath gains access to:

LARGE FORM

As a:

BONUS ACTION

you can change your Size from:

MEDIUM

to:

LARGE

provided:

THERE IS ENOUGH SPACE


DURATION

Large Form lasts:

10 MINUTES

or until:

YOU END IT

Ending it requires:

NO ACTION


BENEFIT ONE — SIZE

Your Size becomes:

LARGE

This can matter whenever another rule interacts with:

CREATURE SIZE


BENEFIT TWO — STRENGTH CHECKS

While Large Form is active:

ADVANTAGE ON STRENGTH CHECKS


EXAMPLE

You attempt to:

LIFT

PUSH

or:

BREAK

something and the GM calls for a Strength check.

Large Form gives:

ADVANTAGE


IMPORTANT

It says:

STRENGTH CHECKS

It doesn't automatically give Advantage on:

STRENGTH SAVING THROWS

or:

STRENGTH-BASED ATTACK ROLLS

Those are different kinds of:

D20 TESTS


BENEFIT THREE — SPEED

Your Speed increases by:

10 FEET

Base Goliath Speed:

35 FEET

Large Form:

35 + 10 =

45 FEET


USES

Once you use Large Form:

YOU CAN'T USE IT AGAIN

until you finish:

A LONG REST

Unlike Giant Ancestry, its uses aren't equal to your PB.

Large Form is:

ONCE PER LONG REST


PART TWENTY-TWO — LARGE FORM AND SPACE

You can transform only:

IF YOU ARE IN A BIG ENOUGH SPACE

This is important.

You can't ignore the physical environment simply because you possess the feature.


EXAMPLE — OPEN FIELD

There is plenty of room.

LARGE FORM WORKS


EXAMPLE — CRAMPED TUNNEL

There isn't enough space for your Large Size.

You can't use the feature there.


PART TWENTY-THREE — POWERFUL BUILD

Goliaths also possess:

POWERFUL BUILD

It gives:

TWO BENEFITS


BENEFIT ONE — ESCAPING A GRAPPLE

You have:

ADVANTAGE

on any:

ABILITY CHECK

you make to:

END THE GRAPPLED CONDITION


IMPORTANT

This doesn't mean:

YOU CAN'T BE GRAPPLED

You can still gain the Grappled condition.

Powerful Build helps when you make:

AN ABILITY CHECK

to end it.


BENEFIT TWO — CARRYING CAPACITY

When determining your:

CARRYING CAPACITY

you count as:

ONE SIZE LARGER

Normally the Goliath is:

MEDIUM

For carrying capacity, Powerful Build makes the character count as:

LARGE


LARGE FORM INTERACTION

When Large Form changes you to:

LARGE

Powerful Build still says you count as:

ONE SIZE LARGER

for determining carrying capacity.

Therefore, while actually Large, you count as:

HUGE

for that specific calculation.

This follows directly from applying both traits according to their wording.


PART TWENTY-FOUR — GOLIATH IN PRACTICE

The Goliath begins with:

SPEED 35 FEET

which already gives strong mobility.

Then Giant Ancestry can specialize the character toward:

TELEPORTATION

DAMAGE

CONTROL

DEFENSE

or:

RETALIATION

At level 5:

LARGE FORM

adds temporary Size, Strength-check Advantage, and additional Speed.

Powerful Build adds:

CARRYING POWER

and:

GRAPPLE RESILIENCE

The result is a Species strongly associated mechanically with:

PHYSICAL POWER

and:

GIANT MAGIC


PART TWENTY-FIVE — HALFLING

The third Species is:

HALFLING

Creature Type:

HUMANOID

Size:

SMALL

approximately:

2–3 FEET TALL

Speed:

30 FEET

The Halfling's Special Traits are:

BRAVE

HALFLING NIMBLENESS

LUCK

and:

NATURALLY STEALTHY

 


PART TWENTY-SIX — BRAVE

Halflings have:

ADVANTAGE

on Saving Throws made to:

AVOID

or:

END

the:

FRIGHTENED CONDITION


EXAMPLE

A terrifying monster forces:

A WISDOM SAVING THROW

to avoid becoming:

FRIGHTENED

The Halfling rolls:

TWO D20S

and uses:

THE HIGHER RESULT


IMPORTANT

Brave isn't:

IMMUNITY TO FRIGHTENED

The Halfling can still become Frightened if the relevant Saving Throw fails.

The Species simply has:

ADVANTAGE

on saves to avoid or end it.


PART TWENTY-SEVEN — HALFLING NIMBLENESS

Normally, creature spaces create important movement restrictions.

Halfling Nimbleness creates an exception.

You can move through the space of:

ANY CREATURE

that is:

A SIZE LARGER THAN YOU


HALFLING SIZE

Halfling:

SMALL

Therefore a creature one Size larger includes:

MEDIUM

and the trait also works with creatures larger than that.


EXAMPLE — HUMAN

Human enemy:

MEDIUM

Halfling:

SMALL

The Halfling can move through:

THE HUMAN'S SPACE


EXAMPLE — OGRE

An Ogre is larger than the Halfling.

The Halfling can also move through:

ITS SPACE

under this Species trait.


IMPORTANT LIMIT

You can move through that space, but:

YOU CAN'T STOP THERE


EXAMPLE

Movement:

ENTER ENEMY SPACE

MOVE THROUGH

EXIT TO ANOTHER SPACE

Legal if the trait and movement rules are satisfied.

But:

END MOVEMENT IN THAT CREATURE'S SPACE

isn't allowed by Halfling Nimbleness.


PART TWENTY-EIGHT — LUCK

Luck is one of the Halfling's defining traits.

Whenever you roll:

A 1

on the:

D20

of a:

D20 TEST

you can:

REROLL THE DIE

You must then use:

THE NEW ROLL


REMEMBER D20 TESTS

There are three types:

ABILITY CHECK

SAVING THROW

and:

ATTACK ROLL

Luck can therefore apply to:

ALL THREE

when you roll a 1 on the d20.


EXAMPLE — ATTACK ROLL

You roll:

NATURAL 1

Ordinarily, a natural 1 on an Attack Roll is:

AN AUTOMATIC MISS

But Halfling Luck allows:

REROLL THE D20

New roll:

14

You must use:

14

and now resolve the Attack Roll normally.


EXAMPLE — ABILITY CHECK

Stealth check:

d20:

1

Luck:

REROLL

New result:

17

Use:

17

then add the appropriate modifiers.


EXAMPLE — SAVING THROW

Wisdom Save:

d20:

1

Luck:

REROLL

New result:

8

You must use:

8

even though the new result isn't especially high.


PART TWENTY-NINE — YOU MUST USE THE NEW ROLL

This is crucial.

Luck doesn't say:

USE THE BETTER ROLL

It says:

YOU MUST USE THE NEW ROLL


EXAMPLE

Original:

1

Reroll:

2

You use:

2


WHAT IF THE REROLL IS ANOTHER 1?

The feature was triggered by rolling a 1.

The new roll must be used.

You don't create an unlimited chain of rerolls from the same use.


PART THIRTY — LUCK WITH ADVANTAGE OR DISADVANTAGE

Earlier in the course we learned the general rule for:

REROLLS

when Advantage or Disadvantage is involved.

If you roll two d20s because of:

ADVANTAGE

or:

DISADVANTAGE

a feature that allows a d20 reroll rerolls:

ONLY ONE DIE

not both.


EXAMPLE

You have Advantage and roll:

1

and:

15

Halfling Luck can reroll:

THE DIE SHOWING 1

It doesn't cause you to reroll:

BOTH D20S

The Advantage rules still determine which die is ultimately used after the reroll.


PART THIRTY-ONE — NATURALLY STEALTHY

Normally, taking the:

HIDE ACTION

requires appropriate concealment.

Naturally Stealthy gives the Halfling another possibility.

You can take:

THE HIDE ACTION

even when you are obscured only by:

A CREATURE

that is at least:

ONE SIZE LARGER THAN YOU


EXAMPLE — MEDIUM ALLY

Halfling:

SMALL

Fighter ally:

MEDIUM

The Fighter is at least:

ONE SIZE LARGER

If the Fighter is the only thing obscuring the Halfling, Naturally Stealthy can still allow the Halfling to:

TAKE THE HIDE ACTION


IMPORTANT

Naturally Stealthy allows you to:

TAKE THE HIDE ACTION

under this additional circumstance.

It doesn't say:

YOU AUTOMATICALLY BECOME HIDDEN

You still follow:

THE HIDE ACTION'S RULES

including the relevant check and conditions.


NOT PERMANENT INVISIBILITY

Standing behind a larger creature doesn't automatically give:

INVISIBLE

You must actually use:

THE HIDE ACTION

and resolve it according to the normal rules.


PART THIRTY-TWO — HALFLING IN PRACTICE

The Halfling has no Species spellcasting and no damage power like Breath Weapon or Giant Ancestry.

Instead, its traits improve:

RELIABILITY

MOVEMENT

COURAGE

and:

STEALTH

Brave helps against:

FRIGHTENED

Nimbleness helps navigate:

CROWDED BATTLEFIELDS

Luck protects against:

NATURAL 1S ON D20 TESTS

Naturally Stealthy gives additional opportunities to:

HIDE

The result is a Species whose abilities are often useful without requiring:

LIMITED-USE RESOURCES

All four traits are fundamentally:

PASSIVE OR SITUATIONAL

rather than abilities with PB-per-rest charges.


PART THIRTY-THREE — COMPLETE COMPARISON

Feature Gnome Goliath Halfling
Creature Type Humanoid Humanoid Humanoid
Size Small Medium Small
Speed 30 ft. 35 ft. 30 ft.
Darkvision 60 ft.
Defensive trait Gnomish Cunning Giant Ancestry option / Powerful Build Brave
Magical choice Forest or Rock Six Giant Ancestors
Level 5 feature Large Form
Special movement Cloud's Jaunt / Large Form Halfling Nimbleness
Special reliability Mental-save Advantage Depends on ancestry Luck
Stealth feature Naturally Stealthy

PART THIRTY-FOUR — LIMITED-USE RESOURCES

These Species illustrate three different approaches to resources.


FOREST GNOME

Speak with Animals free uses:

PB PER LONG REST


ROCK GNOME

Clockwork devices:

MAXIMUM THREE AT A TIME

Each lasts:

8 HOURS


GOLIATH GIANT ANCESTRY

Chosen ancestry power:

PB PER LONG REST


GOLIATH LARGE FORM

ONCE PER LONG REST


HALFLING

Its four Species traits don't use:

A PB-PER-REST RESOURCE

Luck, Brave, Nimbleness, and Naturally Stealthy function whenever their stated requirements are satisfied.


PART THIRTY-FIVE — COMPLETE GNOME EXAMPLE

Meet:

NIM

Nim is a level 5:

FOREST GNOME WIZARD

Size:

SMALL

Speed:

30 FEET

Darkvision:

60 FEET

PB:

+3


GNOMISH CUNNING

Advantage on:

INTELLIGENCE SAVES

WISDOM SAVES

CHARISMA SAVES


GNOMISH LINEAGE

Nim chose:

FOREST GNOME

and selected:

INTELLIGENCE

as the lineage Spellcasting Ability.


MINOR ILLUSION

Known through Species:

YES


SPEAK WITH ANIMALS

Always prepared.

Free castings:

3 PER LONG REST

because PB is:

+3

As a Wizard, Nim can also cast it with an appropriate Spell Slot because the trait explicitly allows:

SPELL SLOT CASTING


PART THIRTY-SIX — COMPLETE ROCK GNOME EXAMPLE

Meet:

TORI

Tori is a:

ROCK GNOME ROGUE

Lineage Spellcasting Ability:

CHARISMA

Tori knows:

MENDING

and:

PRESTIDIGITATION


MORNING PREPARATION

Tori spends:

10 MINUTES

to create a clockwork device.

Effect chosen:

ONE PRESTIDIGITATION EFFECT

The device has:

AC 5

1 HP


LATER

Another party member touches it and uses:

A BONUS ACTION

The device produces:

ITS CHOSEN EFFECT


DEVICE LIMIT

Tori can maintain up to:

THREE

such devices.

Each falls apart:

8 HOURS

after its creation unless dismantled earlier.


PART THIRTY-SEVEN — COMPLETE GOLIATH EXAMPLE

Meet:

VORAN

Voran is a level 5 Goliath Barbarian.

Size:

MEDIUM

Speed:

35 FEET

PB:

+3

Constitution modifier:

+3

Giant Ancestry:

STONE GIANT


STONE'S ENDURANCE

Uses:

3 PER LONG REST

Voran takes:

24 DAMAGE

Reaction:

STONE'S ENDURANCE

d12:

9

Constitution modifier:

+3

Total reduction:

9 + 3 =

12

Final damage:

24 − 12 =

12


LARGE FORM

Because Voran is:

CHARACTER LEVEL 5

he can use:

LARGE FORM

Bonus Action.

Size:

LARGE

Speed:

35 + 10 =

45 FEET

Strength checks:

ADVANTAGE

Duration:

10 MINUTES


POWERFUL BUILD

While actually Large, he counts as one Size larger for carrying capacity:

HUGE

for that specific calculation.


PART THIRTY-EIGHT — COMPLETE HALFLING EXAMPLE

Meet:

PIP

Pip is a Small Halfling Rogue.

Speed:

30 FEET


THE ENEMY IS FRIGHTENING

Pip makes a save to avoid:

FRIGHTENED

Brave:

ADVANTAGE


PIP ROLLS AN ATTACK

d20:

1

Luck:

REROLL

New result:

16

Use:

16


THE BATTLEFIELD IS CROWDED

A Medium enemy blocks the route.

Halfling Nimbleness allows Pip to:

MOVE THROUGH ITS SPACE

but Pip must continue into:

ANOTHER SPACE


PIP WANTS TO HIDE

A Medium Fighter ally is the only creature obscuring Pip.

Because that ally is:

AT LEAST ONE SIZE LARGER

Naturally Stealthy allows Pip to:

TAKE THE HIDE ACTION

The Hide action is then resolved normally.


PART THIRTY-NINE — WHICH SPECIES FITS WHICH PLAYSTYLE?

There is no SRD rule saying one Species is:

BEST

But their mechanics support different playstyles.


GNOME

Especially interesting if you value:

MENTAL DEFENSE

and either:

FOREST MAGIC

or:

MAGICAL CLOCKWORK UTILITY


GOLIATH

Especially interesting if you value:

PHYSICAL POWER

HIGHER SPEED

GIANT-THEMED SUPERNATURAL ABILITIES

and:

TEMPORARY LARGE SIZE


HALFLING

Especially interesting if you value:

RELIABILITY

BATTLEFIELD MOBILITY

COURAGE

and:

STEALTH

This is gameplay guidance derived from their actual traits.

It isn't a restriction on which:

CLASS

or:

BACKGROUND

you may choose.


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING GNOMES ARE MEDIUM

Gnome Size is:

SMALL


MISTAKE 2 — THINKING GNOMISH CUNNING GIVES ADVANTAGE ON EVERY SAVE

It applies to:

INTELLIGENCE

WISDOM

and:

CHARISMA SAVING THROWS

Not Strength, Dexterity, or Constitution saves.


MISTAKE 3 — THINKING GNOMISH CUNNING GIVES SAVING THROW PROFICIENCY

It gives:

ADVANTAGE

not proficiency.


MISTAKE 4 — TAKING BOTH GNOMISH LINEAGES

Choose:

FOREST GNOME

or:

ROCK GNOME


MISTAKE 5 — FORGETTING TO CHOOSE A GNOMISH LINEAGE SPELLCASTING ABILITY

Choose:

INTELLIGENCE

WISDOM

or:

CHARISMA


MISTAKE 6 — THINKING FOREST GNOME CAN CAST SPEAK WITH ANIMALS FOR FREE ONLY ONCE

Free uses equal:

PROFICIENCY BONUS

per Long Rest.


MISTAKE 7 — THINKING THE FREE CASTINGS PREVENT SPELL-SLOT CASTING

They don't.

The trait also allows:

APPROPRIATE SPELL SLOTS

to cast Speak with Animals.


MISTAKE 8 — THINKING ROCK GNOME'S DEVICE CAN PRODUCE EVERY PRESTIDIGITATION EFFECT

Each device receives:

ONE CHOSEN EFFECT


MISTAKE 9 — FORGETTING TO CHOOSE AN OPTION WITHIN AN EFFECT

If the Prestidigitation effect itself contains options:

CHOOSE ONE

when creating the device.


MISTAKE 10 — THINKING THE DEVICE ACTIVATES AUTOMATICALLY

A creature must touch it and use:

A BONUS ACTION

to activate it.


MISTAKE 11 — HAVING UNLIMITED ROCK GNOME DEVICES

Maximum existing simultaneously:

THREE


MISTAKE 12 — THINKING THE DEVICES LAST FOREVER

Each normally falls apart after:

8 HOURS


MISTAKE 13 — THINKING GOLIATHS ARE LARGE FROM LEVEL 1

Base Goliath Size:

MEDIUM


MISTAKE 14 — THINKING GOLIATH BASE SPEED IS 30 FEET

It is:

35 FEET


MISTAKE 15 — THINKING YOU RECEIVE ALL SIX GIANT ANCESTRIES

Choose:

ONE


MISTAKE 16 — THINKING GIANT ANCESTRY IS ONCE PER LONG REST

Uses equal:

PROFICIENCY BONUS

per Long Rest.


MISTAKE 17 — THINKING CLOUD'S JAUNT REQUIRES AN ACTION

It requires:

A BONUS ACTION


MISTAKE 18 — TELEPORTING CLOUD'S JAUNT TO A SPACE YOU CAN'T SEE

The destination must be:

UNOCCUPIED

and:

VISIBLE TO YOU


MISTAKE 19 — THINKING FIRE'S BURN IS A SEPARATE ATTACK

It adds damage after:

A QUALIFYING ATTACK HIT


MISTAKE 20 — FORGETTING FROST'S CHILL REDUCES SPEED

It deals:

+1D6 COLD

and:

−10 FEET SPEED

until the start of your next turn.


MISTAKE 21 — USING HILL'S TUMBLE ON A HUGE CREATURE

It requires:

LARGE OR SMALLER


MISTAKE 22 — INVENTING A SAVING THROW FOR HILL'S TUMBLE

The trait doesn't specify:

A SAVE

Don't add one.


MISTAKE 23 — FORGETTING STONE'S ENDURANCE USES A REACTION

It does.


MISTAKE 24 — FORGETTING CONSTITUTION MODIFIER ON STONE'S ENDURANCE

Reduction is:

1D12 + CONSTITUTION MODIFIER


MISTAKE 25 — USING STORM'S THUNDER AGAINST A CREATURE MORE THAN 60 FEET AWAY

The damaging creature must be:

WITHIN 60 FEET


MISTAKE 26 — THINKING LARGE FORM STARTS AT LEVEL 1

It starts at:

CHARACTER LEVEL 5


MISTAKE 27 — THINKING LARGE FORM CAN BE USED IN A SPACE TOO SMALL FOR YOU

The feature requires:

ENOUGH SPACE


MISTAKE 28 — THINKING LARGE FORM GIVES ADVANTAGE ON STRENGTH ATTACKS

It gives Advantage on:

STRENGTH CHECKS

Attack Rolls are:

DIFFERENT D20 TESTS


MISTAKE 29 — THINKING LARGE FORM IS PB TIMES PER LONG REST

It is:

ONCE PER LONG REST


MISTAKE 30 — THINKING POWERFUL BUILD MAKES YOU PERMANENTLY LARGE

It doesn't.

For carrying capacity, you:

COUNT AS ONE SIZE LARGER

That doesn't change your actual Size.


MISTAKE 31 — THINKING POWERFUL BUILD MAKES YOU IMMUNE TO GRAPPLE

It doesn't.

It gives Advantage on:

ABILITY CHECKS TO END GRAPPLED


MISTAKE 32 — THINKING HALFLINGS HAVE SPEED 25 FEET

In SRD 5.2.1:

SPEED 30 FEET


MISTAKE 33 — THINKING BRAVE MAKES HALFLINGS IMMUNE TO FRIGHTENED

It gives:

ADVANTAGE

on saves to avoid or end the condition.


MISTAKE 34 — THINKING HALFLING NIMBLENESS LETS YOU STOP INSIDE ANOTHER CREATURE

It doesn't.

You can:

MOVE THROUGH

but:

NOT STOP THERE


MISTAKE 35 — THINKING HALFLING LUCK WORKS ONLY ON ATTACK ROLLS

It works when you roll a 1 on the d20 of:

ANY D20 TEST

That includes:

ABILITY CHECKS

SAVING THROWS

and:

ATTACK ROLLS


MISTAKE 36 — KEEPING THE OLD ROLL IF THE LUCK REROLL IS BAD

You must use:

THE NEW ROLL


MISTAKE 37 — THINKING NATURALLY STEALTHY AUTOMATICALLY HIDES YOU

It allows you to:

TAKE THE HIDE ACTION

under an additional circumstance.

You must still resolve:

THE HIDE ACTION

normally.


QUICK RECAP

GNOME

Creature Type:

HUMANOID

Size:

SMALL

Speed:

30 FEET

Darkvision:

60 FEET

Gnomish Cunning:

ADVANTAGE ON INTELLIGENCE, WISDOM, AND CHARISMA SAVES

Choose:

FOREST GNOME

or:

ROCK GNOME


FOREST GNOME

MINOR ILLUSION

and:

SPEAK WITH ANIMALS

Free Speak with Animals uses:

PB PER LONG REST


ROCK GNOME

MENDING

PRESTIDIGITATION

and:

CLOCKWORK DEVICES

Creation time:

10 MINUTES

Device:

AC 5

1 HP

Maximum:

THREE

Duration:

8 HOURS

Activation:

BONUS ACTION + TOUCH


GOLIATH

Creature Type:

HUMANOID

Size:

MEDIUM

Speed:

35 FEET

Choose one:

CLOUD'S JAUNT

FIRE'S BURN

FROST'S CHILL

HILL'S TUMBLE

STONE'S ENDURANCE

or:

STORM'S THUNDER

Uses:

PB PER LONG REST


LARGE FORM

From:

CHARACTER LEVEL 5

Bonus Action.

Size:

LARGE

Duration:

10 MINUTES

Strength checks:

ADVANTAGE

Speed:

+10 FEET

Uses:

ONCE PER LONG REST


POWERFUL BUILD

Advantage on ability checks to:

END GRAPPLED

and count as:

ONE SIZE LARGER

for carrying capacity.


HALFLING

Creature Type:

HUMANOID

Size:

SMALL

Speed:

30 FEET

Traits:

BRAVE

HALFLING NIMBLENESS

LUCK

NATURALLY STEALTHY


BRAVE

Advantage on saves to:

AVOID OR END FRIGHTENED


HALFLING NIMBLENESS

Move through the space of:

LARGER CREATURES

but:

DON'T STOP THERE


LUCK

Roll a 1 on a D20 Test:

REROLL

and:

USE THE NEW ROLL


NATURALLY STEALTHY

You can take:

HIDE

even when obscured only by a creature:

AT LEAST ONE SIZE LARGER

than you.


PRIME HERO CHALLENGE

Three characters are adventuring together.

Character A

Level 5 Forest Gnome Cleric.

Character B

Level 5 Stone-Giant-Ancestry Goliath Fighter.

Character C

Level 5 Halfling Rogue.

Answer the following.


QUESTION 1

How many free Speak with Animals castings does the Forest Gnome have?

Level 5 PB:

+3

Therefore:

3 FREE CASTINGS PER LONG REST


QUESTION 2

The Gnome makes a Wisdom Saving Throw. What special benefit applies?

GNOMISH CUNNING

Therefore:

ADVANTAGE


QUESTION 3

The Goliath takes 18 damage and uses Stone's Endurance.

Constitution modifier:

+3

d12 result:

7

Damage reduction:

7 + 3 =

10

Final damage:

18 − 10 =

8


QUESTION 4

What is the Goliath's Speed during Large Form?

Base:

35 FEET

Large Form:

+10

Total:

45 FEET


QUESTION 5

The Halfling rolls a natural 1 on a Dexterity Saving Throw. Can Luck apply?

YES

A Saving Throw is:

A D20 TEST


QUESTION 6

The Luck reroll is a 6. Can the Halfling keep the original 1 instead?

NO

The new roll:

MUST BE USED


QUESTION 7

A Medium ally is the only thing obscuring the Small Halfling. Can the Halfling attempt to Hide?

Because of:

NATURALLY STEALTHY

YES

The character can take the Hide action and then resolves that action according to its normal rules.


LESSON 54 — KEY TAKEAWAYS

The three Species in this lesson demonstrate completely different ways Species traits can shape an adventurer.

GNOME

is exceptionally resistant to mental threats through:

GNOMISH CUNNING

and then branches into:

FOREST GNOME

or:

ROCK GNOME


GOLIATH

begins with:

SPEED 35 FEET

and chooses one of six supernatural:

GIANT ANCESTRY

powers.

At level 5, it can temporarily become:

LARGE

and Powerful Build further reinforces its:

PHYSICAL CAPABILITY


HALFLING

uses subtle but extremely useful abilities.

It resists fear through:

BRAVE

moves through larger creatures with:

HALFLING NIMBLENESS

turns natural 1s into new opportunities through:

LUCK

and gains additional hiding opportunities through:

NATURALLY STEALTHY

The central lesson remains the same:

SPECIES TRAITS ARE REAL GAME MECHANICS

Read carefully:

WHEN THEY TRIGGER

WHAT ACTION THEY REQUIRE

HOW MANY USES THEY HAVE

WHEN THEY RECOVER

and:

WHAT THEIR EXACT LIMITS ARE


NEXT LESSON

LESSON 55 — HUMAN, ORC, TIEFLING, AND LANGUAGES

The final three SRD Species introduce another diverse collection of abilities.

We will study:

HUMAN

including:

RESOURCEFUL

SKILLFUL

and:

VERSATILE

Then:

ORC

including:

ADRENALINE RUSH

DARKVISION

and:

RELENTLESS ENDURANCE

Then:

TIEFLING

including the three:

FIENDISH LEGACIES

their:

DAMAGE RESISTANCES

CANTRIPS

and:

HIGHER-LEVEL SPELLS

Finally, we will complete Character Origins by studying:

LANGUAGES

including the Standard and Rare languages provided by the SRD.


SRD 5.2.1 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.