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Player > Ancestry > Gnome > Feats

Gnome Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a gnome, you select from among the following ancestry feats.

Animal Accomplice FEAT 1

Core Rulebook p.44


GNOME

You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar using the rules on page 217. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.


Burrow Elocutionist FEAT 1

Core Rulebook p.44


GNOME

You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability.


Fey Fellowship FEAT 1

Core Rulebook p.44


GNOME

Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey.
In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Special If you have the Glad-Hand skill feat, you don’t take the penalty on your immediate Diplomacy check if the target is a fey.


First World Magic FEAT 1

Core Rulebook p.44


GNOME

Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list (page 314). You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.


Gnome Obsession FEAT 1

Core Rulebook p.44


GNOME

You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them.


Gnome Polyglot FEAT 1

Lost Omens Character Guide p.31


GNOME

Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the Multilingual feat, you learn three new languages instead of two.


Gnome Weapon Familiarity FEAT 1

Core Rulebook p.44


GNOME

You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri.
In addition, you gain access to kukris and all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons.


Grim Insight FEAT 1

Lost Omens Character Guide p.32


GNOME

Prerequisites umbral gnome heritage


Others’ attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a fear effect, you get a critical success instead, and the source of the fear effect is flatfooted to you until the end of your next turn.


Illusion Sense FEAT 1

Core Rulebook p.44


GNOME

Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against iWhen you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion.llusions.


Inventive Offensive [three-actions]FEAT 1

Lost Omens Character Guide p.32


GNOME

Prerequisites trained in Crafting


You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: deadly d6, disarm, nonlethal, shove, trip, versatile B, versatile P, or versatile S. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time.
If you have expert proficiency in Crafting, you can use this feat as a 2-action activity. If you have legendary proficiency in Crafting, you can apply two weapon traits from the list when using this feat.


Life-giving Magic [reaction]FEAT 1

Lost Omens Character Guide p.32


GNOME

Frequency once per minute
Trigger You cast an innate spell from a gnome heritage or ancestry feat.


The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.


Natural Performer FEAT 1

Lost Omens Character Guide p.32


GNOME

Entertainment comes naturally to you. You become trained in Performance and gain one 1st-level Performance skill feat.


Theoretical Acumen [free-action]FEAT 1

Lost Omens Character Guide p.32


GNOME

Frequency once per day
Trigger You succeed at a skill check to Recall Knowledge to identify a creature.


You study a creature’s form and behavior to hypothesize likely means of overcoming its strengths. Once before the end of your next turn, you can use the skill modifier from the triggering check in place of your saving throw modifier against one of the creature’s abilities, in place of your Perception modifier to Seek the creature, in place of your Deception modifier to Feint against the creature, or in place of your Intimidation modifier to Demoralize the creature. Alternatively, against one of the creature’s attacks, you can use your DC for the skill used in the triggering check in place of your AC.


Unexpected Shift [reaction]FEAT 1

Lost Omens Character Guide p.32


GNOME

Trigger You would take damage from an attack, spell, or other effect.


Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.


Vibrant Display FEAT 1

Lost Omens Character Guide p.33


GNOME

Prerequisites chameleon gnome heritage
Frequency once every 10 minutes


Whereas most gnomes’ coloration is static or changes slowly, you can cause your hair, eye, and skin color to scintillate in brief and disorienting bursts. Once every 10 minutes, when you use the Feint action, you can compare your Deception check result to the Perception DCs of all adjacent creatures rather than just one creature within melee reach. It’s possible to get a different degree of success for each target.
These changes are imprecise and usually short-lived, so while they allow you to periodically change your appearance in unpredictable ways, they are of little use in providing camouflage or aiding a disguise.


Animal Elocutionist FEAT 5

Core Rulebook p.45


GNOME

Prerequisites Burrow Elocutionist


You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).


Eclectic Obsession FEAT 5

Lost Omens Character Guide p.33


GNOME

Prerequisites Gnome Obsession
Frequency once per day


Your desire for stimulation has led you from one pursuit to another and granted you a smattering of expertise with myriad crafts and professions. You reflect on snippets you’ve learned to temporarily become trained in one Lore skill of your choice. This proficiency lasts for 10 minutes or until you critically fail a check with that skill. Since this training is temporary, you can’t use it as a prerequisite for a permanent character option like a feat or a skill increase.


Energized Font [one-action]FEAT 5

Core Rulebook p.45


GNOME

Prerequisites focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells
Frequency once per day


The magic within you provides increased energy you can use to focus. You regain 1 Focus Point, up to your usual maximum.


Gnome Weapon Innovator FEAT 5

Core Rulebook p.45


GNOME

Prerequisites Gnome Weapon Familiarity


You produce outstanding results when wielding unusual weapons. Whenever you critically hit using a glaive, kukri, or gnome weapon, you apply the weapon’s critical specialization effect.


Intuitive Illusions [free-action]FEAT 5

Lost Omens Character Guide p.33


GNOME

Prerequisites Illusion Sense
Frequency once per day
Trigger Your turn begins


Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. You immediately gain the effects of a Sustain a Spell action to extend the duration of one of your active illusion spells.


Natural Illusionist FEAT 5

Lost Omens Character Guide p.33


GNOME

Prerequisites Illusion Sense


By drawing upon the First World’s magic, you can siphon a portion of that malleable world to create a convincing illusion. Once per day, you can cast illusory disguise, item facade, or ventriloquism. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.


First World Adept FEAT 9

Core Rulebook p.45


GNOME

Prerequisites at least one primal innate spell


Over time your fey magic has grown stronger. You gain faerie fire and invisibility as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day.


Fortuitous Shift FEAT 9

Lost Omens Character Guide p.33


GNOME

Prerequisites Unexpected Shift


You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to 11, and you are no longer dazzled if you succeed.


Vivacious Conduit FEAT 9

Core Rulebook p.45


GNOME

Your connection to the First World has grown, and its positive energy flows into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from Treat Wounds.


Gnome Weapon Expertise FEAT 13

Core Rulebook p.45


GNOME

Prerequisites Gnome Weapon Familiarity


Your gnome affinity blends with your class training, granting you great skill with gnome weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, kukri, and all gnome weapons in which you are trained.

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