Purpose
Half-Dwarves are also called Gnomes. They are the product of a dwarf and human getting it on, which produces a slimmer, more intellectually sharper but less physically durable person.
As with other halfbreeds, Gnomes are looked down on in human societies, and given slim options in Dwarven families, though neither will ever admit to it. Dwarven Children are rare enough, but Gnomes tend to be infertile and lack the drive to have children that dwarves have. They are around 2% of the total population.
Gnomes tend to enjoy much from their Dwarven heritage, especially in the making of things. Their overall physicality tends to be appreciated a bit more, and they are often called ruggedly handsome or strongly beautiful. Gnomes are more nimble than full blood Dwarves or Humans.
Racial Traits
Ability Score increase
Your Intelligence score increases by 1 and your Constitution increases by 1.

Lifespan
Gnomes mature at the same rate as humans, reaching adulthood around 15, and living for 100 years.
Size
Half-Dwarves stand between four and five feet tall, and average slightly more than humans in weight, with most between 115 and 165 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Inherents
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 color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp 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 animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. 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.