Basic Information
Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Deep gnomes, much like their other gnomish cousins, form cheery, tight knit communities. They tend to be curious about the world around them, and their own abilities to shape and interact with that world, leading many of them to become scientists and inventors.
Relations of other Races
Deep Gnomes get along best with Drow, and the first Drow may have even been Deep Gnomes.
Despite their varied origins and homes, Forest Gnomes, Rock Gnomes, and Deep Gnomes all get along well with one another, believing that a gnome is a gnome regardless of background, and a gnome is always family.
Physical Appearance
Gnomes are small people with pointed ears and rosy features. Most have thick hair growing atop their feet, arms, and hands.
Deep gnomes have pointed fingers, skin from shades of pale white to deep purple, and hair from shades of light purple to jet black.

Racial Traits
Ability Score Increase
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type
You are a Humanoid (Gnome, Deep Gnome).
Age
Like other gnomes, deep gnomes can live for centuries, up to 500 years.
Size
You are Small.
Speed
Your walking speed is 30 feet.
Darkvision
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Gift of the Svirfneblin
Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Gnomish Magic Resistance
You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
Svirfneblin Camouflage
When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Myths and Lore
Creation Myth
Prototype created the Deep Gnomes when En was new, hoping to gain knowledge of this new, strange plane which he could use to their advantage. They soon realized, however, that their humanoid creations had the drawback of being independent thinkers. Deciding that En and the Deep Gnomes were an unproductive waste of time and energy, Prototype quickly abandoned them.