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Deep Gnome
Free | |||||||||||
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Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground. A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.
Overview[edit]
"An arcane illusionist with affinity for the fathomless darks of the earth."
- Deep Gnome is available from the DDO Store for 1,295 or - as the only Iconic - also free during VIP subscription.
- As all Iconic Heroes, Deep Gnomes start at level 15 (1,050,000XP).
- Deep Gnome first level is Wizard. Then, they can either take a predefined path, or customize their Wizard levels, or reject training and leave the starting area with enough experience to train to level 15.
Racial traits[edit]
- +2 Intelligence, +2 Wisdom, –2 Strength, -2 Charisma
- +1 size bonus to Armor Class
- +1 size bonus on attack rolls
- +4 size bonus on Hide checks
- Carrying capacity is three-quarters of that of a Medium character.
- -4 Intimidate penalty for each class size lower (-4 vs. normal, -8 vs. large).
- +2 racial bonus on Haggle and Use Magic Device checks.
- Racial Spell Resistance: You are naturally resistant to spells and magical effects. You have 6 Spell Resistance, protecting you from many nondamaging spells and effects. This stacks with other sources of Spell Resistance.
- Weapon Proficiency: Gnomes are automatically proficient with the Light Hammer, Throwing Hammer and Warhammer.
Deities[edit]
- Amaunator (Heavy Mace): Favored by Amaunator → Child of Amaunator → Amaunator's Brilliance → Beloved of Amaunator
- Helm (Bastard Sword): Favored by Helm → Child of Helm → Ever Watchful → Beloved of Helm
- Silvanus (Maul): Favored by Silvanus → Child of Silvanus → Blessing of Silvanus → Beloved of Silvanus
Feats[edit]
Racial Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Gnomish Proficiencies | Passive | You have some special bonuses due to your gnomish heritage:
|
Gnome | |
Small Size Bonus | Passive | As a Small creature, Gnomes gain a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks. | Gnome | |
Martial Weapon Proficiency: Light Hammer | Passive | You do not suffer a -4 penalty on attack rolls when using a Light Hammer. | Gnome | |
Martial Weapon Proficiency: Throwing Hammer | Passive | You do not suffer a -4 penalty on attack rolls when using a Throwing Hammer. | Gnome | |
Martial Weapon Proficiency: Warhammer | Passive | You do not suffer a -4 penalty on attack rolls when using a Warhammer. | Gnome |
Iconic past life feats[edit]
- Passive: +3 Magical Resistance Rating
- Active: +1 Illusion DC and +5 Acid Spell Power
Enhancements[edit]
Core abilities[edit]
Wariness : +1 Dodge, +2 Magical Resistance Rating
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
AP Cost: 2 | Level: 2 | Progression: 1 | Requires: Wariness | |
Wariness: +1 Dodge, +2 Magical Resistance Rating
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AP Cost: 1 | Level: 4 | Progression: 3 | Requires: Wisdom | |
AP Cost: 2 | Level: 8 | Progression: 4 | Requires: Wariness | |
Scrolls: Retain Essence: You gain a 15% racial bonus to your odds of retaining a copy of a Scroll when using it.
+2 Dodge, +2 Magical Resistance Rating | ||||
AP Cost: 1 | Level: 16 | Progression: 6 | Requires: Wisdom |
Tier One[edit]
Requires Wariness
Illusory Escape: When you tumble, you will phase out of reality briefly, passing through enemies as you do so.
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AP Cost: 1 | Ranks: 1 | Progression: 1 | No requirements | |
Wand and Scroll Mastery: +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Underdark Experience: +1/+2/+3 to all saves.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Stealth or Awareness: Choose one:
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Gnomish Weapon Training: +1 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
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AP Cost: 1 | Ranks: 1 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
Conjure Stone: Conjure a boulder and hurl it at an enemy, dealing 6d4/12d4/20d4 bludgeoning damage and knocking down enemy on failed reflex save DC 10/15/20 + INT modifier. Activation Cost: 25/15/5 Spell points. Cooldown: 10/8/6 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Greater Color Spray: Activation Cost: 10/5/2 Spell Points. Cooldown: 8 seconds.
Metamagic: Quicken, Heighten, Enlarge, Embolden. Spell Resistance: No Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. DC: Character Level + Intelligence Modifier + Illusion DC bonus. *3.19.2023 Note - Current testing shows the actual DC = 15 + INT + Illusion | ||||
AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Permanent Blur: You gain a permanent Blur effect.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | No requirements | |
Gnomish Weapon Training: +1 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Gnomish Weapon Training (Tier 1) |
Tier Three[edit]
Requires 10 APs spent in tree
Spellcraft: +5/+10/+20 Spellcraft
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Stoneskin: You get Stoneskin as an SLA. Activation Cost: 10 Spell Points. Cooldown: 20/15/10 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Racial Spell Focus: Illusion: +1/+2/+3 to Illusion DCs
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Gnomish Weapon Training: +2 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Gnomish Weapon Training (Tier 2) |
Tier Four[edit]
Requires 15 APs spent in tree
Phantasmal Killer: You gain Phantasmal Killer as an SLA. Activation Cost: 25/15/5 Spell Points. Cooldown: 16 seconds. DC is Character level + Intelligence modifier + Illusion DC bonus.
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AP Cost: 1 | Ranks: 3 | Progression: 15 | No requirements | |
Gnomish Favored Enemy: Gnomes have a history of racial enmity with several kinds of creatures. Choose a Favored Enemy feat for one of these: Goblinoid or Reptilian
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements | |
Gnomish Weapon Training: +2 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
+1 Competence Bonus to Critical Threat Range with the same weapons. | ||||
AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Gnomish Weapon Training (Tier 3) |
Starter equipment[edit]
Upon reaching level 15, you receive a container item called Deep Gnome Equipment. Double click in your inventory to open it and receive the following Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire, minimum level 15, and Race Absolutely Required: Deep Gnome items:
- (Total Ability Modifiers = Dex +4, Con +6, Int +7)
Item | Race | Type | Enhancements |
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Beast-leather Belt | Deep Gnome | Belt |
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Stone-steady Boots | Deep Gnome | Boots |
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Forged Armlets | Deep Gnome | Bracers |
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Mantle of the Deep | Deep Gnome | Cloak |
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Gloves of the Miner | Deep Gnome | Gloves |
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Intricate Lenses | Deep Gnome | Goggles |
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Delver's Helm | Deep Gnome | Helm |
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Illusionist's Focus | Deep Gnome | Light Hammer |
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Implement of Stone Magic | Deep Gnome | Light Hammer |
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Re-forged Hammer | Deep Gnome | Light Hammer |
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Stoneworker's Hammer | Deep Gnome | Light Hammer |
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Mysterious Pendant | Deep Gnome | Necklace |
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Dusty Adventuring Garb | Deep Gnome | Outfit |
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Copper Band | Deep Gnome | Ring |
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Iron Band | Deep Gnome | Ring |
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Climbing Hook | Deep Gnome | Trinket |
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- +4 Flaming IVFlaming IV: On Hit: 4 to 16 Fire Damage. ReturningReturning: This missile will return to you. Throwing Dagger
- 30 Elixir of Greater Healing
- 100 Pinches of Fine Sand
- 100 Eyelashes in Gum Arabic
- 100 Balls of Bat Guano and Sulfur
- 100 Hearts of Hens
- 100 Crystal Cones
- 100 Crushed Black Pearls
- 100 Powdered Ruby
- 100 Bits of Sunstone