[New Race] Gnomes for B/X Labyrinth Lord

Gnomes (for D&D B/X or LL)

Gnomes are a short race of demi-humans, similar to dwarves, many often have long noses and full beards. They usually live in burrows or hollowed out trees in valleys, glades, hollows and some fields. Gnomes are close to Nature and often enjoy the company of small animals and Fey creatures. These creatures also love gold and gems and are adapt at mining for these. They tend to avoid war and conflicts of all kinds but if forced to to use crossbows as missile weapons and war hammers in hand-to-hand combat. Gnomes have few rivals, but do count goblins and kobolds among them and will try to foil the plots of these humanoids whenever possible.




Exp. Points

Hit Dice*



Gnome Wanderer





Gnome Scout





Gnome Forester





Gnome Guide



2/1st, 1 /2nd


Gnome Ranger



2/1st, 2/2nd


Gnome Warden



3/1st, 2/2nd, 1/3rd


Gnome Champion



3/1st, 3/2nd, 3/3rd


Gnome Forest Lord



4/1st, 3/2nd, 3/3rd


Gnome Majesty



4/1st, 4/2nd, 3/3rd


Gnome Monarch


10d4, 10d6

4/1st, 4/2nd, 4/3rd

*D4 Hit Dice are for gnomes spellcasters, D6 for gnome warriors.


The prime requisites for a gnome are Strength and Dexterity. A gnome character whose Strength or Dexterity score is 13 or greater will receive a 5% bonus to earned experience. Gnomes whose Strength and Dexterity scores are 13 or greater will receive a bonus of 10% to earned experience.

RESTRICTIONS: Gnome warriors use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 10th level of experience. Gnomes can use any type of weapon and armor which has been “cut down” to their size. Thus, they cannot use a two-handed sword or a long bow, but may use a sword or short bow. Gnomes must have a minimum score of 9 in both Dexterity and Constitution. These characters ignore the spells per level column.

Gnome spellcasters use four-sided dice (d4) to determine hit points, may wear light or leather armor and only daggers, clubs and small crossbows in combat.

SPECIAL ABILITIES: Gnomes have better saving throws than most other character classes. They are very accurate with all missile weapons and gain a bonus of +1, in addition to Dexterity adjustments, on their “to hit’ rolls when using them (see COMBAT). Due to their small size and skills at dodging, Gnomes have a bonus of -2 on their Armor Class when being attacked by creatures larger than man-sized. When rolling for individual initiative (an Optional rule) gnomes add +1, in addition to any Dexterity adjustments.

SPELLCASTING: Gnomes can cast Magic-user or Cleric spells, the choice must be made at second level when magic comes into play, note that while gnomes may cast Cleric spells they will have no other clerical abilities. Arcane magic leans towards trickery over destruction while divine magic leans towards healing.

Gnomes often live underground, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. They are expert miners and are able to find slanting passages, traps, shifting walls, and new construction one-third of the time (a roll of 1 or 2 on 1d6) when looking for them.

Gnomes speak gnome, dwarf, goblin, and kobold.

Gnomes can advance up to 10th level. As with the other demi-humans, this is balanced by their special abilities, especially their better saving throws and combat bonuses. Any time a gnome has enough money, he or she may build a stronghold (p. X52), which may attract a whole community of gnomes.

ATTACKS & SAVING THROWS: Gnomes use the same to hit numbers as Fighters, Dwarfs, Elves, and Halflings. They use the same saving throw table as Dwarfs and Halflings.

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