Auto Gnome Guide 5e
Published on November 22, 2022
If the tale of Pinocchio has inspired you, you’ll love the chance to “be a real boy” with a sentient robotic auto gnome.
Jeff Laubenstein - Wizards of the Coast - Copper Gnomes
What is this guide?
This guide is meant to give you an idea of whether or not the auto gnome will be right for your 5e character build.
The color code below has been implemented to help you identify, at a glance, how good that option will be for your auto gnome. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.
- Black is a trait shared by many races and or will not impact the effectiveness of your character build
- Red isn’t going to contribute to the effectiveness of your character build at all
- Orange Situationally good, but a below-average option otherwise
- Green is a good option
- Blue is a great option, you should strongly consider this option for your character
- Sky Blue is an amazing option. If you do not take this option your character would not be optimized
Tasha's Cauldron of Everything Update
Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.
What are Auto Gnomes in 5e?
Source: Spelljammer: Adventures in Space
Auto gnomes are sentient robotic creatures that were originally created by gnomes to function as mechanical servants. If an auto gnome is separated from its creator, it begins to develop more autonomy and can decide to strike out on its own adventures. Unlike other construct-like character races, like warforged, auto gnomes are inorganic and are therefore not Humanoids.
Auto Gnome 5e Traits
Ability Score Increase: Being able to choose between +2 ASI, +1 ASI, or +1, +1, +1 ASI means that you can pick exactly what your build will need.
Creature Type: Constructs cannot be targeted by spells that normally target Humanoids, like hold person, nor spells like normally target Fey, like protection from good and evil. This can innately allow auto gnomes to avoid some spell effects, even if magical resistance isn’t included as a racial ability.
Size: The Small size drastically limits builds that use heavy weapons.
Speed: 30 feet is the standard walking speed for most races. Previously, Small races usually had a reduced walking speed so it’s a nice plus to see the auto gnomes speed at 30 feet.
Armored Casing: This is a solid trait for classes that don’t normally wear armor, or who can only wear up to medium armor. 13 + DEX is better than light armor and is on par with mage armor. If you stack into DEX, you can easily get to 18 AC without having disadvantage on Stealth checks, which is a great defensive start for most lighter classes.
Built for Success: Being able to add a d4 to attack rolls, ability checks, and saving throws prof. modifier times per long rest is like having a pseudo bless active at all times, which is outstanding. The key here is you can use the d4 after seeing the result of your check, but before it resolves, allowing you to use this ability when it matters the most.
Healing Machine: The ability to expend a hit dice to heal when a cantrip is cast on your is an interesting resource trade off, but still extremely effective self-healing. Mending’s casting time of 1 minute prevents this from being an ability you can use in combat, however, which brings down the rating of this ability. The other big caveat to this ability is you either need to stock mending yourself or have a party member that knows the cantrip, which isn’t a crazy ask but can limit the effectiveness of this trait further.
Mechanical Nature: There are a lot of defensive abilities packed into this feature. Resistance to poison, immunity to disease, advantage against being paralyzed and poisoned, and you don’t need to eat, drink, or breathe. This wide variety of defensive capabilities are bound to come in handy and is one of the main benefits of not being a mortal creature.
Sentry’s Rest: While you have to remain inert for 6 hours, you remain conscious so you can still keep watch for your party, which is a nice little bonus.
Specialized Design: Unfortunately, tools are under-used in fifth edition. This will, however, allow you to pick up a proficiency in Thieves” Tools, which come up the most while adventuring. Your second pick can be whatever flavor you prefer.
Sources Used in This Guide
- BR: Basic Rules
- GotG: Bigby Presents: Glory of the Giants
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PAitM: Planescape: Adventures in the Multiverse
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything