Gnomes

Rauchstav

Pact-bound gnomes who treat magic as contracts and archdevils as business partners, pioneers of infernal research.

Rauchstav

The Rauchstav believe in one thing above all else: power. Not the crude kind wielded by tyrants or warlords, but power earned through knowledge, magic, and contracts so binding that not even the gods can break them. Long ago, they were part of the Valdeschtauk—until they decided that explosions and reckless invention were inefficient. Instead, they turned to a different source: archdevils.

It was no impulsive bargain. The Rauchstav spent decades crafting the most airtight, ironclad pact in recorded history. When it was finally struck, they emerged with an understanding of magic and infernal law that few could match. They are not corrupted by the devils they deal with; they see them as business partners, albeit ones with very sharp teeth. To the Rauchstav, there is no shame in contracting with the Hells, so long as the terms favor you.

Since arriving on Thaedros, the Rauchstav have positioned themselves at the forefront of magical research, producing warlocks, wizards, and artificers who treat their patrons not as dark masters but as resources to be bargained with. Their knowledge of contracts has made them invaluable to scholars, merchants, and anyone in need of binding legal agreements—though their prices are rarely cheap.

Other races often see them as dangerous, and perhaps they are. But the Rauchstav would argue that danger is only a problem for those who don't know how to handle it. To them, the line between ambition and recklessness is measured not in morality, but in competence. They do not seek to be feared; they simply refuse to be underestimated.

They are patient, calculating, and utterly unapologetic. And when a Rauchstav offers you a deal, you'd better read the fine print.

Racial Traits

Special Abilities

Gnome Cunning You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Infernal Bargainer You have proficiency in Arcana. Additionally, whenever you enter into a verbal or written agreement, you instinctively sense if the other party intends to honor it (though not the specifics of any deception).

Arcane Tinkerer You know the prestidigitation cantrip. When you reach 3rd level, you can cast detect magic once per long rest. When you reach 5th level, you can cast misty step once per long rest. Intelligence is your spellcasting ability for these spells.

Basic Traits

Darkvision You can see in dim light within 60 feet 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.

Speed Your base walking speed is 25 feet.

Size Gnomes are between 3 and 4 feet tall. Your size is Small.

Languages You can speak, read, and write Common, Gnomish, and Infernal.

Backgrounds

Pactbound Scholar

You were raised to understand the nature of agreements, infernal or otherwise. Your training included history, law, and the arcane arts, preparing you for a life where every conversation is a negotiation and every deal must be won.

  • Skill Proficiencies: Arcana, Persuasion
  • Tool Proficiencies: Calligrapher's Supplies
  • Languages: One of your choice
  • Feature: Contractual Expertise - You can draft binding agreements that are extremely difficult to exploit. When you help create a contract or pact, the other party has disadvantage on attempts to deceive or break its terms without consequence.
  • Ability Score Increases: +2 Intelligence, +1 Charisma

Occult Engineer

Magic and mechanism are not so different—both require precise conditions to achieve results. You blend artifice with sorcery, creating devices that walk the line between invention and invocation.

  • Skill Proficiencies: Arcana, Investigation
  • Tool Proficiencies: Tinker's Tools, Alchemist's Supplies
  • Languages: One of your choice
  • Feature: Devil's Workshop - You can spend one hour and 25 gp worth of materials to create a small magical trinket that performs a minor function (produces light, heat, sound, or illusion). It lasts until dispelled or destroyed.
  • Ability Score Increases: +2 Intelligence, +1 Dexterity

Infernal Negotiator

You are not a warlock—or at least, not necessarily. But you understand them. You know how to speak with devils, fey, and other outsiders, and more importantly, how to walk away from those conversations with exactly what you wanted.

  • Skill Proficiencies: Deception, Insight
  • Tool Proficiencies: Forgery Kit
  • Languages: One of your choice (typically Sylvan, Abyssal, or Primordial)
  • Feature: Read the Room - When you engage in conversation with an extraplanar entity or someone under the influence of one, you can use your bonus action to make an Insight check (DC 15) to learn one piece of useful information about their goals, weaknesses, or the nature of any pact they are bound by.
  • Ability Score Increases: +2 Charisma, +1 Intelligence