In the enchanting groves of Twigglesworth Haven, beneath a verdant canopy where sunlight flickers in radiant patterns, the Forest Gnomes of Alavir flourish. Known as the children of whispers and leaves, they weave dreams into reality, upholding an ancient pact intertwined with the roots of towering trees. Their existence resonates with the symphony of nature and magic, harmonizing with the heartbeat of the forest.
The Gnomes, born from chaos and nurtured in order, embody a delicate balance between the unpredictable Feywild and the steadfast material realm. This duality fuels their remarkable powers and unique place in the cosmos. In Twigglesworth Haven, where the veil between worlds is thin, the Gnomes have created sanctuaries where the mundane and mystical blend seamlessly.
Their homes, nestled within ancient trees and roots, reflect this harmony. The Gnomes' inventive minds and agile hands craft marvels of engineering and magic in workshops filled with the scent of sap and the sound of tinkering. Through the Trance of Order, a sacred practice, they attune to the magic that weaves through all things, perceiving the world as a realm of infinite possibilities.
As vigilant protectors, the Gnomes embody resilience and wisdom. Their magic is a dialogue with the universe, a negotiation with the forces shaping reality. In times of turmoil, they stand unyielding, using spells as shields, intellect as weapons, and courage as a guiding beacon. The saga of the Forest Gnomes of Twigglesworth Haven is one of wonder and wisdom, revealing that in the dance of chaos and order lies the eternal and ever-changing melody of the cosmos.
You gain 2 levels of proficiency in Nature and Monster Knowledge skill checks.
You get 10 berries per long rest, if you or an ally eats one of these berries they heal for (PM)d4 and gain 5 movement speed until the start of their next turn. The berries can be consumed on a players turn but does not use action economy.
You speak Sylvan. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet as if it were bright light. You gain 1 level of proficiency in Impersonation skill checks.
In addition, you have advantage on Cognitive saving throws
You can force a creature you can see within 60 feet of you to reroll, the creature must use the new roll, this roll is not affected by advantage or disadvantage.