Rules edition: This guide uses the 2014 Fighter and Gnome rules from the Player’s Handbook. Deep Gnome traits are from Mordenkainen’s Tome of Foes. Optional ability-score customization and Psi Warrior features are from Tasha’s Cauldron of Everything; Samurai is from Xanathar’s Guide to Everything, and Echo Knight is from Explorer’s Guide to Wildemount. These options require the DM’s approval and the relevant source.
A 2014 Gnome Fighter trades a bonus to a primary weapon ability for Intelligence, darkvision, and Gnome Cunning. For positioning, cover, and movement advice, see the Gnome Fighter tactics guide. Small size matters when you choose weapons: you can use a Heavy weapon, but attacks with it have disadvantage. Build around Strength or Dexterity, then choose the Gnome subrace and fighter archetype that fit your campaign.
Gnome traits and subraces
All 2014 Gnomes gain +2 Intelligence, have Small size, a 25-foot walking speed, 60-foot darkvision, and Gnome Cunning. Gnome Cunning gives advantage on Intelligence, Wisdom, and Charisma saving throws against magic. It does not grant damage resistance or affect enemies’ saves.
Rock Gnomes add +1 Constitution, Artificer’s Lore, and Tinker. Artificer’s Lore doubles your proficiency bonus only for qualifying Intelligence (History) checks about magic items, alchemical objects, or technological devices. Tinker lets you make one Tiny clockwork device per hour and 10 gp of materials, with no more than three active at once. Its listed devices have limited printed effects; extra uses need the DM’s ruling.
Forest Gnomes add +1 Dexterity and know the Minor Illusion cantrip. Deep Gnomes using the Mordenkainen’s Tome of Foes version add +1 Dexterity, gain 120-foot darkvision, and have advantage on Dexterity (Stealth) checks to hide in rocky terrain. That Stealth benefit is not shared by every Gnome.
Small size and weapon choice
The Heavy property gives Small creatures disadvantage on attack rolls with that weapon. It does not bar Gnomes from using greatswords, longbows, or heavy crossbows, but the disadvantage can make those choices difficult to justify. Rapier, shortsword, quarterstaff, hand crossbow, light crossbow, and shortbow are examples of weapons without the Heavy property. Check the weapon table for the exact property.
Small size can affect movement through occupied spaces, but it is not a general combat advantage. You can move through a nonhostile creature’s space. You can move through a hostile creature’s space only if it is at least two size categories larger or smaller than you; that space costs extra movement, and you cannot end there. Cover, flanking, and squeezing depend on their own rules and, in some cases, the DM’s chosen options.
Ability scores and fighter features
Strength supports melee attacks; Dexterity supports finesse and ranged attacks and improves AC in light armor. Constitution adds hit points and helps with Constitution saves. Intelligence matters most for Eldritch Knight and Psi Warrior features, while Wisdom supports common skills and saves. Under the fixed 2014 increases, Gnomes get +2 Intelligence plus their subrace increase. If your DM uses Tasha’s optional Customizing Your Origin rules, you can reassign those increases as that feature allows; do not apply both sets.
For one legal 27-point-buy example before species increases, assign Strength 15, Dexterity 14, Constitution 13, Intelligence 8, Wisdom 12, and Charisma 10. A Rock Gnome using fixed increases finishes at Strength 15, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 12, and Charisma 10. Adjust the starting array for a Forest or Deep Gnome, or for optional origin rules.
The 2014 Fighter has a d10 Hit Die, proficiency with all armor and shields and with simple and martial weapons, and saving-throw proficiency in Strength and Constitution. Strength or Dexterity is usually the main attack score; Constitution is a useful next priority. Fighters gain Ability Score Improvements at levels 4, 6, 8, 12, 14, 16, and 19. Extra Attack begins at level 5, and Indomitable begins at level 9, letting you reroll a failed saving throw once per long rest. Indomitable does not grant proficiency in Wisdom saves.
Choose a martial archetype
Champion is a straightforward option that improves critical hits. Battle Master adds maneuvers that let you spend superiority dice on control, defense, or accuracy. Eldritch Knight adds limited Wizard spellcasting and uses Intelligence for its spell save DC and spell attacks; defensive spells can complement a weapon-focused turn.
For groups using later 2014 supplements, Samurai from Xanathar’s Guide to Everything grants Fighting Spirit, which gives advantage on weapon attacks for the turn and temporary hit points. Echo Knight from Explorer’s Guide to Wildemount creates an echo with specific positioning and attack rules. Psi Warrior from Tasha’s Cauldron of Everything uses psionic features that rely on Intelligence. Read the chosen subclass’s full feature text before planning a combo; a Gnome trait does not remove a feature’s range, action, or resource limits.
Fighting styles, feats, and equipment
Archery adds +2 to ranged weapon attack rolls and works with non-Heavy bows and crossbows. Dueling adds +2 damage while wielding a melee weapon in one hand and no other weapons. Defense grants +1 AC while wearing armor. Two-Weapon Fighting adds your ability modifier to the damage of the second attack when you use the two-weapon-fighting rules. Great Weapon Fighting can work with a two-handed quarterstaff: the weapon must have the two-handed or versatile property, not the Heavy property.
Polearm Master can add a bonus-action attack with a quarterstaff or spear. Sentinel can punish enemies that move away, Disengage, or attack nearby allies, subject to the feat’s triggers. Resilient (Wisdom) grants Wisdom-save proficiency, addressing a save that Gnome Cunning does not cover; Gnome Cunning then gives advantage on that save when the effect is magical. Choose feats only if your campaign uses them.
Starting equipment and the campaign’s treasure determine your loadout. A rapier supports a Dexterity build without the Heavy penalty; a shield can improve defense if your weapon choice permits it. A hand or light crossbow can provide ranged attacks without the Heavy property, though a crossbow’s Loading property still matters unless a feature changes it. Backgrounds such as Soldier, Folk Hero, and Guild Artisan can fit different histories; none is required by the Gnome traits.
Play the character, not a stereotype
Gnome traits do not require a fighter to be a tinkerer, inventor, comic relief, or tactical genius. A Gnome Fighter can be cautious, brash, solemn, or curious. Use the character’s chosen skills, subclass, and background to give them a personal reason to fight, then coordinate with the DM before relying on unusual terrain or a clockwork device for an extra combat effect.
Official rules sources
- D&D Beyond Basic Rules (2014): Gnome and subrace traits
- D&D Beyond Basic Rules (2014): Fighter features and archetypes
- Mordenkainen’s Tome of Foes: Deep Gnome traits
- D&D Beyond Basic Rules (2014): weapon properties
- Tasha’s Cauldron of Everything: optional origin rules and Psi Warrior
- Xanathar’s Guide to Everything: Samurai
- Explorer’s Guide to Wildemount: Echo Knight