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Rock Gnome Bard: Creative Problem-Solving (2014 Rules)

2014 D&D Rock Gnome and Bard rules; optional Tasha’s Cauldron of Everything and Mythic Odysseys of Theros options are identified

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Rules edition: This guide uses the 2014 Rock Gnome and Bard rules. The character build below uses the Rock Gnome’s fixed ability-score increases. Optional origin rules and subclass features from later 2014 supplements are identified by source; the 2024 Gnome and Bard are different rules.

A Rock Gnome Bard pairs Charisma-based spellcasting with curiosity, strong mental defenses, and a small set of practical clockwork devices. The species does not increase Charisma, so plan your scores with that tradeoff in mind. Use Bard spells and skills for the main work; let the gnome traits support investigation and roleplay.

What a 2014 Rock Gnome gets

A 2014 Rock Gnome is Small, has a 25-foot walking speed and 60-foot Darkvision, and gains +2 Intelligence from the Gnome traits and +1 Constitution from the Rock Gnome traits. Gnome Cunning gives the gnome advantage on Intelligence, Wisdom, and Charisma saving throws against magic. It improves your own saves; it does not make enemies roll those saves at disadvantage.

Artificer’s Lore lets you add twice your proficiency bonus, instead of the proficiency bonus you would normally apply, to Intelligence (History) checks about magic items, alchemical objects, and technological devices. It does not grant History proficiency, advantage, or automatic identification of a magic item. Jack of All Trades does not add another bonus to this same check, because Artificer’s Lore already adds your proficiency bonus.

Tinker grants proficiency with tinker’s tools. With one hour and 10 gp of materials, you can make one Tiny clockwork device. You can have up to three active devices at a time. Each has AC 5 and 1 hit point, stops working after 24 hours unless you spend an hour repairing it, and can be dismantled to reclaim its materials. The rules list a clockwork toy, fire starter, and music box. These devices have the printed functions of those items; any extra use is a plan for the DM to adjudicate, not a feature they grant automatically.

The 2014 Rock Gnome does not receive the Minor Illusion cantrip. That is a Forest Gnome trait. A Bard can still learn Minor Illusion as one of the class’s cantrips if desired.

Ability scores

Charisma is the Bard’s spellcasting ability and supports Bardic Inspiration. Constitution helps with hit points and concentration saves; Dexterity affects AC in light armor and initiative. Intelligence benefits Artificer’s Lore checks, but it is not a substitute for Charisma when you cast Bard spells.

One legal 27-point-buy array before species increases is Strength 10, Dexterity 14, Constitution 13, Intelligence 8, Wisdom 12, and Charisma 15. After the fixed Rock Gnome increases, those scores become Strength 10, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 12, and Charisma 15. A standard-array character can assign 15, 14, 13, 12, 10, and 8 among the abilities before applying the same species increases.

If your DM uses Tasha’s optional Customizing Your Origin rules, you may reassign the species’ ability-score increases as those rules permit. Keep that choice separate from the fixed Rock Gnome increases; do not apply both. Under the fixed increases, prioritize Charisma with later Ability Score Improvements.

Bard features and college choices

The 2014 Bard is a full spellcaster with a d8 Hit Die, light-armor proficiency, and saving-throw proficiency in Dexterity and Charisma. Its spells use Charisma. Jack of All Trades adds half your proficiency bonus, rounded down, only to ability checks that do not already include your proficiency bonus. Expertise starts at Bard level 3 and applies to two skill proficiencies you choose.

College of Lore is in the 2014 Player’s Handbook. Its extra skill proficiencies and Cutting Words support a flexible party role; Additional Magical Secrets arrives at Bard level 6. College of Creation, from Tasha’s Cauldron of Everything, adds object-creation features with specific limits. College of Eloquence, from Mythic Odysseys of Theros, emphasizes social checks and saving-throw pressure. Pick a college your group allows and use its feature text for exact levels and limits.

Spells, feats, and concentration

Choose spells that match the campaign and your party. Control and support spells can shape a fight, while skills and exploration magic help between encounters. Many potent Bard spells require concentration, so you can maintain only one concentration spell at a time. Gnome Cunning does not grant advantage on concentration saves; it applies only to the three mental saving throws against magic.

War Caster can help you maintain concentration and handle somatic components while your hands are occupied. Its opportunity-spell option has specific requirements: the spell must take one action to cast and target only the creature that provoked the opportunity attack. Inspiring Leader requires Charisma 13 and grants temporary hit points after a 10-minute speech. Fey Touched, from Tasha’s, increases Charisma, Intelligence, or Wisdom by 1 and grants Misty Step plus a qualifying 1st-level divination or enchantment spell.

Use the gnome’s tools with the table

Use Artificer’s Lore for the narrow History checks it covers, then let the DM describe what your character learns. A clockwork toy can move and make the sounds of its chosen form; the feature does not say that it scouts, distracts a guard, or obeys commands. A music box plays one song at moderate volume. A fire starter lights a candle, torch, or campfire as an action. Describe these devices as stage props, musical accompaniments, or calling cards, and ask the DM before relying on them to create an additional mechanical effect.

For a performance, a gnome might build a music box into a puppet stage or use harmless visual flourishes while playing an instrument. For an investigation, Artificer’s Lore can help interpret the history of a device when the check fits its wording. Backgrounds such as Entertainer, Guild Artisan, or Sage can add a personal connection to the stage, a workshop, or a library. Apply the normal rules if a background duplicates a proficiency from another source.

Keep the character’s personality open. A Rock Gnome can be patient, impulsive, solemn, playful, or anything else that fits the story. The species traits describe game features; they do not prescribe a personality or a required inventor background.

Official rules sources

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