Back with more The Hero's Journey stuff, and this time it's for the gnome! The gnome is actually based on the gnome from the second edition of THJ, which I heard from James Spahn was inspired by a draft for a gnome race for the first edition. These gnomes lean more towards the weird tinkerers/illusionists side of the race than anything.
The class level restrictions are somewhat shots-in-the-dark. If I get around to making an Illusionist class (not off the table, but I'd have to do spells), they'd get 10 levels in that instead of Wizard. Anyway, let me know what you think!
Gnome
Illusionist: Gnomes are naturally skilled in illusions and deception. Up to three times per day, a Gnome can use the Phantasmal Force spell. This spell functions as if cast by a Level 1 Wizard.
Lifetime of Study: Because they have spent their life pursuing knowledge, all gnomes may use the Lore ability as if they were a 1st level bard. Gnomish bards receive a +1 to their Lore class ability. This ability cannot increase the Lore ability above 5
Instinctive Archaeologist: Gnomes have a sharp eye for ancient caverns, strange architecture, and crumbled ruins. They can detect secret or concealed doors, sloping stone passages, unusual stonecraft, and even large-scale mechanical constructs on a 1-2 on 1d6 simply by passing within 10 feet of them. This chance increases to 1-4 on 1d6 if they are actively searching for these things. In addition, gnomes can discern and operate large scale mechanical constructs and devices if they make a successful Lore check.
Hard To Hit: Gnomes receive a −2 [+2] bonus to their Armor Class due to their small size and quick reflexes. They also receive a +1 bonus “to-hit” when attacking foes which are man-sized or larger.
Dark Vision: Gnomes can see in starlight, moonlight, or perfect darkness at a distance of up to 90 feet.