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Deep Gnome Rogue Build Guide (2014 Rules)

Legacy Deep Gnome (Svirfneblin) from Elemental Evil/2014-era rules + 2014 Player’s Handbook Rogue. Keep distinct from MotM Deep Gnome and 2024 Rogue.

From the Ceramic Dice editorial team. Rules references, corrections, and our use of assisted drafting are explained in our editorial standards.

Rules edition: This guide pairs the legacy Deep Gnome (Svirfneblin) from the 2014-era rules with the 2014 Player’s Handbook Rogue. It uses the Deep Gnome’s fixed ability increases and older traits such as Stone Camouflage. The revised Monsters of the Multiverse Deep Gnome and the 2024 Rogue use different options; don’t combine their features with this build. For that version, see our MotM + 2024 Deep Gnome Rogue guide.

A Deep Gnome Rogue suits a campaign where scouting, careful movement, and skill expertise matter. Its strongest benefits are darkvision, protection from certain magical effects, and a terrain-limited boost to hiding—not automatic invisibility or extra Sneak Attack damage.

Legacy Deep Gnome traits

The 2014-era Gnome package makes your character Small, gives a 25-foot walking speed, and grants Gnome Cunning: advantage on Intelligence, Wisdom, and Charisma saving throws against magic. The legacy Deep Gnome adds +1 Dexterity, 120-foot darkvision, Stone Camouflage, and +2 Intelligence from the Gnome trait. Use these fixed increases unless your DM allows a separate optional ability-score rule.

Stone Camouflage gives advantage on Dexterity (Stealth) checks to hide in rocky terrain. It doesn’t make you hidden by itself: the situation must let you hide, and you still follow the 2014 hiding rules. Advantage also doesn’t cancel disadvantage; if both apply, they cancel each other.

Small size lets you move through a nonhostile creature’s space, but movement through a hostile creature’s space requires that creature to be at least two size categories larger or smaller than you. A Small Deep Gnome can’t move through a hostile Medium creature this way. Small characters also have disadvantage on attack rolls with Heavy weapons; the property doesn’t make those weapons impossible to wield.

Ability scores and a legal point-buy example

Dexterity supports your attacks with finesse and ranged weapons, initiative, Armor Class, and common Rogue skills. Constitution helps with hit points, while Wisdom supports Perception and Insight. Intelligence is especially useful if you plan to choose Arcane Trickster, but it doesn’t replace Dexterity as the Rogue’s main ability.

One legal 27-point-buy array is Strength 8, Dexterity 15, Constitution 14, Intelligence 12, Wisdom 13, and Charisma 10. The scores cost 0 + 9 + 7 + 4 + 5 + 2 = 27 points. Apply the legacy Deep Gnome increases for Strength 8, Dexterity 16, Constitution 14, Intelligence 14, Wisdom 13, and Charisma 10. This example follows the fixed legacy bonuses; Tasha’s optional origin rules are a separate table choice.

Build around the 2014 Rogue

The 2014 Rogue gets Expertise, Sneak Attack, and Thieves’ Cant at level 1; Cunning Action arrives at level 2, and the Roguish Archetype arrives at level 3. Expertise doubles your proficiency bonus for selected skill or thieves’ tools checks. Stealth and thieves’ tools are common choices, but Perception, Investigation, Insight, or another skill may fit your campaign better.

Sneak Attack can add damage once per turn when you hit with a finesse or ranged weapon and either have advantage on the attack roll or meet its ally-near-the-target condition without disadvantage. It is once per turn, not once per round: a qualifying reaction attack on another creature’s turn can sometimes trigger it again, but Action Surge or two attacks on your own turn don’t grant a second use during that same turn.

Cunning Action lets you Dash, Disengage, or Hide as a bonus action. These are alternatives competing for the same bonus action. Moving away from a creature’s reach can still provoke an opportunity attack unless you Disengage or another rule prevents it; Stone Camouflage and a high Stealth modifier don’t prevent that attack.

Choose an archetype for your campaign

Arcane Trickster adds Wizard spells and rewards a useful Intelligence score. It is a good fit if you want illusions, enchantments, and utility magic, but its spellcasting follows the archetype’s limited spell selection and progression. It doesn’t give you unrestricted access to every Wizard spell.

Scout fits a campaign with wilderness travel or frequent repositioning. Skirmisher is a reaction movement feature, while the 13th-level Ambush Master grants advantage on initiative; attack rolls against the first creature you hit during the first round have advantage until the start of your next turn. It doesn’t give allies a free turn.

Assassin can suit a campaign built around infiltration and planned openings, but its features depend on the circumstances the party can create. No archetype is required by the Deep Gnome traits; choose based on the campaign and the character you want to play. Subclasses from other books are separate options that your DM may allow.

Optional Svirfneblin Magic feat

Svirfneblin Magic is an optional legacy feat, not an automatic Deep Gnome trait. It requires the Deep Gnome and does not add an ability-score increase. The feat lets you cast nondetection on yourself at will without a material component; it also lets you cast blindness/deafness, blur, and disguise self once each, regaining those uses after a long rest. Intelligence is the spellcasting ability, and the spells are cast at their lowest level. Blur still requires concentration. Check that your campaign allows the feat before building around it.

Skills, equipment, and character concept

Choose skills for the obstacles your group expects. Stealth can support scouting, while Perception helps notice threats and Investigation can help with clues and mechanisms. Rogues are proficient with light armor and several useful weapons, including rapiers, shortswords, and hand crossbows. A finesse weapon offers a way to attack using Dexterity; a ranged option can keep you away from crowded melee.

Feats are optional in the 2014 rules and compete with ability-score improvements. Alert, Mobile, or Skulker may fit some builds, but compare each feat’s actual benefit with improving Dexterity. Elven Accuracy has an Elf or Half-Elf prerequisite, so a Deep Gnome can’t select it unless the DM changes that prerequisite.

Let the character’s home, work, and relationships shape their personality. A Deep Gnome might be a tunnel courier, a patient archivist, a former guard, or a surface-world investigator. Species traits can suggest useful experiences, but they don’t dictate a single temperament or moral code.

Official Rules Sources