Gnome

These beings are generally found in the Nomdraceous Empire giving their knoweldge and tinkering skills with the Dwarves and Dragonborns that live there as well

Deep Core:

 * Superior Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
 * Deep Core Magic. You can cast the nondetection spell once and need to finish a long rest before you can cast it again. When you reach 3rd level, you can cast the blur spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the blindness/deafness spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
 * Stone Camouflage. You have advantage on Dexterity (Stealth) checks made in rocky terrain.

Forest:

 * Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
 * Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Rock:

 * Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
 * Tinker: You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
 * Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
 * Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
 * Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Red Cap:

 * Nasty Little Bugger: You have such a way with words. You know the vicious mockery cantrip.
 * Ankle Shanker: If at first you don't succeed stab it again! If you make a weapon attack roll against a creature at least one size larger than you and miss, you can use a bonus action to make a weapon attack against the same target. You must finish a long rest before you can use this feature again.

Desert:

 * Desert Survivalist. You are proficient in the Survival skill, and only need to consume half as much food and drink as normal. You’re also naturally adapted to extreme heat.
 * Deadlands Survivalist: You gain proficiency with the Makeshift small Arms, scimitar, and leather armor.