Wrench of the Tinkerer is a large, metal wrench with Gnomish script inscribed across the handle. When this wrench is used as a tinker’s tool, you may add double your proficiency bonus to any craft checks made while using the wrench. While attuned to the wrench, you gain the ability to tap the wrench against broken objects made of metal or stone and cast the mending cantrip at will. The spell triggers instantly, but the repairs caused by mending take 1 minute to complete. Once per day, the wrench can also be used to restore hit points to a construct or inanimate object. As an action, you tap the wrench against the construct or object to instantly restore 5d8 hit points. Once you have used the wrench in this way, you may not use it again until the next dawn. For the purposes of this wrench, a construct is any creature with the construct type, such as golems and modrons. The wrench can also be used as a melee weapon with the same properties as a club.
The Illusionist’s Bracer is leather bracer with the Gnomish word for “misdirection” inscribed across the inside. While wearing the bracer, you gain the ability to cast the minor illusion cantrip at will (if you could not already). When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Additionally, any illusion spells that you cast are difficult to discern, giving you a +1 bonus to the spell DC.
The Boots of the Burrows is a simple pair of leather boots with especially thick, rugged soles. While wearing the boots, you have tremor sense out to a range of 60 feet. Once per day, you may activate the boots as an action to cast meld into stone on yourself. The boots regain the ability to cast meld into stone daily at dawn.
The Stonework Goggles are a pair of thick goggles attached to a leather cap. While wearing these goggles, you have advantage on Wisdom (Perception) checks and you can spot secret doors cut into stone walls without making a check. Once per day, you may activate the goggles to cast legend lore targeting an object or structure made out of stone. Unlike the spell, the goggles require that you be looking at the object or structure, and you must study the object or structure for 10 minutes to learn significant lore about it. The goggles regain the ability to cast legend lore on stone objects daily at dawn.
Amulet of Gnomish Resilience is a wondrous item, a rare (requires attunement by a gnome) stone amulet with an intricate pattern engraved on the front and the Gnomish word for “health” engraved on the back. While wearing the amulet, you have resistance to poison damage, and you have advantage on saving throws against being poisoned. Whenever you are poisoned (as the condition), you may make a saving throw against the effect’s DC at the start of each of your turns to end the effect early, though the amulet does not grant advantage on these saving throws.
Cloak of the Rock Gnome is a dark blue cloak with a rough, rocky pattern. While wearing the cloak, you do not leave tracks when traveling in caves or underground, and you have advantage on Wisdom (Survival) checks made to track, hunt, or survive in caves or underground. Additionally, while traveling underground, you may concentrate for 1 minute to gain an unerring sense of the most direct route to the surface. You may use this ability as often as you like while you are wearing the cloak.
Hat of the Gnomish Scholar is a long, loose stocking cap once worn by a noted gnome scholar. While wearing the hat, you may add double your proficiency bonus to Intelligence (History) and Intelligence (Nature) checks. Once per day, you may activate the hat to cast locate object. The hat regains the ability to cast locate object daily at dawn. And the
Hat of the Forest Gnome is a rare (requires attunement by a forest gnome) tall, red, pointed hat. While wearing the hat, you have resistance to psychic damage, and you have advantage on saving throws against being charmed. The hat also has three charges. As an action, you may expend a charge to cast animal friendship. The hat regains 1d3 expended charges daily at dawn.
Yet the Tunic of the Forest Gnome that requires attunement is a loose, blue tunic with a black belt. This tunic can be worn by itself or over light armor, but not over medium or heavy armor. While wearing this tunic, you have resistance to force damage. Additionally, you gain the ability to cast Animal Messenger and Barkskin. You may cast each of these spells as an action, and you may cast each once per day. The tunic regains the ability to cast both spells daily at dawn.
Boots of the Forest Gnome are a pair of green leather boots with an intricate plant-like pattern engraved across the surface. When moving through grassland or forests, difficult terrain doesn’t slow your movement and you do not leave tracks. Once per day, you may activate the boots as an action to cast Longstrider on yourself. The boots regain the ability to cast Longstrider daily at dawn.
The Leather Armor of the Tiny Gnome Armor is a set of brown leather armor with ornate designs carved into the shoulders. This armor grants an extra +1 bonus to AC, and you have resistance to acid damage. Once per day, you may activate the armor to cast the reduce effect of the enlarge/reduce spell on yourself. This effect lasts for up to 1 hour and does not require your concentration to maintain. The armor regains the ability to cast this reduce effect daily at dawn.
But the Armor of the Gnomish Barbarian Armor (hide), though rare, requires attunement by a gnome, as this is a set of black bear hide armor favored by the fiercest gnome barbarians. This armor grants an extra +1 bonus to AC, and you have resistance to cold damage. Once per day, you may activate the armor as a bonus action to cast staggering smite. The armor regains the ability to cast staggering smite daily at dawn.
Or you may consider the Chain Shirt of Fabrication Armor (chain shirt), which is a well-crafted chain shirt favored by gnomish craftsmen. This chain shirt grants an extra +2 bonus to AC, and you have resistance to thunder damage. Once per day, you may activate the chain shirt to cast Fabricate. This fabricate effect functions as the spell and requires 10 minutes to cast. The chain shirt regains the ability to cast fabricate daily at dawn.
Of course, there is the Thorned Shortsword of the Woodlands, that is a wonderous weapon with a silver shortsword with a handle made from uncut, gnarled wood branches with small thorns growing from the guard. Attacks made with the shortsword have a +2 bonus to attack and damage rolls and deal an extra 2d8 poison damage. On a critical hit, the shortsword deals an additional 1d8 poison damage (for a total of 3d8 poison damage) and the target must succeed on a Constitution saving throw (DC 18) or be poisoned for 1d4+2 rounds.