Dwarf

Short and Stout
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they usually stand under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male and female dwarves alike value their beards highly and groom them carefully.

Squabbling Monarchies
Each Dwarf maintains a carefully curated lineage that details their family tree. The Dwarves who possess the oldest trees with the most branches consider themselves greater than other Dwarves with shorter recorded lineages, but in every Dwarf is the unshakeable belief that they are nobility.

Subraces
Dwarf society has splintered several times since their first appearance on Nyr, and different Dwarf societies developed different values and strengths. The Hill Dwarves boldly left their mountain castles and instead developed their own strongholds independent from their ancestral castles. Hill Dwarves are hardy and resilient. Mountain Dwarves stayed in their ancestral homes, growing their bloodlines and castles ever larger. Mountain Dwarves are regal and courtly, though they have not lost their ferocity. The Duergar, or Deep Dwarves, ventured deep underground. In dark warrens far below the surface, they developed strange magics and esoteric cultural practices.

Dwarf Features

 * Ability Score Increase. An ability score of your choice increases by 2.


 * Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.


 * Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.


 * Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.


 * Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.


 * Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.


 * Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.


 * Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
 * Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered

and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
 * Languages. You can speak, read, and write Common

Hill Dwarf

 * Ability Score Increase. An ability score of your choice increases by 1.


 * Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarf

 * Ability Score Increase. An ability score of your choice increases by 2.


 * Dwarven Armor Training. You have proficiency with light and medium armor.

Duergar

 * Ability Score Increase. An ability score of your choice increases by 1.


 * Superior Darkvision. 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.


 * Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.


 * Duergar Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.


 * Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.