Dwarf Racial Stats

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves.

Dwarf Attributes

 * Ability Scores: +2 CON
 * Alignment: Tend toward Lawful Good
 * 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: 60 feet.
 * 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.
 * Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dream Dwarf
Native to Maezar
 * Ability Scores: +1 INT
 * Dreamsight: A dream dwarf can see ethereal creatures as easily as they see material creatures and objects. A dream dwarf can easily distinguish between ethereal creatures and material ones. Once per day, they can see into the Ethereal Plane out to a range of 60 feet for 1 minute.
 * Earthspeak: Dream Dwarves all get Terran as a bonus language.
 * Ghost Touch: A dream dwarf's attacks with nonmagical weapons deal full damage to noncorporeal creatures, instead of half.

Hill Dwarf

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

Mountain Dwarf

 * Ability Scores: +2 STR
 * Dwarven Armor Training: You have proficiency with light and medium armor.

Wild Dwarf
Native to Maezar
 * Ability Scores: +2 WIS
 * Hardy: Advantage vs. Sickness & Disease
 * Primitive: Wild Dwarves cannot read any language. You are proficient with the Perception skill, and are proficient Net and Blowgun.
 * Wild Tool Proficiency: In place of the standard Tool Proficiency, you can choose between Traps and Poisoneer Kits.

Duergar

 * Ability Scores: +1 STR
 * 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.
 * Duergar Resilience: You have advantage on saving throws against illusions and against being charmed or paralyzed.
 * 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.
 * 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.