Dwarf
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.
Ability Score Increase. You may increase one ability score by 2, and a different ability score by 1. This bonus cannot allow one of your scores to exceed 20.
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.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
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 40 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.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
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. Additionally, you gain proficiency in light armor. If you already have proficiency in light armor, you gain proficiency in medium armor. If you already have proficiency in both light and medium armor, you gain proficiency in heavy armor.
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.
Dwarven Ancestry
Dwarves are a diverse group of people, exhibiting different traits depending on where they grew up. Choose one of the following types of dwarf listed below, which determines which extra abilities you are granted.
Hill Dwarf
Hill dwarves are the most common dwarves. They have adapted well to life above and below ground, living in areas of rolling hills. Hill dwarves are tough individuals like their mountain dwarf brethren, but are less off-putting and gruff in nature. They typically get along with humans and elves better than other types of dwarves due to their frequent contact with them.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Mountain Dwarf
As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged underground terrain. Mountain dwarves go years between seeing the sun, live in isolation from the other races, and spend much time mining. Mountain dwarves are usually of a pale complexion due to their lack of exposure to sunlight, and are typically tall for a dwarf.
Dwarven Training. You may increase any ability score of your choice by an additional point, even one you already increased with your racial ability score increase. This bonus cannot allow one of your scores to exceed 20.
Duergar
Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. The magic of the Underdark infused itself with the dwarves, giving them access to strange and mystical abilities. Duergar typically have skin that is unnaturally white, with eyes of red or purple, giving them an uncanny, frightening appearance.
Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a short or long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).