Dwarf

Dwarf Cleric

### Weight

About 150 lbs.Hill: 115 (height roll x 2d6) lbs.Mountain: 130 (height roll x 2d6) lbs.Duergar: 120 (height roll x 2d6) lbs

## Nation

### Cities

Ironoak, Vologuard, Hammerfell, Wallhold, Deepmor, Guardhold

## Dwarf

* **Ability Score Increase:** Your Constitution score increases by 2.
* **Size:** Medium.
* **Speed:** 25 feet. Your speed is not reduced by wearing heavy armor.
* **Darkvision:** 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 being poisoned, 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 one of smith's tools, brewer's supplies, or mason's tools.
* **Stonecunning:** Whenever you make a 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.
* **Languages:** You can speak, read, and write Common and Dwarvish.

## Hill Dwarf/Gold Dwarf

* **Ability Score Increase:** Your Wisdom score 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/Shield Dwarf

* **Ability Score Increase:** Your Strength score increases by 2.
* **Dwarven Armor Training:** You have proficiency with light, medium armor, and shields.

## Duergar Dwarf/Gray Dwarf

* **Ability Score Increase.** Your Strength score increases by 1.
* **Superior Darkvision.** Your darkvision has a radius of 120 feet.
* **Extra Language.** You can speak, read, and write Undercommon.
* **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 on 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.

## Lore

The **Dwarven** Kingdom is ruled by the three **Dwarven** clans: **The Gold Clan**, who focus on riches and treasure, **The Shield Clan**, who focus on battle and protecting their boarders against all non-dwarf creatures, and **The Gray Clan**, which holds less sway in the courts, but focuses on their faith to the Deities, Righteous or Evil they may be.

**Dwarvenburg** is their capital, with **Ironoak** and **Novgorod** being their two "open" cities, however **Hammerfell**, **Wallhold, Vologuard, Deepmor**, and **Guardhold** are all mountain strongholds with deep caverns and halls. It is within these halls that the might and glory of the **Dwarves** rests.

However the **Dwarves** are surrounded by enemies. With **Orcs** attacking their ports from the seas to the North, the villainous **Halflings** stealing anything they can get their hand on, and the **Kobolds** sailing across the inner seas to their forests and rivers. However the **Dwarves** have an ally, the **Dragonborn** of **Arkhosia**, who aids them when they can, in return for treasure and gifts.

**Dwarves** worship **Moradin** as their main Deity, but welcome other Good and Neutral Gods.