Dwarves

## Background

The Dwarves are an ancient people who are identified by their relatively short stature, what they lack in height however, they more than make up for in bulk with them being as heavy as humans on average. Dwarves are renowned as skilled craftsmen, miners and warriors with many of them residing in magnificent subterranean cities which they refer to as holds.

Typically staunch traditionalists, Dwarven society is heavily based on respect towards customs and the veneration of elders. Dwarves highly value bonds between family and friends, with one's position within a clan dictating much of their life's affairs. A Dwarf's position within the holds is also heavily dictated by which caste they are born into, as the politics between clan and caste are heavily intertwined.

## Subraces

### Hill Dwarves

While a great many Dwarves choose to reside within their subterranean holds, some have chosen to venture beyond the confines of these mountain halls to instead explore the surface world. Many of the first dwarves that did this, did so out of necessity, hoping to escape the demonic hordes that infested the Dwarven Roads during the First Everblight. In the aftermath of the abyssal invasion, many of these Dwarves chose to continue their lives on the surface, abandoning their clans and castes. These Dwarves, which where then referred to as Hill Dwarves, integrated with other surface dwellers, becoming respected craftsmen or stalwart warriors. The more traditional Dwarves that remained within the mountains, view the Hill Dwarves with a large degree of disdain, viewing them as casteless and having abandoned their traditions.

### Mountain Dwarves

The First Everblight decimated a large number of the Dwarven Holds, and whilst some Dwarves sought refuge above ground, many chose to stubbornly stand their ground against the encroaching darkness. The survivors of this invasion would come to be known as Mountain Dwarves. While all Dwarves, hold some degree of respect towards tradition, none are more so than these Dwarves. Tradition is central in their lives, and the words of their elders are given a great deal of weight. The constant struggle against the dangers that linger within the depths have led to many of these Dwarves focusing solely on the betterment of their holds. The previously mentioned caste system is essential in this regard, with each Dwarf having a key role within the hold.

### Grey Dwarves

The Grey Dwarves are a subrace of dwarves commonly found residing in the holds around and beneath the Arvynian Mountains in the heart of Chultan. They are renowned for their discipline and grim efficiency, and are seen as master of black powder and its various applications in warfare. They also have a fierce hatred towards undead, especially ghouls, having fended off hordes of the accursed undead for generations due to their close proximity to their warrens.

### Deep Dwarves

The Deep Dwarves or Duergar are a relatively rare breed that dwell within the Underdark. During the First Everblight, these Dwarves were isolated from the central holds of the Obsidian Mountains and forced to survive on their own. Many believed that they had been abandoned by their peoples and in their desperation they sought help from other beings. From Aboleths to Illithids there was no shortage of potential patrons for these dwarves, and many bound themselves in servitude to these alien beings. Following the First Everblight, these Duergar would be rediscovered by Dwarven expeditions into the Underdark. Upon realizing the changes that their kin had undergone, many of the Dwarven Holds viewed their fallen kin as little more than mutants, from their end, the Duergar believed that their kin had betrayed them and left them to fend for themselves. This mutual hatred persists to this day, and has led to many conflicts occurring between them within the Underdark.

## Properties

### Dwarf, Hill

* **Average Lifespan.** Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. They usually live around 300 to 350 years.
* **Size.** You size is Medium
* **Ability Score Increases.** Your Constitution score increases by 2, and your Wisdom score Increases by 1.
* **Speed.** Your base walking speed is 25ft and is not reduced by wearing heavy armour.
* **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 colour in darkness, only shades of Deep.
* **Dwarven Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage.
* **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 Combat Training.** You have proficiency with the battleaxe, bearded axe, bec de corbin, and warhammer.
* **Dwarven Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.

### Dwarf, Mountain

* **Average Lifespan.** Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. They usually live around 300 to 350 years.
* **Size.** Your size is Medium
* **Ability Score Increases.** Your Constitution score increases by 2, and your Strength score Increases by 2.
* **Speed.** Your base walking speed is 25ft and is not reduced by wearing heavy armour.
* **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 colour in darkness, only shades of Deep.
* **Dwarven Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage.
* **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 Combat Training.** You have proficiency with the battleaxe, bearded axe, bec de corbin, and warhammer.
* **Dwarven Armor Training.** You have proficiency with light and medium armour.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.

### Dwarf, Grey

* **Average Lifespan.** Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. They usually live around 300 to 350 years.
* **Size.** Your size is Medium
* **Ability Score Increase.** Your Constitution score increases by 2, and your Strength score increases by 1.
* **Speed.** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.
* **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 colour in darkness, only shades of grey.
* **Dwarven Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage.
* **Tool Proficiency.** You gain proficiency with the artisan's tools of your choice: tinker's tools, smith's tools, or mason's tools.
* **Metalwork.** Whenever you make an Intelligence (History) check related to the workings of machinery, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* **Grey Dwarf Combat Training** You have proficiency with the war hammer, blunderbuss, pistol, and smoothbore musket.
* **Iron Will.** You have advantage on saving throws against illusions and against being charmed or paralyzed.
* **Gunsmith.** The aptitude of your people with black powder and the frequency of firearms gives you an innate knowledge of firearms. You have advantage on checks made to repair firearms.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.

### Dwarf, Deep (Duergar)

* **Average Lifespan.** Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. They usually live around 300 to 350 years.
* **Size.** You size is Medium
* **Ability Score Increases.** Your Constitution score increases by 2, and your Strength score Increases by 1.
* **Speed.** Your base walking speed is 25ft and is not reduced by wearing heavy armour.
* **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 colour in darkness, only shades of Deep.
* **Duergar Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusion and against being charmed or paralyzed.
* **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 Combat Training.** You have proficiency with the battleaxe, bearded axe, bec de corbin, and warhammer.
* **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.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.