Dwarf

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## General Information

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well 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.

Dwarves can live to be more than 400 years old, so the oldest living Dwarves often remember a very different world. This longevity grants them a perspective on the world that shorter-lived races such as Humans and Halflings lack. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the Dwarves, who uphold the Dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

### Dwarves of Tobor

Dwarves have settled all over the world, carving out great nations on every continent. They were among the first to develop tools and weaponry made of metal, and used that knowledge to establish their kingdoms which have lasted ever since. Dwarves and Gnomes are known to be great allies, and their cooparation has brought many legendary magical artifacts, possessing the magical genius of Gnomes and the masterful craftsmanship of Dwarves.

## Dwarf Features

**Ability Score Increase:** You gain a +2 to Constitution

**Age:** Dwarves mature at the same rate as humans, but reach considerably higher age. They can live to be 350 years.

**Alignment:** Most dwarves are lawful, following tradition and believing in well-ordered society. They tend towards good as well, with a strong sense of fair play. Duergar tend more towards evil and selfish behavior, being tyrannical by nature.

**Size:** Dwarves stand between 4 and 5 feet tall, with an average weight of 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 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.

**Stonecunning:** Whenever you make an Intelligence (History) check related to the origin of a 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.

## Dwarf Subraces

Dwarves have not changed much since the old days, for the exception of the Duergar. Their diffrences are mostly cultural, dividing the race in three subraces.

### Hill Dwarf

Hill Dwarves are known for their remarkable resilience, keen senses and deep intutition. They are more willing to interact with other races than other Dwarves, and make up the majority of the Dwarven population.

**Ability Score Increase:** You gain a +1 to Wisdom.

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

### Mountain Dwarf

Mountain Dwarves are strong and hardy, accustomed to their life in rugged mountain strongholds and mines. Bound to clan and tradition, Mountain Dwarves rarely leave their stronghold, stepping out in to the world only if it benefits the clan, pleases the gods or brings honor to their name and family.

**Ability Score Increase:** You gain a +2 to Strength

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

### Duergar

Also called Gray Dwarves, Duergar live deep in the Underdark, living lifes devoid of all emotions but wrath and grim determination. Some have since returned to the surface, but are often hostile towards other races.

   **Ability Score Increase:** You gain a +1 to Strength

**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.