Ancestry: Dwarf
Dwarves are a people who live beneath mountains in kingdoms rich in ancient grandeur. They are known best for their expert smithing, mining for rich resources, and a strong commitment to clan and tradition. They live longer than most, tracing their lines back to the births of their mountain homes, from which they inherit their supreme endurance.
Dwarves are generally small humanoids with a variety of skin tones and distinctly large hands, noses and ears.
Dwarf Traits
Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 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.
Creature Type. You are a Humanoid.
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 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 are resistant to Poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with one of the following artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
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.
Heritage: Gold Dwarf
Gold dwarves grow up in and around hilly regions, known for their keen senses, deep intuition, and remarkable resilience. They interact with and live among surface dwellers the most out of the dwarves.
Gold dwarves have tan, orangish skin tones, and brown or black hair. They commonly have eyes in shades of brown, yellow, and green.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level
Heritage: Shield Dwarf
Shield dwarves are the strongest and hardiest of dwarves, accustomed to a difficult life in the rugged terrain of the mountains.
Mountain dwarves typically have paler skin tones with freckles and hair in shades of orange or brown. They usually have brown or blue eyes.
Dwarven Armor Training. You have proficiency with light and medium armor.
Heritage: Mantle Dwarf
Mantle dwarves are the most rarely seen dwarves by surface dwellers, living almost exclusively deep underground, often so deep as to be in the Underdark. Centuries in the deep have made them cold and practical, and the strange magical influences of the region have made them wildly different from other dwarves
Physically similar to other dwarves in some ways, mantle dwarves are wiry and lean, with ashen-skinned and bright white hair. They typically have either glassy black eyes or pearly white eyes.
Mantle Dwarf 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. 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.
Deep Resilience. You have advantage on saving throws against illusions and against being Charmed or Paralyzed.
Sunlight Sensitivity. Unless you are wearing special glasses or other specialized eye equipment, you have a -1 on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.