Dwarf

Dwarves are, by all measures, an ancient race, though it is unknown how ancient. They were first seen on the continent emerging from the mountain now known as Stonesummit after the great war between Anu and the Five.
Scholarly consensus suggests dwarves may have descended in some part from the Dao, though the extent is unknown.

Hill Dwarves

Hill dwarves are a relatively young group of dwarves, adapted to living on the surface. They can generally be found all over the continent, however they have established the growing town of Hillford, which has thrived on trade between the capital and Greymist and Shimmer.
Ale brewed by hill dwarves is renowned as some of the finest in all the lands.

Mountain Dwarves

Mountain dwarves are the very same dwarves first spotted a thousand years ago. Many still prefer to live within either Stonesummit or other mountains. Mountain dwarves maintain a legacy of legendary craftsmanship, with many of the greatest smiths being mountain dwarves themselves.

Duergar

Rarely seen on the surface, the Duergar are the dwarves who never left the Underdark for the surface. Little is known of their culture, save that they are rarely friendly to outsiders.

Characteristics

Dwarves have always been a hardy folk. This may be represented with a high Constitution score. Dwarves who lean into their tough physical nature often have high Strength scores, and those who lean more into their relationship with the ground and the earth may have high Wisdom scores as well. The average dwarf would reach maturity around age 50 or so, and could live up to three centuries. Many dwarves, however, in pursuit of glory, perish earlier.
Dwarves are shorter than most humans, though much stockier. Neary all dwarves, male and female, can and do grow incredibly thick beards.

Dwarf

Languages. You can speak, read, and write Common and Dwarvish.
Size. Your size is Medium.
Speed. Your base movement speed is 25 feet. In addition, your movement speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have Darkvision extending to 60 feet.
Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Stonecunning. You have expertise in Intelligence (History) checks pertaining to stonework.

Hill Dwarf

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Tool Proficiency. You have proficiency in your choice of alchemist's tools or brewer's tools.
Thick Skin. You have resistance to cold damage.

Mountain Dwarf

Dwarven Armor Training. You gain the Martial Initiate (Armor Training) feat.
Firm Footing. You have advantage on Strength checks and saving throws to avoid being shoved.
Tool Proficiency. You have proficiency in your choice of mason's tools or smith's tools.

Duergar

Enhanced Darkvision. Through generations of living in the Underdark you have acclimated to the dark. Your Darkvision extends to a range of 120 feet.
Extra Language. You can speak, read, and write Undercommon.

Feats

The following feats are available exclusively to dwarf characters.

Dwarven Hardiness

Prerequisite: Dwarf
Cost: 1 feat point
Your experience with various toxins have left you exceptionally resilient to their negative effects. As a minor action, you may make an extra Constitution saving throw to end the poisoned effect on yourself. You may use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.