Dwarf

Dwarf Traits

 * Ability Score Increase: You can increase one ability score of your choice by 2, and one different ability score of your choice by 1.
 * 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.
 * Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
 * Speed: You have a Stride speed of 15 feet. Your speed is not reduced by wearing heavy armour.
 * Darkvision: You can see in darkness within 30 feet of you as if it were dim light, and in dim light within 30 feet of you as if it were bright 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.
 * Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Your skill level for each of these weapons is Skill Level 1.
 * 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.
 * Tool Proficiency: You gain proficiency with one 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.

Duergar Dwarf

 * 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, unless you already have a spellcasting ability, in which case you can use that.
 * 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 illusions and against being charmed, dominated, or paralysed.
 * Grey Skin: You have light or dark grey skin. You have advantage on Dexterity (Stealth) checks to hide in underground areas.
 * 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.

Gold Dwarf

 * Affluence: You have advantage on saving throws against being charmed or dominated. Additionally, if you are charmed and you are asked to relinquish an item that you own, you can immediately repeat the saving throw against the effect that is charming you with advantage.
 * Golden Sheen: Your skin has a golden sheen to it, which is especially noticeable in direct sunlight. You have advantage on Charisma skill checks made to haggle prices.

Hill Dwarf

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

Mountain Dwarf

 * Dwarven Armor Training: You have proficiency with light armour and medium armour.

Tribal Dwarf

 * Aggressive: You can move an additional 5 feet when you take the Stride action, but only if you move toward a hostile creature or a creature that you consider to be an enemy.
 * Tribal Defence: When you are not wearing armour, your AC is equal to 12 + your Dexterity modifier.