Dwarf

From Player's Handbook, page 18; Sword Coast Adventurer's Guide, page 104; Mordenkainen's Tome of Foes, page 81; Eberron: Rising From the Last War, page 51; Wayfinder's Guide to Eberron, page 108; and Plane Shift: Kaladesh, page 19.

Traits
(Player's Handbook, page 18)

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.


 * Ability Score Increase: Your Constitution score increases by 2.
 * 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.
 * 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 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 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. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
 * Subrace: Choose one of several subraces for your character.

Hill
(Player's Handbook, page 18)


 * Ability Score Increase: Your Wisdom score increases by 1.
 * Size: Your height is 3'8&quot; with a modifier of +2d4. Your weight is 115 lbs. with a modifier of +(height roll) x 2d6.
 * Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain
(Player's Handbook, page 18)


 * Ability Score Increase: Your Strength score increases by 2.
 * Size: Your height is 4' with a modifier of +2d4. Your weight is 130 lbs. with a modifier of +(height roll) x 2d6.
 * Dwarven Armor Training: You have proficiency with light and medium armor.

Duergar
(Sword Coast Adventurer's Guide, page 104; Mordenkainen's Tome of Foes, page 81)


 * Ability Score Increase: Your Strength score increases by 1.
 * Duergar Resilience: You have advantage on saving throws against illusions and against being charmed or paralyzed.
 * Extra Language: You can speak, read, and write Undercommon.
 * 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.
 * Superior Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
 * Sunlight Sensitivity: You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Mark of Warding
(Eberron: Rising from the Last War, page 51)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.


 * Ability Score Increase: Your Intelligence score increases by 1.
 * Warder's Intuition: When you make an Intelligence (Investigation) check or an ability check using thieves tools, you can roll a d4 and add the number rolled to the ability check.
 * Wards and Seals: You can cast the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait.
 * Spells of the Mark: If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class.

There is also a version of Mark of Warding released in Wayfinder's Guide to Eberron, page 108.

Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.


 * Ability Score Increase: Your Dexterity and Intelligence scores both increase by 1.
 * Master of Locks: When you make a History, Investigation, or thieves' tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
 * Wards and Seals: You can use your mark to cast the Alarm spell as a ritual. Starting at 3rd level you can cast Arcane Lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Plane Shift: Kaladesh
(Plane Shift: Kaladesh, page 19)


 * Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases 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.
 * 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.
 * Size: Dwarves stand around 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 in your race's ancient past, 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 have resistance against poison damage.
 * Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
 * Artisan's Expertise: You gain proficiency with two kinds of Artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make a History check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), 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. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.