Duergar (Race)



From Mordenkainen Presents: Monsters of the Multiverse, page 12.

Traits
As a duergar, you have the following racial traits.

Ability Score Increase. When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Creature Type. You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Languages. Your character can read, speak, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. Your DM is free to modify that list for a campaign.

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 discern colors in that darkness only as shades of gray.

Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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.

Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.