Dwarves

Dwarves

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. Volcano dwarves tend to be lawful, as their craft is steepd in secretive tradition. Field dwarves are often less rigid, believing a hard day's work should be balanced by a hard night's revel.

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 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 lights, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience. You have an advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the sling, bronze mace, bronze swords, and bronze shortsword.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Stonecutting. Whenever you make an Intelligence (History) check related to the origin of stonework, such as ancient columns or statues, 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. When carved or written, Dwarvish appears as rows of horizontal and certical fletched lines. Dwarves often use clay tablets to tally payments, account for shipments of ore, or send messages. It can be etched on leaves of copper and gold as a prayer to the gods. These metal scrolls are then melted into the bronze of swords or armor, believed to imbue them with the words of the smith.

Subraces. When you choose the subrace of your character you can choose from among the following options:

Hill Dwarf. As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase. Your Wisdom score increases by 1.

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

Mountain Dwarf. As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration.

Ability Score Increase. Your strength score increases by 2.

Dwarven Armor Training. You have proficiency with light and medium armor.

Volcano Dwarf. Volcano dwarves are an old people. said to be descended from Erebos himself, they are great metalworkers, jewelers and glass-cutters. They are a mysterious and reclusive folk, withdrawn from the world and protective of the secrets of their crafts. They trade freely, for they boast deep love of gold and take great pride in its accolades. They know the secrets of glass and how to make stone flow.

Tool Proficiency. You gain proficiency with artisan's tools of your choice: Glassblower's tools or Jewler's tools.

Erebos's Gift. As a light activity during a long rest you may hone one simple or martial weapon. At the end of the long rest, the object becomes a magic item, if it is not already, granting a +1 bonus to attack and admage rolls in addition to the weapon's other effects. The weapon retains these benefits until you use this feature again. Once you sue this feautre, you can't use it again until you finish a long rest.

Field Dwarf.

Field Dwarves are simple folk. They have a love of wine, and growing things, and rich, dark earth. It is said field dwarves built the walls of Illyria, when the land was young, of huge stacked stones from the bosom of Arkadia. When asked why they did not mortar the stones together, the dwarves replied that mortar may crack and check, but stone upon stone, perfectly laid, will las as long as the hills.

Ability Score Increase. Your Wisdom score increases by 1.

Phaedrus' Gift. You may use your action to cause 4d4 magical grapes to grow from the soil at your feet. A creature can use its action to eat one or more of these grapes. Eating a grape restores 1 hip point, and the grape provides enough nourishment to sustain a creature for one day. You must finish a long rest before using this ability again. The grapes lose their potency if they have not been consumed within 24 hours of the use of this ability. The number of grapes created increases to 8d4 at 11th level and 16d4 at 17th level.