Dwarf

The dwarves of Velathir are a stubborn yet forlorn race, centuries ago the mighty dwarven empire of Khoradunn encompassed the vast majority of the known world. In more current years, the old empire holds land to the south, and only ancient keeps remind the world of the empire that once was. The kings that remain in the south oversee to their respective domains, though they often have to combat the threat of orcs, goblins and giants in the mountains.

Features
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.

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: Dwarves have innate knowledge and affinity for stonework and architecture, and you may get special checks / options available to you from the DM in regards to this.

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.

Hill Dwarf
Not all dwarves retreated to the mountain cradles of Khoradunn, and those that have existed in the hillsides of Rivenscrest or elsewhere are known as the hill dwarves. They do not posses a loyalty to the dwarven kings of the south as most religiously do, instead judging by practicality and dutifulness.

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
The most common of the dwarves, these dwarves have lived within the mountains for decades, even centuries, from clan to clan. They have likely lived their lives within the walls of one of the remaining dwarven holds or done so within their lifetime.

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.

Duergar
The deep dwarves of below, the duergar are a race of dwarves that were long exiled to the depths under the mountains by their cousins after making a pact centuries ago with the Dark Moon. Through isolation however, they survived and prospered, and now have recently resurfaced back into the world.

Ability Score Increase: Your Strength score increases by 1.

Superior 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 can't discern color in darkness, only shades of gray.

Duergar Resilience: You have advantage on saving throws against illusions and against being charmed or paralyzed.

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.