Dwarves, are a fairly nomadic lot within their kingdoms of the Runic Islands and Norankos, both one of the Seven. The kingdoms were brought to heel after the war of the Red Son by the Elven Prince Vandor, now High King of the Seven. Most Dwarves are still run within interdependent Clan-States within their kingdoms. For a player they can choose Dwarves as a playable race using the stats below:
Ability Score Adjustment: 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 (explained in chapter 9).
Dwarven Combat Training: You have proficiency with the hand crossbow, handaxe, whip, and scimitar
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: Two main subraces of dwarves populate the worlds of D&D: sea dwarves and mountain dwarves. Choose one of these subraces.
Sea Dwarves Sea dwarves, hailing from the Runic Islands, are as surefooted on the rigging of a ship than no other, having found their home to be on the water or clouds as opposed to land, these small clans ferry items and people between the Seven Kingdoms.
Ability Score Adjustment: Your Wisdom score increases by 1.
Sea Reaver: You gain proficiency with navigator’s tools and either vehicles (water) or vehicles (air).
Swimmer You are considered proficient when making athletic checks to swim and can do so with advantage.
Attuned with the Ship: You know either the gust or shape water cantrip. Constitution is your spellcasting ability for this cantrip.
Mountain Dwarves: Mountain dwarves are alpine dwelling herdsman, most pledging their allegiance to the Norankos clan, sturdy against the extreme climate. They are some of the best cavalry that is around within the Seven Kingdoms able to tame and forge agreements with big cats that call these areas their home.
Ability Score Adjustment: Your Strength score increases by 2.
Mounted: You are proficient in mounts and the animal handling skill. also you can use a polearm one handed while mounted.
Dwarven Armor Training: You have proficiency with light and medium armor.