Dwarves

A STOUT FOLK
''Casting his axe forward into the skull of an Orc, a Bronze Dwarf screams in unbridled fury as he'd just seen his Human and Elf companion attacked. His fierce, protecting soul acted on instinct and he immediately became as unstoppable and strong as a rolling boulder. After all of the attackers were slain, he looked to his two companions, shrugging and uttering a simple, "'Ate Orcsies... 'ate their vile ways too... Luff' me Humie and me Elfie. Simple as." before flashing a smile.''

Biology
The biology of a Dwarf is nigh identical to that of a Human's, save for their short height and immense width. They have long, bushy beards that cover their necks and often get so long that they reach down to their chests and bellies. They have rounded features and big, rotund noses. Their cheeks and noses are often rosy. Their tired eyes sit below their big, bushy eyebrows--and their long hair cascades down their short but wide backs. Their limbs and hands are thick and short though immensely strong. Their feet are flat and always connected to the ground below them.

Culture
The culture of Dwarves depends greatly upon their clan. Of the clans listed, some are classified as Mountain subrace, Hill subrace, or Duergar subrace. (More clans could be added as I come up with more lol)

Statistics
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• 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 a subrace below:

 Hill Dwarf 

• 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 

• Ability Score Increase. Your Strength score increases by 2.

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

 Duergar (Gray Dwarf) 

• 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.

• Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.