Duergar

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and an intense urge to make a name for themselves—these common threads unite all dwarves.   The gray dwarves, or duergar, primarily live deep in the Underdark. Sharing a similar past to the Svirfneblin, the duergar were enslaved by mind flayers many years ago. Eventually, they broke free from their restraints and took down their illithid captors. Though some duergar managed to slip away into the Material Plane, most duergar remained in the Underdark for one reason or another. Today, all duergar's minds still linger with the psionic tampering done to their ancestors. Though they're prone more to grim determination and wrath then their other dwarven counterparts, duergar can still be joyful when at work, and have been known to have a deep appreciation for those who support them and their ideals.   Duergar skin tends to range from dark and ash grey to paler hues tinged with light purple, and their hair color tends to be grey or white, but sometimes hues of red. Much like all other dwarves, hair is precious to them and is typically worn long but in sumple styles. Male dwarves value their beards especially highly and groom them carefully.  

Dwarf Reputation & Clans

Gnome Reputation

Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat or umbrella. They have a reputation for living frugal lives with impassioned hobbies, prioritizing their curiosity and enjoyment above most other things. As far as gnomes are concerned, being alive is a wonderful thing, and so they constantly strive to squeeze every ounce of enjoyment out of their often three to five centuries of life.
 
For a gnome, enjoyment is life itself for them. It’s not that they ignore or don’t feel emotions like sadness or nervousness, but to them both mentally and physically, strong negative emotions like depression can and will often kill them. To a gnome, death is not something that should be met with misery but rather, with longing. Gnome funerals are typically cheerier than other species, and gnomes often rejoice when a friend passes away doing what they loved doing.

 
 

Dwarf Names

A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.   A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.   Masculine Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal   Feminine Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra   Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart  

Duergar Traits

Your duergar character has the following traits.  

Duergar

Ability Score Increase Con +2; Int +1
Size Medium
Speed 30 ft.

Alignment. Choose one of the alignments approved by your GM. Typical Duergar tend towards Lawful and Neutral alignments.   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 (about 4-5 feet tall), and weigh about 130-180 pounds.   Speed. Your land Speed is 30 feet.   Languages. You can speak, read, and write Common and Dwarvish.   Life Span. Dwarves mature at the same rate as humans, but are considered young until the age of 50. On average, they live about 350 years.  


  Superior Darkvision. You have Darkvision with a range of 120 feet.   Dwarven Resilience. You have Resistance to Poison Damage. You also have Advantage on Saving Throws you make to avoid or end the Poisoned condition on yourself.   Lorekeeper. You have Proficiency in the History Skill.   Tool Savvy. You have Proficiency in one Artisan’s Tool of your choice.   Psionic Fortitude. You have Advantage on Saving Throws to avoid or end the Charmed or Stunned condition on yourself.   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 again with it until you finish a Long Rest. You can also cast either of those spells using any Spell Slots you have of the 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 ancestry).