Frost Dwarves

Natives of the Dark North, the Frost Dwarves live on the icy peaks of the region and make a life hunting and gathering, typically employeeing the local griffon population as trained mounts that allow them to traverse the harsh landscape from cliff to cliff.  The Frost Dwarves share an ancestry with the dwarves of the Lower Realms, but have adapted to their harsher climate.  Developing their bodies to resist the freezing temperatures, high altitudes and dangerous mountains.   Unlike the Dwarves of the Lower Realms, Frost Dwarves' skin is uniquely blue hued, with white hair that has the tendency to grow pointed and almost sharp in appearance.  Their hair does this to create a shielding effect on the cold weather and protect their bodies.  Frost Dwarves are natural climbers from living in the high mountains.  They often must descend to lower lands to hunt wildlife or go fishing and then haul their bounty back to their homes hewn into the mountainside stone.   Frost Dwarves also have a diplomatic relationship with the Veston Imperium that dwells in the valleys of the Dark North.  When the Imperium was in its early years, they formed an agreement with the dwarves in exchange for knowledge of how to survive the Dark North's brutal conditions.  The pact has continued to be honored through the centuries until the modern age.

Traits

Ability Score Increases: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.   Languages: Frost Dwarves can speak, read and write Common and one other language that you and your DM agree is appropriate for the character.   Creature Type: You are a Humanoid. You are considered a dwarf for any prerequisite or effect that requires you to be a dwarf.   Size: You are Medium.   Speed: Your walking speed is 30 feet.   Darkvision: 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 discern colors in that darkness only as shades of gray.   Frost Magic: Starting at the 3rd level, you can cast the Spider Climb spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast Barkskin on yourself with this trait, without requiring a material component. Once you cast either of these spells with this triat, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using 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 species). Dwarven Resilience: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.   Frozen Resilience: You have resistance to cold damage.   Nature's Fortitude: You have advantage on saving throws you make to avoid or end the petrified or stunned condition on yourself.