Dwarf Species Details
Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.
Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.
On some worlds in the multiverse, the first settlements of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have such communities.
Dwarf Traits
Creature Type: Humanoid
Size: Medium (about 4–5 feet tall)
Speed: 30 feet
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.
Dwarven Toughness
Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning
As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Why are there no Dwarven Lineages?
I was wondering the same thing. All of the races / species that canonically have had lineages in D&D since the early settings of AD&D All the way through 5th edition should continue to have those lineages / subspecies.
For the new version they decided to remove the separation of sub-species for dwarves and halflings so they all just act like hill and swiftfoots respectively. I don't mind losing mountain dwarves cause mechanically I didn't really like them that much but it is still a shame.
Hey look all the flavor and depth was removed. Sounds about right.
These changes are awful. No sub-races. Why? Now every dwarf is the same. My DM was right not to use the new rules.
Everyone here complaining but like. The two dwarf subraces weren't very distinct anyways so idrc too much
They were just as "distinct" as the Elven or Gnomish sub-races that are still around. From a roleplaying perspective that has existed for decades, the two Dwarven sub-races are completely different.
Why can Humans be small, but dwarves can't?
This is not rock and stone.
Almost. The difference between a wood elf and drow is substantial. Then again, I am one of those few who believe drow should never have been allowable as a playable race. I do agree that they should not have removed the sub races for dwarves and halflings. Nor should they have removed half elf and half orc. Thanks Warcraft for giving D&D the stupid idea of making orcs people instead of monsters.
PointyHat theorised that lineages are now only given to creatures that have visually distinct lineages. After all, Lightfoot and Stout halflings are mentioned in the flavour text for halflings, but they don't exist to play because, visually, they're pretty much the same. And, honestly, the difference between the two dwarves or the two halflings never really mattered in the way choosing between a high, wood or drow elf mattered.
Another race suffers under the curse of homogeneity. Everything that makes the different races unique is removed, and everything is thrown into a common pot. It seems that diversity is no longer valued.
Why do elves get to keep their subraces but not dwarves? Seems really really dumb.
To rectify your questions about the removal of the lineages here are some new ones. (named after precious minerals). These are suitable for homebrew.
Silver Dwarf: These dwarves are extremely militaristic and are the fiercest warriors, both in the tavern and on the battlefield. Gain the Savage Attacker feat.
Gold Dwarf: These dwarves have a taste for the finer things in life, and possess an uncanny ability to heal victims even without formal training. Gain the Healer feat.
Mithril Dwarf: These dwarves are paragons of their species, made through magical experimentation on dwarven embryos centuries ago. They possess artisanal knowledge and an uncanny durability, even for a dwarf. They also tend to live a century longer than their kin. Gain the Crafter and Tough feats.
A note on Mithril Dwarves for the DM: It is suggested they have some artificial restriction (alignment restriction, maybe?) imposed upon them to compensate for their overpowered nature. Or, just disallow them altogether.
Crawford talked about this in a video. They wanted a few of the race options to be easy and simple. So halfling and dwarves were kept simple and intentionally have no choice.
My main is a Mt Dwarf, was part of his backstory. Sigh.
Guys, if you don't like it, you can always create homebrew content with some changes. You wouldn't have been able to do that 30 years ago, so it's not nearly as bad as it was then.
Meanwhile they gave Goliaths 6 different ancestry choices! Dragonborn technically have 10 if you consider the different colors as ancestry.
Wait a minute. Are you saying you hate the idea of character development? That's how you tell a story. I actually like that the Orcs are now somewhat sympathetic instead of just bloodthirsty monsters. Would you have said the same thing for Dragons if you were around when they decided to make some groups of Dragons the good guys instead of just having all Dragons be evil all the time? Well, I've got news for you. The real world is not black or white. Why should D&D's world be any different? Same with Warcraft. I actually think it was a genius idea to have renegade Orcs within the Orcish Horde.
Sorry about that. I just really think character development is good for the world of D&D, and I don't like people who criticize it. They're allowed to have their own opinions, but I'm also allowed to have mine. And in my opinion, it was a good idea to have the Orcs be somewhat relatable.
BTW, this was in response to Autumsbane saying it was stupid to make the Orcs relatable.