Dwarf, Deep
Deep dwarves are dwarves that are born deep underground in the darkest places of the world and rarely tread beneath the light of the sun. While they are similar to their cousins that live closer to the surface, they have unique adaptations that make them particularly accustomed to a world far, far away from the surface.
Common Cultures: Despotic, Duergar, Forsaken, Imperial, Itinerant, Shadowfell, Warrior
Ancestry Traits
Size. Your size is Medium.
Speed. 25 ft., but you speed is not reduced by wearing heavy armor.
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 discern colors in that darkness only as shades of gray.
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.
You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
As in Mordenkainen Presents: Monsters of the Multiverse
Paragon Options
Day Walker
You are adapted to surface life better than most of your ancestry. You gain the following benefits:
- You ignore the penalties of the Sunlight Sensitivity trait.
- You have advantage on saving throws you make to avoid or end the blinded condition on yourself.
Duergar Deep Magic
Your connection with the depths allows you to take greater advantage over the magical effects common to Duergar.
- When your size increases to large or larger by a spell or magic effect, your speed increases by 20 feet. If this size increase would increase your speed through other means, you may choose one of these speed increases.
- When you become visible after being invisible from a spell or magic effect, as long as you are not in direct sunlight, attack rolls made against you have disadvantage for 1 minute or until you are hit with an attack.
Dwarven Fortitude
As in the from from Xanathar's Guide to Everything, but ability score increase has been removed and the following trait has also been added:
- When you succeed on a death saving throw, you can expend one Hit Die to regain 1 hit point as if your check result was a natural 20. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dwarven Stability
You have advantage on saving throws against being knocked prone or moved against your will. Additionally, unarmed strikes to shove or grapple you are made with disadvantage, and when a creature is grappling you against your will, they must spend an extra foot of movement for every foot they move while dragging you.
Perfect Darkvision
Requires: Darkvision
Your Darkvision increases by to 240 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
Squat Nimbleness
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 10 feet.
- You have advantage on saving throws you make to avoid or end the grappled or restrained condition on yourself, and creatures have disadvantage on attack rolls to grapple you.
Stout Toughness
You are immune to poison damage and the poisoned condition.