The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.
Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.
Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.
Few duergar become adventurers, fewer still on the surface world, because they are considered hidebound and suspicious. Those who leave their subterranean cities are usually exiles. Check with your Game Master (GM) to see if you can play a gray dwarf character.
Some other species refer to duergar by other names.
- Flayed Dwarves is a term that duergar would consider highly derogatory as they were previously enslaved by the mind flayers.
Your duergar character has an assortment of inborn abilities, part and parcel of duergar nature.
Health. Your health increases by 10.
Age. Duergar mature at the same rate as humans, but are considered young until they reach the age of 50, On average, they live about 350 years.
Size. Duergar stand between 120 and 150 centimeters tall and average about 60 kilos. Your size is Medium.
Speed. Your base walking speed is 4 meters. Your speed is not reduced by wearing chain, scale, or plate armor.
Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 20 meters 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.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Stability. You have advantage on ability checks and saving throws to avoid being knocked prone, pulled, or pushed.
Duergar Resilience. You have advantage on all Will saving throws against magic.
Duergar Magic. You have inherited the innate spellcasting ability of your ancestors. When you reach 3rd level, you know the enlarge/reduce and invisibility spells and can cast one without expending mana. You can’t cast these spells with this trait while you’re in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast one of these spells with this trait when you finish a long rest. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.
At 5th level you regain the ability to cast one of these spells with this trait when you finish a short or long rest. At 13th level your spell is augmented to 2 mana.
Stonecunning. Whenever you make an ability check related to stonework, you roll with advantage.