Dwarvish

Common Dwarvish Traits

 * Ability Score Increase: +2 Constitution
 * Racial Traits:
 * Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
 * Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
 * Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.
 * Speed - Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
 * Stonecunning - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
 * Tool Proficiency - You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
 * Artisan Tools: Brewer’s Supplies, Mason’s Tools, or Smith's Tools
 * Weapon Proficiencies: Handaxe, Light Hammer, Battleaxe, Warhammer
 * Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Hill Dwarf

 * Ability Score Increase: +1 Wisdom
 * Racial Traits:
 * Dwarven Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
 * Favorable Classes: Barbarian, Cleric, Druid, Fighter, Sorcerer

Gray Dwarf (Duergar)

 * Ability Score Increase: +1 Strength
 * Racial Traits:
 * Duergar Magic - When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
 * Duergar Resilience - You have advantage on saving throws against illusions and against being charmed or paralyzed.
 * Extra Language - You can speak, read, and write Undercommon.
 * Sunlight Sensitivity - You have disadvantage on attack rolls and on 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.
 * Superior Darkvision - Your darkvision has a radius of 120 feet.
 * Favorable Classes: Barbarian, Fighter, Paladin, Sorcerer

Mountain Dwarf

 * Ability Score Increase: +2 Strength
 * Racial Traits:
 * Dwarven Armor Training - You have proficiency with Light Armor and Medium Armor.
 * Armor Proficiencies: Light Armor, Medium Armor
 * Favorable Classes: Barbarian, Fighter, Paladin, Sorcerer