Dwarf

Dwarves come from many walks of life but Generally are within the Nomdraceous Empire except their Deep Core Duargar kin

Deep Core:

 * Superior Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
 * Duergar Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed.
 * Sunlight Sensitivity: 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.
 * 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.

Hill:

 * Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
 * 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.
 * Artisan's Expertise: You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction. you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Mountain:

 * Dwarven Armor Training: You have proficiency with light and medium armor.
 * 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.
 * Nomdraceous Experimental Resistance. You have resistance to fire damage.

Ashlands:

 * Fire Blood: If you suffer from poison or disease, you can you use fire blood to extinguish these effects. You can use it again only after a short rest.
 * Soot Magic. You know the control flames and mold earth cantrips. At 3rd level you can cast either Maximillian's earth grasp or scorching ray once. You regain the use of this trait after a long rest. Your spellcasting ability for these spells is Intelligence.