Austrik

The Austrik, or Salt Dwarves, are the stonefolk of the eastern nation of Val-Austri, which was partially collapsed and submerged by the Sea of Sorrow. These dwarves have adapted to life on the seas, becoming shipwrights, navigators, sailors and more. Austrik weave shells into their beards and are thought of disparagingly by their Stonefolk brethren as Saltbeards, having abandoned the time-honored traditions of their forebears and becoming aquatic.

Male Names: Flotsam, Jetsam

Female Names: Keel, Spar

D&D 5E Statistics

 * Ability Score Increase: +2 Con, +1 Dex
 * Size: Medium
 * Speed: 25 feet. Your speed is not slowed down by wearing heavy armor.
 * Darkvision: 60 feet
 * Dwarven Resilience: Austrik gain advantage on saving throws against poison, and have resistance against poison damage.
 * Dwarven Combat Training: Proficiency with the battleaxe, handaxe, throwing hammer and warhammer.
 * Tool Proficiency: Austrik gain proficiency with one set of tools (choose one) - carpenter's tools, brewer's supplies, or navigator's tools.
 * Hold Breath: Austrik can hold their breath for 1+ double their Constitution modifier rounds before risking suffocation and drowning.
 * Water Child: Austrik do not have to pay an additional foot of movement per foot moved in the water.
 * Languages: Dwarven, Genari

Pathfinder Statistics
Racial Traits:
 * Type: Humanoid (Dwarf)
 * Size: Medium
 * Base Speed: 20 ft.
 * Ability Score Modifiers: +2 Dex, +2 Wis, -2 Cha
 * Languages: Automatic - Dwarven; Bonus - Faltheran, Genari, Draconic, Giant, Aquan
 *  Darkvision 60 Feet  - Austrik can see in the dark up to 60 feet.
 *  Hold Breath  - An Austrik can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
 *  Slow and Steady  - Austrik are never encumbered or slowed down by their armor.
 *  Stability  - Austrik gain a +4 racial bonus to their CMD when resisting bull rush and trip attempts while standing their ground.
 *  Stubborn  - Austrik gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first.
 *  Water Child  - Austrik gain a +4 racial bonus on Swim checks and can always take 10 while swimming.