Mongrelfolk

Less a race than a convenient category, some beings are the result of extensive interbreeding on the part of many different humanoids over time. They might simply be the product of a half-elf having a child with a half-orc, or of a complex family tree that contains gith, tieflings, and genasi. Any being of humanoid ancestry that does not "fit" into one of the more-well-known races is usually termed a mixed-breed, a mutt, or, most neutrally, a mongrelfolk.

History

For as long as there have been multiple kinds of humanoid race existing peacefully with one another, there have been crossbreeds. It's inevitable. You put a bunch of people together and, no matter the physical or cultural differences, some of them are going to "experiment." Humans, orcs, and dragons are the most notorious for mating outside of their races, but even relatively-reserved races like dwarfs and deep gnomes have histories of inter-marriage.

Some of these crossbreeds have even become so numerous that they are effectively races unto themselves, such as half-elves or, perhaps, stout halflings, but less-common types have always been a fact of life. The large melting-pot cities of the world, however, are the most common locations for interspecies couples, since they are the largest centers of cultural exchange. Thus, in modern times, as urban areas become more and more common, populous, and cosmopolitan, the numbers and varieties of mixed-breeds in the world have exploded.

Physical Description

Given their origins, it is perhaps unsurprising that mongrelfolk exhibit a tremendous variety of physical forms. The difference, however, between one and, say, a half-elf or an orc with some traces of human ancestry, is that a mongrelfolk is not recognizably anything else. A mongrelfolk might, for instance, have the stature of a normal human, but the bulky, husky build of a dwarf and the soft facial features of a halfling. Mongrelfolk with more-exotic ancestry, particularly from cities with frequent planar travel, might have the scaly skin and noseless face of a gith, long, curving tiefling horns, or even feathers in the hair, implying crossbreeding with aasimar or aarakocra.

Society

Because they are not necessarily a "race," most mongrelfolk take after one or both of their parents' cultures, or with the culture of the cities and nations they grew up in. The majority of mongrelfolk are born in urban environments, and the majority of mongrelfolk with extra-planar heritage are born in cosmopolitan places with frequent commerce with the outer, elemental, and astral planes.

However, the nature of their situation ensures many mongrelfolk face similar issues. Some mongrelfolk are extremely anxious about who and what they are, especially if one of the cultures that spawned them puts a high premium on notions of blood and purity.

Others, from more-relaxed societies or more-assimilated into a non-racial state, are extremely comfortable with what they are and see no reason to trouble themselves with unnecessary angst. The former may resent half-elves, half-orcs, stout halflings, and other "normal" cross-breed races for receiving arbitrary social acceptance simply for being more-numerous than themselves, especially if they have experienced hardships or discrimination because of their mixed ancestry.

On that note, while not all mongrelfolk experience prejudice due to what they are, it is far from uncommon, particularly in rural or racially-homogeneous areas. Many worry that if the rampant cross-breeding that creates mongrelfolk populations becomes too common, all the races and cultures of the world will mingle together into an indistinguishable hereditary slurry, and every other humanoid will become extinct. In civilizations and cultures with explicitly racist ideology, this tends to cross over into outright organized persecution, particularly when the mongrelfolk in question represents a hybridization (or, as they prefer, a "bastardization") of their own, "superior" race, and one of the "lesser" races. Even though most modern, cosmopolitan societies do not directly oppress them, it is an uncomfortable fact that the most widely-accepted word for identifying humanoids of indeterminable ancestry is very close to a derogatory slur. In general, few mongrelfolk will take offense to its use, but the more-polite term is still "mixed-race," while "mutt" is generally offensive. The level of offense will vary from individual to individual.

Most humanoids are capable of interbreeding, perhaps hinting at a common ancestor, and most mongrelfolk are genetically viable and fertile. A mongrelfolk's children will usually also be mongrelfolk, though with traits from the other parent as well. In time, if a mongrelfolk line breeds solely with a single type of humanoid, the traits will dilute down, and their family will become members of that race, with only subtle hints as to their ancestry.

Mongrelfolk Traits

Ability Score Increase. Increase one score of your choice by 2. Increase a different score of your choice by 1.

Age. One of the aspects of Mongrelfolk's species which does not vary wildly from individual to individual is their age. They mature at the same basic rate as a Human, and have lifespans similar in length to theirs.

Alignment. Mongrelfolk do not have a society to speak of, and there is no overarching tendency to any extreme.

Size. While Mongrelfolk vary in size across the entire spectrum of thin, thick, short, and tall, they are all considered to be Medium.

Speed. Your base walking speed is 30 feet.

Emulate Race. Because of their combined heritage, mongrelfolk qualify as any humanoid race for the purpose of magical detection and effects. This can be both beneficial and detrimental.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check

Tough as Nails. You have advantage on saving throws against poison, resistance to poison damage, and you are immune to disease.

Miscellaneous Experience. Mongrelfolk have some of the drive and adaptability humans are known for. You gain one of the following proficiencies: a tool, vehicle, or a language or your choice.

Language. You can speak read, and write Common, as well as one other language of your choice.


Versatile Form and Function. Roll for (or select with your DM) one of the following traits, in addition to the base traits above.

d10 Trait
1 Amphibious. You can breath air and water.
2 Standing Leap. Your long jump is up to 20 feet and high jump is up to 10 feet, with or without a running start.
3 Bite. Your mouth is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
4 Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
5 Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
6 Small and Nimble. You can move through the space of any creature that is of a size larger than yours.
7 Darkvision. You have darkvision out to a range of 60 feet.
8 Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
9 Hold Breath. You can hold your breath for up to 15 minutes at a time.
10 Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.