Half-and-Half
Many of Aerune's races can intermarry and even produce children. If your parents' races are both on this list, you may choose to use the following player race to determine your character's traits.
Human
Elf (High Elf, Wood Elf, Dark Elf)
Dwarf (Mountain Dwarf, Hill Dwarf, Grey Dwarf)
Gnome (Rock Gnome, Forest Gnome, Deep Gnome)
Halfling (Lightfoot Halfling, Stout Halfling)
Tiefling
Orc-blood (Orc or Half-Orc)
Giant-blood (Giant or Half-Giant, including Goliath)
Shifter
If one or both of your parents are already hybrids, pick two of the 3-4 bloodlines you stem from to determine your racial abilities, as seen below. For example, if you're the child of a half-elf (wood elf + human) and a half-orc (orc + high elf), choose two of these four to determine your abilities: wood elf, human, orc-blood, high elf.
Human: One ability score of your choice increases by 1.
High Elf: Your Dexterity score increases by 1, and your Intelligence score increases by 1.
Wood Elf: Your Dexterity score increases by 1, and your Wisdom score increases by 1.
Dark Elf: Your Dexterity score increases by 1, and your Charisma score increases by 1.
Mountain Dwarf: Your Constitution score increases by 1, and your Strength score increases by 1.
Hill Dwarf: Your Constitution score increases by 1, and your Wisdom score increases by 1.
Grey Dwarf: Your Constitution score increases by 1, and your Dexterity score increases by 1.
Rock Gnome: Your Intelligence score increases by 1, and your Constitution score increases by 1.
Forest Gnome: Your Intelligence score increases by 1, and your Dexterity score increases by 1.
Deep Gnome: Your Intelligence score increases by 1, and your Strength score increases by 1.
Lightfoot Halfling: Your Dexterity score increases by 1, and your Charisma score increases by 1.
Stout Halfling: Your Dexterity score increases by 1, and your Constitution score increases by 1.
Tiefling: Your Charisma score increases by 2.
Orc-blood: Your Strength score increases by 2.
Giant-blood: Your Constitution score increases by 2.
Shifter: Your Wisdom score increases by 2.
For example, if you're playing the child of a high elf and a half-orc, you may choose either +1 Intelligence and +1 Dexterity (high elf option) or +2 Strength (half-orc option).
Human Ingenuity: You gain one skill proficiency of your choice and one tool proficiency of your choice.
High Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Wood Elf Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Dark Elf Magic: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
Mountain Dwarf Savvy: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. You also gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Hill Dwarf Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Grey Dwarf 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. 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.
Rock Gnome Tinkering: You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
Forest Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
Deep Gnome Adaptation: Your darkvision has a radius of 120 feet. Additionally, you have advantage on Dexterity (stealth) checks to hide in rocky terrain.
Lightfoot Halfling Luck: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Stout Halfling Resilience: You have advantage on saving throws against poison, and you have resistance to poison damage.
Tiefling Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
You may also use any Tiefling Variant's Legacy set of magic as in Mordenkainen's Tome of Foes.
Orc-blood Savagery: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Giant-blood Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.
Shifter Beastface: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While you are shifted, you are considered proficient in unarmed strikes, which do 1d4 damage.