Hexblood

Hexbloods are eerie, liminal beings touched by the twisted grace of hags. Not born in the conventional sense, a Hexblood is made—a mortal transformed through dark rituals, an unspoken pact, or inheritance of a cursed bloodline. Their origins are as varied and mysterious as the hags themselves: some are mortals offered up to covens in ancient bargains, others were children altered in the womb by malevolent Fey, while a few are created deliberately by hags as servants, heirs, or living vessels for future power.

Their appearance is unmistakably unnatural. Hexbloods often bear signs of their transformation—vine-like patterns beneath translucent skin, horn-like protrusions of bone or chitin, hair that shifts colors with the moon, or eyes that shimmer like swamp water under starlight. Most possess a talisman called a Hag’s token, often a twisted braid of hair, bone, or thread woven into their being. This token links them to the power that created them—and may even act as a conduit for the hag’s influence or gaze.

Despite their fey-adjacent nature, hexbloods walk a delicate line between independence and servitude. Some live free of their creators, striving to understand their place in the world or seeking redemption, knowledge, or power of their own. Others remain tethered to a hag, either willingly as an apprentice or unwillingly through spiritual chains they cannot sever.

Magic clings to hexbloods like a fog. Many possess an intuitive understanding of curses, transformation, and illusion. Their presence is often accompanied by unease—milk sours, mirrors fog, or shadows deepen when they pass. Yet, not all are malicious. Some use their gifts to protect the innocent, to fight the dark magic that bore them, or to peer between the veils of fate and forest.

In the courts of fey and Spirit alike, hexbloods are regarded with wary fascination. To Archfey, they are tragic curiosities; to Yokai, tools or tricksters in their own right. Among mortals, they inspire tales of cursed bloodlines and the price of hidden power.

Genetic Ancestor(s)
Geographic Distribution

VRGtR

Hexblood

FEY

Hexblood Traits

Size: Small or Medium (2-6ft)

Speed: 30ft

As a Hexblood, you have these special traits.

Ancestral Legacy

If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

Darkvision

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 discern colors in that darkness as shades of gray.

Eerie Token

As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:

Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.

Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.

Hex Magic

You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).