Hexblood
Hexbloods are one of the Playable races in D&D 5e.
Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methods to beguile the senses and avoid the same. While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
Creature Type. You are a Fey.
Speed. Your walking speed is 30 feet
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.
Hex-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 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.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Hexblood origins:
Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methods to beguile the senses and avoid the same. While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
Creature Type. You are a Fey.
Speed. Your walking speed is 30 feet
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.
Hex-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 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.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Hexblood origins:
d8 | Origin |
---|---|
1 | Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement. |
2 | Fey kidnappers swapped you and your parents’ child. |
3 | A coven of hags lost one of their members. You were created to replace the lost hag. |
4 | You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse. |
5 | You began life as a fey creature, but an accident or crime changed you and forced you from your home. |
6 | A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit. |
7 | You made a deal with a hag, but they twisted your words and transformed you. |
8 | You are a child of the wilds. Animals and mysterious whispers were the only family you ever knew. |
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