Hexblood
Hexblood
Heir of Hags
One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called a eldercross or witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.Hexblood Origins
A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.1 | Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement. |
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2 | Fey kidnappers swapped you and your parents’ child. |
3 | A coven of hags lost one of its 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 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. |
ability score increase:
one ability score +2, other by +1 OR three ability scores +1
age:
Size:
Medium
speed:
30
Languages:
Common, Sylvan
race features:
Creature Type. You are a Fey. 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.
Creature Type. You are a Fey. 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.
- 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.
- Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).
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