Hexbloods

## Background

Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags have their deepest wishes fulfilled, but eventually find themselves transformed. These changes are evidence of a hag’s influence: ears that split into 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. At a certain point in their life however, a hexblood will mutate further, becoming a true hag, the age at which this happens varies from one hexblood to another but will always happen. Covens of hags may also undertake a fell ritual to bring about this change, although the details of this ritual are guarded from outsiders.

## Properties

* **Average Lifespan.** Unknown.
* **Size.** Your size depends on your original race.
* **Ability Score Increase.** You have the Ability Score Increases of the race you are born into, but none of their other traits.
* **Speed.** Your base 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 can’t discern colour in darkness, only shades of grey.
* **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 with 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.

* **Horrify.** As an action, you can make your already somewhat deformed appearance become truly terrifying. Target one creature within 30 ft that can see you; it must make a Wisdom saving throw. The DC is 8 +your proficiency bonus + your Charisma modifier. On a failed save, the target becomes frightened of you until the end of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **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).
* **Languages.** You can speak, read and write the languages you knew before your transformation.