```metadata title: Specialized Hexbloods description: Non-generic hexbloods associated with a particular variety of hag. tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` ## Specialized Hexbloods Descendants of the fey hags, hexbloods walk in the shadows of their monstrous forebearers, having in innate knack for magic and the weird. They are natural candidates for the adventuring life. : {{note ##### About this Homebrew The Hexblood lineage as presented in *Van Richten’s Guide to Ravenloft*, while mechanically strong, doesn’t do much to capture the flavor of a being associated with the various *kinds* of hag found in the D&D Multiverse. This race is meant to give players an option for playing a character related to a specific variety of hag. }} : ### Hexblood Traits ***Ability Score Increase.*** Your Charisma score increases by 1. ***Age.*** Hexbloods live around 1½ times as long as their non-hag ancestors. ***Alignment.*** Hexbloods have no predilection for any alignment, despite their sinister reputation. ***Size.*** Hexbloods take after their non-hag ancestors in size. Your size is Small or Medium (choose when you select this race). ***Speed.*** Your base walking speed is 30 feet. ***Darkvision.*** You have darkvision out to a range of 60 feet. Within that range, you can see in dim light as if in bright light, and darkness as in dim light. You can’t see color in darkness, only shades of gray. ***Fey.*** Your creature type is fey, rather than humanoid. You are not turned by features and abilities that turn fey. ***Languages.*** You speak Common and your choice of Giant or Sylvan. ***Subrace.*** Choose one of the Annis, Bheur, Dusk, Green, and Sea hexblood subraces. #### Annis Hexblood Descended from Annis hags, these hexbloods are known for their bulk and their ability to channel their awareness through bodily tokens. ***Ability Score Increase.*** Your Strength score increases by 2. ***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. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. #### Bheur Hexblood Descendants of the frigid bheur hags, bheur hexbloods inherit some control over the power of cold. ***Ability Score Increase.*** Your Dexterity and Charisma scores both increase by 1. ***Cold Resistance.*** You have resistance to cold damage. ***Frost Magic.*** You know the *ray of frost* cantrip. Starting at 3rd level, you can cast the *ice knife* spell as a 2nd-level spell once with this trait, and regain the ability to cast it this way when you finish a long rest. Starting at 5th level, you can cast the *hold person* spell without requiring a material component once with this trait, and regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells. You can also cast these spells using spell slots you have of appropriate level. #### Dusk Hexblood Primarily found on the world of Eberron, dusk hexbloods retain their fey ancestors’ gift of cryptic prophecy. ***Ability Score Increase.*** Your Intelligence and Charisma scores both increase by 1. ***Haggish Resistance.*** You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects. ***Prophetic Magic.*** You know the *message* cantrip and can cast it without a material component. Starting at 3rd level, you can cast the *detect magic* spell once with this trait, and regain the ability to cast it this way again when you finish a long rest. Starting at 5th level, you can cast the *augury* spell once with this trait, without needing to provide material components, and regain the ability to do so again when you finish a long rest. Charisma is your spellcasting ability for these spells. You can also cast these spells using spell slots you have of appropriate level. :::::: {{wide
Specialized Hexbloods is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}} \page #### Green Hexblood Green hexbloods are the tricksters of the hexblood race, though they aren’t physical slouches by any means. ***Ability Score Increase.*** Your Strength and Charisma scores both increase by 1. ***Hag Illusions.*** You know the *minor illusion* cantrip. Starting at 3rd level, you can cast the *disguise self* spell once with this trait, regaining the ability to cast it this way when you finish a long rest. Starting at 5th level, you can cast the *invisibility* spell once with this trait, and regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells. You can also cast these spells using spell slots you have of appropriate level. ***Mimicry.*** You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. \column {{note ##### What About Night Hags? Unlike the other kinds of hag, Night Hags are fiends, not fey. Therefore, I found it awkward to mechanically integrate them into this race. For my take on Night Hag descendants, see the Hagspawn Tiefling in my [Tiefling Variants](https://homebrewery.naturalcrit.com/share/BQPw72D9v92D) homebrew. }} : #### Sea Hexblood Descended from the hideous sea hags, sea hexbloods are a disturbingly common sight in poor coastal communities. ***Ability Score Increase.*** Your Constitution and Charisma scores both increase by 1. ***Amphibious.*** You can breathe both air and water. ***Natural Armor***. When you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. ***Swim.*** You have a swimming speed equal to your walking speed + 5 feet. :::::::::::: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{wide
Specialized Hexbloods is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}} {{artist,top:410px,right:50px ##### Hexblood Cauldron © Wizards of the Coast LLC. }} {{watercolor2,top:215px,left:300px,width:150px,background-color:#BBAD82,opacity:25%}}