# Race: Hexblood
> [!info] Quick Facts
> | | |
> |---|---|
> | **Rarity** | Very rare |
> | **Perception in Gryth** | Negative. The horns and the colouring are read correctly by almost everyone who sees them, and a bargain with a hag is understood to say a great deal about the person who made it, most of it uncharitable and some of it fair. |
> | **Guide Section** | Transformed Lineages |
## Overview
A hag offered you something and you took it. Whatever the terms were, the price was written into you rather than paid out of a purse, and you have been carrying it since.
## The Shape of the Bargain
Hags do not grant favours and they do not lend. What they do is make an exchange in which both sides receive exactly what was agreed, and in which only one side understood the agreement. A hexblood is somebody who came away from such an exchange with the thing they asked for and with a portion of the hag’s own nature threaded through them, which was never mentioned and was never optional.
The change is not subtle once it has settled. Skin takes an unnatural cast, blue or ashen or bruise-dark, hair goes to a colour that grows nowhere in nature, and a crown of horn, bone or briar comes in across the brow over the first months. A hexblood is a Fey afterwards, whatever they were before, and humanoid-targeting magic slides off them accordingly.
## The Token
Every hexblood can give away a piece of themselves. A lock of hair, a nail, a tooth: separated deliberately, the fragment stays connected, and the hexblood can send words through it across ten miles or sit still and listen through it as though standing where it lies. Hags use this for spying and hexbloods generally use it for the same purpose, which does nothing to improve how they are regarded.
## Never Finished With
The hag who made a hexblood does not forget the transaction and does not consider it closed. Some hexbloods are visited, some are watched, and some are left alone for decades and then called on at a moment of the hag’s choosing. A hexblood who tells you that the business is concluded is either lying or has not been told otherwise yet.
> [!note] On playing a hexblood
> Work out with your DM what you asked for and what it was worth, because that trade is your character’s spine. Decide also whether the hag is dead, distant, or in the next county, and whether your character knows which.
## Hexblood Traits
Your hexblood character keeps the appearance and background of the race you were before, insofar as the change has left them, and gains the traits below in place of that race’s traits.
**Ability Score Increase.** Your Charisma score increases by 2, and your Constitution score increases by 1. This replaces the ability score increase of your original race.
**Age.** You age as your original race did, though hexbloods are often taken for older than their years.
**Creature Type.** You are a Fey.
**Size.** You are Medium or Small. You choose the size when you gain this lineage.
**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 cannot discern colour in darkness, only shades of grey.
**Ancestral Legacy.** The change did not take everything. You keep any skill proficiencies you had from your original race, and you keep any climbing, flying, or swimming speed it gave you. If your original race granted none of these, you instead gain proficiency in two skills of your choice.
**Eerie Token.** As a bonus action, you can harmlessly remove a bit of yourself: a lock of hair, a nail, or a tooth. This token is imbued with magic until you finish a long rest, and while it remains imbued you can take either of the following actions.
***Send Word.*** You magically send a telepathic message of up to twenty-five words to the creature holding or carrying the token, provided you are within 10 miles of it. The creature need not understand the words, only hear them in its mind.
***Listen Through It.*** You enter a trance for up to 1 minute, during which you see and hear from the token’s position as though you were there. While in the trance you are blinded and deafened to your own surroundings. The trance ends early if you are incapacitated.
Once you have used this trait, you cannot use it again until you finish a long rest, and the token loses its magic if it is destroyed or if you create another.
**Hex Magic.** The hag’s working is still in you and still answers. You can cast the *disguise self* and *hex* spells with this trait, each once, and you regain the ability to cast them when you finish a long rest. You can also cast either spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells; choose when you gain this lineage.
**Languages.** You retain the languages you knew before.
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## Gallery
![[Race - Hexblood.jpg]]
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*See also: [[Races]]*