Hexblood

Mortals — or their descendants — who have been permanently marked by a hag’s curse or bargain. The Hexblood are not Fae by birth, but by infection: something of the hag’s power has woven itself into their blood, and it cannot be removed. They carry it the way a body carries an old scar — present in every cell, defining without being the whole story.

Racial Traits

Creature Type: Humanoid (Lineage) Darkvision: 60 ft. Eerie Token: You can remove a lock of hair, a nail clipping, or a drop of blood and use it as a magical token. A creature holding the token can cast Speak with Dead targeting you, or cast Dream targeting you, without material components. The token loses power after use or after 7 days. Hex Magic: Cast Disguise Self and Hex once each per long rest without expending a spell slot. Charisma is the spellcasting ability. Curse Resistance: Advantage on saving throws against hexes, curses, and hag magic — you’ve been shaped by such things; they recognize you as one of their own. Unsettling Presence: Proficiency in Intimidation.


Appearance

Features that suggest something inhuman without being obviously monstrous — one eye that is a solid void, hair that moves without wind, a laugh that escapes at the wrong moment, fingernails that are too dark, teeth that seem slightly too many. The Hexblood looks human enough to pass, but something registers as wrong to animals and to people with sharp instincts.


Origin

Hexbloods are typically the result of:

  • A mortal who made a bargain with a hag and survived, but was marked in the exchange
  • A descendant of such a mortal, carrying the mark in diluted but permanent form
  • Someone who survived a hag’s feeding, left alive with a piece of the hag’s power inside them

The mark cannot be removed by Remove Curse, Greater Restoration, or similar magic. It is not a curse — it is a change.



See also: Species Index | Fae & Fae-touched | Changeling | Dhampir | Cosmology & The Planes