Hexling
"I HEARD HE'S THE SON OF A WITCH... THE WICKED thing was burnt last week. I heard he too carry the mark."
"The mark?"
"The witches mark."
The young boy bit the inside of his cheek and closed his fists so tight they turned white and he felt his nails digging into his palms. They did not know, but he heard their every word.
"What does it mean..?"
"It means-"
"NOTHING! SHUT UP!"
Finally he'd snapped, turning on his heels with eyes burning as he stared at the two women who'd been gossiping. They stared back with wide eyes, for the way his voice boomed, the way his eyes glow, it was not natural. For them, it was as good as proof, and he knew, his eyes faltering as he stumbled backwards and murmured an excuse even if he didn't feel they deserved it.
Nothing the boy could say would change the strange looks and whispers that'd follow his every step as he turned and ran away.
—Taima, The Witches Son
Whispers and rumors often follow in the shadow of a hexling. They may look human, act human, but there is just always something just a little bit off... Enough so, that in small towns and villages, they often become outsiders. They carry curses, they say, they are the reason milk sours and the reason children fall ill, with their innate powers and mysterious eyes. Some learn to melt into the crowd as they grow older, where others never manage to fit fully into the society they were born into; yet another few manage to thrive in their role as different, becoming the wise hedgewitch people look to for advice and healing.
Cursed Bloodline
Hexlings are derived from human bloodlines, and at first and even second glance nobody would be able to tell them apart from the humans they live around. Maybe they have an unusual hair or eye color, are beautiful or ugly beyond the norm, or maybe they look just like you and me. What makes them different, is in their heritage, for somewhere far back their family's bloodline were sullied by a hag.
Maybe someone were cursed or made a pact, or maybe a child was taken and turned into a hagspawn, but for some reason never properly turned. Whichever the case, once in a while in a bloodline like this, a child may be born as something not quite human. Most of the time, this curse is inherited by women in the bloodline, though male hexlings are not unheard of.
The Mark Of A Witch
No matter how human they look, there is one unmistakable giveaway that each hexling carry upon their skin, if you know what you're looking for. The Witches Mark, a birthmark that appears somewhere upon their body, often by the hairline forcing them to wear their hair long in an attempt to conceal it. Wherever the mark appears, it's a sign they will always carry, whether they do so with pride, shame or indifference. Depending on subrace, which sort of hag their bloodline comes from, this mark looks different in shape and color.
The 13th Birthday
Something happens to the hexlings at their 13th birthday. Where up until now, they were highly unlikely to be discovered, this is the time when their inherited powers first make themselves visible, alongside some other eventual traits. It happens suddenly, for the most part. A hexling child may wake up to find that their bed is frozen over by frost, or scare themselves and their family as their voice suddenly boom loud and the earth begin to tremor when they raise their voice.
The teenage years of a hexlings are often chaotic as they grow into their powers and learn to live with the looks and whispers of people all around them.
Creating A Hexling
First, consider where your hexling grew up. Did they grow up in a small and reclusive village where everyone knows one another or in a city where people of different backgrounds mix together? What sort of region was it? Where there only humans or were there a mix of different races?
As a hexling, you were raised like a human. As such you are accustomed to their traditions for all things in life; names, religion, etc. You even look just like them, in all ways, any traits given by your heritage vague enough that it’s easily explained away. It is recommended that you read or ask your DM of the human race in the setting you’re playing in to get an idea of how and where they were raised.
Next, consider what your hexling’s family life was like, and how their transformation at their 13th birthday affected them and the people around them. Were there other hexlings in the family? Did they or their family know what they are, or were they completely unaware? Does your hexling know now, are they still under the belief they are just human? Remember that hexlings are rare enough that it wouldn’t be strange for one to live an entire life without knowing.
Finally, how did your hexlings nature affect them? Were they able to keep it under control, to melt into the crowd, or were they scrutinized for it? Forced into exile? Did they try to deny it or did they accept and lean into it? All these things will affect how your hexling acts around other people.
Always The Black Sheep
Wherever they go, wherever they live, hexlings has a tendency to become the black sheep if they are not careful enough about concealing their true nature. Often they are hunted, tracked down by witch hunters that blames them for the sins of their hag ancestors.
Wolves in sheeps clothing is what they call them. A deceptive and hidden treat pretending to be one of you, while truly, they are just waiting to strike from the shadows.
Growing up different is hard for anyone, but growing up to learn that everyone is right about you, that you are strange by nature, always have been and will be, is horrible. How hexlings deal with learning of their roots or the prejudice of people around them differs from one to the other. Some end up leaning into the wicked nature people expect of them, where others try to use their powers for good.
Regardless of which, they often learn to overcome prejudice and suspicion best they can with the help of a silver tongue, careful lies or intimidation.
Hexling Traits
All hexlings share certain traits as a result of their curse.
Ability Score Increase. Your Charisma score increases by 2.
Age. Up until their 13th birthday, hexlings are in all senses just like humans, their hag like traits not settling in until then. This aside, hexlings mature at the same rate as humans but often live to be about 150 years old.
Alignment. Hexlings might not have an innate tendency toward evil, but a lot of them end up there as a result of the expectations and prejudice they grow up with. Evil or not, their sylvan blood leads many of them to be inclined towards an erratic and chaotic nature, often governed by their emotions.
Size. Most hexlings, except for the Annis subtype who often are taller and stockier than the rest, are about the same size and build as human.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your cursed heritage, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Natural Liar. You are proficient in the Deception skill.
Languages. You can read, speak and write Common, Sylvan and one extra language of your choice. Just like the humans they are raised among, hexlings typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Subrace. While hexlings have much in common, the type of hag their bloodline is descended from separates them into six subraces; Annis, Bheur, Dusk, Green, Night, and Sea.
"WATCH YOUR BACK IF YOU'RE GOING TO TAKE the shortcut past the birches and the swamp," the older woman warned, rocking her chair slowly upon her porch.
"Why?" The young adventurer quirked his eyebrow as he looked up at her. Whatever could there be for him to look out for that he had not seen before? Anyone could tell from just looking at his worn leather armor, his bow and the short sword in his belt, that he was a seasoned ranger.
"There's a witch living there," the woman answered, stopping her rocking to look at him proper, "the daughter of the farmers who used to live upon the hill over there, she ran away into the woods when they tried to make her marry. Strange one, carried the witches mark on her face... Since then, men has gone missing passing those parts. Revenge for how they treated her, how they chased her."
The man straightened his back and snorted, patting the short sword hanging off his belt as a light smirk spread across his face.
"Oh please. I'm not scared of some crazed woman," he said, "maybe if I see her, we'll have a talk."
The old woman sighed as she watched him leave. Once out of sight, she brought up a small knife and added a mark in the wooden fence around the porch - ten lines now. She didn't doubt that her granddaughter would take care of this man too, like she had with any other that decided to treat her as anything less than human.
At least she warned him.
—Taima, Of Birches And Blood.
Green Hexling
Green hags, also known as swamp hags and river hags, use their magical powers to lure innocents into their traps. As a hexling with the ancestry of a green hag, you are naturally cunning and a born trickster.
Your witches mark is of greenish brown color and shaped like a ring.
Ability Score Increase. Your Wisdom score increases by 1.
Amphibious. Thanks to the amphibious nature of your hag ancestor, you can breathe under water as well as upon land. Despite this, after a life on land, you are not accustomed to the cold and water pressure of the depths.
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.
Witch Legacy. You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Invisibility spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once as a 2nd-level spell with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Annis Hexling
The Annis Hags are the most physically powerful hags, something that show in the hexlings derived from their influence. You are more hardy than most with a taller than average, often stocky build, and with hardened nails that act much like claws.
Your witches mark is of dark tone, often gray or almost black in color, and triangular in its shape.
Ability Score Increase. Your Strength or Constitution score increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Witches Claws. Your nails have unnatural strength and can be used as natural weapons when making unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
Witch Legacy. You know the Shillelagh cantrip. When you reach 3rd level, you can cast the Bark Skin spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enlarge/Reduce spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Bheur Hexling
The Bheurs, also known as Winter Hags or Blue Hags live in the cold north where they live for the pleasure of bringing icy doom to as many people as they can. As a hexling with this ancestry, you are often cold to the touch, and favour cold weather, even enjoying being out without jacket in the dead of winter.
Your witches mark is light, usually pale, maybe tinted blue in color, and shaped like a diamond. It always feels unnaturally cold to the touch.
Ability Score Increase. Your Dexterity score increases by 1.
Of The North. You have resistance to cold damage. Additionally, you are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Witch Legacy. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Hold Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Snilloc’s Snowball Swarm spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Night Hexling
Night Hags were the most evil of hags, so extreme in their evil deeds that they were eventually exiled to Hades where they spread through the Lower Plains. As a hexling derived from a Night Hag’s bloodline, you carry their resistance to fire and inherit some of their dark magic.
Your witches mark is crimson red and shaped like an diamond shaped eye with a slit pupil in its midst.
Ability Score Increase. Your Intelligence score increases by 1.
Hellish Resistance. You have resistance to fire damage.
Witch Legacy. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Ray Of Enfeeblement spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Language. Instead of Sylvan, you can speak, read and write Infernal.
Dusk Hexling
Dusk hags were closely related to night hags, said to be their own offspring. They strive to find hidden knowledge of the world, trading it, and cause nightmares much like the dreams they themselves suffer from. Unlike most hags, they shun combat, and prefer defending themselves with tricks of the mind to escape. Hexlings derived from dusk hags often inherit their thirst of knowledge, though at a price of their dreams. Once 13 some realize they can escape their own nightmares to instead visit the dreams of others
Your witches mark is of a faint red tone, shaped like a crescent moon.
Ability Score Increase. Your Intelligence or Wisdom score increases by 1.
Dream Walker. When you go to sleep you can once per long rest choose to pry into the dreams of a creature within 60 feet of you. The creature makes a Wisdom saving throw against your spell save. On a successful save you're blocked from their mind and can't use this ability again against them for seven days. On a failed save, you may ask one of the following questions: What is their motive? What are they hiding? What scares them?
Witch Legacy. You know the Message cantrip. When you reach 3rd level, you can cast the Sleep spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Calm Emotions as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Language Instead of Sylvan, you can speak, read and write Infernal.
Sea Hexling
Sea Hags were found in and along the shores of the sea where they would lure people into the water to drown them. Sea hags were revolting to look upon; their visage was so horrifying that the weak hearted were known to die upon gazing at these hags. As a hexling with this heritage, you inherit part of their horrifying visage in the look of your eyes, making you intimidating like few, and much like them you can breathe underwater.
Your witches mark is of blue or green tone, shaped like a teardrop, and always feels slightly damp and cold to the touch.
Ability Score Increase. Your Constitution score increases by 1.
Amphibious. Thanks to the amphibious nature of your hag ancestor, you can breathe under water as well as upon land and you have a swimming speed of 30 feet. Despite this, after a life on land, you are not accustomed to the cold and water pressure of the depths.
Evil Eye. You gain proficiency in the Intimidation skill.
Witch Legacy. You know the Poison Spray cantrip. When you reach 3rd level, you can cast the Alter Self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enthrall as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Language Instead of Sylvan, you can speak, read and write Primordial.
Hexling Traits Tables
Following is a number of tables that are meant to be used for inspiration when creating your own hexling character. Use as you wish, roll for fun, or make up your own traits entirely.
Witches Mark Placement
1d20 | Your witches mark is placed on your... |
---|---|
1 | Hairline |
2 | Forehead |
3 | Ear |
4 | Face |
5 | Jaw |
6 | Neck |
7 | Shoulder |
8 | Back |
9 | Chest |
10 | Stomach |
11 | Arm |
12 | Wrist |
13 | Hand |
14 | Hip |
15 | Buttocks |
16 | Groin |
17 | Thigh |
18 | Calf |
19 | Ankle |
20 | Foot |
Witches Mark Shape
1d4 | Your witches mark is... |
---|---|
1 | Big and obvious |
2 | Small and discreet |
3 | Medium sized and distinct |
4 | Medium sized and vague |
13th Birthday
1d8 | Your 13th birthday was... |
---|---|
1 | Traumatic - It was chaotic and scary. |
2 | Normal - I didn't even notice the change. |
3 | Strange - Weird things happened to me. |
4 | Exciting - I had a great time! |
5 | Anticipated - I knew what was going to happen. |
6 | Embarrassing - I did something unlike me. |
7 | Dramatic - Everything happened so suddenly... |
8 | Repressed - I don't remember. |
Physical Hexling Feature
1d20 | Feature |
---|---|
1 | You have white freckles. |
2 | You have an unnatural eye color. |
3 | Your eyes glows in the dark. |
4 | Your eyes glow when you're angry. |
5 | Your pupils slit when angry. |
6 | Your hair has a slightly green or blue undertone. |
7 | You have claw looking nails. |
8 | Your hair and nails grow unnaturally fast. |
9 | You have an unusual hair color. |
10 | You have straw-like hair. |
11 | You have unnaturally silky hair. |
12 | You have slings of grayed hair. |
13 | You have spots of discoloration on your skin. |
14 | You have slightly sharp canines. |
15 | You have a ring or spiral pattern of moles or freckles somewhere on your body. |
16 | You always smell a bit like the forest, swamp, soot or seaweed. |
17 | You have two tiny bumps on top of your head, like horns, hidden in your hair. |
18 | You have a lightly green or blue undertone to your skin. |
19 | You have reddish lines and stripes on your arms or legs, it looks a bit like stretch marks. |
20 | There sometimes starts growing moss in your hair. |
Hexling Personality or Habitual Oddities
1d12 | Something "Odd" About You: |
---|---|
1 | You have a fascination things others find repulsive - death, disgusting or ugly things |
2 | You speak in tongues in your sleep |
3 | You like to collect bugs, lizards and/or frogs |
4 | You eat odd things, such as moss or grass |
5 | Holy water makes you feel itchy |
6 | You find pretty things boring |
7 | You can’t help but stare a lot - people say your eyes are penetrating |
8 | You mutter rhyming curses under your breath when angry or annoyed |
9 | You talk with beings nobody else sees |
10 | You prefer nature to society, animals to people |
11 | You hoard odd things you find interesting |
12 | You sleep with your eyes open |
Hexling V. 1.3
This D&D 5E race was designed by Taima and first released in 2019. It was last updated 2020. (Yes, before hexbloods).
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Credits & Thanks
Thank you to my Patreons and friends for support and feedback.
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