Prestige Ancestry: Hexblood
Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in 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 and avoid the same.
Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called a eldercross or witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.
Prestige
Reborn is a the Prestige Ancestry. It can be taken after character creation at any point when you would receive a Feat in place of taking a regular Feat. A character must meet the following prerequisites to do so:
- You must have a Charisma score of 15 or higher.
- You must have 30 or more hit points
- You must have a Common or Uncommon Ancestry.
- You can't already have a Prestige Ancestry.
Your DM might allow you to ignore one or more of these prerequisites, and may allow you to take this Prestige ancestry at 1st level.
Regardless of when you gain this ancestry, its features modify or add onto your base ancestry's. If a feature is present on both the prestige ancestry and the base ancestry, you take the version of the feature in the prestige ancestry unless specified otherwise. If your DM allows you to gain more than one prestige ancestry, you use the newest version of any feature it has that you previously gained.
Hexblood Traits
Creature Type. You count as a Fey in addition to any other creature types you gained from your base ancestry.
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 discern colors in that darkness as shades of gray.
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 until you complete a long rest. Charisma is your spellcasting ability for these spells.
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 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.