# Hexblood
> [!infobox]
> ##
> ![[Species - Hexblood.webp]]
> #### **Species Information**
> | Table Header | Table Header |
> | ---- | --- |
> | Size | [[Medium]] |
> | Type | [[Humanoids\|Humanoid]] <br>[[Fey\|fey]] |
> | Darkvision | 60 ft. |
> | Height | 5 – 7.5 ft. |
> | Lifespan | Varies |
> | Adulthood | ≈ 20 years |
> | Origin | [[Feya (The Feywilds)]] |
> | Speeds | 30 ft. walking |
> #### **Roleplay Information**
> | Table Header | Table Header |
> | ---- | --- |
> | Playable? | Yes |
### Origin & History
When elves, dwarves, gnomes, and halflings first arrived on Yanis, they set out to rebuild their home world, Fæya. Recreating their home world was a complicated task—one that would take an incredible well of magic. Eventually, the ancient, voyaging humanoids succeeded at their task: they recreated Fæya but not in the way they expected. Fæya was recreated as a pocket dimension or parallel dimensional space. It carried nearly all aspects of the original world—including the negative aspects. Vile creatures like hags that once existed on Fæya were recreated within the new pocket dimension. Early settlers of the new Fæya were inexperienced when it came to dealing with powerful foes like hags. Thus, the newly created hags took advantage of this weakness and captured many elves, dwarves, gnomes, and halflings. They cursed them and transformed them into vile mutated beings: beings that would come to be known as hexbloods.
Hexbloods primarily exist in Fæya; but, occasionally escape or leak into the material plane. Hexbloods look horrid, and monstrous but are intelligent and have inner beauty that reflects who they were before becoming a hexblood or who they were meant to be if born a hexblood.
In the current age, hexbloods are widely alien to most. They are written off as monstrosities and are often hunted down and killed. Because of this, hexbloods often hide or live as hermits on the outskirts of town.
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### Appearance & Biology
A hexblood's appearance varies wildly. Some have many appendages, such as four arms or four legs. Others have multiple heads with aspects of their personality split between them. Occasionally, hexbloods can appear fairly normal at first glance but will still have sagging skin, boils, hunchbacks, or extra appendage joints.
Hexbloods appear as visually unique as the hag who created them. Fortunately, or unfortunately, hexbloods can reproduce with other species (so long as their origin species is compatible). Though, the hexblood curse can spread in a number of ways—the means of spreading also depends on the hag who created the curse.
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### Species Traits
> [!custom-trait-locked]- 0️⃣ All-Consuming Curse.
> - Immune to all other curses.
#### Core Traits
> [!custom-trait-locked]- 1️⃣ Darkvision.
> - Darkvision up to 60 feet.
> [!custom-trait-locked]- 1️⃣ Horrific Appearance.
> - Advantage on intimidation checks.
> - Disadvantage on deception and persuasion checks.
> - Your thick skin and bone provide natural armor and grant an AC of 13 plus your constitution modifier while not wearing armor.
#### Optional Traits
> [!custom-trait-unlocked]- 1️⃣ Amphibious.
> - Can breathe air and water.
> [!custom-trait-unlocked]- 1️⃣ Claws.
> - Your claws are a natural weapon, which counts as a simple melee weapon with which you are proficient.
> - You add your strength or dexterity modifier, whichever is higher, to the attack and damage rolls when you attack with your claws. Each claw deals 1d4 magical slashing damage and 1d4 acid damage on a hit.
> [!custom-trait-unlocked]- 3️⃣ Devil’s Sight.
> - Darkvision up to 120 feet.
> - Magical darkness doesn’t impede your darkvision.
> - Replaces **_Darkvision_**.
> [!custom-trait-unlocked]- 3️⃣ Extra Arm(s).
> - You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
> [!custom-trait-unlocked]- 2️⃣ Extra Head(s).
> - You have an additional head or two.
> - Advantage with perception and investigation checks.
> - You can use **_Glare of Torment_** twice per long rest.
> [!custom-trait-unlocked]- 1️⃣ Glare of Torment.
> - Trait description.
> [!custom-trait-unlocked]- 1️⃣ Infectious Hex.
> - Trait description.
> [!custom-trait-unlocked]- 1️⃣ Invisible Passage.
> - Once per long rest, as a bonus action, you may magically teleport up to 30 feet to space you can see costing no movement and provoking no opportunity attacks.
> [!custom-trait-unlocked]- 1️⃣ Mimicry.
> - Trait description.
> [!custom-trait-unlocked]- 1️⃣ Multi-Joint Limbs.
> - When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
%%
## Notes
### Name Options: