Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Hexling

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
Maybe someone were cursed or made a pact, or maybe a
Whispers and rumors often follow in the shadow of a hexling. child was taken and turned into a hagspawn, but for some
They may look human, act human, but there is just always reason never properly turned. Whichever the case, once in a
something just a little bit off... Enough so, that in small towns while in a bloodline like this, a child may be born as
and villages, they often become outsiders. They carry curses, something not quite human. Most of the time, this curse is
they say, they are the reason milk sours and the reason inherited by women in the bloodline, though male hexlings
children fall ill, with their innate powers and mysterious eyes. are not unheard of.
Some learn to melt into the crowd as they grow older, where
others never manage to fit fully into the society they were Hidden In Plain Sight
born into; yet another few manage to thrive in their role as
different, becoming the wise hedgewitch people look to for For most hexlings their nature is as much a mystery as it is to
advice and healing. their own family and the people surrounding them, though
this is not as strange as it might seem. After all, hexlings look
Cursed Bloodline for the most part just like any other human.
Hexlings are derived from human bloodlines, and at first and This nature is as much a curse as it is a blessing. The
even second glance nobody would be able to tell them apart hexlings aware of their own nature usually do whatever they
from the humans they live around. Maybe they have an can to keep it hidden, knowing that the prejudice against
unusual hair or eye color, are beautiful or ugly beyond the their sort makes it unsafe to be out. Even those in no way
norm, or maybe they look just like you and me. What makes related, maybe just born sorcerers or in anyway different, are
them different, is in their heritage, for somewhere far back sometimes accused of being one. Are they unlucky enough,
their family's bloodline were sullied by a hag. they may end up executed for what they are - what they might
be, burnt upon a bonfire.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Mark Of A Witch
No matter how human they look, there is one unmistakable Always The Black Sheep
giveaway that each hexling carry upon their skin, if you know Wherever they go, wherever they live, hexlings has
what you're looking for. The Witches Mark, a birthmark that a tendency to become the black sheep if they are
appears somewhere upon their body, often by the hairline not careful enough about concealing their true
forcing them to wear their hair long in an attempt to conceal nature. Often they are hunted, tracked down by
it. Wherever the mark appears, it's a sign they will always witch hunters that blames them for the sins of
carry, whether they do so with pride, shame or indifference. their hag ancestors.
Wolves in sheeps clothing is what they call
Depending on subrace, which sort of hag their bloodline them. A deceptive and hidden treat pretending to
comes from, this mark looks different in shape and color. be one of you, while truly, they are just waiting to
The 13th Birthday strike from the shadows.
Growing up different is hard for anyone, but
Something happens to the hexlings at their 13th birthday. growing up to learn that everyone is right about
Where up until now, they were highly unlikely to be you, that you are strange by nature, always have
discovered, this is the time when their inherited powers first been and will be, is horrible. How hexlings deal
make themselves visible, alongside some other eventual with learning of their roots or the prejudice of
traits. It happens suddenly, for the most part. A hexling child people around them differs from one to the other.
may wake up to find that their bed is frozen over by frost, or Some end up leaning into the wicked nature
scare themselves and their family as their voice suddenly people expect of them, where others try to use
boom loud and the earth begin to tremor when they raise their powers for good.
their voice. Regardless of which, they often learn to
The teenage years of a hexlings are often chaotic as they overcome prejudice and suspicion best they can
grow into their powers and learn to live with the looks and with the help of a silver tongue, careful lies or
whispers of people all around them. intimidation.

Creating A Hexling
First, consider where your hexling grew up. Did they grow up Hexling Traits
in a small and reclusive village where everyone knows one All hexlings share certain traits as a result of their curse.
another or in a city where people of different backgrounds Ability Score Increase. Your Charisma score increases by
mix together? What sort of region was it? Where there only 2.
humans or were there a mix of different races? Age.
Up until their 13th birthday, hexlings are in all senses
As a hexling, you were raised like a human. As such you just like humans, their hag like traits not settling in until then.
are accustomed to their traditions for all things in life; names, This aside, hexlings mature at the same rate as humans but
religion, etc. You even look just like them, in all ways, any often live to be about 150 years old.
traits given by your heritage vague enough that it’s easily Alignment.
Hexlings might not have an innate tendency
explained away. It is recommended that you read or ask your toward evil, but a lot of them end up there as a result of the
DM of the human race in the setting you’re playing in to get expectations and prejudice they grow up with. Evil or not,
an idea of how and where they were raised. their sylvan blood leads many of them to be inclined towards
Next, consider what your hexling’s family life was like, and an erratic and chaotic nature, often governed by their
how their transformation at their 13th birthday affected them emotions.
and the people around them. Were there other hexlings in the Size.
Most hexlings, except for the Annis subtype who
family? Did they or their family know what they are, or were often are taller and stockier than the rest, are about the same
they completely unaware? Does your hexling know now, are size and build as human.
they still under the belief they are just human? Remember Speed.
Your base walking speed is 30 feet.
that hexlings are rare enough that it wouldn’t be strange for Darkvision.
Thanks to your cursed heritage, you have
one to live an entire life without knowing. superior vision in dark and dim conditions. You can see in
Finally, how did your hexlings nature affect them? Were dim light within 60 feet of you as if it were bright light, and in
they able to keep it under control, to melt into the crowd, or darkness as if it were dim light. You can’t discern color in
were they scrutinized for it? Forced into exile? Did they try to darkness, only shades of gray.
deny it or did they accept and lean into it? All these things will Natural Liar.
You are proficient in the Deception skill.
affect how your hexling acts around other people. 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.
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Annis Hexling
"WATCH YOUR BACK IF YOU'RE GOING TO TAKE The Annis Hags are the most physically powerful hags,
the shortcut past the birches and the swamp," the something that show in the hexlings derived from their
older woman warned, rocking her chair slowly upon influence. You are more hardy than most with a taller than
her porch. average, often stocky build, and with hardened nails that act
"Why?" The young adventurer quirked his much like claws.
eyebrow as he looked up at her. Whatever could Your witches mark is of dark tone, often gray or almost
there be for him to look out for that he had not black in color, and triangular in its shape.
seen before? Anyone could tell from just looking at Ability Score Increase.
Your Strength or Constitution
his worn leather armor, his bow and the short
sword in his belt, that he was a seasoned ranger.
score increases by 1.
"There's a witch living there," the woman Powerful Build.
You count as one size larger when
answered, stopping her rocking to look at him determining your carrying capacity and the weight you can
proper, "the daughter of the farmers who used to push, drag, or lift.
live upon the hill over there, she ran away into the Witches Claws.
Your nails have unnatural strength and
woods when they tried to make her marry. Strange can be used as natural weapons when making unarmed
one, carried the witches mark on her face... Since strikes. If you hit with them, you deal slashing damage equal
then, men has gone missing passing those parts. to 1d4 + your Strength modifier instead of the bludgeoning
Revenge for how they treated her, how they chased damage normal for an unarmed strike.
her." Witch Legacy.
You know the Shillelagh cantrip. When you
The man straightened his back and snorted, reach 3rd level, you can cast the Bark Skin spell once with
patting the short sword hanging off his belt as a this trait and regain the ability to do so when you finish a long
light smirk spread across his face.
"Oh please. I'm not scared of some crazed
rest. When you reach 5th level, you can cast the
woman," he said, "maybe if I see her, we'll have a
Enlarge/Reduce spell once with this trait and regain the
talk." ability to do so when you finish a long rest. Charisma is your
The old woman sighed as she watched him spellcasting ability for these spells.
leave. Once out of sight, she brought up a small
knife and added a mark in the wooden fence Bheur Hexling
around the porch - ten lines now. She didn't doubt The Bheurs, also known as Winter Hags or Blue Hags live in
that her granddaughter would take care of this man the cold north where they live for the pleasure of bringing icy
too, like she had with any other that decided to doom to as many people as they can. As a hexling with this
treat her as anything less than human. ancestry, you are often cold to the touch, and favour cold
At least she warned him. weather, even enjoying being out without jacket in the dead of
winter.
—Taima, Of Birches And Blood.
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.
Green Hexling Ability Score Increase.
Your Dexterity score increases by
Green hags, also known as swamp hags and river hags, use 1.
their magical powers to lure innocents into their traps. As a Of The North.
You have resistance to cold damage.
hexling with the ancestry of a green hag, you are naturally Additionally, you are naturally adapted to cold climates, as
cunning and a born trickster. described in chapter 5 of the Dungeon Master’s Guide.
Your witches mark is of greenish brown color and shaped Witch Legacy.
You know the Ray of Frost cantrip. When
like a ring. you reach 3rd level, you can cast the Hold Person spell as a
Ability Score Increase.
Your Wisdom score increases by 2nd-level spell once with this trait and regain the ability to do
1. so when you finish a long rest. When you reach 5th level, you
Amphibious.
Thanks to the amphibious nature of your hag can cast the Snilloc’s Snowball Swarm spell as a 2nd-level
ancestor, you can breathe under water as well as upon land. spell once with this trait and regain the ability to do so when
Despite this, after a life on land, you are not accustomed to you finish a long rest. Charisma is your spellcasting ability for
the cold and water pressure of the depths. these spells.
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.
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Night Hexling
Night Hags were the most evil of hags, so extreme in their Sea Hexling
evil deeds that they were eventually exiled to Hades where Sea Hags were found in and along the shores of the sea
they spread through the Lower Plains. As a hexling derived where they would lure people into the water to drown them.
from a Night Hag’s bloodline, you carry their resistance to fire Sea hags were revolting to look upon; their visage was so
and inherit some of their dark magic. horrifying that the weak hearted were known to die upon
Your witches mark is crimson red and shaped like an gazing at these hags. As a hexling with this heritage, you
diamond shaped eye with a slit pupil in its midst. inherit part of their horrifying visage in the look of your eyes,
Ability Score Increase.
Your Intelligence score increases making you intimidating like few, and much like them you can
by 1. breathe underwater.
Hellish Resistance.
You have resistance to fire damage. Your witches mark is of blue or green tone, shaped like a
Witch Legacy.
You know the Thaumaturgy cantrip. When teardrop, and always feels slightly damp and cold to the
you reach 3rd level, you can cast the Ray Of Enfeeblement touch.
spell as a 2nd-level spell once with this trait and regain the Ability Score Increase.
Your Constitution score increases
ability to do so when you finish a long rest. When you reach by 1.
5th level, you can cast the Darkness spell once with this trait Amphibious.
Thanks to the amphibious nature of your hag
and regain the ability to do so when you finish a long rest. ancestor, you can breathe under water as well as upon land
Charisma is your spellcasting ability for these spells. and you have a swimming speed of 30 feet. Despite this, after
Language.
Instead of Sylvan, you can speak, read and a life on land, you are not accustomed to the cold and water
write Infernal. pressure of the depths.
Evil Eye.
You gain proficiency in the Intimidation skill.
Dusk Hexling Witch Legacy.
You know the Poison Spray cantrip. When
Dusk hags were closely related to night hags, said to be their you reach 3rd level, you can cast the Alter Self spell as a 2nd-
own offspring. They strive to find hidden knowledge of the level spell once with this trait and regain the ability to do so
world, trading it, and cause nightmares much like the dreams when you finish a long rest. When you reach 5th level, you
they themselves suffer from. Unlike most hags, they shun can cast the Enthrall as a 2nd-level spell once with this trait
combat, and prefer defending themselves with tricks of the and regain the ability to do so when you finish a long rest.
mind to escape. Hexlings derived from dusk hags often Charisma is your spellcasting ability for these spells.
inherit their thirst of knowledge, though at a price of their Language
Instead of Sylvan, you can speak, read and write
dreams. Once 13 some realize they can escape their own Primordial.
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.
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hexling Traits Tables Physical Hexling Feature
Following is a number of tables that are meant to be used for 1d20 Feature
inspiration when creating your own hexling character. Use as 1 You have white freckles.
you wish, roll for fun, or make up your own traits entirely.
2 You have an unnatural eye color.
Witches Mark Placement
3 Your eyes glows in the dark.
1d20 Your witches mark is placed on your...
4 Your eyes glow when you're angry.
1 Hairline
5 Your pupils slit when angry.
2 Forehead
6 Your hair has a slightly green or blue undertone.
3 Ear
7 You have claw looking nails.
4 Face
8 Your hair and nails grow unnaturally fast.
5 Jaw
9 You have an unusual hair color.
6 Neck
10 You have straw-like hair.
7 Shoulder
11 You have unnaturally silky hair.
8 Back
12 You have slings of grayed hair.
9 Chest
13 You have spots of discoloration on your skin.
10 Stomach
14 You have slightly sharp canines.
11 Arm
You have a ring or spiral pattern of moles or freckles
12 Wrist 15
somewhere on your body.
13 Hand You always smell a bit like the forest, swamp, soot
16
14 Hip or seaweed.

15 Buttocks You have two tiny bumps on top of your head, like
17
horns, hidden in your hair.
16 Groin
You have a lightly green or blue undertone to your
18
17 Thigh skin.
18 Calf You have reddish lines and stripes on your arms or
19
legs, it looks a bit like stretch marks.
19 Ankle
20 There sometimes starts growing moss in your hair.
20 Foot
Hexling Personality or Habitual Oddities
Witches Mark Shape
1d12 Something "Odd" About You:
1d4 Your witches mark is...
You have a fascination things others find repulsive -
1 Big and obvious 1
death, disgusting or ugly things
2 Small and discreet 2 You speak in tongues in your sleep
3 Medium sized and distinct 3 You like to collect bugs, lizards and/or frogs
4 Medium sized and vague 4 You eat odd things, such as moss or grass

13th Birthday 5 Holy water makes you feel itchy


1d8 Your 13th birthday was... 6 You find pretty things boring
1 Traumatic - It was chaotic and scary. You can’t help but stare a lot - people say your eyes
7
are penetrating
2 Normal - I didn't even notice the change.
You mutter rhyming curses under your breath when
3 Strange - Weird things happened to me. 8
angry or annoyed
4 Exciting - I had a great time! 9 You talk with beings nobody else sees
5 Anticipated - I knew what was going to happen. 10 You prefer nature to society, animals to people
6 Embarrassing - I did something unlike me. 11 You hoard odd things you find interesting
7 Dramatic - Everything happened so suddenly... 12 You sleep with your eyes open
8 Repressed - I don't remember.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like