Cold Regeneration. If the temperature around the Hexblood is 0 degrees Fahrenheit or lower, the Hexblood regains 5 hit points at the start of their turn. If they take fire damage, this trait doesn’t function at the start of the Hexblood’s next turn.
Eerie Token. As a bonus action, the Hexblood can harmlessly remove a lock of their hair, one of their nails, or one of their teeth. This token is imbued with magic until they finish a long rest. While the token is imbued in this way, they can take these actions:
Telepathic Message. As an action, the Hexblood can send a telepathic message to the creature holding or carrying the token, as long as they are within 10 miles of it. The message can contain up to twenty-five words.
Remote Viewing. If the Hexblood is within 10 miles of the token, they can enter a trance as an action. The trance lasts for 1 minute, but it ends early if they dismiss it, (no action required) or are incapacitated. During this trance, they can see and hear from the token as if they were located where it is. While they are using their senses at the token’s location, they are blinded and deafened in regard to their own surroundings. When the trance ends, the token is harmlessly destroyed.
Once a Hexblood creates a token using this feature, they can’t do so again until they finish a long rest, at which point their missing part regrows.
Hexblood Ancestry. The Hexblood has advantage on saving throws against being charmed, and magic can’t put them to sleep.
Hex Magic. The Hexblood can cast the Disguise Self and Hex spells with this trait. Once they cast either of these spells with this trait, they can’t cast that spell with it again until they finish a long rest. They can also cast these spells using any spell slots they have.
Intelligence, Wisdom, or Charisma is the spellcasting ability for these spells (choose the ability when you gain this lineage).