Description
The Twin Gods created the Hags. From there on, mortal lives had one extra layer of danger and trickery against them. Hexbloods are not a separate race, but a mutation of an existing one. Through hexes, curses or bargains, Hags have found a way to alter a person's physiology so much that most people perceive Hexbloods as a new species. It is not uncommon for the simple folk to be tricked by a disguised Hag into a shady deal. Usually it is parents who have troubles conceiving a child, or parents that gave birth to children with severe health sicknesses. Those people, in their desperation, often seek help, wherever that might come from. Hags love to exploit such vulnerabilities. They offer help with ambiguous and vague payment terms, where the victims fail to see what they are agreeing to. Most commonly, their children are infused with hexes that temporarily cure them and transform them slowly to Hexbloods, while other times the parents have to pay the price. Hexbloods feature some twisted horns, abnormal skin coloration for their kind, uneven teeth and unruly hair.
Origins
While they were not directly created by any fragments, their origins are indirectly attributed to Izalith and Oromne.
Genetics
Hexbloods more often than not display dramatic emotions towards their creators, the Hag that made them. Either they embrace their new nature and try to seek out the Hag, or they hate themselves and try to find a way to reverse their nature but also end the Hag's life. If their creator is out of the picture, they often feel lost and without purpose until given one.
Lifespan
Hexbloods have very varied lifespans, some believe that it depends on their previous race. Due to their nature, they live difficult lives, and they do not usually make it to death by old age. The oldest Hexblood known lived for about 150 years.
Homeland
Hexbloods have no place that they concentrate, and they are very few compared to other species. Many of them try to get to Fairy's Rest in hopes of cure or revenge, but none is known to have made it there.
Reputation
Hexbloods are feared and spurned in most cases. Wielding magic from hags is seen as dangerous. In many cases there is open discrimination against new Hexbloods unless they were known to locals prior or someone important vouches for them.
Alive/Extinct
The first hexbloods were confirmed around the middle of the 2nd era, and few still exist until the 4th era.

Hexblood Traits
As a hexblood, you have the following racial traits.
Ability Scores: Increase one score by 1. If your transformation happens after your character has been created, you must follow your previous race's score limitations
Creature Type: You are a Fey.
Size: You are Medium or Small. You choose the size when you gain this lineage.
Speed: Your walking speed is 30 feet.
Ancestral Legacy: If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements, or you choose this lineage at character creation, you instead gain proficiency in two skills of your choice.
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.
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 in 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.
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 with it again until you finish a long rest. You can also cast these spells using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).