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Hexblood Lineage - Reddit

The document details various magical items associated with the Hexblood lineage, which are crafted from a mix of natural and dark magic, reflecting their connection to hags. Items include the Sash of the Witch’s Bane, Hexing Locket, Bramble Wand, Crone’s Grimoire, Petrifying Gaze, and Hexblood’s Claw Ring, each with unique abilities and requirements for attunement. These items serve as both tools and symbols of the Hexblood's power and heritage, offering various spells, curses, and enhancements.

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0% found this document useful (0 votes)
43 views3 pages

Hexblood Lineage - Reddit

The document details various magical items associated with the Hexblood lineage, which are crafted from a mix of natural and dark magic, reflecting their connection to hags. Items include the Sash of the Witch’s Bane, Hexing Locket, Bramble Wand, Crone’s Grimoire, Petrifying Gaze, and Hexblood’s Claw Ring, each with unique abilities and requirements for attunement. These items serve as both tools and symbols of the Hexblood's power and heritage, offering various spells, curses, and enhancements.

Uploaded by

surajsunil2002
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Hexblood Lineage Magic Items

Sagegamers

Magical items tied to the Hexblood lineage are crafted Sash of the Witch’s Bane
through a mysterious blend of natural magic, occult Wondrous item, Rare (requires attunement by a
rituals, and the innate connection to hags that members Hexblood)
of this lineage possess.
Emblazoned with runes and protective sigils, this
Crafted through a blend of fey and dark magic, these enchanted sash is woven from a blend of shadowy
items are both tools and symbols of the individual’s threads and moonlit silk. As it wraps around your waist,
connection to hags and the enigmatic forces that shape it seems to shimmer and shift when curses and hexes
their lives. fly nearby, standing vigilant to shield you from magical
maladies.
Hexing Locket
Once the halo’s guiding light is invoked, it cannot be
Wondrous item (amulet), Uncommon (requires used again until the next dawn.While wearing this sash,
attunement by a Hexblood) you gain an uncanny resistance against malign spells.
Crafted with silver, this locket is adorned with symbols You have advantage on saving throws against spells and
of old curses and a space inside to contain a small token magical effects that seek to curse or hex you.
or portrait. When you find yourself in the crosshairs of a curse or
As an action, a hexblood attuned to this locket can hex, you can channel the sash’s power as a reaction,
target one creature they can see within 60 feet. The turning the magic against its originator. The original
target must make a DC 10 Wisdom saving throw. If the caster must then face the consequences of their own
hexblood places a piece of the target (like a strand of spell, forced to make the saving throw against their own
hair or a fragment of their clothing) inside the locket, malevolent magic. You recover from using this ability
the target attempts this saving throw with disadvantage. again until after you’ve had a short or long rest.
On a failed save, the hexblood rolls a 1d6 and consults Bramble Wand
the table below to determine the nature of the hex Wand, Rare (requires attunement by a Hexblood)
placed on the target:
1. Shadowed Steps: The target’s footsteps echo with Crafted from the heartwood of a cursed thorn bush, this
haunting whispers, reducing their movement speed by wand exudes the wild energies of primeval forests. Its
10 feet for the duration. surface is a rich dark mahogany intertwined with living
2. Blurry Vision: Mysterious shadows flit across the thorns that respond to the emotions of the wielder,
target’s vision. They have disadvantage on Perception occasionally dripping a thick, blood-like sap.
checks relying on sight.
3. Chilled Bones: An unnatural cold seeps into the When casting spells using this wand, you gain a +1
target’s bones. They have disadvantage on saving bonus to spell attack rolls.
throws against effects that deal cold damage. As an action, you can point the wand at a point you can
4. Whispers of Doubt: Muffled voices fill the target’s
ears, sowing doubt. They have disadvantage on their see within 60 feet, causing brambles to erupt in a 15-
next Wisdom saving throw. foot radius from that point. Creatures within this area
5. Trembling Hands: The target’s hands shake must make a Dexterity saving throw against your spell
uncontrollably. They have disadvantage on their next save DC or become restrained by the ensnaring
attack roll or ability check that uses their hands. brambles and take 1d6 piercing damage.
6. Weighted Heart: The target feels an overwhelming
sense of dread. They subtract 1d4 from their next ability At the start of each of its turns, a restrained creature
check or saving throw.. can make another Dexterity saving throw, taking 2d6
piercing damage on a failure or freeing itself on a
success. The brambles last for 1 minute or until you
dispel them. You can use this ability a number of times
equal to your charisma modifier.
Crone’s Grimoire Every time the grimoire is used to cast a curse, the
malevolent energies feed on the caster’s essence. After
Wondrous Item (tome), Legendary (requires casting a curse, the user must succeed on a DC 16
attunement by a Hexblood) Constitution saving throw or gain a level of exhaustion.
Bound in the hide of an unknown creature and clasped This save increases by +2 for each additional curse cast.
with tarnished silver, this grimoire’s pages are filled When you finish a short or long rest, the DC resets to
with spidery handwriting in an ancient dialect. 16.
Possessing the malice and cunning of the hags that Petrifying Gaze
crafted it, the book holds power over devastating curses.
All curses cast using the Crone’s Grimoire have a 20 Wondrous Item, Very Rare (requires attunement by a
DC. These curses are permanent and can only be lifted hexblood)
by a remove curse spell cast using a 9th level spell slot. This pendant, hung from a tarnished silver chain,
While attuned to this grimoire, you gain access to the showcases an eye crafted from opalescent stone. The
following curses: eye appears to shift and follow observers, possessing
Haunting Guilt: The target must succeed on a
Wisdom saving throw or they are haunted by lifelike both an entrancing beauty and an underlying threat.
phantoms of those they believe they’ve wronged in the The wearer of the pendant gains the ability to unleash a
past. These apparitions accuse and torment them, creeping curse upon a foe, gradually turning them to
especially when they try to rest. They must succeed on a solid stone. As an action, the wearer can focus the
Wisdom saving throw to gain the benefits of a long rest, pendant’s gaze upon one creature they can see within
or they gain no benefit from their rest. 30 feet. The target must succeed a DC 17 Constitution
Mirror of Deformity: The target must succeed on a saving throw at the start of each of their turns. On a
Charisma saving throw or change into a twisted, success they no longer make saving throws but keep the
horrifying version of themselves. Over time, this erodes previous effects of failed saves.
their self-worth and confidence. They suffer
disadvantage on Charisma checks and saving throws as First Failure: The target’s movements become sluggish
well as saving throws against being frightened. as their limbs stiffen. They are considered slowed (as
Additionally, this puts people on edge, shopkeeps and the slow spell) for 1 minute. Second Failure: Rigidity
other people they meet in their travels are less likely to overtakes the victim, leaving them paralyzed and unable
interact or do business with them. to move or speak. This effect lasts for 1 minute. Third
Veil of the Forgotten: The target must succeed on a Failure: The transformation concludes as the victim is
Intelligence saving throw or their memories start to turned completely to stone, becoming a lifeless statue.
fade. Over the course of a week, their past becomes This petrification is permanent until the creature is
more and more obscure. They forget skills, loved ones, freed by the greater restoration spell, stone to flesh, or
and eventually even their own identity. They lose similar magic.
proficiency in one skill, tool, or weapon type each day
until they have none left (chosen at random by the DM). If a target succeeds in their saving throw, they are
Fettering Chains: The target must succeed on a immune to the pendant’s effects for the next 24 hours.
Strength saving throw or Spectral chains, visible only to Once invoked, the pendant cannot be used again until
the cursed individual, wrap around their limbs. They the next dawn.
feel constantly weighed down, their speed is halved, and
they have disadvantage on Strength ability checks,
attack rolls, and saving throws.
Curse of the Stone Hand: The target must succeed on
a Dexerity saving throw or one of the target’s hands
(determined randomly) slowly hardens and becomes
statue-like. Over a week, the hand becomes entirely
petrified. They can no longer use the hand, suffering all
the limitations of having only one functional hand.
Heart of Ice: The target must succeed on a
Constitution saving throw or their heart slowly turns to
solid ice. They become increasingly cold to the touch
and are vulnerable to fire damage. They must also
succeed on a Constitution saving throw every hour
they’re exposed to cold environments or gain a level of
exhaustion.
Hexblood’s Claw Ring
Ring, Rare (requires attunement by a Hexblood)
Magic Items
This tarnished silver ring, adorned with a miniature, Sagegamers
detailed claw clutching a shimmering green gem, seems
to merge with its wearer. Once donned by a hexblood,
their nails elongate and sharpen, becoming reminiscent
of a hag’s menacing talons.
While attuned to this ring, the hexblood gains the ability
to unleash a potent attack. They can use an action to
strike a creature within 5 feet, dealing 1d8 slashing
damage and an additional 1d6 poison damage. If
desired, upon landing a successful hit, the hexblood can
expend one of the ring’s 3 charges, forcing their victim
to make a Constitution saving throw (DC 15). Failure
results in the target being put to sleep or paralyzed, as
per the hexblood’s choice, for 1 minute.
Afflicted targets have the opportunity to break free from
their condition with a successful Constitution saving
throw at the end of each of their turns. The ring
replenishes its power with the first light of dawn,
regaining 1d3 expended charges.

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