Innate Spellcasting. The witch's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). They can innately cast the following spells, requiring no material components:
At will: detect magic, dancing lights, minor illusion
2/day each: regenerate (self only), barkskin, sleep
Magic Resistance. The witch has advantage on saving throws against spells and other magical effects.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells but must share the spell slots among themselves:
At will: guidance, mold earth
1st level (4 slots): identify, cure wounds
2nd level (3 slots): hold person, moonbeam
3rd level (3 slots): warding wind, counterspell, plant growth
4th level (3 slots): grasping vine, polymorph
5th level (2 slots): conjure elemental, scrying
6th level (1 slot): true seeing
For casting these spells, each witch is a 12th-level spellcaster that uses Wisdom as their spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7.
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:13 (1d8 + 2) bludgeoning damage.
Change Shape. The witch magically polymorphs into a Small or Medium humanoid, or back into their true form. Their statistics are the same in each form. Any equipment they are wearing or carrying isn't transformed. They revert to their true form if they die.
Etherealness. The witch magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the witchmust have a heartstone in her possession.
Dream Sight (1/Day). While on the Ethereal Plane, the witch magically touches a sleeping humanoid on the Material Plane, gaining visions of the target's dreams. The witch may influence the dreams through suggestion in order to induce specific feelings or garner information.
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