The Spellbook

Coven magic,
and twenty-seven new spells.

Coven magic is your own lair action: the move fifth edition keeps for monsters, handed to the players. One shared catastrophe per long rest, and it lands harder the more of the coven casts it. Under it sit twenty-seven new spells, each built around an element so every hag reads differently at the table, and each priced against the published spell that already sits at its level. Two of the twenty-seven belong to the Night Hag alone: she is handed both of her soul spells at level 1, and neither costs her a pick.

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New mechanic · Coven Magic

Master your domain with your very own lair actions.

Every hag has one coven spell, tied to what she is. It costs an ingredient, it can be cast once per long rest across the whole coven, and its damage counts the hags casting it, so three together throw something none of them could throw alone. Each one opens up further at character level 4 and again at level 8.

Why these ones. Counting the offensive spells open to each hag at each spell level found holes rather than a general shortage. Levels 5 and 7 had five of the six choosing between two options apiece, and those are the big-spell tiers for the levels most tables actually reach. Level 8 had nothing at all for poison or for cold. The Green Hag was starved across the board, because poison and acid are thin in the base game and she has no second element to borrow from.