control/movement focused
aka voodoo
Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Strings Spells table. These spells count as witch spells for you, but they don't count against the number of witch spells you prepare.
Claws Spells
Witch Level.1st | command, hold person3rd | 5th | 7th | 9th |At 2nd level, when you or a creature you can see within 30 feet takes the Grapple or Shove action, you can use a reaction to grant a bonus equal to your Intelligence modifier to their constested check.
You can use this feature a number of times equal to your Intelligence modifier and regain any expended uses at the end of a long rest.
Starting at 2nd level, you can wield ethereal strings to manipulate a creature's movement. As an action, you can choose a creature you can see within 30 feet and force them to make a Charisma saving throw or become bound for one minute. A creature can repeat the saving throw at the end of each of its turns, removing the effects on a success. The effects also end early if the bound creature is ever more than 60 feet from you, or you become incapacitated.
At the start of each of its turns, a bound creature is subject to one of the following effects (your choice) until the start of its next turn:
The creature's speed is increased or decreased by 10 feet (your choice).
The creature has advantage or disadvantage (your choice) on the next attack roll it makes.
The creature has advantage or disadvantage (your choice) on Dexterity saving throws.
could make it concentration, or use reactions to avoid the op'ness of a free minute of advantage to an ally
Starting at 2nd level, you can wield ethereal strings to manipulate a creature's movement. As an action, you can choose a creature you can see within 30 feet and force them to make a Charisma saving throw or become bound for one minute. A creature can repeat the saving throw at the end of each of its turns, removing the effects on a success. The effects also end early if you dismiss it (no action required), the bound creature is ever more than 60 feet from you, or you become incapacitated.
For the duration, the bound creature has the following effects:
If they attempt to move more than 60 feet away from you, they must first succeed on a Strength saving throw.
If the creature makes an attack roll or a Dexterity saving throw, you can use your reaction to impose a 1d6 bonus or penalty to the roll.
Starting at 6th level, you gain an additional spirit feature to use with your Invoke Spirits feature:
Spirit of Motion. Whenever you hit a creature with an attack using a witch spell, or a creature fails a saving throw against a witch spell you cast, you can expend a spirit to move the creature up to 10 feet in a direction of your choice. If the creature bound by your Bind Marionette feature, you can move them up to 15 feet instead.
Starting at 14th level,
Starting at 20th level,