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Coven of Spirits
Source: Hexbound
There are families of witches that go back for generations upon generations, each of their members devoting their lives to the study of witchcraft. Their devotion to the craft changes their very blood with each passing heir until the art of witchery is in the very veins of all those born under the branches of those family trees. They are called Witch Sorcerers. Witch Sorcerers have witchcraft in their lineage, and their powers reflect this. The spirits of their ancestors watch over them at all times, and empower them in ways that are not available to any other magic practitioner, allowing them to weaken or strengthen magic around them, and cheat death itself. Their power, however, comes at a price, as their ancestors watch over the sorcerer’s every move, forever judging their actions and ensuring that the interests of the family remain their top pri- ority. It is up to the witch sorcerer to decide if they will forge their own path.
Witchmark
Witchmark for sorcerers are passed down from parent to child with little divergence. They are unique to every witching family, and often look like the family crest. Witching families are generally proud of their ancestry, and their witchmarks are often displayed prominently on their bodies, in places like their face or their hands.
A Note: Several of the abilities for this subclass depend on standing with your ancestors, as they watch your every move and decide to give their support or not. When creating a Coven of Spirits sorcerer, decide what your ancestral line values and cares about, what they would want for your sorcerer to do with their life.
This will allow you and your GM to decide if your ancestors would lend their help to you or not based on your previous choices, similar to a warlock patron.
Ethereal Coven
When you choose this origin at 1st level, you
can project your consciousness into the Ethereal
Plane while dreaming to seek the counsel of your
witch ancestors.
During a short or long rest, you can transport
your consciousness into a safe pocket plane where
you and your ancestors can meet while you sleep.
When you meet them, you effectively ask the
same questions as the augury spell. You can also
use this time to converse for a short while with
them, what they tell you being at the discretion
of the GM.
At level 10, your bonds with your ancestor
strengthen, you can now effectively ask the same
questions as the commune spell.
Your ancestors watch your every move, and
might not choose to respond at all when asked
depending on your standing with them.