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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.

Shield of the Coven

At 18th level, the spirits of your witch ancestors stand proudly at you and your allies’ side, protecting you. As a bonus action you can spend 4 sorcery points to summon the spirits of your ancestors around one non-hostile creature you can see that your ancestors would approve of, at the GMs discretion. That creature gains an AC bonus equal to your Charisma modifier for 1 minute. Once you’ve used this feature on a creature you can’t use it again on that same creature until you finish a short or long rest.