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.

Weakening Spirits

At 6th level, you summon the spirits of witches in your bloodline to weaken spells cast against you or your friends. As a reaction and by spending 2 sorcery points, you can weaken a spell that requires a saving throw targeted at a creature you can see, the creature adds your Charisma modifier to their saving throw. Once a creature has benefited from this feature, you can’t use this feature on that same creature until you finish a short or long rest.