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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.
Favored Heir
At 1st level, the spirits of your witch ancestors protect you and those you love from death. When you or a creature you can see within 60 feet of you rolls a failure in a death saving throw, you can spend 1 sorcery point to reroll that death saving throw. Additionally, if you roll a natural one on a death saving throw, it only counts as one failure instead of two, and any attacks that would automatically make you fail two saving throws only make you fail one.