Sisters of the Silver Weave

Among the tieflings of zharanas, a special few females are born with small black wings, a marker for their unique powers. A legacy of their outer plane heritage, they are masters of manipulation, charm and drawing power from enemies who had the misfortune of crossing their path. As most commoners view those born into these gifts with fear and suspicion, these sorcerers tend to keep together in covens far from the rest of civilization.

As a Sister of the Siver Weave, you have learnt to use your irresistable charm to draw in your foes and syphon their powers. You are best suited to manipulating the battlefield from afar and taking control of social situations.

Shrunken Head Ritual

At 1st level you've gained access to the secrets of your coven and have learnt a dark ritual, which you use to harness the powers of your foes.

To perform the ritual you need the head of a creature or humanoid of challenge rating 1 or higher and 100 gp in incense. The ritual takes 3 hours to perform and once it's completed you gain 1 level of exhaustion. The bonus granted by the shrunken head varies depending on the foe the ritual was performed on:

Magic user: When you perform the ritual on a head of a magic user you gain access to one of the spells it could cast when alive, of a level you can cast, which the DM chooses. While this shrunken head is on your person, you can cast the chosen spell and it counts as a socery spell for you, but doesn't count against the number of sorcery spells you know.

Monster: When performing this ritual on the head of a dead monster, you gain access to one of its abilities or skill bonuses which the DM chooses. While this shrunken head is on your person you can gain access to this feature or skill once per long rest. (example: The shrunken head of a bugbear could give 2d6 sneak attack or +6 to a stealth check once per long rest)

At first level you can have one magic user shrunken head and one monster shrunken head active and on your person at a time, performing this ritual on a new head of will remove the effect of the previous shrunken head of the same type.

At 5th level you can have 2 magic user shrunken heads active at one time and can have 3 at 9th level and 4 at 13th level.

At 10th level you can have 2 monster shrunken heads active at one time on your person.

Overwhelming Charm

At sixth level, you've perfected your enchantment magic to fool your enemies. When you cast an enchantment of 1st level or higher, you can select any number of creatures affected by that spell and spend 1 socery point for each. When the effect of the spell ends for the chosen creature, it forgets that it was charmed and believes that any action it took as the result of the spell were of its own free will.

Unnerving Charisma

At 14th level your innate charm is irresistable. You are immune to being charmed or frightened and creatures are no longer immune to being charmed or frightened by spells you cast.

Psychic Syphon

At 18th level you've learnt to draw power from those you've bent under your will. At the beginning of your turn you regenerate 5 hit points for each creature charmed or frightened by you. When you cast a spell of level 1 or higher you can draw power from 1 of your shrunken heads to impose disadvantage on the saving throw or advantage on the spell attack roll, doing so destroys the head.