##### Variant Class Abilities
There's a pool of class abilities for the shadow sorcerer that you can switch with the bacse ones, but once you choose an ability you **cannot** change them.
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Additionally if you'd like, you can use the variant Shadow Magic sorcerer abilities like this for the shadowborn sorcerer as well. You only have to change damage types to necrotic and saving throws to constitution.
#### Born of Shadows
Starting at 1st level, you have darkvision of 120 feet. You can detect if any creatures are made of or use shadow magic and have advantage on saving throws and attack rolls against such creatures.
#### Heart of the Eclipse
At 6th level, whenever you start casting a spell that deal necrotic or psychic damage, shadow magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take necrotic or psychic damage (choose each time this ability activates) equal to half your sorcerer level.
#### Shade Form
At 6th level, when you are hit with an attack you may use your reaction to spend 3 sorcery points and momentarily turn into a shadow causing the attack, and any subsequent attacks, to miss you - passing through you as if you were not there. This shade form lasts until the start of your next turn.
#### Weapon of Shade
At 6th level, you gain the ability to copy weapons that you've seen before. As a bonus action, you can spend 3 sorcery points to summon a +2 weapon of your choice for 10 minutes, you have proficiency in this weapon and it's considered magical, and uses your Charisma modifier instead of Strength or Dexterity for the weapons attack bonus. The weapon is made of shadow magic and exclusively deals necrotic or psychic damage equal to the base weapon hit dice + half your sorcerer level. The weapon has infinite ammunition if it requires it. You also have extra attack with this weapon.
#### Grasp of the Grave
At 14th level, you gain the ability to weave shadows and increase their deathly nature. As a bonus action, you can spend 6 sorcery points to cover one of your arms in shadow for 6 minutes. Anything that you touch with this arm suffers one of the following effects depending on it's living status is:
• Nonmagical items turn into dust within a circle of 4 feet.
• A living creature suffers 6d12 necrotic or psychic damage they can't heal until they take a long rest.
• An undead creature suffers 4d12 necrotic or psychic damage and can't regenerate, and is paralyzed for 4 rounds.
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#### Wings of the Raven Queen
At 14th level, you can use a bonus action to weave shadows into raven like wings of light warping darkness onto your back. While the wings are present, you have a flying speed of 60 feet. The wings last until if you are incapacitated, if you die, or if you dismiss it as a bonus action. If a creature makes contact with the wings they take 2d8 necrotic or psychic damage.
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CoffeeSorcerer69 | The Sorcerer, Tweaked
> ##### Shadow Magic Spells
>Some of them are kind of just reskins of other spells.
##### Grasp of Shadows
_Necromancy Cantrip_
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- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** Instantaneous
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Dancing shadows spring from your hand to deliver cold necrotic energy to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target if the target is considered living or wearing clothes that produce extra shadows on its body. On a hit, the target take 1d8 necrotic damage, and it can't heal for 1d4 rounds.
This spells damage increase by a d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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- **Classes:** Sorcerer, Warlock, Cleric
##### Shade Bolt
_Necromancy Cantrip_
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- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
---
You flick a mote of dancing shadows at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target take 1d10 necrotic damage. Small nonmagical like buttons or rags hit by the this spell turn into dust if it isn't being worn or carried.
This spells damage increase by a d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (410).
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- **Classes:** Sorcerer, Warlock, Cleric
##### Shadow Burst
_Necromancy Cantrip_
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- **Casting Time:** 1 action
- **Range:** 5 feet
- **Components:** S
- **Duration:** Instantaneous
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You create a momentary circle of dancing shadows that dance and weave around you. Each creature within range, other than you, must succeed on Constitution saving throw or take 1d6 necrotic damage, and can't heal for 1d4 rounds.
This spells damage increase by a d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (46).
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- **Classes:** Sorcerer, Warlock, Cleric
\columnbreak
##### Ray of Shade
_Necromancy Cantrip_
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- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Instantaneous
---
A jet black beam of light warping shadow streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 necrotic damage, and its maximum health is reduced by 5 until the start of your next turn.
This spells damage increase by a d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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- **Classes:** Sorcerer, Warlock, Wizard, Cleric
##### Darts of Shade
_1st-Level Necromancy_
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- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
---
You create three shadowy darts of shadow magic. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 necrotic damage and prevents healing for 1d4 round to its target. The darts all strike simultaneously, and you can direct them to hit one creature or multiple.
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- **At Higher Levels**
---
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
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- **Classes:** Sorcerer, Warlock, Wizard, Cleric
##### Grasping Shadow Bolt
_1st-Level Necromancy_
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- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M _(a twig that has been decorated with raven feathers)_
- **Duration:** Concentration, up to 2 minutes
---
A beam of silent, dark energy lances out towards a creature within range, forming a sustained arc of shadow between you can the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 necrotic damage, and on each of your turns for the duration, you can use your action to deal 2d12 damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has a total cover from you.
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- **At Higher Level**
---
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
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- **Classes:** Sorcerer, Warlock, Paladin, Cleric
\pagebreak
CoffeeSorcerer69 | The Sorcerer, Tweaked
##### Pillar of Ill Omen
_2nd-Level Necromancy_
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- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M _(several raven feathers and a piece of shadow magic infused feldspar)_
- **Duration:** Concentration, up to 1 minute
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A jet black beam of light absorbing darkness shoots down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range, Until the spell ends, darkness fills the cylinder with the dim condition within 5 feet of the cylinder.
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When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in magical light absorbing darkness that causes tearing pain, and it must make a Constitution saving throw. It takes 2d10 necrotic damage on a failed saving throw, or half as much damage on a successful one.
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A living creature makes it's saving throw with disadvantage. If it fails, its maximum hit points are reduced by 2d6 and can't heal until it leaves the spells darkness, it's maximum hit points are returned after 1 round after leaving the darkness.
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- **At Higher Levels**
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When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
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- **Classes:** Sorcerer, Warlock, Cleric, Paladin
##### Shadow Binds
_2nd-Level Conjuration_
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- **Casting Time:** 1 action
- **Range:** 300 feet
- **Components:** S
- **Duration:** Concentration, up to 1 minute
---
Choose one creature you can see within range of a 300-foot-sphere. Dark strips of magical shadows loop around the creature. The target must succeed on a Charisma saving throw, or its movement speed of any kind is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell takes no fall damage when it's pulled to the ground.
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- **Classes:** Sorcerer, Warlock, Cleric, Paladin
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##### Umbral Step
_3rd-Level Conjuration_
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- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** S
- **Duration:** Instantaneous
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You teleport yourself to an unoccupied space you can see within range. Immediatly after you disappear, a deathly silence follows and a patch of darkness is left, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The silence spreads up to 300 feet away.
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You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
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- **At Higher Levels**
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When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
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- **Classes:** Sorcerer, Warlock, Cleric, Paladin
##### Umbral Orb
_3rd-Level Evocation_
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- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** V, S, M _(10 large raven feathers and 10 petals of deadly nightshade)_
- **Duration:** Instantaneous
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A dark streak of shadows fly from your pointing fingers to a point you choose within range and then blossoms with a silent explosion of dancing shadows. Each creature in a 20-foot-radius sphere centered on that point, must make a Constitution saving throw. A target take 4d6 necrotic and 4d6 cold damage on a failed save, or half as much on a successful one.
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The deathly energy spreads around corners. It put out flames disintegrates any objects that aren't being worn or carried.
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- **At Higher Level**
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When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot levels above 3rd.
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- **Classes:** Sorcerer, Warlock, Wizard, Cleric, Paladin
\pagebreak
##### Blade of Shadows
_4th-Level Conjuration_
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- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M _(5 raven feathers which are consumed by the spell)_
- **Duration:** Duration 10 minutes.
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You conjure the symbol of death in your free hand. The scythe is weightless and has a reach of 10 feet it also counts as magical with a +2 bonus to attack and damage rolls made with the scythe, and it lasts for the duration. If you let go or drop the scythe it stands straight up from the ground, you can call the blade back to your hand as a bonus action.
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Any creature that touches it that is not you takes 1d12 necrotic damage and cannot move it from its place no matter what they do. You can use your action to make a melee spell attack with the deathly blade. On a hit, the target takes 4d10 necrotic damage.
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As an action the scythe can shed the dark condition in a 10 foot radius and the dim condition for an additional 10 feet, you can dispel the darkness with a bonus action.
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- **At Higher Level**
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When you cast this spell using a spell slot of 5th level or higher, the attack damage increases by 2d8 and the grabbed damage increases by 1d12 for every spell slot levels above 4th. The spells duration is also extended by 2 minutes for every spell slot level above 4th level.
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- **Classes:** Sorcerer, Warlock, Cleric, Paladin
CoffeeSorcerer69 | The Sorcerer, Tweaked
##### Aura of Shade
_5th-level necromancy_
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- **Casting time:** 1 action
- **Range:** Self
- **Components:** V, S, M _(A diamond worth 150gp infused with shadow magic)_
- **Duration:** Concentration, up to 5 rounds
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You envelop yourself in a dark aura of shadow magic. Living creatures that step inside the aura or start their turn there take 10d6 necrotic damage, and take one level of exhaustion as well as they can't be healed until they take a long rest. Undead creatures that step into the aura must make a Constitution saving throw or have their maximum hit points reduced by 6d6.
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**At Higher Levels.** When this spell is cast using a spell slot of 6th level or higher, increase the damage by 2d6 per spell slot and increase the duration by six seconds per spell slot.
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- **Classes:** Sorcerer, Warlock, Wizard, Cleric, Paladin
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##### Investiture of Darkness
_6th-Level Necromancy_
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- **Casting time:** 1 action
- **Range:** Self
- **Components:** V, S,
- **Duration:** Concentration, up to 10 minutes
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Weaving Shadows race across you body, shedding darkness in a 30-foot radius and the dim conditions for an additional 30 feet for the spell's duration. The shadows don't harm you. Until the spell ends, you gain the following benefits:
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• You are immune to necrotic damage and have resistance to radiant damage.
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• At the start of each of your turns you have advantage on attack rolls, and enemies have disadvantage on attack rolls against you.
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• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d8 of necrotic damage.
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• You can use your action to create a line of weaving shadows 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
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- **Classes:** Sorcerer, Warlock, Wizard, Cleric,
##### Decay
_7th-Level Necromancy_
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- **Casting time:** 1 minute
- **Range:** Touch
- **Components:** V, S, M (A prayer wheel and water from the Shadowfell)
- **Duration:** 1 hour
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Shadows wreathe around your hand wanting to grip to the living. You touch a creature and the shadows that were on your hand begin to wreathe around a creature coving them in wreathing shadows. The target takes 14d8 + 15 necrotic damage. For the Duration of the spell, the target takes 20 damage necrotic damage at the start of each of its turns (100 damage necrotic damage each minute)
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A targets limb (finger, leg, tail, and so on) that is touched by this spell, falls off and turns to dust.
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- **Classes:** Sorcerer, Warlock, Wizard, Cleric, Bard
>##### More Spells Later
> I plan to make at least 2 more spells but I have other things on my plate right now.
> In the mean time you could check out the complete Shadowborn page and look at all the other variant abilities I made.