Starting at 1st level, you can read, write, and speak one exotic language associated with your bloodline (see page 123 of the Player's Handbook.) You also gain the thaumaturgy cantrip. It is considered a sorcerer spell for you, and doesn't count against your normal limit of cantrips known.

Credits Created by u/Galemp. Inspired by the D&D NEXT playtest version of the sorcerer, and the Pathfinder Bloodrager class. "Ancestral Harbinger" art by Darren Ward, © 2015 Paizo Inc.

Spell Points At 1st level, you gain an early and improved version of the Font of Magic feature's Flexible Casting. You automatically convert all spell slots to sorcery points, and can create spell slots using sorcery points without using a bonus action. You can't create spell slots that are higher than a spell you could normally cast. When you become capable of casting spells of 6th level or higher, you can use sorcery points to create one slot of each level of 6th or higher. These spells are particularly taxing, however, and once you do so, you can't create another slot of the same level until you finish a long rest. Reference the Spell Points variant rule in the Dungeon Master's Guide pages 288-289 for additional information. If you are a multiclassed character and have an ability from another class that lets you regain spell slots without taking a long rest, such as the Warlock's Pact Magic or Wizard's Arcane Recovery, those regained spell slots can't be converted to spell points.

Sustaining Magic Starting at 1st level, you can use a bonus action to expend a number of sorcery points up to your sorcerer level. You regain 1d4 hit points for each sorcery point you spend in this way, up to your hit point maximum.

Bloodrager Alteration Starting at 6th level, while your remaining sorcery points are equal to or less than your sorcerer level, you enter a bloodrage and your body transforms. While bloodraging, you have advantage on Constitution saving throws made to maintain concentration on a spell. Additionally, while bloodraging, you grow claws, fangs, horns, or a different natural weapon of your choice. You are proficient with your unarmed strikes, and the natural weapon is magical. Your natural weapon deals 1d6 damage, and you have a +1 bonus to the attack and damage rolls you make using it. Your unarmed strikes deal bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose when you entered your bloodrage. Alternatively, if you know a damage-dealing cantrip, you can use the damage type of that cantrip instead. For example, if you know the chill touch cantrip, you can choose for your attacks to deal necrotic damage. You can't change your choice until your bloodrage ends.

Bloodrager Transformation At 14th level, while you are bloodraging, your combat abilities improve. Your natural weapons deal 1d8 damage instead of 1d6, and the bonus to attack and damage rolls increases to +2. Additionally, while bloodraging, you can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.