Sorcerer Vampiric Bloodline

You come from a line of vampires in your family giving you magical abilities. You have learned how to channel your vampiric power into magic and from there empower it even more. The power comes with a price because most people don't take a liking to vampires that easily.

Vampiric Mark

Your vampiric blood has given you enhanced abilities. Your movement speed increases by 5ft and your jump distance is doubled. You also gain a claw unarmed strike that does 1d6 slashing damage and you can use dexterity instead of strength for this attack. You gain the additional ability to disangage as a bonus action. Wooden peircing weapons deal double damage to you and if you are at 0 hit points and a wooden peircing weapon hits your heart, you die for good. If you are in running water or the sun without a hood or something that covers your skin you have disadvantage on all checks saves and attack rolls, you also count as undead. You cannot enter somones home without permission. At 14th level you gain a bite attack that does 1 peircing damage + 1d4 necrotic damage and you heal for the amount of necrotic damage dealt. If you bite a sleeping creature that is not a construct or undead you can choose to regain a sorcery point instead of doing damage a creature can only be affected by this once a day.

Vampiric Casting

You have accsess to all necromancy spells. Additionaly when you cast a damaging necromancy spell you can add your charisma modifier to the damage. You can also spend 1 sorcery point to gain resistance to necrotic damage for 1 hour

Curdle Blood

At 6th level when you cast a spell that does damage to one creature you can choose to expend a number of hit dice equal to half your sorcery level rounded down to deal that much extra necrotic damage and heal that much HP. When you do so you must expend a number of sorcery points equal to the amount of hit die you chose to expend.

Minor Shifting

Starting at 14th level as a bonus action you can turn into a bat as per druids wild shape rules. While in bat form you cannot cast spells of first level or higher, but you can cast cantrips. At 18th level you can cast 1st level as a bat and can cast above that up to 5th level, but most expend a number of sorcery points equal to the level of the spell above 1st.

Vampiric Resilience

You can spend 2 sorcery points to remove the sun and running water penalty for 1 hour, you can also spend 5 sorcery points to enter someones home without permission. You gain an additional 5ft of movment. As a bonus action hover 5ft off of the ground for an hour, once you use this feature a number of times equal to your charisma modifier.

Spells

You can learn these spells as a vampiric sorcerer but anyone can learn them with the DMs permission.

Blood Drain

1st level necromancy

Casting time: 1 action

Range: 60ft

Components: V,S

Duration: Instant

You choose 1 creature in range that is not an undead or construct and drain there blood dealing 1d6 necrotic damage and you recover that much hp.

At higher levels: The damage and healing increase by 1d6 for each level above 1st.

Stone Blood

2nd level necromancy

Casting time: 1 action

Range: 60ft

Components: V,S

Duration: Instant

Consontration: Up to 1 minute

You choose a creature in range that is not undead or a construct and make there blood harden at the start of each of there turns the must make a constituion saving through or take 1d12 force damage half as much on a sucessful save. On a fail the targets movment speed is reduced by 10ft, they can't take the disangage action, and moving into someones attack range allows that person to make an oppritunity attack on the target creature.