Base Class: Sorcerer
You are the desendant of a vampire or you ancestors made deals with them.
Vampiric dexterity
As magic flows through your body, it causes physical traits of your vampiric ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, since you are very mobile and you have vampiric ancestry; when you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Vampire's bite
At 6th level if you touch something or someone with your hand and drain the blood out of them dealing 5d10 damage and get 2d10 temporary hp for your self(lost after long rest). Can only be used once per day.
Bat Wings
At 14th level, you gain the ability to sprout a pair of giant bat wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Vampiric Presence
Beginning at 18th level, you can channel the dread presence of your vampiric ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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