You have been indirectly affected by the curse of vampirism through a failed magical experiment and suffer both the pros and cons of it.
- Increase your Strength, Dexterity, or Constitution score by 2 to a maximum of 20.
- Once per short rest, you may turn into a cloud of Vampiric Mist as a Bonus Action. This transformation lasts until the end of your next turn, or until you enter sunlight. While in mist form, you can't take any actions, speak, manipulate objects, and are immune to nonmagical damage. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can’t pass through water.
- You gain the following attack: Melee Weapon Attack: reach 5 ft., one willing creature, or a creature that is grappled by you, incapacitated, or restrained. Hit: 1+Strength piercing damage plus 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- If you do not consume fresh blood at least once per day, you gain the sunlight sensitivity trait(the DM determines how "Fresh"): Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.