Sorcerer
Base Class: Sorcerer

More melee or striker focused subclass for those who wish to fight with tooth, claw, and magic. 

Martial Prowess

You gain proficiency in Light armor and Medium armor.

You can use your claws and teeth as weapons so long as you aren`t wielding a shield. These claws count as magical while attacking starting at level 6 to overcome resistance and immunity from non-magical weapons or attacks.
Damage for claws is d6 slashing and bite is d6 piercing. You use Charisma for your attack and damage rolls instead of strength.
This damage increases to a d8 at level 6 and a d10 at level 14.

Vampiric Regeneration

At 6th level you regain a number of temporary hit points equal to your sorcerer level at the start of each of your turns. 

Deadly Bite

At 6th level whenever you take the attack action on your turn and attack with your claws, you can make a second attack with your bite as a part of the same action.
Your bite deals the same damage as your claws except it is piercing instead of slashing.
If you hit a creature with your bite, you can expend 1 sorcerey point to regain 1 + your charisma modifier hit points (minimum 1).

Shapechanger

Starting at 14th level, you can use your bonus action to polymorph into a tiny bat or back into your true form. While in Bat form you can`t speak, attack, or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet.

Your statistics, other than your size and speed, are unchanged. Anything you are carrying or wearing transforms with you.

Unholy Thrall

At 18th level, you gain the ability to raise a dead humanoid as your vampiric thrall. If a humanoid who has been hit with your bite within the past 10 minutes dies, you can bury the creature in the ground and spend 5 sorcery points to begin an arcane ritual. 

After 1 hour, the creature rises as a vampire spawn under your control (see page 298 of the Monster Manual).

At the end of each long rest, after you regain your sorcery points, you can immediately spend 5 sorcery points to reestablish  your control over the spawn. If you choose not to, the spawn dies. Raising a new spawn also causes the previous spawn to die. 

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