Base Class: Sorcerer
You are a creature of night, your innate magic comes from an ancestor that was a vampire.
Shapechanger
Starting at 1st level, you have darkvision with a range of 120 feet. Your walking speed increases by 5ft, this bonus increases to 10ft at 6 level, 15ft at 14 level, 20at level 18 level. You gain proficiency in stealth and you gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it.
When you reach 3rd level in this class you can expend 1 sorcery point to use your action to polymorph into a Tiny bat or a Medium cloud of mist and use a bonus action to change back into your true form.
While in bat form, you cannot speak, 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 wearing transforms with you, but nothing you are carrying does. You revert to its true form if you die.
While in mist form, you cannot take any actions, speak, or manipulate objects. 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 cannot pass through water. You advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage.
Claws of Night
Starting at 1st level you gain proficiency in unarmed strikes and when you attack with your unarmed strikes, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Additionally, your unarmed strikes deal 1d6 + Charisma modifier points of slashing damage. This damage increases to 1d8 when you reach 10 level in this class.
Strength of Blood
At 6th level, you gain resistance to Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Beginning at 6th level, You can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, at the start of your turn if you have at least 1 hit point and are below half of your hp you regain hit points equal to half your sorcerer level rounded down. If you take radiant damage or damage from holy water, this trait does not function at the start of your next turn.
Vampires Charm
Beginning at 14th level you can target one humanoid you can see within 30 feet of it. If the target can see you, the target must succeed on a Wisdom saving throw against your sorcerer spell save DC or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target is not under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. You can use this ability a number of times equal to your charisma modifier. After you have expended all uses you cannot use it again until you finish a short or long rest.
Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you die, are on a different plane of existence than the target, or you take a bonus action to end the effect.
Misty Escape
At 18th level when you drop to 0 hit points you transform into a cloud of mist (as in the Shapechanger feature) instead of falling unconscious.
After 1 hour without taking damage, you it regain 1 hit point and change back to your normal form. You also revert to your normal form if you are healed above 1 hit point.
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