The blood of vampires courses through your veins. Your power comes from some contact with foul creature, be it by birth, curse, or magical augmentation. You are very much alive, but you are able to tap into this power to fuel your arcane magic and replicate the power of the vampire. Some embrace this nature becoming as fearsome as the creatures they emulate, but others learn to use this power for nobler causes.
1st-level blood scion feature
You learn additional spells when you reach certain levels in this class, as shown on the Blood Scion Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Sorcerer
Level Spells
1st blood frenzy (new spell, see below), false life, fog cloud
3rd spider climb, suggestion
5th conjure animals, gaseous form
7th death ward, polymorph
9th dominate person, modify memory
1st-level blood scion feature
Your connection to the grave allows you to rise again even after near-fatal attacks. When you make a death saving throw and roll 16 or higher, you regain 1 hit point.
6th-level blood scion feature
You can spend 3 sorcery points to change your shape into that of a common bat. While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does.
You remain in this form for 1 hour. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
14th-level blood scion feature
Your cursed bloodline has strengthened your body, giving you supernatural stamina and vigor. You have resistance to Necrotic damage. As an action, you may spend 6 sorcery points to give yourself resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 hour.
18th-level blood scion feature
Your body is infused with enough sanguine power that you can heal from near fatal wounds. At the start of each of your turns, you regain hit points equal to your Charisma modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
In addition, no longer need to breathe and you no longer age and cannot be magically aged.