NightWing (5e Subclass)
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You were bit by a vampire bat, but what came out of it was less than what you wanted...
- Monstrous Sight
Beginning at the 3rd level, your ears, eyes, teeth, nose, and body structure all shift into the form of a bat like creature. Your now considered a monstrosity and a humanoid. Many people will run in fear or attack you on sight, to the DMs leisure. However you roll with advantage on perception checks dealing with hearing, and on stealth checks while in dim or dark light. From this point on eating food taste like dust or rock, but blood tastes like fresh fruit, or honey. You gain the same benefits from eating a full meal from one fluid pound of blood. You can gather blood from recently killed creatures that have blood. While grappling a target you may use your action to bite them for 1d4 piercing damage, Dexterity is your modifier for this attack. A bite drains one fluid pound of blood from them.
- Vampiric Fight
Beginning at 9th level, you gain a flying speed of 50 feet, as well as when flying away or through hostile creatures, you do not impose opportunity attacks. Additionally, when you make the grapple attack while flying, it is made with advantage. If you succeed this check you and the target are lifted into the air equal to the amount of speed you have remaining. Upon a fail you are throw to the ground and knocked prone. While in the air you may attempt to drop the target, that target must make a grapple check to hold on or fall and take any damage from the fall unless they have a flying speed themselves.
Upon reaching the 13th level, you gain a blindsight of 60 feet as long as you're not deafened. You gain Darkvision if you didn't already have it. Your bite damage is increased to 1d10, and allows you to stack up to three days worth of blood. Additionally, drinking blood cures the exhaustion effect. Furthermore, after a successful bite attack, you gain temporary hit points equal to your constitution modifier. These expire at the end of your next turn.
- Ruler Of The Night
Beginning at 17th level, while in dark or dim lighting, you gain double proficiency to sneak, and grapple attacks. You gain the scream burst ability (3/Long rest) you exhale a screeching cry in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 10 (4d6) thunder damage and pushed 10 feet away from you on a failed save. On a successful save, a creature takes half as much damage and isn't pushed. Additionally, you can climb walls and ceilings as if normal terrain for you, without performance checks. While in an enclosed space, your passive perception is equal to 12+ Proficiency + Perception, as long as you're not deafened.