You are cursed with Vampirism, granting you the following features:
Your Strength, Dexterity, and Constitution scores become 16, provided they aren't already 16 or higher.
Whenever you finish a rest without consuming at least 1 pint of blood, you become exhausted, which can't be removed in any way except by consuming 1 pint of blood.
You have darkvision (60 feet).
You can't enter a residence without an invitation from one of the occupants.
You are bound to your grave, which is the coffin, crypt, or grave site (such as a cemetery or tomb) you died in. You must stay within 10 miles of to the chosen grave for the duration of a rest to gain its benefits.
You regain a number of hit points equal to your Constitution modifier at the start of your turn, provided you have at least 1 hit point and you aren't in running water or sunlight. If you take radiant damage, you can't use this feature until the start of your next turn.
You take 2d10 acid damage when you end your turn in running water.
You don't cast shadows or reflections.
While in sunlight, you are lethargic and you take 2d10 radiant damage at the start of your turn.
You have a spidercrawl speed equal to your walking speed.
You are tamed by the creature who caused you to become cursed with Vampirism until the creature is killed and destroyed, or until you drink its blood, causing you to gain the Vampiric Transformation feature below.
If you drink the blood of the creature that caused you to become cursed with Vampirism, you gain the following features:
Your Strength, Dexterity, and Constitution scores become 18, provided they aren't already 18 or higher.
You can take the Magic action to target a Humanoid you can see within 30 feet of you and cause it to make a Wisdom saving throw against your choice of your Intelligence, Wisdom, or Charisma DC, provided the target can see you. On a failed save, the target is charmed and tamed by you for 24 hours, until you are destroyed as with your Stake to the Heart feature, until you take a Magic action to end it, or if you move to a different plane of existence. If you deal damage or cause the target to make a saving throw, the target can repeat the saving throw, ending the effects of this feature on a success.
You can take the Magic action to summon your choice of 2d4 swarm of bats, 2d4 swarm of rats, or 3d6 wolves in unoccupied spaces you can see within 60 feet of you, all of which are considered tamed by you and disappear after 1 hour. For the duration, you can take the Command action targeting all the summoned creatures, or an action to cause all the creatures to disappear.
Your claws and fanged bite deal 1d8 + your Strength modifier of necrotic damage.
You can take the Magic action to polymorph into a bat, a cloud of mist, or back to your normal form, provided you aren't in running water or sunlight. When you are reduced to 0 Hit Points while polymorphed through this feature, you revert to your normal form.
The range of your Darkvision feature increases by 60 feet.
When you reduce a Humanoid creature to 0 Hit Points using your fanged bite and bury its corpse under the ground, you can cause it to make a Wisdom saving throw against your Constitution DC. On a failed save, the creature becomes cursed with Vampirism after a 24-hour period.