Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
1) You regain hit points equal to the piercing damage dealt by the bite.
2) You gain a bonus to the next ability check or attack roll you make, the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As an action, you may touch a willing creature in order to either drain their vitality, or give them yours. You many take an amount of hit points of up to four times your Necromancer level and either remove it from your target's pool and add it to your own, or vice versa. Hit points transferred this way can not cause either health pools to go beyond their maximum amount of hit points.
You can use this feature a number of times equal to your wisdom modifier (minimum of one charge). When you finish a long rest, you regain all expended uses.
You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You have obtained a greater control over the life essence all necromancers manipulate, allowing you to steal it from others and imbue yourself with it. Whenever you deal necrotic damage, you automatically regain hit points equal to one third of the necrotic damage dealt, rounded down.
Additionally, you gain proficiency in medium armor, shields, and three weapons of your choice.