Sorcerous Origin

The following is a Sorcerous Origin option available to addition to those presented in the Player's Handbook.

Hemomancy

Your innate magic comes from studing your own bloodstream and blood flow. Perhaps you were a mad scientist, who decided to study and to better understand your own blood flow and it's magical propertise. Perhaps you were a wizard or a sorcerer, who was able to bend water at will and who during her decades long imprisonment decided to start to bend blood instead. Perhaps your peronality was quite emo and you became way too facinated with blood and self-harm.

As a sorcerer, whose magic originates from Hemomancy, you tend to harm yourself way too often and thus sorcerers like you tend to be short-lived. It is actually a miracle that you aren't already in a ditch somewhere bleeding to death. Sorcerers, whose magic originates from Hemomancy, tend to constantly walk the line of death and life, sanity and insanity. Because they risk with their lives on daily basis, sorcerers of Hemomancy tend to be more evil and more chaotic in nature.

Fueled by Blood

At 1st level, as a bonus action, you can inflict 1d6 slashing damage on yourself. For every 4 points of damage done to yourself, you gain 1st level spell slot. When you reach 2nd level, this ability changes. Instead of spell slots you now gain sorcery points instead. 2 points of damage give you 1 sorcery point. This ability only works on creatures who aren’t Undead, Plants, Elementals, Oozes nor (Living) Constructs. At 6th level, the die become d8, at 12th level, it is d10 and at 18th level, the die becomes d12.

Strenght through Bloodshed

Starting at 6th level you gain more maximum HP every time you level up. Every time you gain a level (inculding 6th level) as a Sorcerer you can add Hit Points equal to your Charisma modifier to your maximum Hit Points or instead of CHA modifier you can add 1 Hit Point to your maximum Hit Points.

Additionally, constant self-harm has made your skin tougher. After you use Fueled by Blood ability, you gain until the start of your next turn temporary resistance to slashing damage type and temporary AC boost of +2.

Siphon Blood

At 14th level, you can siphon a stream of blood from a living creature at a distance. As an action, you designate a creature within 40 feet; that creature must make a Constitution saving throw. If the saving throw fails, the creature takes 3d6 necrotic damage as blood oozes through its skin and flows through the air to you, where it's absorbed through your skin. For every 2 points of damage done to the target, you regain 1 hit point. In order to use this ability you need to pay 5 Sorcery Points. This ability only works on creatures who aren’t Undead, Plants, Elementals, Oozes nor (Living) Constructs.

Puppet of Blood

Starting at 18th level you have mastered your knowledge of blood flow and you can now make unwilling creatures into your obidient puppets. Once per turn, if you don’t already have possession of a puppet, you can use your Bonus Action to attempt and Possess a creature within line of sight using your ability to control blood flow in him or her. In order to use this ability you need to pay 10 Sorcery Points. Targeted creature must make a Constitution saving throw or become a Puppet of yours. The Puppet submits to the will of the Puppet Master, seeing you as his or her Ally and everyone hostile to you as an immediate threat to him or her. This ability only works on creatures who aren’t Undead, Plants, Elementals, Oozes nor (Living) Constructs. In order to keep Puppet under your control, you also need to concentrate on this ability and thus rules of concentration apply to this ability as well. Factors that break concentration of a spell break your concentration on this ability as well. This ability can only be used (Charisma modifier) times per long rest.

Credit: Linn Kristine Pettersen on ArtStation at Credit: Linn Kristine Pettersen on ArtStation at https://www.artstation.com/artwork/gBAlP