Base Class: Wizard
You discovered an ancient and sacred school of wizard magic: Blood Magic. In most parts of Aberhon, Blood Magic users are feared and demonized. This led to the secrets of this school becoming lost to history.
However, there are still ancient tomes and cults worshipping Sylva that preserve these secrets. They are dangerous and oftentimes near impossible to come across but somehow, you got your hands on the first steps.
Blood Ritual
Starting at level 2, you learn to draw energy from your fresh blood as you incorporate it into your rituals. When you cast a spell as a ritual, the casting time is increased by only 1 minute instead of 10 minutes.
Blood Manifestation
Also at level 2, you learn to form fresh blood into objects. As an action, you can expend hit dice to create a nonmagical object. The object can weigh up to a number of pounds equal to the number of hit dice expended.
The manifested object works just as it should, but is completely colored in blood red. The object will dissolve into a puddle of blood after a number of minutes equal to your Intelligence modifier or when it is destroyed. A dispel magic spell or similar effect will cause the object to dissolve immediately.
Borrowed Blood
Beginning at 6th level, you can draw blood from creatures around you to temporarily boost your magic. When you cast a spell of 1st level or higher on your turn, you can choose a target creature that you can see within 30 feet. That creature must make a Constitution saving throw against your spell save DC. If the creature isn't missing any hit points, it has advantage on the save. On a failed save, the creature takes necrotic damage equal to 5 times the level of the spell cast and you regain your expended spell slot after you cast the spell. Once you use this feature, you cannot use it again until you finish a short or long rest.
Blood Step
At level 10, you learn to magically travel between different bodies of fresh blood. Whenever you deal damage to a creature with a spell of 1st level or higher, you can use your bonus action to teleport to an unoccupied space within 5 feet of a creature that is missing hit points and that you can see within 30 feet of the target creature. If your spell dealt damage to several targets, you can choose a creature within 30 feet of any of the targets.
Arcane Blood
At level 14, your own blood is infused with arcane energy that reacts to magic. You have advantage to saving throws against spells and magical effects.
Additionally, when you use your Borrowed Blood feature, you can draw on your own magical blood instead of another creature's blood. When you do so, you don't roll a Constitution save and expend a number of hit dice equal to double the level of the spell slot you used for the spell. Using Borrowed Blood in this way does not consume the use of it and can even be done when you used it in another way already.
This kinda sounds like a blood hunter + scorcerer + evil thing idk