Base Class: Sorcerer
Your magical gifts come from an unknown curse in your blood. You don't know the exact origin of this curse but you know that it is too powerful to not be used. You can use this power, and the blood itself, to dominate your enemies with weapons made of blood and debilitating blood curses. While most sorcerers shy away from the frontlines of battle, you delight in spilling the blood of your enemies, and even your own.
Level 3: Bloody Resilience
The power of your blood strengthens your resilience and you have trained to fight on the frontlines. You gain Medium Armor proficiency and your Hit Point maximum increases by 6 when you gain this feature. Whenever you gain a Sorcerer level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
Level 3: Blood Weapon
You can extract your cursed blood to create a magic weapon. As a Bonus Action you can expend 1 Sorcery Point to create a melee weapon with your blood that can take the physical appearance of any melee weapon and lasts for 1 hour. When you create the weapon you take 1d6 Necrotic damage.
Your Blood Weapon deals 2d6 Necrotic or Acid damage (your choice) and allows you to use any Weapon Mastery property whenever you make an attack with it. You can only use one weapon mastery property with an attack. You can also determine what properties the weapon has when you create it. The weapon can have any property except the Range, Ammunition, or Loading properties. You have proficiency with your Blood Weapon and when you attack with it you can use your Charisma for the attack and damage rolls instead of Strength or Dexterity.
When you reach Sorcerer level 6, you can expend an additional Sorcery Point when you create your Blood Weapon to increase its damage to 4d6, but you will take 2d6 Necrotic damage instead of 1d6. When you do so, the weapon lasts 8 hours instead of 1 hour.
Level 6: Magical Stitching
You are no stranger to self-inflicted harm or the wounds sustained on the frontlines of battle. You have learned to use your magical talent to stitch up your wounds when needed. You learn the Cure Wounds spell and always have it prepared. Charisma is your spellcasting ability for this spell.
If you are Blooded, you can cast the spell on yourself at level 1 using a Bonus Action instead of an action.
Level 6: Blood Curse
Empower and mold the curse in you blood and inflict it onto others through force. When you hit a creature with your Blood Weapon and deal damage, you can expend 1 Sorcery Point to inflict them with one of the following Blood Curses (no action required).
Curse of Bleeding. The target takes 2d6 Necrotic damage at the start of their turn for 1 minute, or until they succeed a Wisdom saving throw against your Spell save DC to stop the bleeding at the end of their turn.
Curse of Weakness. The target has Disadvantage on saving throws until the start of your next turn.
Curse of Deliriousness. The target cannot take Reactions until the end of your next turn.
You can only have 1 Blood Curse active at a time, and if you become Incapacitated or die your active curse effect ends. Once you have a Blood Curse active on a creature you can extend its duration on your turn by one round (no action required), but you will take 2d6 Necrotic damage.
Level 14: Blood Knight
You have mastered a unique fighting style using your cursed blood and magic alongside your Blood Weapon. Your blood weapon gains a +3 bonus to its attack and damage rolls, and when you make an attack with it as part of your action you can make another attack with it as a Bonus Action.
In addition, while you have a Blood Curse active you cannot lose Concentration due to damage taken and you gain a +3 bonus to your Armor Class and saving throws.
Level 18: Sanguine Domination
The power of your cursed blood has reached its peak and you have learned how to infuse this power into all of your spells. You can now have an unlimited umber of Blood Curses active and you can inflict a curse onto any creature you damage with a spell while you are wielding your Blood Weapon. If a spell deals damage to multiple creatures you must spend 1 Sorcery Point for each creature that you inflict with a Blood Curse.
When a creature affected by a Blood Curse dies or you kill a creature with your Blood Weapon you regain Hit Points equal to 4d6 + your Charisma modifier (minimum of one).
I felt like making a "Blood Mage", so here's my take. Anyone can do blood magic if their learned how, but the Cursed Blood Sorcerer has a special type of blood that lets them do unique things with their blood and spread the curse to others.
NOTE: You can only have 1 Blood Weapon. I forgot to include a line in the already very wordy text of the Blood Weapon feature about how it's limited to 1 existing at a time, but the idea is that you only have 1. You CAN give your Blood Weapon to a friend, but that probably won't be a good idea most of the time. Other than that. there's no limits to the thing. If you wanted to make a Dagger with the Heavy and Reach properties, go ahead. If you wanted to make a Maul with the Thrown property, go ahead.
Please give it a try and let me know what you think. The features should all be implemented correctly to work with D&D Beyond character sheets but let me know if they're not.