Jsk Order of the Bloodmage

Scarlet Arcanum
At 3rd level, you learn one additional Blood Curse of your choice. In addition, you learn a method of hemomancy that allows you to perform the following magical feats. A creature that has no blood is immune to all the Effects of this feature. You can use the magical feats provided by this feature a number of times equal to your Intelligence modifier (a minimum of 1), and you regain all expended uses when you finish a short or long rest.
 * Life Tap: You can use your vitality to fuel your blood curses. As a bonus action, you can expend a number of hit points equal to one roll of your Hemocraft Die to regain one expended use of your Blood Maledict feature.
 * Rupture: You can siphon the vitality of creatures with open wounds. When you damage a creature within 60 feet of you on your turn, you can use your bonus action to regain lost hit points equal to one roll of your Hemocraft Die.
 * Transfusion: You can grant your vitality to another creature in need. As a bonus action, you can expend a number of hit points equal to one roll of your Hemocraft Die and grant an equal amount of lost hit points to a creature of your choice within 30 feet of you.

Crimson Might
At 7th level, when you invoke a blood curse or use your Scarlet Arcanum feature on your turn, you become empowered until the end of your turn. While empowered, any weapon and spell Attacks that you make gain a bonus to the attack roll equal to your Intelligence modifier (a minimum of 1).

Brand of Lifebane
At 11th level, your Brand of Castigation allows you to conserve your life force and deny it to others. When you target a branded creature with a blood curse, you gain a number of temporary hit points equal to one roll of your Hemocraft Die. These temporary hit points do not negate damage that you deal to yourself using your Blood Hunter features.

In addition, a creature that is branded by you cannot regain hit points by any means other than a short or long rest, and amplifying a blood curse against it does not cost you any hit points.

Scarlet Mastery
At 15th level, you gain additional magical feats that you can use with your Scarlet Arcanum feature.
 * Blood Purge: You can cleanse a creature of debilitating Effects. As a bonus action on your turn, you can expend a number of hit points equal to one roll of your Hemocraft Die to remove one condition from a creature you can see within 30 feet of you. The condition can be one of the following choices: anosmic, blinded, Deafened, paralyzed, poisoned, shocked.
 * Painful Reposte: When a creature within 30 feet of you that you can see deals damage to you with an Attack or spell, you can use your Reaction to cause a surge a pain within your attacker. The creature must make a Constitution saving throw against your Hemocraft Save DC. On a failed save, a creature takes damage equal to two rolls of your Hemocraft Die, or half as much on a successful save.

Blood Curse of Strings
At 18th level, you can wrest control of a creature by manipulating the blood within it's body. You gain the Blood Curse of Strings for your Blood Maledict feature. This doesn't count against the total number of blood curses you can know.

Blood Curse of Strings
Prerequisite: 18th level, Order of the Bloodmage

As an Action, you choose a Large or smaller creature within 60 feet of you that you can see. The creature must succeed on a Constitution saving throw against your Hemocraft Save DC or be moved up to 30 feet in a direction of your choice, including upward, but not beyond the range of this Blood Curse. Until the end of your next turn, the creature is restrained by this blood curse. A creature lifted upward is suspended in mid-air.
 * Amplify: This curse lasts for 1 minute when amplified. You can use your Action on each of your turns to move the restrained creature up to 30 feet against it's will. At the end of each of it's turns, the blood cursed creature can repeat the saving throw, ending this curse on itself on a successful saving throw.