Sorcerous Origin: Blood Mage

For sorcerers, the practice of magic is something innate to their very being, a legacy of their bloodline and heritage. For Blood Mages, that legacy belongs not to some magical beast or eldritch outsider, but to their own ancestry. Since the earliest days of recorded history, a time before wizards and colleges, before spells even, mortals have lived in fear of the secret power of blood. For a select few, tapping into that power is mere instinct. The life of a Blood Mage is fraught with danger, for the practice is intoxicating, and the reward is as seductive as the cost is lethal.

Blood Sacrifice
At 1st level, whenever you cast a spell that targets one enemy creature, you may spend 1 or more hit dice, up to the spell’s level. For each hit die spent this way, roll that hit die. You take fire damage equal to the result rolled, and the target creature takes twice the result. You do not gain the benefit of resistances or immunities against this damage.

Sacrificial Exchange
At 6th level, as a bonus action, you spend 1 or more hit dice, up to half your character level (rounding up). For each hit die spent this way, roll that hit die. You take fire damage equal to the result rolled. You do not gain the benefit of resistances or immunities against this damage.

If you do so, you gain a number of sorcery points equal to the number of hit dice sacrificed this way. This may exceed your maximum sorcery point allowance. Any additional sorcery points generated above this limit are lost after 1 minute.

In addition, as a bonus action, you may spend 1 or more sorcery points to regain an equal number of expended hit dice. (You do not gain any hit points from this ability, only expended hit dice.)

Call the Blood
At 6th level, as a reaction, you may spend 1 sorcery point to gain advantage on any Charisma (Persuasion), Charisma (Deception) or Charisma (Intimidation) check. This ability has no effect on creatures that are immune to the Charmed condition.

At 14th level,  whenever you cast a spell that charms its target, you may spend 1 sorcery point to impose disadvantage on the save to resist the charm effect.

Life Stealer
At 14th level, whenever you kill one or more creatures with a spell you cast, you may spend 1 or more sorcery points. For each sorcery point spent, choose one creature killed by that spell. You regain a number of hit points equal to that creature’s total hit dice.

Irresistible Compulsion
At 18th level, you may spend 1 sorcery point to cast the dominate person spell without using a spell slot. This spell is cast as a 5th level spell. You may spend 1, 2 or 3 additional sorcery points to cast it as a 6th, 7th or 8th level spell respectively.