Haemo-kinesis
For every Haemomancer, the control of blood is a skill, but for some it becomes an art form. Those with the tendency toward Haemo-kinesis find new ways to control, disrupt and generally frighten anyone with blood pumping through them.
Starting at 3rd level when you take this Haemo-Concentration, when you succeed on an attack roll with an attack with a piercing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage.
Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (as ruled by the DM). They must succeed a Constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You cannot control beings one or more size classes higher than yourself. You control them until they either succeed in a save or you lose concentration. The target makes a new saving throw at the end of each of its turns. While the creature is under your control, you may use your bonus action to hold the target in place. You may also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you.