Sanguinist

Scars display the brutality of your technique, and where the skin has not yet knitted closed, pus and blood weep from innumerable gouges and lacerations. You found that magic courses through your veins, and when you spill your blood, you can siphon off its energies to enhance your spells. A slash on the leg, a pierced wrist, or a cut across the palm can deliver blasts of flame, warp minds, or transport you to a distant destination in an instant. Cutting your flesh was but the first step on the road toward mastering blood magic, and the farther along it you travel, the greater and more profound the effects.
You acquire a magical blade as part of your training in blood magic. Extensive work with this blade, involving it in your experiments and using it to carve your skin, awakens in the weapon a dire thirst for blood from anyone. The blade features a network of runes that flare with eerie light when it draws blood. The stained leather wrapping around its handle bears a stamp of some kind.

Level 7 Sanguinist

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Languages: Any one
Traditions: One, Spells: One expert
Blade of Bloodletting (Magical): You have a magical dagger called a Blade of Bloodletting. If you lose this weapon, it returns to your hand 1 hour later. The Blade uses the normal rules for a dagger, except it loses the Light trait. When you attack with the weapon, you can use any attribute in place of the attribute you would normally use and you roll with 1 boon.
Finally, when you deal damage to a flesh-and-blood creature with this weapon, the target becomes cursed (luck ends). While the target is cursed in this way, you can choose it as the target of your magical effects regardless of the distance between you.
Blood Magic (Magical): When you cast a spell while you wield your Blade of Bloodletting, you can spill your blood instead of expending a casting. You lose 1d6 Health to cast a novice spell, 2d6 Health to cast an expert spell, and 4d6 Health to cast a master spell. If this loss of Health would result in your death, you resolve the spell’s effect before you die. You can use this talent a number of times equal to half your level. You regain expended uses after you rest.

Level 8 Sanguinist

Health: +12
Spells: One expert
Cutting Spell (Magical): Any creature that takes damage from a spell you cast while you wield the Blade of Bloodletting takes an extra 2d6 damage. At level 10, the creature takes an extra 4d6 damage instead.

Level 10 Sanguinist

Health: +12
Spells: One master
Vampiric Blade (Magical): You can use this talent when you get a success for an attack made using the Blade of Bloodletting. The target loses 2d6 Health, and becomes weakened until the end of its next turn. You then make a luck roll. On a success, you regain Health equal to the amount the target lost.