1st – expeditious retreat, false life
3rd – enhance ability, ray of enfeeblement
5th – vampiric touch, haste
7th – aura of life, death ward
9th – hold monster, raise dead
Matters of Life and Death – At 1st level, you gain proficiency with Martial Weapons and Medicine. You have Advantage on all ability checks and skill checks related to determining causes of injury or time of death.
Sanguine Vitality: Also at 1st level, you become proficient in Constitution saving throws. You gain 1 additional hit point per character level.
Channel Divinity – Bound by Blood: Starting at 2nd level, you can forge a temporary link between the vital forces of you and your allies. As a standard action, you can brandish your holy symbol before a number of creatures of your choice that you can see equal to your character level. Whenever an affected ally would suffer damage from any source, they take half damage and you take the other half.
This effect lasts until you drop below 0 hit points or 1 minute, whichever comes first.
Thirsty Blade: Beginning at 6th level, whenever you deal slashing or piercing damage to a living creature, you gain temporary hit points equal to your proficiency bonus
Crimson Strike: At 8th level, you can imbue your weapons with divine energy to increase the severity of wounds you inflict. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d4 necrotic damage to the target, plus another 1d4 necrotic damage each round until they succeed a Constitution saving throw. When you reach 14th level, the extra damage increases to 2d4.
Undead creatures and creatures without circulatory systems are immune to this effect.
Reign of Blood: At 17th level, you gain Advantage on all Constitution ability checks and saving throws and you become immune to non-magical disease. When you use your Bound by Blood ability, you can telepathically communicate with the allies you affect as long as the effect lasts.