Level 1: Bane, False Life
Level 3: Gentle Repose, Ray of Enfeeblement
Level 5: Revivify, Speak with Dead
Level 7: Aura of Life, Death Ward
Level 9: Dispel Evil and Good, Raise Dead
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. When you see an Undead, you can identify its creature type, and you have advantage on perception checks to locate Undead.
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you can use the Help action to aid an ally in attacking a creature, the target of which can be within 30 feet of you, cursing it until the end of your next turn. The next time that ally hits the target of the help action, the target creature has vulnerability to all of that attack’s damage. The curse then ends.
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Spellcasting modifier (minimum of once). You regain all expended uses when you finish a long rest.
Starting at 8th level, you add your Spellcasting modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to twice the number of that enemy's Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.