I'll try something here:
Wizard: Sage of Succor
2:
Healer's Hands (lay on hand)
2:
Healer's Lore: You learn your choice of Spare the Dying or Guidance. When you get to pick a new spell on level up you can replace one spell of the wizard with one from the cleric spell list, as long as the spell restores hit points or removes a condition.
6:
Inspiring Succor: If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, pick one of the following effect:
- That ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
- You can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
- That ally gains 1/2 level temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
You can use this features PB/long rest.
10:
Knowledge of Life. You can add your Int mod to medicine checks. You can detect undeads and construct in a range 90' as an Action.
14:
Shared Sacrifice:
When you cast a spell using a spell slot that deals damage to any number of creatures that aren't Undead or Constructs, choose one of the creatures that took damage. You drain an amount of life energy equal to half the damage dealt to the chosen creature. One creature other than yourself that you can see within 30 feet of you regains a number of hit points equal to the life energy drained.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.