Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore hit points to that creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage equal to that total, or half on a successful save.
Turn Undead - As a Magic action, you present your holy symbol and censure undead creatures. Each undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
A healer's kit has 10 uses.
Stabilize - As an action, you can expend one of its uses to stabilize an Unconscious creature that has 0 hit points without needing to use a Medicine check.
Battle Medic - As an action, you can expend one use of it and tend to a creature within 5 feet of yourself. That creature can expend one of its Hit Point Dice, and then you roll that die. The creature regains a number of hit points equal to the roll plus your proficiency modifier.