Thoughts on my Blood warlock subclass?

Hey! I created a unique warlock subclass for DnD 5.5 edition for one of my players in my own homebrew setting- this subclass is created for servants of the blood witch, also known as the bloody lady- who through her pursuit of hemomancy was able to achieve Demi-god status!

I want to know if I should nerf or buff some aspects, or how else I should go about certain things?

(I had a spell list for this subclass, however I will not be including it here as it used homebrew spells I did not create, and I cannot be bothered to cite them all, so for simplicity’s sake I’ve removed them in order to keep with the subreddits rules)

(in order to also make this subclass reverse compatible with base 5th edition, I have also made it optional to gain this subclass at level 1, depending on the rule set you prefer.)

Level 1/3: bloodboon As a bonus action, you can choose to sacrifice 2d6 health to the bloody lady in order to regain 1 warlock spellslot on demand. You can do this 3/per short rest. This increases at levels 10, and level 16 to 6 and 9 times respectively.

Level 6: Blood weaver Once per turn, If you do damage to an enemy you can force them to make a (DC8+chr+prof) Constitution saving throw. On a failure they take an extra 2d8 necrotic damage, as their blood explodes out of them. You may add the resulting damage to either your own health, or one allies of your choosing as temporary hp.

Level 10: Blood puppetry. As a action, you can attempt to take control of one(1) large or smaller humanoids that you can see by puppeting their Bodies through their blood. Able to give them simple commands like “attack” or “run away” against their will upon failure. the DC (8+chr+prof) Constitution saving throw. The victim of this spell is still conscious and able to speak, and will remain hostile with what little control they have over their bodies, still able to cast spells with only verbal components. They may repeat the saving throw at the end of each of their turns, or after taking damage.

Level 10: The Blood witches favour

After making ample demands of you, and thanks to your devoted service to the Bloody lady, she has elected to reward you with the abillity to communicate with her direct with a telepathic link once per day. You may use this to request a Favour, or access to information she may posses. Be warned however, she rarely gives up anything for free. For one hour after you use this feature, you can add double your proficiency into any Insight, Arcana, History, Or Nature checks.

Level 14: Apprentice of Hemomancy

Thanks to your Long standing support of the Blood witch, she has elected to take you on as a apprentice. Granting you the ability to Absorb the life force of others- your body ceases to age, as your youth becomes eternal, so long as you feed your blood pools. Drinking blood now grants 1d8+your charisma modifier temporary Hp that remains permanently (until you lose it.) and from these wells of blood you can create Blood constructs(statblock provided by dm) that get stronger the more blood (temp HP or your own) you put into them. These beings are completely obedient to you, and serve as a minion in combat that you can command with your bonus action. They take their turn immediately after you. If you so choose, you can reabsorb these Minions to reclaim the HP they have Remaining as a Bonus action.

You may only have one blood Golem active at a time, and their creation requires you to conduct a ten minute blood ritual in order to summon one. Once summoned, you can transfer blood (hp) to it as a bonus action, your either your own health, or your stored temporary HP. You must be within 60 feet of your Golem in order to give it commands, or transfer HP to it. If you do not give the Golem any commands, it will continue to follow the last order received until it is either destroyed, or given new orders.

Blood Golem

Medium construct, unaligned

Armour class 16 (natural armor)Hit points 1 + temp hpSpeed 30 ft.

STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 3 (-4) 10 (+0) 1 (-5) Proficiency bonus: +3Damage resistances: fire, lightning, thunderDamage Immunities necrotic, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantineCondition Immunities Charmed, exhaustion, frightened, grappled, paralysed, petrified, poisoned, prone, restrainedSenses: blindsight 60 ft., passive Perception 10Languages: understands the languages of its creator but can't speak Amorphous. The golem can move through a space as narrow as 1 inch wide without squeezing. Blood transfer. The Golem can add temporary HP transferred to it from its creator to its own health pool, storing it. This hp can be transferred to and from the Golem as a Bonus action. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The golem makes two attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. instead of dealing damage, the golem can grapple the target (escape DC 13).