I like to use this guide to evaluate balance. Your original suggestion scales absurdly high. TJL makes great points in all mechanical aspects.
I'm going to tone down your core abilities and suggest a race that scales a 28, slightly above average. It maintains the flavor of the class, the mix between Divine and Arcane, and provides a neat set of useful abilities, with spend your Action, Bonus Action, or Reaction. The Life Drain was simply removed, it had no cost, no limitation, and was poorly written.
Ability Score Increases: Charisma, Wisdom, and Constitution all increase by one.
This sounds ok. Half-Elves and Dwarves both get +4 bonuses. Also the fact that 3 abilities each increase by one is weaker than 1 ability increasing by 2 and a second ability by 1 (due to how modifiers increase on pairs). In the guide, this is a +12 bonus.
Speed: You walk at a speed of 30ft. Once per long rest, on your turn, you can choose to hover for no more than 30ft, expending your regular movement.
Hovering is powerful. It allows you to fly, but you won't fall if knocked prone or if your speed is 0. This is situational, as few enemies actually can inflict these penalties if you're flying at a range, but still powerful. Instead, walk 30ft as usual, Hover as a special rare ability, like the Aasimar's Radiant Soul or the Tabaxi's Feline Agility. Movement is spent from your speed as usual, so if you walk for 15ft, you can only hover for another 15ft. However, even if you Dash, you can hover for at most 30ft. I estimated this at +2 bonus on the guide, with a +18 for a hover ability, and -16 for being a single-turn, once per day, ability.
Senses: You have blindsight within 5ft of you.
Truesight is also very powerful. For players, permanent 60ft True Sight is a lvl20 boon, while 120ft True Sight for 1h is a 6th level spell. I suggest Blindsight within 5ft, which I estimated at +3.
Godly Aura: Once per long rest, you can use an action to make an unarmed strike. If it hits, the target takes an additional 1d6 Radiant or Force damage (you choose the type whenever you use this feature). This damage grows to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 15.
Adding damage to all attacks would make any class with multiple attacks (Fighters, Warlocks, etc) break your game. Re-written, this is similar to the Dragonborn's Breath Weapon, except it's single target and melee. The damage is not going to be better than regular attacks, unless your target is vulnerable to Radiant or Force, so it is a niche ability. I estimated this a +3 in the guide, half as good as a Dragonborn's attack.
Booming Voice: When you reach level 3, you can cast Healing Word without expending a spell slot, once per long rest. Charisma is your spellcasting ability for this.
A small and handy bonus action. In the guide, it's a +2 bonus. Power Word: Stun, a level 8 spell, would be extremely powerful for any racial ability.
Holy Guard: After you reach level 5, once per long rest, when a creature within 5ft of you takes damage, you can use your reaction to magically reduce that damage by 1d12 + your CON modifier. You take the damage you have reduced. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
You need limits and costs on the Holy Guard ability. This is now similar to the Redemption Paladin's "Aura of the Guardian", with a smaller range. Again, it requires being in melee range of an ally, has a long cooldown, and merely transfers damage, does not reduce it. I estimated this at +3 bonus.
Languages: You can speak read and write Common and Celestial. You can speak telepathically to any creature within 5ft of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Two fixed languages are fine, with a +0 bonus. I've suggested Celestial instead of Abyssal, since Abyssal is the language of Demons. 120ft telepathy would be too large a range. This mimics the limitations of the Ghostwise Halflings, with a much smaller range. Due to a smaller range, I estimated this at +3 bonus.
This makes a total of 28 points, slightly above average. Feel free to play around with the values. Also note that many of the points are my estimation of utility. Follow other races' guidelines to measure for yourself the value of a feature.