First, I want to say that I like the idea and effort put into making original and thematic abilities for this subclass. But, I think, there may be some balance issues.
Expanded Spell List - nice spells.
Hemmorhagic Shock - nice utility ability to have. You forgo a chance to stand up on rolling 20 on stabilization to guarantee that you won't die. Teammates would still have to spend resources to heal you back into combat. On the other hand - due to this ability they may not worry about hitting your unconscious body with AoE spells. I'd give it 3.5/5 power-wise, since it's a very useful ability, but limited only to certain situations - and healing of those, who are dying is relatively easy in DnD 5e.
Blood Boil - damage is relatively low to be meaningful past starting levels, but against many low-hp enemies may be nice. Recharging at long rest means that it's impossible to spam this ability. 3/5 power-wise - because ability has a nice damaging potential (even on level 1, if there are 8 enemies around warlock, it can deal 32 ((1lvl+3CHA)*8) damage) and it's not dice-based, but it requires to be extremly lucky with positioning and such position (in the middle of enemy group) tends to be quite risky. Also, it damages nearby friendly characters.
Also, most warlocks get only one ability in adition to Expanded Spell List at first level. Exceptions are only Hexblade, Celestial and Fathomless
Crimson Tithe - that's a very good ability, maybe too good. At 6th level, when you get it - it can almost double warlock's hp ( and being recharged at any rest, means that it can be spammed quite often. I can think of several schemes to abuse it. (For example - take one of 'elf' races that, according to MPMM can finish long-rest in 4 hours, buy/capture a number or rats or other small critters. Upong finishing long rest squeeze one of rats, opting for knocking it out non-lethally. Use Crimson Tithe. Do short rest. Start the day rested, with temporary hit points and a charge of Crimson Tithe ready again) 4.5/5 power-wise. Celestial at 10th level grants more temporary HPs (54-60 at 10th, gettign to 90 at 20th) - but they are spread over warlock and 5 companions.
Sanguine Endurance - that one is also good. While warlock doesn't rely heavily of concentration-based spells that require constitution saves, they are still among three most often encountered in game (along with Dexterity and Wisdom ones). Extra hp is also good. 4/5 - power-wise. At level 10 warlock has 17-80 hp (not counting CON mod) if you roll for hp and 53 hp if using fixed values (not counting CON mod), so 10 hp is about 10-20% increase of HP pool.
Scarlet Dominion - that's ability that is too good. It's DoT with huge AoE that doesn't hit friendlies and allows warlock to evade hostiles, control them and buff friendlies. You don't even have to concentrate to maintain it, it just exists. Downside is that damage is not that great, but it doesn't allow any saves and can soften enemies - still it's an only reason to not call ability OP, but it's still - 5/5 power-wise, as it's hard to compare to anything what other warlock subclasses have.
Result - powerful subclass focused on combat. 5/5 in combat-oriented campaign. Many abilities give spikes of power at the level when they are granted that go down with further levels.
I'd suggest to consider flattening those spikes, by making abilities more level-dependent
Best Answer
Seems quite strong
The main effect seems strong, as it can effectively impose disadvantage to an enemy of any challenge rating and also limit their movement options due to them being Frightened.
The disadvantage compares to the same effect in Vicious Mockery. Note that the disadvantage of Vicious Mockery only applies to "the next attack", not all attacks and all ability checks, so this is already stronger than a popular benchmark cantrip.
The movement limit you could compare to the damage of 1d4 from Vicious Mockery. Depending on the positioning of your allies, and on their ability to use missile attacks, this may effectively remove the enemy from the fight for a round. I think in most cases, this is clearly stronger than the Bard cantrip. Few other combat oriented cantrips like fire bolt would be able to achieve that for any enemy beyond CR 1/8.
It uses your action every turn, trading off against the enemy's action, and they get a save so you may trade in vain, so I think overall while strong the base effect is balanced.
The ability to scale this to multiple enemies is however too strong. To achieve this with cause fear, you would need to cast it as a level 2, 3, or even 4 spell. From an action economy perspective, you trade 4:1 eventually. If you want to retain that, I at least would recommend to follow the wording of cause fear for clarity and demand that "The creatures must be within 30 feet of each other when you target them.".
I would remove the scaling if your goal is to have this be a viable, not a "must pick" cantrip. The damage cantrips scale to keep up with the growing hit points of the avereage enemey. This one is based on a saving throw that has your increasing DC to back it up, and the effect works on opponents no matter how much hp they have. It will not need such support.