Unfortunately not.As an unsolicited explanation, I have to say that the druid class's relationship to magic is the strangest of all magical classes when it comes to additional subclass spells.I believe the "culprit" is the Circle of the Land, as I think the initial idea of the designers was to make this the subclass that gains more additional spells, as opposed to the Circle of the Moon, whose specialties are wild shapes.But eventually they had to create new subclasses and... They couldn't sustain a notable identity for the newer subclasses without magic.The Shepherd's Circle even goes well without spells (although it would be even better if you gained access to Find Steed and could choose additional druid conjuration/transmutation spells freely depending on your level).But the Circle of Dreams was the real victim of this mismanagement: This subclass would be much better if it had its own list of additional spells, based on the concept of "dream/nightmare", which also alludes to the two faerie courtships.This subclass has a fey theme.FEYS!And they don't gain additional spells.This was an unbelievably bad decision on WotC's part.
Below is a list of additional spells for the Circle of Dreams, suggested by me:
You're correct though, Balm of the Summer Court is very comparable to having a whole bunch of extra 1st level spell slots or better, and Hidden Paths is an even better teleport than Misty Step, arguably giving you access to up to 5 more second level slots. Maybe not as good as some classes teleportation abilities - Shadow Sorcerer or Shadow Monk - but still excellent, and not requiring you to be in darkness or dim light like those classes, and gives excellent utility to a healer/support.
Well, what makes Healing Word special is specifically because you can cast it with a bonus action, freeing up your main action for everything else.
Compared to Cure Wounds, sure. Healing Spirit is a bonus action cast as well, and lasts up to a minute. Potential of 10d6 healing (minimum, anyone who enters its space can get healed on their turn so if multiple party members move through it even more) every round for 10 rounds. That's also what makes Balm of the Summer Court for Circle of Dreams druids so darn good; it's a bonus action. The amount of healing you can pump out by using it and a higher leveled Cure Wounds (2nd or 3rd) in a single turn is insane, and not even all that costly.
Assuming 5e: I'm fairly new, but how are you using it to heal that many times and that much? "Potential of 10d6 healing (minimum, anyone who enters its space can get healed on their turn so if multiple party members move through it even more) every round for 10 rounds."
# of heals: RAW: "The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears." (So your spellcasting modifier to use this 10 rounds on one character would have to be +9. You'd have to multiply that by the number of characters using it. So, if you're saying you're putting 4 PC through for 10 rounds, you'd need a spellcasting modifier of +35 to heal 36 individual times. )
# of dice: My understanding would be the most you could get is 8d6 at 9th level casting. RAW: "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd."
Assuming 5e: I'm fairly new, but how are you using it to heal that many times and that much? "Potential of 10d6 healing (minimum, anyone who enters its space can get healed on their turn so if multiple party members move through it even more) every round for 10 rounds."
# of heals: RAW: "The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears." (So your spellcasting modifier to use this 10 rounds on one character would have to be +9. You'd have to multiply that by the number of characters using it. So, if you're saying you're putting 4 PC through for 10 rounds, you'd need a spellcasting modifier of +35 to heal 36 individual times. )
# of dice: My understanding would be the most you could get is 8d6 at 9th level casting. RAW: "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd."
This is a very old thread The Jaysburn quote is from 2019 when healing spirit did not have a limit to the the number of times the spirit could heal. This lead to out of combat "conga lines" where the whole party passed through the space of the healing spirit on their turn enabling everyone to get 10d6 healing (1d6 for each of 10 rounds, more if upcast) which was ridiculus for a second level spell. An erata was published to limit the number of uses (as it is today) which makes it more appropriate for a 2nd level spell.
Unfortunately not. As an unsolicited explanation, I have to say that the druid class's relationship to magic is the strangest of all magical classes when it comes to additional subclass spells. I believe the "culprit" is the Circle of the Land, as I think the initial idea of the designers was to make this the subclass that gains more additional spells, as opposed to the Circle of the Moon, whose specialties are wild shapes. But eventually they had to create new subclasses and... They couldn't sustain a notable identity for the newer subclasses without magic. The Shepherd's Circle even goes well without spells (although it would be even better if you gained access to Find Steed and could choose additional druid conjuration/transmutation spells freely depending on your level). But the Circle of Dreams was the real victim of this mismanagement: This subclass would be much better if it had its own list of additional spells, based on the concept of "dream/nightmare", which also alludes to the two faerie courtships. This subclass has a fey theme. FEYS! And they don't gain additional spells. This was an unbelievably bad decision on WotC's part.
Below is a list of additional spells for the Circle of Dreams, suggested by me:
2th Level- Dissonant Whispers; Sleep
3th Level- Levitate; Phantasmal Force
5th Level- Feign Death; Hypnotic Pattern
7th Level- Hallucinatory Terrain; Phantasmal Killer
9th Level- Dream; Teleportation Circle
Assuming 5e: I'm fairly new, but how are you using it to heal that many times and that much?
"Potential of 10d6 healing (minimum, anyone who enters its space can get healed on their turn so if multiple party members move through it even more) every round for 10 rounds."
# of heals: RAW: "The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears." (So your spellcasting modifier to use this 10 rounds on one character would have to be +9. You'd have to multiply that by the number of characters using it. So, if you're saying you're putting 4 PC through for 10 rounds, you'd need a spellcasting modifier of +35 to heal 36 individual times. )
# of dice: My understanding would be the most you could get is 8d6 at 9th level casting. RAW: "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd."
This is a very old thread The Jaysburn quote is from 2019 when healing spirit did not have a limit to the the number of times the spirit could heal. This lead to out of combat "conga lines" where the whole party passed through the space of the healing spirit on their turn enabling everyone to get 10d6 healing (1d6 for each of 10 rounds, more if upcast) which was ridiculus for a second level spell. An erata was published to limit the number of uses (as it is today) which makes it more appropriate for a 2nd level spell.