Druids who connection with the plants of the earth have blessed them with increased healing to revitalize all.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional Cleric cantrip of your choice.
Revitalize
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation with your body in contact with the earth. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to Gaia's healing powers and consult the associated list of spells. If it's not a Druid spell it counts as one through this list.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Gaia
Druid Level
Spells
3rd
Effloresence(healing spirit), Regrowth(prayer of healing)
Starting at 6th level, you can use Gaia herself to make yourself harder to hit. You get Camouflage. As a Bonus Action you can cast camouflage which gives disadvantage on all attacks that require sight. It's not perfect invisibility but harder to notice. Can use a number of time equal to half your WIS Modifier rounded down. Minimum of 1.
Nature's Fortitude
When you reach 10th level, you have advantage against being charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature’s Mastery - Harmony
When you reach 14th level, creatures of the natural world sense your connection to nature and become open to restoration. Healing increases by 1d4 per spell’s level.
You draw a large circle around you and it expands to 30ft. Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you in the shape of a flower. You can use an action to cause one creature in the aura (including you) to regain 2d8 hit points.
I like your bonus spell list, but skip the WoW names for things.
Give them Toll the Dead and Spare the Dying cantrips, skip on having players choose. Other cleric cantrips are awful.
Make tranquility a bonus action to cast and on each successive turn, and make it last 1 min, once per short rest.
Instead of making your heals hit harder, focus on healing the group: when you cast a healing spell which targets one person, instead it heals additional creatures up to your wisdom modifier
Give them tree form wild shape that increases healing done by the spells's level or half your proficiency bonus but reduces your speed by 10. Tree form should use your base stats except ac (16 or 18). Make tree form increase the range of heals to a minimum of 30ft, and add 30ft to the range of existing ranged healing
Don't worry about camouflage, trees aren't hard to spot, neither are healers usually.
Druids get immunity to poison at 9th. Also, take out the "elemental fey and demon" part, just give them advantage against charm and fear
Resto druids throw out lots of heal-over-time (which really doesn't work in dnd) and used to take a move speed penalty.
Druids who connection with the plants of the earth have blessed them with increased healing to revitalize all.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional Cleric cantrip of your choice.
Revitalize
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation with your body in contact with the earth. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to Gaia's healing powers and consult the associated list of spells. If it's not a Druid spell it counts as one through this list.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Gaia
Druid Level
Spells
3rd
Effloresence(healing spirit), Regrowth(prayer of healing)
5th
Wild Growth(mass heal word), revivify
7th
Nature’s Guardian(guardian of faith), Tranquility
9th
Nature’s Cure(greater restoration), Rejuvenation(mass cure wounds)
Gaia's Movement
Starting at 6th level, you can use Gaia herself to make yourself harder to hit. You get Camouflage. As a Bonus Action you can cast camouflage which gives disadvantage on all attacks that require sight. It's not perfect invisibility but harder to notice. Can use a number of time equal to half your WIS Modifier rounded down. Minimum of 1.
Nature's Fortitude
When you reach 10th level, you have advantage against being charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature’s Mastery - Harmony
When you reach 14th level, creatures of the natural world sense your connection to nature and become open to restoration. Healing increases by 1d4 per spell’s level.
Tranquility – 4 level 1 action concentration 1 min self 30ft
You draw a large circle around you and it expands to 30ft. Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you in the shape of a flower. You can use an action to cause one creature in the aura (including you) to regain 2d8 hit points.
Item's - Sashelas' Spear, Thunder Beads, Diadem of the Owl, Bag of Stasis
Race - Fey-Touched
Subclass - Circle of Vitality
Monsters - Blood Bear
Spell - Arcbolt
I like what you're going for here.
What I would do is:
I like your bonus spell list, but skip the WoW names for things.
Give them Toll the Dead and Spare the Dying cantrips, skip on having players choose. Other cleric cantrips are awful.
Make tranquility a bonus action to cast and on each successive turn, and make it last 1 min, once per short rest.
Instead of making your heals hit harder, focus on healing the group: when you cast a healing spell which targets one person, instead it heals additional creatures up to your wisdom modifier
Give them tree form wild shape that increases healing done by the spells's level or half your proficiency bonus but reduces your speed by 10. Tree form should use your base stats except ac (16 or 18). Make tree form increase the range of heals to a minimum of 30ft, and add 30ft to the range of existing ranged healing
Don't worry about camouflage, trees aren't hard to spot, neither are healers usually.
Druids get immunity to poison at 9th. Also, take out the "elemental fey and demon" part, just give them advantage against charm and fear
Resto druids throw out lots of heal-over-time (which really doesn't work in dnd) and used to take a move speed penalty.
This is a great start though!