[MENTION=6880599]ClaytonCross[/MENTION] you are full of good ideas on this thread. You made me realize that the druid shouldn't be stealing class features from the ranger or paladin... they should be stealing from the cleric. So, I made this thing:
Circle of the Sun
lol, well ok. I'll take it.
Looking over your design a couple of suggestions/notes
1.you forgot to mark the level you get
Channel Primal Energy.
2. Druids get more Wild Shape feature charges than Clerics get channel divinity. If would recommend it costing 2 wild shape charges per Channel Primal Energy to bring them more in line with each other.
3. I would recommend at the least that
Turn the Unnatural read "Each aberration or undead (your choice)" instead of "and" because doing both is already stronger than "Turn Undead" which has been a signature spell of clerics as long as I can remember, and doing both at the same time (while really rare) is supper over powered by comparison. That's said, if you made it Aberrations only it would make the ability more distinctively the Druids ability without stepping on the party Clerics toes in their moment to shine. I get that undead is corruption, I just believe that it is also a party game and you need to leave room for things that are already class specialties and "Turn Undead" is not just a cleric specialty but perhaps their most famous one second to having healing spell which druid also have.
4.
Rite of the Summer Solstice is and interesting "oh crap" button if two or more party members fall in one turn. The dispelimg darkness however has some drawbacks you might not have considered. In particular the party warlock is not going to be happy when you dispel the darkness spell he just cast with one of his/her 2-4 spell slots. If you don't use it because your so your warlock can do his thing then you might lose some party members. Also, this spell just with the healing and AC Bonus is pretty powerful. I would recommend changing the light effect to bright light actually excluding areas of magical darkness specifically then add something more like fairy fire "all creatures except one you choose that obscured or hidden by non-magical darkness or are invisible are illuminated with a faint glow and revealing them for the duration". The duration of 1 minute for a spell the heals, stops players from dying (Mass spare the dying), reveals enemies in some way, and raises your defenses is too powerful for a
bonus action and one minute duration spell without a concentration restriction even with cost of two wild shape charges, better to extend the range to 60ft +30 ft so it can cover more players at once and reduce the duration to "Until the end of your next turn". Remember, its adding to all healing from any source including healing potion and other players spells by ending it at the end of your turn everyone including yourself gets a chance to benefit and when you consider things like mass cure wounds that's super powerful. Also, the static +wisdom to AC is too powerful and to inflexible as a static. Making all attacks vs the caster at disadvantage means clerics don't have to max out wisdom to benefit incase they put a lot into str,dex,con, and a minimum 13 wiz etc. and it means and effective +5 to AC while leaving it more to chance against high rolls.
Example:
Rite of the Summer Solstice. You can channel the power of the sun. As an action, you create a wave of light emanating from yourself that lasts until the end of your next turn that stretches out as bright light for 60 feet then dim light for another 30feet causing any attacks against you to be made at disadvantage. All creatures except ones you choose are illuminated with a faint glow and revealing them for the duration. If they are obscured or hidden by non-magical darkness or are invisible they are revealed and unable to hide for the duration. When you or an ally within 30 feet of you regains lost hit points, they heal an additional number of hit points equal to your Wisdom modifier (minimum +1). An ally within 30 feet who drops to 0 hit points but is not killed automatically becomes stable.
6.
Solar Strike is more powerful that smite with a permanent +1d8/+2d8 radiant. I would recommend +1d4/+2d4 (I know d6 would similar to hex or hunter's mark, but this more powerful since their is not concentration requirement so it can stack with a number of other things)
7.
Sun's Bounty … This is the equitant of 12 Greater healing potions (gold value 3,000gp) that normally would take you 120 days to make, made in 8 hours for 1 silver..... This is so broken I am not even going to touch this. I might recommend something like Hero's feast as an alternate template all together.