I was part way through writing my own version.
Spells
- Conjure Animals - Druidic Spirit Guardians that don't have to be centered on the caster. Not as strong as Fireball but strong
- Conjure Celestial - create a pillar of light (Cleric, L7). Big, beefy, no idea about balance
- Conjure Elemental - 20ft diameter area control that sucks people in. I don't see how fire grapples; should be split into four different spells for the different elementals.
- Conjure Fey - massively upcast Spiritual Weapon that occupies space
- Conjure Minor Elementals - didn't the Spirit Shroud just break the Bladelock? This upcasts like a monster - huge potential with a Bladesinger or a wildshaped moon druid (cast this before wild shaping).
- Conjure Woodland Beings - a strictly weaker upcast Spirit Shroud. Why? Especially when Conjure Animals exists and is lower level.
- Fount of Moonlight - Another Spirit Shroud-alike. This time actually for Moon Druids and provides protection. Also for bards - and it doesn't upcast
- Power Word: Fortify. Great. 120thp to share evenly (which is why it goes up to six).
- Starry Wisp: A perfectly fine cantrip
I
really dislike the old Conjure spells and think the Summoning spells from Tasha's are a huge improvement. That said some of these spells are better than others.
As for the healing buff, healing should never
never outpace damage. But Cure Wounds needed the buff (and preferably to drive Healing Word into a smaller niche).