Restoration druids use the soothing power of nature to heal and restore.
Druid Level - Spells
3rd - Rejuvenation, Spike Growth
5th - Nourish, Plant Growth
7th - Aura of Life, Wild Growth
9th - Commune with Nature, Tranquil Rain
At 3rd level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Also at 3rd level, you learn to instinctually harness the rejuvenating magic of nature. You have a pool of healing energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
At 6th level, you can use Spirit Shape to adopt the form of a powerful Spirit of Life. Transforming into this form does not count against the uses of your Spirit Shape feature.
When you reach 10th level, you can infuse allies with life magic to bolster their spirits. As an action, you choose a creature within 60 feet that you can see and confer one of the following benefits of your choice to that creature:
For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll, as if under the effect of the bless spell.
Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
At 14th level, your spirit overflows with life energy. When you a heal a target with Lifebloom, roll 1d6, and add the result to the total amount healed and temporary hit points gained.