I need advice on balancing this. I don't exactly know how strong or weak it might be in a real game situation, and I was hoping that someone else could come up with advice on this.
Circle of the Sun:
Druids of the Circle of the Sun are wild at heart, wanting to experience the world to teach the next generation of druids. They are as warm and bright as the sun they have bound themselves to and constantly seek companionship with the land and its inhabitants.
Their emotions tend to run hot, accepting challenges as learning experiences, and tend to take risks if only to see what future awaits them. Their empathy for creation has granted them the power to call upon nature itself to defend the smallest of life forms.
Level 2: Wild Bond
You may expend one use of your Wild Shape and an action to create a creature instead of becoming it. All of its stats are the same as the original creature except its wisdom, which it will either use yours or the original creature’s, whichever is higher. It is friendly to you and your allies and follows any of your verbal commands (does not take an action). You can always understand your Wild Bond summon. When it reaches 0 HP, your Wild Shape duration ends, or if you dismiss it as a bonus action, it disappears. You may only have one of these creatures active at a time, and you can only produce one every short rest
In addition, you may now use your Wild Shape feature to transform into creatures of CR equal to 1/5th of your level (rounded down), starting at level 5.
Level 6: Circle Summoning
When casting any of these spells, you may treat them as if they were spent with one spell slot higher than you actually expended:
• Animal Friendship (Lvl 1)
• Animal Messenger (lvl 2)
• Conjure Animals (lvl 3)
• Conjure Minor Elementals (lvl 4)
• Conjure Woodland Beings (lvl 4)
• Dominate Beast (lvl 4)
• Conjure Elemental (lvl 5)
• Planar Binding (lvl 5)
• Conjure Fey (lvl 6)
You may not spend less of a spell slot for these spells than the original cost. In addition, you gain the power to use Speak With Animals at will.
Level 10: Improved Beast Bond
You may now cast Beast Bond (Unearthed Arcana: Elemental Evil) at will. You gain advantage against enemies who are within 5 feet of your bonded creature.
Level 14: Twin Soul
You may use your Improved Beast Bond with your Wild Bond creature as a bonus action at any range. You may concentrate in this way without requiring vision of the target. While your concentration is held, your Wild Bond creature may use your Intelligence, Charisma, and Wisdom scores as its own.
There is no longer a waiting period between uses of Wild Bond. You may choose to use it whenever you have uses of Wild Shape left.
Gained Animal Handling with Wild Bond, improved Wild Shape with Call of the Pack, fixed some typos with flavor text. Wild Bond now has a consistent CR=1/5 level, Call of the Pack now is Improved Beast Bond, Twin Soul nerfed.
This gives more consistent strength to Sun Druids, but forces them to rely on efficient spells from Circle Summoning instead of just relying on their pet in late game combat.