The point is that the eclipse feature is the main mechanic of the balance druid, so IMO it's natural to improve it. However, valid substitution are always welcomeArrius Nideal: You're focusing too much on the Eclipse feature.
Yes, but only for YOUR holy/arcane spells.Arrius Nideal: Astral comunion. Do you mean that if you hit with an Arcane spell, all holy spells deal +1d8 damage for one minute?
And now, new archetype feature following your suggestion
You gain a new shapeshift which resembled an owlbear.
Armor Class 12 (natural armor)
Speed 30 ft.
STR 14 (+2)
DEX 12 (+1)
CON 15 (+2)
Senses darkvision 60 ft.
Keen Sight and Smell. The moonkin has advantage on Spirit (Perception) checks that rely on sight or smell.
Moonkin. While in this form, you may cast druid spells from the Evocation and Transmutation spell lists when in moonkin form. If you can already cast such spells, said spells cost 1 point of mana less than normal.
Feral (Cat Form)
Beginning at 2nd level, while in cat form you have advantage in the Stealth skill made to hide yourself. Also, you deals an extra 1d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cat form that isn't incapacitated and the cat form doesn't have disadvantage on the attack roll. This extra damage increase by 1d6 every four druid level (max 5d6 at level 20th).
Starting at 6th level, while in cat form, enemies suffer disadvantage with attacks against you if you have advantage against them.
Tree of Life Form
You learn a new shapeshift, you are able to take on the form of living treant which stands the same size of a humanoid.
Tree of life
Armor Class 10 (natural armor)
Speed 30 ft.
STR 14 (+2)
DEX 8 (-1)
CON 17 (+3)
Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
False Appearance. While the tree of life remains motionless, it is indistinguishable from a normal tree.
Tree of Life. You may cast Conjuration and Trasmutation druid spells when in tree of life form. If you can already cast such spells, said spells cost 1 point of mana less than normal. Whenever you cast a healing spell, you add +5 to the final hit points restored.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage
Starting at 6th level, you can cast a healing spell as a reaction once per short rest.
Starting at 14th level, all your spells cost 1 mana point less.