a. 2nd Level: Bonus Cantrip – Gain a bonus cantrip of your choice b. 2nd Level: Natural Recovery – During a short rest, you can regain expended spell slots of up to half of your druid level. This works on spells up to 6th level. After you use this feature, you must complete a long rest to use this feature again. c. 3rd Level: Circle Spells – you gain access to new spells based on the land you came from. These lands are Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, and Underdark. d. 6th Level: Land’s Stride – Moving through non-magical difficult terrain does not hinder your movement speed and you do not take damage from them. You also have advantage on saving throws versus plants that are magically enhanced to impede movement. e. 10th Level: Nature’s Ward – you can’t be charmed of frightened by elementals or fey. You are also immune to poison and disease. f. 14th Level: Nature’s Sanctuary – Beasts and plants that attempt to attack you must succeed at a Wisdom Save against your spell save DC. If they fail, they must choose a different creature to attack or the attack misses. If it makes the save, it is immune to this effect for 24 hours. 2. Circle of the Moon a. 2nd Level: Combat Wild Shape – You can wild shape as a bonus action. You can also expend a spell slot to regain 1d8 HP per level of spell slot expended. b. 2nd Level: Circle Forms – You can transform into creatures up to CR 1 while still observing restrictions from the Wild Shape movements. This ability changes at 6th level to allow a CR as high as your druid level divided by 3 rounded down. c. 6th Level: Primal Strike – Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non- magical attacks and damage. d. 10th Level: Elemental Wild Shape – You can expend 2 uses of Wild Shape to transform into an elemental (air, earth, fire, water) e. 14th Level: Thousand Forms – You can cast the spell Alter Self at will. 3. Circle of Dreams (Xanathar’s) a. 2nd Level: Balm of the Summer Court – You have a pool of Fey Energy represented by D6’s. As a bonus action, you can select one creature you can see within 120’ and spend a number of the dice up to half your druid level. They heal for the amount rolled + 1 temporary HP per die spent. You regain all die once you complete a long rest. b. 6th Level: Hearth of Moonlight and Shadow – You create a 30’ radius sphere of magic centered where you select. While you and your allies are inside, you gain a +5 bonus to Stealth and Perception checks. Any light from open flames within the sphere isn’t visible outside of it. The sphere vanishes at the end of your rest or once you leave it. c. 10th Level: Hidden Paths – As a bonus action, you can teleport up to 60’ to an unoccupied space you can see. You can instead use this to teleport a willing creature you touch up to 30’ to an unoccupied space you can see. You can use this a number of times equal to your Wisdom Modifier and regain all uses once you complete a long rest. d. 14th Level: Walker in Dreams – When you finish a short rest, you can cast one of the following spells, without using a spell slot or using material components: Dream, Scrying, or Teleportation Circle. The Teleportation Circle returns you to the location where you last completed a long rest. Once this feature is used, you must complete a long rest to use it again. 4. Circle of the Shepherd (Xanathar’s) a. 2nd Level – Speech of the Woods – you learn to speak, read, and write Sylvan. Additionally, beasts can understand your speech and you gain the ability to decipher their noises and motions. b. 2nd Level: Spirit Totem – You can summon a spirit within 60’ of yourself. It creates a 30’ radius around that point. As a bonus action you can move it up to 60’ to a point you can see. i. Bear Spirit – When in its aura, creatures of your choice gain temporary HP of 5+Druid Level and gain advantage on STR checks and saving throws ii. Hawk Spirit – When a creature in the aura makes an attack, the druid can use its reaction to grant the attacker advantage on the attack. Additionally, all allies have advantage on Perception checks while in the aura. iii. Unicorn Spirit – You and all allies gain advantage to detect creatures within the spirit’s radius. Additionally, if you cast a spell that heals a creature inside or outside of the aura, each creature of your choice in the aura also regains HP equal to your druid level. th c. 6 Level: Mighty Summoner – Each beast or fey that you summon gains 2 more HP per hit die it has and their natural weapons count as magical for overcoming resistances. d. 10th Level: Guardian Spirit – When a beast or fey ends its turn in your Spirit Totem’s aura, it regains HP equal to half your druid level. e. 14th Level: Faithful Summons – If you fall to 0 HP or are incapacitated against your will, you immediately gain the benefits of the spell Conjure Animals at 9th Level. It summons 4 beasts of your choice that are CR 2 or lower. They appear within 20’ of you. If you cannot command them, they automatically work to protect you and attack your foes. The spell lasts for 1 hour and requires no concentration. Once used you must complete a long rest to use it again. 5. The Circle of Swords (SCAG) a. Purely a flavor text entry that requires you to use a different Circle’s ability set 6. The Elemental Enclave (SCAG) a. Purely a flavor text entry that requires you to use a different Circle’s ability set 7. The Moonshea Circles a. Purely a flavor text entry that requires you to use a different Circle’s ability set 8. Circle of Spores (GGtR) a. 2nd Level: Circle Spells – gain new spells added to your list: Chill Touch, Blindness/Deafness, Gentle Repose, Animate Dead, Gaseous Form, Blight, Confusion, Cloudkill, Contangion b. 2nd Level: Halo of Spores – When a creature you can see moves into a space within 10’ of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to it unless it succeeds on a CON Save against your spell save DC. The damage increases to 1d6 at 6 th, 1d8 at 10th, and 1d10 at 14th. c. 2nd Level: Symbiotic Entity – You can expend a use of your Wild Shape to awaken your spores. You gain 4 temporary HP for each druid level you possess. While active you gain the following benefits: i. your Halo of Spores damage rolls the damage die twice and add the results together. ii. Your melee weapon attacks deal an extra 1d6 poison damage to any target you hit iii. These benefits last for 10 minutes, until you lose all the temporary HP, or you use your Wild Shape again d. 6th Level: Fungal Infestation – Your spores can infest a humanoid corpse and animate it. If a beast or humanoid that is small or medium dies within 10’ of you, you can use your reaction to animate it, causing it to stand up immediately with 1 HP. It uses the zombie statistics. It remains animate for 1 hour after which, it collapses and dies. Its turn is immediately after yours. It obeys your mental commands and the only action it can take is the attack action, making 1 melee attack. You can use this ability a number of times equal to you Wisdom Modifier and regain all uses once you complete a long rest. e. 10th Level: Spreading Spores – As a bonus action, while your Symbiotic Entity feature is active, you can hurl spores up to 30’ away, where they swirl in a 10’ cube for 1 minute. They disappear immediately after you use this again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores feature damage, unless it succeeds on a CON saving throw versus your spell save DC. They can only take this damage once per turn. While the cube persists, you can’t use your Halo of Spores reaction. f. 14th Level: Fungal Body – You can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit, unless you are incapacitated.