Circle of the Pack
Druids are all part of their own smaller societies, but none are as cooperative and closely tied as those in the Circle of the Pack. Members of this circle know that they are strongest when they work together with others, and that the strongest bonds can fight against any foe. As a part of this circle, whether you are the leader or a follower, at the heart of your being, you are a team player.
Bonus Cantrip
When you choose this circle at 2nd level, you gain the spare the dying cantrip.
Pack Tactics
Starting at 2nd level, you can create advantage in combat for both you and your allies. While you are within 5 ft of a hostile creature, other creatures have advantage on attack rolls against that creature, and while a friendly creature is within 5 ft of a hostile creature, you gain advantage on attack rolls against that creature. When you cast a spell that targets only yourself, you can decide to target a willing creature as though the spell at a range of touch. While within 5 ft of a friendly creature, you and that creature have advantage in dexterity saving throws.
Protective Bonds
Starting at 6th level, you add the warding bond spell your druid spell list. It is always prepared, it does not count against the number of spells you can prepare, and it counts as a druid spell for you.
Distracting Beast
Also at 6th level, you learn the best way to protect your allies is to draw attention away from them. By making a noise infused with magic, you can compel your enemies to focus on attacking you. As a bonus action, you can force a number of creatures within a radius of 30 ft that can hear you up to your Wisdom mod (min. 1) to make a Wisdom saving throw. On a failure, they are under the effects of the compelled duel spell. You can't use this feature again until you finish a long rest.
Shape The Pack
Starting at 10th level, whenever you use your Wild Shape feature, you can partially affect the creatures around you. Choose up to your Wisdom mod (min. 1) creatures within 30 ft of you. They can make a Wisdom saving throw or choose to fail the save. On a failure, they are subjected to one of the following effects:
Open Flesh You rip apart the form of creatures around you. They take slashing damage equal to your Druid level.
Repair Flesh You sew together the form of creatures around you. They heal an amount of hit points equal to your Druid level.
Natural Armor You harden the skin of creatures around you. They gain +2 to their AC for 1 minute.
Sight of the Beast You affect the senses of creatures around you. They gain darkvision out to 30 ft, or if they already have darkvision, the range increases to 30 ft. They also gain advantage on Wisdom (Perception) checks relying of sight. This effect lasts for 1 minute.
Mutation You disfigure the form of creatures around you. They are either blinded, deafened, paralyzed or poisoned for 1 minute. They can repeat the saving throw as an action to end the effect.
You can use this feature up to three times, and you regain all uses when you take a long rest.
Pack Leader
Starting at 14th level, you have truly become a leader to those around you, and your presence alone is enough to give your allies an edge in combat. Friendly creatures within 30 ft of you gain +2 to attack rolls and saving throws. When a friendly creature within 30 ft of you drops to 0 hp but doesn't outright die, you can use your reaction to cast mass cure wounds without expending a spell slot.