Playtesting D&D Next and really like the idea of a swiftshifting Druid, so I wrote up a new Circle. I've got some other ideas for messing with the circles, too, but here's a start.
Druid of the Water
The Oak may stand resilient to the lightning, and the Moon stay out of its reach, but it is the water that disperses is. The water is not restricted by form, resting as a pond, flowing as a stream, or racing as the rain, the water adapts.
As an initiate of the Water, your druid focuses on adaptability and short term rapid adjustments to his situation. You lose your ability to cast dozens of spells, but tend to have the right one to use when needed. You lose the ability to transform for hours at a time, but can quickly shift between shapes. The Water initiate is most often chaotic but can have any alignment. Cantrips: You know three druid cantrips of your choice.
Spell Slots: You have at most one spell slot at each level, with the ability to refresh spell slots up to level 5 while resting. You may only refresh each spell slot over level 1 once per day.
Wild Shape: You have more Wild Shape Charges per day than other druids. However, they only last for Wis mod + Con mod turns each. Shifting out of your chosen form does not count as a spell action, even if you leave your form early, allowing you to instantly leave a form and cast a spell, or extend the duration of your form by instantly spending another Wild Shape Charge as it ends. During rests you may regain expended Wild Shape Charges. You can only regain up to your caster level in charges per day.
As this specialization relies on short term change, a Steed is out of its area of influence and as such you lose access to this spell. However, your Hound’s bite damage is increased to 1d10 + 2 piercing.
Level 1 form, Turtle: Small or Medium beast
AC 18
Speed 20
Str 14 (+2), Dex 10 (+0), Con 16 (+3)
Shell - Resistant to bludgeoning, slashing, and piercing damage
Melee attack--bite: +4 to hit (5 ft, one creature) 1d6 +1 piercing damage.
Level 3 form, Adaptive Shape: You may change your form’s appearance to that of any other animal with a similar body type. Your hound could be a great cat or an alligator. Likewise you could turn into a salamander instead of a rat, or a camel instead of a horse. This does not change your traits, just your appearance. You only have to have seen the creature once to be able to adapt to its form. Being able to turn into any species does not allow you to turn into a specific individual.
Level 5 form, Augmented Shape: By expending 2 Wild Shape Charges you may transform into an augmented version of a shape you know. This has the same benefits as a Dire Beast with the following exceptions: you may only choose increased AC or Hit. You may become one size larger, no larger than Huge, or one size smaller, no smaller than Tiny.
Level 7 form, Elemental Large Elemental
AC 15
Speed 30
Str 12 (+1), Dex 12 (+1), Con 12 (+1)
Elemental Form: You are resistant to your chosen damage type, but vulnerable to the opposite
Elemental Aura: You deal 1d6 damage* to all creatures within 5 feet of you at the end of each of your turns, and to creatures that make melee attacks against you.
Ranged attack--Elemental Blast: +5 to hit (25 ft, one creature) 1d6 +2 damage*. *See table for damage type.
The following table lists the combinations available for this shape.
Elemental Shape, Resistance and Attack Type, Vulnerability
Acid, Acid, Thunder
Rock, Thunder, Acid
Ice, Cold, Fire
Fire, Fire, Cold
Air, Lightning, Poison
Poison, Poison, Lightning
Shadow, Necrotic, Radiant
Light, Radiant, Necrotic
Level 10 form, Amalgam Shape: At the cost of one Wild Charge, while activating a Wild Shape, you may substitute one trait of your chosen form for that of another from a form you know, including your own, for the duration. You may use this to apply one of your form's traits to your natural body instead of activating another form. Attacks are not traits you can copy, though AC is. Your appearance changes to portray your choice.