TEXT:  
  Druid Circles 
  Though their organization is invisible to most outsiders, 
  druids are part of a society that spans the land, ignoring 
  political borders. All druids are nominally members of this 
  druidic society, though some individuals are so isolated that 
  they have never seen any high-ranking members of the 
  society or participated in druidic gatherings. Druids 
  recognize each other as brothers and sisters. Like creatures 
  of the wilderness, however, druids sometimes compete with 
  or even prey on each other. At a local scale, druids are 
  organized into circles that share certain perspectives on 
  nature, balance, and the way of the druid. 
  Circle of the Root and Stem 
  The druids of the circle of the root and stem revere trees 
  and plants above all, identifying them as the foundation 
  upon which all of nature's glory is built. These druids tend 
  to vast and beautiful woodlands, taking painstaking, 
  personal care of every single plant that grows within. The 
  circle's most powerful druids strive to become trees 
  themselves, using their divine magic to transform their 
  bodies into rugged towers of bark and leaf, the better to 
  guard their sacred forests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Leaf Mask Transformation 
  Starting when you choose this circle at 2nd level, you can 
  use your Wild Shape to transform into plants as well as 
  beasts. You cannot use this ability to become a spore 
  servant of any kind, however. 
       While transformed into a plant, you can cast the cantrips 
  shillelagh  and thorn whip, requiring no material 
  components, even if you would not normally know them. 
  Thorny Flesh 
  Also at 2nd level, your skin takes on a rough, bark-like 
  appearance, studded with sharp thorns. Your AC can't be 
  less than 16, regardless of what kind of armor you are 
  wearing. Also, whenever you are hit with a melee weapon 
  attack, you can use your reaction to deal 1d4 plus your 
  Wisdom modifier piercing damage to the attacker. These 
  effects apply while you are Wildshaped. 
  Forest Wisdom 
  Starting at 6th level, you can tap into the ancient wisdom of 
  the trees. Whenever you would make an Intelligence check 
  to recall lore or past events, you can make a Wisdom 
  (Nature) check instead.  
       In addition, you can cast the spell speak with plants at  
                  will, without using a spell slot. This spell does  
               not count against the total number of druid spells  
         you can prepare. 
  Deep Roots 
  At 10th level, your connection to the magic of the earth is 
  so strong that you gain a measure of its solidity. You can't 
  be pushed, shoved, knocked prone or subjected to any other 
  form of involuntary movement as long as your feet are on 
  natural ground. You also have advantage on Strength 
  checks and Strength saving throws. 
  Arboreal Form 
  By 14th level, you have finally learned to become a tree. 
  You can now use your Wild Shape to transform into an 
  awakened tree, or you can expend two uses of your 
  Wildshape to transform into a treant. While in this form, 
  you add your Wisdom modifier to damage rolls for your 
  slam attack, which is considered magical for the purposes 
  of overcoming resistance and immunity. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Circle of the Root and Stem.pdf