You know Druidic; the secret language of Druids. You always have Speak with Animals prepared (doesn't count against your prepared spells). You can leave hidden messages in Druidic — you and other Druids automatically spot them; others need a DC 15 Intelligence (Investigation) check to notice them (but can't decipher without magic).
You have dedicated yourself to one of the following roles (choose one): Magician — you know one extra Druid cantrip; and you add your Wisdom modifier to Intelligence (Arcana or Nature) checks. Warden — you gain proficiency with Martial weapons and training with Medium armor.
USES: 2 per rest (regain 1 on Short Rest; all on Long Rest). You shapeshift into a Beast form you have learned. While shapeshifted: you gain Temp HP equal to your Druid level; your stats are replaced by the Beast's (but you keep your HP; Hit Dice; INT/WIS/CHA; class features; languages; and feats); you can't cast spells; and you can leave the form early as a Bonus Action. Known forms: 4 Beasts (max CR 1/4; no Fly Speed). At Druid level 4: 6 forms (max CR 1/2). At level 8: 8 forms (max CR 1; Fly Speed allowed).
USES: Expend a spell slot or a Wild Shape use. You can cast Find Familiar without Material components. The familiar is Fey and disappears when you finish a Long Rest.
USES: Expend a Wild Shape use. You summon a Wildfire Spirit that occupies its space and is friendly to you. It acts on your initiative. As a Bonus Action; you can command it to move. When you summon it or as a Bonus Action; you can have it use Flame Seed (ranged spell attack; 1d6+WIS Fire damage; ignites flammable objects) or Fiery Teleportation (teleport itself and up to 3 willing creatures within 5 ft up to 15 ft to unoccupied spaces; each creature except the spirit takes 1d6+WIS Fire damage). Spirit HP = 5 + five times your Druid level. AC = 13 + your Wisdom modifier. (Lvl 3 Subclass Feature)
While your Wildfire Spirit is summoned; you gain the following benefits: Spells you cast that deal Fire damage or restore HP can be delivered through the Spirit (using it as the point of origin). You add 1d8 to any Fire damage or healing roll from a Druid spell. (Lvl 3 Subclass Feature)
Once on each of your turns; if you have no Wild Shape uses left; you can give yourself one use by expending a spell slot (no action required). In addition; once per Long Rest; you can expend one Wild Shape use (no action required) to give yourself a level 1 spell slot.