Druid
Base Class: Druid

[This Circle was intended to have a primarily caster druid be more viable without multiclassing and be more focused on Elemental based spells, with all elements, based on PHB Druid, Preserve the Balance.]
{DM & General Note: This Circle is mostly a specific flavor version of Circle of the Land, and the less OP version, however feel free to balance more towards your personal wishes as you like.}
[All spells used are from Player's Handbook, Xanathar's Guide to Everything, Tasha's Cauldron of Everything, Kibbles' Generic Spells from GM Binder and D&D Unleashed Compendium: The Elements and Beyond}

Preserve the Balance
For druids, nature exists in a precarious balance. The four elements that make up a world-air, earth, fire, and water-must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. (PHB, Druid class)
The Circle of the Elements is made up of Guardians and Protectors that harness and utilize the very essence of Nature's ability to heal, create, and destroy. This Circle is dedicated to the study of, and communion with the Elemental forces of Nature.

Elemental Study and Commune with the Elements

Elemental Study

  You gain proficiency with any ability checks related to information about, and the handling of Elementals, Animentals, and elemental-related fey, like dryads or kelpies. (examples: An Air Genasi tests your knowledge of species in the Elemental Plain of Air, you suddenly find yourself trying to care for a Fire Bear cub, somehow you ended up on the back of a Kelpie and are trying to keep it from drowning you.)

Commune with the Elements

 You learn to read, write, and speak Primordial if you don't already know it, as well as being able to understand and speak different Primordial dialects: Aquan, Auran, Ignan, and Terran. 

Starting at 2nd Level, you can regain some of your magical energy by sitting in meditation and communing with Nature. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th Level or higher. You can’t use this feature again until you finish a Long Rest. (Ex: when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level slot or two 1st-level slots.)

Elemental Cantrips and Circle Spells

When you choose this circle, you learn Elemental Guard (Elemental flavored homebrew version of Guard cantrip from D&D Unleashed)

Elemental Guard: Abjuration cantrip
Casting Time: 1 time per round as a reaction, or as 1 action.
Range: Self, or a creature within 15 ft.
Components: V, S
Duration: Concentration, up to 1 round
You shroud yourself or a creature within 15 ft of you, in an elemental shield that has 1d6 hit points and lasts until the end of your next turn. If the target would take damage before the spell ends, the shield blocks that damage and takes the damage instead. The shield can't block psychic or poison damage unless it is dealt by an attack. If the shield is reducted to 0 hit points, the target takes any remaining damage and the spell ends.
If you target yourself with this spell, it doesn't recquire concentration.
The ward's hit points increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

You also learn one additional cantrip of the elemental variety, which you choose from the following list:

Acid Splash
Chill Touch
Control Flames
Create Bonfire
Earth Stomp (D&DU)
Fire Bolt
Frostbite
Gust
Infestation
Lightning Lure (TCoE)
Magic Orb (D&DU)
Mold Earth
Poison Spray
Produce Flame
Razor Leaf (D&DU)
Ray of Frost
Shape Water
Shocking Grasp
Tend Plants (D&DU)
Thaumaturgy
Thunderclap
Water Spout (D&DU)
Weathering (D&DU)
This chosen cantrip is treated as a Druid cantrip for you, uses Wisdom as your spellcasting ability, and does not count against the number of cantrips you get from your class.

Elemental Circle Spells

Druid Level | Circle Spells
1st | Cure Wounds, Healing Word, Absorb Elements
3rd | Healing Spirit(XGtE), Lesser Restoration, Earthbind
5th | Protection from Energy, Elemental Weapon
7th | Conjure Minor Elemental, Summon Elemental(TCoE), Elemental Bane(XGtE)
9th | Conjure Elemental, Wrath of Nature (XGtE)

Additionally, at 11th level Primordial Ward(XGtE) becomes a circle spell, 13th level Prismatic Spray(Wizard) become circle spells.
At 15th level, Shapechange becomes a circle spell, and for the purposes of this circle you must choose Air Elemental, Earth Elemental, Fire Elemental, Water Elemental. See the individual monster card & spell card for more information. The rest of the spell remains unchanged.

Animental Wild Shapes

Starting at 2nd level, when you choose your wild shape form, roll a 1d8 for an element to represent, from below:
1. Air (force)
2. Earth (bludgeoning)
3. Fire
4. Water (piercing)
5. Ice
6. Magma (fire)
7. Ooze (acid)
8. Lightning
*When making melee attacks in this form you now do 1d6 of the type of elemental damage selected. This damage increases to: 2d6 (5th level), 3d6 (11th level), 4d6 (17th level)
*You get 1 additional use of Wild shape feature before a rest.
At 8th level, when you would roll 1d8 for your element to represent, you roll two d8s instead and choose which result to use. If both dice roll the same result, you choose the element from the table.
At 12th level you choose the element from the table.

Elemental Strike

At 6th level, you gain the ability to infuse your weapon strikes with elemental energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 elemental damage to the target. When you reach 14th level, the extra damage increases to 2d8.
The type of this extra damage is based on the result of the d8. Starting at the 14th level, you choose which d8 to use to determine the damage type. If both d8s roll the same result, you instead choose a type from the table.
At 17th level you gain the ability to choose the elemental effect from the table instead of rolling.

1. Air (force)
2. Earth (bludgeoning)
3. Fire
4. Water (piercing)
5. Ice
6. Magma (fire)
7. Ooze (acid)
8. Lightning

Elementals Ward

At 10th level, you can't be charmed or frightened by elementals, animentals,  or elemental-related fey, and you are immune to poison and disease.
Beginning at 10th level, choose one of the elements and corresponding damage types in the following table:
Air: lightning/force, Earth: bludgeoning, Fire, Ooze: acid, Water: cold/piercing. When you finish a short or a long rest, you become resistant to each damaging type of that element until the end of your next short or long rest. You may switch types after a rest if you would like to do so. At 16th level you may choose 2.

Elemental Sanctuary

When you reach 14th level, creatures and elementals sense your connection to the elements themselves and become hesitant to attack you. When animental creature, (does not include monsters or creatures of the evil alignment) or a fey related to an element (like a dryad), or an elemental itself attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.

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