Relying on your connection with the Earth, as a Bonus Action you call out to the Wild Mother and summon a Nature Spirit to your side. It takes the form of a sphere of swirling green and golden light of about 8" in diameter. It floats above and to the side of you. While you have this Nature Spirit at your side, attacks made against you have Disadvantage
When you next hit and damage a target with a ranged weapon or spell attack, your Nature Spirit flies to them and Drains them, doing damage and weakening them. A beam of green light shoots forth from the Spirit at the target, Ensnaring it and doing 2d8 Force damage. For 1 Round (until the end of your next turn) the target is tethered to the Nature Spirit through the beam, and all attacks made against the target have Advantage and deal and extra 1d8 of Force Damage.
At the start of your next turn After the end of the spell on your previous turn (or after combat ends, if that happens first) you regain HP equal to the damage done by each extra 1d8 of Force damage done to the target for the spells duration, to a limit of your normal maximum HP. If the target was killed while under the effects of this spell, you may choose to regain a single Expended Spell Slot rather than the HP. The Spell Slot level cannot exceed the level which was used to cast the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can maintain the spell for one extra Round and deal an extra 1d8 of damage for each Spell Slot higher than 3rd level.
Notes- The Nature Spirit may be negated by a Dispel Magic spell of equal level or higher. If cast by a Druid before using Wild Shape the Nature Spirit remains at its side and still bestows it's benefits, though a ranged spell or weapon attack then cannot be made. Unless the Druid also already has the feature allowing Spellcasting during Wild Shape.
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