TEXT: New Druid Circle
  At 2nd level, a druid gains the Druid Circle feature. The
  following Circle of Dragons option is available to a druid, in
  addition to those normally offered.
  Circle of Dragons
  Druids who are members of the Circle of Dragons feel a
  kinship with the titanic draconic beasts that roam the skies,
  land, and seas of their world. These druids act as
  representatives, companions, and even guardians to dragons.
  Just as diverse and varied as dragons are, so, too, are
  members of this circle.
  Circle of Dragons Features
  Druid Level Feature
  2nd
  Dragon Tongue, Patron Dragon, Dragon Form
  6th
  Dragon Magic
  10th
  Sky Lizard
  14th
  Dragon's Fury
  Patron Dragon
  Your connection to dragons grants you access to certain
  spells. At 3rd, 5th, 7th, and 9th level you gain access to circle
  spells connected to the dragon type you feel the strongest
  bond with, your patron dragon. Choose the type of dragon--
  black, blue, brass, bronze, copper, gold, green, red, silver, or
  white--and consult the associated list of spells.
  Once you gain access to a circle spell, you always have it
  prepared, and it doesn't count against the number of spells
  you can prepare each day. If you gain access to a spell that
  doesn't appear on the druid spell list, the spell is nonetheless
  a druid spell for you.
  Black
  Druid Level Feature
  3rd
  blindness/deafness, Melf's acid arrow
  5th
  bestow curse, water breathing
  7th
  blight, dominate beast
  9th
  insect plague, dominate person
  Blue
  Druid Level
  Feature
  3rd
  gust of wind, suggestion
  5th
  call lightning, sleet storm
  7th
  confusion, freedom of movement
  9th
  dominate person, geas
  Brass
  Druid Level
  Feature
  3rd
  flaming sphere, gust of wind
  5th
  Leomund's tiny hut, tongues
  7th
  hallucinatory terrain, wall of fire
  9th
  conjure elemental, wall of stone
  Bronze
  Druid Level
  Feature
  3rd
  fog cloud, gust of wind
  5th
  speak with plants, water breathing
  7th
  control water, hallucinatory terrain
  9th
  creation, commune with nature
  Copper
  Druid Level
  Feature
  3rd
  Melf's acid arrow, spike growth
  5th
  conjure animals, slow
  7th
  cconfusion, locate creature
  9th
  animate objects, seeming
  Gold
  Druid Level
  Feature
  3rd
  alter self, ray of enfeeblement
  5th
  clairvoyance, major image
  7th
  banishment, divination
  9th
  dream, scrying
  Green
  Druid Level
  Feature
  3rd
  fog cloud, pass without trace
  5th
  plant growth, water breathing
  7th
  grasping vine, stinking cloud
  9th
  cloudkill, dominate person
  Red
  Druid Level
  Feature
  3rd
  flaming sphere, fog cloud
  5th
  dispel magic, haste
  7th
  stoneskin, wall of fire
  9th
  contagion, wall of stone
  Silver
  Druid Level
  Feature
  3rd
  hold person, fog cloud
  5th
  meld into stone, sleet storm
  7th
  ice storm, stone shape
  9th
  hold monster, wall of stone
  White
  Druid Level Feature
  3rd
  hold person, fog cloud
  5th
  protection from energy, sleet storm
  7th
  banishment, ice storm
  9th
  hold monster, wall of stone
  1
  Druid Circle of Dragons | DMDave
  
      Also, your patron dragon determines the damage type
  associated with your Dragon Form resistance as well as the
  shape and range of your breath weapon.
  Dragon Patron
  Dragon
  Damage Type
  Breath Weapon
  Black
  Acid
  5 by 30 ft. line (Dex. save)
  Blue
  Lightning
  5 by 30 ft. line (Dex. save)
  Brass
  Fire
  5 by 30 ft. line (Dex. save)
  Bronze
  Lightning
  5 by 30 ft. line (Dex. save)
  Copper
  Acid
  5 by 30 ft. line (Dex. save)
  Gold
  Fire
  15 ft. cone (Dex. save)
  Green
  Poison
  15 ft. cone (Con. save)
  Red
  Fire
  15 ft. cone (Dex. save)
  Silver
  Cold
  15 ft. cone (Con. save)
  White
  Cold
  15 ft. cone (Con. save)
  Dragon Form
  At 2nd level, you can use your action to spend one use of your
  Wild Shape to transform into a dragon-like creature. You gain
  4 temporary hit points for each level you have in this class.
  While this feature is active, you gain the following benefits:
  You gain darkvision out to 60 ft. If you already have
  darkvision, your darkvision extends an additional 60 ft.
  You gain resistance to the damage type associated with
  your patron dragon.
  You grow claws which are natural weapons you can use to
  make unarmed strikes. On a hit, your claws deal slashing
  damage equal to 1d6 plus your Strength modifier.
  You gain a bite attack, which you can use as a bonus
  action on each of your turns. On a hit, your bite deals
  piercing damage equal to 1d6 plus your Strength modifier.
  You develop tough, scaly skin. Your AC is 13 + your
  Dexterity modifier.
  You can use your action to expend one spell slot to create
  a breath weapon. Your patron dragon determines the size,
  shape, and damage type of the exhalation. The DC for this
  saving throw is equal to your spell save DC. On a failed
  saving throw, a creature takes 3d6 damage for a 1st-level
  spell slot, plus 1d6 for each spell level higher than 1st, to a
  maximum of 6d6. On a successful saving throw, a creature
  takes half as much damage.
  These benefits last for 10 minutes, until you lose all your
  these temporary hit points, or until you use your Wild Shape
  again.
  Dragon Magic
  Starting at 6th level, your attacks in dragon form count as
  magical for the purpose of overcoming resistance and
  immunity to nonmagical attacks and damage. In addition,
  your bite attack deals an extra 1d4 damage of the type
  associated with your patron dragon.
  Sky Lizard
  At 10th level, when you use your Dragon Form, you grow
  leathery wings. As long as you remain in your dragon form,
  you gain a fly speed equal to your movement speed. In
  addition, you provoke no opportunity attacks when you fly out
  of an enemy's reach while in Dragon Form.
  Dragon's Fury
  Starting at 14th level, while you are in dragon form you can
  strike fear in the hearts of your foes. As an action, each
  creature of your choice within 60 feet of you must make a
  Wisdom saving throw against your spell save DC or become
  frightened for 1 minute. A creature can repeat its saving
  throw at the end of each of its turns, ending the effect on
  itself with a success. If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to your
  Dragon's Fury for the next 24 hours.
  Once you use this feature, you can't use it again until you
  complete a short or long rest.
  Credits: Design by Dave Hamrick
  2
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DmDave/DMDave - Circle of Dragons.pdf