TEXT: Druid Circles
  Circle of the Fountain
  Myths of a mystical fountain where anti-aging water flows
  have filled tomes for centuries. The Circle of the Fountain is
  rumored to have partaken in the waters which enhance their
  healing magic. No one but the Circle knows for sure, but
  Fountain druids use the rejuvenating properties of water to
  repair and enhance the body and nature itself.
  Additional Cantrips
  When you join this circle at 2nd level, you learn the spare the
  dying and shape water cantrips.
  Enchant Water
  Beginning at 2nd level, when you are preparing your spells
  after a long rest, you may choose to expend any amount of
  spell slots to enchant vials of mundane water with healing
  magic. A creature may drink or otherwise consume the water
  to instantly restore 1d8 per spell level of the spell slot
  expended for that vial plus your Wisdom modifier hit points.
  When healed by an enchanted vial, the target is considered to
  have been healed by a spell cast by you. When you take a long
  rest, all enchanted vials lose their magical properties and
  become mundane water.
  Circle Spells
  At 3rd, 5th, 7th, and 9th level you gain access to circle 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.
  Druid Level
  Circle Spells
  3rd
  aid, cure wounds
  5th
  revivify, wall of water
  7th
  control water, death ward
  9th
  mass cure wounds, raise dead
  Life Giving
  At 6th level, whenever you spend a druid hit die to heal during
  a short rest, you may instead choose to restore 8 + your
  Wisdom modifier + the target's Constitution modifier hit
  points to a target.
  Soothing Waters
  When you reach 10th level, you gain swim speed equal to
  your walking speed and you can breathe and speak in water
  as if it were air.
  In addition, when at least half of your body is submerged in
  water, you regain 1 hit point at the start of each of your turns
  (10 hit points each minute).
  Healing Flow
  Starting at 14th level, any creature that is healed by one of
  your druid spells regains hit points equal to the spell's level at
  the start of each of their turns for a number of turns equal to
  your Wisdom modifier. A creature can only benefit from the
  flow of one spell at a time.
  Credits
     "study" by Dongick Lee (artcobain.deviantart.com/)
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  PART 1 | CLASSES
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Stray Chow Chow/Stray Chow Chow - Druid Circle - Circle of the Fountain.pdf