Your studies have improved your understanding of the order and resilience of nature, granting you the following benefits. Frugal Casting. When you cast a Druid spell, you can cast it without Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
Additionally, whenever you cast a Druid spell that requires a Material component that is consumed by the spell, there is a 10 percent chance that the component isn't consumed as part of that casting.
Tool Proficiency. You gain proficiency with one type of Artisan's Tools of your choice.
Your Preserved Land becomes more powerful in the following ways.
Fortify Protectors. While inside the Cube created by your Preserved Land, you and your allies gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).
Reject Desecrators. Whenever the Cube created by your Preserved Land enters an enemy's space and whenever an enemy enters the Cube or ends its turn there, that enemy makes a Wisdom saving throw against your spell save DC. On a failed save, the enemy takes 2d10 Radiant damage, and its Speed is halved until the end of its next turn as new growth rises to hinder it. On a successful save, the enemy takes half as much damage only. An enemy makes this save only once per turn.
The size of the Cube created by your Preserved Land increases to a 30-foot Cube. In addition, when a creature you can see in the area of your Preserved Land is hit by an attack roll, you can take a Reaction to halve that attack's damage against the creature.
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.
Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.
Peaceful Rest. Dead bodies interred in the area can't be turned into Undead.
Extradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.
Fear. Creatures of any types you choose have the Frightened condition while in the area.
Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can't gain the Frightened condition while in the area.
As a Bonus Action, you can expend a use of your Wild Shape to fill a 15-foot Cube originating from a point on the ground you can see within 120 feet of yourself with revitalizing energy. The effect lasts for 1 minute or until you have the Incapacitated condition, are more than 120 feet away from the Cube, or die.
Whenever a creature (including you) ends its turn in the Cube, you can grant the creature one of the following benefits:
Bolster. The creature gains Temporary Hit Points equal to 1d4 plus your Druid level.
Purify. You end one effect on the creature causing it to have the Frightened or Poisoned condition.
In addition, nonmagical vegetation native to the region sprouts on ground within the Cube. This vegetation disappears when the effect ends. As a Bonus Action on subsequent turns, you can move the Cube up to 30 feet to another area on the ground within 120 feet of yourself.
You can cast Lesser Restoration or Greater Restoration without expending a spell slot or requiring spell components. You can use this feature to cast a spell in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.