Circle of the Night
Eschewing the hippy bullshit of the more orthodox druids, members of the Circle of the Night treat nature and its magic as much a matter of study as a matter of religious obligation. They have a generally unsavory reputation, famous for trafficking with malign fey and the darker forces of the natural world.
Starting at 2nd level, you learn one cantrip of your choice from the Wizard list. The attribute for this cantrip is Wisdom.
Starting at 2nd level, you can inscribe magical rituals onto your skin. Pick two 1st level spells from any class list that have the ritual tag. You can always cast these spells as rituals, and they do not count against spells you know or have prepared. If you find other ritual spells during your adventures, you can tattoo them onto yourself, though you can only cast it if its spell level is equal to your less than half your Druid level. This process takes 50 gp and 2 hours.You can fit as many rituals as you like onto yourself.
Starting at 6th level, anyone who signs a contract with or swears an oath to you must make a Wisdom save vs your spell save DC in order to break its terms. They only must follow the letter, not the spirit of the agreement. Paradoxical promises are null and void.
Starting at 10th level, you acquire a garden in the form of a 1 acre demiplane. Its exact nature, climate, and contents are a matter between you and your DM. The garden is never more than half a day's travel away, no matter where you go or where you are. Only you know the way there, though others can follow you (even without your knowledge)
Starting at 14th level, you can expend both uses of your Wild Shape ability to turn into an Adult Dragon with the chroma of your choice for 10 minutes. This transformation otherwise follows all Wild Shape rules.