At 5th druid level, you can spend a rest dice to augment or modify a spell being cast by another creature. The spell must target a creature or area within 30 feet of you, or the caster must be within 30 feet. Doing so is a reaction. You know a number of such modifications equal to your wisdom bonus + 1, and you learn a new modification at each conduit level. You can apply up to 2 modifications to a spell, and you cannot apply the same modification more than once.
Modifications:
The damage dice of the spell are increased by 1 size category.
The spell attack used to cast a spell must be re-rolled.
The spells area is increased by 15 feet.
A creature and all creatures within 5 feet of it that are targeted by the spell gain advantage on any associated save against the spell.
If the spell grants temporary health, it is increased by 1d6 for all targets.
Any necrotic damage dealt by the spell is instead radiant damage, and is increased by 2
Become the target of a single target spell.
The spells duration is increased by 1 hour.
Any healing granted by the spell becomes 1d10 lightning damage.
The save DC of the spell is increased by 2.
If you are a target of the spell, heal 1 fatigue and 1d4 health.
If you are a target of the spell, gain 1d6 arcane health.
If the spell has a health or death save cost, you can redirect it to another creature within 30 feet.
At 6th druid level, gain one of the following abilities:
Lightning soul - Gain resistance to lightning damage, and increase any lightning damage you deal or that is dealt by spells you modify by 1d6.
Enigmatic sight - Gain +1 to all saves, and gain a +1 bonus to perception, insight, and investigation checks.
Heart of vitality - Gain a +2 bonus to charisma, +1d4 bonus to performance and deception checks, and increase your maximum health by 7.
Chaotic spirit - You can use mysticism or bestow insight once per long rest as a free action with no rest dice cost.
Weaver of fate - You can apply 3 modifications instead of 2 when using channel magic.
Stalwart mind - You gain a +1 bonus to wisdom, your rest dice maximum is increased by 1, and you gain an extra feat.
Arcane insight - You can channel magic when casting your own spells by spending a bonus action and your reaction immediately after casting.
At 7th druid level, choose 3 complex modifications to learn from the list below. Choose another at 8th druid level. You can choose to apply a complex modification instead of 2 regular ones.
If the spell conjures a creature, it instead conjures 1 more.
If the spell conjures multiple creatures, it instead conjures 1 less and grants all summoned creatures a +1 to all attributes, saves, and skill checks.
The spell is unaffected, but you replace a spell known with the spell at the appropriate level.
You can redirect a failed spell attacks as you wish with a spell attack of your own.
For a touch spell, copy it and cast it at your own range.
If the spell heals, it heals an additional 1d8 health.
The trajectory of a ray attack is redirected as you wish, up to 45 degrees.
If the spell enchants or conjures a weapon, the weapon deals 1d4 extra damage of your choice: fire, cold, or lightning damage.
At 8th druid level, all healing from essence shift is increased by 2.
When a essence shift benefits from a 3rd level spell or higher, or from at least 3 rest dice, roll a d10. On a natural 10, you regain 1 rest dice.