Circle of the Land (Subclass Fix)

Potent Cantrips
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. Additionally, you add your Wisdom modifier to the damage dealt with any druid cantrip that does not already add it.

Primal Wellspring
Starting at 2nd level, you gain a special pool of spell points equal to your level, which is restored fully whenever you take a long or short rest. These spell points cannot be used to cast your normal spells known. Instead, they can be used to cast from a special list of spells determined by the surrounding terrain (ignoring any artificial structures that might overlay it). In addition to the spells listed in the PHB, the following 1st level spells are available:
 * Arctic: Ice Knife, Faerie Fire
 * Coast: Fog Cloud, Create or Destroy Water
 * Desert: Silent Image, Earth Tremor
 * Forest: Entangle, Goodberry
 * Grassland: Absorb Elements, Longstrider
 * Mountain: Thunderwave, Jump
 * Swamp: Fog Cloud, Ray of Sickness
 * Underdark: Faerie Fire, Detect Poison and Disease

Land's Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through natural, nonmagical hazards (such as thorns, spores, or pools of acid) without being slowed by them and without taking damage. If such a hazard or movement imparing effect is created through magic, as with the Entangle or similar spells, you have advantage on effects related to it.

Nature's Ward
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a creature of the Aquatic, Beast, or Plant, monster families attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.