TEXT:  
  Druid Circles 
  Though their organization is invisible to most outsiders, 
  druids are part of a society that spans the land, ignoring 
  political borders. All druids are nominally members of this 
  druidic society, though some individuals are so isolated that 
  they have never seen any high-ranking members of the 
  society or participated in druidic gatherings. Druids 
  recognize each other as brothers and sisters. Like creatures 
  of the wilderness, however, druids sometimes compete with 
  or even prey on each other. At a local scale, druids are 
  organized into circles that share certain perspectives on 
  nature, balance, and the way of the druid. 
  Circle of Vermin 
  Druids of the Circle of Vermin, sometimes known as 
  Vermin Lords, find their source of power in the lowliest of 
  creatures: insects, rats, spiders, and other pests. 
  Unmistakably, your coming is signaled by the scrambling 
  of little claws and the cawing of the crows. You hold 
  legions of these creatures at your command, ready to 
  swarm, bite, and claw, and you can become one of them, to 
  walk among your children. 
  Lord of the Low 
  Starting at 2nd level, you can Wild Shape into a Swarm of 
  Rats, Bats, or Ravens as a bonus action. At 6th level, you 
  can also Wild Shape into a Swarm of Insects (including all 
  Variant Insect Swarms), and at 10th level, into a Swarm of 
  Snakes. 
       Also, you are a friend of the lower creatures. Before 
  making an attack against you, a tiny beast or swarm of tiny 
  beasts must make a Wisdom saving throw. On a failed 
  save, the beast loses the attack. If a beast's saving throw is 
  successful, it is immune to this feature for the next 24 
  hours. 
  Amass Vermin 
  At 2nd level, as you walk, vermin congregate at your side, 
  and you are never to be found without a rat or spider 
  making its nest in your robes. When you take as short or 
  long rest, you can call a companion swarm to your aid, 
  summoning a new swarm that you can Wild Shape into or 
  restoring your current swarm to full hit points. 
   
   
   
   
   
   
   
       Add your proficiency bonus to the swarm’s AC and 
  attack rolls, as well as to any saving throws and skills it is 
  proficient in. Its hit point maximum equals its normal 
  maximum or four times your druid level, whichever is 
  higher. 
       The swarm obeys your commands as best as it can. It 
  takes its turn on your initiative, though it doesn’t take an 
  action unless you command it to. On your turn, you can 
  verbally command the swarm where to move (no action 
  required by you). You can use your bonus action to 
  verbally command it to take the Attack, Dash, Disengage, 
  or Dodge action. 
  Earth Sense 
  By 6th level, vibrations in the ground echo through its ants 
  and earthworms, and by extension, you can sense them. 
  You gain tremorsense with a range of 10 feet. 
  Body of Plague 
  By 10th level, you have been in such close proximity to 
  vectors of plague that you are immune to disease and being 
  poisoned. 
  We Swarm 
  Beginning at 14th level, if you Wild Shape into the same 
  form as your companion swarm, you can merge into a 
  single Great Swarm as a bonus action on your turn. This 
  new form is one size category larger than the normal 
  swarm. While merged, your companion swarm does not act 
  other than as part of the Great Swarm. 
       You have advantage on attack rolls against creatures 
  caught in the swarm and you deal 10d10 piercing damage 
  on a hit. If a creature attacks the Great Swarm, it has a 50% 
  of targeting you and a 50% chance of targeting your 
  companion swarm. If the Great Swarm takes damage from 
  a source other than an attack, both you and your companion 
  each take half damage. You can dissipate into two swarms 
  as a bonus action. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Circle of Vermin.pdf