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  Circle of Entomancy
  Circle of Entomancy
  Those who join the Circle of Entomancy have the ability to
  command bugs and tiny swarms of insects and arachnids.
  They often seek to protect the lower reaches of the forrest
  and the Underdark, however, generally those in the
  Underdark's variant of the Circle of Entomancy seek to use
  insectoids and arachnids to their whim rather than to protect
  them for the good of the ecosystem.
  Entomancy
  Entomancy
  Starting at 2nd level, you learn the Infestation cantrip if you
  did not already know it. Additionally, when casting this
  cantrip, you may choose one of the following options. 
  Bullet Ant: The damage of the Infestation cantrip changes to
  a d8. 
  Lice: The amount of feet the creature is forced to move is
  increased by 5ft. 
  Pathogenic Mosquito: If a creature that has immunity or
  resistance to poison damage fails the Infestation cantrip's
  saving throw, that creature loses resistance or immunity to
  poison damage until the end of your next turn.
  Advance the Swarm
  Advance the Swarm
  Starting at 6th level, while you are wild shaped as an insect
  such as a Swarm of Rot Grubs or an arachnid such as a Giant
  Spider, you may cast the Infestation cantrip as a bonus
  action. You may only use this feature while wild shaped as an
  insect or arachnid, otherwise, the spell fails.
  Internal Hive
  Internal Hive
  Starting at 10th level, you are immune to poison and disease.
  Additionally, when you cast the Infestation cantrip, you may
  select an additional target within the spell's range.
  Insectoid Death
  Insectoid Death
  Starting at 14th level, when you cast the Infestation cantrip,
  you may expend a spell slot to deal 2d6 additional damage
  per spell slot expended or 2d8 if you select the Bullet Ant
  option from your Entomancy feature.
  Circle of Chronomancy
  Circle of Chronomancy
  Druids are often seen as protecting or commanding the
  forces of the natural world such as the land, the elements, or
  the beasts of the material plane. However, there exists druidic
  circles that command other forces of the natural world such
  as the wheel of time itself. Druids who join the Circle of
  Chronomancy often seek to protect the timeline from those
  who wish to use it to travel through and muck with its natural
  order.
  Wind-up
  Wind-up
  At 2nd level, you gain a +1 bonus to your initiative rolls. This
  bonus increases by 1 at 5th level, and again at 11th level and
  17th level.
  Quickened
  Quickened
  Starting at 2nd level, when you roll initiative, you gain a
  bonus to your damage and attack rolls depending on what
  number you rolled for initiative. Look at the table below to
  determain what bonus you recieve.
  Quickened Bonus
  Quickened Bonus
  Initiative
  Initiative
  Bonus
  Bonus
  5
  -1
  10
  0
  15
  +1
  20
  +2
  25
  +3
  Re-Wind
  Re-Wind
  Starting at 6th level, you gain the ability to control time
  around others. As an action, you may target a creature within
  60ft of you, that creature must re-roll their initiative. If the
  creature is unwilling to do so, that creature must suceeed a
  Wisdom saving throw against your Spell Save DC. You may
  use this feature a number of times equal to your Wisdom
  modifier.
  Chronoism
  Chronoism
  Starting at 10th level, you learn the Haste and Slow spell and
  can cast them each once without expending a spell slot once
  per long rest. If you cast Haste on yourself, you gain the
  special option of allowing yourself the ability to use a normal
  action in addition to using the action granted to you by the
  Haste spell to use your Re-Wind feature.
  Timebuster
  Timebuster
  Starting at 14th level, when you drop to 0 hp, instead of
  falling unconcious, you instead become affected by the Blink
  spell and are immediately placed in the Ethereal Plane. At
  the start of your turn, when you exit the Ethereal Plane, you
  regain the same amount of hit points you lost before entering
  it. This effect remains for one minute or until you fall
  unconcious again. Once you use this feature, you cannot use
  it again until you finish a long rest.
  
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  Circle of the Cactus
  Circle of the Cactus
  In the deep reaches of the harsh deserts and moist jungles of
  the material plane lies a circle of druids who are quite
  mysterious. They find comfort in the lands and the plants like
  other druids yet they find themselves to be more of a
  protective type. Especially when it comes to their beloved
  flaura of choice, the cactus.
  Voice of the Prickly
  Voice of the Prickly
  Starting at 2nd level, you have the ability to communicate
  simple ideas to plants and creatures with the plant monster
  type. While most plant creatures do not have the ability to
  communicate properly, they can understand your speech and
  you have advantage on Charisma checks made to
  communicate with them.
  Briar Shape
  Briar Shape
  Starting at 2nd level, when you use your Wild Shape feature,
  you may instead choose to transform into a creature with the
  plant type or to instead treat a beast type creature you
  transform into as a plant type instead. While you are
  transformed this way, when a creature hits you with a melee
  attack, as a reaction, you can choose to deal 1d4 piercing
  damage to that creature.
  This damage increases to 1d6 at 6th level, 1d8 at 10th
  level, and 1d10 at 14th level.
  Water Scab
  Water Scab
  Starting at 6th level, when you Wild Shape as a plant, the
  cactus water in your new form has regenerative properties. If
  you take damage while you are Wild Shaped as a plant, at the
  beginning of your next turn, you gain temporary hit points
  equal to your half your druid level rounded up.
  Dire Briar Shape
  Dire Briar Shape
  At 10th level, you can expend two uses of Wild Shape at the
  same time to transform into a Shambling Mound, or a Wood
  Woad.
  Implant Cactus
  Implant Cactus
  Starting at 14th level, you cast the Wall of Thorns spell
  without expending a spell slot. You may cast this spell even
  when Wild Shaped by only while Wild Shaped as a plant type
  creature. You must finish a long rest before using this feature
  again.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Druid Circles For Weirdos.pdf