The mysterious, mystical Druid. Not normally associated with large groups of people, Druids frequently keep to themselves. Their friendly contacts are often Rangers, Fey, or each other.
Druidic Parties
In the mythology of Dungeons & Dragons, the Druid normally represents a reclusive hermit with mighty powers associated with the untamed wilderlands. The needs of large groups of people rarely mesh well with the wishes of a Druid, who is often tasked with the protection of the pristine wild.
This is just the stereotype, of course, but the Druid’s abilities lend themselves towards operating with only the help of animal companions.
Brawm
For the goodly tree-hugging variety of Druid, the best type of brawn available would be the Ranger. Provided that the Ranger is also of the conservationist type. Fighters work well also, for while they lack animal empathy and some of the exceptional forestry skills of a ranger, the Druid can more than make up for this lack. The Noble-Savage variety of Barbarian also meshes well with the Druid. The Hack ‘n Slash viking type berserker would likely clash with the tranquil goodly Druid. This can make for good roleplay, as can a combination of rustic Druid with Citified Fighter.
Divine Magic
This is the Druid’s forte. While in the untames forests and jungles of the world, the Druid has access to a good variety of tricks. Outside of his element, he falters however.
Cunning
Druids are, when played effectively, quite cunning in the untamed parts of the world. A Rogue or Bard, who may normally fit this niche, may be better replaced by a Ranger. Between a Ranger and a Druid, there is plenty of know-how for a Druid-based party to get the better of its opponents.
Arcane Magic
A Wizard’s reliance upon books makes him likely to be more civilized than a druid is likely to get along with. However, a hermit-mage living in a remote stronghold in the Druid’s domain would make for a potent occasional ally. Sorcerers, for all their wild power, have an innate tendancy to get quite destructive (with a limited number of spells, they are likely to pick vastly destructive offensive magics that are broadly applicable but possibly abhorrent to the Druid).
The Party
Two versions come to mind, the Druid, Druid, Ranger, Wizard, and the Barbarian, Druid, Druid, Ranger. Nobody understands a Druid like a Druid, so lets double-down on the Druidic might. To keep with the more traditional motif, let’s assume this is an occasional alliance of characters, and pick the Wizard variant.
Strengths
Outstanding wilderness savvy
Multiple Animal Companions can be used to great effect on unwary intruders
Potent spellcasting combo, with all casting spells at 4th level
Decent hit points with 1d10+2d8+1d4
A good team for a campaign based out of a single well-known domain, with most character quite capable of extended solo adventures within that domain
Weaknesses
Poor armor. All members of this party are restricted in choice of defensive acoutrements
Highly specialized and therefore utterly screwed when out of their own realm