Originally Posted by GiantOctopodes
The Last One - Circle of Land Druid 11 / Draconic Sorcerer 1 Feats: Tavern Brawler, Mobile
This is the one I'm by far the most uncertain of. But you want a 2nd caster, you want to utilize how broken Tavern Brawler is, and you don't want to rely on Str and Con boosts already going to the party face, so I think this is the best fit. You get good Wis skills covered, you get to talk to animals (always fun), and most importantly you get 3 attacks per round base with Tavern Brawler applied while maintaining your value as a full caster. Typically you'll want to pop down something like a Spike Growth the enemies will run through (and kill themselves on), only for the Caster Cleric to blast them back with lightning damage (damaging them again) and them to impale themselves again as they walk forward. That is of course anyone who isn't already dead from 1 round of damage from the Face and the Scout. You have +3 AC from the level of Draconic Sorcerer always on, even while Wildshaped, and once you are concentrating on your spell just pop on your strongest (literally and figuratively) wildshape and go to town in melee if needed. You also can dish out some party healing as needed, alleviating the spell slots of the Face and Caster Cleric which are better spent on raw power.
Respec / Levelling notes: You may also want to start with the level of Sorc to get proficiency on your Con saves; you *definitely* want to pick up Haste with your level 5 Circle of the Land spells, that's the whole reason you're Circle of the Land, that and Circle of the Moon forms are not on average higher strength than your base options. Just because the option to have yet another Haste around is always going to be crazy powerful.

So, I took the time to read a little about druids and this potential build. There is something that seems awkward to me.

I perfectly understand the will to get another haste caster since there is two primary targets for it and the other caster might want to take his turn doing damage or doing something else. So, I get the idea of circle of the land class, it can also apply some heals, it has the Spike Groth spell that seems fun (that plus the warlock spell that puts a darkness zone, seems kinda good... Especially with the cleric pushing back the ones that manage to get out !).

The part that seems awkward to me is building it with tavern brawler : correct me if I'm wrong but this druid won't really have a native high strength so he won't really benefit from this feat, right ? Moreover, this feat only adds chances to hit while in wildshape. I don't really see this character going to town empty handed without a wild form, right ? Yeah, he would probably do more damage like that than if he would simply try to hit with a staff but that will never be impressive, right ?

The way I see this build objective is first use some buffs on the team true damage dealers (Haste and whatnot), maybe cast a spike growth and then... ? Wildshape and go in melee ? Then, tavern brawler seems underused or am I missing something ?