I'm starting a new campaign next month where I'm likely to be the party tank AND healer. I'm already aware this is probably not a great idea, but I'm thinking of going 2 levels Barbarian for the Unarmored Defense+Dex saves before going Druid Circle of Moon until the campaign ends (likely around level 6). We all start at level 2. Party composition will likely be Elven Warlock, Changeling Bard, and ?? race Rogue.
My questions are:
* How much would it hurt to have a WIS of only 14? (I'm hoping that not having many direct damage spells will make save DC not as important)
* Which healing cantrips or non-slot healing abilities would be most helpful (in or outside of the Druid class)? The reason I'm asking for healing abilities outside of spell slots will be clear after you read the Homebrew rules for the campaign.
* If not Circle of Moon Druid, is there another officially released healer subclass with a similar degree of tankiness before level 9?
Before supplying advice, here's a few things to keep in mind re: Homebrew rules for this campaign:
* Wildmagic surges can happen with ANY spell cast with a spell slot.
* Short rests only heal 1/2 the amount and take 8 hours.
* Long rests are like short rests in terms of healing and take 3 days.
* There will be crystals that characters can use in place of casting from spell slots. Not sure how common these will be.
* DM has said this is a survival game. (Not coincidentally, she is a big fan of Call of Cthulu.)
If you have to be tank and healer. Consider going Cleric (or see below). It's far more effective and efficient. you don't lock yourself out of things, you don't have to spend action economy to switch between modes. Just a 2-3 levels in fighter or Paladin to boost your offensiveness.
Barbarian runs counter to healing/spell casting since rage blocks all of it and you can't actually control getting out of a rage and Unarmored defense doesn't actually give you a significant enough boost despite peoples obsession with it and is entirely reliant on your forms stats which tend not to mix as well with it as people try to make it sound. (1 to 3 points on fairly squishy AC's for most beasts if even that much). The barbarian mix is basically a very alluring trap.
The conditions your suggesting also suggest heavy reliance on your spell slots to actually keep your party healthy because your natural regen is taking a very heavy beating.
If your heart is set on Druid however. Start seriously considering Circle of the Shepard. It has some potentially superior healing for the situation your describing thanks to one of it's spirit totem animals even if it is only for a minute per short/long rest, it's an AOE that is low but noticeable at low levels and gets better as you level because it's based outright on your level and can trigger even off of just a level 1 healing spell. it also has the advantage that is a strong summoner. Giving something more targets to have to choose from or even getting temporary targets between you and the enemy in general so they have a hard time getting to you is a sound strategy. And Circle of the Shepard makes them just that little bit stronger and more effective.
Also start looking for Alternatives to plate armor that may work for a druid whether it's alternate non-metal materials or supplanting it with spells. Though items like a displacer cloak may actually be more likely and more advantageous to you for giving you affects like mirror image and blur which might just cause an enemy attack just outright miss. Druids have a good selection of area control spells. Start reading up on them because there are a lot and try to keep in mind what they can do and how you might be able to use them in different locations. They may end up being a large part of your tanking strategy.
Talk with the warlock about what they are making. Depending on their choice there may be opportunity to "peel" for each other and kind of take turns and spread things out a little bit Or they may be able to back you up with their own bits of control spells or invocations that help limit or funnel effective foe numbers to handle at a time.
My intention for Barbarian/Moon Druid involve the obvious tanking capabilities of each class. Given the stringent healing house rules used for this campaign and the lack of subclass abilities for both the Bard and Rogue for another level, helping myself and the party survive to level 3 is my primary concern with the build. The situation I see with Sheperd Druid is that a lot of their strong abilities don't come online until level 6. The healing provided by their totems are useful, but at low levels, I think preventing damage through tanking would be far more effective, wouldn't you say?
I hear you on going Cleric. It's definitely the better class for general healing combined with heavier armor options. Unfortunately, none of them are very good tanks, it seems to me, until fairly high level. Given that Warlock and Rogue are good at single target damage, I'm thinking I should have control spells, but most Clerics don't have many options here outside of Spirit Guardians and Command.
The Shepard druids strongest ability actually comes online at level 2. It's a limited use per rest ability but it's the spirit totems that they can summon.
Effectively at low level it turns your healing word into mass healing word for everybody in the area of the unicorn spirit while it's active. Bear can add a few temporary hitpoints that for some classes are practically an additional levels worth just at level 2 when you get it (+7). Mighty Summoner is just kind of an enhancement of expanded options not too long after you get summoning spells that really can start being beneficial to you. And 10th level gives them automatic regeneration under the right conditions. It's basically boosts that come along at certain stages of development. But even better than that is the fact that with the exception of the level 6 power and the level 14 power they actually scale with you as you level so what you are doing at level 2 and the regeneration at level 10 are still fairly useful even at level 20.
As for Cleric. Have you considered War Domain? It's not necessarily a perfect fit but quite frankly not even everything about the "tank" classes is either. But it does give you some benefits like chances to make extra attacks. The ability to make attacks likely successes a certain number of times of day and eventually even added on damage to your hits. It's spell list actually lends towards attack and defense of combat as well. It may end up being at least as good a fit as a Barbarian/Druid honestly without the restrictions.
The problem with Shepherd Druid is two-fold: They lack any tanking ability on their own. Sprinkling some healing around in a set radius in a large fight is useful, but hardly counts as tanking. Like I said, preventing damage in the first place is the preferable option in this case. It is further limited by only lasting for a minute. With the 8 hour short rest house rule, this is far too short of a time.
I think going Paladin is my most realistic option. Healing and tanking. I generally don't like playing fighter types, but I guess a 1/2 caster will do for a short campaign.
If you're pulling double duty as tank and healer, I'd worry about running out of spell slots with paladin, there's also stats to balance.
What is your definition of tanky? 16 AC (14 dex, hide, shield) is pretty respectable for low levels and with the druid's ability to toss out control spells it makes you a pretty aggravating target. Furthermore you'd get access to better control spells and it's always better to prevent attacks than mitigate or draw damage to yourself. Entangle is pretty powerful at those levels since casters aren't a huge threat yet.
I'd also throw out Dreams as a viable druid subclass for what you're looking for. They basically can cast healing word without a spell slot (no concern about wild surge), and still cast another spell in the same round.
Given that casting ANY healing spell from spell slots can be deadly with the wild magic surge potential, the Lay on Hands ability seems the best option for the party.
I don't think Circle of Moon Druid is suitable to the situation anymore. My DM is new and I don't want to have a bunch of arguments about when and how multi-classing would affect the Wildshapes. Also, can't cast healing anyway while in beast form.
Dreams Druids are definitely not tanky, otherwise I would pick them. With only light armor and 1st level spells, that's not much protection.
Is lay on hands, for you or the party? Are you going to be dragging the bads you're tanking over to the downed/low health party member? Also it's an action rather than a bonus action. I think if you're going to try and fulfill the role of tank and off-healer you're going to want to rely on a ranged healing option like healing word, which is why I suggested the Dreams Druid.
Some other follow up questions: What level are you expecting this campaign to go to? Do you think your DM will be strict on the 'Druid's don't wear metal' blurb, and do you think they can be convinced to allow alternate materials for existing armor? Why did you disregard a straight Moon Druid build? What is the percent chance to trigger the wild-magic surge?
Clerics aren't tanky? My Life Cleric begs to differ... Plate & Shield for 20AC on just mundane gear. Life Clerics also get an AoE (if desired) non-spell healing ability through their Channel Divinity: Preserve Life. Disciple of Life improves the healing when you do actually use a spell, and Blessed Healer gives you HP back when you heal others. Cleric also gets you the Spare the Dying cantrip which would not trigger Wild Magic.
If you're an Aasimar, you get a bootleg Lay on Hands too.
No matter what combo you ultimately decide on, take the Healer feat. It's tailor-made for the type of campaign you'll be in.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Clerics aren't tanky? My Life Cleric begs to differ... Plate & Shield for 20AC on just mundane gear. Life Clerics also get an AoE (if desired) non-spell healing ability through their Channel Divinity: Preserve Life. Disciple of Life improves the healing when you do actually use a spell, and Blessed Healer gives you HP back when you heal others. Cleric also gets you the Spare the Dying cantrip which would not trigger Wild Magic.
If you're an Aasimar, you get a bootleg Lay on Hands too.
No matter what combo you ultimately decide on, take the Healer feat. It's tailor-made for the type of campaign you'll be in.
And what level is your Life Cleric, to be able to afford Full Plate armor? In addition, the Preserve Life CDiv is still an action. Not all that different from Lay on Hands, albeit Preserve Life has a range of 30' which LOHands does not. I would rather my character get access to all weapons in addition to all armor + D10 HD + a fighting style if I'm going to be the party's tank. I might pick up some levels in Druid or Cleric at higher levels, but I don't think that would be a good idea, b/c that would definitely make the build MAD. With Point buy, I have just enough for 16 in STR and CHA without sacrificing CON and WIS too much as it is.
I am also thinking about Fighter 1/Grave Domain Cleric 1 to get that 30' Spare the Dying cantrip for free. However, that cantrip only stabilizes and does not bring somebody back into the fight. In that vein, going 2 levels of Paladin is probably just as good at the start. I know that Paladin healing drops off a bit later, but by then the Bard should have gotten some better healing spells.
Also, I've played a healbot before. It's not my style. Nevertheless, I might pick up the Healer feat, as you suggested or convince the party Rogue to do so.
Is lay on hands, for you or the party? Are you going to be dragging the bads you're tanking over to the downed/low health party member? Also it's an action rather than a bonus action. I think if you're going to try and fulfill the role of tank and off-healer you're going to want to rely on a ranged healing option like healing word, which is why I suggested the Dreams Druid.
Some other follow up questions: What level are you expecting this campaign to go to? Do you think your DM will be strict on the 'Druid's don't wear metal' blurb, and do you think they can be convinced to allow alternate materials for existing armor? Why did you disregard a straight Moon Druid build? What is the percent chance to trigger the wild-magic surge?
Honestly, most of the answers to your questions are right there in post #1 and post #5.
Druids don't wear metallic armor. That's a lore-related rule spelled out in the PHB. I could ask about it, but I feel that single class Druids wearing metal or like-metal armor is intentionally circumventing a class guideline based on a meta-game reasoning. That's not how I prefer to play unless there is a good reason for it. Not having exhausted other options, I would not care enough to ask for such a thing
Re: % chance for a wild magic surge, it will vary depending on the party's geographic location.
Clerics aren't tanky? My Life Cleric begs to differ... Plate & Shield for 20AC on just mundane gear. Life Clerics also get an AoE (if desired) non-spell healing ability through their Channel Divinity: Preserve Life. Disciple of Life improves the healing when you do actually use a spell, and Blessed Healer gives you HP back when you heal others. Cleric also gets you the Spare the Dying cantrip which would not trigger Wild Magic.
If you're an Aasimar, you get a bootleg Lay on Hands too.
No matter what combo you ultimately decide on, take the Healer feat. It's tailor-made for the type of campaign you'll be in.
And what level is your Life Cleric, to be able to afford Full Plate armor? In addition, the Preserve Life CDiv is still an action. Not all that different from Lay on Hands, albeit Preserve Life has a range of 30' which LOHands does not. I would rather my character get access to all weapons in addition to all armor + D10 HD + a fighting style if I'm going to be the party's tank. I might pick up some levels in Druid or Cleric at higher levels, but I don't think that would be a good idea, b/c that would definitely make the build MAD. With Point buy, I have just enough for 16 in STR and CHA without sacrificing CON and WIS too much as it is.
I am also thinking about Fighter 1/Grave Domain Cleric 1 to get that 30' Spare the Dying cantrip for free. However, that cantrip only stabilizes and does not bring somebody back into the fight. In that vein, going 2 levels of Paladin is probably just as good at the start. I know that Paladin healing drops off a bit later, but by then the Bard should have gotten some better healing spells.
Also, I've played a healbot before. It's not my style. Nevertheless, I might pick up the Healer feat, as you suggested or convince the party Rogue to do so.
Truthfully, my Life Cleric doesn't even wear plate (level 6 currently in OotA; same availability/affordability issue), and I still go right to the line in splint mail with no issues. I spend most of my time smashing heads with my hammer.
You're absolutely right about Paladin. The only reason I didn't mention it is because it's very MAD (under point-buy) without a Hexblade dip, and I don't know how you'd feel about that for your campaign. Both are very good options.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Is lay on hands, for you or the party? Are you going to be dragging the bads you're tanking over to the downed/low health party member? Also it's an action rather than a bonus action. I think if you're going to try and fulfill the role of tank and off-healer you're going to want to rely on a ranged healing option like healing word, which is why I suggested the Dreams Druid.
Some other follow up questions: What level are you expecting this campaign to go to? Do you think your DM will be strict on the 'Druid's don't wear metal' blurb, and do you think they can be convinced to allow alternate materials for existing armor? Why did you disregard a straight Moon Druid build? What is the percent chance to trigger the wild-magic surge?
Honestly, most of the answers to your questions are right there in post #1 and post #5.
Druids don't wear metallic armor. That's a lore-related rule spelled out in the PHB. I could ask about it, but I feel that single class Druids wearing metal or like-metal armor is intentionally circumventing a class guideline based on a meta-game reasoning. That's not how I prefer to play unless there is a good reason for it. Not having exhausted other options, I would not care enough to ask for such a thing
Re: % chance for a wild magic surge, it will vary depending on the party's geographic location.
I actually don't see the answers you're referring to. Am I missing something? The question about lay on hands specifically was regarding how you intend to use it in combat. I'm trying to understand what your action management will look like. I did miss the bit about 'before level 9' in your first post, is that where you expect the campaign to end? Don't see anything about why you tossed straight moon druid as an option, see a comment about unarmored defense, but no mention of why you think it's necessary or why you believe a straight moon druid isn't 'tanky' enough (you also haven't elaborated on what 'tanky' means to you, though it seems to be a high AC).
re: Druids wearing medium armor: Other revisions generally included alternative materials for medium and up to heavy armors. Half-plate made from Ironwood, Scale Mail made from lizard skin, or chain mail made of glass steel, have all been in the game lore for a long time. It's not cheesing the game, and it's why druids get 'medium armor' proficiency rather than just 'simple armor + hide'. As a DM myself and knowing my player was going to be going into the role you plan to fulfill, I'd personally be open to getting you access to better armor earlier in the game and the DM for the for the game I play in allowed me to pick up scale made from Basilisk hide at earlier levels.
Has your DM provided any idea on what the 'ambient' wild magic surge is going to be like? I keep asking about it because the ability for a moon druid to convert spell slots into healing as a bonus action becomes WAY more powerful in a world where healing spells have a significant chance of failure.
I would use Lay on Hands to Heal very low hp or downed allies in combat, yes. Range of touch isn't great, but in Wildshape as a Druid, I couldn't heal others anyway.
Wild magic in this world will probably be a bit different from the Wild Magic Sorcerer table. Beyond that, I don't know.
Also, I'm not going to play a Circle of Moon Druid in this campaign b/c the DM is new to D&D 5th edition. I don't want to get into arguments about the rules more than I have to.
I'm starting a new campaign next month where I'm likely to be the party tank AND healer. I'm already aware this is probably not a great idea, but I'm thinking of going 2 levels Barbarian for the Unarmored Defense+Dex saves before going Druid Circle of Moon until the campaign ends (likely around level 6). We all start at level 2. Party composition will likely be Elven Warlock, Changeling Bard, and ?? race Rogue.
My questions are:
* How much would it hurt to have a WIS of only 14? (I'm hoping that not having many direct damage spells will make save DC not as important)
* Which healing cantrips or non-slot healing abilities would be most helpful (in or outside of the Druid class)? The reason I'm asking for healing abilities outside of spell slots will be clear after you read the Homebrew rules for the campaign.
* If not Circle of Moon Druid, is there another officially released healer subclass with a similar degree of tankiness before level 9?
Before supplying advice, here's a few things to keep in mind re: Homebrew rules for this campaign:
* Wildmagic surges can happen with ANY spell cast with a spell slot.
* Short rests only heal 1/2 the amount and take 8 hours.
* Long rests are like short rests in terms of healing and take 3 days.
* There will be crystals that characters can use in place of casting from spell slots. Not sure how common these will be.
* DM has said this is a survival game. (Not coincidentally, she is a big fan of Call of Cthulu.)
Thank you in advance for your thoughts.
If you have to be tank and healer. Consider going Cleric (or see below). It's far more effective and efficient. you don't lock yourself out of things, you don't have to spend action economy to switch between modes. Just a 2-3 levels in fighter or Paladin to boost your offensiveness.
Barbarian runs counter to healing/spell casting since rage blocks all of it and you can't actually control getting out of a rage and Unarmored defense doesn't actually give you a significant enough boost despite peoples obsession with it and is entirely reliant on your forms stats which tend not to mix as well with it as people try to make it sound. (1 to 3 points on fairly squishy AC's for most beasts if even that much). The barbarian mix is basically a very alluring trap.
The conditions your suggesting also suggest heavy reliance on your spell slots to actually keep your party healthy because your natural regen is taking a very heavy beating.
If your heart is set on Druid however. Start seriously considering Circle of the Shepard. It has some potentially superior healing for the situation your describing thanks to one of it's spirit totem animals even if it is only for a minute per short/long rest, it's an AOE that is low but noticeable at low levels and gets better as you level because it's based outright on your level and can trigger even off of just a level 1 healing spell. it also has the advantage that is a strong summoner. Giving something more targets to have to choose from or even getting temporary targets between you and the enemy in general so they have a hard time getting to you is a sound strategy. And Circle of the Shepard makes them just that little bit stronger and more effective.
Also start looking for Alternatives to plate armor that may work for a druid whether it's alternate non-metal materials or supplanting it with spells. Though items like a displacer cloak may actually be more likely and more advantageous to you for giving you affects like mirror image and blur which might just cause an enemy attack just outright miss. Druids have a good selection of area control spells. Start reading up on them because there are a lot and try to keep in mind what they can do and how you might be able to use them in different locations. They may end up being a large part of your tanking strategy.
Talk with the warlock about what they are making. Depending on their choice there may be opportunity to "peel" for each other and kind of take turns and spread things out a little bit Or they may be able to back you up with their own bits of control spells or invocations that help limit or funnel effective foe numbers to handle at a time.
My intention for Barbarian/Moon Druid involve the obvious tanking capabilities of each class. Given the stringent healing house rules used for this campaign and the lack of subclass abilities for both the Bard and Rogue for another level, helping myself and the party survive to level 3 is my primary concern with the build. The situation I see with Sheperd Druid is that a lot of their strong abilities don't come online until level 6. The healing provided by their totems are useful, but at low levels, I think preventing damage through tanking would be far more effective, wouldn't you say?
I hear you on going Cleric. It's definitely the better class for general healing combined with heavier armor options. Unfortunately, none of them are very good tanks, it seems to me, until fairly high level. Given that Warlock and Rogue are good at single target damage, I'm thinking I should have control spells, but most Clerics don't have many options here outside of Spirit Guardians and Command.
The Shepard druids strongest ability actually comes online at level 2. It's a limited use per rest ability but it's the spirit totems that they can summon.
Effectively at low level it turns your healing word into mass healing word for everybody in the area of the unicorn spirit while it's active. Bear can add a few temporary hitpoints that for some classes are practically an additional levels worth just at level 2 when you get it (+7). Mighty Summoner is just kind of an enhancement of expanded options not too long after you get summoning spells that really can start being beneficial to you. And 10th level gives them automatic regeneration under the right conditions. It's basically boosts that come along at certain stages of development. But even better than that is the fact that with the exception of the level 6 power and the level 14 power they actually scale with you as you level so what you are doing at level 2 and the regeneration at level 10 are still fairly useful even at level 20.
As for Cleric. Have you considered War Domain? It's not necessarily a perfect fit but quite frankly not even everything about the "tank" classes is either. But it does give you some benefits like chances to make extra attacks. The ability to make attacks likely successes a certain number of times of day and eventually even added on damage to your hits. It's spell list actually lends towards attack and defense of combat as well. It may end up being at least as good a fit as a Barbarian/Druid honestly without the restrictions.
The problem with Shepherd Druid is two-fold: They lack any tanking ability on their own. Sprinkling some healing around in a set radius in a large fight is useful, but hardly counts as tanking. Like I said, preventing damage in the first place is the preferable option in this case. It is further limited by only lasting for a minute. With the 8 hour short rest house rule, this is far too short of a time.
I think going Paladin is my most realistic option. Healing and tanking. I generally don't like playing fighter types, but I guess a 1/2 caster will do for a short campaign.
If you're pulling double duty as tank and healer, I'd worry about running out of spell slots with paladin, there's also stats to balance.
What is your definition of tanky? 16 AC (14 dex, hide, shield) is pretty respectable for low levels and with the druid's ability to toss out control spells it makes you a pretty aggravating target. Furthermore you'd get access to better control spells and it's always better to prevent attacks than mitigate or draw damage to yourself. Entangle is pretty powerful at those levels since casters aren't a huge threat yet.
I'd also throw out Dreams as a viable druid subclass for what you're looking for. They basically can cast healing word without a spell slot (no concern about wild surge), and still cast another spell in the same round.
Given that casting ANY healing spell from spell slots can be deadly with the wild magic surge potential, the Lay on Hands ability seems the best option for the party.
I don't think Circle of Moon Druid is suitable to the situation anymore. My DM is new and I don't want to have a bunch of arguments about when and how multi-classing would affect the Wildshapes. Also, can't cast healing anyway while in beast form.
Dreams Druids are definitely not tanky, otherwise I would pick them. With only light armor and 1st level spells, that's not much protection.
Is lay on hands, for you or the party? Are you going to be dragging the bads you're tanking over to the downed/low health party member? Also it's an action rather than a bonus action. I think if you're going to try and fulfill the role of tank and off-healer you're going to want to rely on a ranged healing option like healing word, which is why I suggested the Dreams Druid.
Some other follow up questions:
What level are you expecting this campaign to go to?
Do you think your DM will be strict on the 'Druid's don't wear metal' blurb, and do you think they can be convinced to allow alternate materials for existing armor?
Why did you disregard a straight Moon Druid build?
What is the percent chance to trigger the wild-magic surge?
Clerics aren't tanky? My Life Cleric begs to differ... Plate & Shield for 20AC on just mundane gear. Life Clerics also get an AoE (if desired) non-spell healing ability through their Channel Divinity: Preserve Life. Disciple of Life improves the healing when you do actually use a spell, and Blessed Healer gives you HP back when you heal others. Cleric also gets you the Spare the Dying cantrip which would not trigger Wild Magic.
If you're an Aasimar, you get a bootleg Lay on Hands too.
No matter what combo you ultimately decide on, take the Healer feat. It's tailor-made for the type of campaign you'll be in.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
And what level is your Life Cleric, to be able to afford Full Plate armor? In addition, the Preserve Life CDiv is still an action. Not all that different from Lay on Hands, albeit Preserve Life has a range of 30' which LOHands does not. I would rather my character get access to all weapons in addition to all armor + D10 HD + a fighting style if I'm going to be the party's tank. I might pick up some levels in Druid or Cleric at higher levels, but I don't think that would be a good idea, b/c that would definitely make the build MAD. With Point buy, I have just enough for 16 in STR and CHA without sacrificing CON and WIS too much as it is.
I am also thinking about Fighter 1/Grave Domain Cleric 1 to get that 30' Spare the Dying cantrip for free. However, that cantrip only stabilizes and does not bring somebody back into the fight. In that vein, going 2 levels of Paladin is probably just as good at the start. I know that Paladin healing drops off a bit later, but by then the Bard should have gotten some better healing spells.
Also, I've played a healbot before. It's not my style. Nevertheless, I might pick up the Healer feat, as you suggested or convince the party Rogue to do so.
Honestly, most of the answers to your questions are right there in post #1 and post #5.
Druids don't wear metallic armor. That's a lore-related rule spelled out in the PHB. I could ask about it, but I feel that single class Druids wearing metal or like-metal armor is intentionally circumventing a class guideline based on a meta-game reasoning. That's not how I prefer to play unless there is a good reason for it. Not having exhausted other options, I would not care enough to ask for such a thing
Re: % chance for a wild magic surge, it will vary depending on the party's geographic location.
Truthfully, my Life Cleric doesn't even wear plate (level 6 currently in OotA; same availability/affordability issue), and I still go right to the line in splint mail with no issues. I spend most of my time smashing heads with my hammer.
You're absolutely right about Paladin. The only reason I didn't mention it is because it's very MAD (under point-buy) without a Hexblade dip, and I don't know how you'd feel about that for your campaign. Both are very good options.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
My Forge Cleric tanked and healed his way through Tomb of Annihilation with a Bard and two Rogues, so yeah, they can handle it.
With some of those homebrew rules, especially the long rest change, I have no idea how a Barbearian will fare. Sounds pretty rough.
I actually don't see the answers you're referring to. Am I missing something?
The question about lay on hands specifically was regarding how you intend to use it in combat. I'm trying to understand what your action management will look like.
I did miss the bit about 'before level 9' in your first post, is that where you expect the campaign to end?
Don't see anything about why you tossed straight moon druid as an option, see a comment about unarmored defense, but no mention of why you think it's necessary or why you believe a straight moon druid isn't 'tanky' enough (you also haven't elaborated on what 'tanky' means to you, though it seems to be a high AC).
re: Druids wearing medium armor: Other revisions generally included alternative materials for medium and up to heavy armors. Half-plate made from Ironwood, Scale Mail made from lizard skin, or chain mail made of glass steel, have all been in the game lore for a long time. It's not cheesing the game, and it's why druids get 'medium armor' proficiency rather than just 'simple armor + hide'. As a DM myself and knowing my player was going to be going into the role you plan to fulfill, I'd personally be open to getting you access to better armor earlier in the game and the DM for the for the game I play in allowed me to pick up scale made from Basilisk hide at earlier levels.
Has your DM provided any idea on what the 'ambient' wild magic surge is going to be like? I keep asking about it because the ability for a moon druid to convert spell slots into healing as a bonus action becomes WAY more powerful in a world where healing spells have a significant chance of failure.
I would use Lay on Hands to Heal very low hp or downed allies in combat, yes. Range of touch isn't great, but in Wildshape as a Druid, I couldn't heal others anyway.
Wild magic in this world will probably be a bit different from the Wild Magic Sorcerer table. Beyond that, I don't know.
Also, I'm not going to play a Circle of Moon Druid in this campaign b/c the DM is new to D&D 5th edition. I don't want to get into arguments about the rules more than I have to.