this post was submitted on 10 Jul 2023
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Druids sound like what you're looking for. Prepared casters, so they have the flexibility you mentioned, and their spell list is filled with exploration and problem-solving spells. They combine things like Charm Person with access to healing and some blaster spells, too. Not to mention the utility that comes with wild-shaping as the situation demands.
For subclasses, you really could pick anything except maybe Spores. Land expands your spell choices even more and regenerates some slots like a wizard, Moon focuses more on wild shapes, Shepherd adds summons into the mix, Dreams some healing and camping utility, Wildfire the usefulness of a familiar who can teleport itself and others, and Stars' special wild shapes can help with maintaining concentration on a utility spell or having things to do in combat that don't require you to dedicate spells prepared to combat much at all.
These are all excellent points.
I think druid suffers a little from being so concentration-dependent, but in a campaign with an appropriate number of encounters that's not really a big deal, you just want to ride one or two concentration spells for most of an encounter. And even in a too-few-combat-encounters situation, druid isn't bad, they just won't be quite as overpowered as everyone else.
Stars has always been a front-runner for me: I don't like that its special form conflicts with Wild Shape utility, but with only a short rest to recharge them it's pretty easy to get back up and running if you need a scout form. And it gives you a lot of flexibility both in and out of combat.