William, as you requested I’ve looked for weaknesses in your builds. I’ve tried to keep the fixes reasonably affordable.
Both builds are very solid, well-made, and certainly NM-ready. Very impressive.
Druid
Your Druid clearly emphasizes healing first and spell damage second. Very useful, particularly when a Cleric, Paladin, or both don’t show up.
Your biggest weakness is running out of damage spells while combat is still ongoing. The faster the monster falls, the less healing the party needs and the more time you have to heal them. Let’s plan for a run with five combat rooms needing an average of three rounds each. That’s 15 combat rounds. A 5th level Druid has 7 attack spells. Spell Swapping and Spell Storing gives you only 10 attack rounds without sacrificing healing spells, and you are unlikely to hit Nightmare ACs with physical weapons.
A cheap and effective solution is a big stash o’ Scrolls Bless and pre-run coordination with the Cleric. Cleric casts Bless the first round of the first combat room, you use a Scroll to cast Bless the first round of every following combat room. Since statistically that will mean the party will probably land one more hit per room, for five bucks per run you effectively get +4 solid attacks per run (for a total of 14), still have all your healing spells, and give the party +1 saves vs. Fear as a bonus. I can give you four Scrolls Bless on our run if you’d like.
Dwarf
Again, a basically solid build. Good HP and AC, as a Dwarf should have.
Two opportunities for improvement jump out. Your Lenses of Heimdall Sight already lets you see the invisible, so you can swap out your Bead of Unseen Vision for another bead. I strongly recommend the $3-$4 Bead of Whole Vision, which eliminates your current 50% chance of missing an incorporeal monster. By my tracking we encounter incorporeals in roughly half the dungeons, and next year sounds as if it will be very undead-heavy.
The other is a matter of personal preference. Your Charm of Thorns does +2 Retribution damage to the monster only if the monster hits your AC26 in melee – not by ranged or spell attacks. If you replace the Thorns with a $22 Charm of the Fire Newt, your Dwarf will do +2 points of damage every hit the Dwarf lands with the axe, making the Dwarf particularly more effective against foes with Damage Resistance. A more budget-friendly replacement would be the $5 Charm of the Earth, which would do +1 point of damage every hit. The issue is whether you would get more joy from boosting your Death Knight set’s Retribution damage or from doing overall more damage with your axe.
William, I hope you find this helpful, and I look forward to our run together!