Waterbizkit
Explorer
The biggest issue I see is that all of those classes have a low AC. This, coupled with the low range on most spells, means that they are very vulnerable to being picked apart by ranged fire from even something as simple as a group of CR 1/4 goblins using hit-and-run tactics. If they ever run into a group of drow they are likely to suffer casualties or even TPK.
Whether or not that will be an issue depends on whether goblins and drow (and centaurs, etc.) exist in your campaign in sufficient numbers for the inconvenience to make itself felt, and also on whether the PCs are prepared to use other techniques such as Invisibility + Pass Without Trace to deal with such threats in an alternative fashion.
It could work, or it could fail horribly.
Fog Cloud. A 1st level spell that three of the four party members have access to. It's not a win condition against ranged attacks but it certainly helps and it's available right out of the gate. Two of the party members get darkness as a 2nd level spell as well. Things only get better from there and once the party hits 5th level the druid now has windwall which makes all ranged weapon attacks, short of a giants boulder, miss automatically while the party can sling spells without issue.
The more I think about it the more this party is a nightmare in an enclosed space as long as they pick their positioning correctly. Web, spike growth, grease, gust of wind, stinking cloud, slow, sleet storm, hypnotic pattern, it goes on. These are all spells of 3rd level or lower and obviously don't even account for other utility spells that a party of four full casters can stack. The only limits are their imaginations and their spell slots...
Either way, I'd hate to be the goblin archer who has to slog through the fog cloud over terrain that's been greased, webbed and spiked for good measure.