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As for Druids, there's many ways to roleplay them, my druid is a balance zealot, but he has a dwarven take to it, recording grudges to be settled in other ways, like paying.
I'm going to stop you right there.
https://www.youtube.com/watch?v=IiMinixSXII
One of my characters on TT Planescape session I had many years ago was a shadow druid Bariaur (kind of a capricorn headed centaur). He was a fanatical ecoterrorist with high INT and I had a lot of fun RPing as an unstable character the party needs but has problems to keep in line.
Also, you have to understand that your idea of "cool" is just a personal taste. I am not that big on paladins, for example, as I find them kinda bland and boring, but a lot of people love them. I prefer characters which are not limited to "smash bad guys, save the children!". I see shapeshifting into animals as really cool.
For my first playthrough, I had problems to decide whether I want my character to be a druid or a barbarian. In the end I chose a barbarian because the game already has TWO possible druid companions, which I find a very strange design choice.
My Astarion is a Bard whose persuasion helps me out of sticky situations (Like telling bosses to end themselves >:) !!! )
Now, on to Bards and Druids.
• Bards
In D&D, the Bard is modeled on the vikimg Skald and as such is as much a holy man/woman as they are a minstrel or entertainer. Too often people pigeonhole Bards into this idea of a Wizard supercharged by music - but the truth is actually that Bards share more similarities with Sorcerers, in that their power is derived from the primordial rather than Arcane study.
Read the Shannara trilogy, particularly The Wishsong Of Shannara, for similar ideas about both Bards snd Druids.
The Performance is just their Magical Foci for channeling the Harmony of Creation.
• Druids
It's true that Druids got pigeonholed into Captain Planet, however I always like to play my Druids a little closer to their Celtic roots, with blood sacrifices and prayers to forgotten gods. Druids were just pre-Roman British holy men/priests, but they did have a fascination with the natural world (as all animist cultures do), especially oak trees.
In D&D, I like to play Druids like the Oath of the Watchers are supposed to be played - they protect 'nature' and balance by ridding it of "outsiders" (i.e., fiends, celestials, aberrations, undead, and sometimes fey too). Make the Material Plane Great Again. Build a wall around it, send the Outer Planar immigrants back where they came from.
Sometimes I'll mix Paladin and Druid to make that character, takimg lots of "denial" spells such as Silence, Counterspell, Dispel Magic, Banishment and control spells such as Magic Circle, Hold Person/Monster, Geas, etc. Glyph of Warding + Demiplane is hilarious.
In any case, I tend to ignore D&D syereotypes and tropes and just play what I want.
The Bard's Tale has a twist on Druids, and BG3 has some unusual Druids right in the beginning.
Anybody who underestimates celtic mythology as a bunch of tree hugging hippies have clearly never heard the stories of Cu Chulainn, The Morrigan, or the Nuckelavee.
https://youtu.be/XqyEADY_20Y
My thoughts on the usefulness of Druid’s could last a while, but they basically have something in their kit for any situation between their magic and wild shapes. Living Swiss Army knife tbh.