mcmillan
Adventurer
I played a dwarf mountain druid in a Storm King's Thunder campaign, got to level 12 and had fun with him. Like others have said, flexibility seemed to the big advantage. We had a bard acting as the main healer, so I was mainly going for control type spells and acting as a backup healer. The extra hitpoints from a Con bonus and hill dwarf plus extra weapon proficiency with a few points spent on Str meant I could stand up in the front line if needed, with even limited wildshape helping open up other options as well (My favorite tended to be the giant spiders for scouting and ability to poison with bites once fighting started for a bit of extra damage until I got hit a couple times). Though I did feel this didn't hold up quite as well later in the campaign once cantrip damage got boosted and I had access to better spells.
I got a lot of use of having access to lightning bolt to deal out damage. Other spells were also nice, even if they were already on the druid list just for freeing up available slots for preparation. Spike growth and wall of stone were good ways to restrict movement around the battlefield. Passwall and stone shape were handy to get around obstacles outside of combat.
Land's stride (avoid difficult terrain penalty) and Nature's ward (immune to charm or frighten by fey and elementals) didn't come up too much, but depending on DM could be real nice to have if the right circumstances come up.
I got a lot of use of having access to lightning bolt to deal out damage. Other spells were also nice, even if they were already on the druid list just for freeing up available slots for preparation. Spike growth and wall of stone were good ways to restrict movement around the battlefield. Passwall and stone shape were handy to get around obstacles outside of combat.
Land's stride (avoid difficult terrain penalty) and Nature's ward (immune to charm or frighten by fey and elementals) didn't come up too much, but depending on DM could be real nice to have if the right circumstances come up.