The best way that I can see you improving your combat effectiveness is through the specific spells you choose.
As you had said, money is sort of tight in your campaign, so you need to make due with what you have at your disposal naturally. Luckily, this isn't hard considering that you have a +4 Cha score (Giving you anywhere between 1-4 additional spells per day at your current bonus). So considering your want to improve how well you do in combat, focus on preparing combat buff spells
These are the spells that I think you should prioritize (keep in mind that I only have the core rule book on hand):
+Bless Weapon(1st): A very situational buff, but powerful when used against the right enemies (ya did good on this one)
+Magic Weapon(1st): Prepare this instead of Bless. Bless may give you a bonus against fear, but Magic Weapon increases your damage as well as your attack bonus.
+Bull's Strength(2nd): I know that you put most of your stuff into Ranged Weapons, but everything on the list available to me is either a buff you don't need or something that seams too underhanded for a "rock star" (also, I don't think you need a spell that lets you take half of the damage that your friends take when there is a fully-functioning tank). As you may already know, Bull's Strength increases your Strength Ability by 4, so at the very least, you increase your Combat Maneuver Scores. This means it's easier to absolutely wreak an enemy's day by affecting how they move, inflicting statuses on them, or simply moving through them.
+Greater Magic Weapon(3rd): THIS is one of the key spells you should prepare when you get into the upper echelons. It's like Magic Weapon, but it gives you additional bonus amounts for every four levels your character has. Also, this spell specifically states that you can cast this spell on up to 50 arrows in the same quiver; this means that if you have to switch to another bow, or if your party also invests in bows, the spell is used to its maximum potential between multiple weapons.
+Prayer(3rd): Anyone in a 40ft radius of you receives a +/-1 to every roll depending on their loyalties; That's an increased advantage of 2 against whatever enemies you are fighting!
+Dispel Chaos/Evil(4th): these two spells give you +4 against the attacks of the designated alignment and automatically dispels effects cast by said creatures or spells that are of that alignment
This last one is just in case you attempt to build physically or your Fighter is being cornered by a Demon or something...
-Holy Sword: PROS: weapon automatically becomes +5 AND deals an additional 2d6 damage to Evil Creatures. CONS: Can only be applied to melee weapons and negates the powers of whatever weapon it is used on (that last bit could be fun to use against an enemy using an all-powerful cursed weapon, but again, this is a bit situational)
I hope this helps.
P.S.: Your party should invest in Heavy Repeating Crossbows once you hit level 10
(source: threadbombing.com)
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In general: You chose which AC to use
The answer to your question is very straight forward:
If you have multiple features that give you different ways to calculate your AC, you choose which one to use. (PHB)
Monk/Druid - Can use either
For Monks specifically there is an official ruling by Jeremy Crawford:
The druid/monk could use Unarmored Defense or the beast's AC calculation.
Barbarian/Druid - Can use either
Barbarian unarmored defense is worded exactly the same as the monk's so the previous ruling is applicable here as well.
Draconic Resilience - Beast's AC except, maybe, if the beast has scales
You can't use features that the beast form doesn't have
Per the PHB
can use them if the new form is physically capable of doing so
and Jeremy Crawford
Wild Shape: keep your racial traits, unless told otherwise or they
require external features (wings/hands/etc.) the new form lacks.
You cannot use any racial features that your beast form does not have.
Draconic resilience depends on specific physical features
The Draconic Resilience feature says:
parts of your skin are covered by a thin sheen of dragon-like scales.
When you aren’t wearing armor, your AC equals 13 + your Dexterity
modifier. (PHB)
Note that this effect is predicated on the presence of dragon-like scales on your skin specifically. This means that this feature requires those to be present.
If you wild shape into a beast with skin and fur, the best thus lacks the necessary physical traits to make use of the draconic resilience.
Very similar official ruling
Jeremy Crawford made a ruling about a lizardfolk's natural armor feature. The description of which is:
You have tough, scaly skin. When you aren't wearing armor, your AC is
13 + your Dexterity modifier. (VGtM)
Note how it is very similar to the description of draconic resilience.
His ruling was:
The lizardfolk's Natural Armor specifies anatomy: tough, scaly skin. It doesn't apply if you're wearing a beast's skin in Wild Shape.
However, if the beast has scales it might qualify (DM's choice)
Note that in the above ruling Jeremy Crawford specifically says "wearing a beast's skin". It is possible that if the beast has scales (for example the crocodile or ankylosaurus) that it might qualify as now having the necessary physical feature (scales) thus allowing you to use draconic resilience.
This will likely come down to a DM call as to whether any of the creatures on the list have a "thin sheen of dragon-like scales", but it seems like a reasonable ruling to allow.
Stone Sorcerers - Should be able to use either (if the beast has skin)
Per the discussion above about draconic resilience, if you turn into a beast that has skin you should be able to chose between the Stone’s Durability or the beast's AC.
Note: Stone Sorcerer is UA material so it is non-final.
Best Answer
Firstly, regardless of how you play, you can't keep the rest of your party totally safe. There are, however, a few things you can do to help out. There are two parts to your question:
How do I get the enemies to attack me rather than the druid and the wizard?
The most obvious solution to this is to place yourself between the enemy and the rest of your party. The enemies will have to get past you to reach them. Try and position yourself such that an enemy would have to enter then leave your weapon reach, thus giving you an attack of opportunity, before they can reach the rest of your party. Beyond this, there isn't a huge amount you can do, but the Compelled Duel spell may be useful for stopping a single powerful enemy from reaching them.
Using the protection fighting style allows you to use a reaction to make attacks against one ally less likely to hit.
How do I survive the attacks from the entire enemy force?
Get your AC as high as possible. For a tank, it is definitely worth taking a shield rather than a 2-handed weapon for the +2 AC. The defensive fighting style will give you an extra +1, for a starting AC of 19. A Shield of Faith spell would get it up to 21. If you do manage to get in a situation where the enemy is unable to reach the rest of your party without going through you, remember that you don't actually need to attack. You can take the dodge action every turn, and it will be extremely hard for the enemy to do serious damage, while the rest of your party pump out DPS from relative safety.
Sometimes, the best defense is a good offense
Remember that it will not always be possible to block the enemy from reaching your party. There will be times when your best option is to bust out the Paladin's high DPS (because Divine Smite does fantastic spike damage), and kill the enemy as quickly as possible.
If the enemy are all dead, they can't hurt your squish little casters, can they?