I've been playing around with the Druid and testing some stuff to see how Druids work to get a better understanding as there doesn't seem to be a whole lot about them all organized together very well. So, I've decided to take what I've learned and share it. Hopefully this helps you. If there are any questions or anything I need to change or add, just shoot me a heads up.
This is a work in Progress. Remember, if you have any questions... even while I'm still working on this.. feel free to ask. This is just an informative write-up, not necessarily a guide to Druids... though I suppose at some point, I can make it into one. 
A small thanks to threefeetunder and various other users for helping me gather this information on Druids. 
1. Alignment
2. Races
3. Ability Scores
4. Skills
5. Weapons/Proficiency
6. Shapes
7. Prestige Enhancements/Capstones
8. Spells
9. Enhancements
10. Feats
11. Multi-Class: Monk
Alignment
Your options for Alignment are as follows; Neutral Good, Lawful Neutral, Neutral, or Chaotic Neutral. In my personal Opinion, there is really only one good choice for Druids and that is Neutral. There simply is not enough benefit in any other to justify taking anything but that, unless you plan on being in Normal/Wildshape: Elemental forms and attacking with a weapon which would just be kind of pointless. In an Animal form, you have access to Align Fang Spell which you can use to bypass those pesky alignment based DRs. If you are in a Wildshape: Elemental Form, you're probably going to be using spells. If you are not in a form, you are playing Druids wrong.
HOWEVER: Bear tanks who plan to take Unyielding Sentinel may want to be Neutral Good, to benefit from the Holy and Pure Good weapon buffs that can be taken.
Races
Human: Humans offer an extra feat which can be VERY valuable for a Druid, as it is a Feat starved class.
Halfling: Halflings don't really have a whole lot to offer to a Druid other than Flavor I suppose.
Elf: Meh. Scimitar enhancements which is nice I guess, if you plan on staying out of animal form.
Drow: Eh, you'll also be losing out on Toughness enhancements as they only get 2, plus start at a lower Constitution. Not really a HUGE deal, if you play a back line caster type druid, but as I've said before... the best thing about Druids is flexibility. It is doable, as Druids get a decent amount of HP... but really, it doesn't offer much.
Dwarf: They have Tactic Enhancements that work with a Wolf form's takedown, plus they are dwarfs! Hardy and all. Would be a reasonable choice, specially for someone who plans on staying in wolf form quite a bit and using takedown.
Warforged: They have their DCs for tactical enhancements, and their fighting enhancements and such. But other than that.. there isn't a whole lot to a WF Druid. In shape forms, you lose your ability to be repaired. Plus, you get all sorts of Good healing spells. It would be a shame to have that cut in half while not in a shape. Workable, but with a nerf to their immunities and such, not really as shiny.
H-Orc: A good choice as always for a melee type. If you want a good melee Druid, H-Orcs are nice, with their fighting enhancements and a possible +2 str at creation. A solid choice.
H-Elf: Probably my personal favorite choice. Rogue Dilli gives you some good DPS, specially on top of Wolf form. If you are a Wolf, you get the extra H-elf bluff Icon, and as a bear Helf lets you have the extra HElf Intimidate icon. Some people find fighter a good dilli as it lets you expand your weapon proficiency to all marital weapons. A pretty decent thing for those that have a hard time finding weapons with certain effects on the limited proficiency in weapons that Druids get..
Ability Scores
Str- This determines the damage and to-hit of your attacks, NOT INCLUDING those of the Flame Blade spell which uses your Wisdom instead. Of course, also effects your encumbrance level.
Dex- Effects your AC which is nice for a Druid who may only use up to medium armor. Also your reflex saves.
Con- Effects your HP, Concentration skill, and Fort Saves.
Int- Effects your number of skill points. May or may not be useful depending on the number of skills you desire.
Wis- Effects your spell DCs, Damage, and ability to use spells as a Druid. I believe a max of 19 Wis is required to use the highest level Druid spells. (Remember, this can be accomplished with 13 Wis and a +6 Wisdom Item)
Cha- Effects your Diplo/Bluff/Intimidate skills. Other than those, not extremely useful unless you are taking UMD. I wouldn't worry too much about Cha at all.
Skills
Your innate skills include; Concentration, Diplomacy, Heal, Intimidate, Listen, Spot, Swim. These are skills that are not cross-classed. Anything else is. My suggestion for skills, not in any order, are as followed...
Concentration- You are a magic user, so of course Concentration is going to be a big one. If you are a multiclass monk, even more so. So, I'd suggest this being your first obvious choice.
Intimidate- Of course you'll want this if you are a Bear Specced Druid. As a Bear Druid, you'll have no excuse but to be a tank and because it is a innate skill for Druids, bears will have no problem getting it high enough.
Listen/Spot- Both are useful. If you had to choose one, I always prefer Spot. Not a MUST HAVE, but still it has it's uses.
Diplomacy- Has it's uses, so I won't completely say no to this one. Probably more useful for a Caster/Wolf druid than it would be a Bear as to turn your opponents away, plus it has it's occasional NPC uses. Nice to have, unless you are a bear.
Bluff- Cross Class skill, but extremely useful for Wolf Druids who get sneak attack. If you are a H-Elf, you will get an Extra bluff click, though with a longer cooldown than the normal one. Of course, it is even more useful with a H-elf of course if you take the Rogue Dilli which improves your Sneak Attack.
Sneak/Hide- Both Cross-Class skills, but still useful for a Wolf Druid who wants to sneak around and flank it's enemies with powerful sneak attacks.
Other skills include Jump, which you get the 'JUMP' Spell so it isn't such a big deal, though you may put a few points in Jump to be able to max out your jump. Balance of course is useful as well. You'd think you'd have better balance on four legs, but sadly, it doesn't work out like that.
This would be one of the only classes where'd I'd say UMD wouldn't really be useful. You get a good combination of Healing/Offensive spells that there isn't much you'd need UMD for to make it worth taking. Can you? Yes, of course. It isn't completely taboo on a Druid. There are it's uses for spells that even the Druid doesn't have... Shadow Walk for example. However, you must remember that you can't cast scrolls or wands in animal forms.
Weapons/Proficiency
Druids have access to a limited assortment of weapons, however they don't really need a lot. There are no restrictions to Druid Weapons other than being proficient in them. They are proficient in Clubs, Dagger, Darts, Quarterstaffs, Sickles, Unarmed, Scimitars. As far as Armor, they can use anything from cloth to Medium armor as long as it is not made of metal, in which it will break your Druidic oath. A Druid who breaks their oath is unable to cast Druid spells or use any Druid abilities including Shapeshift.
No Form/Elemental Forms:
In regards to weapons, a Druid in no form and a Druid in Elemental form act the same way. They act as normal and feats such as TWF and such effect how they attack. Your damage is that of your weapons you carry. The only difference is that Elemental forms get certain buffs/debuffs according to their form and are able to access certain Form Restricted spells. Other than that, they act exactly as normal.
Animal Forms:
When in an Animal form, you no longer attack the same way. TWF and THF no longer effect your character. They act more as a Sword and Board type (Minus the ability to bash with shield) You can have weapons equipped but will not receive the base weapon damage for the weapon, but rather than base damage of your form. However, you do get the effects of the weapons and the penalties. This is IMPORTANT to note that the ONLY thing that changes is the weapon base damage and type of fighting style. If you carry two weapons in wolf form, you WILL get the penalties for not having TWF, but as a animal, TWF is not an option for you.
In animal form, a weapon that may give you a total of +7 attack bonus may only be a +3 bonus if you are also carrying something in your offhand. In which case, the best things to have as a wolf is a Quarterstaff, Sword and Shield, or handwraps. However, note that with Handwraps and Quarterstaff, you will lose the option to have an extra item to add more to your character, like a Shield of potency to improve your spell power.
Note once again that you only get the attack procs from a weapon in your mainhand. I.E. Flaming, Icy Burst, Paralyzing, ect. Anything in your left hand will not be added to your attacks. However, any guards, potency, devotion, ect will still effect your character. It is simply the attack proc type stuff that do not effect your Druid in animal form.
Also, Wolf attacks count as slashing/Piercing damage. Bear form attacks as Slashing/Bludgeon damage. Even if you equip a Club (Which would be bludgeon damage) on your wolf, it would still ONLY count as Slashing Piercing damage. HOWEVER, Weapon Focus: Bludgeon effects your animal form attacks regardless, as it works for Unarmed Combat.
Shapes
Images of Each Shape, Courtesy of threefeetunder.
At level 2, you get your first shapeshift. Wolf or Bear.
Level 5, you get the Shape you didn't get at level 2
At level 8, you get the option of Winter Wolf or Dire Bear.
At level 11, you get the option you didn't choose at 8.
At level 13, you get the option for Fire Elemental or Water Elemental
At level 17, you get the option you didn't choose at level 13.
All forms act as an Active feat that you can toggle off/on. It cost sp to turn them on, but it is a fairly low cost (5sp). It cost nothing to toggle it off.
Wolf Form:
This gives you 1d6 sneak attack, +3 to attack while flanking, +10% enhancement bonus to movement speed, and has an attack animation 30% faster then the normal one.
Winter wolf form:
Has an attack animation 30% faster then the normal one, +5 to attack while flanking, +2d6 sneak attack, -2 int/cha, 2.5 times cooldown on non-animal form spells. 15% enhancement movement speed bonus. base damage: 1d10 with a 18-20/x3 crit. Your attacks count as Slashing/Piercing. Your equipped weapon damage is replaced by your natural attacks, in the case of wolf, it's 1d6 base with a 19-20/x2 crit.
Wolf/WinterWolf Attack Speed Information:
Information on Wolf/WinterWolf
-Wolf attack speed is not an actual attack speed bonus, the base animation is 30% faster then normal sword and board. What does this mean? This means that wolf 30% attack speed boost stacks multiplicatively with other boosts, rather then additively.
Originally Posted by Vesuvium
Good question!
So, in many cases, attack speed actually depends on the speed of the animations. So it turns out that the wolf's basic attack chain, if you play the animations through at their native speed, just so happens to finish about 30% faster than the one-handed animation chain. And annoying stuff like the same haste bonus granting different bonuses depending on what type of weapon you're using is related to this. You'd think that a "15% attack speed bonus" would equal a flat 15% more attacks across the board, right? But what it's really doing is speeding up the animations by 15%. And occasionally we get oddball animations, like the reloading animation for throwing weapons, for instance, where only part of the animation is properly affected by the boost, so it actually ends up being less than 15%. But I digress!
Blah blah blah, so with that long-winded and overly technical explanation out of the way: it's multiplicative. You've got 1.3 base, multiplied by 1.15 to equal 1.495, or basically 150% (when compared to a normal humanoid in a normal combat style). I believe that all of our haste boosts work this way, but I couldn't say with 100% certainty off-hand. There's always some odd little exception somewhere because of some quirk in our back-end data.
Bear Form:
This gives +10% ac and +2 racial bonus to con. Both reduce your int and cha by 2. Your equipped weapon damage is replaced by your natural attacks, In the case of bear, it's 1d8 with a 20/x2 crit. Your attacks count as Slashing/Bludgeon
Dire Bear form:
+4 racial bonus to con, +15% ac. -2 int/cha, 2.5 times cooldown on non-animal form spells. Base damage: 1d12 with a 20/x3 crit
Animal Forms:
While in animal form you are considered an animal. If you are a Warforged, you are no longer considered a Construct, and can now be healed normally by positive energy spells and you have become immune to repair spells. Your equipped weapon's treasure effects, such as the 1d6 fire damage from the flaming effect, are still applied to your attacks. You cannot use wands or scrolls while in animal form.
Water elemental form:
+1 bonus to caster level and max caster level to water and cold spells, but your air/earth/fire spells get a -3 penalty to caster level and max caster level. +10 racial bonus to cold resistance, +20 swim and -10 electric resistance.
Fire elemental form:
+1 bonus to caster level and max caster level to fire spells, but your air/earth/water spells get a -3 penalty to caster level and max caster level. +10 racial bonus to fire resistance, -10 cold resistance.
Elemental forms (so both fire and water):
You are considered an elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis and stun, and 100% bonus to fortification. If you are warforged you are no longer considered a living construct, you are healed normally by positive energy and are immune to repair spells.
Prestige Enhancements/Capstone
Druid Nature's Warrior: The Nature's Warrior Prestige is focused on Mellee/Animal form type Druids granting an extra 1d6 damage to enemies below 50% health and 2/DR while blocking. An extra 1d6 sneak attack to wolves and 7 bonus to physical resistance to bears at Prestige I.
Prestige II offers a total of 2d6 damage to enemies below 50% health, and 4/DR while blocking. Wolves get a additional 1d6 sneak attack and bears get 4 more physical resistance.
Natural Adept: This is the Capstone enhancement associated with Nature's Warrior, giving a reduce in non-animal spells cooldown from 2.5x to the normal 1.5. Wolf gain an additional 2d6 SA and bears an additional 10 Physical resistance.
Druid Season's Herald:
Spells:
Carpone's Complete Druid Spell List
Things not listed on Spell Description:
Flame Blade: Flame blade states that Every five caster levels the summoned swords improve. At level one it starts off with a +1 Enhancement bonus and Flaming. By level 20, you get 2(1d6) base damage, +5 enhancement, flaming burst, flaming blast, incineration, blinding embers. Flame blade does not do any type of damage type a normal weapon would do. (I.E. Slashing, Piercing, Bludgeon) but rather are considered Fire and Magic. (Currently bugged to where they are being DRed by things they should not be.)
SnowSlide: This spell also grants and additional 50% enhancement bonus to movement speed for 10 seconds.
Enhancments
You can find all the Enhancements on DDOWiki.
Work in Progress- I'll go into each more specifically.
Feats
You get feat selections at level 1,3,6,9,12,15,and 18. Then in epic levels 21 and 24.
Weapon Focus/Specialization/Improved Critical
While in Animal form, your attacks count as Unarmed. It isn't stated in the feat, but Unarmed combat is considered Bludgeon. Regardless, of the fact that wolves do Slashing/Peircing and bears Slashing/Bludgeon. For these feats, they would all fall under bludgeon.
TWF/THF
These do NOT work in animal form. If you plan on spending any time in animal form, then they are not worth it. A good thing, as you don't have many feats.
Shield Mastery
You get the doublestrike bonus associated with shield mastery if you carry a shield in animal form.
Natural Fighting Feat
A lvl 9 druid can take the feat Natural Fighting, which grants 6% doublestrike to your main hand attacks whilst in animal form. This feat can be take 3 times, and stacks with itself.
GoodBerry
A Granted Feat at level 1. You activate it during a quest at the cost of 5sp to create Goodberrys. They act as Tavern food giving back both SP and HP. and improves every other level. At level 20 if gives the following...
-well fed X (500 hp over 1 minute)
-quenched X (2500 sp over 1 minute)
-oiled IV (450 hp over 1 minute)
-lubricated IV (2500 sp over 1 minute)
Druid: Spontaneous Casting (passive):
You gain an additional spell preparation slot per spell level to cast Summon Nature's Ally spell of that level. The spell at each level is automatically ALWAYS on your spell list.
Multiclass-Monk
Monks have always tended to be a good splash option into many classes. This includes the Druid, however there are things a Monk Multi-class should be aware of...
-Druids in Animal form still can be uncentered if they carry a uncentered weapon or are in armor heavier than cloth.
- Druids in Animal form, HOWEVER, can be in a stance. Remember to be in cloth and carrying a Kama, Quarterstaff, Handwraps. Remember that carrying two Kamas will still give you the TWF penalties even though animal form does not use TWF. Handwraps will not.
-Scimitars from Flame Blade spell work as Centered Weapons.
-Monk Past life feats DO work in Animal form.