Druid Talents
The Druid has access to 40 different talents (passive skills), or simply passives, in Diablo 4.
Like skills, additional passive choices are unlocked as more skill points are allocated into the skill tree. Unlike skills, however, passives do not need to be equipped to enable their effects; they always function as long as a point has been allocated into them. Up to 3 skill points may be allocated to any individual passive, except for the powerful and mutually exclusive Capstone Skills, in which a single skill point can be allocated.
This section provides a brief overview of the Druid passive skills and their requirements.
For a detailed list of Druid skills, refer to our Druid Skills page.
Druid SkillsFor more general information about the class, refer to our Druid Guide.
Druid Leveling GuideDruid Core Passive Skills
Druid Spirit passives are unlocked after 2 skill points have been allocated in the skill tree.
Heart of the Wild | Maximum Spirit is increased by {#}. |
Wild Impulses | Your Core skills cost x{#}% more Spirit but deal x{#}% increased damage. |
Abundance | Basic skills generate {#}% more Spirit. |
Predatory Instinct | Critical Strike Chance against Close enemies is increased by {#}%. |
Iron Fur | While in Werebear form, damage reduction is increased by {#}%. This bonus persists for 3 seconds after leaving Werebear form. |
Digitigrade Gait | While in Werewolf form, your Movement Speed is increased by {#}%. This bonus persists for 3 seconds after leaving Werewolf form. |
Druid Defensive Passive Skills
Druid Defensive passives are unlocked after 6 skill points have been allocated in the skill tree.
Ancestral Fortitude | You gain {#}% Resistance to All Elements. |
Vigilance | You take {#}% reduced damage for 6 seconds after using a Defensive skill. |
Backlash (Vessel of Hatred) | You deal 4%[x] increased damage for 5 seconds after casting a Defensive Skill. |
Druid Companion Passive Skills
Druid Companion passives are unlocked after 11 skill points have been allocated in the skill tree.
Clarity | After casting a Companion Skill, your next Core or Wrath Skill’s damage and Critical Strike Chance are increased by {#}%, up to {#}%. |
Nature’s Reach | Deal x{#}% increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back. |
Call of the Wild | Your Companion Skills deal {#}% bonus damage. |
Humanity (Vessel of Hatred) | You deal 5/10/15%[x] more damage while in Human form. |
Feral Aptitude (Vessel of Hatred) | You deal 3%[x] increased damage while Healthy and 3%[x] increased damage while above 100% Movement Speed. These bonuses can stack. |
Druid Wrath Passive Skills
Druid Wrath passives are unlocked after 16 skill points have been allocated in the skill tree.
Elemental Exposure | Lucky Hit: Your Storm skills have up to a 11% chance to make enemies Vulnerable for {#} seconds. |
Endless Tempest | Increase the duration of Hurricane and Cataclysm by {#}%. |
Charged Atmosphere | Every {#} seconds, a Lightning Strike hits a Nearby enemy dealing 45% damage. |
Bad Omen | Lucky Hit: Up to a {#}% chance when dealing damage to a Vulnerable, Immobilized, or Stunned enemy that a Lightning Strike also hits dealing 55% damage. |
Electric Shock | Lucky Hit: Dealing Lightning damage to enemies has a {#}% chance to Immobilize them for 3 seconds. If the target is already Immobilized, the Lightning damage dealt to them is increased by x{#}% instead. |
Crushing Earth | Earth skills deal x{#}% increased damage to Slowed, Stunned, Immobilized, or Knocked Back enemies. |
Stone Guard | While Fortified over 50% of your Maximum Life, your Earth skills deal x{#}% increased damage. |
Safeguard | Critical Strikes with Earth skills Fortify you for {#}% Maximum Life. |
Mending | While in Werebear form, you receive {#}% additional healing from all sources. |
Provocation | When you remain in Werebear form for at least {#} seconds, your next non-Defensive Skill will Overpower. |
Toxic Claws | Critical strikes with Werewolf skills deal {#}% of their base damage as Poison damage over 4 seconds. |
Neurotoxin | Poisoned enemies are slowed by {#}%. |
Envenom | Poisoned enemies take x{#}% additional Critical Strike Damage. |
Druid Ultimate Passive Skills
Druid Ultimate passives are unlocked after 23 skill points have been allocated in the skill tree.
Defiance | Nature Magic skills deal x{#}% increased damage to Elites. |
Circle of Life | Nature Magic skills that consume Spirit restore {#}% of your Maximum Life. |
Natural Disaster | Nature Magic skills deal x{#}% increased damage. Triple this bonus if an Earth skill is the next skill cast after a Storm skill, or a Storm skill is the next skill cast after an Earth skill. |
Resonance | Your Earth skills deal x{#}% increased damage to Vulnerable enemies. Your Storm skills deal x{#}% increased damage to enemies that are Stunned, Immobilized, or Knocked Back. |
Defensive Posture | Increases the amount of Fortify you gain from all sources by {#}%. |
Thick Hide | Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for {#}% Maximum Life. |
Nature’s Resolve | {#}% chance when struck to Fortify for 4% Maximum Life. |
Unrestrained | Reduce the duration of control impairing effects by {#}%. Double this effect while you are Fortified for over 50% of your Maximum Life. |
Quickshift | Shapeshifting into a new animal form grants 1/2/3%[x] increased damage, up to 6/12/18%[x]. This bonus is lost after 3 seconds in Human form. |
Heightened Senses | When Shapeshifting, Werebear grants 3/6/9% Damage Reduction and Werewolf grants 2/4/6%[+] Movement Speed. Both bonuses persist as long as you are in either animal form and are doubled while both are active. They are lost after 3 seconds in Human form. |
Natural Fortitude | Shapeshifting Fortifies you for {#}% Maximum Life. |
Catastrophe (Vessel of Hatred) | You deal 5/10/15%[x] more damage for 8 seconds after casting an Ultimate skill. |
Druid Capstone Skills
Druid Capstone Skills are unlocked after 33 skill points have been allocated in the skill tree. Unlike other passives, Capstone Skills are mutually exclusive; only one of them may be selected, so choose wisely.
Ursine Strength | Gain x30% additional Maximum Life while in Werebear form and 3 seconds after leaving Werebear form. While Healthy, deal x15% increased damage, and x45% increased Overpower damage. |
Bestial Rampage | When Shapeshifting, Werebear grants 30%[x] increases damage and Werewolf grants 20%[+] Attack Speed. Both bonuses persist as long as you are in either animal form, but are lost after 3 seconds in Human form. |
Lupine Ferocity | Every 3rd Werewolf skill hit Critically Strikes and deals x70% increased damage. Increased to x140% damage against Injured enemies. |
Earthen Might | Lucky Hit: Damaging enemies with Earth Skills has up to a 10% chance to: – Restore all of sour Spirit – Cause your attacks to be guaranteed Critical Strikes for 5 seconds. This chance is increased by: – 10% for Critical Strikes – 10% if the target is Stunned, Immobilized, or Knocked back. |
Nature’s Fury | Casting an Earth Skill has a 30% chance to trigger a free Storm Skill of the same category, and vice versa. These free Skills count as both Earth and Storm Skills. |
Perfect Storm | Your Storm skills grant 1 Spirit and deal {x}%[x] increased damage when damaging a Vulnerable, Immobilized, or Slowed enemy. |
One With Nature (Vessel of Hatred) | Your Companion Skills each gain 1 additional companion and deal 60%[x] increased damage. Gain the Passive Effect of Ravens, Wolves and Poison Creeper. |