Druid Passive Skills
The Druid has access to 40 different 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.
For more general information about the Druid class, refer to our Druid Overview.
Druid Spirit Passive Skills
Druid Spirit passives are unlocked after 2 skill points have been allocated in the skill tree.
![]() | Maximum Spirit is increased by {#}. |
![]() | Your Core skills cost x{#}% more Spirit but deal x{#}% increased damage. Requires 1 point in Heart of the Wild. |
![]() | Basic skills generate {#}% more Spirit. Requires 1 point in Heart of the Wild. |
![]() | Critical Strike Chance against Close enemies is increased by {#}%. |
![]() | While in Werebear form, damage reduction is increased by {#}%. This bonus persists for {#} seconds after leaving Werebear form. Requires 1 point in Predatory Instinct. |
![]() | While in Werewolf form, your Movement Speed is increased by {#}%. This bonus persists for {#} seconds after leaving Werewolf form. Requires 1 point in Predatory Instinct. |
Druid Defensive Passive Skills
Druid Defensive passives are unlocked after 6 skill points have been allocated in the skill tree.
![]() | Increase your non-physical resistances by {#}%. |
![]() | You take {#}% reduced damage for {#} seconds after using a Defensive skill. Requires 1 point in Ancestral Fortitude. |
Druid Companion Passive Skills
Druid Companion passives are unlocked after 11 skill points have been allocated in the skill tree.
![]() | Gain {#} Spirit when transforming into Human form. |
![]() | Deal x{#}% increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back. |
![]() | You deal x{#}% increased Critical Strike Damage against your Wolves’ focus target. Raven attacks deal x{#}% increased damage to Vulnerable enemies. Poison Creeper’s poison duration is increased by {#}%. |
Druid Wrath Passive Skills
Druid Wrath passives are unlocked after 16 skill points have been allocated in the skill tree.
![]() | Lucky Hit: Your Storm skills have up to a {#}% chance to make enemies Vulnerable for {#} seconds. |
![]() | Increase the duration of Hurricane and Cataclysm by {#}%. Requires 1 point in Elemental Exposure. |
![]() | Every {#} seconds, a Lightning Strike hits a Nearby enemy dealing {#}% damage. Requires 1 point in Elemental Exposure. |
![]() | Lucky Hit: Up to a {#}% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Strike also hits dealing {#}% damage. Requires 1 point in Endless Tempest or Charged Atmosphere. |
![]() | Lucky Hit: Dealing Lightning damage to enemies has a {#}% chance to Immobilize them for {#} seconds. If the target is already Immobilized, the Lightning damage dealt to them is increased by x{#}% instead. Requires 1 point in Charged Atmosphere or Bad Omen. |
![]() | Earth skills deal x{#}% increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies. |
![]() | While Fortified over {#}% of your Maximum Life, your Earth skills deal x{#}% increased damage. Requires 1 point in Crushing Earth. |
![]() | Critical Strikes with Earth skills Fortify you for {#}% Base Life ({#}). Requires 1 point in Crushing Earth. |
![]() | While in Werebear form, you receive {#}% additional healing from all sources. |
![]() | Your next Werebear skill every {#} seconds is guaranteed to Overpower. Requires 1 point in Mending. |
![]() | Critical strikes with Werewolf skills deal {#}% of their base damage as Poison damage over {#} seconds. |
![]() | Poisoned enemies are slowed by {#}%. Requires 1 point in Toxic Claws. |
Druid Ultimate Passive Skills
Druid Ultimate passives are unlocked after 23 skill points have been allocated in the skill tree.
![]() | Nature Magic skills deal x{#}% increased damage to Elites. |
![]() | Nature Magic skills that consume Spirit restore {#}% of your maximum Life. Requires 1 point in Defiance. |
![]() | 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. Requires 1 point in Defiance. |
![]() | 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. Requires 1 point in Circle of Life or Defiance. |
![]() | Increases the amount of Fortify you gain from all sources by {#}%. |
![]() | Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for {#}% Base Life ({#}). Requires 1 point in Defensive Posture. |
![]() | Increases the amount of Fortify you gain from all sources by {#}%. Requires 1 point in Defensive Posture. |
![]() | Reduce the duration of control impairing effects by {#}%. Triple this effect while you are Fortified for over {#}% of your maximum Life. Requires 1 point in Thick Hide or Nature’s Resolve. |
![]() | When a Shapeshifting skill transforms you into a different form, it deals x{#}% increased damage. |
![]() | Upon shapeshifting into a Werewolf or Werebear, gain {#}% damage reduction against Elites for {#} seconds. Requires 1 point in Quickshift. |
![]() | Shapeshifting Fortifies you for {#}% Base Life ({#}). Requires 1 point in Quickshift. |
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.
![]() | Gain {#}% additional maximum Life while in Werebear form and for {#} seconds after leaving Werebear form. While Healthy, deal x{#}% increased damage. |
![]() | After being a Werewolf for {#} seconds, gain {#}% Attack Speed for {#} seconds. After being a Werebear for {#} seconds, deal x{#}% increased damage for {#} seconds. |
![]() | Every 6th Werewolf skill hit Critically Strikes and deals x{#}% increased damage. |
![]() | Lucky Hit: Damaging enemies with Earth skills has up to a {#}% chance to grant Earthen Might. This chance is increased by {#}% for Critical Strikes, and is further increased by {#}% if the target is Stunned, Immobilized, or Knocked Back. Earthen Might restores all of your Spirit & grants you {#}% Critical Strike Chance for {#} seconds. |
![]() | Casting an Earth skill has a {#}% chance to trigger a free Storm skill of the same category. In addition, casting a Storm skill has a {#}% chance to trigger a free Earth skill of the same category. |
![]() | Your Storm skills grant 2 Spirit and deal {#}% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy. |