The Druid’s shapeshifting abilities account for many of the 25 active skills at their disposal in Diablo 4. Druids lean on nature magic and physical combat in their animal forms of the Werewolf and Werebear to poison enemies, and bring down lightning upon them as well. As a slightly less potent summoner than the Necromancer, the Druid can call upon wolves, ravens, and a poison creeper to aid them in combat.
Offensively, Druids will depend on the Were-forms of their choice, to either Claw or Maul enemies, or setting upon them more thoroughly with Shred or Pulverize. Storm Strike is effective at halting crowds in their tracks, long enough to heal up with Blood Howl and deploy Cyclone Armor.
The Druid’s complete skill tree is listed below, with recommendations marked with an asterisk:
Basic Node
Claw (5) *
Active | Werewolf | Shapeshifting | Physical Damage
Spirit Generate: 10
Lucky Hit: 50%
Shapeshift into a Werewolf and claw at an enemy for [28%] damage.
Enhanced Claw (1)
Claw’s Attack Speed is increased by +10%.
Fierce Claw (1)
Claw applies 10% Poisoning damage over 6 seconds.
Wild Claw (1)
Claw has a 10% chance to attack twice.
Earth Spike (5)
Active | Nature Magic | Earth | Physical Damage
Spirit Generate: 10
Lucky Hit: 35%
Sunder the earth, impaling the first enemy hit for [22%] damage.
Enhanced Earth Spike (1)
Earth Spike has a 10% chance to Stun for 2.5 seconds.
Fierce Earth Spike (1)
Fortify for 4% of your Base Life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back.
Wild Earth Spike (1)
Summon a second Earth Spike when hitting an Immobilized or Stunned enemy.
Maul (5) *
Active | Werebear | Shapeshifting | Physical Damage
Spirit Generate: 14
Lucky Hit: 30%
Shapeshift into a Werebear and maul enemies in front of you, dealing [28%] damage.
Enhanced Maul (1)
If an enemy is hit by Maul, then Fortify for 2% of your Base Life.
Fierce Maul (1)
Increases the range and radius of Maul by 25%.
Wild Maul (1)
Maul has a 20% chance to Knock Down enemies for 1.5 seconds.
Storm Strike (5) *
Active | Storm | Nature Magic | Lightning Damage
Spirit Generate: 14
Lucky Hit: 25%
Electricity gathers around your weapon, dealing [28%] damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains.
You gain 25% Damage Reduction for 3 seconds after dealing damage with Storm Strike.
Enhanced Storm Strike (1)
Storm Strike has a 15% chance to Immobilize all enemies hit for 2.5 seconds.
Fierce Storm Strike (1)
Storm Strike has a 50% chance to make enemies Vulnerable for 3 seconds.
Wild Storm Strike (1)
Storm Strike chains to 2 additional targets.
Wind Shear (5)
Active | Storm | Nature Magic | Physical Damage
Spirit Generate: 12
Lucky Hit: 20%
Conjure a piercing blade of wind, dealing [24%] damage.
Enhanced Wind Shear (1)
Wind Shear has a 20% chance to make enemies Vulnerable for 4 seconds.
Fierce Wind Shear (1)
Each enemy hit by Wind Shear increases your Movement Speed by +5% for 5 seconds, up to +20%.
Wild Wind Shear (1)
Wind Shear grants 3 additional Spirit for each enemy hit beyond the first.
Core Node
Landslide (5)
Active | Nature Magic | Earth | Physical Damage
Spirit Cost: 30
Lucky Hit: 20%
Crush enemies between 2 pillars of earth, dealing up to [105%] damage.
Enhanced Landslide (1)
After Landslide damages enemies 4 times, the next hit will Immobilize enemies for 3 seconds.
Raging Landslide (1)
When you strike an Immobilized or Stunned enemy with Landslide, an additional pillar of earth is formed.
Primal Landslide (1)
When you Immobilize or Stun an enemy, you gain a Terramote. Each enemy hit by Landslide consumes a Terramote causing a guaranteed Critical Strike with x40% Critical Strike Damage. Bosses always have up to a 10% chance to grant a Terramote when hit.
Lightning Storm (5) *
Active | Storm | Nature Magic | Lightning Damage
Channeled
Spirit Cost: 15 per strike
Lucky Hit: 15%
Conjure a growing lightning storm that deals [56%] damage per strike. The number of strikes increase the longer the storm is channeled up to a maximum of 5 at once.
Enhanced Lightning Storm (1)
The size of your Lightning Storm is preserved for 4 seconds after channeling.
Raging Lightning Storm (1)
Lightning Storm gains 1 additional lightning strike.
Primal Lightning Storm (1)
Lightning Storm has a 8% chance to Immobilize enemies hit for 3 seconds.
Pulverize (5) *
Active | Werebear | Shapeshifting | Physical Damage
Spirit Cost: 35
Lucky Hit: 25%
Shapeshift into a Werebear and slam the ground, dealing [70%] damage to surrounding enemies.
Enhanced Pulverize (1)
Your next Pulverize will Overpower every 12 seconds while you remain Healthy.
Raging Pulverize (1)
Enemies Overpowered by Pulverize are Stunned for 2 seconds.
Primal Pulverize (1)
Enemies hit with Pulverize deal 20% reduced damage for 4 seconds.
Shred (5) *
Active | Werewolf | Shapeshifting | Physical Damage
Spirit Cost: 35
Lucky Hit: 20%
Shapeshift into a Werewolf and perform a trio of combo attacks:
1st Attack: Dash towards the target and deal [35%] damage.
2nd Attack: Deal [49%] damage.
3rd Attack: Perform a larger finishing move dealing [84%] damage.
Enhanced Shred (1)
Shred gains +30% Attack Speed and Heals for 1% of your Maximum Life if an enemy is struck.
Raging Shred (1)
Shred’s third combo attack is larger and applies an additional 51% Poisoning damage over 5 seconds.
Primal Shred (1)
Shred’s second and third attacks also perform a dash. In addition, Shred’s Critical Strike Damage is increased by x20%.
Tornado (5)
Active | Storm | Nature Magic | Physical Damage
Spirit Cost: 40
Lucky Hit: 8%
Conjure a swirling tornado that deals [49%] damage.
Enhanced Tornado (1)
Each time you cast Tornado, you have a 20% chance to spawn an additional Tornado.
Raging Tornado (1)
Enemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds.
Primal Tornado (1)
Enemies damaged by Tornado are Slowed by 8% for 3 seconds, stacking up to 40%.
Heart of the Wild (3)
Passive
Maximum Spirit is increased by 3.
Wild Impulses (3)
Passive
Your Core skills cost 5% more Spirit but deal 10% increased damage.
Abundance (3)
Passive
Basic skills generate 100% more Spirit.
Predatory Instinct (3)
Passive
Critical Strike Chance against Close enemies is increased by 3%.
Digitigrade Gait (3)
Passive
Your gain 3% Movement Speed while in Werewolf form.
This bonus persists for 3 seconds after leaving Werewolf form.
Iron Fur (3)
Passive
Your gain 3% Damage Reduction while in Werebear form.
This bonus persists for 3 seconds after leaving Werebear form.
Defensive Node
Blood Howl (5) *
Active | Werewolf | Shapeshifting
Cooldown: 15 seconds
Shapeshift into a Werewolf and howl furiously, Healing you for [26.8%] of your Maximum Life.
Enhanced Blood Howl (1)
Kills reduce the Cooldown of Blood Howl by 1 second.
Innate Blood Howl (1)
Blood Howl also generates 20 Spirit.
Preserving Blood Howl (1)
Blood Howl also increases your Attack Speed by +15% for 4 seconds.
Cyclone Armor (5) *
Active | Passive | Storm | Nature Magic | Physical Damage
Cooldown: 18 seconds
Lucky Hit: 25%
Passive: Powerful winds surround you, granting [14%] Non-Physical Damage Reduction.
Active: The winds rapidly expand, Knocking Back enemies and dealing [42%] damage.
Enhanced Cyclone Armor (1)
Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 2 seconds.
Innate Cyclone Armor (1)
Enemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds.
Preserving Cyclone Armor (1)
Every 10 seconds, Cyclone Armor intensifies, causing incoming damage to grant you 30% Damage Reduction for 2 seconds.
Debilitating Roar (5)
Active | Werebear | Shapeshifting
Cooldown: [17.6] seconds
Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies’ damage dealt by 70% for 4 seconds.
Enhanced Debilitating Roar (1)
Debilitating Roar also Fortifies you for 22% Base Life.
Innate Debilitating Roar (1)
Debilitating Roar also Slows enemies by 65% for its duration.
Preserving Debilitating Roar (1)
Debilitating Roar also Heals you for 4% of your Maximum Life each second for its duration.
Earthen Bulwark (5)
Active | Nature Magic | Earth
Cooldown: 16 seconds
Lucky Hit: 30%
Rock’s surround you for 3 seconds, granting a Barrier that absorbs [63%] of your Base Life in damage.
Enhanced Earthen Bulwark (1)
Earthen Bulwark makes you Unstoppable while active.
Innate Earthen Bulwark (1)
Rock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing [X] damage to surrounding enemies. This damage is increased by Barrier bonuses.
Preserving Earthen Bulwark (1)
Casting Earthen Bulwark grants 18% Base Life as Fortify.
Ancestral Fortitude (3)
Passive
Increase your non-physical resistances by 5%.
Vigilance (3)
Passive
You gain 5% Damage Reduction for 6 seconds after using a Defensive Skill.
Companion Node
Ravens (5)
Active | Passive | Physical Damage
Cooldown: 15 seconds
Lucky Hit: 45%
Passive: 1 Raven flies above you and periodically attacks your enemies for [18.2%] damage every 5 seconds.
Active: The target area is swarmed with ravens, dealing [224%] damage over 6 seconds.
Enhanced Ravens (1)
You have 5% increased Critical Strike Chance against enemies for 6 seconds after they are hit by Ravens.
Ferocious Ravens (1)
Enemies inside the swarm of Ravens when it is activated become Vulnerable for 3 seconds.
Brutal Ravens (1)
2 additional Ravens periodically attack enemies.
Poison Creeper (5)
Active | Passive | Poison Damage
Cooldown: 20 seconds
Lucky Hit: 28%
Passive: A poison creeper periodically emerges from the ground every 7 seconds and applies [50%] Poisoning damage over 6 seconds to an enemy in the area.
Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and Poisoning them for [126%] damage over 2 seconds.
Enhanced Poison Creeper (1)
Pọison Creeper’s Immobilize duration is increased by 1 second.
Ferocious Poison Creeper (1)
Pọison Creeper’s active Poisoning duration is increased by 3 seconds.
Brutal Poison Creeper (1)
Your Critical Strike Chance is increased by 20% against enemies strangled by Pọison Creeper.
Wolves (5) *
Active | Passive | Physical Damage
Cooldown: 14 seconds
Lucky Hit: 50%
Passive: Summon 2 wolf companions that bite enemies for [11%] damage.
Active: Direct your wolves to focus an enemy, leaping to them and striking for [154%] damage.
Enhanced Wolves (1)
Wolves deal x20% increased damage to Immobilized, Stunned, Slowed, or Poisoned enemies.
Ferocious Wolves (1)
Lucky Hit: Your Wolves’ attacks have up to a 10% chance to Fortify you for 5% Base Life.
Brutal Wolves (1)
When you Critically Strike, your Wolves gain +20% Attack Speed for 3 seconds.
Nature’s Reach (3)
Passive
Deal 3% increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back.
Call of the Wild (3)
Passive
Your companions deal 10% bonus damage.
Clarity (3)
Passive
Gain 2 Spirit when transforming into Human form.
Wrath Node
Boulder (5)
Active | Nature Magic | Earth | Physical Damage
Cooldown: 10 seconds
Lucky Hit: 4%
Unearth a large rolling boulder that repeatedly Knocks Back enemies, dealing [46%] damage with each hit.
Enhanced Boulder (1)
When Boulder reaches the end of its path, enemies hit are Slowed by 30% for 3 seconds. If Boulder Overpowered, enemies are Stunned for 4 seconds instead.
Natural Boulder (1)
While you have any Fortify, Boulder has 20% increased Critical Strike Chance.
Savage Boulder (1)
Boulder’s Critical Strike Chance is increased by 3% each time it deals damage.
Hurricane (5) *
Active | Storm | Nature Magic | Physical Damage
Cooldown: 20 seconds
Lucky Hit: 21%
Form a hurricane around you that deals [136%] damage to surrounding enemies over 8 seconds.
Enhanced Hurricane (1)
Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
Natural Hurricane (1)
Hurricane has a 15% chance to make enemies Vulnerable for 3 seconds.
Savage Hurricane (1)
Enemies affected by Hurricane deal 20% less damage.
Rabies (5)
Active | Werewolf | Shapeshifting | Poison Damage
Cooldown: 12 seconds
Lucky Hit: 50%
Shapeshift into a Werewolf and perform an infectious bite on the target dealing [39%] damage, and applying an additional [74%] Poisoning damage over 6 seconds.
Infected enemies spread Rabies to other surrounding targets.
Enhanced Rabies (1)
Rabies’ Poisoning damage also increases over the lifetime of the disease, dealing 30% bonus damage at max duration.
Natural Rabies (1)
Rabies spreads 100% faster.
Savage Rabies (1)
Rabies deals its total Poisoning damage in 4 seconds instead of 6.
Trample (5) *
Active | Werebear | Shapeshifting | Physical Damage
Cooldown: 14 seconds
Lucky Hit: 20%
Shapeshift into a Werebear, become Unstoppable, and charge forward, dealing [105%] damage and Knocking Back enemies.
Enemies who are Knocked Back into terrain take an additional [63%] damage and are Stunned for 3 seconds.
Enhanced Trample (1)
Trample deals 150% bonus damage. This bonus is reduced by 50% for each enemy hit after the first.
Natural Trample (1)
Casting Trample grants 20% Base Life as Fortify.
Savage Trample (1)
Casting Trample grants 20 Spirit.
Elemental Exposure (3)
Passive
Lucky Hit: Your Storm skills have up to a 20% chance to make enemies Vulnerable for 1 seconds.
Charged Atmosphere (3)
Passive
Every 18 seconds, a Lightning Strike hits a Nearby enemy dealing X damage.
Electric Shock (3)
Passive
Lucky Hit: Dealing Lightning damage to enemies has a 5% chance to Immobilize them for 3 seconds.
If the target is already Immobilized, the Lightning damage dealt to them is increased by 5% instead.
Bad Omen (3)
Passive
Lucky Hit: Up to a 10% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Strike also hits dealing X damage.
Endless Tempest (3)
Passive
Increase the duration of Hurricane and Cataclysm by 5%.
Crushing Earth (3)
Passive
Earth skills deal 5% increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
Safeguard (3)
Passive
Critical Strikes with Earth skills Fortify you for 2% Base Life.
Stone Guard (3)
Passive
While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal 4% increased damage.
Mending (3)
Passive
While in Werebear form, you receive 5% additional Healing from all sources.
Provocation (3)
Passive
When you remain in Werebear form for at least 25 seconds, your next Skill will Overpower.
Neurotoxin (3)
Passive
Poisoned enemies are slowed by 8%.
Toxic Claws (3)
Passive
Critical strikes with Werewolf skills deal 8% of their base damage as Poison damage over 4 seconds.
Envenom (3)
Passive
Poisoned enemies take 10% additional Critical Strike Damage.
Ultimate Node
Cataclysm (1) *
Active | Storm | Nature Magic | Lightning Damage
Cooldown: 60 seconds
Lucky Hit: 72%
A massive storm follows you for 10 seconds. Twisters Knock Back enemies, and lightning strikes wildly dealing 52% damage.
Prime Cataclysm (1)
Cataclysm’s duration is increased by 2 seconds.
Supreme Cataclysm (1)
Lightning strikes from Cataclysm make enemies Vulnerable for 2 seconds.
Grizzly Rage (1)
Active | Werebear | Shapeshifting
Cooldown: 50 seconds
Shapeshift into a Dire Werebear for 12 seconds gaining 20% bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form.
Kills extend the duration by 1 second up to 10 additional seconds.
Prime Grizzly Rage (1)
You are Unstoppable while Grizzly Rage is active.
Supreme Grizzly Rage (1)
Gain 8% Base Life as Fortify per second while Grizzly Rage is active.
Lacerate (1)
Active | Werewolf | Shapeshifting
Cooldown: 45 seconds
Lucky Hit: 7%
Shapeshift into a Werewolf, become Immune and quickly dash 12 times between enemies in the area dealing up to 500% damage.
Prime Lacerate (1)
Each time Lacerate deals a Critical Strike, Heal for 3% Maximum Life.
Supreme Lacerate (1)
Lacerate’s initial strike is guaranteed to Critically Strike and deals x150% increased damage.
Petrify (1) *
Active | Nature Magic | Earth | Physical Damage
Cooldown: 50 seconds
Encase all Nearby enemies in stone, Stunning them for 3.75 seconds. You deal x25% increased Critical Strike Damage to enemies affected by Petrify.
Against Bosses, the Critical Strike Damage bonus is increased to x50% and its duration is increased to 7.5 seconds.
Prime Petrify (1)
Petrify’s effect durations are increased by 1 second.
Supreme Petrify (1)
Killing an enemy affected by Petrify grants 25 Spirit.
Defiance (3)
Passive
Nature Magic skills deal 4% increased damage to Elites.
Circle of Life (3)
Passive
Nature Magic skills that consume Spirit restore {1/2/3}% of your maximum Life.
Natural Disaster (3)
Passive
Your Earth skills deal 4% increased damage to Vulnerable enemies.
Your Storm skills deal 4% increased damage to enemies that are Stunned, Immobilized, or Knocked Back.
Resonance (3)
Passive
Nature Magic skills deal 2% 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.
Defensive Posture (3)
Passive
Increases the amount of Fortify you gain from all sources by 5%.
Thick Hide (3)
Passive
Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for 6% Base Life (X).
Nature’s Resolve (3)
Passive
5% chance when struck to Fortify you for 4% Base Life (X).
Unrestrained (3)
Passive
Reduce the duration of control impairing effects by 3%. Triple this effect while you are Fortify for over 50% of your Maximum Life.
Quickshift (3)
Passive
When a Shapeshifting skill transforms you into a different form, it deals 5% increased damage.
Natural Fortitude (3)
Passive
Shapeshifting Fortifies you for 1% Base Life (X).
Heightened Senses (3)
Passive
Upon shapeshifting into a Werewolf or Werebear, gain 4% damage reduction against Elites for 5 seconds.
Key Passives Node
Nature’s Fury (1)
Passive
Casting an Earth skill has a 20% chance to trigger a free Storm skill of the same category.
In addition, casting a Storm skill has a 20% chance to trigger a free Earth skill of the same category.
Earthen Might (1)
Passive
Lucky Hit: Damaging enemies with Earth Skills has up to a 5% chance to:
Restore all of your Spirit
Cause your attacks to be guaranteed Critical Strikes for 5 secondsThis chance is increased by:
10% for Critical Strikes
10% if the target is Stunned, Immobilized, or Knocked Back
Lupine Ferocity (1) *
Passive
Every 6th Werewolf skill hit Critically Strikes and deals 60% increased damage.
Bestial Rampage (1) *
Passive
After being a Werewolf for 2.5 seconds, gain 20% Attack Speed for 15 seconds.
After being a Werebear for 2.5 seconds, deal 20% increased damage for 15 seconds.
Perfect Storm (1)
Passive
Your Storm skills grant 2 Spirit and deal 20% increased damage when damaging a Vulnerable, immobilized or slowed enemy.
Ursine Strength (1) *
Passive
Gain 20% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form.
While Healthy, deal 30% increased damage.
That is every active and passive skill in the Druid skill tree in Diablo 4.