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Caster · Wild Shaper

Druid

A keeper of the old green who calls roots, moonlight, beasts and storm down into the deep.

Druid in-game sprite, male and female
  • Devout
  • d8 hit die
  • WIS
  • Spell Points

Break Grukk's crown (clear Act I). The hill circles answer whoever frees them.

Overview

Role
Caster · Wild Shaper
Archetype
Devout (ranged basic attack)
Hit die
d8
Hit points
24 at level 1, +15 per level (+3 per CON modifier point, every level)
Primary ability
Wisdom
Armour
Light, Medium + shields
Weapons
Staves, Wands (a staff or wand is a spell focus: the basic attack is a ranged force bolt on Wisdom)
Resource
Spell Points: 95 + 5 per level, refills 7/s; every basic attack that hits restores 1.5
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Circle of the Land or Circle of the Fang
Starting kit
Quarterstaff, Hide Armor
Suggested scores
STR 10 · DEX 13 · CON 14 · INT 12 · WIS 15 · CHA 8

Class features

  1. Lv 1
    Druidic The green protects its own.
    • +15% Poison Resistance
  2. Lv 2
    Natural Recovery Your resource regenerates 50% faster.
  3. Lv 5
    Verdant Vigor Sap runs alongside your blood.
    • +1.5 HP Regen / s
    • +10 Hit Points
  4. Lv 9
    Nature's Voice Your spells carry the weight of the old forest.
    • +6% Skill Damage
  5. Lv 10
    Wild Stride Roots part and stones shift beneath your feet.
    • +8% Move Speed
  6. Lv 13
    Deep Roots Nothing knocks you from your ground.
    • +6% Damage Reduction
  7. Lv 14
    Storm Ward Weather and venom barely touch you.
    • +20% Lightning Resistance
    • +15% Poison Resistance
  8. Lv 17
    Beast Speech Your beasts understand you perfectly.
    • +5% Cooldown Reduction
  9. Lv 18
    Timeless Body The seasons slow for you.
    • +3 HP Regen / s
  10. Lv 20
    Archdruid Your first skill cast every 10 seconds costs nothing.

Level 1–20 progression

Everything a Druid gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Druid level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement
5+3
6+3
7+3
8+3
  • Ability Score Improvement
9+4
10+4
11+4
  • Nature's Ward Circle of the Land
  • Pack Instinct Circle of the Fang
  • Thorn Lash 3d6
12+4
  • Ability Score Improvement
13+5
14+5
15+5
  • Nature's Sanctuary Circle of the Land
  • Thick Hide Circle of the Fang
16+5
  • Ability Score Improvement
17+6
18+6
  • Timeless Body
  • Circle's Mastery Circle of the Land
  • Apex Predator Circle of the Fang
  • Healing Spores 5d8
19+6
  • Ability Score Improvement
20+6
  • Archdruid

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + WIS modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Druid skills

Thorn Lash

Lv 1 Projectile piercing

Lash out with a vine studded with thorns.

What it does for a new Druid at level 1; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 4–9 piercing damage.
  • Rolls to hit against armor (+5 to hit).
  • 16% chance per hit to leave a foe Bleeding for 2.1 s (physical damage over time; stacks up to 3. Bleeds twice as fast while moving).
Type
Projectile
Cost
Free
Cooldown
1.1s
Damage
1d6 + WIS mod piercing
Hit
Attack roll vs AC
Scales with
Wisdom
Projectiles
1
Range
9 tiles
Applies
Bleeding 15% · 2s

Damage dice by level Lv 1 1d6Lv 5 2d6Lv 11 3d6Lv 17 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Thorn Lash mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 101.1s—Learned
2Lv 101.1s+3%Bleeding chance +10% · Bleeding 25% · 2s
3Lv 201.1s+16%Damage +10%
4Lv 401.1s+19%
5Lv 501.1s+22%Range +20%
6Lv 601s+25%Cooldown −8%
7Lv 800.9s+28%Bleeds last 30% longer · Bleeding 25% · 2.6s
8Lv 1000.9s+31%
9Lv 1200.9s+34%Bleeding chance +10% · Bleeding 35% · 2.6s
10Lv 1400.9s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · Bleeding 50% · 2.6s

Rank 4: pick one

  • Twin Vines +1 vine, vines −35% damage.
  • Briar Lash Damage +20%, cooldown +10%.

Rank 8: pick one

  • Raking Thorns Vines pass through every foe in the line; damage −10%.
  • Snaring Vine Foes are Chilled (slowed) instead of Bleeding; chance +15%.

Rank 10, Mastered: Bramble Scourge: status chance +15% and range +20%.

Entangle

Lv 2 Area piercing

Grasping roots burst from the floor, tearing at everything in the patch and Rooting it in place.

What it does for a new Druid at level 2; in game the numbers follow your hero

  • Fills an area for 5 s: every foe in a 2.2-tile radius up to 7 tiles away takes 2–7 piercing damage every second.
  • Foes roll a Strength save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 55% chance per hit to leave a foe Rooted for 1.6 s (held in place: can't move, but can still attack and cast. Dashing tears free).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Moonmarked (your payoff consumes it).
Type
Area
Cost
20
Cooldown
10s
Damage
1d8 + WIS mod piercing
Hit
STR save vs your spell DC (half damage on a save)
Scales with
Wisdom
Radius
2.2 tiles
Range
7 tiles
Lasts
5s
Applies
Rooted 50% · 1.5s

Damage dice by level Lv 2 1d8Lv 7 2d8Lv 13 3d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Entangle mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12010s—Learned
2Lv 1209.9s+3%Radius +10% · radius 2.4
3Lv 2209.8s+16%Damage +10%
4Lv 4199.7s+19%
5Lv 5199.6s+22%Roots last 15% longer · 5.8s
6Lv 6159.5s+25%Cost −20%
7Lv 8159.4s+28%Radius +10% · radius 2.6
8Lv 10159.3s+31%
9Lv 12149.2s+34%Root chance +15% · Rooted 65% · 1.5s
10Lv 1499.1s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.1 · Rooted 80% · 1.5s

Rank 4: pick one

  • Sprawling Roots Radius +40%, damage −15%.
  • Thornwrack Damage +25%, root chance −20%.

Rank 8: pick one

  • Deep Roots Roots last 25% longer.
  • Binding Roots Roots briefly Stun (−40% chance) instead of rooting.

Rank 10, Mastered: Strangling Grove: radius +20% and status chance +15%.

Moonbeam

Lv 5 Area radiant

A pillar of pale moonlight burns whatever stands inside it.

What it does for a new Druid at level 5; in game the numbers follow your hero

  • Fills an area for 8 s: every foe in a 1.6-tile radius up to 7 tiles away takes 3–14 radiant damage every second.
  • Foes roll a Constitution save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Leaves the foe Moonmarked (your payoff consumes it).
Type
Area
Cost
30
Cooldown
12s
Damage
2d10 + WIS mod radiant
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Wisdom
Radius
1.6 tiles
Range
7 tiles
Lasts
8s

Damage dice by level Lv 5 2d10Lv 9 3d10Lv 13 4d10Lv 17 5d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Moonbeam mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13012s—Learned
2Lv 13011.9s+3%Beam radius +15% · radius 1.8
3Lv 22911.8s+16%Damage +10%
4Lv 42911.6s+19%
5Lv 52910.6s+22%Cooldown −8%
6Lv 62910.4s+25%Beam lasts 15% longer · 9.2s
7Lv 82810.3s+28%Moonlight sets foes Burning (20%) · Burning 20% · 3s
8Lv 102810.2s+31%
9Lv 122310.1s+34%Cost −15%
10Lv 141510s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 2.2 · Burning 40% · 3s

Rank 4: pick one

  • Harvest Moon Beam radius +40%, damage −15%.
  • Full Moon Damage +20%, beam radius −20%.

Rank 8: pick one

  • Long Night Beam lasts 25% longer.
  • New Moon Cooldown −15%.

Rank 10, Mastered: Lunar Wrath: beam radius +20% and Burning chance +20%.

Healing Spores

Lv 6 Heal poison

Burst a cloud of glowing spores: allies breathe in life, enemies breathe in rot.

What it does for a new Druid at level 6; in game the numbers follow your hero

  • Heals the most wounded ally near you (or you): 27–69 HP on you (8% of the target's max HP is part of it, so tougher allies heal more).
  • Everyone else within 5 tiles heals 60% of their own dose.
  • Also lifts poison, burning, fear, roots, silence and curses from the one it heals.
  • Foes within 5 tiles of you take 3–10 poison damage.
  • Never grazes (no attack roll, so it always lands in full and can't crit).
Type
Heal
Cost
30
Cooldown
12s
Heals
(2d8 + WIS mod) × 3 + 8% of target's max HP
Hit
Always hits
Scales with
Wisdom
Also heals allies within
5 tiles

Healing dice by level Lv 6 2d8Lv 10 3d8Lv 14 4d8Lv 18 5d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% healing, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Healing Spores mastery ranks
RankNeedsCostCooldownHealWhat changes
1Lv 13012s—Learned
2Lv 13011.9s+3%Radius +15% · radius 5.8
3Lv 22511.8s+6%Cost −15%
4Lv 42511.6s+9%
5Lv 52411.5s+12% +1d+1 healing die
6Lv 62410.4s+15% +1dCooldown −8%
7Lv 82410.3s+18% +1dSpores Poison enemies (30%) · Poisoned 30% · 3s
8Lv 102310.2s+21% +1d
9Lv 122310.1s+24% +1dRadius +10% · radius 6.3
10Lv 14910s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 7.3

Rank 4: pick one

  • Bloom Healing and spore damage +20%, cost +30%.
  • Fruiting Body Cooldown −25%, healing −10%.

Rank 8: pick one

  • Drifting Cloud Radius +40%.
  • Blight Spores Poison chance +40%; poison lasts 50% longer.

Rank 10, Mastered: Mycelial Web: cost −20% and radius +20%.

Conjure Animals

Lv 7 Summon piercing

Call spirit beasts out of the dark to hunt at your side: a pack of wolves, a shadow panther, or a thornback boar that takes the blows. Choose the form in Hearthold; mastery calls more of the pack.

What it does for a new Druid at level 7; in game the numbers follow your hero

  • Calls 2 Spirit Wolfs for 15 s.
  • Each has 93 HP and hits for 3–20 piercing damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
40
Cooldown
24s
Damage
1d8 per summon hit piercing
Summons
2
Lasts
15s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Shadow Panther

Shadow Panther

Damage

A lean spirit cat that strikes rarely but savagely, raking open deep wounds.

Bodies
1 per cast at rank 1
HP each
1.2× a plain summon
Damage per hit
5× a plain summon
Attacks
every 1.4s
Moves
6 tiles/s
Reach
1.1 tiles (melee)
Applies
Bleeding 30% · 4s
Damage type
slashing
Master passive
Stalker's Pace: +6% Move Speed, +3% Crit Chance while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Spirit Wolves

Spirit Wolves

Steady Default

The pack: quick bites from every side.

Bodies
2 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Pack Stride: +8% Move Speed while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Thornback Boar

Thornback Boar

Tank

A huge bristling boar that squeals to draw every foe nearby and takes their blows on its hide.

Bodies
1 per cast at rank 1
HP each
5× a plain summon
Damage per hit
1× a plain summon
Attacks
every 1.3s
Moves
4 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
piercing
Master passive
Thick Hide: +5% Move Speed, +2 Armor Class while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Conjure Animals mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14024s—Learned
2Lv 14023.8s+3%Beast HP +20% · summon HP +20%
3Lv 23923.5s+6%+1 beast (the pack shares the kill: beasts −10% damage) · 3 summons
4Lv 43923.3s+9%
5Lv 53023s+12%Cost −20%
6Lv 63022.8s+15%Beast HP +20% · summon HP +40%
7Lv 83022.6s+18%+1 beast (beasts −10% damage) · 4 summons
8Lv 102922.3s+21%
9Lv 122922.1s+24%Beast damage +10%
10Lv 141821.8s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · summon HP +65%

Rank 4: pick one

  • The Pack +1 beast; beasts −30% HP and −10% damage.
  • Dire Beasts Beasts +60% HP: fewer fangs, but they hold the line.

Rank 8: pick one

  • Alpha Bond Beasts +20% damage, −25% HP.
  • Howl Cooldown −25%: replace the fallen faster.

Rank 10, Mastered: Dire Pack: beasts +25% HP and +10% damage.

Call Lightning

Lv 9 Area lightning

Call a bolt from a storm that shouldn't exist underground; it leaps from foe to foe.

What it does for a new Druid at level 9; in game the numbers follow your hero

  • Hits every foe in a 1.3-tile radius up to 7 tiles away for 6–35 lightning damage.
  • Then leaps to 2 more foes nearby, 15% weaker each jump.
  • Foes roll a Dexterity save against your DC 15: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 38% chance per hit to leave a foe Shocked for 4.2 s (takes 6% more damage per stack (up to 3). When struck again, a spark arcs to a nearby foe).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Moonmarked (your payoff consumes it).
Type
Area
Cost
25
Cooldown
7s
Damage
3d10 + WIS mod lightning
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Wisdom
Radius
1.3 tiles
Range
7 tiles
Chains
2 more foes
Applies
Shocked 35% · 4s

Damage dice by level Lv 9 3d10Lv 13 4d10Lv 17 5d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Call Lightning mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1257s—Learned
2Lv 1256.9s+3%+1 chain · 3 chains
3Lv 2256.9s+6%Shock chance +10% · Shocked 45% · 4s
4Lv 4246.8s+9%
5Lv 5206.7s+12%Cost −15%
6Lv 6206.7s+15%+1 chain · 4 chains
7Lv 8206.6s+18%Strike radius +15% · radius 1.5
8Lv 10206.5s+21%
9Lv 12196.4s+24%Range +20%
10Lv 14136.4s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 1.8 · 5 chains

Rank 4: pick one

  • Forked Bolt +2 chains, damage −25%.
  • Sky Hammer Damage +35%, −2 chains.

Rank 8: pick one

  • Static Shock Shock chance +25%.
  • Rolling Storm Cooldown −15%.

Rank 10, Mastered: Eye of the Storm: +1 chain and strike radius +20%.

Call the Great Bear

Lv 17 Summon slashing

The old powers of the wild answer your call: the ancient cave bear that holds the line, a dagger-fanged sabretooth, or a pony-sized dire wolf. Choose the form in Hearthold.

What it does for a new Druid at level 17; in game the numbers follow your hero

  • Calls 1 Primal Cave Bear for 30 s.
  • It has 212 HP and hits for 8–75 slashing damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
50
Cooldown
40s
Damage
2d10 per summon hit slashing
Summons
1
Lasts
30s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Sabretooth

Sabretooth

Damage

An ice-age cat with dagger fangs: rare, crushing bites that leave its prey bleeding out.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.7× a plain summon
Attacks
every 1.5s
Moves
5.6 tiles/s
Reach
1.3 tiles (melee)
Applies
Bleeding 30% · 4s
Damage type
slashing
Master passive
Predator's Pace: +6% Move Speed, +3% Crit Chance while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Dire Wolf

Dire Wolf

Steady

A grey wolf the size of a pony: tireless, snapping bites that never let up.

Bodies
1 per cast at rank 1
HP each
0.8× a plain summon
Damage per hit
1× a plain summon
Attacks
every 0.8s
Moves
5.8 tiles/s
Reach
1.2 tiles (melee)
Damage type
piercing
Master passive
Running with Wolves: +10% Move Speed while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Primal Cave Bear

Primal Cave Bear

Tank Default

The ancient cave bear: a wall of fur and claw that holds the line.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Den Mother: +5% Move Speed, +2 HP Regen / s while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Call the Great Bear mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 15040s—Learned
2Lv 15039.6s+3%Beast HP +20% · summon HP +20%
3Lv 24939.2s+6%Duration +15% · 34.5s
4Lv 44938.8s+9%
5Lv 54838.4s+12%Beast damage +10%
6Lv 64838s+15%Beast HP +20% · summon HP +40%
7Lv 83737.6s+18%Cost −20%
8Lv 103737.2s+21%
9Lv 123636.8s+24%+1 beast (the old magic stretches: beasts −15% damage) · 2 summons
10Lv 142336.4s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · summon HP +65%

Rank 4: pick one

  • Mother Bear +1 beast; beasts −25% HP and −15% damage.
  • Cave Titan Beasts +50% HP and +10% damage.

Rank 8: pick one

  • Old Friend Duration +30%.
  • Wake the Den Cooldown −15%.

Rank 10, Mastered: Primal Titan: beasts +25% HP and +10% damage.

Circle of the Land skills

Barkskin

Lv 3 Buff Circle of the Land

Your skin, and the skin of every ally nearby, hardens to living oak.

What it does for a new Druid at level 3; in game the numbers follow your hero

  • For 15 s, you and every ally within 6 tiles gain +3 Armor Class and +5% damage reduction.
Type
Buff
Cost
25
Cooldown
22s
Scales with
Wisdom
Duration
15s
Allies within
6 tiles
Grants you
+3 Armor Class, +5% Damage Reduction
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Barkskin mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12522s—Learned
2Lv 12521.8s+3%Duration +15% · 17.3s
3Lv 22521.6s+6%Barkskin strength +15% · +3.5 Armor Class, +5.8% Damage Reduction
4Lv 42421.3s+9%
5Lv 52421.1s+12%Reaches allies 20% farther · radius 7.2
6Lv 62419.1s+15%Cooldown −8%
7Lv 81918.9s+18%Cost −20%
8Lv 101818.7s+21%
9Lv 121818.5s+24%Barkskin strength +10% · +3.8 Armor Class, +6.3% Damage Reduction
10Lv 141218.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +4.2 Armor Class, +7% Damage Reduction

Rank 4: pick one

  • Ironwood Barkskin strength +30%, duration −20%.
  • Evergreen Duration +30%.

Rank 8: pick one

  • Quick Growth Cooldown −15%.
  • Sheltering Grove Reaches allies 50% farther.

Rank 10, Mastered: Heartwood: barkskin strength +15%.

Circle of the Fang skills

Wild Shape

Lv 3 Buff Circle of the Fang

Take the form of a dire bear: thick hide, heavy claws and a hunger for the fight.

What it does for a new Druid at level 3; in game the numbers follow your hero

  • For 15 s, you gain +3 Armor Class, +20% damage, +10% damage reduction, +3 life on every hit and +10% attack speed.
Type
Buff
Cost
30
Cooldown
30s
Scales with
Wisdom
Duration
15s
Grants you
+3 Armor Class, +20% Damage, +10% Damage Reduction, +3 Life on Hit, +10% Attack Speed
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Wild Shape mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13030s—Learned
2Lv 13029.7s+3%Duration +15% · 17.3s
3Lv 22929.4s+6%Form strength +15% · +3.5 Armor Class, +23% Damage, +11.5% Damage Reduction, +3.5 Life on Hit, +11.5% Attack Speed
4Lv 42929.1s+9%
5Lv 52925.8s+12%Cooldown −10%
6Lv 62325.5s+15%Cost −20%
7Lv 82225.2s+18%Duration +10% · 18.8s
8Lv 102224.9s+21%
9Lv 122224.6s+24%Form strength +10% · +3.8 Armor Class, +25% Damage, +12.5% Damage Reduction, +3.8 Life on Hit, +12.5% Attack Speed
10Lv 141424.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +4.2 Armor Class, +28% Damage, +14% Damage Reduction, +4.2 Life on Hit, +14% Attack Speed

Rank 4: pick one

  • Dire Form Form strength +30%, duration −20%.
  • Beast Within Duration +30%.

Rank 8: pick one

  • Quick Change Cooldown −15%.
  • Primal Rage You also become Raging.

Rank 10, Mastered: Elder Form: form strength +15%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Circle of the Land

Mystics who draw power from the land itself — and share its endurance with their allies.

Skills

Features

  1. Lv 3
    Circle Spells The land lends your spells its weight.
    • +5% Skill Damage
  2. Lv 7
    Land's Stride No thicket or bog slows you.
    • +6% Move Speed
    • +3% Dodge
  3. Lv 11
    Nature's Ward Poison and disease find no purchase in you.
    • +25% Poison Resistance
    • +5% All Resistances
  4. Lv 15
    Nature's Sanctuary Beasts and roots alike move to shield you.
    • +6% Dodge
    • +4% Damage Reduction
  5. Lv 18
    Circle's Mastery You speak the land's language fluently.
    • +5% Cooldown Reduction
    • +8% Skill Damage

Circle of the Fang

Shapeshifters who believe the truest form of a druid is a very large, very angry animal.

Skills

Features

  1. Lv 3
    Beast Form Your body is already halfway to the animal.
    • +20 Hit Points
  2. Lv 7
    Primal Strike Your blows land with a beast's weight.
    • +3% Damage per Hit
  3. Lv 11
    Pack Instinct You strike in a hunter's rhythm.
    • +8% Attack Speed
  4. Lv 15
    Thick Hide Fur and fat and gristle.
    • +2 Armor Class
    • +5% Damage Reduction
  5. Lv 18
    Apex Predator Nothing in the deep eats you. You eat it.
    • +10% Damage
    • +3% Crit Chance

Talents & roles

Druids lean healer, tank and damage. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Druid talents Party roles

Spellbook & mechanic

Shapes

The right beast for the moment, and no lock on changing your mind.

Cast a skill and you shift into its form: the Caller, the Bear or the Wolf, each with its own swing or bite, shift strike and skills. The Wolf feeds on Hunger.

Talent: Hunter's Moon · Chase legendary: Fang of the Hundredth Night

Druids choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Druid pages and variants How the Spellbook works

Druid unique weapons

Rootsong Staff Starter

Quarterstaff · Weapon · drops from level 5

  • +5–15% Skill Damage
  • +2–6 Wisdom
  • +12–60 Hit Points
  • +1 random affix

Roots Remember. Entangle drags every foe caught in it to its centre.

“Plant it in the ground and the roots start singing. Nobody likes the song.”

Moonsickle

Quarterstaff · Weapon · drops from level 12

  • +8–24% Skill Damage
  • +2–6 Wisdom
  • +2–10 Radiant Damage
  • +1 random affix

Moonchaser. Moonbeam drifts after its target instead of staying put.

Wisp-Kindling. Kills have a 40% chance to free a moon wisp (up to 3) that fires motes for 90–110% weapon damage for 20s.

“A staff crowned with a sickle cut from the crescent moon on a night it wasn't looking.”

Heartwood of the First Grove

War Staff · Weapon · drops from level 16

  • +8–24% Skill Damage
  • +2–6 Wisdom
  • +4–12% Max HP
  • +3 random affixes

One Great Beast. Your summoning skills call a single great beast instead of a pack, with 2–2.2× the health and damage.

Grove Warden. Every 15s in battle an ancient treant uproots beside you and fights for 20s.

“Every forest that ever grew remembers the tree this was cut from.”

Druids are Devouts: they can also wear the 9 Devout unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.