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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

Put Morvaine to rest (clear Act II).

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, Spears, Daggers, Maces, Swords
Resource
Spell Points: 95 + 5 per level, refills 7/s
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 or feat
5+3
6+3
7+3
8+3
  • Ability Score Improvement or feat
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 or feat
13+5
14+5
15+5
  • Nature's Sanctuary Circle of the Land
  • Thick Hide Circle of the Fang
16+5
  • Ability Score Improvement or feat
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 or feat
20+6
  • Archdruid

Feature Skill Dice rank-up Subclass ASI or feat 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.

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 16). 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 601.1s+22%Range +20%
6Lv 801s+25%Cooldown −8%
7Lv 1000.9s+28%Bleeds last 30% longer · Bleeding 25% · 2.6s
8Lv 1200.9s+31%
9Lv 1400.9s+34%Bleeding chance +10% · Bleeding 35% · 2.6s
10Lv 1600.9s+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.

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 16). 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 6199.6s+22%Roots last 15% longer · 5.8s
6Lv 8159.5s+25%Cost −20%
7Lv 10159.4s+28%Radius +10% · radius 2.6
8Lv 12159.3s+31%
9Lv 14149.2s+34%Root chance +15% · Rooted 65% · 1.5s
10Lv 1699.1s+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.

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 16). 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 62910.6s+22%Cooldown −8%
6Lv 82910.4s+25%Beam lasts 15% longer · 9.2s
7Lv 102810.3s+28%Moonlight sets foes Burning (20%) · Burning 20% · 3s
8Lv 122810.2s+31%
9Lv 142310.1s+34%Cost −15%
10Lv 161510s+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.

Type
Heal
Cost
30
Cooldown
12s
Heals
(2d8 + WIS mod) × 3
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 16). 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 62411.5s+12% +1d+1 healing die
6Lv 82410.4s+15% +1dCooldown −8%
7Lv 102410.3s+18% +1dSpores Poison enemies (30%) · Poisoned 30% · 3s
8Lv 122310.2s+21% +1d
9Lv 142310.1s+24% +1dRadius +10% · radius 6.3
10Lv 16910s+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 wolves out of the dark to hunt at your side. Mastery calls more of the pack.

Type
Summon
Cost
40
Cooldown
24s
Damage
1d8 per summon hit piercing
Summons
2
Lasts
30s
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 16). Numbers below are without perks.

Conjure Animals mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14024s—Learned
2Lv 14023.8s+3%Wolf HP +20% · summon HP +20%
3Lv 23923.5s+6%+1 wolf (the pack shares the kill: wolves −10% damage) · 3 summons
4Lv 43923.3s+9%
5Lv 63023s+12%Cost −20%
6Lv 83022.8s+15%Wolf HP +20% · summon HP +40%
7Lv 103022.6s+18%+1 wolf (wolves −10% damage) · 4 summons
8Lv 122922.3s+21%
9Lv 142922.1s+24%Wolf damage +10%
10Lv 161821.8s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · summon HP +65%

Rank 4: pick one

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

Rank 8: pick one

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

Rank 10, Mastered: Dire Pack: wolves +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.

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 16). 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 6206.7s+12%Cost −15%
6Lv 8206.7s+15%+1 chain · 4 chains
7Lv 10206.6s+18%Strike radius +15% · radius 1.5
8Lv 12206.5s+21%
9Lv 14196.4s+24%Range +20%
10Lv 16136.4s+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 ancient cave bear answers your call — a wall of fur and claw that holds the line.

Type
Summon
Cost
50
Cooldown
40s
Damage
2d10 per summon hit slashing
Summons
1
Lasts
30s
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 16). Numbers below are without perks.

Call the Great Bear mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 15040s—Learned
2Lv 15039.6s+3%Bear HP +20% · summon HP +20%
3Lv 24939.2s+6%Duration +15% · 34.5s
4Lv 44938.8s+9%
5Lv 64838.4s+12%Bear damage +10%
6Lv 84838s+15%Bear HP +20% · summon HP +40%
7Lv 103737.6s+18%Cost −20%
8Lv 123737.2s+21%
9Lv 143636.8s+24%+1 bear (the old magic stretches: bears −15% damage) · 2 summons
10Lv 162336.4s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · summon HP +65%

Rank 4: pick one

  • Mother Bear +1 bear; bears −25% HP and −15% damage.
  • Cave Titan Bears +50% HP and +10% damage.

Rank 8: pick one

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

Rank 10, Mastered: Primal Titan: bears +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.

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 16). 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 62421.1s+12%Reaches allies 20% farther · radius 7.2
6Lv 82419.1s+15%Cooldown −8%
7Lv 101918.9s+18%Cost −20%
8Lv 121818.7s+21%
9Lv 141818.5s+24%Barkskin strength +10% · +3.8 Armor Class, +6.3% Damage Reduction
10Lv 161218.3s+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.

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 16). 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 62925.8s+12%Cooldown −10%
6Lv 82325.5s+15%Cost −20%
7Lv 102225.2s+18%Duration +10% · 18.8s
8Lv 122224.9s+21%
9Lv 142224.6s+24%Form strength +10% · +3.8 Armor Class, +25% Damage, +12.5% Damage Reduction, +3.8 Life on Hit, +12.5% Attack Speed
10Lv 161424.3s+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

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

Sickle · 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.

“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
  • +1 random affix

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 8 Devout unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.