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Diablo 4’supcoming Vessel of Hatred expansion includes an entirely new class to the Diablo franchise. Named the Spiritborn, this class aims to blend the fast-paced nature of the Rogue with the most mystical elements of the Druid to create a powerful, dexterous fighter. They move quickly, strike fast, and have some of the most varied buildcrafting options you’ll find out of any class.
While a nature-themed monk sounds easy enough to understand, there are a ton of moving parts with the Spiritborn’s kit. Today, we’ll be going over everything we know about this upcoming class, covering everything from its viable playstyles to unique Spirit mechanic. And for the theorycrafters in the community, we also cover every single passive, active skill, and skill augment available to the Spiritborn.

What Is The Spiritborn?
The Spiritborn is a new class that will launch with the Vessel of Hatred expansion for Diablo 4.A Spiritborn is a mix between a monk and a druid, manifesting the power of ancestral spirits to unleash a wide variety of melee attacks.They have the most build variety out of any class in Diablo 4 thanks to their unique Spirit mechanic, and they’re the first class to wieldGlaives, a new two-handed weapon archetypethat features exceptional attack speed.
Every ability in the Spiritborn’s kit is tied to aSpirit.There are four Spirits in total, each with a unique playstyle and core power fantasy.

You aren’t restricted to a specific Spirit type either.Finding synergies between each Spirit is actually encouraged. For example, a DoT damage build will likely use Centipede skills to inflict poison damage. If you grab the Noxious Resonance capstone, critical hits can detonate poison DoTs which will damage nearby targets. Use an Eagle skill to trigger an easy critical hit, and now you’re able to clear an entire screen of enemies with a simple two-button combo.
These sorts of synergies are what make the Spiritborn truly shine. This class gives you the tools needed to forge your own playstyle. Passive design is much more flexible here than the vanilla classes, and the Spirit Hall passive mechanic allows you to freely swap Spirit tags between attacks, letting you dip into certain passives and Legendary effects that would otherwise be impossible. Synergy is the name of the game here.

You must own the Vessel of Hatred expansion to play as a Spiritborn. The DLC launches on October 8.
Spirit Hall Explained
The Spiritborn’s passive mechanic is theSpirit Hall, a collection of passive bonuses that align with each Spirit type. Each Spirit offers one major and one minor passive.You may only have one major and one minor passive at a time.These passive options will most likely be unlocked through the Vessel of Hatred campaign, similar to other class passives likethe Necromancer’s Book of the Dead.
Minor Passive
Eagle
Casting an eagle skill grants 2 storm feathers, up to a maximum of 8. When you evade, all storm feathers are fired, dealing 111 lightning damage and making targets vulnerable for 3 seconds.
All skills are now also Eagle skills.
For every 4 meters you move, your critical strike chance is increased by 4%.
This bonus is reset 2 seconds after you critically strike.
Jaguar
Every 4th time you deal direct damage to an enemy with a Jaguar skill, unleash additional slashes dealing 100% of the damage of the 4 hits.
All skills are now also Jaguar skills.
Max Ferocity is increased by 1.
Gain 1 stack of Ferocity whenever you kill an enemy or damage a boss.
Gorilla
Casting a Gorilla skill deals 100% Thorns to enemies you hit and grants a Barrier for 10% of maximum life (10), up to 40%, for 3 seconds.
All skills are now also Gorilla skills.
Maximum Resolve is increased by 2.
When you have at least 5 stacks of Resolve, you are Unstoppable.
Centipede
Hitting an enemy with a Centipede skill reduces their damage by 2.5% and slows them by 10% for 3 seconds, stacking up to a maximum of 8 times.
All skills are now also Centipede skills.
Heal for 1% of your maximum life for every nearby enemy you’ve poisoned in the last 3 seconds, up to 5%.
All Spiritborn Skills And Passives
There are a total of24 skillsto use as a Spiritborn, most of which are evenly split between the four spirit types. You can freely mix and match these abilities as you see fit, but while leveling the Spiritborn and coming to grips with its complexity, you might want to stick with the same set of skills to start. Keep in mind thatyour major passive gives every skill a second spirit tag, allowing you to benefit from passives that otherwise wouldn’t apply.
Before we cover how each skill works, you might notice that some skills refer to some new keywords. Here’s what they do:

All skill damage values listed below are for a Level 30 character. Values are subject to change.
Skills
Rock Splitter
Rush at a target and clobber enemies in front of you, dealing 17 damage.
Gorilla, Generates 11 Vigor
Enhanced
Rock Splitter increases your block chance by 15% for 5 seconds. When you block, you gain 11 Vigor
Accelerated
Rock Splitter increases your Thorns by 13 for 5 seconds and your 3rd attack deals 100% of your Thorns to enemies.
Sharp
Rock Splitter’s 3rd attack knocks enemies back and grants Resolve per enemy hit.
Thunderspike
Quickly jab forward with a piercing strike, dealing 17 damage.
Your 3rd attack pierces further, dealing 26 damage and reducing your Evade cooldown by 5 seconds.
Eagle, Generates 9 Vigor
Thunderspike generates 5 additional Vigor if you have moved in the last 2 seconds.
When you Evade, you attack with Thunderspike along the way and make enemies Vulnerable for 2 seconds.

Thunderspike’s 3rd attack strikes back again, pulling in and knocking back distant enemies for 3 seconds.
Thrash
Dive at an enemy and slash into it, dealing 11 damage.
Your 3rd attack unleashes a rapid series of slashes around your target, dealing a total of 29 damage.

Jaguar, Generates 8 Vigor
Enhanced:
After killing an enemy, your next Thrash generates 10 additional Vigor, up to 10 casts of Trash.
Thrash continues to unleash its 3rd attack if cast again within 1.5 seconds.

Thrash’s 3rd attack grants a stack of Ferocity.
Withering Fist
Dart at and jab an enemy, dealing 5 damage and applying 35 poisoning damage over 6 seconds.
Your 3rd attack bursts on your target, damaging surrounding enemies and slowing them by 30% for 3 seconds.

Centipede, Generates 9 Vigor
You gain 1 Vigor per second for every nearby enemy poisoned by Withering Fist, up to 10.
Enemies poisoned by WIthering Fist deal 20% less damage.
Withering Fist’s 3rd attack spreads its poison to 3 nearby unaffected enemies. Hitting a Vulnerable enemy will also spread that effect to all hit.
Crushing Hand
Smash down next to you, creating 2 shockwaves on either side that overlap and each deal 28 damage.
Gorilla, Drains 30 Vigor
Crushing Hand grants a Barrier equal to 10% of the damage it deals for 2 seconds, up to 50% of your maximum life.
Advantageous
Enemies hit by both strikes of Crushing Hand are knocked down for 2 seconds.
Rampart
Crushing Hand’s radius increases by 5% for every stack of Resolve you have, up to 40%.
Quill Volley
Hurl 5 feathers that pierce through enemies, each dealing 21 damage.
Eagle, Drains 35 Vigor
Quill Volley makes enemies Vulnerable for 3 seconds if they are hit with at least 3 feathers at once.
Quill Volley hurls out 3 additional feathers and deals 30% increased damage to each enemy per hit.

Quill Volley’s feathers fly 50% further and converge on your target with 0.20% additional critical strike chance for each point of Vigor you had on cast.
Rake
Conjure claws that rake through enemies in front of you, dealing 22 damage before exploding for an additional 44 damage.
Casting Rake grants a stack of Ferocity.
Hitting at least one enemy with Rake reduces your longest active cooldown by 0.5 seconds.
Rake’s Vigor cost is reduced by 2 per stack of Ferocity you have.

Stinger
Strike a small area, dealing 78 damage to enemies within as well as all surrounding poisoned enemies.
Centipede, Drains 40 Vigor
Stinger applies 50% of its base damage as poisoning over 6 seconds to all enemies hit.
If Stinger strikes a Vulnerable enemy, it heals you for 10% of your maximum life. If you are Healthy, it makes enemies Vulnerable for 3 seconds.
Stinger deals 5% increased direct damage to Elites for each nearby poisoned enemy.
Passives
Follow Through
Your basic skills deal [10/20/30]% increased damage. Double this bonus for 3rd attacks.
Vigorous
Casting a core skill increases all Vigor generation by [5/10/15]% for 3 seconds.
Velocity
Generate [3/6/9] Vigor each second while moving if you have dealt damage in the last 5 seconds.
Vortex
Create a cyclone that pulls enemies inward, followed by a crushing downdraft that deals 39 damage.
Eagle, 12 Second Cooldown
Casting Vortex increases the damage of the next skill cast by 20%.
Measured
While you have an active Barrier, your Vortex deals 200% additional damage and knocks enemies down for 3 seconds.
Critical strikes with Vortex reduce its cooldown by 1 second.
Soar
Fly into the air, creating a cloud which makes enemies at your target location vulnerable for 5 seconds before you crash down upon them, dealing 56 damage.
Eagle, 15 Second Cooldown
The next hit against an enemy struck by Soar is a guaranteed critical strike. If Soar hits no enemies, you instead gain 50% increased movement speed for 3 seconds.
Soar makes you Unstoppable for 3 seconds.
Replenishing
Soar’s cloud remains around you for 7 seconds after landing and continues to make enemies Vulnerable.
Ravager
Passive: Minimum Ferocity increased by 2.
Active: Unleash a savage roar, causing all your attacks to trigger additional strikes, dealing 67 damage for 6 seconds.
Jaguar, 20 Second Cooldown
Ravager’s duration is extended by 2 seconds per kill while active. This bonus is reduced by 0.25s per kill, to a minimum of 0.5 seconds.
While Ravager is active, your core skills instantly dash to your target and all Vigor generation is increased by 30%.
Ravager passively stockpiles any healing you receive, up to 40 stacks. While active, Ravager spends stacks to strike Elite enemies up to 4 additional times.
Toxic Skin
Passive: Enemies that attack you are poisoned for 33 damage over 3 seconds.
Active: Your toxins overflow, applying poisoning in a trail while making you Unhindered for 5 seconds.
Centipede, 15 Second Cooldown
While active, Toxic Skin’s poisoning is increased by 100% over 3 seconds.
While Toxic Skin is active, your poison deals an additional 25% of its damage over time as critical strikes to Vulnerable enemies.
Toxic Skin passively increases thorns damage you deal to poisoned enemies by 100%.
Apex
You deal [3/6/9]% increased Vulnerable damage. Double this bonus vs. Elite enemies.
Mirage
Gain 100% increased dodge chance during Evade. Whenever you dodge, you gain [5/10/15]% critical strike chance for 3 seconds.
You deal [3/6/9]% increased damage while Unhindered or Unstoppable.
Swift
Your mobility skill cooldowns are reduced up to [2/4/6] seconds based on how far you travel with them.
Armored Hide
Passive: Gain 1 Resolve every 5 seconds.
Active: Encase yourself, becoming Unstoppable and gaining 100% block chance for 3 seconds.
Gorilla, 25 Second Cooldown
Activating Armored Hide grants you maximum Resolve and increases your Thorns by 64 for the duration.
Adaptive
When you Evade through enemies with Armored Hide active, you deal 100% Thorns to them and heal for 5% of your maximum life per hit.
Reinforced
While active, Armored Hide increases your block reduction by 5% for every nearby enemy.
Concussive Stomp
Stomp in front of you, releasing a shockwave that deals 16 damage and knocks down enemies for 3 seconds.
Gorilla, 10 Second Cooldown
Concussive Stomp grants a Barrier equal to 10% of your maximum life per enemy hit for 3 seconds, up to 100%.
When enemies recover from Concussive Stomp, you dodge their next 3 attacks.
Concussive Stomp gains an additional charge and deals 500% increased damage to Unstoppable enemies and bosses.
Counterattack
Passive: Gain 20% dodge chance and automatically retaliate against close enemies for 89 damage when you dodge their attacks.
Active: Dodge all direct attacksf or 2 seconds.
Jaguar, 15 Second Cooldown
Counterattack’s cooldown is reduced by 0.5 seconds per stack of Ferocity you have.
When you dodge a control impairing attack with counterattack, it will reflect that crowd control effect to all close enemies for 2 seconds.
Counterattack passively increases your critical strike damage by 10% for every close enemy.
Scourge
Call fourth a wave of insects that bite enemies, fearing and slowing them for 3 seconds while applying 112 poison damage over 6 seconds.
Centipede, 12 Second Cooldown
Each time you hit an enemy with Scourge, you gain 1% increased damage vs. crowd controlled enemies for 6 seconds, up to 50%.
Lucky Hit: Hitting an enemy affected by Scourge has up to a 50% chance to life steal 35% of the damage done.
Casting Scourge grants 100% of your maximum Vigor over 6 seconds.
Casting a defensive skill grants [5/10/15] Vigor
Gain [1/2/3]% additional damage reduction per stack of Resolve.
Fueled
Gain increased life on kill equal to [5/10/15]% of your maximum life while you have at least 4 stacks of Ferocity.
Antivenom
You gain [15/30/45]% increased poison resistance, and your maximum poison resistance is increased by [5/10/15]%.
Nourishment
Your healing is increased by 25%. Whenever you heal, your poison damage is increased by [2/4/6]% for 3 seconds, up to [10/20/30]%.
Patient Guard
Gain 10% block chance. After standing still for 1 second, you gain [10/20/30]% block damage reduction. Lasts for 2 seconds after you next move.
Auspicious
After not taking damage for 5 seconds, you gain up to [10/20/30]% of your maximum life as a Barrier over 10 seconds.
Bastion
Gain [+X] Thorns. While you have a Barrier, your Thorns are increased by 30%.
Payback
Smash enemies in front of you, dealing 112 damage.
When attacked, you have a 35% chance to reduce Payback’s active cooldown by 1 second.
Gorilla, 12 Second Cooldown
Each time an enemy attacks you, the damage they take from Payback is increased by 5% for 60 seconds, up to 75%.
Invasive
Becoming control impaired while Payback is on cooldown makes it free to cast and grants you Unstoppable for 3 seconds. Can only occur once every 30 seconds.
Poised
Payback passively grants you Vigor when you take damage. Payback is now a core skill and consumes all available Vigor to increase its damage by 0.5% for each point spent.
Razor Wings
Whirl out a cluster of razor sharp spirit feathers that rebound back, dealing 78 damage each way.
Eagle, 3 Charges, 10 Second Cooldown
Razor Wings makes enemies Vulnerable for 5 seconds when hitting with a critical strike or from behind.
Razor Wings consumes 3 charges to send out a spiral of 3 wings at once.
Razor Wings has a 10% chance to regain a charge when they hit an enemy a second time. Double this chance if you are an active Barrier.
Rushing Claw
Slash a short distance through an enemy, striking all enemies along the way twice for 56 total damage.
Jaguar, 4 Charges, 20 Second Cooldown
Enemies hit by Rushing Claw take 10% increased damage from Rushing Claw, up to 80%.
Using Rushing Claw’s last charge will instantly refill all charges by consuming 4 stacks of Ferocity.
When Rushing Claw hits an Elite enemy, you gain 25% increased dodge chance for 3 seconds.
Touch of Death
Strike an enemy and infect them, dealing 5 damage and applying 336 poison damage over 9 seconds.
When the infection expires or the host dies, a swarm hatches and seeks enemies for 9 seconds, dealing 11 damage per hit. Up to three swarms may be active.
Touch of Death’s infection heals you for 2% of your maximum life per second, up to 18% of maximum life. You heal any remaining when the swarm hatches.
Touch of Death’s swarm bursts every second, applying 30% of its base poison damage over 6 seconds to surrounding enemies.
Touch of Death is now a core skill which costs 70 Vigor and has no cooldown.
Resilient
Casting a Gorilla skill grants [5/10/15]% increased maximum life for 10 seconds.
Dominant
Gorilla skills deal [5/10/15]% increased damage to knocked down targets and have a 5% chance to execute them if they are not a boss.
Brilliance
Eagle skills deal [1/2/3]% increased damage for each 20% movement speed you have.
Acceleration
Casting an Eagle skill grants [5/10/15]% increased movement speed for 3 seconds.
Potent
Hitting enemies with Jaguar skills increases the damage they take from you by [0.1/0.2/0.3]%, up to [10/20/30]%.
Furnace
Jaguar skills deal [2/4/6]% increased critical strike damage per stack of Ferocity.
Ravenous
Your Centipede skills deal [5/10/15]% increased damage. Double this bonus vs. healthy enemies.
Oppressive
Your Centipede skills deal [10/20/30]% increased damage to crowd controlled enemies and gain 50% increased crowd control duration.
The Protector
The Gorilla Spirit protects an area for 6 seconds, continuously smashing surrounding enemies for 89 damage and granting you Barrier for 15% of your maximum life every 1.5 seconds.
Gorilla, 45 Second Cooldown
Harmonious
The Protector’s strikes deal 300% damage to non-Elite enemies and reduce the damage you take from Elite enemies by 30% for 6 seconds.
Exalted
The Protector’s area persists for an additional 6 seconds. While in the area, you are Unstoppable and any enemies or small missiles inside are slowed by 80%.
The Seeker
The Eagle Spirit swoops down and deals 22 damage. After a short delay it blasts off, dealing 336 damage.
Eagle, 3 Charges, 30 Second Cooldown
The Seeker’s first hit knocks enemies down for 4 seconds, and the second hit is a guaranteed critical strike.
The Seeker constantly makes all nearby enemies Vulnerable while active.
The Hunter
Bound across the battlefield with the Jaguar Spirit, dealing 56 damage upon landing and then rapidly slashing enemies in the area for 224 total damage over 7 strikes.
Jaguar, 45 Second Cooldown
The Hunter overfills your Ferocity for 4 stacks and causes you to deal 100% increased damage to injured enemies for 8 seconds.
Killing an enemy while The Hunter is present has a 15% chance to instantly reset its cooldown and cause your next cast within 8 seconds to repeat its 7 strikes an additional time, up to 4 times.
The Devourer
The Centipede Spirit emerges, blasting enemies in a line for 156 damage and spitting at others for 44 damage. Lasts for 15 seconds.
As it emerges, The Devourer launches 10 toxic globs that apply 117 poison damage over 6 seconds wherever they land.
While The Devourer is active, if a non-boss enemy’s remaining life becomes poisoned, they die instantly and unleash a Pestilent Swarm that deals 33 damage per hit to enemies it passes through.
Resolution
Casting an Ultimate skill grants [5/10/15]% increased damage to Elites for 3 seconds. Double this bonus if you are only fighting one enemy.
Sustenance
Hitting enemies with Ultimate skills heals you for [2/4/6]% of your maximum life.
Spiritual Attunement
Your maximum Vigor is increased by [10/20/30] while you have an Ultimate skill equipped.
Intricacy
Upon casting an Ultimate skill, the last Potency, Defensive, or Focus skill you cast prior becomes free to cast for [1/2/3] second(s).
Casting an Ultimate skill makes you Unstoppable for [1/2/3] second(s).
Supremacy
Any enemy you kill while an Ultimate skill is active grants a stack of Supremacy, each increasing your damage by [1/2/3]%, up to [10/20/30]%.
When an Ultimate skill ends, you gain 5 stacks of Supremacy, but you begin to lose one stack every second.
Vital Strikes
You deal 100% increased damage to Vulnerable enemies.
After making an enemy Vulnerable, your next direct hit to them heals for 2% of your max HP, generates 5 Vigor, and removes the Vulnerable effect.
Adaptive Stances
The base Spirit of a skill grants bonuses (see below). Casting a skill of a new different base Spirit swaps to the new bonus and increases all damage by 30% for 5 seconds.
Centipedeskills grant 30% life steal.
Prodigy’s Tempo
Every 3rd consecutive cast of the same basic skill increases all skill ranks by +2 for 5 seconds.
Every 3rd consecutive cast of the same core or potency skill reduces all skills' active cooldowns by 10%, increased by 2% for each of their skill ranks.
Noxious Resonance
Your critical strikes cause enemies to burst 100% of their total poison on them as poison damage to those around them.
Spiritborn Items
Every Spiritborn has access to the newGlaiveandQuarterstaffweapon archetypes. Glaives have an implicit that increases your damage to Elites, while Quarterstaffs grant a hefty boost to your block chance and block mitigation. Both weapons strike rather quickly with a base attack speed of 1.0, the same as a greatsword.
Spiritborn may only equip one weapon at a time.
And as you’d expect from a new class, the Spiritborn has access to a wide range of exclusive Legendary affixes and Unique items. Every new Spiritborn item we currently know of can be found in the image gallery above.