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Every class inDiablo 4has a unique feature that elevates the class' build customization and overall power. Sorcerers can use the essence of their skills to create powerful passive boons, while Barbarians can wield four different weapons with complete mastery across a wide range of skills. No matter your class, your class feature is sure to impress.
Related:Diablo 4: Complete Beginner Guide
But as with most things in Diablo, you’ll need to earn it first. Class features in Diablo 4 are tied to quests and require a brief tutorial to fully grasp. Thankfully, this guide is here to help. We’ll cover each class' unique feature in Diablo 4, explain how they work, how to unlock them, and we’ll give in-depth breakdowns on how to use each one.
What Are Class Features?
Class features are unique mechanics that only a specific class can access. Each class gains access to one unique class feature, ranging from passive bonuses to a unique combo system. Class features are as follows:
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Unlocking Your Class Feature
All class features in Diablo 4 are unlocked through class-specific quests.These quests are unlocked at different levels for each class, but you’ll generally gain access to your core mechanic by level 15 or sooner.
When you reach a certain level, you’ll gain access to a new quest that’s marked with a white cross on your map. Complete this quest to unlock your class feature. As for specific unlock thresholds and quest names, you’re able to find those below:
5
15
Call of the Underworld
20
30
Legacy of the Magi
Related:Diablo 4: World Tiers Explained
Arsenal And Technique System - Barbarian
At level five, Barbarians will automatically unlock theArsenal System, allowing the Barbarian to equip up to four weapons at any given moment. Barbarians can wield a two-handed bludgeoning weapon, a two-handed slashing weapon, and two one-handed bludgeoning or slashing weapons simultaneously.
The skill you use will automatically swap to the correct weapon type, providing a certain buff based on the weapon you’re using. For example, the Double Swing skill will use your dual-wield weapons automatically. If you have two swords equipped, you’ll gain the benefits of using one-handed swords while using Double Swing—in this case, receiving a chance to gain Fury on a lucky hit against crowd-controlled targets.
For skills that accept multiple weapon types, you can allocate a specific weapon class to use that skill through the Arsenal menu (Shift + S on PC).
At level 15, you’ll gain the “Masters of Battle” quest. Complete it to unlock yourTechnique Slot. This lets you place a passive weapon bonus ontoallweapons. Using our Double Swing example, you could socket one-handed swords into your Technique Slot soeveryskill now grants Fury on lucky hits against CCd targets.Using a Technique with a matching weapon archetype doesnotdouble-dip; you don’t get the same bonus twice.
How Do I Swap Weapons As A Barbarian?
Weapon swapping is done automatically upon using a skill, no additional input required.If you want to use a specific weapon for a skill, you can do so through the Arsenal menu. Bear in mind that the skill must support the weapon class you’re attempting to use. For example, you can’t use slashing weapons for bludgeoning skills.
Weapon Technique Bonuses
As you slay monsters with the Barbarian’s weapons, you’ll gain XP for that weapon type.Reach level 10 with a specific weapon class to gain an additional bonuswhile using that weapon class. For example, reaching R10 with one-handed swords will cause them to grant bonus attack speed for killing stunned targets.
+5% critical strike chance against injured targets.
Critical chance buff is doubled if using two 1H Axes.
Lucky Hit: critical strikes have a 55% chance to grant 0.5% attack speed for 2s.
Attack speed bonus is doubled if using two 1H Axes.
Deal 10% increased damage to stunned enemies.
Damage bonus is doubled if using two 1H Maces.
Lucky Hit: 10% chance to gain Berserking for 1.5s when hitting a stunned target.
Chance is doubled if using two 1H Maces.
1H Sword
Lucky Hit: 10% chance to gain +5 Fury when hitting a crowd-controlled enemy.
Chance is doubled if using two 1H Swords.
Attack speed bonus is doubled if using two 1H Swords.
+10% critical strike chance against Vulnerable enemies.
2H Mace
Lucky Hit: 10% chance to gain +2 Fury when hitting an enemy.
Fury gained is doubled while Berserking.
While Berserking: +15% increased critical strike damage to Stunned and Vulnerable targets.
2H Sword
20% of direct damage you deal is inflicted as Bleed over 5s.
Deal 30% increased Bleeding damage for 5s after killing an enemy.
Spirit Boons - Druid
Druids can commune with spirit animals upon reaching level 15 and completing the “Spirits of the Lost Grove” quest. Spirit animals grantSpirit Boonswhich grant powerful passive effects through the Spirit Boons menu. There are four spirits you can offer boons to:
you’re able to align with these spirits by visiting Tur Dulra in Scosglen. By default,you can pick one boon from each spirit.Druids can further increase this cap by bonding with a specific spirit, allowing you to grab an additional boon from one spirit of your choice.This meansyou can have up to five Spirit Boons in totalat any given moment.
Unlocking each boon will requireSpirit Offerings, a unique currency that periodically drops from slain monsters. Offer this currency to the spirit of your choice to unlock its unique boons.Each Spirit Boon costs 25 Spirit Offerings to unlock.Boons are unlocked in order of appearance in the Spirit Boon menu. It’s also worth noting that theSnake Spirit requires 100 Spirit Offering at once to receive its boons; it will not unlock one boon at a time like the other Spirits.
+30% critical strike damage.
Snake
Killing 10 monsters will grant Overpower to your next Earth skill.
Lucky Hit: Lightning damage has a 20% chance to release a lightning strike on the target, dealing damage to surrounding enemies.
Critical hits with Shapeshifting skills heal you for 3% of your max HP.
Lucky Hit: Nature skills have a 15% chance to reduce Ultimate skill cooldowns by 2s.
Wolf
Lucky Hit: critical hits have a 20% chance to reset Companion skill cooldowns.
Lucky Hit: dealing damage has a 15% chance to restore 10 Spirit.
When you use a Defensive skill, gain Fortify for 10% of your max Life.
Related:Diablo 4: How To Unlock Mounts
The Book of the Dead is unlocked immediately upon reaching level 5, no quest required. This book allows you to augment the way your minions function, allowing you to augment their skill set and passive bonus. Alternatively, you can choose to sacrifice your minions to gain a stat bonus for your character. Necromancers have three types of minions:Skeletons, Mages, and Golems.The first two types are unlocked as you level, but you’ll need to unlock Golems through the “Call of the Underworld” quest that unlocks at level 15.
Skeletons and Mages may only be created through theRaise Skeletonability. If you remove this skill from your skill bar, any summoned minions will immediately die. The same is true for Golems and theGolemability. You’ll have to open your skills tab (default S on PC, opened through the skill tree menu on controller) to add this to your skill bar. Raising skeletons or Golems will require corpses. Any enemy you slay will leave behind a corpse you may use, and some Necromancer abilities create corpses for you.
By default, you may create up tofive skeleton warriors, three skeleton mages, and one Golemat any given moment. You can also opt to sacrifice your minions by selecting the last column options in the Book of the Dead, granting you a powerful boon when active.You may only have one augment allocated in your Book of the Dead per minion type.
How Do I Summon Golems As A Necromancer?
Once you’ve completed the “Ghosts of the Underworld” quest, socket the Golem skill onto your skill bar.you’re able to access your skills by opening your skill panel (S on PC, left thumbstick click on controller while in the skill tree menu). Once slotted, you’ll need a corpse to summon the Golem. Doing so will keep the Golem by your side until it dies.
Skirmishers
You may raise one additional Skirmisher.
On a critical hit, your Skirmisher’s next attack will critically strike and deal +50% critical strike damage. Has a 3s cooldown.
You may no longer summon Skeletal Warriors.
Defenders
Every 8 seconds, Defenders negate the next instance of damage they would receive.
Reapers
Reaper attacks against CCd targets reduce the cooldown of their wind-up attack by 2s.
Sacrifice
Shadow
Shadow Mages have a 10% chance to Stun enemies for 2s. Has a 5s cooldown.
Cold
When Cold Mages damage a target, gain 2 Essence.
When Cold Mages freeze or damage frozen targets, they are made Vulnerable for 3s.
Bone
Bone Mage attacks cost 10% of their HP, from 15%.
Bone Mages deal 40% more damage if they’ve lived for 5s or longer.
Bone Mages leave behind a corpse when they die from attacking. You are Fortified for 11% of your base HP when this happens.
Golems generate a corpse upon losing 20% HP.
Golems inherit 50% of your Thorn value and gain +10% max HP.
Blood
Redirect 15% of damage taken to your Golem.
While Healthy, Blood Golem gains +25% damage reduction and +50% damage.
You may no longer summon Golems.
Iron
Every 5th Golem attack creates a shockwave, dealing 16% damage to the primary enemy and those behind them.
Specializations - Rogue
Completing the “True Potential” quest available at level 15 will grant access to the Rogue’sSpecializationsystem. This unlocks three combat styles the Rogue can switch to at any time: Combo Points, Inner Might, and Preparation. Combo Points are what Rogues will unlock first, followed by Inner Might at level 20, and finally Preparation at level 30. You can switch Specializations at any time, even during combat.
TheCombo PointSpecialization adds three pips to your HUD. Using a Basic Skill will add one pip to your combo point meter. Using a Core skill will consume all three pips and empower the ability, causing it to deal extra damage and consume no Energy. Some skills also grant a bonus when used this way, such as granting bonus movement speed or lucky hit chance for a short duration. This is fantastic forRogues leveling through the campaignand for builds that focus on using Basic skills.
Inner Sightis the second Specialization available for Rogues, available at level 20. This causes your attacks to mark a specific target with a purple eye icon. Attacking marked targets will accumulate Inner Sight which, when filled, grants unlimited Energy for four seconds. Use this Specialization when you need to quickly melt a tough Elite or boss.
Preparationis the final Specialization for Rogues that unlocks at level 30. While active, casting your Ultimate skill will reset the cooldown of all non-Ultimate abilities. Conversely, spending 100 Energy will reduce the cooldown of your Ultimate abilities by four seconds. It’s a good idea to use this Specialization with builds that have high Energy sustain to reduce your Ultimate cooldown as often as possible.
How Do I Switch Weapons As Rogue?
Similar to the Barbarian,Rogues will switch to the correct weapon automatically when required.Using a bow skill will hot-swap to your bow, and using a melee skill will equip your daggers automatically. No further input is required from you.
Enchantments - Sorcerer
Sorcerers will gain access to the Enchanting system upon reaching level 15 and completing the “Call of the Magi” quest. Enchanting allows you to harness the power of any learned skill to acquire a potent passive effect, ranging from guaranteed bonus damage to a rare chance of triggering a skill for free. Each skill comes with its own pre-determined passive effect.You must know the skill to use it as an enchantment.Skill ranks earned through affixes can bypass this restriction.
Pulling up the Enchantment screen (Shift + S on PC, open the skill menu on controller) will let you socket one skill into an Enchantment slot.A second Enchantment slot is unlocked at level 30 automatically,allowing you to use two Enchantments at a time. Enchanted skills can still be used like normal, so feel free to socket any skills with interesting Enchantments.
Enchantment
Arc Lash
When you use a cooldown, stun nearby enemies for 0.5 seconds.
Fire Bolt
Direct damage from skills deal 23% burning damage over 8 seconds.
Direct damage from skills apply 15% chill.
Spark
Killing an enemy has a 10% chance of generating Crackling Energy.
Cast Chain Lightning for free upon spending 100 Mana.
Charged Bolts
Stunning a target has a 40% chance of spawning 3 Charged Bolts at their location.
Fireball
Enemies explode on death, dealing 50% of Fireball’s damage in a small area.
Frozen Orb
Whenever you cast a non-basic skill, you have a 20% chance to launch a Frozen Orb at a nearby enemy.
Ice Shards automatically form and fly toward frozen enemies.
Incinerate
Every 18 seconds, spawn a serpent that casts Incinerate for 8 seconds.
Cheat death once every 120 seconds.
Frost Nova
Lucky Hit: Conjuration skills have a 30% chance to unleash a Frost Nova when hitting enemies.
Ice Armor
When hit, there is a 5% chance to apply Ice Armor.
Teleport
Evade is replaced with a short-range Teleport with a longer cooldown.
Hydra
After spending 300 Mana, spawn a 5-headed Hydra for 5 seconds.
Ice Blades
For every 40 seconds of cooldowns you spend, you spawn an Ice Blade on a random enemy.
Lightning Spear
Collecting Crackling Energy has a 10% chance to conjure a Lightning Spear.
Ball Lightning
Lucky Hit: critical hits have a 25% chance to spawn a static Ball Lightning.
Blizzard
Every 15 seconds, a Blizzard forms around you for 6 seconds.
Flame Wall
Every time an enemy takes burning damage, there’s a 5% chance to spawn 2 Firewalls underneath them for 3 seconds.
Meteor
Lucky Hit: 8% chance to cast Meteor atop an enemy for free.