Thorn Stonehelm
Level 7 · 2014 Player's Handbook

Thorn Stonehelm

Hill Dwarf · Circle of the Moon Druid 7 · Outlander
HP66
AC human15
AC bear12→16with Barkskin
Initiative+1
Spell DC15
Spell atk+7

The 30-second version

What you are

A druid who turns into a bear and hits things. Your normal body is a squishy caster. Your beast body is the front line. You also heal, scout, and control the battlefield with a short list of nature spells.

Beast HP is a second health bar. Damage hits it first. At 0 you pop back to Thorn with your own 66 HP untouched, and leftover damage carries over.

Your usual turn

  1. Before the fight (if you can): cast Barkskin on yourself.
  2. Round 1: shift into Polar Bear (bonus action), walk up, then bite and claw (action).
  3. Later rounds: bite and claw. Grapple or knock prone when it helps a friend.
  4. Hurt? Bonus action: spend a spell slot to heal 1d8 per slot level, still in bear form.
  5. Beast form drops? You're Thorn again. Healing Word an ally, shift again, or back off.
Order matters on one turn: cast the spell first (action), then shift (bonus action). Once you are a beast you can't cast.

Character sheet

STR
−1
8
DEX
+1
13
CON
+3
16
INT
+1
12
WIS (casting)
+4
18
CHA
0
10

In beast form your Str, Dex and Con are replaced by the beast's. Int, Wis, Cha, skills and saving-throw proficiencies stay yours. Proficiency bonus +3. Speed 25 ft (dwarves aren't slowed by armor). Darkvision 60 ft in human form. Passive Perception 17.

Track it at the table

HP
/ 66
Beast HP
Polar Bear max 42 · 0 when human
Wild Shape
2 uses, back on a short rest
1st slots
2nd slots
3rd slots
4th slot
Hit dice (d8)
Filled dot = still available. Saved on this device only.

Saving throws

Strength−1Constitution+3 (concentration)
Dexterity+1Intelligence+4
Wisdom+7Charisma0

Proficient in Int and Wis saves (druid). Dwarves have advantage on saves against poison and resistance to poison damage.

Skills

Perception (Wis)+7Survival (Wis)+7
Animal Handling+7Athletics (Str)+2
Insight, Medicine+4Nature, Arcana, Religion, History, Investigation+1
Stealth, Acrobatics, Sleight of Hand+1Deception, Intimidation, Performance, Persuasion0

In bear form, Athletics uses the beast's Str: Polar Bear +8 to grapple and shove.

Attacks

AttackTo hitDamageNotes
Bear Bite+71d8+5 piercingTwo attacks per action: bite, then claws. Magical (Primal Strike).
Bear Claws+72d6+5 slashingUse the beast's listed attack bonus. A DM may let you swap in your own proficiency (+8), ask.
Produce Flame+72d8 fireCantrip, range 30 ft, human form only.
Quarterstaff + Shillelagh+71d8+4 bludgeoningUses Wis, not Str. Bonus action to cast, lasts 1 minute.
Sling+11d4−1 bludgeoningBackup only. Range 30/120.

Features

Druid

  • Druidic: secret druid language. Hide messages in plain sight.
  • Wild Shape: turn into a beast you have seen. 2 uses per short or long rest. Lasts 3 hours.
  • Spellcasting: Wisdom. 11 prepared, change after a long rest. Druid focus works as your component pouch.
  • Wild Shape improvement (level 4): swimming forms allowed.

Circle of the Moon

  • Combat Wild Shape: shift as a bonus action. While shifted, bonus action: spend a spell slot to heal 1d8 per slot level.
  • Circle Forms: beast CR up to your level ÷ 3, so CR 2 now.
  • Primal Strike (level 6): beast attacks count as magical for resistances.

Hill Dwarf

  • Dwarven Toughness: +1 HP per level (already in your 66).
  • Resilience: advantage on poison saves, resist poison.
  • Stonecunning: double proficiency on History checks about stonework.
  • Tool proficiency: brewer's supplies. Languages: Common, Dwarvish.

Outlander

  • Wanderer: you recall maps and landmarks, and can find food and water for yourself and five others each day.
  • Skills: Athletics, Survival. Language: Sylvan. Tool: a musical instrument.

Gear

Hide armor, wooden shield (AC 12 + Dex 1 + 2 = 15). Quarterstaff, sling and 20 bullets. Druidic focus (a sprig of mistletoe). Herbalism kit, brewer's supplies, an instrument. Explorer's pack. Hunting trap, animal-bone trophy, traveler's clothes, belt pouch (10 gp).

Druids won't wear metal armor or shields, so wood and hide only. In Wild Shape your gear merges into the beast form: it still works but you can't use or remove it.

Wild Shape

How it works

  • Cost: one use. You have 2, and a short or long rest restores both.
  • Time: a bonus action in, and a bonus action out. It lasts 3 hours.
  • You become: a beast you've seen before, CR 2 or less, no flying.
  • You use the beast's: HP, AC, speed, Str, Dex, Con, attacks and senses.
  • You keep: Int, Wis, Cha, skills, saves, and concentration on a spell you already cast.
  • You can't: cast spells, talk, or use hands to hold things (check with your DM on item use).

When it ends

  • Beast HP hits 0: you return to human form. Any extra damage carries over to your own HP.
  • Time up, or you choose: you return with the HP you had before.
  • Knocked unconscious: you also revert.
  • Healing a beast form adds to the beast's HP, up to its max.
Heal yourself: bonus action, spend a spell slot, heal 1d8 per slot level. A 2nd-level slot heals 2d8.

Your forms

Default · MM

Polar Bear

CR 2 · 42 HP · AC 12 · 40 ft, swim 30 ft
Attacks
Bite 1d8+5, claws 2d6+5, both each action
Stats
Str 20, Dex 10, Con 16
Perk
Keen smell: advantage on smell Perception
Use for
Front-line damage, swimming, tracking
Control · MM

Giant Constrictor Snake

CR 2 · 60 HP · AC 12 · 30 ft, swim 30 ft
Attacks
Bite 2d6+4, then constrict 2d8+4 (grapple, escape DC 16)
Stats
Str 19, Dex 14, Con 12
Perk
Most HP. Restrains a grappled foe.
Use for
Pinning a boss, tanking
Fast · MM

Giant Elk

CR 2 · 42 HP · AC 14 · 60 ft
Attacks
Ram 2d6+4. Hooves 4d8+4 on a prone target.
Stats
Str 19, Dex 16, Con 14
Perk
Highest AC. Charges in with speed.
Use for
Chasing, hit-and-run, carrying a friend
Pack · MM

Dire Wolf

CR 1 · 37 HP · AC 14 · 50 ft
Attacks
Bite 2d6+3, target must save or fall prone (DC 13)
Perk
Pack tactics: advantage if an ally is next to the target
Use for
Knock enemies prone so allies hit them
Brute · MM

Giant Boar

CR 2 · 42 HP · AC 12 · 40 ft
Attacks
Tusk 2d6+3. Charge (+2d6, Str save or prone).
Perk
Relentless: drops to 7 HP instead of 0, once per rest
Use for
Charge into a line of enemies
PHB-only fallback

Brown Bear

CR 1 · 34 HP · AC 11 · 40 ft, climb 30 ft
Attacks
Bite 1d8+4, claws 2d6+4
Stats
Str 19
Use for
If your DM only allows the Player's Handbook beasts
Ask your DM: are Monster Manual beasts allowed (Polar Bear, Constrictor, Elk)? Do you keep Darkvision in beast form? Can you use your own proficiency bonus (+3) for beast attacks?

Every animal you can become

2014 rules (your build)

  • Any beast you have seen, CR 2 or lower.
  • Swimming forms are fine. No flying until level 8.
  • You use the beast's HP as a second health bar, and its AC.

2024 rules (if your DM allows)

  • Same limits at level 7: CR 2 or lower, swimming fine, no flying until 8.
  • You know 6 forms at a time and can swap one after a long rest.
  • You keep your own 66 HP and gain 21 temp HP. AC is at least 17 (13 + Wis). Beast HP stops mattering, so pick forms for attacks and movement.

Which animal? Quick picks

Straight fightPolar Bear or Saber-Toothed Tiger
Pin one big enemyGiant Constrictor Snake
Help allies hitDire Wolf (knocks prone)
Chase or fleeGiant Elk (60 ft)
UnderwaterPlesiosaurus or Giant Octopus
Climb walls, websGiant Spider
Spy in townCat or Rat
Squeeze under a doorSpider (tiny, climbs)
Dig or tunnelGiant Badger

For 2024, a good set of 6 known forms: Polar Bear, Saber-Toothed Tiger, Giant Constrictor Snake, Dire Wolf, Giant Spider, Cat.

Show stats for
AnimalCRACHPSpeed (ft)Attacks / tricksBest for

Flying forms (unlock at level 8)

Hawk, Owl, Raven, Bat, Eagle, Vulture, Blood Hawk, Flying Snake, Giant Bat, Giant Owl, Giant Eagle, Giant Vulture, Giant Wasp, Pteranodon. Giant Eagle (CR 1) and Giant Owl (CR 1/4) are the standouts: fast flyers that can also carry a small ally.

Stats are from the 2014 Monster Manual, from memory. Check your table's book for exact numbers. The 2025 Monster Manual reworks some stat blocks, and a 2024 game also uses beasts printed in the 2024 Player's Handbook. "Seen before" is a 2014 rule: confirm with your DM which animals Thorn has met.

Spells

You prepare 11 spells (Wis +4 + level 7). Change them after any long rest. You also know three cantrips that never use slots.

Cantrips

SpellCastWhat it does
GuidanceAction · touch · concentration 1 minAlly adds 1d4 to one ability check. Cast it before a skill check, out of combat.
Produce FlameAction · 30 ft2d8 fire, +7 to hit. Also works as a torch in your hand.
ShillelaghBonus action · 1 minYour staff uses Wis (+4) and deals 1d8. Good when you can't or won't shift.

Prepared spells

LvlSpellCast / durationUse it when
1Healing WordBonus · 60 ftAn ally is down. 1d4+4 healing from range, and it gets them standing. Cast it as Thorn, since it uses your bonus action (so no shift that turn).
1Cure WoundsAction · touchOut of combat, or to heal more than Healing Word. 1d8+4 per slot level.
1EntangleAction · 90 ft · conc. 1 min20 ft square. Str save DC 15 or restrained. Attacks against restrained foes have advantage: great with your bear.
1GoodberryAction · 24 hr10 berries, each heals 1 HP and feeds you for a day. Cheap emergency heal and a day of food for the party.
2BarkskinAction · touch · conc. 1 hrTarget's AC can't be below 16. Your default pre-fight spell: it lifts Polar Bear from AC 12 to 16.
2Pass Without TraceAction · conc. 1 hr+10 Stealth to everyone within 30 ft. Wins sneaking missions outright.
2Lesser RestorationAction · touchEnds blinded, deafened, paralyzed, poisoned, or one disease.
3Plant GrowthAction · 150 ft · no concentration100 ft radius: every foot of movement costs 4 feet. It doesn't use concentration, so it stacks with Barkskin.
3Call LightningAction · conc. 10 min3d10 lightning, Dex save DC 15. Needs a storm or open sky. Calling more bolts needs an action each round, so use it before shifting, or drop it when you shift.
3Dispel MagicAction · 120 ftEnd a spell on a creature or object. Keep one 3rd-level slot for it.
4PolymorphAction · conc. 1 hrTurn a deadly enemy into a snail (Wis save). Also turns a willing ally into a big beast for temp HP. High risk and high reward.

Other good swaps for a Moon druid: Moonbeam (2nd, concentration, 2d10 radiant a round), Faerie Fire (1st, advantage on attacks), Spike Growth (2nd, damage as enemies move), Conjure Animals (3rd, summons a pack, lots of bookkeeping), Ice Storm and Stoneskin (4th).

One concentration spell at a time

This is the main rule of spell play. Starting a new concentration spell ends the old one. Taking damage means a Con save (+3), DC 10 or half the damage, whichever is higher. Shifting does not break concentration.

SituationConcentrate onWhy
Fight is about to startBarkskinAC 16 in bear form for the whole fight.
Group of enemies is bunched upEntangleRestrained foes are easy to hit. Skip Barkskin if allies share the front line.
Sneaking or scoutingPass Without TraceThe party becomes near-invisible. Take it over all combat spells.
Storm, open sky, enemies at rangeCall LightningStrong, but you stay human to use it well.
One enemy is much too dangerousPolymorphLast resort. If you take damage and lose concentration, the enemy returns.

Combos that work

Barkskin + Plant Growth

Cast Barkskin before the fight. Round 1: Plant Growth (no concentration) slows the enemy to a crawl, then shift. Enemies can't reach your allies, and you wait in the thicket.

Entangle + bear

Entangle first (action), shift (bonus action), next round attack with advantage against restrained foes. Allies get the same bonus.

Dire Wolf + friends

Wolf bite knocks the target prone. Melee allies get advantage, and pack tactics gives you advantage when an ally is adjacent.

Pass Without Trace + animal scout

Scout ahead as a small animal, then come back and brief the party. Cast the spell before the group moves in.

Careful: Healing Word and Wild Shape both use your bonus action. You can do only one per turn.

In combat

Your action economy

Move40 ft as a bear, 25 ft as Thorn
ActionBite + claws, or cast a spell (human only), or Dash, Dodge, grapple, shove
Bonus actionWild Shape in or out · slot-heal (beast) · Healing Word, Shillelagh (human)
ReactionOpportunity attack with the beast's attacks

If this happens, do this

  • Beast HP gone: you're Thorn at your old HP. Shift again if you have a use left.
  • Ally at 0 HP: as Thorn, Healing Word is the fastest fix (the bear can't).
  • Wild Shape used up: fight with Shillelagh and Produce Flame, and stay behind the front.
  • Surrounded in bear form: use Dodge, or Dash out. Opportunity attacks are normal.
  • Big enemy: Giant Constrictor Snake grapples and holds it.
  • Flying enemy: bears can't reach. Use Produce Flame or throw a spell.
Rule of thumb: you are a hybrid. Most rounds you do not need a spell. Shift, hit, and keep spell slots for healing, Barkskin, and one big moment per fight.

Out of combat

Scout

Shift into a small beast (a cat, a hawk once you hit level 8) to spy. Wild Shape lasts 3 hours. Ask the DM what you can see and hear as that animal.

Track and survive

Survival +7 and Perception +7 are your party skills. Wanderer finds food and water for six every day. Cast Goodberry if you can't forage.

Talk to nature

Animal Handling +7 calms mounts and wild beasts. Druidic leaves secret marks other druids can read. Guidance helps a friend's skill check.

Rules you'll use a lot

Resting

  • Short rest (1 hour): spend hit dice (d8 + 3 each) to heal. Wild Shape uses come back. Spell slots do not.
  • Long rest (8 hours): all HP, all spell slots, all Wild Shape uses, and half your hit dice back (3 of 7).
  • After a long rest: change your prepared spells.

Grapple, shove, prone

  • Grapple: replaces one attack. Athletics vs their Athletics or Acrobatics. Their speed becomes 0.
  • Shove prone: replaces one attack. Same contest. Prone foes: melee attackers have advantage.
  • Advantage: roll two d20s, keep the higher. Disadvantage: keep the lower.

Dying

  • At 0 HP you're unconscious. Each turn roll a d20: 10 or more is a success, lower a failure. Three of either decides it. A natural 20 puts you back on your feet with 1 HP.
  • Damage while down adds a failure. Healing from any source gets you up.

Spell attack math

  • Spell attack: d20 + 4 (Wis) + 3 (proficiency) = +7.
  • Save DC: 8 + 3 + 4 = 15. Foes roll a save against this number.
  • Concentration check: d20 + 3 vs DC 10 or half the damage taken.
Coming at level 8

An ability score increase (Wis +2 takes you to 20, a +5 spell modifier). Wild Shape unlocks flying forms at CR 1 or lower. Level 9 brings 5th-level slots and Circle Forms CR 3.

2014 as built vs 2024 options

Everything above is 2014. Bring the right-hand column to your DM if they use any 2024 content. These are written from memory of the 2024 Player's Handbook and need checking against it.

Topic2014 (this sheet)2024 option
Wild Shape2 uses per short rest. Bonus action for Moon.Bonus action for everyone. Uses equal your proficiency bonus (3 at level 7). Short rest gives 1 back.
Beast HPSeparate pool of beast HP, then your own.You keep your own HP. Moon form gives temp HP equal to 3 × druid level (21) and AC at least 13 + Wis (17). Simpler and sturdier.
Which formsAny beast you've seen, CR 2 or lower.6 known forms, CR 2 or lower. Swap one after a long rest.
Level 7 featureNone. Spell slots only.Elemental Fury: Primal Strike adds about 1d8 elemental damage once per turn to attacks, beast attacks included.
Moon spellsNo free spells.Always prepared: Cure Wounds, Moonbeam, Starry Wisp, Conjure Animals (level 5), Fount of Moonlight (level 7).
BarkskinMinimum AC 16.Minimum AC 17.
CompanionNone.Wild Companion: spend a Wild Shape use to cast Find Familiar for flavor and a scout.
Level 1Druidic and spellcasting.Primal Order: Magician (extra cantrip) or Warden (medium armor, martial weapons).
Level 5None.Resurgence: trade a Wild Shape use for a 1st-level slot, or a slot for a Wild Shape use.
SpeciesHill Dwarf: Dwarven Toughness, 60 ft Darkvision.Dwarf: Toughness (+1 HP per level), 120 ft Darkvision, Stonecunning as tremorsense.
BackgroundOutlander flavor.Ability bonuses come from background, plus an origin feat such as Magic Initiate (Druid).
Suggested ask: "Can I use the 2024 Wild Shape rules (temp HP instead of a beast HP pool) and Elemental Fury? Everything else stays 2014."