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.
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.
| Strength | −1 | Constitution | +3 (concentration) |
| Dexterity | +1 | Intelligence | +4 |
| Wisdom | +7 | Charisma | 0 |
Proficient in Int and Wis saves (druid). Dwarves have advantage on saves against poison and resistance to poison damage.
| Perception (Wis) | +7 | Survival (Wis) | +7 |
| Animal Handling | +7 | Athletics (Str) | +2 |
| Insight, Medicine | +4 | Nature, Arcana, Religion, History, Investigation | +1 |
| Stealth, Acrobatics, Sleight of Hand | +1 | Deception, Intimidation, Performance, Persuasion | 0 |
In bear form, Athletics uses the beast's Str: Polar Bear +8 to grapple and shove.
| Attack | To hit | Damage | Notes |
|---|---|---|---|
| Bear Bite | +7 | 1d8+5 piercing | Two attacks per action: bite, then claws. Magical (Primal Strike). |
| Bear Claws | +7 | 2d6+5 slashing | Use the beast's listed attack bonus. A DM may let you swap in your own proficiency (+8), ask. |
| Produce Flame | +7 | 2d8 fire | Cantrip, range 30 ft, human form only. |
| Quarterstaff + Shillelagh | +7 | 1d8+4 bludgeoning | Uses Wis, not Str. Bonus action to cast, lasts 1 minute. |
| Sling | +1 | 1d4−1 bludgeoning | Backup only. Range 30/120. |
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.
For 2024, a good set of 6 known forms: Polar Bear, Saber-Toothed Tiger, Giant Constrictor Snake, Dire Wolf, Giant Spider, Cat.
| Animal | CR | AC | HP | Speed (ft) | Attacks / tricks | Best for |
|---|
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.
You prepare 11 spells (Wis +4 + level 7). Change them after any long rest. You also know three cantrips that never use slots.
| Spell | Cast | What it does |
|---|---|---|
| Guidance | Action · touch · concentration 1 min | Ally adds 1d4 to one ability check. Cast it before a skill check, out of combat. |
| Produce Flame | Action · 30 ft | 2d8 fire, +7 to hit. Also works as a torch in your hand. |
| Shillelagh | Bonus action · 1 min | Your staff uses Wis (+4) and deals 1d8. Good when you can't or won't shift. |
| Lvl | Spell | Cast / duration | Use it when |
|---|---|---|---|
| 1 | Healing Word | Bonus · 60 ft | An 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). |
| 1 | Cure Wounds | Action · touch | Out of combat, or to heal more than Healing Word. 1d8+4 per slot level. |
| 1 | Entangle | Action · 90 ft · conc. 1 min | 20 ft square. Str save DC 15 or restrained. Attacks against restrained foes have advantage: great with your bear. |
| 1 | Goodberry | Action · 24 hr | 10 berries, each heals 1 HP and feeds you for a day. Cheap emergency heal and a day of food for the party. |
| 2 | Barkskin | Action · touch · conc. 1 hr | Target's AC can't be below 16. Your default pre-fight spell: it lifts Polar Bear from AC 12 to 16. |
| 2 | Pass Without Trace | Action · conc. 1 hr | +10 Stealth to everyone within 30 ft. Wins sneaking missions outright. |
| 2 | Lesser Restoration | Action · touch | Ends blinded, deafened, paralyzed, poisoned, or one disease. |
| 3 | Plant Growth | Action · 150 ft · no concentration | 100 ft radius: every foot of movement costs 4 feet. It doesn't use concentration, so it stacks with Barkskin. |
| 3 | Call Lightning | Action · conc. 10 min | 3d10 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. |
| 3 | Dispel Magic | Action · 120 ft | End a spell on a creature or object. Keep one 3rd-level slot for it. |
| 4 | Polymorph | Action · conc. 1 hr | Turn 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).
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.
| Situation | Concentrate on | Why |
|---|---|---|
| Fight is about to start | Barkskin | AC 16 in bear form for the whole fight. |
| Group of enemies is bunched up | Entangle | Restrained foes are easy to hit. Skip Barkskin if allies share the front line. |
| Sneaking or scouting | Pass Without Trace | The party becomes near-invisible. Take it over all combat spells. |
| Storm, open sky, enemies at range | Call Lightning | Strong, but you stay human to use it well. |
| One enemy is much too dangerous | Polymorph | Last resort. If you take damage and lose concentration, the enemy returns. |
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 first (action), shift (bonus action), next round attack with advantage against restrained foes. Allies get the same bonus.
Wolf bite knocks the target prone. Melee allies get advantage, and pack tactics gives you advantage when an ally is adjacent.
Scout ahead as a small animal, then come back and brief the party. Cast the spell before the group moves in.
| Move | 40 ft as a bear, 25 ft as Thorn |
| Action | Bite + claws, or cast a spell (human only), or Dash, Dodge, grapple, shove |
| Bonus action | Wild Shape in or out · slot-heal (beast) · Healing Word, Shillelagh (human) |
| Reaction | Opportunity attack with the beast's attacks |
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.
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.
Animal Handling +7 calms mounts and wild beasts. Druidic leaves secret marks other druids can read. Guidance helps a friend's skill check.
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.
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.
| Topic | 2014 (this sheet) | 2024 option |
|---|---|---|
| Wild Shape | 2 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 HP | Separate 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 forms | Any beast you've seen, CR 2 or lower. | 6 known forms, CR 2 or lower. Swap one after a long rest. |
| Level 7 feature | None. Spell slots only. | Elemental Fury: Primal Strike adds about 1d8 elemental damage once per turn to attacks, beast attacks included. |
| Moon spells | No free spells. | Always prepared: Cure Wounds, Moonbeam, Starry Wisp, Conjure Animals (level 5), Fount of Moonlight (level 7). |
| Barkskin | Minimum AC 16. | Minimum AC 17. |
| Companion | None. | Wild Companion: spend a Wild Shape use to cast Find Familiar for flavor and a scout. |
| Level 1 | Druidic and spellcasting. | Primal Order: Magician (extra cantrip) or Warden (medium armor, martial weapons). |
| Level 5 | None. | Resurgence: trade a Wild Shape use for a 1st-level slot, or a slot for a Wild Shape use. |
| Species | Hill Dwarf: Dwarven Toughness, 60 ft Darkvision. | Dwarf: Toughness (+1 HP per level), 120 ft Darkvision, Stonecunning as tremorsense. |
| Background | Outlander flavor. | Ability bonuses come from background, plus an origin feat such as Magic Initiate (Druid). |