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. Polar Bear stats are from the Monster Manual. |
| 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 start with leather armor (AC 14 with the shield). By level 7 Thorn has bought hide armor (10 gp), which gives the AC 15 above. Druids won't wear metal armor or shields. When you Wild Shape you choose whether gear drops, merges into the beast (no effect until you change back), or is worn if the beast can wear it.
For 2024, pick 6 known forms. With Monster Manual beasts allowed: Polar Bear, Saber-Toothed Tiger, Giant Constrictor Snake, Dire Wolf, Giant Spider, Cat. With the 2024 Player's Handbook only (its strongest usable beasts are CR 1): Brown Bear, Dire Wolf, Lion, Tiger, Giant Spider, Cat. Under 2024 rules use that book's own stat blocks, which differ from the numbers below.
| 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.
PHB animals are printed in the 2014 Player's Handbook, and their stats here were checked against it. MM animals come from the 2014 Monster Manual, which wasn't available to check, so their numbers are from memory. 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 · berries last 24 hr | 10 berries, each heals 1 HP and feeds you for a day. Eating one takes an action. 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 | Range 120 ft. Each bolt: 3d10 lightning in a 5 ft radius, Dex save DC 15 for half, +1d10 in a real storm. Needs open sky. You call a new bolt with your action each turn, even in beast form. |
| 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. |
| Outdoors, enemies at range | Call Lightning | Cast it, then shift. Each turn pick: bolt (3d10) or bite and claw. |
| 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.
Tap a spell to open it. Every entry gives the facts you'll be asked at the table, what it does, how to use it as Thorn, and what changes in beast form. Your numbers: save DC 15, spell attack +7, Wis +4.
| 1st ×4 | Healing Word to pick up a fallen ally, Entangle, or a 1d8 beast-form heal. |
| 2nd ×3 | Barkskin before every big fight. Pass without Trace for sneaking. A 2d8 beast-form heal. |
| 3rd ×3 | Call Lightning or Plant Growth to open a fight. Keep one for Dispel Magic. |
| 4th ×1 | Polymorph for an emergency, or a 4d8 beast-form heal. |
A willing creature adds 1d4 to one ability check of its choice, before or after the roll. Then the spell ends.
Use it: before any skill check out of combat: lockpicking, climbing, persuading. Say "Guidance on you" before a friend rolls. It does not work on attacks or saves.
Beast form: cast it before shifting if you plan to make the check as an animal.
A flame appears in your hand. It sheds bright light for 10 ft and dim light for another 10 ft and doesn't burn you. You can throw it at a creature within 30 ft when you cast it, or with your action on a later turn. Throwing it ends the spell.
Use it: your ranged attack when you're not shifted, and a free torch in dark caves. Average 9 damage.
Your quarterstaff or club uses Wisdom instead of Strength for attack and damage, deals 1d8, and counts as magical. It ends if you let go of the weapon.
Use it: when Wild Shape is used up. Bonus action to cast, then attack with your action the same turn.
2024: the die is d10 at your level, and damage can be force instead.
A creature you can see within range regains 1d4 + 4 hit points. No effect on undead or constructs.
Use it: when an ally is at 0 HP. Any healing gets them back up and acting on their turn, so the small amount doesn't matter. Upcasting it is rarely worth the slot.
Beast form: not possible. It uses the bonus action you'd use to shift, so pick one.
2024: heals 2d4 + 4, and +2d4 per level.
A creature you touch regains 1d8 + 4 hit points. No effect on undead or constructs.
Use it: after a fight, when a short rest isn't possible. In combat Healing Word is usually better because it has range and leaves your action free.
2024: heals 2d8 + 4, and +2d8 per level. It becomes a circle spell you can cast in beast form.
Grasping plants fill a 20-foot square on the ground, which becomes difficult terrain. Each creature in it when you cast the spell makes a Strength save or is restrained. A restrained creature can use its action for a Strength check against DC 15 to break free.
Restrained means: speed 0, attacks against it have advantage, its own attacks have disadvantage, and it has disadvantage on Dex saves.
Use it: round 1 against a group. Then shift and maul restrained enemies with advantage. Don't put allies in the square.
Beast form: it keeps running while you're shifted.
Up to ten berries appear in your hand. Eating one takes an action, restores 1 HP, and feeds a creature for a full day.
Use it: cast it with a leftover slot before a long rest so the party has emergency berries next day. Feeding one to a dying ally gets them back up. Hand them out to anyone who can reach a downed friend.
A willing creature's skin turns rough and bark-like. Its AC can't be lower than 16, whatever armor it wears.
Use it: on yourself just before a fight, then shift. Polar Bear goes from AC 12 to 16. It lasts an hour, so one cast can cover two fights in a row.
Beast form: the AC floor applies to whatever animal you become, and keeps going if you shift again.
2024: bonus action, no concentration, AC becomes 17. That frees you to also run Entangle or Call Lightning.
Shadows and silence spread from you. You and the creatures you choose within 30 ft get +10 to Stealth checks, leave no tracks, and can't be tracked except by magic.
Use it: whenever the party sneaks. Even the heavily armored fighter becomes stealthy. Usually you get a surprise round out of it.
Beast form: keeps running, so a sneaking panther gets +10 too.
End one disease or one condition on a creature you touch: blinded, deafened, paralyzed or poisoned.
Use it: when a ghoul paralyzes the fighter, or someone is poisoned. Paralysis is the big one: attacks against a paralyzed creature are automatic crits up close.
A storm cloud appears 100 ft above you (it needs open sky or a very high ceiling). When you cast it, pick a point you can see under the cloud: a bolt hits everything within 5 ft of that point. On each later turn, use your action to call another bolt. If you cast it outdoors during a real storm, each bolt does an extra 1d10.
Use it: outdoor fights. Ten minutes covers the whole fight, so one slot gives you a 3d10 bolt (average 16.5) every turn.
Beast form: you can still call bolts while shifted (the 2014 book names this spell as its example). Each turn choose bolt or bite and claw.
1 action version: plants within 100 ft of a point become thick and tangled. Every foot of movement there costs 4 feet, so a 30 ft speed becomes 7 ft. You can leave areas of any size clear, such as a path for your allies.
8 hour version: enriches the land within half a mile so crops yield double for a year. Good for winning over a farming village.
Use it: against groups charging you, especially melee enemies. It needs plants in the area (grass, forest, fields), not bare stone. It doesn't need concentration, so it works on top of Barkskin.
Pick a creature, object or magical effect. Every spell of 3rd level or lower on it ends. For each higher-level spell, roll d20 + 4 against DC 10 + that spell's level.
Use it: to free a charmed ally, end a wall of fire, or strip an enemy caster's buffs. Keep one 3rd-level slot for it in dangerous places.
A creature you can see turns into a beast. The beast's CR can't be higher than the target's CR or level. The target takes the beast's HP, can't speak or cast spells, and returns to normal when the beast form drops to 0 HP. Shapechangers and creatures at 0 HP are immune.
Use it two ways: turn a dangerous enemy into a snail or a frog and walk away, or turn a badly hurt ally into a big beast to give them a fresh pool of HP. The beast's CR is capped at the ally's level, so a level 7 ally can become a CR 7 beast such as a Giant Ape (Monster Manual). An ally already at 0 HP can't be polymorphed.
Careful: if you lose concentration, the enemy is back at full HP. Cast it as Thorn, then keep your distance.
A mote of light hits a creature. On a hit, it takes 2d8 radiant, sheds dim light in a 10 ft radius, and can't benefit from being invisible until the end of your next turn.
Use it: your ranged attack, with double Produce Flame's range. Hit an invisible or hiding enemy so the party can see it.
Beast form: castable while shifted, so a bear can throw starlight at a flyer it can't reach.
Same spell as in the 1st-level list above: 2d8 + 4 healing by touch under 2024 rules, +2d8 per slot level.
Beast form: as a 2024 Moon druid you can cast it while shifted, on yourself or an ally you can touch. Compare it with the slot-heal bonus action: Cure Wounds heals more (2d8+4 vs 1d8 for a 1st-level slot) but uses your action.
2d10 radiant in a 5 ft beam, Con save, concentration 1 minute. Full details in the swap-ins below.
Beast form: castable while shifted in 2024. Grapple an enemy as a Constrictor, then drop the beam on it.
The 2024 version: one Large spectral pack within 60 ft, concentration 10 minutes. When you move, it can move up to 30 ft. A creature it moves near, that enters a space within 10 ft of it, or that ends its turn there makes a Dex save or takes 3d10 slashing (once per turn). You have advantage on Strength saves within 5 ft of it. +1d10 per slot level above 3rd.
Beast form: castable while shifted. Fight alongside the pack as a wolf for a real "pack hunt".
Moonlight pours from you: bright light 20 ft, dim light 20 ft more. You have resistance to radiant damage, and your melee attacks deal an extra 2d6 radiant. When a creature you can see within 60 ft damages you, you can use your reaction to force a Con save. On a failure it's blinded until the end of your next turn.
Use it: your best boss-fight spell at level 7. As a bear, bite and claws both add 2d6, about +14 damage a turn. Blinded enemies attack you with disadvantage.
Beast form: castable while shifted, so cast it mid-fight without dropping out of bear form. It uses your 4th-level slot and your concentration.
Not available yet: it needs 5th-level slots, which arrive at druid level 9. It heals up to six creatures in an area at once.
You can change your 11 prepared spells after a long rest. These are on the druid list and fit a Moon druid.
A beam of moonlight. A creature takes damage when it enters the beam for the first time on a turn or starts its turn there. Shapechangers have disadvantage and are forced back to their true form. Use your action on later turns to move the beam up to 60 ft. Higher slots: +1d10 per level.
Use it: on an enemy that can't move away (grappled, restrained, or in a narrow corridor). In 2024 it's a circle spell you can cast in beast form.
Creatures that fail glow in colored light. Attacks against them have advantage, and they can't be invisible.
Use it: against invisible or hard-to-hit enemies. The whole party benefits.
The ground grows hidden spikes. It's difficult terrain, and every 5 ft a creature moves through it deals 2d4 piercing. It's camouflaged, so creatures that didn't see you cast it need a Perception check to notice.
Use it: as a trap on a chokepoint. Combines nastily with your Constrictor or Polar Bear shoving enemies through it.
Fey spirits appear as beasts: one CR 2, two CR 1, four CR 1/2, or eight CR 1/4. They act on their own turn and follow your spoken commands. A 5th-level slot doubles the number.
Use it: when you want a big fight in one spell. It slows the game down, so agree with your DM first how the beasts are chosen.
2024: one spectral pack that moves with you instead. Enemies within 10 ft of it make a Dex save or take 3d10 slashing. Much faster to run.
Hail pounds the area. The ground becomes difficult terrain until the end of your next turn. No concentration.
Use it: as a big opener against a group from far away. Average 23 damage.
Resistance to non-magical bludgeoning, piercing and slashing damage, so those hits do half.
Use it: before a hard fight against beasts or soldiers, on yourself before shifting. Costs 100 gp of diamond dust each cast, and replaces Barkskin.
You understand and talk with beasts. Most know little beyond their surroundings, but they can tell you who passed by recently.
Use it: as a ritual with no slot. Ask the squirrels who came through the forest last night.
Ranges, durations, damage, saves and 2024 notes were checked against both Player's Handbooks. Components and Speak with Animals, Ice Storm and Stoneskin details are from memory.
The full 2014 Player's Handbook druid list up to 4th level, which is everything Thorn can cast at level 7. After any long rest you can prepare any 11 of them (cantrips are separate: you know 3, and in 2014 they're fixed once chosen). Prepared marks today's list, Good pick marks spells that suit a Moon druid.
| Spell | Level | Tags | What it does |
|---|
Spell names and levels come from the druid list in the 2014 Player's Handbook. The one-line summaries are from memory: read the full spell before relying on one you haven't used. Spells from other books (Xanathar's, Tasha's) need your DM's yes.
| 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. Both columns were checked against your two Player's Handbooks.
| 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. |
| Spells in beast form | None. You can only keep concentrating, and take actions that are part of a spell (Call Lightning bolts). | Moon circle spells can be cast while in Wild Shape. Other spells still can't. |
| Moon spells | No free spells. | Always prepared: Cure Wounds, Moonbeam, Starry Wisp (level 3), Conjure Animals (5), Fount of Moonlight (7), Mass Cure Wounds (9). |
| Level 6 (Moon) | Primal Strike: beast attacks count as magical. | Improved Circle Forms: beast attacks can deal Radiant damage instead, and you add Wis (+4) to Con saves, so concentration saves become +7. |
| Level 7 feature | None. Spell slots only. | Elemental Fury, pick one. Primal Strike: once per turn, +1d8 cold, fire, lightning or thunder on a weapon or beast hit. Or Potent Spellcasting: add Wis to druid cantrip damage. |
| Barkskin | Action, concentration 1 hour, minimum AC 16. | Bonus action, no concentration, 1 hour, AC becomes 17 if lower. Stacks with Entangle or Call Lightning. |
| Healing | Healing Word 1d4 + 4. Cure Wounds 1d8 + 4. | Healing Word 2d4 + 4. Cure Wounds 2d8 + 4. |
| Fount of Moonlight | Not in the 2014 book. | 4th level, concentration 10 min. Light around you, resistance to radiant, +2d6 radiant on your melee hits, and a reaction to blind whoever hits you (Con save). Castable in beast form. |
| Conjure Animals | Summons real beasts you control (lots of bookkeeping). | One spectral pack that moves with you. Enemies within 10 ft make a Dex save or take 3d10 slashing. Much easier to run. |
| Cantrips | Shillelagh d8. Produce Flame 2d8. | Shillelagh d10 at your level. New Starry Wisp: 60 ft, 2d8 radiant, the target glows and can't turn invisible. |
| Companion | None. | Wild Companion: spend a spell slot or a Wild Shape use to cast Find Familiar. A fey spirit animal that lasts until your next long rest. |
| Level 1 | Druidic and spellcasting. | Primal Order: Magician (extra cantrip, add Wis to Arcana or Nature checks) or Warden (medium armor, martial weapons). |
| Level 5 | None. | Wild Resurgence: once per turn, with no Wild Shape uses left, spend a spell slot to get one back. Once per long rest, spend a Wild Shape use to get a 1st-level slot. |
| Species | Hill Dwarf: speed 25, Darkvision 60 ft, Toughness, poison resistance. | Dwarf: speed 30, Darkvision 120 ft, Toughness, poison resistance. Stonecunning: bonus action, sense movement through stone within 60 ft for 10 min, 3 uses per long rest. |
| Background | Outlander: Athletics, Survival, Wanderer. | Ability bonuses come from background. Guide fits best: +Dex/Con/Wis, Stealth and Survival, cartographer's tools, and Magic Initiate (Druid) for two more cantrips and a free 1st-level spell. |
| Animals | Any beast you've seen. Your book prints 20 usable ones. | The 2024 book prints its own, weaker versions (Brown Bear 22 HP, Dire Wolf bite 1d10+3). It has no Polar Bear, Constrictor or Elk; the DM may allow Monster Manual beasts. |