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. Polar Bear stats are from the Monster Manual.
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 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.

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 new spells. Speaking and using hands are limited to what the beast can do, so a bear can't talk or hold a sword.
  • You can: keep concentrating on a spell you already cast, and take actions that are part of it, such as calling another Call Lightning bolt.
  • Senses: you lose Darkvision unless the beast has it too (Polar Bear doesn't).

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: a hit of 10 or less that would drop it to 0 leaves it at 1 HP, 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 and claws 2d6+4, both +5 to hit
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, Giant Constrictor Snake, Giant Elk)? The Player's Handbook itself only prints a few, such as Brown Bear, Dire Wolf, Giant Spider, Tiger and Lion. Which animals has Thorn seen?

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, 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.

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.

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.

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 · berries last 24 hr10 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.
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 minRange 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.
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.
Outdoors, enemies at rangeCall LightningCast it, then shift. Each turn pick: bolt (3d10) or bite and claw.
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.

Spell details

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.

Casting rules to remember

  • One concentration spell at a time. A new one ends the old one. Damage forces a Con save (+3), DC 10 or half the damage.
  • Bonus-action spell rule: if you cast a spell as a bonus action (Healing Word, Shillelagh), the only other spell you can cast that turn is a cantrip that takes an action.
  • Components: V means you speak, S means a free hand, M is covered by your druidic focus unless a cost is listed. A beast can't do V or S, which is why you can't cast while shifted.
  • Upcasting: casting a spell with a higher slot adds the "Higher slots" bonus.
  • Rituals: druids can cast prepared spells with the ritual tag without a slot, taking 10 minutes longer. Speak with Animals is a good one to prepare for this.

Spending your slots

1st ×4Healing Word to pick up a fallen ally, Entangle, or a 1d8 beast-form heal.
2nd ×3Barkskin before every big fight. Pass without Trace for sneaking. A 2d8 beast-form heal.
3rd ×3Call Lightning or Plant Growth to open a fight. Keep one for Dispel Magic.
4th ×1Polymorph for an emergency, or a 4d8 beast-form heal.

Cantrips (free, unlimited)

Guidance Divination cantrip
Casting time
1 action
Range
Touch
Components
V, S
Duration
Concentration, 1 min

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.

Produce Flame Conjuration cantrip
Casting time
1 action
Range
Self (throw 30 ft)
Components
V, S
Duration
10 min
Attack
+7 ranged spell attack
Damage
2d8 fire

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.

Shillelagh Transmutation cantrip
Casting time
1 bonus action
Range
Touch
Components
V, S, M (mistletoe, a shamrock leaf, and the staff)
Duration
1 min
Attack
+7 melee
Damage
1d8+4 bludgeoning

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.

1st level

Healing Word 1st-level evocation
Casting time
1 bonus action
Range
60 ft
Components
V
Duration
Instant
Healing
1d4+4
Higher slots
+1d4 per level

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.

Cure Wounds 1st-level evocation
Casting time
1 action
Range
Touch
Components
V, S
Duration
Instant
Healing
1d8+4
Higher slots
+1d8 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.

Entangle 1st-level conjuration · concentration
Casting time
1 action
Range
90 ft
Area
20 ft square
Components
V, S
Duration
Concentration, 1 min
Save
Strength, DC 15

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.

Goodberry 1st-level transmutation
Casting time
1 action
Range
Touch
Components
V, S, M (a sprig of mistletoe)
Duration
Berries last 24 hours

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.

2nd level

Barkskin 2nd-level transmutation · concentration
Casting time
1 action
Range
Touch
Components
V, S, M (a handful of oak bark)
Duration
Concentration, 1 hour

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.

Pass without Trace 2nd-level abjuration · concentration
Casting time
1 action
Range
Self, 30 ft aura
Components
V, S, M (ashes of a burned mistletoe leaf and a spruce sprig)
Duration
Concentration, 1 hour

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.

Lesser Restoration 2nd-level abjuration
Casting time
1 action
Range
Touch
Components
V, S
Duration
Instant

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.

3rd level

Call Lightning 3rd-level conjuration · concentration
Casting time
1 action
Range
120 ft
Components
V, S
Duration
Concentration, 10 min
Save
Dex, DC 15, half on success
Damage
3d10 lightning per bolt
Higher slots
+1d10 per level

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.

Plant Growth 3rd-level transmutation · no concentration
Casting time
1 action (or 8 hours)
Range
150 ft
Area
100 ft radius
Components
V, S
Duration
Instant (permanent)

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.

Dispel Magic 3rd-level abjuration
Casting time
1 action
Range
120 ft
Components
V, S
Duration
Instant
Higher slots
Auto-ends spells up to the slot's level

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.

4th level

Polymorph 4th-level transmutation · concentration
Casting time
1 action
Range
60 ft
Components
V, S, M (a caterpillar cocoon)
Duration
Concentration, 1 hour
Save
Wisdom, DC 15 (willing: none)

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.

Circle of the Moon spells

2014: the Moon circle has no spells of its own. 2024: these are always prepared, don't count against your 11, and can be cast while you're in beast form. Cure Wounds is above, Moonbeam and Conjure Animals are in the swap-ins below with their 2024 notes.
Starry Wisp Evocation cantrip · 2024 Moon (level 3)
Casting time
1 action
Range
60 ft
Attack
+7 ranged spell attack
Damage
2d8 radiant
Duration
Instant (glow to end of your next turn)

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.

Cure Wounds 1st level · 2024 Moon (level 3)

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.

Moonbeam 2nd level · 2024 Moon (level 3)

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.

Conjure Animals 3rd level · 2024 Moon (level 5)

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".

Fount of Moonlight 4th-level evocation · 2024 Moon (level 7)
Casting time
1 action
Range
Self
Duration
Concentration, 10 min
Damage
+2d6 radiant on melee hits
Save
Con, DC 15 (blind)

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.

Mass Cure Wounds 5th level · 2024 Moon (level 9)

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.

Swap-ins to prepare on other days

You can change your 11 prepared spells after a long rest. These are on the druid list and fit a Moon druid.

Moonbeam 2nd-level evocation · concentration
Casting time
1 action
Range
120 ft
Area
5 ft radius, 40 ft high
Duration
Concentration, 1 min
Save
Con, DC 15, half on success
Damage
2d10 radiant

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.

Faerie Fire 1st-level evocation · concentration
Casting time
1 action
Range
60 ft
Area
20 ft cube
Duration
Concentration, 1 min
Save
Dex, DC 15

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.

Spike Growth 2nd-level transmutation · concentration
Casting time
1 action
Range
150 ft
Area
20 ft radius
Duration
Concentration, 10 min
Damage
2d4 piercing per 5 ft moved

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.

Conjure Animals 3rd-level conjuration · concentration
Casting time
1 action
Range
60 ft
Duration
Concentration, 1 hour

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.

Ice Storm 4th-level evocation
Casting time
1 action
Range
300 ft
Area
20 ft radius, 40 ft high
Save
Dex, DC 15, half on success
Damage
2d8 bludgeoning + 4d6 cold

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.

Stoneskin 4th-level abjuration · concentration
Casting time
1 action
Range
Touch
Components
V, S, M (diamond dust worth 100 gp, used up)
Duration
Concentration, 1 hour

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.

Speak with Animals 1st-level divination · ritual
Casting time
1 action (or 10 min as a ritual)
Range
Self
Duration
10 min

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.

Every druid spell you can prepare

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.

SpellLevelTagsWhat 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.

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). One per 24 hours, and you need at least 1 HP.
  • 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 gets you up with 1 HP. A natural 1 counts as two failures.
  • Damage while down adds a failure (two on a critical hit). 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. Both columns were checked against your two Player's Handbooks.

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.
Spells in beast formNone. 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 spellsNo 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 featureNone. 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.
BarkskinAction, concentration 1 hour, minimum AC 16.Bonus action, no concentration, 1 hour, AC becomes 17 if lower. Stacks with Entangle or Call Lightning.
HealingHealing Word 1d4 + 4. Cure Wounds 1d8 + 4.Healing Word 2d4 + 4. Cure Wounds 2d8 + 4.
Fount of MoonlightNot 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 AnimalsSummons 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.
CantripsShillelagh d8. Produce Flame 2d8.Shillelagh d10 at your level. New Starry Wisp: 60 ft, 2d8 radiant, the target glows and can't turn invisible.
CompanionNone.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 1Druidic and spellcasting.Primal Order: Magician (extra cantrip, add Wis to Arcana or Nature checks) or Warden (medium armor, martial weapons).
Level 5None.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.
SpeciesHill 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.
BackgroundOutlander: 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.
AnimalsAny 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.
Suggested ask: "Can I use the 2024 Wild Shape and Circle of the Moon rules (my own HP plus temp HP, AC 17, Elemental Fury) and the 2024 Barkskin? Everything else stays 2014."