Finn Hawthorne
Finn Hawthorne
Sheet
AC 14 · HP 50 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAlways on
- Extra AttackLevel 5
When When taking the Attack action
Make two attacks with a rapier, longbow, or other weapon when taking the Attack action.
- Dread Ambusher
When First turn of combat
On his first turn in combat, Finn can move 10 additional feet, make one extra weapon attack, and deal 1d8 extra damage if that attack hits.
- Hunter's Mark
When As a bonus action
Cast hunter's mark on a creature to deal an extra 1d6 damage whenever Finn hits it with a weapon attack and to gain advantage on Wisdom (Perception or Survival) checks to find it.
- Darkness of the Deepwood
When As an action, using a spell slot
Create a 20-foot-radius sphere of magical darkness that heavily obscures the area for up to 10 minutes, while Finn can see through it.
- Favored EnemyLevel 1
Finn has expertise in dealing with one type of favored enemy, humanoid bandits and corrupt officials, gaining advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He knows one language commonly spoken by his favored enemies, Thieves' Cant.
- Natural ExplorerLevel 1
Finn is particularly familiar with forests and wilderness travel. In his favored terrain, forest, his group cannot become lost except by magical means, remains alert to danger while traveling, can move stealthily at a normal pace, finds twice as much food, and learns exact details about the surrounding area.
- Fighting Style: ArcheryLevel 2
Finn gains a +2 bonus to attack rolls made with ranged weapons.
- SpellcastingLevel 2
Finn can cast ranger spells using Wisdom as his spellcasting ability. He uses a druidic focus or appropriate natural materials as a spellcasting focus when permitted by the spell.
- Gloom Stalker: Dread Ambusher and Umbral SightLevel 3
Finn is a Gloom Stalker. He gains darkvision out to 90 feet. While in darkness, he is invisible to creatures relying on darkvision to see him. He also gains Dread Ambusher, allowing him to add his Wisdom modifier to initiative, move 10 feet farther during the first turn of combat, and make one additional weapon attack during that turn. If that attack hits, it deals an extra 1d8 weapon damage.
- Primeval AwarenessLevel 3
Finn can spend one minute in communion with nature to sense whether aberrations, celestials, dragons, elementals, fey, fiends, and undead are present within one mile, or six miles in his favored terrain. He can also learn whether his favored terrain contains certain types of terrain or powerful sources of nature.
- Land's StrideLevel 5
Finn can move through nonmagical difficult terrain without extra movement and pass through nonmagical plants without being slowed or harmed by them. Plants magically created or manipulated to impede movement still affect him.
- Ability Score IncreaseHumanEach ability score increases by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHumanBase walking speed of 30 feet.
- LanguagesHumanCommon and one additional language, represented here by Thieves' Cant from Finn's favored enemy and outlaw background.
- Rustic HospitalityFolk Hero
Common folk recognize Finn as one of their own and will hide him, shelter him, or help him escape from authorities, provided doing so does not place them in immediate danger.
Spells
4 spellsSpellcasting. Finn Hawthorne casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (4 slots): ,
2nd level (2 slots): ,
Gear
9 itemsWeapons
- RapierA finely balanced rapier with a basket hilt, taken from a disgraced duelist who tried to collect a bounty on Finn.
- LongbowA longbow of dark yew, reinforced with horn and marked with small notches for each successful rescue.
Armor
- Leather armorA fitted suit of supple, dark brown leather armor designed for quiet movement beneath the trees.
Tools
- Woodcarver's toolsA set of woodcarver's tools used to make simple charms, arrow nocks, and small tokens for village children.
Gear
- 20×ArrowsWooden-shafted arrows fletched with black feathers.
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Folk hero's toolsA small shovel and battered iron pot, practical remnants of Finn's former life as a village laborer.
- Common clothes and belt pouchA set of common clothes and a belt pouch containing a modest reserve of coins.
- Hawk whistleA black-feathered hawk whistle, used to signal allies without revealing Finn's position.
Appearance
Finn is a lean, athletic human man with long jet black hair, usually tied into a practical bun when he is working. He has sharp gray-green eyes, a curled black mustache, and a carefully pointed goatee. His weathered face carries a perpetual half-smile, as if every danger is an amusing secret. He favors dark green and brown clothing, a supple leather coat, soft woodland boots, and a weather-stained crimson scarf taken from the first nobleman he ever robbed.
Mannerisms
Finn rolls a coin across his knuckles while thinking, taps the side of his nose before telling a lie, and gives every arrow a quiet name before loosing it. When challenged by authority, he offers an exaggerated bow and calls the official "Your Most Honorable Robbery."
Personality
Finn is charming, irreverent, and intensely observant. He remembers the names of shepherds, stable hands, and village children, but deliberately forgets the names of nobles who boast about their ancestry. He prefers a clever trick to a fair fight, though he has a strict personal rule that no trick may endanger an innocent bystander.
Ideals
Justice belongs to the people. Law that protects greed is only a better-dressed form of banditry.
Bonds
The people of Briar Glen sheltered Finn when the law declared him a criminal. He will risk everything to protect them, expose the magistrate who robbed them, and recover the land deeds that were forged to dispossess their families. He also carries his mother's old iron pendant, the only keepsake left from home.
Flaws
Finn cannot resist humiliating a powerful enemy when a clean escape would be wiser. He also assumes that anyone wearing a badge, crest, or signet ring is guilty until proven innocent, and he has a dangerous habit of treating his own folk legend as if it were a tactical advantage.
Quirks
Background
Finn Hawthorne was born in a hamlet that paid taxes twice, once to the crown and once to the local magistrate who claimed to collect them. His father was a charcoal burner, his mother a hedge healer, and both taught him that the forest was not empty land but a living neighbor. Finn became an exceptional hunter, tracker, and archer, learning to read broken fern stems, bird calls, and boot marks in wet soil. When a greedy baron seized the village grain stores during a hard winter, Finn stole the keys, opened the storehouses, and scattered the grain among the starving families. By dawn, he was a wanted man, and by the following week, songs about the Black-Bun Archer had begun spreading from village to village.
“His father was a charcoal burner, his mother a hedge healer, and both taught him that the forest was not empty land but a living neighbor.”
- Background
- Folk Hero
Connections
Species
Human
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