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Finn Hawthorne - AI-generated fantasy Character

Finn Hawthorne

Human · Ranger (Hunter) · Level 5 · Folk Hero

Finn Hawthorne

Finn is quick-witted, theatrically charming, and deeply observant.
AC14
HP48/48
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 48 · 30 ft.
AlignmentChaotic GoodGenderMaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longbows,
Rapiers,
Shortswords,
Longswords,
Hand crossbows,
Heavy crossbows,
Light crossbows,
Shortbows,
Whips,
Net,
Dart,
Sling,
Quarterstaff,
Mace,
Club,
Dagger,
Greatclub,
Javelin,
Light hammer,
Sickle,
Spear,
Battleaxe,
Flail,
Glaive,
Greataxe,
Halberd,
Lance,
Maul,
Morningstar,
Pike,
Trident,
War pick,
Warhammer,
Blowgun,
Handaxe,
Scimitar

Tools

Woodcarver's tools,
Vehicles (land)

Languages

Common,
Thieves Cant,
Elvish

Features

16 features

Action

  • Hunter's Double Strike

    When On Finn's turn when he takes the Attack action.

    Finn makes two weapon attacks when he takes the Attack action. He can use his longbow for ranged attacks or his rapier in close combat.

  • Primeval AwarenessLevel 3

    Finn can use an action and expend a spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot, he can sense whether aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile, or within 6 miles in his favored terrain. This feature does not reveal their exact location or number.

Always on

  • Colossus Slayer

    When Once per turn, when Finn hits a creature that is below its hit point maximum.

    When Finn hits a wounded creature with a weapon attack, he deals an extra 1d8 damage.

  • Favored EnemyLevel 1

    Finn has humanoids, especially corrupt guards and tax collectors, as a favored enemy. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He also speaks one language associated with them, Thieves Cant.

  • Natural ExplorerLevel 1

    Finn is particularly familiar with forests. In favored terrain, his group travels faster, cannot become lost except by magical means, remains alert while engaged in other activities, can move stealthily at a normal pace, and finds twice as much food while foraging. He is also able to track other creatures and determine their exact number, sizes, and how long ago they passed.

  • Fighting Style: ArcheryLevel 2

    Finn gains a +2 bonus to attack rolls made with ranged weapons.

  • SpellcastingLevel 2

    Finn is a half-caster using Wisdom. He knows four ranger spells and regains expended spell slots after a long rest.

  • Hunter: Colossus SlayerLevel 3

    Once on each of Finns turns, when he hits a creature with a weapon attack, the attack deals an extra 1d8 damage if the target is below its hit point maximum.

  • Extra AttackLevel 5

    Finn can attack twice, instead of once, whenever he takes the Attack action on his turn.

  • Land's StrideLevel 8

    Moving through nonmagical difficult terrain costs Finn no extra movement. He can pass through nonmagical plants without being slowed or damaged by them, and he has advantage on saving throws against magically created or manipulated plants.

  • Ability Score IncreaseHuman+1 to all ability scores.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • TraitHumanOne extra language of choice, Elvish.
  • TraitHumanHumans reach adulthood in their late teens and live less than a century.
  • Rustic HospitalityFolk Hero

    Finn can find a place to hide, rest, or recuperate among commoners, who will shield him from the authorities or other pursuers when they are not directly endangered.

Spells

6 spells

Spellcasting. Finn Hawthorne casts with Wisdom (spell save DC 13, to hit with spell attacks).

1st level (4 slots): , , ,

2nd level (2 slots): ,

Gear

11 items

Weapons

  • Rapier
    A finely balanced blade with a swept guard, favored for close fighting and quick disarms.
  • Longbow
    A polished longbow with a dark hawthorn grip and a narrow greenwood riser.

Armor

  • Studded leather armor
    Supple studded leather armor, darkened with woodland dyes.

Tools

  • Woodcarver's tools
    A set of woodcarvers tools used to make arrow shafts, charms, and small woodland tokens.

Gear

  • 20×
    Arrows
    Arrows carried in a leather quiver.
  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and basic travel gear.
  • Shovel
    A practical iron shovel, useful for gardening, digging caches, and occasional grave robbing when circumstances demand it.
  • Iron pot
    A battered iron cooking pot.
  • Common clothes
    Plain common clothes suitable for blending into a village crowd.
  • Belt pouch
    Coins gathered from honest work, generous villagers, and less honest officials.

Purse

  • 10×
    Gold pieces
    Loose currency carried in the belt pouch.

Appearance

Finn is a lean, weather-hardened human with long jet black hair, usually tied in a loose bun when he expects trouble. He has a curled black mustache and a sharply pointed goatee, bright gray eyes, and a faint scar crossing his left eyebrow. His green and brown clothing is practical for woodland travel, with a weathered cloak, soft leather armor, and a rapier worn beside a beautifully maintained longbow. He carries himself like a charming outlaw who is always half a step from vanishing into the trees.

Mannerisms

Finn rolls a coin across his knuckles when thinking, adjusts his mustache before delivering a clever remark, and whistles softly whenever he is nervous. He often addresses woodland animals as if they are trusted informants.

Personality

Finn is quick-witted, theatrically charming, and deeply observant. He treats danger like a game of cards, always looking for the angle no one else noticed. Beneath the jokes is a patient guardian who remembers every hungry child, frightened traveler, and frightened animal he has ever helped.

Ideals

Freedom. No lord, law, or ledger has the right to decide whether ordinary people deserve to eat, travel, or live without fear.

Bonds

The people of Briar Glen sheltered Finn when he was hunted, and he will risk everything to keep the barons soldiers from punishing them for his crimes.

Flaws

Finn cannot resist humiliating a powerful bully, even when retreat would be wiser. He is overly confident in his ability to escape, and his habit of leaving theatrical calling cards has allowed more than one determined enemy to follow his trail.

Quirks

Carves a tiny hawthorn leaf into every new bow or arrow shaft.
Leaves black feathers at the scenes of successful robberies against corrupt officials.
Names particularly impressive arrows and speaks to them before difficult shots.
Keeps a running mental tally of favors owed by villages, guards, and woodland creatures.

Background

Finn Hawthorne was born in a poor woodland village where the local baron claimed nearly every harvest, hunting ground, and fallen branch as his property. His father taught him to read animal tracks, while his mother taught him that a full pantry was worth more than a full purse. Finn became a skilled hunter and guide, but his reputation changed the night he intercepted a tax wagon carrying winter grain. He redistributed the food among starving families, then escaped into the forest by shooting the reins from the lead horse without harming a single guard. Since then, Finn has become a living folk tale. Some say he can split an arrow at a hundred paces. Others insist he once defeated six mounted guards with nothing but a rapier, a fallen branch, and a smile. The truth is less polished, but no less dangerous. Finn steals from corrupt officials, protects travelers who cannot pay, and knows every deer trail, smugglers path, and abandoned charcoal burn within a days journey. The authorities call him a criminal. The villages call him Hawthorne, a name spoken with a grin and a whispered hope that he might be nearby.

“His father taught him to read animal tracks, while his mother taught him that a full pantry was worth more than a full purse.”
From their backstory
Background
Folk Hero

Connections

Species

Human

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