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Finch

1 Level (0/300 XP for level-up) Background EnderFolk Race / Species / Heritage Alignment
Ranger
Level 1
Hit Dice: 1/1
1d10+1 Class 1

STR
10
+0
DEX
15
+2
CON
12
+1
INT
13
+1
WIS
14
+2
CHA
8
-1
11
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+8 Dexterity
+2 Constitution
+2 Intelligence
+4 Wisdom
-2 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
-1 Deception CHA
+1 History INT
+2 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
+4 Cooking WIS
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 STR 1d4+2 Piercing
 Simple, Finesse, Light, Thrown, Range (20/60)
Longbow +4 DEX 1d8+2+2 Piercing
 Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)
Unarmed Strike +2 STR 1d4 Bludgeoning
Attacks
Evasive Teleportation Whenever it takes damage or is the target of a ranged attack, the Enderman can teleport, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 20 feet of itself (no action required). If this effect is triggered by a ranged attack, the Enderman teleports just before the attack hits, causing the attack to miss it. This trait is suppressed while the Enderman has the incapacitated condition

  • Reaction


Teleportation The Enderman can teleport, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 20 feet of itself. It can do this 4 times per long rest.

Water Susceptibility The Enderman takes 1 acid damage for every 5 feet it moves in water, for every gallon of water splashed on it, or whenever it starts its turn in the rain

Favored Enemy You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them

  • Beast


Natural Explorer You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.

  • Forest



Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 90, Platinum: 0 Money
Deepspeech

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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