| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 14 | +2 | +4 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 9 | −1 | −1 |
| CHA | 13 | +1 | +1 |
Tag-Team Tactics. When within 5 feet of each other, the Ding-Dong Ditchers gain advantage on Dexterity (Stealth) checks and Dexterity saving throws.
Quick Escape. Once per turn, they can take the Dash or Disengage action as a bonus action if they’re within 10 feet of a door, fence, or bush.
Neighborhood Knowledge. The Ditchers always know the quickest route to hide or escape in a suburban area—they have advantage on checks made to navigate neighborhoods or alleys.
Troublemaker Aura. Any adult within 30 feet must succeed on a DC 11 Wisdom saving throw or be mildly annoyed for 1 minute (disadvantage on Perception checks made to listen for small noises).
Doorbell Dash. Melee or ranged weapon attack: +4 to hit, range 5 ft./20 ft., one target (door).
Hit: A loud chime and startled reaction. The Ditchers immediately move up to half their speed without provoking opportunity attacks.
Mocking Laugh. The Ditchers taunt anyone who chases them. The target must make a DC 12 Wisdom saving throw or have disadvantage on their next attack or ability check as frustration sets in.
“Run!” When a creature opens a door or shouts “Hey!”, the Ditchers can immediately move up to their full speed as a reaction.
Description
The Ding-Dong Ditchers live for the thrill of harmless chaos. They aren’t mean-spirited—just endlessly curious, adrenaline-fueled kids who love seeing how close they can get before the grown-ups catch on.
Quirks:
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Always argue about who pressed the doorbell harder.
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Carry backup sneakers “for silent mode.”
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Swear they once escaped a wizard’s alarm spell “by holding their breath.”