Train the third man run into a finish. The player who plays the first pass has to read the lay-off, time the run past the mannequins, and arrive at pace to strike it cleanly.
Set three mannequins staggered across a 35x20m block at the edge of the box, with a full goal and keeper. Players work in threes. A plays into B, then immediately sets off. B takes a touch out of the mannequin's shadow and plays forward to C. C lays it back square into A's path, and A finishes first time. Run three balls at once so the next three are already starting as the first shot goes in. Rotate positions every few reps, and mirror the whole thing to work both sides.
Most finishing drills are really striking drills. A ball is served, a player hits it, and the queue shuffles forward. What gets trained is the contact, which is the easiest part of finishing and the part players are already best at.
This one is built so the finish is the last thing that happens rather than the only thing. The player who finishes is the same player who played the first pass, which means he has to travel roughly thirty metres and arrive on time while two other passes are happening without him. The strike itself is straightforward. Getting there in the right place at the right speed is not.
The mannequins do more than decorate. They are staggered so the second player cannot take a lazy touch straight forward: the ball has to be moved across his body to open the angle, and that half-second of delay is what gives the runner time to get beyond. Remove them and the sequence still works, but it works too easily, and the timing problem the drill exists to create disappears.
The detail coaches usually have to fight for is the first one. A plays the pass and watches it. Every player does this, and it is understandable, because the pass feels like the contribution. It is not. The pass is the trigger for the run, and if the run starts when the lay-off arrives rather than when the first pass leaves, the whole thing arrives a beat late and the finish is taken standing still.
Running three balls at once is deliberate. With one ball there is a queue, and a queue lets players recover and think. With three the rotation is continuous, the reps come at you, and the timing has to become automatic rather than considered. That is closer to the game, which is the point.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.