Archery Training. The archer gains a +2 bonus to attack rolls it makes with ranged weapons.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80 ft./320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Trick Shot. Ranged Weapon Attack: +8 to hit, range 80 ft./320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. On hit, a tiny packet of sand attached to the arrow tip explodes, and the target must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn. The Bandit Archer carries 3 trick arrows at a time, replenishing them at the end of a long rest.
Description
Trained archers are critical to the success of any roving gang of bandits and misfits. During periods of downtime, particularly clever archers may develop their own tricks to gain the upper hand over their prey; in the desert where sand is plentiful, these tricks can come in the form of Sand shots, which are essentially ranged pocket sand.
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Posted Oct 18, 2022How many of these am I supposed to use cause I could just spam sand shot and wipe my party.
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Posted Sep 19, 2023It says in the description of sand shot at the end that it can do it 3 times a long rest. Guess you could describe it as the thief only affording three a day and then having to buy or craft more.