Armor Class
12
(leather armor)
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
11
(+0)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Description
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.







-
View User Profile
-
Send Message
Posted Jul 5, 2020I would add that bandits are often deserters from the army, so they have military training but they lack military discipline. As for weapons, I would add in short swords, daggers and clubs for melee weapons and shortbows for ranged weapons. For armor, I would say a typical bandit may have no armor, padded armor, leather armor of studded leather armor, the latter being the armor they had in the army before they deserted. They are likewise wearing helmets if they are deserters.
Higher level bandits are usually deserters because they benefit the success of the group with their training. But a typical deserter is not typically a former leader in the army so they are quickly in "over their head" once the group exceeds ten bandits. They don't have experience controlling that many men at once and things devolve into an every-man for himself free for all. They have a little higher wisdom because they have been trained to look for and conduct ambushes.
A group should have one leader if there are six or more, and very large groups will have one leader for each ten bandits. However, the groups will not work well together if the situation changes. For example, if the situation allows one group to shoot into the fight with bows and that is their 'assignment' they stick to that until they need to engage in melee combat. At that point each member of that sub group either charges in if he thinks it is going well, or flees if he thinks it isn't.
Bandit leaders may have a longsword and/or ill fitting chain shirt from a previous successful raid. One key identifier of bandits is their general filthy apparel. They rely on sudden violence to achieve their goals before the foe can become organized. When they believe they are winning they select their targets carefully hoping to save their treasure, including the non-combatants. But if things turn sour on them they begin to shoot at the core of the group hoping to hit anything.
-
View User Profile
-
Send Message
Posted Sep 30, 2020I’m a bit late to this reply, but I see. Size bonus, like in 3e.
-
View User Profile
-
Send Message
Posted Oct 16, 2020the DM helped you out there, you guys got unlucky
lvl1 fights with some goblins and shit can go pretty bad in rolls
-
View User Profile
-
Send Message
Posted Nov 2, 2020bandits are ez
-
View User Profile
-
Send Message
Posted Nov 6, 2020nice
-
View User Profile
-
Send Message
Posted Jan 16, 2021habbabúí
-
View User Profile
-
Send Message
Posted Jan 24, 2021There is no portrait in general
-
View User Profile
-
Send Message
Posted Mar 11, 2021When bandits attack level 10 party
The members: Looks like you'll need some Band-aids for your Bandits!
-
View User Profile
-
Send Message
Posted May 7, 2021I never thought of that, but it sounds really useful. I'd love to see that soon.
-
View User Profile
-
Send Message
Posted Jun 15, 2021I think those are for when a character could be one of multiple races. I got a similar result from Gladiators.
-
View User Profile
-
Send Message
Posted Jul 23, 2021This. 1000% this
-
View User Profile
-
Send Message
Posted Aug 9, 2021Bad luck dude
-
View User Profile
-
Send Message
Posted Aug 25, 2021i
-
View User Profile
-
Send Message
Posted Sep 27, 2021I hac the exact same expierience and I made the cultist of myrkul not use fireball because it was just too OP.
-
View User Profile
-
Send Message
Posted Nov 16, 2021-
View User Profile
-
Send Message
Posted Dec 14, 2021Do I just give it a random race or... ?
-
View User Profile
-
Send Message
Posted Feb 2, 2022If you're the DM, make it whatever race you want. If you don't care, then give it a random one, or just make it human
-
View User Profile
-
Send Message
Posted Mar 19, 2022I dont think there is one. just what appears to be a human sillouhette
-
View User Profile
-
Send Message
Posted Mar 26, 2022oh my God I'm so mad at myself. I ran a whole ass full on campaign without knowing about the humanoid section. A whole 1-20 campaign, where I played with 3-5 fluctuating people for multiple years, where I constantly homebrewed my own stats for humanoids. I might just jump off a bridge after that one. Jesus, I am so mad and sad at the same time. Ouch.
-
View User Profile
-
Send Message
Posted Apr 5, 2022are these good to use for a one player game who is a lev 2?