Trackers Weapons: exceptionally skilled with a Bow and Rapier, these Bandits deal an extra 1 damage and have a +1 modifier to hits with these weapons. as well, because of their extreme training, they only need to be able to perceive a foe with one of their senses (Such as Hearing or Smell) to hit them. in effect, you cannot surprise a Bandit Tracker, even with Greater Invisibility.
Clever Ruse: once per day, the Bandit Tracker can use a Signal Flare, which draws nearby Bandits to the general area. if a fight has broken out, or otherwise loud noise is happening in the vicinity, the Bandits will arrive at the location in 1d4 Rounds.
Tracker Longbow: +4 to hit, Hit: 1d8+4 Piercing Damage. Ignores Disadvantage from not being able to see the Foe.
Trackers Rapier: +4 to hit, Hit: 1d8+4 Slashing Damage. Ignores Disadvantage from not being able to see an enemy.
Hunting Axe: +3 to hit, Hit: 1d6+3 Slashing Damage. Thrown (30/60). if the attack is a critical hit, deal an extra 1d6+3 of same damage.
Parry: while holding their Tracker Rapier, the Bandit Tracker uses their Rapier to defend themselves from a single hit. until the start of their next turn, the first enemy to hit them with a melee attack misses automatically, even if they get a natural 20. however, if they roll a natural 5 or lower, it is considered an automatic 10 for the sake of avoiding negatives.
Description
Working as a part of larger Bandit Forces, these Trackers could be described as wannabe Rangers who sell their services instead of helping nature.
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