Spellcasting. The Bandit is a 3rd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Bandit has the following cleric spells prepared:
Cantrips (at will): Sacred flame, Light, Thaumaturgy
1st level (4 slots):
- Guiding bolt, Bane, Bless, Healing word, Command
2nd level (2 slots): Aid
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) bludgeoning damage.
Parry. (Reaction) When an attacker hits the Bandit with a melee attack and The Bandit can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he’s wielding a melee weapon.
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.
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