Pyromancer Underling. The bandit has advantage on saving throws against spells that do fire damage.
Flame Sheath (2/Day). As a bonus action, the bandit can cover their blade in fire doing an extra 3 (1d6) fire damage until the end of it's next turn.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Flame Sheathed Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 1) slashing and fire.
Description
There are many reasons to go into banditry, some to feed their families and put a roof over theirs heads, others for the feeling of power that they can get and a few just for an excuse to hurt others.
These are the basic grunts of Blackwater Keep, they make up the bulk of it's force, usually civilians with little martial training and no skills to do anything other than untrained work. These specific grunts are directly under the command of Aben Nakka, noted pyromancer and high ranking member of Blackwater Keep. They have gained a few tricks in manipulating fire thanks to their 'training' with Aben Nakka. Many have burns and scars littering their bodies.
Comments