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.
Minor illusion the bandits can cast the minor illusion cantrip
Fire spray the bandits can conjure a spray of fire which does 1d10+1 fire damage to any creatures within a 20ft cone. A creature must take a CON11 saving throw, and on succeeding will only receive half damage.
Hasty Step the bandits can take a bonus action to move anywhere within range with an added 5ft to their speed as they have proficiency in running away.
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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