Thieves' Bravado. While the bandit has more allies than enemies within 30 feet, it has advantage on attacks and Wisdom saving throws. While it has fewer allies than enemies within 30 feet, it has disadvantage on attacks and Wisdom saving throws.
Pocket Sand. When the bandit misses with a melee attack it may hurl sand at the same target as a bonus action. The target must succeed on a DC 10 Constitution saving throw or be blinded until the end of the bandit's next turn.
Cutpurse Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. On a critical hit, the target must succeed on a DC 11 Dexterity Saving Throw or have an item that is worn or carried, but not wielded, stolen.
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.
Comments