Feycurse: If hit by an attack from the Fighter, the target must make a DC13 Con saving throw. On a failure, all attacks against this target have advantage until the start of the fighters next turn.
Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Light Crossbow. Ranged weapon attack 40/80 +5 to hit, one target hit 7 (1d6+3) piercing damage.
Fey Distraction: The henchman emits a burst of fey energy in a 10-foot radius centered on itself. Anyone in this radius has disadvantage on hitting anyone but the fighter until the start of the fighters next turn.
Feystep: The fighter may use its bonus action to teleport to a spot up to 30ft away that it can see.
Fey Deflection: When the henchman is hit by a ranged attack, it can use its reaction to deflect the attack with a flicker of fey energy. The henchman adds 2 to its AC against the triggering attack. If the attack misses, the henchman can make a melee weapon attack against the attacker as part of the same reaction.
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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