Rage (5/Day). As a bonus action the Bandit Barbarian can go into a rage and gain the following benefits.
- The Bandit Barbarian has advantage on Strength checks and Strength saving throws.
- When the Bandit Barbarian makes a melee weapon attack using Strength, they gain a bonus +5 to attack rolls and damage rolls.
- The Bandit Barbarian to bludgeoning, piercing, and slashing damage.
Reckless Attack. The Bandit Barbarian gain an advantage on melee attacks, but attack against the Bandit Barbarian is made at advantage as well, until the Bandit Barbarian next turn.
Danger Sense. The Bandit Barbarian has advantage on Dexterity saving throws against effects that they can see. The must not be blinded, deafened, or incapacitated to gain this benefit.
Feral Instinct. The Bandit Barbarian has advantage on initiative rolls. If the Bandit Barbarian is surprised at the beginning of combat and aren't incapacitated, they can act normally on their first turn, only if they rage before anything else.
Brutal Critical. When the Bandit Barbarian lands a critical attack, they roll a two additional damage dice, when determining extra damage.
Relentless Rage. If the Bandit Barbarian drops to 0 hit points while raging, they can make a DC 10 Constitution saving throw. If they succeed, they drop to 1 hit point instead. Each time this feature is used the DC increases by 5.
Instinctive Pounce. As a part of the Bandit Barbarians bonus action to rage they can move up to half their speed.
Indomitable Might. If the Bandit Barbarians Strength check total is less their Strength score.
Spirital Protectors (Spirit Guard Bandit Only). While raging the Spirit Guard Bandit can summon spectral warriors. The first creature the Spirit Guard Bandit hits becomes the target of the spectral warriors. Until the start of the Spirit Guard Bandit's turn, the target has disadvantage on any attack roll that is not the Spirit Guard Bandit. If another creature is hit by the target, the creature has resistance to the damage done by the target.
Vengeful Spirits (Spirit Guard Bandit Only). When the Spirit Guard Bandit's Spirit Shield reduces the damage of an attack, the attacker takes same of amount of force damage that was reduced.
Spiked Armor (Spike Thief Bandit Only). The Spike Thief Bandit has stolen Dwarven equipment allowing it to wear and use Spiked Armor. When the Spike Thief Bandit use an action to grapple a creature, the target takes 6 damage if their grapple check succeeds. The Spike Thief Bandit has disadvantage on stealth.
Reckless Abandon (Spike Thief Bandit Only). When the Spike Thief Bandit is raging and uses Reckless Attack, they gain 5 temporary hit points.
Beastly Form (Mauler Bandit Only). While raging the Mauler Bandit gains access to their Bite, Claws, and Tail attack.
Soul of the Beast (Mauler Bandit Only). The Mauler Bandit has a climbing and swimming equal to their movement speed. The Mauler Bandit can also climb difficult surfaces, including upside down on ceilings, without making an ability check. The Mauler Bandit can also breathe underwater. When the Mauler Bandit jumps, they can make an Athletics check and extend their jump by a number of feet equal to the check's total. The Mauler Bandit's Strength total is 25.
Infectious Fury (5/Long Rest) (Mauler Bandit Only). When the Mauler Bandit hits a creature with their Bite, Claws, or Tail. The target must succeed a Wisdom saving throw (DC 20) or suffer one of the following effects:
- The target must use its reaction to make a melee attack against another creature of their choice that the Mauler Bandit can see.
- The target takes 2d12 psychic damage.
Frenzy (Berserker Bandit Only). For the duration of the Berserker Bandit's rage, they can make a single melee weapon attack as a bonus action on each of their turns.
Mindless Rage (Berserker Bandit Only). The Berserker Bandit cannot be charmed or frightened while raging.
Intimidating Presence (Berserker Bandit Only). The Berserker Bandit can use their action to frighten a creature they can see within 30 ft of them. If the creature can see or hear the Berserker Bandit, it must succeed on a Wisdom Saving Throw (DC 20) or be frightened of the Berserker Bandit until the end of their next turn. On subsequent turns, the Berserker Bandit can use an action to extend the duration of this effect on the frightened creature until the end of Berserker Bandit next turn. The effect ends if the creature ends its turn out of line sight or more than 60 feet away from the Berserker Bandit.
Giant's Power (Towering Bandit Only). The Towering Bandit knows the Thaumaturgy and Druidcraft cantrips.
Giant's Havoc (Towering Bandit Only). While raging the Towering Bandit has the following abilities:
Crushing Hurl (Towering Bandit Only). When the Towering Bandit makes a successful ranged attack with a thrown weapon using Strength, they add their Rage Damage bonus to the attack's damage roll.
Giant's Stature (Towering Bandit Only). The Towering Bandit's reach increases by 5 feet, and becomes Large, along with everything they are wearing. If there is not enough room for them to become Large, they still do regardless of the Conqueses.
Elemental Cleaver (Towering Bandit Only). While raging, the Towering Bandit can infuse one of their weapons of with one of the following damage types: acid, cold, fire, thunder, or lightning, this changes the damage that the weapon does and adds and extra 1d6 damage of the chosen type. The infused weapon also gains the thrown property (20/60), after the Towering Bandit throws the weapon, it returns to them after it hits the target or misses the target. The infused weapons properties are suppressed while another creature holds it. While raging and hold the infused weapon, they can use a bonus action to change their current damage type.
Mighty Impel (Towering Bandit Only). As a bonus action while raging, the Towering Bandit can choose one medium or smaller creature within your reach and move it to an occupied or unoccupied space they can see with 30 feet. An unwilling creature must succeed on a Strength saving throw (DC 18) to avoid the effect. If the creature isn't on surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
Storm Aura (Weatherman Bandit Only). When the Weatherman Bandit rages, they active their storm aura until they stop raging. The aura extends 10 feet in all directions, centered on the Weatherman Bandit, but not though total cover. The effects of the aura depend on the type of Weather Bandit.
(Heatwave Weatherman Bandit). All enemy creatures to the Heatwave Weather Bandit within their aura take 8 fire damage. The Heatwave Weatherman and allied creatures within their aura have resistance to fire damage and don't suffer the effects of extreme heat. The Heatwave Weatherman Bandit can also touch flammable object that isn't being worn or carried by an unwilling creature and set it on fire.
(Monsoon Weatherman Bandit). All enemy creatures to the Monsoon Weatherman Bandit within their aura must make a Dexterity saving throw (DC 18). The target takes 4d6 lighting damage on a failed save or half as much on a successful one. The Monsoon Weatherman Bandit and allied creature within their aura have resistance to lightning damage. The Monsoon Weatherman Bandit has a swimming speed of 30 feet and can breathe underwater.
(Blizzard Weatherman Bandit). All allied creatures to the Blizzard Weatherman Bandit gain 6 temporary hit points, when they start their turn within the Blizzard Weatherman Bandit aura. Blizzard Weatherman Bandit and allied creatures within their aura are resistance to cold damage and don't suffer the effects of extreme cold. The Blizzard Bandit can turn a 5-foot cube of water into ice.
Dominate Beast (Beast Bandit Only). The Beast Bandit can forcefully use the spell Beast Sense on unwilling beast through an ever-burning branding iron fused into its hand. The beast must succeed on a DC 16 Wisdom saving throw or be under the effects of the Beast Sense spell and have its muscle system (Movement) under the control the Beast Bandit for an hour. When the effect ends naturally the beast regains its senses but loses 1d4 Wisdom permanently and is scarred by the branding. If the Beast Bandit ends the effect early or is killed while possessing a beast, the beast's neck will twist and break in a horrific manner killing the beast. Dominate Beast doesn't work on beast that are a part of the Players' party (companions/minion).
Animal Modifications (Beast Bandit Only). The Beast Bandit has been modified with the parts of 1-3 animals that have been grafted or added during through arcane genetic engineering (depending on the theme or setting of the campaign whether they are the result of grafting, genetic experimentation, or something else s up the DM).
Bear I. While raging, the Beast Bandit has resistance to all damage except psychic damage.
Eagle I. While raging, creatures have disadvantage on opportunity attack rolls against the Beast Bandit and they can use the Dash action as a bonus action.
Elk I. While raging and not wearing heavy armor, the Beast Bandit's walking speed increases by 15 feet.
Tiger I. While raging, the Beast Bandit can add 10 feet to their long jump distance and 3 feet to their high jump distance.
Wolf I. While raging, allies of the Beast Bandit have advantaged on melee attacks rolls against any creature within 5 feet of the Beast Bandit that is hostile to the Beast Bandit.
Bear II. The Beast Bandit has advantage on Strength checks made to push, pull, lift, or break objects or creatures.
Eagle II. The Beast Bandit can see up to 1 mile away without difficulty, able to see fine details as though looking at something no more than 100 feet away from them. Dim light doesn't impose disadvantage on Wisdom (Perception) checks for the Beast Bandit.
Elk II. The walking speeds of the Beast Bandit and ten allied creatures within 60 feet of the Beast Bandit is doubled as long as the Beast Bandit is alive and not incapacitated.
Tiger II. The Beast Bandit has proficiency in Acrobatics and Stealth.
Wolf II. The Bandit Beast can track creatures while traveling at a fast pace and can move stealthily while traveling at a normal pace.
Bear III. While raging, any hostile creature within 5 feet of the Beast Bandit has disadvantage on attack rolls against targets other than the Beast Bandit or another creature with this trait.
Eagle III. While raging the Beast Bandit has a flying speed equal to their walking speed.
Elk III. While raging the Beast Bandit can use a bonus action to move through the space of a large or smaller creature. The creature must succeed on a Strength saving throw DC 18 or be knocked prone and take (12) 1d12+5 bludgeoning damage. [roll]1d12+5[/roll]
Tiger III. While raging, if the Beast Bandit move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, the Beast Bandit can use bonus action to make and additional melee weapon attack against it.
Wolf III. While raging, the Beast Bandit can use a bonus action on their turn to knock a Large or smaller creature prone, when the Beast Bandit hits it with a melee weapon attack.
"Divine" Fury ("Divine" Fury Bandit Only). While raging, the first creature the "Divine" Fury Bandit hits on each of their turns with a weapon attack takes an extra 10 radiant or necrotic.
Undying Rage ("Divine" Fury Bandit Only). If the "Divine" Fury Bandit would drop to 0 hit points, they instead drop to 1 hit point instead can make an attack roll as a reaction.
Fanatical Focus ("Divine" Fury Bandit Only) (3/Day). While raging the "Divine" Fury Bandit can reroll a failed saving throw.
Wild Surge (Chaos Bandit Only). When the Chaos Bandit rages, they roll on a wild magic table (DM's choice). If an effect requires a saving throw the DC is 18.
Bolstering Magic (Chaos Bandit Only) (5/Day). The Chaos Bandit can use wild magic to bolster themself or a companion. As an action, the Chaos Bandit can touch a creature or themself and confer one of the following benefits of their choice to that creature.
- For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
- Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
Arcane Storm (Weatherman Bandit Only). When at least 8 Weatherman, Storm, or Tempest Bandits of the same storm type are within a 25-foot radius of each other, they can conjure a storm of their subtype. The effects of the storm happen with a 1-mile radius centered on the ritual. The ritual must take place over the course of 6 days, the storm radius increasing by 1 mile each day, upon the end of the 6 day the storm radius effects a 6-mile radius centered on the ritual. The ritual will stop if at least 8 Weatherman, Storm, or Tempest Bandit aren't tending to it constantly, upon the end of the sixth day the ritual cannot be ended by stopping the Bandits and must be stopped by manually by destroying the storm's heart. The regional effects of the storm depend on the storm type. The area within the inner 4.5-miles of the radius is Desecrated Ground. Once the Storm's Heart is destroyed the temperature will go bad to normal, creatures drawn to the storm will return to where they came from, and the weather will go back to normal over the course of 1d12 days. Any damages caused by storms, glacier movement, sinkholes, earthquakes, etc. will not go away.
Heatwave. The area with the ritual becomes dry and hot within the outer 3.25-mile radius, the inner 2.75-mile radius has become semi-volcanic after the ritual has been completed. The area inside of the radius has become 100*F and higher closer to the Storm's Heart, regardless of the environment, and is under the effects of extreme heat. All sources of water are unnaturally heated, the closer the water is to the storm heart, the hotter and more tainted the water becomes until it is toxic or boiled away. Plant life that cannot survive in the extreme heat, will begin to wither and burn, starting wildfires. Small earthquakes may happen once an hour within the radius; within the volcanic area these quakes can cause magmatic fissures in the surface. Within 3-miles the land has become difficult terrain. Within about 4-mile radius the sky becomes darken by noxious gas. Creatures with connections to fire and heat are drawn to the storm. To start the ritual a heart of an ancient red or brass dragon must be wrapped and stitched into a false flesh made form the skin of fire giant forgecallers. Then a fence made form the rib bones of fire giants and Red or Brass dragons and four fire giant skulls placed true north, true east, true south, and true west in a 60-foot ring around the heart. Ritual marking must be placed in a 30-foot ring around the heart and connect the heart to the skulls via chain like lines, the marking must be made from volcanic ash and or fiery blood. Next for six days Heatwave Weatherman, Storm, and Tempest Bandits must funnel magic and captured fire elementals into the heart to bring the storm to life. The Heart has an AC of 14 and 700 hit points, the Heart has zero movement speed and cannot speak or understand languages. The Heart is immune to Fire damage and is a construct. In a 30-foot radius of the Heart the area is burning hot, any creature that is not resistance or immune to fire damage must make a Constitution saving throw DC 16 or take 12 fire damage on a failed saved or half as much on a successful save. If the Heart is damaged all creatures with connections to fire and heat become aware that it is being attacked and will try to defend it.
Monsoon. The area within a 6-mile radius of the ritual become windy and wet, hurricanes have begun to form with in the inner 3 miles of the of the storm. The area within the storm's radius becomes obscured by wind and rain that becomes stronger and heavier the closer to the storm's heart, the area is under the effects of Strong Wind and Heavy Precipitation. The temperature becomes tropical, regardless of the environment. Thunderstorms are constant, darkening the sky and causing rapid, powerful lightning strike that may strike creatures caught within the storm (At DM's discretion, all creatures must roll a d20 on a 1-10 the creature is stuck with lightning, on a 11-20 the lightning strikes near them, a creature made of metal, flying, is large or bigger (standing alone), or is wearing metal/holding metal above their head has -5 to the roll per condition; creatures that fail must make a Dexterity saving throw (DC 16) on a failed save the creature takes 8d6 (28) lightning damage or half on a successful save. In areas of solid ground sinkholes lay in the eroded ground hidden by mist and fog, the sink holes can be spotted by a DC 20 Wisdom (perception) check. If a creature steps on the thin crust covering the sinkhole must succeed on a DC16 Dexterity saving throw or fall 1d8x15 feet into the sinkhole. In area of sand quicksand can appear. 2.85-miles out form the storm's heart the wind has become strong enough to lift objects and throw them around. Trees are uprooted and hurled around, building without foundation follow suit, causing extra danger to those within the storm. Creatures not used to the weather may be in a state of panic and or aggression, some while attempt to cling on to people. 4-miles into the storm flash floods may occur at any time requiring creature to seek higher ground. In areas already flood aquatic creatures and elementals brought in by the floods may attack those caught in the water. Thick mud will cause difficult terrain for those passing through. Creatures with connections to storms and water are drawn to the storm. To start the ritual a heart of an ancient blue or bronze dragon must wrapped and stitched into a false flesh made from the skin of a storm giant tempest caller. Then a fence made form the rib bones of storm giants and blue or bronze dragons and four skulls of storm giants must be placed true north, true east, true south, and true west in a 60-foot ring around the heart. Ritual marking must be put in a 30-foot radius around the heart and link the heart with chain like lines connecting the heart to the skulls, the markings must be done is the ash of lightning struck wood, lightning stuck sand, copper shaving, gold shaving, and or eclectic blood. Then for six days Monsoon, Storm, and Tempest Bandits must funnel magic and captured storm elementals into the heart to bring the storm to life. The Heart has an AC of 15 and 690 hit points, the Heart has zero movement speed and cannot speak or understand languages. The Heart is immune to lightning damage and is a construct. In a 30-foot radius of the Heart the area is affected by strong winds posing disadvantage on ranged attacks against the heart. Any creature that enters the area or ends their turn in the radius must succeed on a DC 18 Strength (Athletics) saving throw or roll a d20; on 11-20 they are knocked prone, on a 1-10 they are knocked prone and thrown out the radius. If a creature hits the Heart with a metal melee weapon, they take 5 lightning damage. If the Heart is damaged all creatures with connections to storms, water, and lightning become aware that it is being attacked and try to defend it.
Blizzard. The area within a 6-mile radius of the ritual becomes cold and frozen, large glaciers begin to form with in the inner 2.5 miles of the storm. The area within the radius becomes 0*F and lower closer to the Storm Heart, regardless of the environment, the area within the radius is under the effects of extreme cold and creatures without resistances or immunity to cold damage have disadvantage on Strength and Dexterity checks. All water is freezing cold and may be frozen over in thicker sheets of ice the closer the source is to Storm's Heart. Freezing rain pours down constantly in the outer 1.73-miles of the storm's radius, the entire area is prone to hailstorms (1-13 Hail, 14 or above no Hail, hail last for 6 hours at time, the roll happens every 4 to 6 hours) [roll]1d20[/roll], 4.27 miles into the radius is in an endless blizzard. Thick, cold fog obscurers the entire 6-mile area, becoming thicker closer to the Storm's Heart, the area is under Heavy Precipitation due to snow fall. Closer to the Storm's Heart walls of ice begin to form; the ice walls are 6-ins thick and 10 feet long, it has an AC of 5 and 15 hit points, vulnerably to fire damage, and immunity to cold, acid, necrotic, poison, and psychic damage. The area with the inner 4.5 miles is covered in spots of slippery ice making it difficult terrain. The sky is darkened by the intense blizzard. Creatures with connection to ice and the cold are drawn to the storm. To start the ritual a heart of an ancient white or sliver dragon must be wrapped and stitched into a false flesh made from the skin of frost giant ice shapers. Then a fence made from rib bones of frost giants and White or Sliver dragons and four skulls of frost giants placed true north, true east, true south, and true west placed in a 60-foot ring around the heart. Ritual markings must be placed in 30-foot ring around the heart and link the heart to the skulls via chain like lines, the markings must be made with ice or chilly blood. Next for six days Blizzard Weatherman, Strom, and Tempest Bandit must funnel magic and captured ice elementals into the heart to bring it to the storm to life. The Heart has an AC of 22 and 459 hit points, the Heart has zero movement speed and cannot speak or understand languages. The Heart is immune to cold damage and is a construct. In a 30-foot radius of the Heart the area is slippery ice, any creature that is not resistance or immune to cold damage must make a Dexterity (Acrobatics) saving throw DC 18 or move until they hit something and fall prone on a failed saved or move additional 10 feet on a successful save. If they hit a creature, it must make a Strength (Athletic) saving throw DC 18; if they succussed, they don't move or fall prone as well, if they fail, they fall prone and move until they hit something with the first creature, If the Heart is damaged all creatures with connections to ice and cold become aware that it is being attacked and try to defend it.
Multi-Attack. The Bandit Barbarian can make two actions.
Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) Slashing damage. Attack: [roll]1d20+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d6, 4{1d6}.expand()))+3[/roll]
Longbow. RangedWeapon Attack: +5 to hit, range 150/300 ft., 1 target. Hit: 9 (1d8 + 5) Piercing damage.Attack: [roll]1d20+5[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 4{1d8}.expand()))+5[/roll]
or
Heavy Crossbow. RangedWeapon Attack: +5 to hit, range 100/400 ft., 1 target. Hit: 8 (1d10 + 3) Piercing damage.Attack: [roll]1d20+5[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d10, 4{1d10}.expand()))+3[/roll]
Maul (Mauler Bandit (Non-Raging) Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) Bludgeoning damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d6, 4{2d6}.expand()))+5[/roll]
Bite (Mauler Bandit Only). When the Mauler Bandit deals damage with their bite, they gain 8 hit points, if the target has blood, or is Undead with rotting blood in their veins. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) Piercing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 4{1d8}.expand()))+5[/roll]
Claws (Mauler Bandit Only). The Mauler Bandit makes two of attacks with their claw as a part of the same action. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) Slashing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d6, 4{1d6}.expand()))+5[/roll]
Tail (Mauler Bandit Only). Melee Weapon Attack: +8 to hit, reach 10 ft., # target. Hit: 9 (1d8 + 5) Piercing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 4{1d8}.expand()))+5[/roll]
Magic Awareness (Chaos Bandit Only). Until the end of the Chaos Bandits next turn, they know the location of any spell or magic item within 60 feet of the Chaos Bandit that is not behind total cover. When the Chaos Bandit sense a spell, they learn which school of magic it belongs to.
Scythe (Spirit Guard Bandit Only). Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) Slashing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d8, 2{2d8}.expand()))+5[/roll]
Chain Sickle (Spirit Guard Bandit Only). Melee Weapon Attack: +10 to hit, reach 35 ft., 1 target. Hit: 7 (1d4 + 5) Slashing damage. On a hit the target must succeed on a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check or be dragged within 5 feet of the Spirit Guard Bandit. Attack: [roll]1d20+10[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d4, 4{1d4}.expand()))+5[/roll]
Morningstar (Spike Thief Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) Piercing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 4{1d8}.expand()))+5[/roll]
Dwarven Spike (Spike Thief Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) Piercing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d6, 4{1d6}.expand()))+5[/roll]
Greatsword (Berserker Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) Slashing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d6, 4{2d6}.expand()))+5[/roll]
Greatclub (Berserker Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) Piercing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 4{1d8}.expand()))+5[/roll]
Rock Club (Towering Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 18 (3d8 + 5) Bludgeoning damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 3d8, 4{3d8}.expand()))+5[/roll]
Shield (Towering Bandit Only). The Towering Bandit has additional +2 to their AC until the next turn.
Rifle (Weatherman Bandit Only). RangedWeapon Attack: +7 to hit, range 80/240 ft., 1 target. Hit: 12 (1d12 + 4) Piercing damage. Reload (8 shots) Attack: [roll]1d20+7[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d12, 4{1d12}.expand()))+4[/roll]
Scimitar (Heatwave Weatherman Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d6 + 5) Slashing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d6, 4{1d6}.expand()))+5[/roll]
Trident (Monsoon Weatherman Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) Piercing damage. Thrown (20/60). Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 4{1d8}.expand()))+5[/roll]
Wood Cutting Axe (Blizzard Weatherman Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 5) Slashing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d12, 4{1d12}.expand()))+5[/roll]
Reenforced Net (Beast Bandit Only). Ranged Weapon Attack: +12 to hit, range 10/30 ft., 1 target. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 25 slashing damage to the net (AC 12) also frees the creature without harming it, ending the effect and destroying the net. [roll]1d20+12[/roll]
Claw (Beast Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) Slashing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d6, 4{2d6}.expand()))+5[/roll]
Greathammer ("Divine" Fury Bandit). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) Bludgeoning damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d6, 4{2d6}.expand()))+5[/roll]
Brass Knuckles ("Divine" Fury Bandit). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) Bludgeoning damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d6, 4{1d6}.expand()))+5[/roll]
Glaive (Chaos Bandit). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11 (1d10 + 5) Slashing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d10, 4{1d10}.expand()))+5[/roll]
Blunderbuss (Chaos Bandit). RangedWeapon Attack: +7 to hit, range 25/50 ft., 1 target. Hit: 13 (2d8 + 4) Piercing damage. Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw DC 16 or suffer 1d8 fire damage. Misfire 1-8. Attack: [roll]1d20+7[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d8, 4{2d8}.expand()))+4[/roll]
The Bandit Barbarian has two bonus actions if the sub type can use them.
Spiked Bash (Spike Thief Bandit Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d4 + 6) Piercing damage. Attack: [roll]1d20+8[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d4, 4{1d4}.expand()))+6[/roll]
Charge (Spike Thief Bandit Only). The Spike Thief Bandit can take the dash action as a bonus action.
Dash (Beast Bandit (Eagle I) Only). The Beast Bandit can take the dash action as a bonus action.
Push (Beast Bandit (Wolf III) Only). While raging, the Beast Bandit can use a bonus action on their turn to knock a Large or smaller creature prone, when the Beast Bandit hits it with a melee weapon attack.
Zealous Presence ("Divine" Fury Only) (2/Day). As a bonus action, the "Divine" Fury can choose up to ten creatures of their choice within 60 feet, that can hear them advantage on attack rolls and saving throws until the start of their next turn.
Spirit Shield (Spirit Guard Bandit Only). While raging and an allied creature that the Spirit Guard Bandit can see within 30 feet is harm the Spirit Guard Bandit can use their reactions to reduce the damage by (12) 4d6. [roll]4d6[/roll].
Unstable Backlash (Chaos Bandit Only). When the Chaos Bandit takes damage or fails a saving throw while raging, they can use their reaction to roll on a Wild Magic table (DM's choice).
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Bulk and Brawn
The Bandit Barbarians make up much the Bandit Empire's frontline strength. With a powerful physical form and no fear for death, Bandit Barbarians are typically the first of the Bandit forces to engage combat. Evidence suggests that these bandits owe their physical strength, speed, and rage form heavily chemical abuse put on them by the Bandit Lords that own them. The chemicals however seem to reduce brain function and cause brain damage; the evidence for this theory comes examinations on the brains of dead Bandit Barbarians, where the brain was intensely damaged in parts of the by chemical and surgical means.
Characteristics
The Bandit Barbarians are incredibly loyal to the Bandit Empire, practically the Bandit Lords and the Bandit Emperor. However, when in battle Bandit Barbarians will not try to avoid hitting a fellow grunt if they are in the way of an attack. Bandit Barbarians are typical the first out in battle and last on the Bandit's hierarchy line, typically treated as nothing more war beast trained to do as just as they are told. The Bandit Barbarians, similar to other Bandit Grunts, have no memory of their life before service Bandit Empire. They have no memory of their name, their family, or their past.
Physically Deformed and Mutilated
The Bandit Barbarians, like all grunt bandits, are physically deformed. While these deformities were generally assumed to be untreated or poorly treated battle wounds; "completely legal" psychic probing, that definitely does not involve an undead Mind Flayer head and artificer machinery have revealed that these wounds are caused by Bandit Lords themselves in order to tell different classifications apart. The surgeries used on the bandits are done while they are still conscious and without numbness These deformities differ from different sub types.
Spirit Guard. The skin of the Spirit Guard Bandit is pale and cold, their eyes sunken, and their mouth stitched closed and filled with sorrow. Scars cover the back of these bandits and parchment with symbols of necromancy nailed into their chest. The chain of the sickle is hidden within their palm and through their arm, the removal of this chain causes the Spirit Guard immense pain and often death days later. The Spirits summoned by the Spirit Guard are the enslaved souls of those killed by the bandit, they can only be free after the Spirit Guard is dead or the parchments are burned to dust. Spirit Guard Bandits will often dress in clothes fashioned form the skin from the bodies of theses souls. Spirit Guard Bandits often go out their way to target humanoids with abnormal features for the sake of fashion.
Spike Thief. The Spike Thief appears normal when compared to other bandits. The only way to tell that they are bandits is by yellowish orange eyes and broken pupils, horrible smell, and lack of knowledge about dwarven history, unless they are not dwarf. It becomes painfully obvious that the Spiked Armor the Spike Thief wears has been stolen because it either too small or too large for the bandit. Closer inspection to the armor reveals that the armor is nailed into the bandit with long hooked stakes, to keep the Spike Thief in the armor at all times. Spike Thieves will try to convince people that they are normal dwarves even if they are not a dwarf. To better blend in among non-Dwarf Spike Thieves will cut the beards off of fallen dwarves, this tactic is generally unsuccessful.
Mauler. The Mauler Bandit is one of the most terrifying sub types of Bandits. Their yellowish orange eyes, and broken pupils being the last thing people have seen. The brains of the Maulers are more damaged than other Bandit Barbarians. Large portions of the brain have been destroyed by constant drug abuse and parasites. The skin around the head and face, particularly around the maw, hands and lower back have begun to peel away leaving large patches of exposed flesh. Over time Maulers will become fully skinless; this however only increases their rage. A fully skinless Mauler Bandit has an AC of 8, Strength Total and Dexterity Total of 30, Intelligence Total of 1, Wisdom Total of 3, 350 hit points, resistance to all damage types but physic, Immunities to being Charmed or Frightened, three exhaustion points, and is constantly raging.
Berserker. Scars litter the body of the Berserkers. The yellowish orange eyes hidden by constant twitching. The mouth of the Berserkers is constantly foaming with salvia. Their teeth have been broken, shatter, and split. Berserker Bandits have the lowest lifespan of all bandits.
Towering. While not raging, Towering Bandits have saggy skin. However, while raging their skin appears stretched out, ripping in certain areas. The Towering Bandit have been mutilated in ways to mimic the abnormalities found on some types of giants, particularly lesser giants.
Heatwave Weatherman. The skin of the
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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