Powerful strikes. The Bandit Master can add an additional die of damage to his attacks.
Reckless Attack. At the beginning of his turn, the berserker gains advantage on all attack rolls with melee weapons that turn, but attack rolls against him have advantage until the start of his next turn.
Superiority. When the Bandit Master reduces a creature to 0 hit points, his speed increases by 3m for the combat round.
Multi-attack. Barney can make 2 attacks as an attack action.
Two-handed sword. +8 to hit, 2m range, 3d6+5 bludgeoning damage.
Throwing axe. +8 to hit, 6/18m range, 2d6+5 slashing damage.
Combat attack whirlwind (charge 6). The bandit master moves 30 feet toward a creature without getting an attack of opportunity. All creatures in this move within 5 feet of the bandit master must make a Dexterity saving throw vs. 16 or become prone and take 3d6+5 slashing damage; if they succeed on the save, they take half. The targeted creature gets an attack from the bandit master and an additional +1d6 slashing damage.
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