| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 9 | −1 | −1 |
| CHA | 10 | +0 | +0 |
Semi-Aquatic Fool.
River Bandits gain advantage on swimming checks, but they always smell like wet socks and are vulnerable to soap-based attacks (i.e., Prestidigitation makes them deeply uncomfortable).
Coward’s Reflex.
If reduced to 5 HP or fewer, the River Bandit immediately yells “I SURRENDER!” and attempts to escape. If no escape is available, they will attempt to bribe the nearest enemy with 1d4 copper pieces and an old fishbone necklace.
Rusty Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage and mild regret.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. On a natural 1, the bandit shoots themselves in the foot.
Special Ability – Misplaced Confidence.
Once per long rest, the bandit can attempt an action they have no business attempting (such as swinging from a chandelier, rowing against a current, or negotiating with royalty). This requires a DC 15 skill check, and failure results in hilarious consequences determined by the DM (e.g., falling in the water, getting tangled in their own net, or "accidentally" revealing their gang’s hideout).
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