Spell Switch (Book Bandit). The Book Bandit can use the spell sheets that are nailed into them to switch the damage type of a spell with the damage type of another spell they know, as a no-action.
Hypnosis (Hypno Bandit). The Hypno Bandit can use their soft words and enchanting gaze to magically enthrall another creature. As an action, choose one creature that the Hypno Bandit can see within 5 feet of you. If the target can see or hear them, it must succeed on a Wisdom saving throw (DC 13) or be charmed by the Hypno Bandit until the end of their next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, they can use their action to maintain this effect, extending its duration until the end of their next turn. However, the effect ends if they move more than 5 feet away from the creature, if the creature can neither see nor hear them, or if the creature takes damage.
Tactical Wit (Arcane Soldier Only). The Arcane Soldier Bandit has a +3 bonus to their initiative rolls.
Made for War (Arcane Soldier Only). The Arcane Soldier has a +3 to their AC and a +15 to their Hit Points.
Adjust Density (Gravity Bandit Only). As an action, the Gravity Bandit can alter the weight of 3 objects or creatures they can see within 30 feet of them. The object or creature must be Large or smaller. The targets' weight is halved or doubled for up to 1 minute. While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
Lighter than Air (Gravity Bandit Only). The Gravity Bandit's walking speed is 0 ft, but their flying speed is 40 ft.
Portent (Sight Bandit Only). At the start of each battle, the Sight Bandit rolls three d20s and records the number. These numbers can replace any attack roll, saving throw, or ability checks made by the Sight Bandit or another creature they can see. The Sight Bandit can do this before or after the roll. This ability recharges at the next dawn.
Grim Harvest (Necro Bandit Only). When the Necro Bandit deals damage to a creature with a level one or higher spell slot, they can regain a number of hit points equal to twice the spell's level or three times the spell's level if it was a necromancy spell. The Necro Bandit does not benefit from killing undead or constructs.
Benign Transposition (Summoner Bandit Only). As an action, the Summoner Bandit can teleport to an unoccupied space that they can see or switch places with a willing creature within 30 feet.
Alchemic Stone (Alchemist Bandit Only). The Alchemist Bandit has a strange stone that gives them the following abilities. When the Alchemist Bandit is reduced to 0 hit points, the stone explodes, killing the Alchemist Bandit and dealing 2d4 fire damage to creatures within a 5-foot radius on a failed Dexterity Saving throw (DC 13) or none on a success.
- The Alchemist Bandit gains an additional 60 feet of Darkvision.
- Their Speed increases by 10 feet.
- They have Proficiency in Constitution saving throw.
- They have resistance to either acid, cold, fire, lightning, or thunder damage.
POTIONS (Alchemist Bandit Only). As an action, the Alchemist Bandit can throw (30/45 feet) or drink a potion at random. The deal's effect on either the target or the Achemist Bandit, regardless of what it does. The Alchemist Bandit does not know what they have thrown or drunk until the effects kick in. On death, 1d4 four random and unlabeled potions can be picked up from them.
Master of Illusions (Deception Bandit Only). The illusions created by the Deception Bandit have sound, images, smell, and temperature. They can also hijack other people's illusions. The DC to see through their illusions is 18. The Deception Bandit adds Minor Illusion, Dancing Lights, Illusory Script, Silent Image, Arcanist's Magic Aura, and Magic Mouth to their spell list.
Bladesong (Dancing Bandit Only). As a bonus action, the Dancing Bandit can start their Bladesong, which lasts for one minute. The effect ends early if they are incapacitated. The Dacing Bandit can do this 2 times per day.
- The Dancing Bandit gains a bonus +5 to their AC.
- The Dancing Bandit's walking speed increases by 10 feet.
- The Dancing Bandit has advantage on Dexterity (Acrobatics) checks.
- The Dancing Bandit gains a bonus +3 to any Constitution saving throw they make to maintain their concentration on a spell.
Chronal Shift (Time Bandit Only). As a reaction, after the Time Bandit or a creature they can see within 30 feet of them makes an attack roll, an ability check, or a saving throw, the Time Bandit can force the creature to reroll. The Time Bandit makes this decision after they see whether the roll succeeds or fails. The target must use the result of the second roll. The Time Bandit can do this twice per day.
Temporal Awareness (Time Bandit Only). The Time Bandit adds their Intelligence modifier to their initiative rolls.
Sculpt Spells (Evoker Bandit Only). The Evoker Bandit chooses 1 + the spell's level creatures to protect them from the spell's damage.
Arcane Ward (Warding Bandit Only). The Warding Bandit has a magical shield that has 12 hit points. If the Warding Bandit takes damage, the shield takes damage instead, so long as it has at least 1 hit point. When the Warding Bandit casts an Abjuration spell of 1st level or higher, the shield gains another 12 hit points.
Spell Casting. The Wizard Bandit has a spell attack of +5 and a Spell Save DC of 13.
At Will. Acid Splash, Blade Ward, Booming Blade, Chill Touch, Fire Bolt, Frostbite, Green-Flame Blade, Gust, Infestation, Lightning Lure, Mind Sliver, Poison Spray, Ray of Frost, Shocking Grasp, Sword Burst, Thunderclap, Toll the Dead, and True Strike.
4/day. Burning Hands, Cause Fear, Charm Person, Chromatic Orb, Color Spray, Detect Magic, Disguise Self, Distort Value, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Floating Disk, Fog Cloud, Grease, Hideous Laughter, Ice Knife, Magic Missile, Mage Armor, Ray of Sickness, Shield, Snare, and Thunderwave.
3/day. Acid Arrow, Aganazzar's Scorcher, Alter Self, Arcane Lock, Blindness/Deafness, Blur, Crown of Madness, Darkness, Dust Devil, Enlarge/Reduce, Flaming Sphere, Gust of Wind, Hold Person, Invisibility, Knock, Mind Spike, Mirror Image, Binding Ice, Scorching Ray, Shadow Blade, Shatter, Snowball Swarm, Mind Whip, and Web.
1/day. Dispel Magic (Book Bandit), Enemies Abound (Hypno Bandit), Conjure Cannonball (Arcane Soldier), Lightning Bolt (Gravity Bandit), Clairvoyance (Sight Bandit), Animate Dead (Necro Bandit), Summon Shadowspawn (Summoner Bandit), Fly (Alchemist Bandit), Major Image (Deception Bandit), Fear (Deception Bandit), Haste (Time Bandit), Slow (Time Bandit), Lightning Bolt (Evoker Bandit), Fire Ball (Evoker Bandit), and Counterspell (Warding Bandit).
Multi-attack. The bandit wizard makes two attacks, using a weapon and a spell in any combination. To cast two spells in a turn, the second spell must be a lower-level spell than the first, unless the first spell was a cantrip.
Quarterstaff. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Radiant damage.
Longsword (Arcane Soldier and Dancing Bandits). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Radiant damage.
Bladesong (Dancing Bandit Only). As a bonus action, the Dancing Bandit can start their Bladesong, which lasts for one minute. The effect ends early if they are incapacitated. The Dacing Bandit can do this 2 times per day.
- The Dancing Bandit gains a bonus +5 to their AC.
- The Dancing Bandit's walking speed increases by 10 feet.
- The Dancing Bandit has advantage on Dexterity (Acrobatics) checks.
- The Dancing Bandit gains a bonus +3 to any Constitution saving throw they make to maintain their concentration on a spell.
Arcane Deflection (Arcane Soldier). When hit by an attack or a failed saving throw, the Arcane Soldier can use their reaction to gain a +2 bonus to their AC against that attack or a +4 bonus to that saving throw.
Description
Book Bandit. Regardless of race, the Book Bandit has yellowish-orange eyes with shattered pupils. Head to toe, the Book Bandit is covered in spell sheets, nailed into their skin, and various runes carved into their skin. Book Bandits tend to terrorize libraries and studies to stitch and nail pages of books into themselves to gain their information. Book Bandits lose their knowledge if the page containing it is removed from their body.
Hypno Bandit. Other than their yellowish-orange eyes with shattered pupils, the Hypno Bandit looks perfectly normal. Unlike the rest of the Bandits Grunts that are disfigured and or mutilated, the Hypno Bandit appears quite handsome and wearing fine, colorful suits with a mask that draws attention to their eyes. These Bandits Grunts are modified with surgery to be as handsome and charming as possible, giving them an unnatural look. They are often given away by their jealousy of other good-looking creatures and will not hesitate to kill them in cold blood.
Arcane Soldier Bandit. Emotionless and uncaring of the world around, the Arcane Soldier Bandit is considered a perfect soldier. Wounded parts of the Arcane Soldier have been converted into raw magic. The Arcane soldier is slowly fading away into a weak spirit of the ethereal plane.
Gravity Bandit. Tall and thin, the Gravity Bandit is all skin and bone. Their head is abnormally swollen, and their eyes are bulging out of their skull.
Sight Bandit. The Sight Bandit is garbed with eyes of various creatures. There are giant eyes that float around the Sight Bandit; they open when the three d20 rolls happen and close when they are used, giving away how many they have used or still have.
Necro Bandit. The Necro Bandits look and dress like a lich, but they have nowhere near the power.
Summoner Bandit. Summoner Bandits seek to be the very best summoners in the lands by seeking out and killing other summoners. For some reason, they have a limit of six summons.
Alchemist Bandit. Alchemist Bandits wear goggles and long white coats; they have suffered multiple injuries from their experiments, but show no plans to change their methods.
Deception Bandit. Deception Bandits work to deceive the masses and make the Bandits seem more powerful than they appear.
Dancing Bandits. Dancing Bandits never stop dancing, because they can't.
Time Bandits. The Time Bandit likes to steal clocks and wear grandfather clock costumes.
Evoker Bandits. The Evoker Bandits are badly burned due to casting Fireball at every problem.
Warding Bandits. The Warding Bandits are deeply suspicious and always paranoid. No one has ever seen what they look like because they wear lots of ineffective armor.
Comments