Unhindered Movement. The Bandit Ranger is unaffected by difficult terrain and strong winds.
Skill Shoot. The Bandit Ranger ignores half cover and three-fourths cover while using a ranged weapon.
Ambusher (Gloom Bandit Only). The Gloom Bandit has an additional +2 to Initiative. At the start of their first turn, their speed increases by 10 ft until the end of their first turn. If the Gloom Bandit attacks on their first turn, they can make one additional attack. If the attack hits, it deals an extra 1d8 damage of the weapon's type.
Fell Runes (Gloom Bandit Only). The Gloom Bandit uses the runes carved into its body to become almost invisible. If the Gloom Bandit can only be seen because of a creature's Darkvision, the Gloom Bandit instead appears invisible and gains the benefits of invisibility. A construct, Gloom stalker Ranger, or a creature with Devil's sight or See Invisibility is unaffected by this ability and can see the Gloom Bandit.
Primeval Awareness (Enslaver Bandit Only). As an action, the Enslaver Bandit can use a spell slot to determine if there are any aberrations, celestials, dragons, elementals, feys, fiends, or undead within 6 miles of the Enslaver Bandit. The Enslaver does not know their location or number.
Enslaved Beast (Enslaver Bandit Only). The Enslaver Bandit has taken over the mind of a beast. The Slave Beast is any Medium Beast of 1/2 CR or lower. The Slave Beast adds a +2 to their AC, attack rolls, damage rolls, and saving throws. When the Slave Beast attacks, the Enslaver can make a melee attack against the same target if in range. The Slave Beast can only attack, except when the Enslaver is reduced to 0 hit points or falls unconscious, in which case the Enslaver Bandit's hold over the beast is ended, and the Beast will attempt to run away.
Gathered Swarm (Swarmer Bandit Only). The Swarmer Bandit can use their swarm to do one of the following when they attack:
- The attack's target takes 1d6 damage from the swarm.
- The attack's target must succeed on a Strength saving throw (DC 13) or be moved by the swarm up to 15 feet in a direction of the Swarmer Bandit's choice.
- The Swarmer Bandit is moved 5 feet in the direction of the Swarmer Bandit's choice.
Draconic Gift (Draco-Warden Bandit Only). The Draco-Warden adds Thamaturgy to their spells and can understand, speak, read, and write Draconic.
False Drake Companion (Draco-Warden Bandit Only). The Draco-Warden has a false drake that uses the Drake Companion stat block. The damage type depends on the biome, and the health is 25. The false drake takes its turn after the Draco-Warden and obeys their commands.
Poacher's Prey (Poacher Bandit Only). The Poacher Bandit can do one of the following, once per turn:
- Colossus Slayer. The Poacher Bandit can deal an extra 1d8 damage type when making a weapon attack against a creature without full hit points.
- Giant Killer. When a Large or larger creature is within 5 feet of the Poacher Bandits and hits or misses them with an attack, the Poacher Bandit can use their reaction to attack the creature, if the Poacher Bandit can see the attacker.
- Horde Breaker. When the Poacher Bandit lands a hit against a creature with a weapon attack, they can make another weapon attack against a different creature within 5 feet of the first.
Detect Portal (Plane Bandit Only). The Plane Bandit knows the location of any planar portal within 1 mile of them.
Planar Warrior (Plane Bandit Only). As a bonus action, the Plane Bandit can choose one creature within 30 feet of them. The next time the Plane Bandit hits that creature with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.
Dreadful Strikes (Mind-Scarrer Bandit Only). The Mind-Scarrer Bandit's attacks deal an additional 1d4 psychic damage.
Hunter's Sense (Anti-Magic Bandit Only). Three times per battle, the Anti-Magic Bandit can use their action to learn the Immunities, Resistances, and Vulnerabilities of a creature within 0 feet of them that they can see.
Slayer's Prey (Anti-Magic Bandit Only). As a bonus action, the Anti-Magic Bandit can choose a creature they can see within 60 feet, and deal an extra 1d6 of the weapon's damage on the first hit of each turn.
Spell Casting. The Bandit Ranger has a spell attack bonus of +5 and a spell DC of 13.
At Will. Thorn Whip and Starry Wisp.
3/day. Disguise Self, Rope Trick, Absorb Elements, Alarm, Cure Wounds, Detect Magic, Ensnaring Strike, Entangle, Fog Cloud, Hail of Thorns, Hunter's Mark, Searing Smite, Snare, Zephyr Strike, and Perforating Shot.
Wood Cutter's Axe (Gloom Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
Cat-O-Nine (Enslaver Bandit). Melee Attack Roll: +5, reach 10 ft. Hit: 6 (1d4 + 3) Slashing damage. The Cat-O-Nine can hit all creatures within 5 feet of the target at disadvantage.
Twinblade (Swarmer Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (2d4 + 3) Slashing damage. While attacking, the Swarmer Bandit has a flying speed of 15 feet.
Large Knife (Poacher Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
Scalpel (Mind-Scarrer Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. This attack also has a range of 20/60 feet. The Mind Scarrer Bandit has many scalpels.
Planar Umbrella (Plane Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage.
Mace (Anti-Magic Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage.
Spear (Draco-Warden). Ranged Attack Roll: +5, range 30/90 ft. Hit: 6 (1d6 + 3) Piercing damage. This can also be done as a 10-foot melee attack.
Rifle. Ranged Attack Roll: +5, range 80/240 ft. Hit: 13 (2d10 + 3) Piercing damage.
Hide. The Bandit Ranger can take the Hide action as a bonus action.
Planar Warrior (Plane Bandit Only). As a bonus action, the Plane Bandit can choose one creature within 30 feet of them. The next time the Plane Bandit hits that creature with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.
Slayer's Prey (Anti-Magic Bandit Only). As a bonus action, the Anti-Magic Bandit can choose a creature they can see within 60 feet, and deal an extra 1d6 of the weapon's damage on the first hit of each turn.
Description
Bandit Rangers are the utility and trap experts on the bandits' forces.
Gloom Bandit. Gloom Bandits typically wear dark, hooded robes with a metal mask welded into their muscles and skulls. Mostly always silent, Gloom Bandits stalk their targets for up to five weeks before setting up traps to capture them without notice. Gloom Bandits were once taught to be myth, a creation of the mind of those who taught that they saw the Gloom Bandit's Yellowish-Orange eyes, with broken pupils, staring at them from the shadows.
Enslaver Bandit. Enslaver Bandits are ruthless slave masters who work for the bandits. They control a variety of slaves taken by the bandits.
Swarmer Bandit. The bodies of the Swarmer Bandits have been eaten away by their swarm; they are just skeletons covered by their swarm.
Draco-Warden Bandit. The Draco-Warden steals dragon eggs. They look draconic as well. Their False Drake looks like a small drake; however, they are erratic and have bulging eyes.
Poacher Bandit. The Poacher Bandit hunts rare creatures and only takes the parts they want, leaving the creature to die.
Mind Scarrer Bandit. The brain of the Mind-Scarrer has an exposed brain. The Mind-Scarrer Bandit likes to experiment on the brains of non-material plane creatures.
Anti-Magic Bandit. The Anti-Magic Bandit is just a variant of the Poacher Bandit. But they really hate wizards and make that their personality.
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