"Divine" Sense. The Bandit Paladin knows the location of any celestial, fiend, or undead within 60 ft of them that is not behind total cover.
Healing Pool. The Bandit Paladin has a healing pool of 30 hit points. As an action, they can heal themselves or an ally using the hit points in their healing pool.
Smites. The Bandit Paladin can use either melee or ranged weapons for smite.
Channel Divinity. The Bandit Paladin can use their channel Divinity once per day. The options depend on the type of Bandit Paladin.
- Phantom Sea (Sea Bandit). As an action, the Sea Bandit can create a thick cloud of whispering, semi-glowing fog that surrounds them for 20 feet in all directions. The fog moves with the Sea Bandit and makes the area heavily obscured. The Sea Bandit and each creature within five feet of the Sea Bandit instead treat the area as lightly obscured. The fog lasts for 10 minutes, spreading around corners. The fog can be dispersed by the Sea Bandit, Strong Winds, or anti-magic.
- Wrecked Tides (Sea Bandit). As a bonus action, the Sea Bandit can summon deadly tides for 1 minute. Whenever the Sea Bandit makes a weapon attack, they can choose to push the target 10 feet away from the Sea Bandit. If the target is pushed into an obstacle or another creature, both creatures take 4 bludgeoning damage.
- Watcher's Will (Watching Bandit). As an action, the Watching Bandit can choose 3 creatures that they can see within 30 feet of them, giving them an advantage on Intelligence, Wisdom, and Charisma saving throws.
- Abjure the Extraplanar (Watching Bandit). As an action, the Watching Bandit can stare at each aberration, celestial, elemental, fey, or fiend within 30 feet of them that can see or sense the Watching Bandit must make a Wisdom saving throw (13). On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turn trying to move as far away from the Watching Bandit as possible, and it cannot end its turn within 30 feet of the Watching Bandit. For its action, it can only use the Dash action or try to escape an effect that prevents it from moving. If there is nowhere to move, the creature can take the Dodge action.
- Control Undead (Bone-Breaker Bandit). As an action, the Bone-Breaker Bandit targets one undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw (DC 13). On a failed save, the target must obey the Bone-Breaker Bandit's commands for the next 24 hours, or until the Bone-Breaker uses another Channel Divinity. PCs can attempt the saving throw again at the start of every turn. An undead whose challenge rating is equal to or greater than 3.
- Dreadful Aspect (Bone-Breaker Bandit). As an action, the Bone-Breaker Bandit can let loose a burst of necrotic energy. Each creature of the Bone-Breaker Bandit's choice within 30 feet of the Bandit must make a Wisdom saving throw if it can see the Bone-Breaker Bandit. On a failed save, the target is frightened of the Bone-Breaker Bandit for 1 minute. If a creature is frightened by this effect and ends its turn more than 30 feet away from Bone-Breaker Bandit, it can attempt another Wisdom saving throw to end the effect on it.
- Abjure Enemy (Knight Bandit). As an action, the Knight Bandit can choose a creature within 60 feet of them that they can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
- Vow of Enimy (Knight Bandit). As a bonus action, the Knight Bandit can choose a creature they see within 10 feet of them; the Knight Bandit gains advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
- Peerless Athlete (Glory Bandit). As a bonus action, the Glory Bandit gains advantage on Strength and Dexterity saving throws, the ability to lift, carry, push, and drag twice as much weight as normal, and their walking speed, long jumps, and high jumps are increased by 10 feet.
- Inspiring Smite (Glory Bandtit). Immediately after dealing damage with any smite, the Glory Bandit can use a bonus action to distribute 2d8 + 4 temporary hit points to creatures of their choice within 30 feet of the Glory Bandit, including the Glory Bandit, divided among them however the Glory Bandit decides.
- Emissary of Peace ("Peace" Bandit). The "Peace" Bandit can use a bonus action to grant themselves a +5 bonus to Charisma checks for the next 10 minutes.
- Rebuke the Violent ("Peace" Bandit). Immediately after an attacker within 30 feet of the "Peace" Bandit deals damage with an attack against a creature other than the "Peace" Bandit, they can use their reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
- Nature's Wrath (Horned Bandit). As an action, the Horned Bandit can cause spectral vines to spring up and reach for a creature within 10 feet of the Horned Bandit that they can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself, and the vines vanish.
- Turn the Faithless (Horned Bandit). As an action, each creature that is not a construct or undead within 30 feet of the Horned Bandit that can hear them must make a Wisdom saving throw (DC 13). On a failed save, the creature is turned for 1 minute or until it takes damage. A turn creature must spend its turns trying to move as far away from the Horned Bandit as it can, and it can't willingly move within 30 feet of the Horned Bandit. It can not take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
- Sacred Weapon (White Knight Bandit Only). As an action, the White Knight Bandit's weapon deals radiant damage, and the White Knight Bandit adds a +3 to attack rolls made with that weapon. The weapon also sheds bright light for a radius of 20 feet and dim light for an additional 20 feet. This effect lasts for 1 minute.
- Turn the Unholy (White Knight Bandit Only). As an action, each creature that is not a Bandit within 30 feet of the White Knight Bandit that can see or hear them must make a Wisdom saving throw (DC 13). On a failed save, the creature is turned for 1 minute or until it takes damage. A turn creature must spend its turns trying to move as far away from the White Knight Bandit as it can, and it can't willingly move within 30 feet of the White Knight Bandit. It can not take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action.
- Conquering Presence (Iron Fist Bandit Only). As an action, the Iron Fist Bandit can force each creature of their choice that they can see within 30 feet of them to make a Wisdom saving throw. On a failed save, a creature becomes frightened of the Iron Fist Bandit for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Guided Strike (Iron Fist Bandit Only). When the Iron Fist Bandit makes an attack roll, they can gain a +10 bonus to the roll.
Sea Spells (Sea Bandit Only). The Sea Bandit adds Grease and Water Bullet to their spells.
Watching Spells (Watching Bandit Only). The Watching Bandit adds Alarm and Detect Magic to their spells.
Bone-Breaker Spells (Bone-Breaker Bandit Only). The Bone-Breaker Bandit adds Hellish Rebuke and Inflict Wounds to their spells.
Knight Spells (Knight Bandit Only). The Knight Bandit adds Bane and Hunter's Mark to their spells.
Glory Spells (Glory Bandit Only). The Glory Bandit adds Guiding Bolt and Heroism to their spells.
Peace Spells ("Peace" Bandit Only). The "Peace" Bandit adds Sanctuary and Sleep to their spells.
Horned Spells (Horned Bandit Only). The Horned Bandit adds Ensnaring Strike and Speak with Animals to their spells.
White Knight Spells (White Knight Bandit Only). The White Knight Bandit adds Protection from Evil and Good and Sanctuary to their spells.
Iron Fist Spells (Iron Fist Bandit Only). The Iron Fist Bandit adds Armor of Agathys and Command to their spells.
Spell Casting.
At Will. Light, Resistance, Toll the Dead, and Sacred Flame.
3/Day. Create or Destroy Water, Divine Smite, Searing Smite, Thunderous Smite, Wrathful Smite, Expeditious Retreat, Bless, Command, Compelled Duel, Cure Wounds, Divine Favor, and Shield of Faith.
Eyeball Club (Watching Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (2d4 + 3) Bludgeoning damage.
Bone Maul (Watching Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 9 (2d6 + 3) Bludgeoning damage.
Shiny Greatsword (Knight Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 9 (2d6 + 3) Slashing damage.
Antler Spear (Horned Bandit). Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Piercing damage.
Winged Glaive (White Knight Bandit). Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.
Iron Fist (Iron Fist Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (2d4 + 3) Bludgeoning damage.
Trident (Sea Bandit). Ranged Attack Roll: +5, range 20/60 ft. Hit: 7 (1d8 + 3) Piercing damage. On a hit or miss, the Trident returns to Sea Bandit.
Shielded Gatling Gun (Glory Bandit). Ranged Attack Roll: +5, range 60/240 ft. Hit: 9 (2d6 + 3) Piercing damage.
Shielded Cannon ("Peace" Bandit). Ranged Attack Roll: +5, range 100/400 ft. Hit: 11 (2d8 + 3) Fire damage.
Description
Sea Bandit. Their skin is blue and bloated, their lungs are constantly filled with seawater, yet they still live. They are covered with aquatic vegetation and have semi-aquatic wildlife crawling around and inside them. The Sea Bandit's armor and shield are made from broken ship parts.
Watching Bandit. Their shield and armor are covered in eyes. The Watching Bandit grows eyes in every orifice, ex., their mouth, their nostrils, and their ear channels.
Bone Breaker Bandit. The Bone-Breaker Bandit is lacking all skin and muscle, rendering them a skeleton, but not an undead creature. Their armor and weapons are made of the bones of both their victims and fallen bandits.
Knight Bandit. Knight Bandits are the most loyal of the Bandit grunts. Through thick and thin, they protect the generals, warlords, and the emperor of the Bandits' legion. Their equipment is enchanted to always be shiny.
Glory Bandit. Glory Bandits are incredibly narcissistic. The Glory Bandit has had multiple plastic surgeries and takes toxic amounts of steroids to look strong and beautiful. The Glory Bandits look down on those they consider weak or ugly and will hurl insults with every attack.
"Peace" Bandit. "Peace" Bandits wear tight-fitting spadex around most of their bodies, leaving only eye holes and a mouth hole. Their suit is colored and designed after the Bandit Empire's flag, with the emblem of the Bandit Lord they work for on their chest. The "Peace" Bandit works to liberate and bring peace to areas not under the Bandit's control, through various forms of terrorism.
Horned Bandit. The Horned Bandits attempt to appear as Green Knights, donning green armor and spears made from antlers. Horned Bandits find joy in overhunting and deforestation.
White Knight Bandit. The White Knight Bandit hunts down celestial creatures, partially creatures with white fur or feathers that they use to decorate their armor, giving them their name. Unlike the Knight Bandits, the White Knight Bandits lead expeditions into the upper planes to hunt celestials to sell their parts on the black market.
Iron Fist Bandit. The Iron Fist Bandits ensure that areas under the control of the Bandit Empire remain under their control through any means necessary. The Iron Fist Bandits were the first Bandit grunts to be mass-produced through "investments" in genetic engineering by the Bandits.
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