Lucky. The Bandit Blood Hunter has 2 luck points, to give advantage on a roll cost 1 point, to give disadvantage on a roll cost 1 point.
Blood Curse. Once per battle the Bandit Blood Hunter can use their specific blood curse. The Bandit Blood Hunter can choose to take 1d4 necrotic damage, unreducible, to amplify the curse.
- Blood Curse of Bloated Agony (Mutant Bandit Only). As a bonus action, the Mutant Bandit can curse a creature that they can see within 30 feet of them, causing its body to swell until the end of the Mutant Bandit's next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks and takes 1d8 necrotic damage if it makes more than one attack during its turn. If amplified, the curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turn, ending the curse on itself on a success.
- Blood Curse of Binding (Ghost Bandit Only). As a bonus action, the Ghost Bandit can attempt to bind a Large or smaller creature they can see within 30 feet of them, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and it can't use reactions until the end of the Ghost Bandit's next turn, as ghostly hand burst from the ground and hold down the creature. If amplified, the curse last for 1 minute and can affect any creature regardless of size. The cursed creature can make a Strength saving throw at the end of each of its turn, ending the curse on itself on a success.
- Blood Curse of Exposure (Profane Bandit Only). When a creature the Profane Bandit can see within 30 feet of it takes damage from an attack or spell, they can use your reaction to temporarily weaken its resilience. Until the end of the target's next turn, it loses resistance to all damage types dealt by the triggering attack or spell (including for that triggering effect). If amplified, the target loses invulnerability to the damage types of the triggering attack or spell but has resistance to those damage types until the end of its next turn.
- Blood Curse of the Marked (Lycan Bandit Only). As a bonus action, the Lycan Bandit can mark a creature that they can see within 30 feet of them. Until the end of the Lycan Bandit's turn, whenever they hit the cursed creature with a weapon they have an active rite, they can roll an additional hemocraft die when determining the extra damage form the rite. If amplified, the next attack roll the Lycan Bandit makes against the target before the end of their turn has advantage.
Crimson Rite. As a bonus action, the Bandit Blood Hunter can take 1d4 necrotic damage, unreducible, to activate their rite, deal an extra 1d4 damage when they make an attack with one of their weapons.
- Rite of the Storm (Mutant Bandit). The extra damage dealt by the rite is lightning damage.
- Rite of the Dead (Ghost Bandit). The extra damage dealt by the rite is necrotic damage.
- Rite of the Oracle (Profane Bandit). The extra damage dealt by the rite is psychic damage.
- Rite of the Roar (Lycan Bandit). The extra damage dealt by the rite is thunder damage.
- Rite of the Dawn (Ghost Bandit Only). The extra damage dealt by the rite is radiant damage. Additionally, the Ghost Bandit has the following benefits while the rite is active, their weapon sheds bright light out to a range of 20 feet, they have resistance to necrotic damage, and when they hit a non-undead or non-construct, they deal a d4 when rolling the extra damage form the rite.
Mutagens (Mutant Bandit Only). The Mutant Bandit has one of the following mutagens at the start of each battle.
- Vermillion: The Mutant Bandit gains an additional use of their blood curse.
- Ice or Fire: The Mutant Bandit has resistance to either fire damage or cold damage, but vulnerability to the one not chosen.
- Unbreakable or Unstoppable: The Mutant Bandit has resistance to either bludgeoning damage or piercing damage, but vulnerability to the one not chosen.
- Aether: The Mutant Bandit gains a flying speed of 20 feet for 1 hour. However, they have disadvantage on Strength checks and Dexterity checks during this time.
Curse Specialist (Ghost Bandit Only). The Ghost Bandit gains an additional use of their Blood Curse and Crimson Rite. In addition, their blood curses can target any creature, whether it has blood or not.
Lycan Transformation (Lycan Bandit Only). The Lycan Bandit has the following benefits:
- Feral Might. The Lycan Bandit has advantage on Strength checks and Strength saving throws and has a +1 bonus to melee damage rolls.
- Resilient Hide. The Lycan Bandit has a resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, they gain a +1 bonus to AC.
- Predatory Strikes. The Crimson Rite can apply to unarmed strikes, can be bludgeoning or slashing damage.
- Bloodlust. If the Lycan Bandit starts their turn with fewer hit points than half their total health, they must succeed on DC 12 Wisdom Saving Throw or move to the nearest creature and attack them.
- Increased Speed. The Lycan Bandit has a walking speed of 45 ft.
Rite Focus (Profane Bandit Only). The Profane Bandit has stolen some power from the Bandit Warlock, their weapon is their spell casting focus, while their crimson rite is active. The Profane Bandit has the one of the following abilities, while the Rite is active, depending on the Bandit Warlock they stole from.
- The Madden Profane Bandit. When the Madden Profane Bandit damages a creature with a weapon for which they have an active crimson rite, that creature glows with faint light until the end of their next turn. For the duration, the creature gains no benefit from any cover or being invisible.
- The Radiance Thief Profane Bandit. As a bonus action, the Radiance Thief Profane Bandit can use their blood curse to heal one creature they can see within 60 feet of them. That creature regains 1d6+4 hit points.
- The Deep End Profane Bandit. The Deep End Profane Bandit can breathe underwater. Additionally, once per turn when they damage a creature with a weapon for which they have a crimson rite active on, the Deep End Profane Bandit can reduce that creature's speed by 10 feet until the start of their next turn.
- The Demonic Profane Bandit. While using their Rite, if they roll a 1 or 2 on a damage die when they roll the extra damage, they can reroll the die and choose either.
- The Elemental Profane Bandit. As a bonus action, the Elemental Profane Bandit can expand a use of a Blood Curse to gain a flying speed of 30 feet for 1 minute.
- The Elder Profane Bandit. When they score a critical hit against a creature, that creature and any other creatures within 10 feet of it are frightened of the Elder Profane Bandit, until the end of their next turn.
- The Fell-Blade Profane Bandit. When the Fell-Blade Profane Bandit successfully target a creature with a blood curse, the Fell-Blade Profane Bandit deals an extra 2 damage while the curse is active.
- The Deathless Profane Bandit. When the Deathless Profane Bandit takes damage, they can use their reaction to halve the damage.
- The Ever-Dying Profane Bandit. When the Ever-Dying Profane Bandit kills a hostile creature, they gain 1d4 hit points back.
Pact Magic (Profane Bandit Only). Spell Save DC 14 and Spell attack modifier +4
At Will. Booming Blade and Green -Flame Blade.
1/Day. Hellish Rebuke
Multi-attack. The Bandit Blood Hunter can make a melee attack and a range attack.
Overgrown Arm (Mutant Bandit Only). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage.
Scythe (Ghost Bandit Only). Melee Attack Roll: +5, reach 5 ft. Hit: 9 (2d6 + 3) Slashing damage.
Predatory Strikes (Lycan Bandit Only). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
Longsword (Profane Bandit Only). Melee Attack Roll: +5, reach 10 ft. Hit: 7 (1d8 + 3) Slashing damage.
Spinal Tap (Mutant Bandit Only). Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Poison damage.
Ghost Shot (Ghost Bandit Only). Ranged Attack Roll: +5, range 30/90 ft. Hit: 7 (1d8 + 3) Necrotic damage.
Heavy Crossbow (Lycan Bandit Only). Ranged Attack Roll: +5, range 100/400 ft. Hit: 8 (1d10 + 3) Piercing damage.
Sawed Off (Profane Bandit Only). Ranged Attack Roll: +5, range 15/45 ft. Hit: 7 (1d8 + 3) Piercing damage.
Predatory Strike (Lycan Bandit Only). The Lycan Bandit can make a Predatory Strike.
Description
Mutant Bandit. The Mutant Bandit barely looks like its former race. One arm has gown incredibly large and the other has shriveled and begun to fire out spinal fluid. The body is twisted with various chimeric body parts growing from it. Most Mutant Bandit are repurposed from failed Beast Bandits.
Ghost Bandit. The Ghost Bandit has become a mostly transparent, light glowing, blue, their major organs are a darker blue, however their skeleton is unaffected. Their eye glows a yellowish orange. Sometimes the Ghost Bandit will appear skin less, rather than transparent. Ghost Bandit prefer to hunt people who have lost a loved one.
Lycan Bandit. The Lycan Bandit looks like some form of lycanthrope modified with machinery that keep injecting a serum into it to keep it transform. Lycan Bandits are more aggressive than normal lycanthropes.
Profane Bandit. The Profane Bandit looks like the Bandit Warlock they have stolen power from.
- The Madden Profane Bandit. Wrapped in thorny vines, and laughing manically, The Madden Profane Bandit has gone mad from Fae wild.
- The Radiance Thief Profane Bandit. Dressed in priest clothing, the Radiance Thief Profane Bandit try to pass off as a holy figure, though often give away by their hollow bodies, filled with stolen light.
- The Deep End Profane Bandit. Drowned and looking more like a reef or low tide pool, the Deep End Profane Bandit looks as bad as bad could be, however it gets worse when after being cut small sea life tends to crawl or spill out from their veins.
- The Demonic Profane Bandit. The Demonic Profane Bandit appears is burnt and crispy.
- The Elemental Profane Bandit. The Elemental Profane Bandit is completely ****ed. They are drowned, constantly on fire, their eyes are full of sand, and the Elemental Profane Bandit can't speak due to being constantly winded.
- The Elder Profane Bandit. The Elder Profane Bandit has been transformed by eldritch magic, the effects are up to you.
- The Fell-Blade Profane Bandit. The blade of the Fell-Blade Profane Bandit is located within the left arm and cuts out at Fell-Blade Profane Bandit.
- The Deathless Profane Bandit. The Deathless Profane Bandit is typically encased tightly in its own skin, hopping along. Once it is in battle It will tear off its skin reveling a skinless soldier.
- The Ever-Dying Profane Bandit. The Ever-Dying Profane Bandit is gaunt and dry, their blood has turn to dust.
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