Medium Or Small Humanoid, Typically Lawful Evil
Armor Class 12
Hit Points 30 (4d6 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +4, CHA +5
Skills Deception +4, Persuasion +4
Senses Darkvision 60 ft, Passive Perception 12
Languages Common, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Metamagic. The Bandit Sorcerers have access to the following metamagic options and have 3 sorcery points:

  • Seeking Spell ("Divine" Bandit). If the Bandit makes an attack roll for a spell and misses, they can spend 2 sorcery points to reroll; they can use either roll. 
  • Empowered Spell ("Divine" Bandit and Elemancer Bandits). When the Bandit rolls damage for a spell, they can spend 1 sorcery point to reroll 4 damage dice; they can use either roll. 
  • Careful Spell (Strange and Fell Bandits). When the Bandit casts a spell that forces other creatures to make a saving throw, they can protect some of those creatures from the spell's full force. The Bandit can spend 1 sorcery point to allow 4 creatures to succeed on their saving throw automatically. 
  • Twinned Spell (Strange and Lunar Bandits). When the Bandit casts a spell that targets one or more creatures, they can spend a number of sorcery points equal to the level of the spell to target a second creature or area within range with the same spell (cantrips equal 1 point). 
  • Subtle Spell (Clockwork and Tempest Bandits). When the Bandit casts a spell, they can spend 1 sorcery point to take the Hide action as part of the action. 
  • Distant Spell (Clockwork and Chaos Bandits). When the Bandit casts a spell, they can spend 1 sorcery point to double the range of the spell, touch range spells again to a range of 30 feet. 
  • Transmuted Spell (Draconic Bandit). When the Bandit casts a spell that deals a type of damage from the following list, they can spend 1 sorcery point to change that type of damage to one of the other listed types: acid, cold, fire, lightning, poison, and thunder. 
  • Extended Spell (Draconic Bandit). When the Bandit casts a spell with a duration of 1 minute or longer, they can spend 1 sorcery point to double its duration. 
  • Heightened Spell (Lunar, Fell, and Chaos Bandits). When the Bandit casts a spell that forces a creature to make a saving throw, they can spend 3 sorcery points to make the target of the spell fail the saving throw.  
  • Quickened Spell (Tempest Bandit and Elemancer Bandits). When the Bandit casts a spell that has a casting time of 1 action, they can spend 2 sorcery points to change the casting time to a bonus action. 

Stolen Might ("Divine" Bandit Only). When the "Divine" Bandit fails a saving throw or misses an attack roll, once per battle, they can roll 2d4 and add it to the total. The "Divine" Bandit adds Inflict Wounds to their spell list. 

Restore "Balance" (Clockwork Bandit Only). When a creature, the Clockwork Bandit, can see within 60 feet of them, rolls a d20 with either an advantage or disadvantage, they can use their reaction to prevent the roll from being affected.  

Eyes of the Dark (Fell Bandit Only). The Fell Bandit can see through magical darkness. 

Strength of the Grave (Fell Bandit Only). Once per battle, if the Fell Bandit is reduced to 0 hit points by an attack that is not radiant damage or a critical hit, they can make a Charisma saving throw (DC 5 + the damage taken). On a success, they instead go to 1 hit point.

Telepathic Speech (Strange Bandit Only). The Strange Bandit can telepathically speak to creatures within 30 feet of them as if they shared a language. 

Psionic Defense (Strange Bandit Only). The Strange Bandit is resistant to Psychic damage and has advantage on saving throws against being charmed or frightened. 

Wild Magic Surge (Chaos Bandit Only). When the Chaos Bandit uses a spell, meta-magic, fails a saving throw, or dies, they must roll on any wild magic table. 

Tides of Chaos (Chaos Bandit Only). Once per battle, the Chaos Bandit can reroll an attack roll, saving throw, or ability check. The Chaos Bandit regains this ability after a wild magic surge. 

Moon Fire (Lunar Bandit Only). When the Lunar Bandit hits a target with Sacred Flame, all creatures within a 5-foot radius of the target also take damage. 

Tempest Magic (Tempest Bandit Only). The Tempest Bandit can speak Primordial and has a flying speed of 30 feet. When they cast a spell of 1st level or higher, the Tempest Bandit can move up to their flying speed without provoking opportunity of attack. 

Draconic Resilience (Draconic Bandit Only). The Draconic Bandit has a +12 to their Hit Points and +3 to their AC. 

Heart of the Elements (Elemancer Bandits). When any of the Elemancer Bandits cast a spell that deals their elemental mastery, they can make all other creatures of their choice within 10 feet of them take 4 of their elemental damage.

  • Pyromancer Bandit. Fire
  • Cyromancer Bandit. Cold
  • Electromancer Bandit. Lightning
  • Acidmancer Bandit. Acid
  • Toxamancer Bandit. Poison

Spell Casting. Spell attack +5 DC 13

At Will. True Strike, Mind Sliver Blade, Fire Bolt, and Sacred Flame. 

4/Day. Absorb Elements, Bane, Bless, Burning Hands, Chaos Bolt, Charm Person, Chromatic Orb, Color Spray, Command, Cure Wounds, Disguise Self, Earth Tremor, False Life, Fog Cloud, Grease, Healing Word, Ice Knife, Mage Armor, Magic Missile, Ray of Sickness, Shield, Sleep, Caustic Brew, Thunderwave, and Witch Bolt. 

2/Day. Scorcher, Blindness/Deafness, Blur, Cloud of Daggers, Crown of Madness, Darkness, Dragon's Breath, Dust Devil, Enlarge/Reduce, Flame Blade, Flaming Sphere, Gust of Wind, Hold Person, Invisibility, Mind Spike, Mirror Image, Misty Step, Binding Ice, Scorching Ray, Shadow Blade, Shatter, Mind Whip, Web, Alter Self and Lesser Restoration.  

 

Actions

Shadow Sickle (Fell Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Necrotic damage.

Light Hammer ("Divine" Bandit). Ranged Attack Roll: +5, range 20/60 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. On a hit or miss, the Light Hammer returns to "Divine" Bandit. 

Psychic Slash (Strange Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Psychic damage.

Crystal Club (Chaos Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage.

Moon Sickle (Lunar Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Radiant damage.

Clockwork Rifle (Clockwork Bandit). Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage. The Clockwork Rifle fires three times per attack, and each shot must be within 5 feet of the last. 

Lightning Bolt (Tempest Bandit). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 + 3) Lightning damage. 

Draconic Breath (Draconic Bandit). Ranged Attack Roll: +5, range 30/60 ft. Hit: 7 (2d4 + 3) Lightning damage. The damage can also be Acid, Fire, Poison, Cold, or Lightning. 

Heatwave Staff (Pyromancer Bandit). Ranged Attack Roll: +5, range 15/20 ft. Hit: 5 (1d4 + 3) Fire damage. The Pyromancer Bandit makes a single attack roll for all creatures with a 15-foot cone normally and for an additional 5 feet at disadvantage. 

Flash Freeze Staff (Cryomancer Bandit). Ranged Attack Roll: +5, range 30/120 ft. Hit: 7 (1d8 + 3) Cold damage. The target's speed is reduced to 0. 

Lightning Bolt Staff (Electromancer Bandit). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 + 3) Lightning damage. After a target is selected, roll 8 dice onto the playing grid. Where they land, the area within a 5-foot radius is struck by lightning. The target and or the Electromancer Bandit can get hit multiple times. 

Caustic Staff (Acidmancer Bandit). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 + 3) Acid damage. On a miss, a pool of acid is formed around the target, creating difficult terrain in a 10-foot radius and dealing 3 acid damage per 5 feet crossed. On a hit, the radius becomes a 5-foot radius. 

Gas Staff (Toxamancer Bandit). Ranged Attack Roll: +5, range 30/180 ft. Hit: 6 (1d6 + 3) Poison damage. On a hit or a miss, a 20-foot radius cloud of green, poisonous gas forms, dealing 1d6 poison damage to any creature who enters the cloud or starts or ends their turn within the gas. The cloud moves 5 feet at the end of the Toxamancer Bandit's turn in the direction the wind is blowing; if strong wind is blowing, it moves 15 feet per turn. The cloud lasts 1d4 hours. 

 

Reactions

Restore "Balance" (Clockwork Bandit Only). When a creature, the Clockwork Bandit, can see within 60 feet of them, rolls a d20 with either an advantage or disadvantage, they can use their reaction to prevent the roll from being affected.  

Description

"Divine" Bandit. They pretend to be priests and angels to lure people in. Their blood has been drained and replaced with Ichor, which can be seen pouring out from their orifices when they use their magic. 

Clockwork Bandit. Their movements are erratic and timed, though they appear normal; gears and mechanisms tick and grind within, tearing muscles and pinching nerves, causing much pain and anger. These gears tend to burst out of the skin with steam when they use magic.

Fell Bandit. Shambling and rotting from the inside out, they are turning into a mass of shadowy goop. After death, they stalk the Shadow Fell and spy on the Raven Queen on behalf of the Bandits. 

Strange Bandit. These Bandits are infected with Mind Flayer Tadpoles by the Bandits. Even after the Strange Bandit has been transformed, they remain loyal to the Bandit Emperor.  

Chaos Bandit. The result of experiments with energy crystals from the plane of elemental chaos and their effects on living creatures when broken up. The Chaos Bandit has begun to crystallize due to overexposure. 

Lunar Bandit. Mad space-faring Bandits; the Lunar Bandits only have one goal in life: steal or conquer all of the moons in the universe. 

Tempest Bandit. Constantly within their own storm, they are always wet, and no one can hear them. 

Draconic Bandit. Like their Monk counterparts, the Draconic Bandit hunts weakened and or younger dragons to harness their powers. 

Elemancer Bandit. Elemancer Bandits lurk in groups of at least five. These Bandits work together to cause as much chaos as they can they can during invasions  

Habitat: Any

Treasure:  Any

BruceMark

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