Medium Or Small Humanoid, Typically Lawful Evil
Armor Class 16 Half-Plate
Hit Points 38 (4d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws CON +4, WIS +5
Skills Perception +4, Stealth +5, Survival +4
Senses Darkvision 120 ft, Passive Perception 14
Languages Common, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

 Channel Divinity. Once per day, the Bandit Cleric can use one of their channel divinity options. 

  • Turn Undead. As an action, each undead that can see or hear the Bandit Cleric must make a Wisdom saving throw. If the undead fails its saving throw, it turns for 1 minute or until it takes any damage. A turned creature must spend its turn trying to move as far away from the Bandit Cleric as it can, and can not willingly move to a space within 30 feet of them, nor can it take reactions. It can only take the dash or dodge actions. 
  • Path to the Grave (Deadman Bandit Only). As an action, the Deadman Bandit can choose one creature they can see within 30 feet of them, cursing it until the end of the Deadman Bandit's turn. The next time they or an ally hits the cursed creature with an attack, the creature has vulnerability to all damage dealt by the attack, and then the curse ends. 
  • Touch of Death (Reaper Bandit Only). When the Reaper Bandit hits a creature with a melee attack, the cleric can use Channel Divinity to deal an extra 15 necrotic damage to the target.
  • Destructive Wrath (Storm Bandit Only). When the Storm Bandit deals lightning or thunder damage, they can use their Channel Divinity to deal maximum damage instead of rolling. 
  • Order's Demand (Law Bandit Only). As an action, each creature of the Law Bandit's choice that can see or hear them within a 30-foot radius must succeed on a Wisdom saving throw (DC 13) or be charmed by the Law Bandit until the end of the Law Bandit's next turn or until the charmed creature takes damage. The Law Bandit can force any charmed creatures to drop what they are holding when they fail the saving throw. 
  • Night Sanctuary (Night Bandit Only). As an action, the Night Bandit can make a 30-radius sphere of night centered on the Night Bandit, filled with dim light. The sphere moves with the Night Bandit and lasts for 1 minute or until the Night Bandit is incapacitated or dies. Whenever a creature allied to the Night Bandit or the Night Bandit ends their turn within the sphere, they gain either 1d6 + 3 temporary hit points or have the effect of Charmed or Frightened ended. 
  • Preserve Life (Blessed Bandit Only). As an action, the Blessed Bandit can choose 4 creatures within 30 feet of them and heal them for 20 hit points. 
  • Arcane Abjuration (Magic Bandit Only). As an action, each celestial, elemental, fey, or fiend that can see or hear the Bandit Cleric must make a Wisdom saving throw. If it fails its saving throw, it turns for 1 minute or until it takes any damage. A turned creature must spend its turn trying to move as far away from the Bandit Cleric as it can, and can not willingly move to a space within 30 feet of them, nor can it take reactions. It can only take the dash or dodge actions. 
  • Charm Animals and Plants (Plant Bandit Only). As an action, each plant or beast that the Plant Bandit can see within 30 feet of them must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by the Plant Bandit for 1 minute or until it takes damage. While charmed, it is friendly to the Plant Bandit and other creatures they designate. 
  • Balm of Peace (Peace Bandit Only). As an action, the Peace Bandit can move up to their speed, without provoking opportunity attacks, and when they move within 5 of a creature during this action, they can restore 2d6 + 3 Hit Points to that creature. A creature can only be healed once during this action. 
  • Knowledge Of the Ages (Smart Bandit Only). As an action, the Smart Bandit can choose one skill or tool. For 10 minutes, the Smart Bandit has proficiency with the chosen skill or tool. 
  • Radiance Of the Dawn (Flare Bandit Only). As an action, any magical darkness within 30 feet of the Flare Bandit is dispelled. Additionally, each hostile creature within 30 feet of the Flare Bandit must make a Constitution saving throw. A creature takes 2d10 + 3 radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from the Flarer Bandit is not affected. 
  • Guided Strike (War Bandit Only). When the War bandit makes an attack roll, they can add a +10 to the roll. 
  • Artisan's Blessing (Forge Bandit Only). The Forge Bandit can spend 1 hour to create an object worth 100 gold or less. 
  • Invoke Duplicity (Trick Bandit Only). As an action, the Trick Bandit creates a perfect illusion of themself that lasts for 1 minute, or until they lose their concentration. The Illusion appears in an unoccupied space that the Trick Bandit can see within 30 feet of them. As a bonus action on their turn, the trick Bandit can move the illusion up to 30 feet to a space they can see but must remain within 120 feet of them. For the duration, the Trick Bandit can cast spells as though they were in the illusion's space, but must use their own senses. Additionally, when both the Trick Bandit and their Illusion are within 5 feet of a creature that can see the illusion, the Trick Bandit has advantage on attack rolls against that creature. 

Circle of Mortality (Deadman Bandit Only). The Deadman Bandit restores hit points to a creature; they can reroll each die once and use either roll. 

Eyes of the Grave (Deadman Bandit Only). As an action, the Deadman Bandit knows the location of any undead within 60 feet of them that is not behind total cover until the end of their next turn. They can use this ability 3 times per day. 

Reaper (Reaper Bandit Only). The Reaper Bandit adds Chill Touch and Ray of Sickness to their spells. The Reaper Bandit's Necromancy spells target two creatures.

Wrath of the Storm (Storm Bandit Only). Three times a day, when the Storm Bandit is hit by an attacker that they can see within 5 feet of the Storm Bandit, they can use their reaction to make the attacking creature make a Dexterity saving throw. On a failed save, the creature takes either 2d8 lightning or thunder damage, or half on a successful one. 

Voice of Authority (Law Bandit Only). If the Law Bandit casts a spell of 1st level or higher and targets an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of their choice that they can see. 

Eyes of Night (Night Bandit Only). The Night Bandit has darkvision out to a range of 300 ft. 

Vigilant Blessing (Night Bandit Only). The Night Bandit has an advantage on initiative rolls.

Disciple of Life (Blessed Bandit Only). When the Blessed Bandits heal a target, they heal the maximum amount that can be rolled. 

Arcane Initiate (Magic Bandit Only). The Arcane Bandit adds Vengeful Blade and Mind Sliver to their spells. 

Stolen Nature (Plant Bandit Only). The Plant Bandit adds Produced Flame and has proficiency in Nature. 

Emboldening Bond (Peace Bandit Only). As an action, the Peace Bandit can choose 2 other creatures to create a magical bond between. For 10 minutes, if a bonded creature is within 30 feet of another bonded creature, they can add a d4 to attack rolls, ability checks, or saving throws they make, once per turn. The Peace Bandit can do this twice per day. 

Knowledge (Smart Bandit Only). The Knowledge Bandit knows all languages and has expertise in Arcana and History. 

Warding Flare (Flare Bandit Only). When attacked by a creature within 30 feet of them that the Flare Bandit can see, they can use their reaction to impose disadvantages on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to the flare. 

 War Priest (War Bandit Only). Three times a day, the War Bandit can make an attack as a bonus action. 

Blessings of the Forge (Forge Bandit Only). The War Bandit has a +2 to AC and attack rolls. 

Blessings of the Trickster (Trick Bandit Only). The Trick Bandit has advantage on Stealth checks. 

Spell Casting. The Bandit Ranger has a spell attack bonus of +5 and a spell DC of 13. 

At Will. Spare the Dying, Sacred Flame, Word of Radiance. 

3/day. Bane, Bless, Command, Cure Wounds, Detect Evil and Good, Detect Magic, False Life, Thunderwave, Guiding Bolt, Healing Word, Inflict Wounds, and Shield of Faith. 

2/day. Aid, Blindness/Deafness, Hold Person, Prayer of Healing, Locate Object, Ray of Enfeeblement, Silence, Shatter, and Spiritual Weapon. 

Actions

Shovel (Deadman Bandit). Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.

Scythe (Reaper Bandit). Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. The Reaper Bandit can target a second creature within 5 feet of the target at disadvantage. 

Lightning Pike (Storm Bandit). Melee Attack Roll: +4, reach 10 ft. Hit: 7 (1d10 + 2) Lightning damage. 

Night's Edge (Night Bandit). Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. 

Magic Dagger (Magic Bandit). Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage. 

Holy Mallet (Blessed Bandit). Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.

Big Stick (Plant Bandit). Melee Attack Roll: +4, reach 5 ft. Hit: 6 (2d4 + 2) Bludgeoning damage.

Warhammer (War Bandit). Melee Attack Roll: +4, reach 5 ft. Hit: 8 (2d6 + 2) Bludgeoning damage.

Jester's Staff (Trick Bandit). Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.

Thunder Cannon (Storm Bandit). Ranged Attack Roll: +4, range 100/400 ft. Hit: 8 (2d6 + 2) Thunder damage. On a hit, the target is pushed back 5 feet and must succeed on a DC 13 Constitution Save or be deafened until the Storm Bandit's next turn. 

Judge's Gavel (Law Bandit). Ranged Attack Roll: +4, range 40/120 ft. Hit: 6 (2d4 + 2) Bludgeoning damage. 

Shotgun (Peace Bandit). Ranged Attack Roll: +4, range 20/60 ft. Hit: 8 (2d6 + 2) Piercing damage. 

Book (Smart Bandit). Ranged Attack Roll: +4, range 40/120 ft. Hit: 6 (2d4 + 2) Bludgeoning damage. 

Flare Gun (Flare Gun Bandit). Ranged Attack Roll: +4, range 30/120 ft. Hit: 6 (2d4 + 2) Radiant damage. 

Forge Hammer (Forge Bandit). Ranged Attack Roll: +4, range 40/120 ft. Hit: 6 (2d4 + 2) Fire damage. 

Bonus Actions

 Steal Divine Power. As a bonus action, the Bandit Cleric can regain 1 level one spell slot. They can do this once per day.

War Priest (War Bandit Only). Three times a day, the War Bandit can make an attack as a bonus action. 

Description

Deadman Bandit. Rotting and shambling, Deadman Bandits resemble the undead; however, the Deadman Bandits are still alive. With an armor of bones and a gravestone for a shield, the Deadman bandit is a horrifying sight. 

Reaper Bandit. Related to the Bone-Breaker Bandit, the Reaper Bandit resembles a skeleton wearing an Angel of Death statue as armor. These bandits stalk their victims while disguised as a statue. They aren't very good at it. Their eyes can be seen through eye holes in the statue. 

Storm Bandit. Storms Bandits are nearly deaf because of their cannon. Storm Bandits are in a mini thunderstorm at all times. Strom Bandits try to pass off as priests to gain offerings. 

Law Bandit. Law Bandits act as judges and law enforcers for areas controlled by the Bandits. Law Bandits have been known to infiltrate cities in order to sow the seeds of corruption.  

Night Bandits. Night Bandits only come out at night. The Night Bandits appear as horrifically mutilated and ghastly humanoids. 

Blessed Bandits. "Blessed" by the Bandit Emperor, the Blessed Bandits seek to preserve all Bandit life. 

 Magic Bandits. These Cleric bandits think they're wizards. 

 Plant Bandits. The Plant Bandits steal rare plants to sell. They even wear bushes over their armor to sneak up on plants with no eyes. 

Peace Bandits. Peace Bandits keep the peace in areas controlled by the Bandits, primarily with public execution of rebels. 

Smart Bandit. Smart Bandits refer to themselves as the smartest people in the world. They're not. 

Flare Bandits. Flare Bandits work to convince the masses that the Bandit Emperor is a powerful holy figure. 

War Bandits. War Bandits use their magic to aid War Bandits, not the Cleric War Bandits, other War Bandits, almost like whoever is naming the Bandits messed up. 

Forge Bandits. Forge Bandits aid Bandit Artifiers in their experiments. 

Trick Bandits. Trick Bandits dress and act like jesters at all times, even down to the creepy masks. 

Habitat: Any

Treasure:  Any

BruceMark

Comments

Posts Quoted:
Reply
Clear All Quotes