Medium Or Small Humanoid, Typically Lawful Evil
Armor Class 16 Chain Mail
Hit Points 46 (4d10 + 6)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +5, DEX +5
Skills Athletics +4, Perception +4
Senses Darkvision 120 ft, Passive Perception 14
Languages Common, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Action Surge. Once per battle, the Bandit Fighter can double the number of actions they can do for one turn. 

Runic Magic (Rune Bandit Only). The Rune Bandit can use two runes per battle. 

  • Nimbus' Rune. When the Rune Bandit or a creature the Rune Bandit can see within 30 feet of the Rune Bandit is hit by an attack roll, they can use their reaction to invoke the rune and choose a different creature within 30 feet of them, other than the attacker. The rebounded attack uses the same to-hit roll. 
  • Ember's Rune. When the Rune Bandit hits a creature with a weapon attack, they can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of its turns, banishing the shackles on a successful save. 
  • Winter's Rune. As a bonus action, the Rune Bandit gains a +2 to all ability and saving throws that require Strength or Constitution for 10 minutes. 
  • Mountain's Rune. As a reaction, the Rune Bandit can make a creature it can see within 30 feet make a Wisdom saving throw. On a fail, the creature is charmed, its speed is zero, and they are incapacitated for 1 minute. The creature can make a saving throw at the end of each of its turns, ending the effect on success.

Fighting Spirit (Stolen-Sword Only). As a bonus action, the Stolen-Sword Bandit can give themself advantage on attack rolls until the end of the current turn. They gain 5 temporary hit points when they use the ability. The Stolen-Sword Bandit can use this ability three times per battle. 

Shielded (Rune, Cavalry, and Bulwark Bandits Only). These bandits have a +2 bonus to their AC but cannot use ranged weapons. 

Combat Maneuvers (Master Bandit Only). The Master Bandit has the following maneuvers and four superiority dies: 

  • Parry: When the Master Bandit takes damage from a melee attack, they can use their reaction and expend one superiority die to reduce the damage by 1d10+3 [roll]1d10+3[/roll]. This can be used with the Parry reaction. 
  • Trip Attack: When the Master Bandit hits a creature with a weapon attack, they can expend one superiority die to attempt to knock the target down. The Master Bandit adds their superiority die (1d10) to the attack damage roll. If the target is Large or smaller, it must make a Strength saving throw (DC 13). On a failed save, they are knocked prone. 
  • Distracting Strike: When they hit a creature with a weapon attack, they can expend one superiority die to distract the creature, giving their allies an opening. Until the Master Bandit's next turn, attacks made against the target are done at advantage. 

Trick Shots (Gunner Bandit Only). The Gunner Bandit has 2 grit points to perform the following trick shots; if the Gunner Bandit rolls critical damage, they gain a grit point:

  • Deadeye Shot: When the Gunner Bandit makes a firearm attack against a creature, they can expend one grit point to gain advantage on the attack roll.
  • Violent Shot: When the Gunner Bandit makes a firearm attack against a creature, they can expend one or more grit points to roll an additional damage die per grit point spent when determining the damage.

"Saddled" (Cavalry Bandit Only). The Cavalry Bandit has no legs and is fused to the horse. Their speed is 60 feet, and they are considered Large.

Unwavering Mark (Cavalry Bandit Only). When the Cavarlry Bandit makes a melee weapon attack, they can mark the creature until the end of their next turn. The effect ends early if the Cavarlry Bandit dies. While in 5 feet of them, a creature marked by them has a disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by the Cavalry Bandit deals damage to anyone other than the Cavalry Bandit, they can make a melee weapon attack against the marked creature with advantage as a bonus action.

Arcane Shot (Archer Bandit Only). Twice per battle, the Archer Bandit can fire a special arrow with their attack. Three times per battle, the Archer Bandit can use the Gunslinger spell Conjure Cover. 

  • Shadow Arrow. The creature hit by this arrow takes an extra 2d6 psychic damage and must succeed on a Wisdom saving throw (DC 13) or be unable to see more than 5 feet from them until the start of Archer Bandit's next turn. 
  • Bursting Arrow. Immediately after the arrow hits a creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. 

Bonded Weapons (Eldritch Bandit Only). The Eldritch Bandit can't be disarmed, and their weapons have returning. 

Spell Casting (Eldritch Bandit Only). Attack Bonus +5, Spell DC 13

  • At Will. Green-Flame Blade and Vengeful Blade. 
  • 3/Day. Shield, Witch Bolt, and Silvery Barbs. 

Psionic Power (Psionic Bandit Only). The Psionic Bandit has 6 Psionic Energy Dice (d6) that can be used for the following:

  • Protective Field. When the Psionic Bandit or another creature they can see within 30 feet of them takes damage, they can use their reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by 1d6+3.
  • Psionic Strike. Immediately after the Psionic Bandit hits a creature within 30 feet with an attack and deals damage with a weapon, they can expend one Psionic Energy die to deal an extra 1d6 + 3 force damage.
  • Telekinetic Movement. The Psionic Bandit can move a Large or smaller object or willing creature they can see, including themself, within 30 feet of them and move them up to 30 feet to an unoccupied space they can see in any direction. 

Improved Critical (Swordman Bandit Only). The Swordman Bandit deals critical damage on rolls 17-20. 

Rallying Cry (Bulwark Bandit Only). When the Bulwark Bandit uses their Second Wind feature, all creatures allied to the Bulwark Bandit within 60 feet of them gain 3 temporary hit points. 

Manifest Echo (Shifty Bandit Only).  As a bonus action, the Shifty Bandit can create a Duplicate Bandit within unoccupied space they can see within 15 feet. The Duplicate Bandit looks exactly like the Shifty Bandit, even under truesight or detect magic; however, magic that calls out the creature by name, like Legends Lore, will call it a Duplicate Bandit. The Duplicate Bandit has 1 hit point and an AC of 16; they also have resistance to all damage and Immunity to all conditions. Its saving throw bonus is the same as the Shifty Bandit. The Duplicate Bandit can move 30 feet, but will always be within 30 feet of the Duplicate Bandit. The Shifty Bandit can have two Duplicate Bandits at a time, and can do the following: 

  • As a bonus action, the Shifty Bandit can swap places with a Duplicate Bandit, at the cost of 15 movement.
  • When the Shifty Bandit attacks, it can attack from a Duplicate Bandit's space. 
  • When a creature that provokes an opportunity of attack near a Duplicate Bandit, the Shifty Bandit can use their reaction to make an opportunity of attack from the Duplicate Bandit. 

Unleash Incarnation (Shifty Bandit Only). Twice per battle, the Shifty Bandit can have their Duplicate Bandits make an attack. 

Well Armored (Master, Swordman, Shifty, and Eldritch Bandits Only). These bandits have a +1 bonus to their AC. 

Dead Shot (Archer, Gunner, Psionic, and Stolen-Sword Bandits Only). The bandits have a +2 to their ranged attack damage.

Actions

Multiattack. The bandit makes two attacks.

War Pick (Rune Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.

Katana (Stolen-Sword Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.

Greatsword (Master Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 9 (2d6 + 3) Slashing damage.

Halberd (Master and Bulwark Bandits). Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.

Lance (Cavalry Bandit). Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Piercing damage.

Maul (Master Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 9 (2d6 + 3) Bludgeoning damage.

Fist (Shifty Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. This attack also has a range attack with a range of 40/120 ft and deals force damage. 

Serrated Saber (Eldritch Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. On a hit, the target has disadvantage on the next attack roll they make before the start of the Eldritch Bandit's next turn. 

Arm Sword (Swordman Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.

Longbow (Stolen-Sword Bandit). Ranged Attack Roll: +5, range 150/600 ft. Hit: 7 (1d8 + 3) Piercing damage.

Pistol (Master Bandit). Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.

Revolver (Gunner Bandit). Ranged Attack Roll: +5, range 40/120 ft. Hit: 11 (2d8 + 3) Piercing damage.

Assault Rifle (Gunner Bandit). Ranged Attack Roll: +5, range 80/320 ft. Hit: 9 (2d6 + 3) Piercing damage.

Sniper Rifle (Gunner Bandit). Ranged Attack Roll: +5, range 100/400 ft. Hit: 11 (2d8 + 3) Piercing damage.

Longestbow (Archer Bandit). Ranged Attack Roll: +5, range 900/17,952,000 ft. Hit: 11 (2d8 + 3) Piercing damage.

Magnum Revolver (Eldritch Bandit). Ranged Attack Roll: +5, range 30/120 ft. Hit: 11 (2d8 + 3) Piercing damage.

Heavy Tommybow (Psionic Bandit). Ranged Attack Roll: +5, range 100/200 ft. Hit: 8 (1d10 + 3) Piercing damage.

Bonus Actions

Second Wind. The Bandit Fighter can use a bonus action to heal 1d10+4 hit points, once per battle. 

Giant's Rune (Rune Bandit Only). The Rune Bandit gains the following effects for 1 minute after evoking this rune. The Rune Bandit can do this twice per battle. 

  • The Bandit becomes Large if they were not already Large. 
  • The Rune Bandit has an advantage on Strength checks and Strength saving throws. 
  • Once on each of the Rune Bandit's turns, one of their weapon attacks can deal an extra 1d6 of damage to a target on a hit. 

Fighting Spirit (Stolen-Sword Only). As a bonus action, the Stolen-Sword Bandit can give themself advantage on attack rolls until the end of the current turn. They gain 5 temporary hit points when they use the ability. The Stolen-Sword Bandit can use this ability three times per battle. 

 

Reactions

Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.

Interception (Rune, Cavalry, and Bulwark Bandits Only). When a creature the bandit can see hits their target, other than the bandit, within 5 feet of the bandit, they can reduce the damage to the target by 1d10+2. 

Description

Rune Bandit. Terrors of old mines and ruins, the skin of these bandits is more like stone than flesh. With shields of stone and picks of iron, these bandits raid mines and ruins looking for more runes and kidnapping anyone who may have information on what they do. Ancient runes are carved into their skin, allowing them to use their runes more reliably.  

Stolen-Sword Bandit. The Stolen-Sword Bandit, as their name suggests, they rob the corpses of eastern soldiers for no other reason than they want to look cool and rich. They are terrible at their job and more often rob the bodies of other Stolen-Sword Bandits.   

Master Bandit. Master of combat, the Master Bandit has multiple sets of arms grafted on through necromancy. Master Bandits attempt to overwhelm their targets with brute strength rather than strategy. 

Gunner Bandit. Gunner Bandits have their hats and masks stitched into them. Their eyes and hands have been removed and replaced to increase accuracy rates and decrease the effects of recoil. 

Archer Bandit. Archer Bandits can see up to 1,000 feet in the right conditions. Their arms have been heavily grafted to be able to fire at intercontinental ranges. 

Psionic Bandit. Psionic Bandits have gone through horrific experiments to awaken their psychic powers. 

Swordman Bandit. The Swordman Bandit has swords in their arms and is very full of themselves. 

Bulwark Bandit. Hulking brutes fused into their armor, Bulwark Bandits are the first into combat. A group of Bulwark Bandits is called a Wall. 

Shifty Bandit. The most confusing of the Bandits, so confusing that they have confused themselves and believe they are monks. These Bandits can summon Duplicate Bandits, which die with a cartoonish pop sound. The Shifty and Duplicate Bandits appear to be phasing in and out of existence. 

Eldritch Bandits. Terrors of the battlefield, the Eldritch Bandit keeps their entire bodies covered in various suits of armor built to inspire common phobias. They rarely talk and destroy their bodies on death to keep their appearance a secret. Some believe the armor is the actual Eldritch Bandit, with the body being another victim. 

  • Arachnophobia (Fear of Spiders)
  • Aquaphobia (Fear of Drowning)
  • Cynophobia (Fear of Dogs)
  • Dentophobia (Fear of Dentists)
  • Galeophobia (Fear of Sharks)
  • Gerascophobia (Fear of Getting Old)
  • Hemophobia (Fear of Blood)
  • Insectophobia (Fear of Insects)
  • Mysophobia (Fear of Dirt and Germs) 
  • Ophidiophobia (Fear of Snakes)
  • Pathophobia (Fear of Disease)
  • Pediophobia (Fear of Dolls)
  • Phasmophobia (Fear of Ghosts)
  • Pyrophobia (Fear of Fire)
  • Scopophobia (Fear of being Stared at)
  • Trypophobia (Fear of Holes or Strange Patterns)
  • Wiccaphobia (Fear of Witchcraft)
  • Etc. 

Previous Versions

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