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

Fighting Style. The Gunslinger Bandits have the following fighting styles:

  • Dueling (Spy Bandit). When holding a ranged weapon in one hand and no other weapons, the Spy Bandit gains a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting (Sharpshooter Bandit). When rolling damage for an attack with a ranged weapon that they are holding with two hands, the Sharpshooter Bandit treats any 1 or 2 on a damage dice as a 3. 
  • Two-Weapon Fighting (Gambling Bandit). The Gambling Bandit can make an additional attack as a bonus action if they are wielding two Light weapons. 
  • Blind Fighting (Black Powder Magic Bandit). The Black Powder Magic Bandit has Blindsight with a range of 10 feet. 
  • Deadshot (Officer and Tricky Bandits). The Officer and Tricky Bandits gain a +2 bonus to attack rolls they make with a ranged weapon. 

 Risk Maneuvers. The Bandit Gunslingers have 4 d8 Risk Dice. The Dice are regained after a Short or Long rest. The Risk Dice are used for the following maneuvers.

  • Bite the Bullet. As a Bonus Action, the Bandit Gunslinger expends one Risk Die to gain 1d8 + 3 Temporary Hit Points. 
  • Blindfire. As a Bonus Action, the Bandit Gunslinger expends one Risk Die to gain Blindsight with a range of 30 feet until the end of their next turn. 
  • Dodge Roll. As a Bonus Action, the Bandit Gunslinger can expend one Risk Die to move up to 15 feet and reload any Ranged weapon the Bandit Gunslinger is holding. This movement doesn't provoke Opportunity Attacks and ignores Difficult Terrain. 
  • Grazing Shot. When the Bandit Gunslinger misses with a ranged attack roll, they can expend one Risk Die as a no-action required, to deal 1d8 +3 damage of the weapon's damage type, once per turn. 
  • Maverick Spirit. When the Bandit Gunslinger fails an Intelligence, Wisdom, or Charisma ability check or saving throw, the Bandit Gunslinger can expend one Risk Die to add it to the roll.
  • Skin of Your Teeth. When a creature, the Bandit Gunslinger can see, hits them with an attack roll, the Bandit Gunslinger can take a reaction and expend one Risk Die to dodge, roll a 1d8, and add the rolled number to the Bandit Gunslinger's AC against this attack, potentially causing it to miss. 
  • Parting Shot (Spy Bandit Only). When the Spy Bandit takes the Dash, Disengage, or Dodge action on their turn, the Spy Bandit can expend one Risk Die to make a ranged attack using a weapon as a Bonus Action. Add the Risk Die to the damage roll on a hit. 
  • Ricochet (Tricky Bandit Only). When the Tricky Bandit misses with a ranged attack using a weapon, they can take a Bonus Action and expend one Risk Die to reroll the attack and add the Risk Die to the roll. The Trick Bandit must use the new roll. 
  • Liar's Dice (Gambling Bandit Only). As a bonus action, the Gambling Bandit can expend a Risk Die to make a hidden roll. The GM/DM declares a possible damage total, and the targeted player must decide whether or not they lied. If the Player calls the GM/DM's bluff; they lied, the rolled damage is halved. If the Player calls the GM/DM's Bluff; they told the truth, the rolled damage is doubled. The Player doesn't call the GM/DM's Bluff; the declared damage is dealt. 
  • Lay Down the Law (Officer Bandit Only). As a Bonus action, the Officer Bandit can expend a Risk die and choose an ally that they can see within 60 feet of them. That ally gains Temporary Hit Points equal to the number rolled on the Risk Die. Until the start of the Officer Bandit's next turn, if the ally is hit by an attack, they can use their reaction to make a ranged attack using a weapon against the attacker. 
  • Eagle Eye (Sharpshooter Bandit Only). Once per turn, when the Sharpshooter Bandit misses a ranged attack roll, they can expend one Risk Die and add to the attack roll. 

Quick Draw. The Bandit Gubslinger has Advantage on Initiative rolls. 

Weapon Mastery. The Bandit Gunslingers have the Mastery property of their Primary Weapon:

  • Spy Bandit. The Spy Bandit has the Vex property on their Handgun. If the Spy Bandit hits a creature with their handgun and deals damage to the creature, the Spy Bandit gains Advantage on their next attack roll against the creature, before the end of the Spy Bandit's next turn. 
  • Sharpshooter Bandit. The Shrapshooter Bandit has the Sighted property on their Sniper Rifle. Attacking at long range with the sniper rifle doesn't impose Disadvantage at long range; the Sharpshooter Bandit can reroll damage dice rolls, but must use the new rolls. 
  • Gambling Bandit. The Gambling Bandit has the Slow property on their Revolver. When the Gambling Bandit hits a creature and deals damage, the creature's speed is reduced by 10 each shot.  
  • Black Powder Magic Bandit. The Black Powder Magic Bandit has the Explode Property on their Cannon. Once per turn, the Black Powder Magic can substitute an attack with an explosion launched from the cannon at a point within its range. Each creature in a 5-foot radius Sphere centered on the point makes a Dexterity saving throw (DC 13). On a Failed Save, a creature takes the weapon's damage. On a successful save, a creature takes half as much damage. 
  • Tricky Bandit. The Tricky Bandit has the Automatic property on their Submachine Gun. When the Tricky Bandit makes an attack with their submachine gun,  they can make two attacks at disadvantage. 
  •  Officer Bandit. The Officer Bandit has the Scatter property on their Shotgun. Being within 5 feet of an enemy doesn't impose disadvantage on the Officer Bandit's range attacks while holding the shotgun. 

 Critical Shot. The Bandit Gunslingers score critical hits on rolls of 19 or 20 on the d20 with ranged attacks. 

Operative Training (Spy Bandit Only). The Spy Bandit knows the Concealed Shot cantrip, has proficiencies in Investigation and Deception, and is both equipped with and proficient with a Disguise Kit and a set of Thieves' Tools. 

Creative Trajectory (Tricky Bandit Only). The Tricky Bandit's range attacks with weapons ignore Half Cover and Three-Quarters Cover. 

Poker Face (Gambling Bandit Only). The Gambling Bandit has proficiency in Deception and Insight. 

 Bang, You're Dead! (Black Powder Magic Bandit Only). When the Black Powder Magic Bandit hits a target with a Finger Guns attack, they can expend one Risk Die as a Bonus Action and add it to the damage roll. 

Steely-Eyed Aura (Officer Bandit Only). In a 10-foot Emanation centered on the Officer Bandit, the Officer Bandit and their allies have Advanatage on saving throws made to avoid or end the Frightened condition. This Aura is inactive while the Officer Bandit is incapacitated or dead. 

Sharpshooter's Stance (Sharpshooter Bandit). The Sharpshooter Bandit doesn't have Disadvantage as a result of the Prone condition on attack rolls they make with ranged weapons. Also, the Sharpshooter Bandit only needs to spend 5 feet of movement getting up from the prone condition. 

 Spellcasting (Black Powder Magic Bandit Only). 

At will. Finger Guns, Hellfire, and Concealed Shot. 

3/Day. Conjure Cover, Devil's Due, and Witch Bolt. 

Actions

Knife. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.

Handgun (Spy Bandit). Ranged Attack Roll: +5, range 30/120 ft. Hit: 7 (2d4 + 3) Piercing damage.

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

Revolver (Gambling Bandit). Ranged Attack Roll: +5, range 30/120 ft. Hit: 9 (2d6 + 3) Piercing damage.

Cannon (Black Powder Magic Bandit). Ranged Attack Roll: +5, range 100/400 ft. Hit: 9 (2d8 + 3) Fire damage.

Submachine Gun (Tricky Bandit). Ranged Attack Roll: +5, range 20/60 ft. Hit: 7 (2d4 + 3) Piercing damage.

Pump Shotgun (Officer Bandit). Ranged Attack Roll: +5, range 20/60 ft. Hit: 11 (2d8 + 3) Piercing damage.

Description

Spy Bandits. While they are supposed to be sneakily information gatherers, they are very full of themselves and will give away the fact that they are spies and what they are planning to anyone they find attractive. 

Tricky Bandits. The Tricky Bandit dresses in a pin-striped suit and hat and talks like a stereotypical mobster. These wannabe gangsters always hit their shots because they don't stop firing their Thompson guns. 

Gambling Bandits. The Gambling Bandit is dressed in ragged clothes, if they are wearing clothes at all. They are the poorest of all the Bandits. 

Black Powder Magic Bandits. Combining black powder and black magic, the Black Powder Magic Bandits are a force to be reckoned with. 

Officer Bandits.  Overweight and out of shape, Officer Bandits patrol cities and towns under Bandit control. They are highly corrupt, even among the Bandits; they are willing to turn a blind eye to problems for money. Officer Bandits are also notorious for racially motivated violence. 

Sharpshooter Bandits. Sharpshooter Bandits are the most patient of the Bandits, willing to wait days in any condition for the perfect chance to strike. 

Habitat: Any

Treasure:  Any

BruceMark

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