Baleful Interdict. The Bandit Illrigger can place a magical seal on a creature within 30 of them when they make a weapon attack (no action) or a bonus action. A seal lasts for 1 minute or until burned; a creature with one or more seals is an interdicted creature. Only the Illrigger can see the seals. The Illrigger can place four seals per day. When an interdicted creature dies, the Bandit Illrigger can use a bonus action to move the seals to another creature within 30 feet. As a no-action, the Bandit Illrigger can burn the seals, dealing 1d6 Fire or Necrotic damage per seal burned.
Combat Mastery. The Bandit Illriggers have the following forms of combat:
- Lies (Lier Bandit Only). The Lier adds their charisma bonus to their attack rolls.
- Brutal (War Bandit Only). When the War Bandit hits a creature of Large or smaller size with a two-handed melee weapon attack, they can move the target 5 feet horizontally and can move into the target's former space.
- Lissome (Fear Bandit Only). When the Fear Bandit hits a creature with a melee weapon attack, they can spend movement to move 5 feet without provoking opportunity attacks.
- Unfettered (Blood Bandit Only). Baleful Interdict has a range of 60 feet instead of 30 feet. When making a ranged attack with 5 feet of a hostile creature doesn't impose disadvantage on the attack roll for the Blood Bandit.
- Inexorable (Darkness Bandit Only). The Darkness Bandit gains a +1 bonus to saving throws for each hostile creature within 5 feet of them, to a maximum bonus of +5.
Interdict Boons. The Bandit Illriggers have the following boons:
- Bedevil (Lier Bandit Only). When the Lier Bandit burns a seal on an interdicted creature, they can make the target subtract 2 per seal from their next saving throw.
- Swift Retribution (Fear Bandit Only). Once per turn, the Fear Bandit can make an opportunity of attack when provoked, without using their reaction.
- Abating Seal (War Bandit Only). When a creature, the War Bandit, can see damages them or an ally within 30 feet of them, the War Bandit can expend a seal as a reaction to reduce the damage taken by the target by 1d10 + 2.
- Soul Eater (Blood Bandit Only). When the Blood Bandit burns a seal, they gain 3 temporary hit points per seal burned.
- Styx's Apathy (Darkness Bandit Only). When a seal is burned on an interdicted creature, the Darkness Bandit can use their reaction to stop the creature from using their reaction for several turns equal to the number of seals burned.
Invoke Hell. Once per day, the Bandit Illrigger can activate an Invoke Hell option:
- Honey-Sweet Blades (Lier Bandit Only). When the Lier Bandit makes a weapon attack against an interdicted creature, they can gain an advantage against the creature as a no-action. If the attack hits, it becomes a critical hit.
- Turncoat (Lier Bandit Only). As an action, the Lier Bandit can force two enemy creatures within 60 feet of them, who can hear them, to make a Charisma saving throw (DC 13). On a fail, the target must use their reaction to make a weapon attack against a single target of the Lier Bandit's choice.
- Grand Strategist (War Bandit Only). As a no-action, the War Bandit can choose three creatures within 60 feet of them that can hear the War Bandit; each creature can immediately move up to half their movement speed without provoking opportunity of attacks.
- Punishment (War Bandit Only). When a creature damages the War Bandit with an attack, they can use their reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes necrotic damage equal to the damage they dealt the War Bandit with the triggering attack. On a successful save, the attacker takes half as much damage.
- Embolden Allies (Blood Bandit Only). As a bonus action, the Blood Bandit can restore a total of 20 hit points, split between them and other creatures within 30 feet of them
- Vitalize (Blood Bandit Only). As a no-action, for 1 minute, each creature of their choice within 30 feet of the Blood Bandit gains a +2 their ability checks.
- Master of Disguise (Dark Bandit Only). As an action, the Dark Bandit can cast Disguise Self.
- No Escape (Dark Bandit Only). As an action, the Dark Bandit can choose a creature to make a Charisma saving throw, made with disadvantage if they are within dim light or darkness. On a failed save, the target's speed is halved, and they can't willingly move more than 30 feet away from the Dark Bandit. This effect ends if a target is more than 30 feet away from the Dark Bandit, or if the Dark Bandit is incapacitated or dead.
- Enervating Spell (Fear Bandit Only). When the Fear Bandit deals damage to a creature with an Illigger spell of 1st level or higher, they can expend a seal (no action required) and imbue the spell with weakening magic. The target has vulnerability to that spell's damage. If they normally have resistance or immunity to the spell's damage, it is suppressed for the spell.
- Spellblade (Fear Bandit Only). As an action, the Fear Bandit can make a melee weapon attack and cast an illrigger spell.
Charm Enemy (Lier Bandit Only). Twice per day, when the Lier Bandit uses a bonus action to place a seal on a Humanoid, they can attempt to make the target make a Charisma saving throw. On a failed saving throw, they are charmed by the Lier Bandit for 1 hour or until the Lier Bandit or its allies do anything harmful; the target believes the Lier Bandit is a friendly acquaintance. When the charmed condition ends, the target knows they were charmed. When the Lier Bandit uses this bonus action, they can burn one or more seals on other interdicted Humanoids within 30 feet of them, in an attempt to charm them as well. The targets must make the same saving throw after the damage is dealt.
Devastator (War Bandit Only). Once per day, as an action, the War Bandit makes a weapon attack and chooses 3 willing creatures to make a weapon attack or a damage-dealing spell against a creature within range.
Exsanguinate (Blood Bandit Only). Whenever the Blood Bandit burns one or more seals on a creature that isn't a construct or undead, they can choose an ally the Blood Bandit can see within 30 feet of them. That ally gains temporary hit points equal to the damage dealt by the seals to the interdicted creature.
Blood Sense (Blood Bandit Only). The Blood Bandit knows the location of, the direction of, and the creature type of any creature with blood within 30 feet of them. This ability can not go through at least 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Marked for Death (Dark Bandit Only). On the first strike of each turn, the Dark Bandit has advantage on their attack against an interdicted creature.
Strike From the Dark (Dark Bandit Only). Once per turn, when they hit an interdicted creature with a melee weapon attack and have advantage on the attack roll, they add 2d4 damage to the attack. 3d4 if in dim light or darkness.
Spell Casting (Fear Bandit Only).
At Will. Hellfire, Vengeful Blade, and Vicious Mockery.
2/Day. Hell's Lash, Hellish Rebuke, and Silent Image.
Fancy Rapier (Lier Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.
War Flail (War Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Bludgeoning damage.
Dark Blade (Dark Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage.
Bone Blade (Fear Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
Buzzsaw (Blood Bandit). Ranged Attack Roll: +5, range 20/60 ft. Hit: 7 (1d8 + 3) Slashing damage.
Charm Enemy (Lier Bandit Only). Twice per day, when the Lier Bandit uses a bonus action to place a seal on a Humanoid, they can attempt to make the target make a Charisma saving throw. On a failed saving throw, they are charmed by the Lier Bandit for 1 hour or until the Lier Bandit or its allies do anything harmful; the target believes the Lier Bandit is a friendly acquaintance. When the charmed condition ends, the target knows they were charmed. When the Lier Bandit uses this bonus action, they can burn one or more seals on other interdicted Humanoids within 30 feet of them, in an attempt to charm them as well. The targets must make the same saving throw after the damage is dealt.
Description
Lier Bandit. Lier Bandits are Bandits infused with the blood of Moloch. They appear incredibly well-dressed and have a dashing mustache covering the monster that lies beneath.
War Bandit. War Bandits are Bandits infused with the blood of Dispater. War Bandits act as minor generals during invasions.
Blood Bandit. Blood Bandits are Bandits infused with the blood of Sutekh. Blood Bandits like to dress and talk like stereotypical vampires.
Dark Bandit. The edgiest of edge lords, the Dark Bandit is a Bandit infused with the blood of Belial. Dark Bandits dress as Knights in black armor and think they are the beast Bandit Knight variant.
Fear Bandit. The Fear Bandits are Bandits that are infused with the blood of Asmodeus. Fear Bandits like to think that they are actually scary.
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