Cunning Action. The woodsman can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
Manhunter. The woodsman has an advantage on Wisdom (Survival) checks to track humanoid creatures and vehicles.
Trapper. The woodsman has advantage on Wisdom (Perception) and Intelligence (Investigation) checks to notice traps. The woodsman also has advantage on saving throws against traps and on checks made to disarm traps.
Multiattack. The woodsman makes two weapon attacks.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Hunting Trap (3/day). The woodsman places a hunting trap on the ground. If a creature steps on the trap, make a melee attack against the creature with a +8 modifier. Hit: 5 (1d10) piercing damage and the creature is restrained. The creature that is trapped or another adjacent creature can use their action to attempt to free the creature on their turn. To free the creature, they must succeed a DC 17 Strength check. The trap can be revealed with a DC 13 Wisdom (Perception) check and disabled with a DC 15 check with thieves' tools.
Description
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. Woodsmen are hunters and trappers, catching people to steal their belongings, or tracking down travelers for an ambush.
Previous Versions
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12/4/2019 12:27:41 AM
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2
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Coming Soon
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