Bandit (5e Class)

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Bandit[edit]

A lone man walks into a bandit camp. He looks to his left, then, to his right, and finally to the large group of men standing before him. Despite being completely outnumbered and surrounded, he smirks, confident in his abilities and the mystical powers from beyond he wields. As he draws his blade and channels arcane power, an axe suddenly flies into his head, crushing his skull and killing him in an instant. Their leader lets out a hearty laugh, as their numbers seemed to be more than enough a match for his overconfidence.

A merchant caravan is heading to a great kingdom holding an excellent variety of quality goods. Just as it's nearing the forest's edge, a large group of bandits jump out from the trees. Arrows dispatch the guards in an instant, and any survivors are no match for the merciless warriors that follow. The merchant begs for his life and offers his wares in exchange, but their leader refuses, claiming both his life and valuables.

Vicious and Avaricious[edit]

Bandits make their living traveling from one place to another, pillaging whatever looks valuable along the way. If a spot is particularly prosperous, they might set up a camp and live there for awhile, defending it from invaders. But having a home to return to won't stop them from achieving their goal: gold. Willing to steal it, destroy homes, and even murder friends for it, greed is the driving force behind a bandit's ambition.

Creating a Bandit[edit]

Should you decide to walk the path of a bandit, think about a few things first. How did you end up in this situation? Did you willingly decide to ambush and pillage, or were you forced to due to complications at some point in your life? And how long have you been doing it? Also think about how it works with your character's background. It is unlikely that an acolyte would be a bandit, whereas an urchin could have been forced to steal to avoid starving.

Quick Build

You can make a Bandit quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the criminal background.

Class Features

As a Bandit you gain the following class features.

Hit Points

Hit Dice: 1d10 per Bandit level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bandit level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Bandit

Level Proficiency
Bonus
Features Quick Hands Die
1st +2 Pillage, Gold Smelling -
2nd +2 Growing Infamy, Quick Hands 1d4
3rd +2 Roads 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack, Golden Power 1d6
6th +3 Ability Score Improvement, Glorious Gold 1d6
7th +3 Treasure Sense, Road Feature 1d6
8th +3 Ability Score Improvement 1d8
9th +4 False Credentials 1d8
10th +4 Road Feature 1d8
11th +4 Gold Smelling, Extra Attack 1d8
12th +4 Ability Score Improvement, Glorious Gold Improvement 1d10
13th +5 Ransack 1d10
14th +5 Ability Score Improvement 1d10
15th +5 Road Feature 1d10
16th +5 Ability Score Improvement 1d12
17th +6 Gravitational Pull, Glorious Gold Improvement 1d12
18th +6 Road Feature 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Bandit Quasar 1d12

Pillage[edit]

When you hit a creature with a melee attack , you can choose to deal an additional 1d8 damage as well as your weapon's damage and steal an item that is not being held or armor. You can also Pillage objects. You deal the additional damage, maximize it, then double it. Items that may be inside containers are not destroyed. Pillage deals an additional 1d8 damage at 7th level and can be used to steal held objects, and finally at 12th level deals another 1d8 damage and can be used to steal armor. You can use this feature a number of times equal to your Strength modifier plus your proficiency bonus, and you regain expended uses after a short or long rest. Finally, whenever you steal from a creature, you also gain 1d8*proficiency bonus gold from it.

Gold Smelling[edit]

You've always had an obsession with gold, and it's starting to pay! At 1st level, you can sense any piece of gold weighing at least 1 gram in a 120-foot radius. At 11th level, you know exactly how much gold is around you.

Growing Infamy[edit]

People are starting to talk about a group of bandits, and you're part of it. Beginning at 2nd level, you gain proficiency in the Intimidation skill. If you are already proficiency in the skill, you add double your proficiency bonus to checks you make with it. When you make an Attack or Pillage on your turn, you can attempt to demoralize one creature you can see within 60 feet of you that can see or hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight). If successful, the target is frightened of you for 1 minute. They can repeat the save until they succeed or 1 minute has passed. Otherwise, the target can't be frightened by you in this way for 1 hour. You can use this feature a number of times equal to your Charisma modifier (minimum 1).

Quick Hands[edit]

You've become used to pick pocketing and stealing. Starting at 2nd level, you gain profficiency in Sleight of Hand if you're not already profficient in it. You also gain a die bonus to skill checks made with this skill. You may add your bonus die to tests made with it. Your stealing bonus die increases accordingly to your Quick Hands Die table. Alternatively, you can use this same die bonus as a damage bonus to attacks made with weapons once per turn, as long as you have advantage on the attack roll.

Roads[edit]

At third level, you chose a Road. Choose between Brigand, Pirate, Marauder, and Chief, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Upon reaching 5th level, when you take the Attack action, you can make an additional attack as part of the same action. You can make a third attack at 11th level.

Golden Power[edit]

You've found the secret power within gold itself. Once you've reached 5th level, you may add an aditional weapon damage dice if the weapon's blade is branded in gold. You may add your weapons damage dice thrice if their blade is branded once you reach 11th level.

Glorious Gold[edit]

Natural greed, naturally, depends on always getting more and more for it to feel something. And now, your greed has made up your mind as well. Once you reach 6th level, Whenever you take a long rest you may spend an hour of it to take special care of your gold pieces. Your gold looks so good and polished that they look like their value has increased. Whenever you make trades or buy items from a store or a trade, your gold coins make the price seem lower. Whenever you buy something with gold, the price is decreased by 1d12 + your Charisma modifier (Minimum of 4 GP). Additionally, you gain 1d6 + your proficiency bonus modifier Gold pieces whenever you polish your gold, as if their price increased somehow. If you use Tinker tools during this activity, the previous dice is doubled. You gain an aditional 1d12 and 1d6 once you reach level 12 (2d12+Charisma / 2d6+Prof.bonus), and again at level 17 (3d12+Charisma / 3d6+Prof.bonus)

Treasure Sense[edit]

You can feel the presence of treasure. Starting at 7th level, you instantly know the location and value of anything worth at least 1 gold piece within 300 feet centered on yourself.

False Credentials[edit]

Why adhere to the rules when you've already broken them? From 9th level onward, you now ignore all requirements for magic items and you automatically succeed any Charisma check that would require you to have a specific identity.

Ransack[edit]

Your strength and greed are unmatched in battle. Beginning at 13th level, you may choose a number of creatures within your movement speed equal to your proficiency bonus. You can Pillage each target once, and after you have finished, you may take an additional action that is not Ransack. You may use this feature a number of times a day equal to half of your Strength modifier (minimum 1).

Gravitational Pull[edit]

Your lust for gold is so great it manifests itself around you. Starting at 17th level, you can pull any objects within 120 feet that are worth at least one gold piece towards you. They travel in a straight line and move until they reach you, cannot proceed further, or are grabbed by someone or something. Objects that are unreasonably large or tethered to something do not move, such as buildings, but anything else is within your grasp.

Bandit Quasar[edit]

You've become the pinnacle of your fellow bandits, and no one can hope to stand before you now. Upon reaching 20th level, you can expend 250 gold pieces on an Attack to cause an explosion of power, dealing 20d12 force damage to hostile creatures within 90 feet of you. Creatures caught within the blast must succeed a saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier saving throw or be petrified. Creatures that succeed the save are knocked prone.

Brigand[edit]

Relying on brawn and brute strength to survive in the harsh mountains, Brigands are cruel and unforgiving savages who will let no good deed go unpunished, and no foe leave alive. Expect no mercy from these warriors, but expect no weakness either.

Mountain Dweller

Having spent most of your life in the mountains, you weren't just wasting time. Starting at 3rd level, you gain a climb speed equal to your movement speed and you gain resistance to the effects of extreme cold.

Finders Keepers

If it's no one's, then now it's yours! Starting at 3rd level, you may atune instantly to a magic item that is atuned to someone else. You may use it freely for 1 hour before the right atunement is necessery for it to maintain in atunement with you. When using this characteristic, you ignore pre-requirements of the magic item and it does not count against the maximum of atuned items. Once you use this skill, you may not use it again until you complete a long rest.

Savage Elevation

You've discarded any semblance of mercy you once had. Upon reaching 7th level your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22.

In addition, hit a creature with an attack, the target suffers additional damage equal to half of your level in this class.

Ambush Tactics

The levels you're willing to go to obtain treasure is a mystery. At 10th level, when you make an attack against a creature that hasn't acted in combat yet, or that can't see or hear you, you have advantage, deal a critical hit with maximum damage, and knock the enemy prone. Allied creatures within 15 feet can make an attack against the same target.

Crushing Blows

Your attacks crush bone and metal alike, and leave a mark. When you reach 15th level, every successful attack lowers the target's AC by 1 and causes them to bleed, losing 1d6 hit points on the end of each of its turns. This hit point loss can increases with each successful attack (i.e. two hits equal 2d6 hit point loss) and continues until the target is healed, succeeding a Wisdom (Medicine) check with a DC equal to 8 + your proficiency bonus + your Strength modifier. The bleeding also stops if the target receives magical healing. Creatures immune to bleeding or without blood don't lose hit points with this feature.

Giant Strength

You are a hulking mass of muscle. Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 26. Your size increases to Large, and you can wield two-handed weapons in one hand. You also ignore the heavy property of weapons, and whenever you make an attack, if the creature is Medium or smaller, your attack automatically hits, it is knocked 10 feet back and it is prone, taking an additional 2d10 bludgeoning damage.

Pirate[edit]

While most ruffians prefer to assault people on land, Pirates use not only their strength, but your speed and cunning as well to rule the high seas and plunder the riches it holds within.

Seafarer

Having dedicated time to learning how to not only effectively sail, but swim in case that goes wrong, no one is safe from your grasp. At 3rd level, you gain a swim speed equal to your movement speed, and you gain proficiency in all types of water vehicles, or double it if you were already proficient. You also add double your proficiency modifier to attack and damage roles made with Scimitars.

Surprise

Starting at 7th level, as an action, you make your sailing patrol bring out a medium canon wich fires a canon ball to destroy whatever you'd like. Make a Ranged Weapon Attack: +6 to hit at a target. The attack has disadvantage if the target it at least 300 feet away from you and is impossible to hit if it's 1200 feet away from you. If hit, the target takes 5d10 bludgeoning damage. This attack deals double damage to objects, buildings and constructs. You may use this attack twice per short rest or long rest.

Nimble

You're becoming faster, and harder to hit. Starting at 7th level, your movement speed increases by 10 feet and your AC increases by an amount equal to half of your proficiency modifier, rounded down.

Plunder

Ruthless doesn't even begin to describe you. Beginning at 10th level, whenever you decide to Pillage a creature, instead of stealing an item, you can deal an additional 2d8 damage, stun the target, and obtain 4d8 gold as well as the gold you would normally receive.

Bountiful Booty

You have an uncanny knack for finding loot. Upon reaching 15th level, whenever you find a magical item you may roll a d100. If the roll is equal to or lower than your Bandit level, you obtain another magical item. You cannot use this feature multiple times in the same item session (i.e. if you are a 15th level Bandit and find a flametongue, then are successful by rolling a 1-15 and obtain a bag of holding, you cannot use it again until you find another magical item), and you can use it a number of times equal to your Charisma modifier. You regain uses after long rest.

Davy Jones' Locker

The sea is your domain, and you can summon its fury to aid you in battle. When you become 18th level, you can conjure a large whirlpool that covers 60 feet across the ground and drags victims into the abyss. You and creatures you choose are unaffected by it. Creatures must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or take 12d8 bludgeoning damage and be dragged to the bottom of the ocean for 10 minutes. If you use this feature against creatures in water, the size increases to 90 feet, they suffer disadvantage, and take 12d12 bludgeoning damage instead. They do not drown, but are restrained and cannot speak. Creatures who are flying or levitating are pulled into the whirlpool by phantasmal chains so long as they are within range. You may use this feature once a day, and regain its use after a long rest.

Marauder[edit]

Described as the most vicious and merciless of bandits, Marauders are out for blood just as much as they are for gold, and no life is worth sparing in their eyes.

Blood is Money

There is not difference between a life and a coin to you. Beginning at 3rd level, upon taking damage, for every 10 gold pieces you discard, you can reduce the damage taken equal to the amount of gold spent divided by 10.

Onslaught

Your cruelty knows no bounds. Starting at 7th level, when you make an Attack against a creature, you may begin an Onslaught. For every successful Attack, you may make an additional Attack. The amount of attacks you perform may not exceed half of your Bandit level, rounded down, and you may this feature a number of times equal to your Strength modifier (minimum once). You may not begin an Onslaught if you choose to make an additional attack instead, and you may not take any additional actions. You regain uses after a long rest.

Strike Fear

Not only are you a force to be reckoned with, but a force to be feared as well. When you reach 10th level, upon receiving damage from a creature within your reach, you can use your reaction to make a single attack against that creature. You deal an additional 1d12 damage and the target must make a Wisdom saving throw against a DC equal 10 + your proficiency bonus + your Strength modifier. On a failure, the target is frightened of you for 1 minute. On a success, the creature cannot be affected by this for 1 hour. The creature can repeat the saving throw at the end of each of its turns.

Heads Will Roll

You've honed your blades to razor edge, and your skill with them further. Beginning at 15th level, whenever you Attack with a weapon that deals slashing damage, you deal an additional 2d10 slashing damage with them. On a critical hit, the target is decapitated and instantly killed. If the target has multiple heads, no head, or a head too large to cut through, you instead deal an additional 5d10 slashing damage as well as the 2d10 slashing damage.

Abandon Mercy

Mercy is no longer a part of you, and neither is frailty. Upon reaching 18th level, when you reduce a creature to 0 hit points, they are killed instantly. You restore hit points equal to your Bandit level plus your Constitution modifier, and can take an additional action, if you desire to. Also, whenever you deal damage, you can sacrifice up to gold pieces to deal extra damage. For every 10 gold pieces discarded, you deal 1 additional damage, and if at least 100 gold is spent, your damage is maximized. You must choose to do so before the outcome of the damage roll is determined. Additionally, every consecutive Attack deals 3 extra damage (for example, your second attack would deal 3 more damage, your third attack would deal 6 more, and so on).

Chief[edit]

No group of bandits can be led without their leader, the Bandit Chief. Strong, intelligent, and even more greedy than the rest, they lead their bands of ruffians to success in even the most trying of times.

Chieftain's Pride

As the leader of your bandit group, there's a lot riding on your shoulders. Luckily, you can handle it. When you reach 3rd level, all of your ability score caps increase to 22, then 24 at 7th, 26 at 10th, 28 at 15th, and 30 at 18th level.

Powerfull Comand

As the leader, you must have the strongest voice whenever is necessary, so your predecessors help you bring no shame to your title. When you reach 3rd level, as an action, once per long rest, you may conjure command as a second level spell slot. You do not need any components other then Verbal to use this spell. Your ability for this spell is Charisma. Additionally, you gain proficiency in Persuasion if your not already proficient with it.

Accrue Wealth

Somehow, you can find gold just about anywhere. Starting at 7th level, you can cause 1d20 gp to appear in you hand as a bonus action. You can use this feature a number of times equal to your Bandit level, and you regain expended uses after a short or long rest.

Heart of Gold

It doesn't make much sense, but gold seems to be empowering you in some way. Upon reaching 10th level, if you are carrying at least 1000 gold pieces worth of valuables excluding platinum pieces, your movement speed is doubled, you gain resistance to slashing, piercing, and bludgeoning damage, and you can take an additional Attack. If you are carrying 3000 or more gold pieces worth of valuables excluding platinum pieces, you also gain a +5 bonus to attack rolls, damage rolls, saving throws, ability checks, and you gain a +2 bonus to AC. If you are carrying at least 5000 gold worth of valuables excluding platinum pieces, you gain a +5 bonus to ability score modifiers, advantage on all rolls, and you ignore disadvantage.

Secret to Success

You're an excellent example to your followers. Beginning at 15th level, whenever you decide Ransack, you can choose any amount of creatures that you can see within range, and you can Pillage them twice instead of once. You also obtain an additional 4d8 gold pieces whenever you Pillage a creature, as well as what you would normally receive, and you deal an extra 2d8 damage with it.

Spirit of the Chiefs

Now a legend among the bandit camps, your predecessors have recognized your accomplishments and are willing to grant you their strength. When you reach 18th level, you can activate this feature. The spirits of previous leaders appear and merge with you, granting you spectral armaments and the following benefits. Your size increases to Large as well as granting you an additional 5 feet of reach, your movement speed is doubled, and you gain an Extra Attack. You restore all lost hit points and gain 200 temporary hit points, a +10 bonus to all rolls, +5 AC, advantage on all rolls if you didn't already have it, and you ignore disadvantage. You also Stun Medium or smaller creatures on a successful attack, you have resistance to all damage, ignore resistances and immunities, and you are immune to all status conditions except for restrained, unconscious, and dead. If you fall to 0 hit points, you revert to your normal form and fall unconscious, but are stable. The transformation lasts for 10 minutes or until you end it. You regain the ability to use this feature after a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Bandit class, you must meet these prerequisites: Strength 13, Dexterity 13

Proficiencies. When you multiclass into the Bandit class, you gain the following proficiencies: Simple weapons, light armor

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