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Bandit

Bandits are the cutpurses, highwaymen, and infiltrators. They specialise in choosing one target and eliminating them with deadly efficiency.

Level Feature
1 Mark Target
2 Bandit subclass
3 Stat increase
4 Swift action
5 Subclass feature
6 Stat increase
7 Expert
8 Subclass feature

Hit-die: d4
Primary stat(s): senses
Armour: light
Weapons: light
Stamina: 3 + body modifier

Mark Target (Lv1)
Stamina cost: 2
On your turn you can mark a creature using your bonus action, a creature marked in this way takes an additional 2d4 physical damage whenever you damage them with a weapon. This effect lasts for 1 minute.

Bandit subclass (Lv2)
At 2nd level you can choose your bandit subclass, The subclasses are given more detail at the end of this class description.

Stat increase (Lv3)
At level 3 you can increase one of your three main attributes by 2 or two attributes by 1.

Swift action (Lv4)
At 4th level you can use the sprint and interact actions as a bonus action.

Subclass feature (Lv5)
You gain a feature from your subclass at this level.

Stat increase (Lv6)
At level 6 you can increase one of your three main attributes by 2 or two attributes by 1.

Expert (Lv7)
At 7th level you can roll a d4 on senses checks you make if you do not already have a d4 to the roll.

Subclass feature (Lv8)
You gain a feature from your subclass at this level.

Bandit subclass: Shadow blade

Swift with a dagger and claw, you are cunning and can strike foes with devastating force.

Backstab (Lv2)
At 2nd level you can gain the benefits of your mark feature against any creature so long as it doesn't see you.

Right spot (Lv5)
When you attack a creature who cannot see you, your attack bypasses their armour.

Lethal strikes (Lv8)
Stamina cost: 3
As part of your attack, you can choose to add 1d10 to the total damage. You must declare this before you make the attack.

Bandit subclass: Master theif

Cunning and intelligent, quiet and sly. This is the perfect subclass for those who take 'brain over brawn' to heart.

Keep an eye out (Lv2)
Your mind modifier is added to your initiative score and you can add a 1d4 to your mind checks to perceive other creatures.

Catch yourself (Lv5)
Stamina cost: 3
Whenever you fail a sense check to steal an item without being noticed or hide from a creature you can reroll the die and use either result.

Foxes cunning (Lv8)
You can add your mind modifier to any senses check or save so long as you can see the effect you are saving from.