Bandits
Outlaws of the Roads and Wilds
Bandits are opportunists gnawing away at the grand fabric of civilization, thriving anywhere trade moves and law grows thin. A rotting bridge, a narrow pass, or a busy dockside all make perfect hunting grounds for those desperate or unscrupulous enough to take to banditry.
A caravan master might hear a friendly voice from the roadside, only to find a crossbow at his chest and half a dozen more in the brush. Flush with loot, the bandit's camp rings with raucous songs, stolen wine, and outlaws toasting freedom with every swaggering verse. Their motives range from survival to greed, but their tools are constant: ambush, intimidation, and enough violence to make victims remember the lesson for the next toll. Against a well-placed ambush, even the boldest traveler learns that coin is lighter than blood.
Bandit Lore
- Bandit gangs usually operate in lawless or remote areas like forest highways, mountain passes, and city slums. Anywhere a watch patrol is late or easily bribed. They excel at exploiting terrain and local knowledge, setting up concealed camps and escape routes that the tax collectors somehow never find.
- Banditry thrives when the people are desparate. Often, otherwise honest folk turn to banditry due to oppression, famine, or war. In rare cases, bandits can even be principled exiles or freedom fighters driven by a personal code.
- Leadership among bandits tends to fall to the toughest, the craftiest, or the one with enough charisma to convince everyone else to do the dangerous work.
- Charismatic bandit leaders keep their gangs loyal through intimidation, tall tales, and the occasional feast, promising riches, freedom from tyranny, or at least a fuller belly than honest labor would provide.
Bandit Tactics
- Bandits fight dirty and exploit tricks that honorable soldiers wouldn't. Many carry sand, dirt, or filth to fling in opponents’ eyes, using abilities like Cheap Shot, Smoke Bomb, and Fling Filth to catch their opponent off guard
- Most prefer to strike from hiding and surrounding their targets at range. Abilities like Deadeye Shot, Overwatch, and Sharpshooter's Shot are a great way to punctuate a hail of crossbow bolts coming from the bushes.
- Bandits flee or surrender if a fight turns against them. Abilities like Feign Death and Grovel and Beg are perfect to showcase their finely honed sense of self-preservation
- Bandit leaders bark orders, threats, or signals to direct their crew and keep them in line, using abilities like Kick the Lickspittle, Command the Attack, or Stay In Formation
Bandit Statblocks
From ragged highway footpads to notorious outlaw kingpins, bandits come in many tiers of power. These statblocks scale from lowly CR 1/8 cutpurses up to a legendary bandit lord who commands respect through fear. Bandits make excellent early-game enemies in roadside skirmishes, and their higher-level counterparts can challenge even experienced parties with cunning tactics and coordinated assaults.
Bandit
A desperate footpad or highway robber, usually working with a small gang. The basic Bandit is weak alone but dangerous in numbers. They rely on stealth and deceit, often pretending to be harmless travelers or lying in ambush.
Bandit
Summoned with Foe FoundryMedium Humanoid (Bandit)
AC 13 (Studded Leather Armor) Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 12 | +1 | +1 |
Con | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 9 | -1 | -1 |
Skills Stealth +5
Senses Passive Perception 10
Languages Common
CR 1/8 (25 XP; PB +2)
Actions
Shortswords. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 8 (2d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400ft., one target. Hit 6 (1d10 + 1) piercing damage.
Fling Filth. The bandit flings filth at a creature within 10 feet. The target must make a DC 10 Dexterity saving throw or be Blinded until the end of its next turn.
Bonus Actions
Vanish. The bandit can hide as a bonus action even if only lightly obscured.
Bandit Veteran
A hardened brigand who has survived a few close calls. Bandit Veterans are tougher and craftier, possibly serving as a gang lieutenant. They often carry a firearm and can open fire with deadly accuracy. Bandit veterans aren't above dirty tricks, showing that with experience comes an even dirtier fighting style.
Bandit Veteran
Summoned with Foe FoundryMedium Humanoid (Bandit)
AC 14 (Studded Leather Armor) Initiative +2 (12)
HP 32 (5d8 + 10)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 11 | +0 | +0 |
Dex | 14 | +2 | +2 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 10 | +0 | +0 |
Cha | 10 | +0 | +0 |
Skills Stealth +4
Senses Passive Perception 10
Languages Common
CR 1 (200 XP; PB +2)
Actions
Multiattack. The bandit makes two Pistol or Shortswords attacks. It may replace one attack with a use of its Fling Filth.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90ft., one target. Hit 7 (1d10 + 2) piercing damage.
Shortswords. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) slashing damage.
Fling Filth. The bandit flings filth at a creature within 10 feet. The target must make a DC 10 Dexterity saving throw or be Blinded until the end of its next turn.
Sharpshooter's Shot (Recharge 5-6). The bandit fires a deadly shot at a creature it can see within 90 ft. The target must make a DC 12 Dexterity saving throw. On a failure, it takes 7 (3d4) piercing damage and is Dazed until the end of its next turn. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.
Bonus Actions
Cheap Shot. The bandit attempts to strike a creature within 5 ft with a cheap shot. The target must make a DC 12 Strength or Dexterity save (target's choice). On a failure, the target's speed is reduced to zero until the end of its next turn. A creature that is Prone makes this save at disadvantage.
Bandit Captain
A cunning outlaw leader who commands a bandit crew through fear and charisma. The Bandit Captain coordinates raids and ambushes, often planning escape routes in advance. In battle, they fight as well as direct their allies. Ruthless and pragmatic, a bandit captain will withdraw if defeat seems likely, but if cornered they might bargain for their life with promises of hidden loot (or threats against a hostage).
Bandit Captain
Summoned with Foe FoundryMedium Humanoid (Bandit)
AC 15 (Studded Leather Armor) Initiative +3 (13)
HP 45 (7d8 + 14)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +3 |
Dex | 16 | +3 | +5 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 10 | +0 | +0 |
Cha | 11 | +0 | +0 |
Skills Athletics +3, Stealth +7, Deception +2
Senses Passive Perception 10
Languages Common
CR 2 (450 XP; PB +2)
Actions
Multiattack. The bandit makes two Pistol or Shortswords attacks. It may replace one attack with a use of its Stay in Formation.
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90ft., one target. Hit 8 (1d10 + 3) piercing damage.
Shortswords. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage.
Stay in Formation (Recharge 5-6). The bandit issues a command to all allied creatures within 30 feet. Creatures who can see or hear the bandit can use their reaction to move up to half their speed without provoking opportunity attacks.
Bonus Actions
Vanish. The bandit can hide as a bonus action even if only lightly obscured.
Reactions
Overwatch (1/day). When a hostile creature within 30 feet of the bandit moves and the bandit can see that movement, it can make a ranged attack against the target.
Bandit Crime Lord
A legendary Bandit Crime Lord has amassed wealth, henchmen, and a fearsome reputation. They are as much a folk tale as a foe, often known by a colorful epithet (e.g. "Blackarrow" or "The Red Raven"). A crime lord combines deadly aim, tactical genius, and ruthless charm. Fighting a bandit crime lord should feel like battling a criminal mastermind - they always have another trick ready, and seldom fight alone.
Bandit Crime Lord
Summoned with Foe FoundryMedium Humanoid (Bandit)
AC 19 (Studded Leather Armor +2) Initiative +13 (23)
HP 221 (26d8 + 104)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 15 | +2 | +6 |
Dex | 20 | +5 | +9 |
Con | 18 | +4 | +8 |
Mod | Save | ||
---|---|---|---|
Int | 14 | +2 | +2 |
Wis | 12 | +1 | +5 |
Cha | 14 | +2 | +2 |
Skills Athletics +6, Stealth +13, Perception +5, Deception +6
Senses Passive Perception 15
Languages Common
CR 11 (7,200 XP; PB +4)
Traits
Mob Boss. The bandit has advantage on d20 tests as long as at least two other lower-CR allies are within 10 feet.
Legendary Prowess (3/day). The bandit can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The bandit makes two Pistol or Shortswords attacks. It may replace one attack with a use of its Command the Attack.
Pistol. Ranged Weapon Attack: +9 to hit, range 30/90ft., one target. Hit 16 (2d10 + 5) piercing damage and 5 (2d4) poison damage.
Shortswords. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage and 7 (2d6) poison damage.
Command the Attack (1/day). The bandit issues a command to all allied creatures within 30 feet. Creatures who can see or hear the bandit can use their reaction to make a single weapon attack with advantage.
Bonus Actions
Deadeye Shot (3/day). The bandit gains advantage on the next attack it makes until end of turn.
Focus Shot (Recharge 4-6). If the bandit has not moved this turn, it gains advantage on the next attack roll it makes this turn. Its speed becomes 0 until the start of its next turn. If the attack hits, the bandit can choose one of the following options:
- Aim for the Eyes: the target must make a DC 17 Dexterity saving throw or be Blinded for 1 minute (save ends at end of turn)
- Bring it Down: the target must make a DC 17 Strength saving throw or be knocked Prone
- Vein Slice: the target must make a DC 17 Constitution saving throw or gain Bleeding [7 (2d6) piercing]. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Legendary Actions (3)
Attack. The bandit makes a Pistol or Shortswords attack.
Recharge. The bandit uses or attempts to recharge one of its Recharge abilities. It can't take this action again until the start of its next turn.
Sneak. The bandit moves up to half its movement and uses Hide.
Bandit Encounter Ideas
These bandit encounter ideas bring the outlaw threat to life: perfect for ambushes, tense negotiations, or chaotic roadside brawls in your 5E campaign.
- A column of greasy smoke curls into the sky ahead. The smell of roasting meat mingles with the sharper tang of burning wagon wood. Around the flames, bandits pick through a half-looted caravan, laughing and drinking from stolen casks. They greet the party with mock toasts, inviting them to "join the feast", while others wait hidden in the bushes.
- At night, the party is approached by a sly Bandit Veteran who tells the party that a cruel Bandit Captain has set up an ambush site nearby that the PCs will certainly fall victim to. He offers to share information about the ambush, in return for help overthrowing his boss.
- The party hears a voice call out to them as they are halfway across a rickety bridge over a deep gorge. A rogueish Bandit Captain flourishes a dagger and threatens to cut the bridge unless they pay the crossing toll.
- In a clearing ahead, a Bandit Crime Lord, acting as a judge, has set up a crude "court" with tree stumps for benches. A trembling merchant is on "trial" for crimes against the people. If the party is spotted, the judge calls out and asks the party to join the jury
Bandit Adventure Ideas
From back-alley syndicates to roving raiders, these bandit adventure hooks give you ready-made plots for one-shots or multi-session 5E arcs.
- A disgraced Knight hires the PCs to clear his name and hunt down and deal with his former subordinates, who all deserted and turned to banditry. These Bandit Veterans call themselves the Scarlet Soldiers, and have taken to pillaging the countryside.
- A former companion of one of the PCs writes a letter begging for help - the small village that this friend lives in has fallen under the sway of a terrible Bandit Captain, who demands frequent "protection" payments.
- The PCs are hired by a local magistrate to hunt down a famed Bandit Crime Lord who has thrice stolen the magistrate's tax harvest. It turns out the bandits are stealing from the magistrate, who is woefully corrupt, and distributing the loot back to the local populace.
- A spate of daring burglaries has left the city guard baffled. Valuables vanish from locked rooms with no sign of forced entry. The culprit is a network of agile Bandit Veterans who travel via the city's rooftops and sewer grates, striking in the dead of night.