Bandits are those who have thrown off the yolk of the law, seeking out fame and fortune through criminal activity. What separates a bandit from a mere thief? Well, merely asking the question will get you killed in some circles, but it's generally agreed that the thirst for fame, the yearning for not just wealth but notoriety, the desire to hear your nom-de-plume shouted on every street corner... well, that's probably a part of it.

Subclass Features

As a Bandit, you gain the following features.

1 Exploits

Add the following four exploits to your list of exploit options: Maskwork, Tripwire, Excavate, Play Dead.

Maskwork

The one thing a bandit can always trust, even if every part of their plan goes wrong, is the sanctity of a mask.

You may spend a point of focus while putting on a mask as an action. This mask can be anything from a porcelain work of art to a scrap of cloth, so long as it covers your mouth. From that point on, discerning who you are underneath the mask requires a DC 15 investigation check. This benefit carries on until you remove the mask, and anyone who sees you outside of the mask must roll insight against the same DC to recognize you without it.

Greater Maskwork: Starting at 5th level, the DC of the insight check increases to 20.

Superior Maskwork: Starting at 9th level, this benefit applies to any party members who put on masks with you. It wears off when they take off their mask.

Tripwire

Nobody in a fight with you is going to be walking around unscathed, after the fight or during it.

Whenever you would deal damage to a target with a weapon attack on your turn, you may instead knock them prone. They must spend half their movement to stand back up.

Greater Tripwire: Starting at 5th level, you may apply this exploit to attacks of opportunity as well.

Superior Tripwire: Starting at 9th level, you may use your reaction to knock an opponent prone that moves within 30ft of you.

Excavate

No prison bars are holding you. You may spend a point of focus and a minute's work to tunnel through 1 foot of any material with a lower than AC 15 (or anything as hard as iron or less). You must have access to a weapon to do this, and every use of this exploit deals 1 Notch of damage to the weapon.

Greater Excavate: Starting at 5th level, you may substitute any item for a weapon when using this exploit.

Superior Excavate: Starting at 9th level, you may use your bare hands in place of a weapon for this exploit (no Notch damage is dealt).

Play Dead

It may be the coward's way out, but this coward is going to live.

Upon receiving damage from an enemy attack, you can spend 1 point of Focus to play dead for a minute. During this time, all perception and insight checks with a result lower than 20 will return the result that you are dead, and not coming back to life. You cannot perform actions, bonus actions, or movement during this time.

Greater Play: Starting at 5th level, nothing whatsoever can determine you are not dead, including higher insight roles and magical detection.

Superior Play: Starting at 9th level, you can stop playing dead at any time, and make an attack as a free action. This attack is eligible for a sneak attack.

1 Always Armed

You have a carefully hidden sheath designed to conceal small weapons from detection. You can store a light weapon you are holding in your hidden sheath as an action, so long as it is empty. A creature must succeed on a DC 20 Intelligence (Investigation) check to detect a weapon hidden in this way. As a bonus action on your turn, you can draw a weapon from your hidden sheath. When you do so, you gain advantage on the first attack you make with that weapon before the end of your turn.

In addition, you gain proficiency with a Disguise Kit and Firearms.

3 Getaway Driver

The most important part of any successful heist is getting away afterwards, so you've made a point of being good at it.

You gain advantage on Animal Handling checks made to ride or coerce animals which don't belong to you. In addition, as an action, you can spur an animal you are riding for 1 minute. A spurred mount has the following benefits:

  • Add 10ft to it's base movement speed.
  • It suffers no speed penalties due to carrying weight up to double it's base encumbrance.
  • If it is pulling a cart or carriage with other animals, the entire team becomes spurred for as long as it is as well.

You can use this feature once per short or long rest.

7 Trick Shot

As a Bandit, you know how to make the most of misdirection and flashy gestures to hit your opponent where it hurts. You gain proficiency with Performance if you don't have it already, and you can add your performance skill modifier to one weapon attack roll and damage roll per turn. You can use this feature a number of times equal to your charisma modifier and regain all uses on a long rest.

9 Ambush!

The most powerful element in any rogues toolkit is surprise, and you have mastered this tactic to a degree that could safely be called deadly.

When instigating combat against opponents who haven't already started to attack you, you can call an ambush. This let's each member of the party perform an action in the order of your choosing before initiative is rolled. During this ambush round, every ally within 60ft of you recieves the following benefits:

  • 10ft added to their base movement speed.
  • Advantage on attack rolls.
  • Double damage on all successful attacks.