Highwayman
For bandits, bank robbers, and green-clad folk heroes, there’s no better way to make money than robbing nobles at knifepoint, especially in caravans. None are more prosperous at roadside robbery, perhaps, than highwaymen, who leverage their stealth and numbers to steal anything they wish before escaping into the trees with their bounty. A team of bandits works in smooth coordination, watching each others’ backs in a choreographed theater of shouting, looting, and cutting down anyone who runs.
Level 3: Nobody Move!
You’ve taken to working with a team of accomplices to rob lucrative, well-defended targets, such as caravans, banks, and groups of unsuspecting nobles. When a creature you can see provokes an opportunity attack from a friendly creature, you can use your reaction to make an opportunity attack against it using a ranged or melee weapon.
This attack occurs before the provoking creature moves and before the friendly creature can make an opportunity attack.
MERRY CONFEDERATES At 3rd level, when you and two or more friendly creatures hide in preparation for an ambush, you and any friendly creatures hiding with you have advantage on your Dexterity (Stealth) checks.Level 7: Vantage Point
You can quickly scale walls to gain a perch above your foes. Climbing no longer costs you extra movement. In addition, by climbing at half speed, you can climb up difficult surfaces (such as vertical walls) without making an ability check.
Level 11: No Seriously, Don't Move!
Your jumpy, shoot-themin- the-back philosophy has started to show dividends. You can make two attacks with a ranged or melee weapon, instead of one, when you make an opportunity attack.
Level 15: Get Out of Dodge
You’ll escape the long arm of the law or die trying. When you take the Disengage action on your turn, you gain two of the following benefits as a part of that action:
- You gain the benefits of the Dash action.
- You can take the Use an Object action.
- You can make one weapon attack against a creature you can see.
- You can attempt to shove a creature.
- You take half damage from falling and your jump distance doubles until the start of your next turn.

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