Bandit Defector

Once, you lived outside the law, surviving by preying on the weak and taking what you wanted. Whether you were a raider, a highwayman, or a member of a larger criminal gang, you spent your days ambushing travelers, plundering villages, or shaking down merchants for coin. But something changed. Maybe you grew tired of the bloodshed, betrayed your comrades, or realized the cause you fought for was a lie. Now, you've turned your back on your old life, walking a different path. However, leaving behind a bandit’s past is not so simple—enemies, both former allies and vengeful victims, may still seek to drag you back into the darkness.   Even as you strive for a new life, the skills you honed in your outlaw days remain useful. You know how criminals think, how to move unseen, and how to survive in places where laws are meaningless. The wilderness may still call to you, the road a constant reminder of what you were. Do you seek redemption, or do you merely run from the past? And if confronted by your former gang, will you fight them—or rejoin them?

Outlaw's Instincts

Your time living outside the law has given you an uncanny sense for when things are amiss. You have advantage on Wisdom (Survival) checks to recognize ambush sites, hidden paths, or signs of pursuit. Additionally, you can usually tell if a settlement or business is under criminal influence, even if it is not immediately obvious.

Suggested Characteristics

Bandit Defectors struggle between their past and present, haunted by former sins or tempted by old habits. Some seek redemption through good deeds, while others simply try to survive, hoping to outrun their past. Their rough lives have made them adaptable, cunning, and sometimes ruthless. Many have trust issues, knowing firsthand how easily loyalty can be betrayed. Others seek companionship, trying to replace the family they lost when they turned away from banditry.  

Personality Traits

d8Personality Trait
1I always keep my back to the wall and an eye on the exits.
2I try to act respectable, but old habits die hard.
3I feel guilty for my past crimes and try to make amends.
4I never let myself get attached—it's easier that way.
5I am fiercely protective of my new allies; I won’t lose another family.
6I am always looking for the easiest way out of any situation.
7Violence was the only language I knew, and I still struggle to speak another.
8I hate when people call me a thief—I was more than that.

Ideals

d8Ideal
1Redemption. I can’t change the past, but I can still do some good. (Good)
2Freedom. No one tells me what to do—not the law, not criminals, no one. (Chaotic)
3Survival. I did what I had to do, and I’ll do it again if I must. (Neutral)
4Loyalty. I betrayed my old crew, but I won’t betray my new allies. (Lawful)
5Self-Preservation. I left because it was the only way to stay alive. (Neutral)
6Power. I left one gang to build something better. (Evil)
 

Bonds

d8Bond
1A loved one still lives among the bandits, and I must find a way to save them.
2A bounty hunter is after me, and I must evade or confront them.
3I owe my new life to someone who gave me a second chance.
4I stole something valuable before I fled, and now people want it back.
5My former leader swore revenge on me, and I know they will find me someday.
6There’s one crime I deeply regret, and I will do anything to make it right.

Flaws

d8Flaw
1I don’t believe in true justice—only in who has power.
2I still struggle with my violent impulses when things get difficult.
3I tend to lie, even when telling the truth would be easier.
4I expect betrayal at every turn and push people away before they can hurt me.
5I miss the thrill of bandit life and sometimes feel tempted to return.
6I can never truly relax—I always think someone is coming for me.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

This is a stub

This article will be expanded upon in the future

This is a
Good Article
Table of Contents

 
Skill Proficiencies
Choose two from among Stealth, Deception, Athletics, and Perception.
Tool Proficiencies
One type of gaming set or thieves' tools.
Languages
One language of your choice.
Equipment
A set of common clothes, a token from your old crew (a rusted coin, a dagger with a mark, or a piece of stolen jewelry), and a pouch containing 15 gp.
Ability Score Adjustment
Your choice of your Dexterity, Constitution, or Charisma scores increase by 1.

Comments

Please Login in order to comment!