The Night Blade (4th level)
A voice calls out suddenly from somewhere behind one of the fallen trees. "Your weapons and belongings! Drop them to the ground, and in the name of the Night Blades, we’ll spare your lives!"
Rolls
Perception - (1d20+5)
(19) + 5 = 24
Rolls
Intimidation - (1d20+3)
(7) + 3 = 10
HP: 26/26| AC: 15 (Mage Armor)| Initiative: 2 | Spell Save DC: 14
Sorcery Points: 4/4
Spell Slots: 1st LvL: 3/4 / 2nd LvL: 3/3
Homalis, maybe a bit of a coward himself, takes a step to stand behind Celia, and as far away from the voice behind the tree.
With a bit of mumbling and some finger movements, a faint magical glow surrounds his body.
The eagle-eyed observer would see a tadpole like shape "swim" from under one collarbone and to the other almost as if looking for the source of the voice as well.
"We have no weapons of consequence." The half-elf says very dead pan, with palms facing out and searching the darkness.
Rolls
Perception - (1D20)
(14) = 14
A second voice - gruff and female - comes from near the crushed wagon. "You gonna let them talk to you like that, Artur?" Chuckles abound from several throats. "I bet the Night Lord will be real happy to hear you let a group like this one pass by."
The first speaker, Artur apparently, scoffs. "Shut up, Kirci! The Night Lord will indeed be happy - happy with the bounty we'll get off of these idiots!"
Then he shouts, "Get 'em!" Six rough-looking men and women rise up from behind the fallen trees. Two of them leap over with sturdy weapons in hand, while the other four lift crossbows and crouch behind their makeshift walls.
Some things to bear in mind with the tracker below - a green diamond on the right means they're within range if you want to engage them in melee. Red diamond means they're a little harder to reach. To engage them, you'll either need some sort of a movement boost (monk/barbarian speed boost or rogue's cunning action), and there's a chance you might take an opportunity attack or two from the front rank.
Also, that back rank (red diamonds) has got half cover against ranged attacks (add 2 to their written AC if you're making a ranged weapon or spell attack against them).
Have fun!

HP: 26/26| AC: 15 (Mage Armor)| Initiative: 2 | Spell Save DC: 14
Sorcery Points: 4/4
Spell Slots: 1st LvL: 3/4 / 2nd LvL: 2/3
Seeing the bandits storm at them, Homalis whispers to himself Oh this isn't good...
He takes some steps back, and weaves the magic around him into another spell. Celia, as she is charging at the bandits (probably, disregard if she does something else) quickly grows in size. With her, her weapon's size also doubles.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
Thanks!
Celia's sword almost comes down slightly too far to the right of her target for only a glancing blow, but she quickly redirects it on the way down and slashes across the bandit's stomach for 9 points of damage, quickly pulling the blade back towards her center to defend herself.
Rolls
Attack roll - (1d20+5)
(15) + 5 = 20
Damage - (2d6+3)
(21) + 3 = 6
Reroll Damage (GWM) - (2d6+3)
(42) + 3 = 9
Their hands go from being outward facing into a complex series of moves whilst the tadpole "swimming" in their chest flares out it's fins and glows with a reddish orange light as the half-elf commands:
"Dͩ̊̑̚I̤͍̮̬̘̎̆͊F͉̲̻͍Ĕ̹̗͇ͪ ̣̩̭̒̔ͯC̱͔̞̻͑ͤH̳̟̰̫̬̣O͖̯̰̫̜͚ͪ̀͒͛U̖̝͉͚͂̄͌ͮ̈T͔͔̭̺̼̳̖͂͑̾͗!͇̺͕̲̹̞̓͋͐̓̿̍"
The bolt of flame streaks out from the area in-between the tadpole chest and the half-elf's hands and strikes harmlessly into the soggy wood.
Rolls
Firebolt at Bandit 4 - (1D20+6)
(1) + 6 = 7
Firebolt damage - (1D10)
(8) = 8
The two nearest bandits meet Celia's charge. One of them takes her blade in the stomach and struggles to keep his feet. The second is more fortunate, however, and manages to draw blood across the dwarf warrior's forearm before she knocks his blade aside (Celia takes 3 slashing damage). A moment later Celia's frame swells with magical strength from Homalis' spell, and the two bandits suddenly find themselves facing a dwarf the size of an ogre.
The four other bandits pick targets and let loose their bolts. One grazes Tok'ra in the arm (Tok'ra takes 5 piercing damage), and another flies straight for Alab...
Nearby, two of the bandits find themselves covered in other magical flames - multihued fires of Alab's dark heritage. Apparently unfamiliar with this sort of magic and with a log a few feet away already on fire, these two join the screaming and drop to roll in the dirt (Bandits 2 and 3 fail their saves vs Faerie Fire and so are granting advantage. Also they are prone for Round 2, because they think they're on fire lol).
Round 2 Player Phase!

Rolls
Bandit 1 vs Celia - (1d20+3)
(16) + 3 = 19
Dmg to Celia - (1d6+1)
(2) + 1 = 3
Bandit 2 vs Celia - (1d20+3)
(11) + 3 = 14
Bandit 3 vs Alab - (1d20+3)
(10) + 3 = 13
Bandit 4 vs Alab - (1d20+3)
(14) + 3 = 17
Dmg to Alab - (1d8+1)
(2) + 1 = 3
Bandit 5 vs Tok'ra - (1d20+3)
(16) + 3 = 19
Dmg to Tok'ra - (1d8+1)
(4) + 1 = 5
Bandit 6 vs Homalis - (1d20+3)
(1) + 3 = 4
Bandit Dex saves vs Faerie Fire (bandits 1-3) - (3d20+1)
(1227) + 1 = 22
wild magic surge - (1d100)
(84) = 84
necrotic damage - (1d10)
(2) = 2
"D'ya see why this might not'a been the best idea?" She asks the bandit as she whirls her greatsword around, aiming for the jugular.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Rolls
To-hit bandit 1 - (1d20)
(9) = 9
Damage - (2d6, 1d4)
2d6 : (16) = 7
1d4 : (3) = 3
Reroll 1 with GWF - (1d6)
(4) = 4
To-hit bandit 2 - (1d20+5)
(11) + 5 = 16
Damage - (2d6+1, 1d4+3)
2d6+1 : (52) + 1 = 8
1d4+3 : (4) + 3 = 7
Reroll 2 with GWF - (1d6)
(4) = 4
Whilst Tok'ra is taking the same action they have charged targets to one of the feared bandits.
Their hands go making a complex series of moves whilst the tadpole "swimming" in their chest flares out it's fins and glows with a reddish orange light as the half-elf commands:
"Dͩ̊̑̚I̤͍̮̬̘̎̆͊F͉̲̻͍Ĕ̹̗͇ͪ ̣̩̭̒̔ͯC̱͔̞̻͑ͤH̳̟̰̫̬̣O͖̯̰̫̜͚ͪ̀͒͛U̖̝͉͚͂̄͌ͮ̈T͔͔̭̺̼̳̖͂͑̾͗!͇̺͕̲̹̞̓͋͐̓̿̍"
The firebolt hisses through the drizzle and strikes the back of the retreating bandit.
A smile can be seen in the toothy tadpole's tattooed mouth upon the half-elf's upper chest.
Rolls
Firebolt damage - (1D10)
(8) = 8
Firebolt to Bandit 5 - (1D20+6)
(14) + 6 = 20
Movement: 40ft
Action: Unarmed strike
Bonus action: Flurry of blows
Rolls
Deflect Missile vs. Bandit 3 (advantage) - (1d20+6, 1d20+6, 1d8+4)
1d20+6 : (11) + 6 = 17
1d20+6 : (16) + 6 = 22
1d8+4 : (1) + 4 = 5
Flying kick (advantage?) - (1d20+6, 1d20+6, 1d4+4)
1d20+6 : (3) + 6 = 9
1d20+6 : (4) + 6 = 10
1d4+4 : (1) + 4 = 5
Palm strike (advantage?) - (1d20+6, 1d20+6, 1d4+4)
1d20+6 : (5) + 6 = 11
1d20+6 : (6) + 6 = 12
1d4+4 : (3) + 4 = 7
Spinning backfist (advantage?) - (1d20+6, 1d20+6, 1d4+4)
1d20+6 : (1) + 6 = 7
1d20+6 : (17) + 6 = 23
1d4+4 : (1) + 4 = 5
HP: 26/26| AC: 15 (Mage Armor)| Initiative: 2 | Spell Save DC: 14
Sorcery Points: 4/4 | Concentration: Enlarge
Spell Slots: 1st LvL: 3/4 / 2nd LvL: 2/3
Homalis grins as he sees his dwarf companion expand. That'll keep the front ones occupied.
He then turns toward the enemies further away from him.
Concentrating and mumbling under his breath, holds up his magical orb and a bolt of fire, not unlike the one his Co-Sorcerer just shot, makes its way toward a bandit that had just stepped out of his cover.
Rolls
Fire Bolt against Bandit 5 - (1d20+6, 1d10)
1d20+6 : (11) + 6 = 17
1d10 : (5) = 5
Rolls
B1 vs Celia - (1d20+3)
(5) + 3 = 8
B2 vs Celia (disadv) - (2d20+3)
(125) + 3 = 20
B3 vs Alab - (1d20+3)
(2) + 3 = 5
B4 vs Alab - (1d20+3)
(7) + 3 = 10
B5 vs Tok'ra - (1d20+3)
(20) + 3 = 23
Dmg to Tok'ra (crit) - (2d8+1)
(81) + 1 = 10
B6 vs Homalis - (1d20+3)
(14) + 3 = 17
Dmg to Homalis - (1d8+1)
(7) + 1 = 8