Skip to content
CreatePricing
Batman - AI-generated fantasy Character

Batman

Human · Monk (Way of Shadow) · Level 10 · Charlatan

Batman

Quiet and controlled, he asks practical questions and remembers the answers.
AC12
HP62/62
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 62 · 50 ft.
AlignmentLawful GoodGenderMaleAge38
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords

Tools

Disguise kit,
Forgery kit

Languages

Common,
Goblin

Features

23 features

Bonus action

  • Measured Combination

    When On his turn after taking the Attack action

    Make two attacks with the Attack action, then follow with an unarmed strike as a bonus action. He may spend 1 ki point to make two unarmed strikes instead.

  • Patient Defense

    When On his turn

    Spend 1 ki point to take the Dodge action as a bonus action.

  • Step of the Wind

    When On his turn

    Spend 1 ki point to take the Disengage or Dash action as a bonus action; his jump distance is doubled for the turn.

  • Martial ArtsLevel 1

    While unarmored and not using a shield, use Dexterity for unarmed strikes and monk weapons. His Martial Arts die is a d6. After taking the Attack action with an unarmed strike or monk weapon, he can make one unarmed strike as a bonus action.

  • Shadow ArtsLevel 3

    He can spend 1 ki point to take the Hide action as a bonus action. He can also spend ki to cast darkness, darkvision, pass without trace, or silence without material components, or cast minor illusion at will. Wisdom is his spellcasting ability for these effects.

  • Ki-Fueled StrikeLevel 3

    When he spends ki as part of his action on his turn, he can make one unarmed strike as a bonus action.

Always on

  • Stunning StrikeLevel 5

    When When he hits with a melee weapon attack

    Attempt to stun a creature hit by a melee weapon attack. The target makes a DC 13 Constitution saving throw.

  • Shadow StepLevel 6

    When As a bonus action in dim light or darkness

    Teleport up to 60 feet between spaces he can see in dim light or darkness, then gain advantage on his first melee attack that turn.

  • Unarmored DefenseLevel 1

    While unarmored and not using a shield, AC equals 10 + Dexterity modifier + Wisdom modifier. This calculation is 14.

  • KiLevel 2

    He has 10 ki points, recovered after a short or long rest. Ki save DC is 13. He can use Flurry of Blows, Patient Defense, and Step of the Wind.

  • Unarmored MovementLevel 2

    His speed increases by 20 feet while unarmored and not using a shield.

  • Deflect MissilesLevel 3

    When hit by a ranged weapon attack, he can use his reaction to reduce its damage by 1d10 + 12. If reduced to 0, he can catch the missile; he can spend 1 ki point to throw it back as part of the same reaction if he has a free hand.

  • Slow FallLevel 4

    When he falls, he can use his reaction to reduce falling damage by 50.

  • Extra AttackLevel 5

    He can attack twice, instead of once, whenever he takes the Attack action on his turn.

  • Ki-Empowered StrikesLevel 6

    His unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.

  • Stillness of MindLevel 7

    He can use his action to end one effect on himself causing him to be charmed or frightened.

  • EvasionLevel 7

    When subjected to an effect that allows a Dexterity saving throw for half damage, he instead takes no damage on a success and half damage on a failure.

  • Purity of BodyLevel 10

    He can spend 1 ki point to touch a creature and end one disease or one effect causing it to be blinded, deafened, paralyzed, or poisoned.

  • Ability Score IncreaseHumaneach ability score increases by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language of choice.
  • False IdentityCharlatan

    You have established a false identity, including the papers and acquaintances needed to support it. You can forge documents and assume that identity when you have the time and materials to do so.

Spells

Spellcasting. Batman casts with Wisdom for Shadow Arts effects only; the monk does not have the Spellcasting feature. (spell save DC 13, to hit with spell attacks).

Gear

8 items

Weapons

  • Shortsword
    A light, versatile monk weapon, carried in a plain sheath.
  • 10×
    Darts
    Light throwing weapons suitable for monk weapon attacks.

Tools

  • Disguise kit
    A kit for disguises, worn in use and carefully maintained.
  • Forgery kit
    A kit for producing convincing forged papers.

Gear

  • Dungeoneer's Pack
    A pack with a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Fine clothes
    A set of fine clothes used when assuming his false identity.
  • Belt pouch
    A small purse containing 15 gp.

Purse

  • 15×
    Gold
    Starting gold from the Charlatan background.

Appearance

Batman is a lean, broad-shouldered human who wears dark, close-wrapped robes over practical clothes, with soft-soled boots and a plain cowl that leaves his mouth visible. He has an intent, weathered face and a steady, assessing gaze. Within a minute of meeting him, most people notice that he checks the worn leather strap around his left wrist whenever a conversation turns tense. Its underside is polished smooth from years of his thumb.

Mannerisms

He listens without interrupting, then repeats the last few words of an answer quietly, as if testing their weight. When a room grows uneasy, his thumb finds the strap at his left wrist.

Personality

Quiet and controlled, he asks practical questions and remembers the answers. He is gentler with frightened people than his severe dark robes suggest, but gives little away about himself.

Ideals

Justice should protect ordinary people, not merely punish the poor for breaking rules written by the powerful. He will not take a life to make his work easier.

Bonds

He keeps the worn wrist strap his mother Nella tied around his arm before he left home. He sends what money he can to the supper room at Low Ford, and will not let its neighbors be used as cover for a criminal scheme.

Flaws

He treats secrecy as a virtue even when an honest explanation would serve better. Once he decides someone is dangerous, he can mistake patience for permission to keep watching them indefinitely.

Quirks

Checks the worn strap on his left wrist whenever a conversation turns tense.
Keeps a folded scrap of paper in his sleeve and writes down names that people casually mention.
Sets his cup down on the same side of a table as the nearest exit.

Background

Batman grew up in a human household near Low Ford, where his mother Nella kept a modest supper room for laborers. He learned early that a confident lie could get a hungry person fed, and that the same trick could leave a neighbor cheated. For years he made his living as a false clerk and traveling medicine seller, taking small sums from men who had already taken more from the people around them. He kept one rule: no innocent person would pay for his work.

“He learned early that a confident lie could get a hungry person fed, and that the same trick could leave a neighbor cheated.”
From their backstory
Background
Charlatan

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Batman into a sheet

A high-res, share-ready sheet you can post or print.