Batman
Batman
Sheet
AC 12 · HP 62 · 50 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
23 featuresBonus 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 itemsWeapons
- ShortswordA light, versatile monk weapon, carried in a plain sheath.
- 10×DartsLight throwing weapons suitable for monk weapon attacks.
Tools
- Disguise kitA kit for disguises, worn in use and carefully maintained.
- Forgery kitA kit for producing convincing forged papers.
Gear
- Dungeoneer's PackA pack with a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Fine clothesA set of fine clothes used when assuming his false identity.
- Belt pouchA small purse containing 15 gp.
Purse
- 15×GoldStarting 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
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.”
- Background
- Charlatan
Connections
Species
Human
Media
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