[Roguish Archetype] The Caped Crusader

by PosTavern

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The Caped Crusader

Caped Crusader

Whether standing in for an missing or dead Bruce Wayne, or following in his footsteps in other universes, there are many men and women who have called themselves the Batman. You are one of them. You are a silent guardian. You are a watchful protector. You are the Dark Knight.

Bat-Infusions

When you choose this archetype at 3rd level, you gain the ability to imbue mundane items with certain magical bat-infusions. Whenever you finish a short or long rest, you can touch a nonmagical object and imbue it with a bat-infusion, turning it into one of the magic items found on pages 2 and 3. Your bat-infusion remains an item indefinitely, but vanishes when you die.

You can have one bat-infusion active at a time. You can have one more bat-infusion active at 9th, 13th, and 17th level. You can then infuse more than one nonmagical object at the end of a short or long rest. If you try to exceed your maximum number of bat-infusions, the oldest bat-infusion immediately ends, and then the new bat-infusion applies.

Brutal Martial Arts

Starting at 3rd level, you can roll a d4 in place of the normal damage of your unarmed strike, which gains the finesse property. When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Additionally, you don’t need advantage on an attack roll to use your Sneak Attack against a creature that is frightened or grappled. All the other rules for Sneak Attack still apply to you.

Eye for Detail

At 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Contingency Planner

At 9th level, you develop the ability to swiftly deduce certain information about a creature's offensive and defensive capabilities. As an action, choose one creature you can see within 60 feet of you. You learn the following details about its game statistics: condition immunities; damage immunities, resistances, and vulnerabilities; legendary actions and resistances; and saving throw proficiencies.

At the DM's option, you might also deduce one of the creature's flaws or special traits, if it has any.

Once you use this feature, you can't use it again until you finish a short or long rest.

Batsuit Mastery

At 13th level, you gain proficiency in medium armor. In addition, while you wear a suit of armor, you don't have disadvantage on Dexterity (Stealth) checks for wearing it, and you gain a +5 bonus to Constitution saving throws against being exhausted.

Aura of The Dark Knight

At 17th level, you can use a bonus action in dim light or darkness to emanate a menacing aura until your concentration ends (as if concentrating on a spell). The aura extends 10 feet from you in every direction, but not through total cover.

Each creature of your choice in your aura that has 50 hit points or fewer is frightened by you.

Bat-Infusions














Cape of Memory Cloth

Wondorous item, uncommon

When you fall and are not incapacitated while wearing this cape, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.

In addition, if you land on your feet at the end of a fall in dim light or darkness, hostile creatures within 10 feet of you must make a Wisdom saving throw or become frightened of you until the start of your next turn. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus.














Cowl of Shadows

Wondorous item, uncommon

While wearing this cowl, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

In addition, if you decide at the start of your turn to only move up to 5 feet in dim light or darkness, hostile creatures within 10 feet of you must make a Wisdom saving throw or become frightened of you until the start of your next turn. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus.
















Grapnel Gun

Wondorous item, uncommon

You can use this grapnel gun as an action or reaction when falling to fire a grappling hook with attached rope to any point within 60 feet above you. If the grappling hook attaches to a point, you can use this grapnel gun as a bonus action to pull yourself 30 feet towards it without spending any movement.

The rope has AC 20 and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, both the grapnel gun and the rope are destroyed.














Light Disruptor

Wondrous item, uncommon

This disruptor has 3 charges. While carrying it, you can use an action to expend 1 of its charges instantaneously extinguish all nonmagical light sources within a 120-foot cube centered on yourself. The disruptor regains all expended charges daily at dawn.
















Oceanic Repellent Bat Spray

Wondrous item, uncommon

This spray has 3 charges. If a creature with an innate swimming speed attacks you while you are holding this spray, you can use a reaction to expend 1 charge and spray it, forcing it to make a Constitution saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. The spray regains all expended charges daily at dawn.












Reverse Batarang (belt pouch of 3)

Simple weapon, ranged weapon, uncommon

The batarang is a ranged weapon carved into the caped crusader's signature symbol. When thrown, it has the finesse property, a range of 60/120 feet, and any creature that is proficient with the dagger is also proficient with this weapon. On a hit, the boomerang deals 1d4 piercing damage. On a miss, the batarang returns to the thrower's hand.

Attacks with the reverse batarang ignore half cover and three-quarters cover.
















Sonic Batarang (belt pouch of 3)

Simple weapon, ranged weapon, uncommon

The batarang is a ranged weapon carved into the caped crusader's signature symbol. When thrown, it has the finesse property, a range of 60/120 feet, and any creature that is proficient with the dagger is also proficient with this weapon. On a hit, the boomerang deals 1d4 piercing damage. On a miss, the batarang returns to the thrower's hand.

When you are within 60 feet of the sonic batarang, you can use a bonus action to cause it to emit a high-pitched wailing sound that can be heard up to 30 feet away.














Smoke Pellet (belt pouch of 3)

Wondrous item, uncommon

As a bonus action or reaction when an attack roll is made against you, you can throw a smoke pellet up to 60 feet. The pellet creates a 10-foot-radius sphere of smoke centered on the point it hits. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Credits

Author and Designer

u/PosTavern

Art Credits

Ashraf Ghori — Among the Gargoyles (Front Cover)
Thomas Kinkade — Dark Knight Saves Gotham City (pg. 1)
Rocksteady Studios — Batman gliding (pg. 2)
Public Domain — Batman Cowl (pg. 2)
Mr. Uncle Bingo — BAK Gadgets (pg. 2 and 3)
Howard Schwartz — Oceanic Repellent Bat Sprays (pg. 3)
Dmitriy Kotliar — Batman Smoke Pellet (pg. 3)
Alaa Elassar — The Bat Signal (Credits)

Acknowledgements

My friends and significant other for their enthusiasm and support

The redditors who provided terrific feedback

The creators of every Batman comic book, film, and video game for inspiring this archetype