Continuing my Gotham City meets Waterdeep trend, I’ve created Catwoman for Dungeons & Dragons Fifth Edition. If you haven’t already, be sure to check out the other two I’ve done:
Design Notes for Catwoman 5e
Catwoman was a little easier than Batman and Joker simply because similar designs already exist for swashbuckler/rogue types in Dungeons and Dragons fifth edition. It was simply a matter of tailoring her abilities and features to match those from the comics and movies. Also, I wanted to give her a few features that help her put the one-up on the Bat Knight, who, frankly, is a bit of a mensch in terms of CR.
I thought about going corny and making her a tabaxi, but that seemed kinda boring and a little too “on the nose.” Instead, I took some of the elements of Master Thief (Volo’s Guide to Monster) and tangled it up with the Swashbuckler. Also, the basic fifth edition whip is a little boring, so I gave it some cool secondary abilities.
Catwoman for Fifth Edition Dungeons & Dragons
Seleena Kieyel lived most of her young life in squalor on the streets of Waterdeep. As a teen, she became an entertainer at one of Waterdeep’s premiere brothels, the Alley Cat. Persistence and talent paid off for Seleena, and once the former housemistress retired, Seleena took over her role.
A big part of Seleena’s job was to protect the girls of the Alley Cat. In her spare time, she traded her time for combat training with the rogues and mercenaries that frequented her establishment.
Disgusted by the attitudes of the Waterdavian nobles and their treatment of the lower class, Seleena took matters into her own hands, donning a black leather mask and taking on the role of The Cat.
Now, the Cat robs from the rich and gives back to the poor, sending a message that the nobles’ cruel plutocratic ways will avoid consequence no longer. In addition, she keeps the women of Waterdeep’s alleys safe, protecting them from the baser aggressions of the more dastardly gentlemen callers.
Seleena Kiyell, The Cat
Medium humanoid (human), chaotic good
Armor Class 19 (leather)
Hit Points 123 (19d8 + 38)
Speed 30 ft., climb 30 ft.
Abilities Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 14 (+2), Wis 13 (+1), Cha 18 (+4)
Saves Dex +7, Int +5
Skills Acrobatics +10, Athletics +4, Perception +4, Sleight of Hand +10, Stealth +10
Senses passive Perception 14
Languages Common, Dwarvish, Elvish, Orcish, thieves’ cant, Undercommon
Challenge 8 (3,900 XP)
Cunning Action. On each of her turns, Seleena can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If Seleena is subjected to an effect that allows her to take make a Dexterity saving throw to take only half damage, she instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). Seleena deals an extra 24 (7d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of her allies that isn’t incapacitated and Seleena doesn’t have disadvantage on the attack roll.
Suave Defense. While Seleena is wearing light or no armor and wielding no shield, her AC includes her Charisma modifier.
Multiattack. Seleena makes five attacks: four with her claws and one with her whip.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing. If the target is a creature, Seleena can choose one of the following additional effects:
- The target must succeed on a DC 15 Strength saving throw or drop one item it is holding (Seleena’s choice).
- The target must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and Seleena can’t use her whip on another target.
Uncanny Dodge. Seleena halves the damage that she takes from an attack that hits her. She must be able to see the attacker.
BONUS | New Feat
Here is an extra feat for you to use in your fifth edition Dungeons & Dragons campaigns. Just not commercially.
Prerequisite: Proficiency with whips
You are an expert with a whip and can use it to disable your opponents in various ways.
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You learn three maneuvers with your whip. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Each time you hit a creature with a whip attack, you can choose to use one of the maneuvers from the list below:
- Disarming Strike. The target must succeed on a Strength saving throw or drop one item it is holding (your choice).
- Trip Attack. The target must succeed on a Dexterity saving throw or be knocked prone.
- Binding Attack. The target is grappled. The escape equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Until this grapple ends, the target is restrained, and you can’t use your whip on another target.
Thank you for reading!
I always have a great time when I stat up characters like this. Plus, it gave me a great idea for a new feat: whip mastery, which is now free for you to use.
Next up with Batman, I think I’m going to stat up another one of my favorite villains: the Penguin.
See you then!