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Stat Anything: Catwoman for Fifth Edition Dungeons & Dragons

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 DodgeSeleena 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.

Whip Mastery

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!

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Stat Anything: the Joker for 5e D&D

On a lark, I created Bat Knight, Waterdeep’s answer to Batman.

But what’s Batman without his villains?

Especially the Joker.

While doing a search for medieval Batman imagery, I came across this gem:


Now, if that isn’t inspiring/terrifying, I don’t know what is.

Design Notes

Taking cues from the picture, we can see that the Joker is gargantuan compared to the Bat Knight. Plus, his infamous laughing gas seemingly leaks from his body, causing those around him (Bruce is the exception, of course) to go mad.

Some might see this and say, “Oh, he’s a dragon.” But with all the extra smiles, arms, and tentacles, this thing is either an aberration or demon.

And not just any demon, but a demon prince.

Demon clown prince of crime? Let’s roll with it.

Demon princes are pretty well covered in Mordenkainen’s Tome of Foes. So sticking his stats in should be pretty easy. All I’ll have to do is create some Joker-style attacks and special traits for him.




Gargantuan fiend (demon), chaotic evil

Armor Class 19 (natural armor)

Hit Points 390 (20d20 + 160)

Speed 40 ft., climb 40 ft.

Abilities Str 27 (+8), Dex 10 (+0), Con 27 (+8), Int 20 (+5), Wis 18 (+4), Cha 25 (+7)

Saving Throws Dex +8, Con +16, Wis +12

Skills Deception +15, Intimidation +15, Perception +12

Damage Resistances cold, fire, lightning

Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses truesight 120 ft., passive Perception 22

Languages all, telepathy 120 ft.

Challenge 25 (75,000 XP)

Balanced by Good. When Joker is within 120 feet of at least one good or lawful aligned creature, Joker regains 30 hit points at the start of his turn. If Joker takes radiant damage, this trait doesn’t function at the start of the Joker’s next turn.

Innate Spellcasting. Joker’s spellcasting ability is Charisma (spell save DC 23). Joker can innately cast the following spells, requiring no material components:

At will: detect magic, mage hand, major image, tasha’s hideous laughter
3/day each: confusion, dispel magic, dream, fear, hypnotic pattern, telekinesis
1/day each: dominate monster, mass suggestion, mirage arcane, project image

Legendary Resistance (3/Day). If Joker fails a saving throw, he can choose to succeed instead.

Magic Resistance. Joker has advantage on saving throws against spells and other magical effects.

Magic Weapons. Joker’s weapon attacks are magical.


Multiattack. Joker makes three attacks: two with its bite and one to constrict.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage.

Constrict. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage plus 19 (2d10 + 8) piercing damage plus 19 (2d10 + 8) slashing damage. The target is grappled (escape DC 18) if Joker isn’t already constricting a creature, and the target is restrained until this grapple ends.

Laughing Gas Breath (1/day). Joker exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw or take 37 (11d6) poison damage and is charmed by Joker as if the creature was under the effect of a dominate monster spell, except Joker does not need to maintain concentration. A creature with an Intelligence score of 4 or less or immune to poison isn’t affected. The effect lasts until greater restoration or a similar spell is cast on an affected target.

Legendary Actions

Joker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Joker regains spent legendary actions at the start of his turn.

Bite. Joker makes a bite attack.

Move. Joker moves up to half his speed.

Laugh (Costs 2 Actions). All creatures within 120 feet of Joker must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Joker’s Laugh for the next 24 hours.

Lair Actions

On initiative count 20 (losing initiative ties), Joker can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Joker causes a brightly colored flower standing 5 feet tall to grow from the ground at a point he can see within 100 feet of him. The flower squirts acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a succesful one. The flower disappears after it squirts acid.
  • Until the next initiative count 20, all creatures under the effect of Joker’s laughing gas breath are overcome with laughing madness, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.

Regional Effects

The region containing Joker’s lair is warped by his magic, creating one or more of the following effects:

  • Nonmagical fabrics and paint change to hues of purple and green within 1 mile of the lair.
  • Wild beasts within 6 miles of the lair break into frequent debilitating laughter.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 24 Wisdom saving throw or descend into a madness determined by the Madness of Joker table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Joker dies, these effects fade over the course of 1d10 days.

Madness of Joker

If a creature goes mad in Joker’s lair or within line of site of the demon lord, roll on the Madness of Joker table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.

Madness of Joker

d100 – Flaw (lasts until cured)

01-20 – “I can’t take anything seriously. Everything’s just one big joke.”

21-40 – “Money, fame, family; nothing matters. Only chaos.”

41-60 – “Sometimes, people are much less serious when they’re dead. It’s my job to help them get to that point.”

61-80 – “My past doesn’t matter. It can be whatever I want it to be, so long as it strikes fear in others.”

81-100 – “I am not truly happy unless I have an enemy that I see as my perfect polar opposite.”


Thanks for reading!

Another fun one to make. I could have never guessed that Joker would end up being some sort of giant snake demon thing that could drive people insane?

I’ll probably expand on this Batman series a bit in the future. But for now, you’ve got Batman and Joker ready to go for your 5e D&D campaigns. Just not commercially! And the art isn’t mine, it’s borrowed from Sandara on Deviant Art.

See you next time!

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Stat Anything: Batman for 5e D&D

Reading through the new Waterdeep: Dragon Heist, I got a wild idea:

What if Batman lived in Waterdeep?

By day, Lord Bruce Waien is just another wealthy Waterdavian noble. As the owner of Waien Enterprises, Bruce has investments in nearly every corner of the city. He’s respected for business, but also known to be a bit of a playboy.

Of course, that’s all a cover for his true nature: he’s a vigilante that goes by the name the Bat Knight.

When night falls, Lord Bruce dons the black armor and helm of the Bat Knight and takes to the streets. He knows what evil lurks around the city and campaigns to thwart it at all costs.

Some think he’s a hero. Others think he’s a rogue. But the villains of Waterdeep know what he really is: a threat.

Design Notes

This was a fun one to make. While he’s super tough, Batman’s still a human. Therefore, I didn’t want to give him any stats above 18. A lot of his powers comes from his legendary magic items: helmet of the Bat Knight, armor of the Bat Knight, cloak of the bat (from the DMG), and his batarangs.

Keen readers might notice that the batarangs work similar to the orthon’s brass crossbow from Mordenkainen’s Tome of Foes.

Also, Batman is a legend. And legendary heroes get legendary actions. To represent Batman’s pure martial skills, I gave him 6 attacks per turn (3 normal plus 3 legendary). He’s a blur with his +3 greatsword. Plus, his batarangs can help him level a playing field quick.

Taking some cues from the Jarlaxle entry in Waterdeep, Batman lands right around 16 Challenge Rating mostly for his damage output and resistances.

These stats for Bruce Waien, the Bat Knight and associated magic items are free for you to use in your 5e Dungeons & Dragons campaigns. Just not commercially. And the art isn’t mine; borrowed!


Bruce Waien, The Bat Knight

Medium humanoid (human), chaotic good

Armor Class 24 (armor of the Bat Knight, bracers of the Bat Knight)

Hit Points 170 (20d8 + 80)

Speed 30 ft., fly 40 ft. (with cloak of the bat)

Abilities Str 18 (+4), Dex 16 (+3), Con 18 (+4), Int 17 (+3), Wis 15 (+2), Cha 16 (+3)

Saves Dex +8, Con +9

Skills Acrobatics +8, Athletics +9, Intimidation +8, Investigation +8, Perception +7, Stealth +8

Damage Resistances cold, fire (while wearing armor of the Bat Knight)

Damage Immunities psychic (while wearing helmet of the Bat Knight)

Senses truesight 60 ft. (while wearing helm of the Bat Knight), passive Perception 17

Languages Common, Dwarvish, Elvish, Undercommon

Challenge 16 (15,000 XP)

Special Equipment. Bruce wears the armor of the Bat Knight, the helm of the Bat Knight, bracers of the Bat Knight, and a cloak of the bat. He wields a +3 greatsword and carries 6 batarangs.

Defense Fighter. While wearing armor, Bruce gains a +1 bonus to AC (included).

Great Weapon Fighter. Whenever Bruce rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property in order for Bruce to gain this benefit.

Legendary Resistance (2/day). If Bruce fails a saving throw, he can choose to succeed instead.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, Bruce can regain 20 hit points.

Superior Critical. Bruce’s weapon attacks score a critical hit on a roll of 18-20.


Multiattack. Bruce makes three attacks with his +3 greatsword.

+3 Greatsword. Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Batarangs. Ranged Weapon Attack: +12 to hit, range 30/90 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus one of the following effects:

  1. Knockout Gas (1/day). The target and all creatures within 10 feet of the target must each make a successful DC 17 Constitution saving throw or fall unconscious for 1 hour. An affected creature wakes if it takes damage or someone uses an action to shake or slap the affected creature awake. Undead and creature immune to being charmed aren’t affected by the knockout gas.
  2. Blindness (1/day). The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of Bruce’s next turn.
  3. Entanglement (1/day). The target must make a successful DC 17 Dexterity saving throw or be restrained by rope. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check.
  4. Paralysis (1/day). The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Ricochet. The batarang bounces off the first target and hits a second target within 5 feet of the first target and within 30 feet of Bruce. Bruce then makes a second batarang attack against the new target. If the second batarang attack hits, the second target takes 6 (1d4 + 4) bludgeoning damage and Bruce may use the ricochet effect again against another new target hasn’t already received damage from Bruce’s batarang this turn. Bruce can continue to use the ricochet effect until there are no new targets available, at which point the batarang returns to Bruce.
  6. Tracking. For the next 24 hours, Bruce knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, Bruce knows which one, but not the exact location there.

Smoke Grenade (1/day). Bruce can throw a grenade at a point up to 60 feet away. When the grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Legendary Actions

Bruce can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bruce regains spent legendary actions at the start of his turn.

Attack. Bruce makes one attack with his +3 greatsword.

Hide. Bruce uses the hide action.

Move. Bruce moves up to half his speed.


New Magic Items

Here are new magic items available for 5e Dungeons & Dragons campaigns.

Bracers of the Bat Knight

Wondrous item, legendary (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you using no shield.

The Armor of the Bat Knight

Armor, legendary

You have a +3 bonus to AC while wearing this set of plate armor. In addition, the armor is made of mithril; it does not impose a disadvantage on Dexterity (Stealth) checks and does not have a Strength requirement. Finally, the armor has resistance against cold and fire damage.

The Helmet of the Bat Knight

Wondrous item, legendary (requires attunement)

While wearing this helm, you have truesight out to a range of 60 ft. If you already have truesight, wearing the helmet increases its range by 60 feet. Additionally, you are immune to psychic damage and have advantage on saving throws against being charmed and frightened.


Thanks for reading!

Of course, now that I’ve made “Batman” I’ve got to make some bad guys, right? Well, that’s what’s next.

Fortunately, someone’s already made a pretty freaky Joker dragon demon thing painting, so that’ll be fun to stat.

See you then!