Caped Crusader (5e Class)
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Fear the Night
A shadowed figure stands atop a tall building, watching their city like a sentinel of justice. Their eyes like those of a hawk, they see a family being attacked by vicious criminals. Dropping down like a creature of the night, they strike the villains with speed and ferocity, leaving them broken and battered.
A slinking woman crawls along the ceiling, tailing the oblivious guard. She slowly drops to the floor without a sound, watching the keys on his hip dangle, ready to be plucked off him. She reaches out and takes them, retreating out of sight before the fool realizes he's been robbed. By the time he does, she's already gone.
A masked man engages in a firefight with several others. The criminals outnumber him ten to one, but he knows the advantage is his. He tosses out a small canister in front of the goons, releasing a blinding flash of light. The armed henchmen try to regain their senses, but find it to be too late. The man fires several rounds, killing most of them, before moving closer to engage the last few. He beats and bruises them, not holding back before killing the last one by snapping his neck.
A laughing clown readies a small firearm before the helpless victim he's taken hostage. He tells them a joke to break the tension, but it scares them, their fear bringing a smile to the clown's face. He raises the firearm to their head and gives them to the count of three to smile. The captive works up a terrified smile, but his captor keeps counting. Once he reaches one, he pulls the trigger, revealing a small flag from the chamber. His victim then laughs horrifically, cackling until they drop dead.
The caped crusader is a warrior who takes advantage of the fear and mistakes of their foes, making themselves appear as a terrifying force of nature. Despite the name, not all caped crusaders wear capes. It is instead simply a means of classifying these fighters who all stem from one myth: The Legendary Batman. Hiding in shadows and watching from above, these people fight for their own reasons and seek to follow their path to the very end.
Creating a Caped Crusader
Most any resident of Gotham knows the heroes and villains of their home realm, but which you choose to emulate is indicative of your perspective of the harsh world in which you were born. Do you seek to be a hero in a world of corruption? Do you have faith that even the darkest of criminals could be reformed given the right "motivation", or are you certain that mankind is just a bunch of animals, so desperate they must tear each other apart to survive? Are you in it for sport, for the lulz, to protect the innocent, or out of some misplaced need to put order into the world? There's an inherent madness to this realm. What flavor are you cursed with?
- Quick Build
You can make a caped crusader quickly by following these suggestions: first, Intelligence should be your highest ability score, followed by Dexterity. Backgrounds are suggested depending on which Cowl you intend for your character, but they are only suggestions.
As a Caped Crusader you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor
Weapons: Simple weapons, martial weapons
Tools: thieves' tools
Saving Throws: Dexterity, Constitution
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) padded armor or (b) leather armor or (c) breastplate
- (a) two daggers or (b) 10 darts or (c) one martial weapon of your choice
- burglar's pack
- thieves' tools
- If you are using starting wealth, you have 5d4 x 10gp in funds.
|Features||Martial Arts||Fear points|
|1st||+2||Street Fighter, Fear Points, Utility Belt, Bat Items||d4||2|
|2nd||+2||Cowl, Cowl Feature||d4||2|
|3rd||+2||Dark Knight speciality||d4||4|
|4th||+2||Ability Score Improvement||d4||4|
|6th||+3||Specialist suit smith||d6||6|
|8th||+3||Ability Score Improvement||d6||8|
|12th||+4||Ability Score Improvement||d8||12|
|16th||+5||Ability Score Improvement||d8||16|
|19th||+6||Ability Score Improvement||d10||20|
Growing up in Gotham, you know that it's a dog-eat-dog world, and even the best of us have had to learn to talk with our fists. At 1st level, your background of scraps has taught you an assortment of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only simple Weapons:
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and simple weapons.
• You can roll 1d4 in place of the normal damage of your Unarmed Strike or simple weapon. This die improves as you gain Caped Crusader levels, as shown in the Fear Points column of the Caped Crusader table.
• When you use the attack action with an unarmed strike or a simple weapon on your turn, you can make a second attack action as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action or take a second attack with the quarterstaff, assuming you haven't already taken a bonus action this turn.
At 1st level, you harness the very power of fear itself to turn the tide of combat to your side. Your experience in battle teaches you more efficient ways to use your enemy's fears to your advantage, and you will gain more fear points as you level up. The number of points you have is tracked in the Fear Points column of the Caped Crusader table. You regain your maximum fear points at the end of a long rest, or if noted by an ability.
You start knowing three fear point abilities: Vengeance, The Nightmare, and Not So Fast.
Some of your fear point features require your target to make a saving throw to resist the feature's effect. The saving throw DC equals 8 + your proficiency modifier + your Intelligence modifier.
Immediately after you take the Attack action on your turn, you can spend 1 fear point to make two unarmed strikes as a bonus action.
- The Nightmare
You can spend 1 fear point to intimidate your opponents. Each creature within 50 feet of the Crusader, and aware of it, must succeed on a Wisdom saving throw or become Frightened for 1 minute. Any creature who was not aware of your presence before you approach with this ability rolls at disadvantage. 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 Crusader's Nightmare feature for the next 24 hours.
- Not So Fast
If you have not used your reaction yet this round, you can spend 1 fear point to do one of the following:
- Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
- When a creature within your reach makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
At 2nd level, you chose a cowl. Choose between Cowl of the Bat, Cowl of the Robin, Cowl of the Nightwing, Cowl of the Cat, Cowl of the Clown, and Cowl of the Red Hood, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 9th, 13th, and 17th levels.
At 1st level the Cape Crusader can construct a Utility belt for 5 GP. This belt allows store up to 20 Cape Crusader-Items.
Cape Crusader Items
At 1st level the Cape Crusader can create Cape Crusader-Items at the rate of 2 per day. To find material for each item, he may pay 5sp for each item or attempt to scrounge for materials with a Survival check (DC 15). In order to create the Cape Crusader-Items, if you have the necessary componenets, you must make an investigation check (DC12). These Cape Crusader-Items are always stored in his UTILITY BELT. Some features of your items require a target to make a saving throw against your Cape Crusader DC. This is equal to 8 + your Intelligence modifier + your proficiency bonus.
The Items he can create are listed below:
- Cape Crusader Item
- Smoke Capsules: Each capsule can be throw unerringly up to 15 feet to cause a localized smoke cloud, granting anyone in the target square half cover (+2 bonus to AC and Dex saves).
At 6th level, the Cape Crusader can use Smoke capsules as a bonus action.
- Cape Crusader Item
- Speed Boost: As a bonus action the Batman can consume this capsule which gives him a burst of energy, granting him a +10 feet movement this turn. Taking additional Speed Burst pills before taking a short rest has a cumulative 20% to cause an overdose (check at the beginning of each of the Cape Crusader’s turns), causing the Cape Crusader vomit for 1d4 damage and prevent him from doing anything for the rest of his turn.
- Cape Crusader Item
- Shark Repellent: When thrown, this capsule explodes in green cloud when it makes contact, forcing any water or sea based creature to become repelled -- the creature must make a Constitution check againts your Cape crusader save or it becomes poisoned for 5 turns (it has disadvantage on attack rolls and ability checks). The creature may attempt a new save at the beginning of its turns to recover.
- Cape Crusader Item
- Bat-trops: This hard device is the size of a large piece of chocolate and can be thrown into any square within 20 feet. Upon impact, the item will break up into smaller parts and act as a deployed bag of Caltrops.
At level 9, the Cape Crusader can use the Bat-trops item as a bonus action.
At second level, the Cape Crusader learn how to create the following Cape Crusader-item:
- Grappling Hook
- At 2nd level, the Cape Crusader begins to construct a mechanical grappling hook; which requires 50GP to create and a successful INT check (DC 15) to create. A failed check does not ruin the materials - the Cape Crusader can attempt to create the GRAPPLING HOOK again the next day with the same materials.
Using a GRAPPLING HOOK is a standard action that allows the Cape Crusader to travel any distance vertically (up to 60 feet) instantly. Using a Grappling Hook requires a Dexterity check (DC 3) -- a failed check causes the GRAPPLING HOOK to malfunction and break, requiring the Cape Crusader to create a new one.
The GRAPPLING HOOK can also be used to move horizontally, but doing so is very dangerous and can cause the Cape Crusader injury.
- At 3rd level the Cape Crusader can create Batarangs at a rate of 1 per day. The materials for such a weapon costs 1GP, or can be found with a successful Survival check (DC 15) once per day.
Batarangs can only be used proficiently by the Batman as a ranged attack (it requires 1 free hand to use), and has the following properties: Damage: 1d4 Piercing Properties: Finesse, Thrown (range 15/30).
When making a ranged attack, the Batman is able to throw 3 Batarangs at a time. When making a ranged attack with 2 or more Batarangs, make separate attack rolls - each attack roll after the first suffers acumulative -1 penalty.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Specialist suit smith
Beginning 6th level, the Cape Crusader begins to build a suit of armor for himself. The armor will always be painted black and fashioned with bat symbols throughout. This armor is equivalent to Medium armor (Hide, Chain, Scale, Breasplate, or Half Plate), and the cape crusader is immediately proficient with this suit (even though he is not proficient with traditional Medium Armor).
When worn, the cape crusader gains a bonus to his Intimidation checks equal to half his Batman level. Furthermore, when wearing the suit, the Dex modifer is maxed at 4 (rather than 2 of traditional Medium Armor), and would not gain Stealth disadvantage when wearing a Scale or Half Plate version of the suit.
The suit will also have different compartments (like the Utility Belt) which acts like an extra 30 slots for items.
If the Cape Crusader has constructed a GRAPPLING HOOK, he may attach it to the suit and use it even if he has no hands free.
Constructing the suit must be done by the Cape crusader himself (he won't outsource), requires access to a forge, takes x2 longer to construct than a normal piece of armor and costs x3 more than a normal.
When you reach 7th level, you have spent so much time listening to the screams of your victims, hunting in the dark, and chasing your quarry that fear is second nature to you. You are immune to fear effects, magical or otherwise.
At 11th level, your reputation proceeds you, and your victims already know that they are doomed once they see your face. When you hit a creature with a weapon attack, you can spend 2 fear points to strike fear into their hearts. That creature has disadvantage on the next saving throw it makes before the end of your next turn.
Starting at level 15th, whenever you do an intelligent or dexterity skill check, if you roll less than 9, you can take 10 instead.
At 18th level, you have made a reputation for appearing out of shadows and terrifying your opponents. When you attack and hit a creature that is surprised, it must make a Wisdom save. On a failed save, double the damage of your attack against the creature. Their terror fuels you and earns you 2 fear points. Any ally of your victim within 50 ft that can hear them scream must make a Wisdom save or be Frightened for one minute (See The Nightmare for more details on the Frightened condition).
At 20th level, you are (in)famous across the land, and all dread to be found fighting against you. Using your action, you don your cowl and activate the inherent power the fear has granted you over so many years. For an hour, you emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest.
Cowl of the Bat
Those who follow the cowl of the Bat often seek to follow the path of the original myth. They seek to use his tactics to improve their combat abilities and strike fear into their enemies. Choose the Vigilante variant of The Bounty Hunter as your background.
- Wings of the Bat
At 2nd level, when you choose this Cowl, you earn the Wings of the Bat. Your cowl is no mere decoration. It is a shield in its own right, and adds +2 to your AC if you use a Bonus Action to Dodge beneath it. You take half damage from nonmagical projectiles, fire damage, and acid damage. You cannot attack while taking cover under your cowl, and your speed is reduced to 0. This is considered half cover.
- Alfred's Assistance
At 2nd level, you have started to gather allies and accomplices to help you on your quests. Before you take a short or long rest, you can use 1 fear point to cast message to an appropriate contact and ask them for assistance on any History (Int), Investigation (Int), Medicine (Wis), Nature (Int), or Religion (Int) check when researching a target of your investigations. You must until after you finish the short or long rest before you will receive your answer and, if your ally has valuable information, you will be able to roll with advantage, or with a lower DC (at the DM's discretion). There is no guarantee that the contact you've reached will have the ability to answer your question, so choose carefully.
- I Am the Night
At 5th level, you can use your fear points to duplicate the effects of certain spells. As an action, you can spend 2 fear points to cast darkness, darkvision, pass without a trace, or silence, without providing material components.
- Bat Flight
At 9th level, you've learned how to "fly" above your opponents. As a Dash action, you can propel yourself vertically to a nearby rooftop, jump from one rooftop to the other, or move about in the rafters of a building (or branches of a tree). Regardless of the setting of your adventure, it is required for you to have a perch that you can reach within your movement. This ability does require a grappling hook or similar device with which to attach yourself to the intended perch.
- Gotham's Guardian
When you reach 13th level, the dichotomy of your reputation -- a nightmare to the wicked and a savior to the innocent -- has made many superstitious, and most creatures are hesitant to earn your wrath. When a creature attacks you, that creature must make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is unaware of this effect before it makes its attack against you.
- The Dark Knight
As far as the world is concerned, you are not real. You can't be killed, can't be defeated, and certainly can't be stopped. You are a nightmare, a demon, because the alternative is almost more terrifying. Starting at 17th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Cowl of the Robin
Those who follow the cowl of the Robin seek the path of mantle Batman bestowed on many of his sidekicks. They use acrobatics and specialized weapons to aid them in taking down their foes.
- Specialized Weapon
You have your favored weapon, and you know it well. Choose a simple weapon to specialize in -- starting at 2nd level, your weapon attacks score a critical hit on a roll of 19 or 20.
- A Colorful Diversion
You have learned to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. Starting at 2nd level, when a creature you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to call out and sabotage them. Spend 1 Fear Point to roll a d8, 2 Fear Points to roll a d10, or 3 Fear Points to roll a d12, and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or is immune to being charmed.
- Snap Flash
Starting at 5th level, as an action, you can expend 1 Fear Point to sabotage your opponents with a blinding flashbang of light. Choose one creature within 60 ft of you that you can see. That creature must make a Dex saving throw or be Blinded. A blinded creature can’t see and automatically fails any ability check that requires sight, Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage. A creature is immune to this effect if it is already blind or has Truesight.
- And I Thought the First Guy Was Ugly
Starting at 9th level, any time you use your Colorful Diversion feature, you can have it target a second creature.
- I Trained You Well
Beginning at 13th level, your mastery of the Cowl grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Fear Point to reroll it and take the second result.
- The Boy Wonder
You have endured being the moving target and diversion for so long, that you have built up a resilience to most damage, and you use it to your advantage. At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Cowl of the Clown
Those who follow the cowl of the Clown are, more often than not, just in it for kicks. They use specialized gadgets and focus on using weaponry over their fists to maximize their target's pain and their enjoyment. Choose the Charlatan background.
- Bag of Tricks
When you choose this Cowl at 2nd level, you gain proficiency with two more skills of your choice, and two new Fear Point abilities: Wild Card & Push Your Luck
- Wild Card
Let's keep things interesting, shall we? Always have an Ace up your sleeve! Or at least a wild card. On your turn, you can spend 1 fear point to activate your Wild Card as a Bonus Action. You regain hit points equal to 1d10 + your Caped Crusader level. Once you use this feature, you must finish a short or long rest before you can use it again.
- Push Your Luck
Double or nothing! You have a fondness of going a little farther than is wise, a gambling streak that makes life just a little more FUN. You can spend a Fear Point to push yourself past your normal limits and take an additional action on your turn. Once you use this feature, you must finish a long rest before you can use it again. Starting at 17th level you can use it twice before a rest, but only once on the same turn.
- Wonderful Toys
Your inventive mind has learned to create some nasty toys and you love to bring them out to play! At 5th level, you become proficient in Medicine (Wis) and can craft Laughing Gas Bombs, Present Bombs, Acid Flower, Knife Boot, and Gag Gun. Please note that the rarity, cost, and ease of crafting (i.e., if you can craft these on the go with an Alchemist's Kit or if you'll need a stationary lab for construction) will be at the DM's discretion.
- Laughing Gas Bombs
Let's put a smile on that face! This small bomb is crafted from small glass bottles and filled with the Clown's secret recipe. When broken, using an action, it fills a sphere with a 20-foot radius with a thick, bright green color fog. The sphere spreads around corners, and its area is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creature in the space covered by the cloud, or that starts their turn there, must make a DC 13 Constitution saving throw. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. On a failed save, the creature spends its action that turn laughing uncontrollably and is considered incapacitated and poisoned. The creature takes 10 (3d6) poison damage and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) poison damage. After three successful saves, the poison ends. Cost: 75 gp (35 gp if crafted) Components: glass bottle, burnt othur fumes Weight: 1 lb
- Present Bombs
Special delivery! This much larger bomb is in the shape of a 3 ft cubed box, wrapped in brightly colored gift wrap with a bow on top. It can be delivered to a victim or left as a trap in a room. Once opened, it will explode and anything within 5 feet of the explosion must make a DC 15 Dexterity save or take 5d10 fire damage, half damage on a save. Cost: 350 gp (175 gp if crafted) Components: crate, wrapping paper, hunting trap, lantern, oil, tinderbox Weight: 50 lbs
- Acid Trick
Would you like to smell my flower? This sinister surprise can be hidden anywhere on your person, and can be disguised as any mundane (or ostentatious) accessory. Tucked inside of your garments is a secret little vial of acid that you can use to catch an assailant off-guard. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This can only be used once, as it must be refilled after a long rest. Or have multiple of them installed on your person. At the DM's discretion, you can also be at risk for someone to sabotage the device or have it rupture on accident when you are hit with a melee attack or any other bludgeoning damage. You take 1d6 acid damage per vial on your person. Cost: 150 gp (75 gp if crafted) Components: decorative accessory, vial of acid, perfume vial (empty) Weight: 1 lb
- Knife Boot
This one is a favorite of any scoundrel. Great in a pinch when you're up against the wall and out of tricks, too. It will take an hour for you to create a device where you hide a dagger into the sole of your boot, activated by stomping on the heel at the right angle, which requires an Action (Use An Object). Once activated, you must use a Dexterity (Acrobatics) check to attack with the knife boot, and it does 1d4 piercing as with any dagger. You can use any dagger for this device, and you can install one on any boot for yourself or an ally. If you choose to install a weapon larger than a dagger, the crafting DC will increase for difficulty. Cost: 5 gp Components: Thick-heeled boot, dagger or blade, lock
- Gag Gun
A custom-made firearm perfect for tormenting your vict-- err, guests! This can be made from any projectile, but a pistol, blowgun, or similar is best. As an action, you can choose to activate a hidden switch on the gun (similar to the safety) so that when you pull the trigger, it will fire out a small fabric gun with BANG! painted on it, instead of the projectile it would normally fire. Once the flag has come out, firing a second time will project the flag itself as a projectile, doing 1 piercing damage. If you choose not to activate the hidden switch, the gun will fire as normally. Once you have fired the flag, you will need to reinstall a new one. This process takes 10 minutes and can be done over a short rest. Designing a gun from scratch in this manner should be extremely difficult, but the DC is at your DM's discretion. Failures or partial successes are also subject to punishments and limitations at the DM's discretion Cost: 1 silver + the cost of the gun Components: gun, fabric, paint or charcoal or chalk Weight: negligible beyond the normal weight of the gun
- Self Medicated
By 9th level, you've dabbled in lots of nasty things in your time -- bombs, acid, poison, knives, fire, more acid, more poison, that one time at the chemical factory -- that have left their marks on your body. At this point, the stuff running through your veins is more toxic than anything else trying to kill you. You are immune to disease and poison and, at the DM's discretion, any creature that makes a bite attack on you must make a Constitution saving throw or be poisoned. Discuss with your DM if you want to include this feature, and find a suitable poison to emulate given your character's storyline thus far.
- Charming Devil
At 13th level, you have learned how to work a crowd. You know who needs the threat of violence, who needs to be sweet-talked, who needs to be bribed, and who needs to be blackmailed. Roll all Charisma (Deception), Charisma (Intimidation), Charisma (Performance), and Charisma (Persuasion) checks used to coerce or intimidate someone with advantage.
- The Killing Joke
Where there's a Batman, there must be a Joker. You're just destined to keep doing this forever. Starting at 17th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Cowl of the Nightwing
Those who follow the cowl of the Nightwing desire to follow their own path, whilst using the Bat's tactics. They use a combination of shock technology and throwing weapons to put the hurt on their foes. Choose the Entertainer background.
- Escrima Sticks
Starting at 2nd level, when you use the Attack action on your turn, you can spend 1 Fear Point to cause a bolt of electricity to reach out from your weapon. Your reach for melee strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals lightning damage instead of bludgeoning damage, and if you spend 1 Fear Point when the attack hits, it also deals an extra 1d10 lightning damage.
- Patrolman's Instinct
After years of working familiar territory, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
- A Shocking Revelation
Starting at 5th level, you can upgrade your Escrima Sticks to deal even more damage. You can spend 2 fear points when the attack hits to do an extra 2d10 lightning damage instead of only 1d10. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- The Flying Graysons
Beginning at 9th level, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Caped Crusader level.
- The First Robin
Although you have now gone solo, you can't forget where you came from. Beginning at 13th level, your mastery of the Cowl grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Fear Point to reroll it and take the second result.
You are a terror in the night with honed reflexes and an uncanny speed that always gives you the upper hand in battle. When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Cowl of the Red Hood
Those who follow the cowl of the Red Hood are usually devoted to their path at any cost. They use a combination of lethal attacks to get the job over and done with and manipulating their quarry into making another mistake. Choose the Urchin background.
- Eyes On the Prize
You grew up in a rougher end of town than most, and have had to defend yourself from a young age. As such, you are always ready for a fight. At 2nd level, this has developed to where you can read your opponents' tells before they even strike. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
- Come Get Me!
At 2nd level, you already know you were born for this. Your confidence is often considered arrogance, and you use that to your advantage. You can use a Fear Point to cast Vicious Mockery an action.
- Bigger & Better
You're not the first to go under the Cowl, and that means your training was a bit slicker than most. You were taught efficiency and ruthlessness, and your unforgiving speed shows it. At 5th level, your speed is increased by 10 feet when you're not wearing heavy armor, and you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Know Your Enemy
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM can tell you if it is your superior, equal, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter / Monk / Rogue levels (if any)
- Who Is Under the Hood?
By 13th level, you've spent so much time in the underbelly of the criminal world that you just understand how they think, how they act, who they are, and what they're capable of. You gain the ability to impersonate another person, down to their gestures, speech patterns and behavior. You must spend at least three hours doing three of the following: studying the person's behavior, listening to their speech, examining their handwriting, and observing their mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have an advantage on any Charisma (Deception) check you make to avoid detection.
- No Mercy
You have no qualms about fighting fair or giving the villain a "shot at redemption". These scum don't deserve fair play. At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Cowl of the Cat
Those who follow the cowl of the cat seek to help themselves and usually only themselves. They focus on stealth and abilities to avoid conflict so that they might slink away unnoticed. Choose the Criminal background.
- Cat's Claws
When you choose this Cowl, you gain a pair of claws that can be used as weapons, and to help you climb into places you probably don't belong. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Climbing does not cost you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Just try not to get stuck up in a tree.
- Cat Burglar
Sometimes you just can't help yourself when you see something pretty. Starting at 2nd level, you can use a bonus action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock or take the Use an Object action.
- Feeding the Strays
You've become that person who puts out dishes of food for the wandering creatures of the night, and one has decided to claim you for themself. You gain the service of a cat familiar, who appears to be a normal cat. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. It cannot attack, but it can take other actions as normal. If it dies, you can put out another dish of cat food and wait for another to arrive. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turning, gaining the benefits of your cat's darkvision. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. You can then use an action to beckon for it to return to you -- it will arrive within 30 feet of you, if it is possible for a cat to reach you. You can't have more than one familiar at a time.
- Cat's Grace
You have learned to emulate the nimbleness and stealth of the feline. Starting at 9th level, you have an advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. In addition, you have advantage on Dexterity (Acrobatics) checks that involve landing gracefully or keeping your balance.
- Hiding In Plain Sight
When you reach 14th level, you've learned a few tricks to alter your physical form in subtle ways to help you get closer to the targets you desire -- be they person or treasure. You can cast the alter self spell at will.
- Cat's Reflexes
You have learned how to move around your opponents, and attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Dark knight speciality
Sidekick specialists learn how to teach a young admirer of they work to follow their steps and become a justice defender, working with their master to stop all the scum.
- Humanoid companion
Starting at level 3,you’ve adopted a partner, gaining the services of your own humanoid companion.
In addition to its traits and features, your companion gains additional benefits while it is bonded to you:
Your companion gains the traits of a cowl. Lastly, while bonded and within 10 feet of you, when you or your companion are dealt damage by an external effect, you can choose to have you or your companion gain resistance to that damage. If you do so, the other of the two takes the same damage as true damage.
At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.
- Shadow techniques
As a bonus action, you can enter a synchronized stance with your companion for 1 minute, as long as your companion is within 10 feet of you. While in this stance, once per turn, when you hit a creature with an attack, your companion has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when your companion hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.
This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 10 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.
At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.
Prerequisites. To qualify for multiclassing into the Caped Crusader class, you must meet these prerequisites:
Intelligence score of 14 or higher. Dexterity score of 14 or higher.
Proficiencies. When you multiclass into the Caped Crusader class, you gain the following proficiencies: