Armor (splint), very rare (requires attunement)

  A highly advanced suit of armour created by Wayne Industries that the Batman used during the night the Scarecrow attacked Gotham. Made of flexible metal plates over an MR fluid-based liquid body armour, it has an insignia of a bat on the upper chest, a toolbelt used to store gadgets, a black cape that can be used to glide and stun enemies and an armoured cowl headpiece.

Utility Belt: The utility belt has 10 spaces that can fit a half a foot by half a foot item in each unless the item is a Bat Gadget, in which case it can be up to 1ft by 1ft.

Gliding: You can glide off of high places. When you do, you have a flyspeed of 15ft horizontally. However, every round or 6 seconds you lose 5ft of height.

Detective Mode: You have Truesight up to 120ft away.

Silent Takedowns: You can use Sneak Attack if you would have Advantage on the role and the target either can't see you or is not aware of your presence only, not if you have an ally within 5ft. The damage is 10d6 Bludgeoning damage. In addition, the Batsuit V8.03 has 3 Fear Multi-Takedown charges. One of these are filled whenever you perform a Silent Takedown. When all 3 charges are filled, you can perform a Fear Multi-Takedown, which allows you to use Sneak Attack on up to 5 targets. When you choose a new target, they must be within 15ft of the previous one. You cannot target the same individual twice. However, everyone within earshot of the targets is alerted to your location.

Combat: The Batsuit V8.03 allows the user to use 4 special actions:                                                                                                                                                                                                                  Unarmed Strikes: Unarmed Strikes now deal 2d8 + Strength Modifier bludgeoning damage.                                                                                                                                                                          Ground Takedowns: You can expend your action, bonus action and reaction to deal 10d6 bludgeoning damage to a prone enemy.                                                                                                    Cape Stun: You can use your bonus action to incapacitate an enemy that is your size until your next turn.                                                                                                                                                Counter: When you are attacked by an enemy, you can spend your reaction make an either Strength or Dexterity Saving Throw against the enemy’s attack roll. If you succeed, you cancel the attack and get to use an Unarmed Strike on the enemy that attacked you as well as pushing them back 5ft. If you succeed on the Saving Throw by 5 or more, you can choose to either knock them prone or throw them 20 ft in a direction. If the attack is ranged and non-magical, if you succeed the Saving Throw, you turn the attack back on the enemy, acting as though you had rolled a natural 20 on the attack roll. You cannot counter magical ranged attacks. If you successfully succeed on countering an enemy, until your next turn, you can also counter a number of attacks equal to your Intelligence modifier.

 

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Notes: Exploration, Combat, Str. 15 Required, Stealth Disadvantage

Item Tags: Exploration Combat

DaAweNoob

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