Some people asked me if all my superhero conversions to Dungeons & Dragons were from Marvel characters. Well, here is a batch of DC characters adapted to the world of Faerûn.
Batman
Race: Human
Class: Rogue (Inquisitive) / Monk (Shadow)
- Batman’s defining trait is that he is only human. No divine blood, no arcane mutation, just discipline, preparation, and will. In D&D terms, humans best represent relentless self-perfection and adaptability. His legend is built, not inherited.
- Inquisitive Rogue represents investigation, deduction, and battlefield awareness.
- Way of Shadow Monk provides stealth, sudden mobility, and fear-based presence.
- Special ability: Prepared for Everything – once per long rest, Batman may declare that he anticipated a specific threat, gaining advantage on all rolls against it for one encounter.
Green Arrow
Race: Half-Elf
Class: Ranger (Hunter) / Fighter (Battle Master)
- Half-elves bridge civilization and wilderness, nobility and exile. Green Arrow’s identity as both privileged aristocrat and hardened survivor fits this duality perfectly.
- Ranger grants tracking, survival, and precision archery.
- Battle Master Fighter allows trick shots, disarming strikes, and battlefield control.
- Special Ability: Trick Shot Arsenal – once per turn, he may apply a maneuver effect to a ranged attack without expending superiority dice (limited uses per rest), representing specialized arrows.
The Flash
Race: Air Genasi
Class: Monk (Way of the Open Hand)
- Air Genasi embody speed, motion, and elemental wind. Flash’s powers become a mystical attunement to the Plane of Air, not temporal science.
- Monks already operate beyond normal physical limits. Open Hand emphasizes speed, control, and battlefield repositioning without overt magic. Ki becomes velocity mastery.
- Special Ability: Blinkstep – he may move through enemy spaces without provoking opportunity attacks and can take the Dash action as a bonus action every round, flavored as near-teleportation.
Catwoman
Race: Tabaxi
Class: Rogue (Thief)
- Tabaxi are natural climbers, agile, curious, and feline in demeanor.
- Thief Rogues excel at climbing, stealing, infiltration, and improvisation. Catwoman avoids combat when possible and escapes when necessary — she survives by skill, not force.
- Special Ability: Cat’s Escape – once per short rest, she may disengage, dash, and hide in a single turn, even in plain sight, representing uncanny agility and misdirection.
Wonder Woman
Race: Aasimar (Protector)
Class: Paladin (Oath of Glory)
- Wonder Woman is explicitly divine-touched. Aasimar provide celestial heritage without full godhood, preserving her role as both champion and bridge between worlds.
- Oath of Glory champions heroism, strength, and inspiration. She is not a crusader or zealot, she is a living ideal. Her combat prowess and moral clarity are inseparable.
- Special Ability: Lasso of Sacred Truth – a divine relic that compels honesty and restrains foes. Mechanically, creatures restrained by the lasso cannot lie or benefit from illusion effects.
Green Lantern
Race: Elf (High or Astral)
Class: Paladin (Oath of the Watchers)
- Elves embody discipline, focus, and long-term commitment. Their calm emotional control contrasts perfectly with the raw willpower required of a Green Lantern analogue.
- Watchers Paladins defend reality itself from extraplanar threats. Their power is fueled by vigilance and resolve, a perfect analog for will-powered constructs.
- Special Ability: Ring of Living Light – a sentient relic that creates spectral constructs (weapons, barriers, tools) limited only by the wielder’s concentration and imagination. Constructs vanish if the wielder’s concentration falters.