BATMAN GOTHAM: DC EXPANDED  world illustration - Superhero theme
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BATMAN GOTHAM: DC EXPANDED

K
Kanye

Planning to make all of dc into this starting with Gotham


Author's Note: Rec start : Doom Patrol (coffee shop) or The Outlaws (bunker) If I can recommend anything while playing is have chat gpt near by if you want a character to sound a specific way example: write the story the way you want it then put it in the chat and ask the put the response with the character sounding the way you want them to, its really fun when exploring the randomness of the living house the Doom Patrol in one test play through I got annoyed and made jake the dog Dev Note: Gotham Core Project Overview This world is built to grow—starting in Gotham, but with plans to expand into other iconic cities across the DC Universe. Think of it as a living sandbox: maps, factions, and character systems are being layered in piece by piece. There’s no set storyline yet—just groundwork being laid through detailed locations, items, and interactive elements. Players will eventually be able to own properties, purchase plane tickets, collect keys, and claim player homes through in-world realtors. These aren’t just props; they’re part of how you live and move in the world. Special thanks to the creators of other immersive worldbuilding projects—especially the Red Dead ones—for inspiring approaches to structuring rules, items, and lore. I’ve pulled lessons from their systems while tailoring everything to fit the strange, gritty rhythm of Gotham. Right now, it's just the beginning. Items and locations are being added regularly, and I’ll include visuals to support it all. Feel free to use anything for your own builds or campaigns. Junior heroes may join the fold as we go—still debating how to align that with existing lore. Stay tuned. Gotham is just the start.
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Vim and Vigor
1

Vim and Vigor

Skill Name: Vim and Vigor Type: Self-Buff / Tactical Uses: 1 turn cooldown Activation: Free Action Description: Daniel taps into raw energy and willpower, empowering himself for the next few moments. For 3 turns, he gains +2 to his Attack Rolls, Damage Rolls, and Ability Checks. This effect can stack up to 2 times, providing a +4 maximum bonus. After activation, Daniel must wait 1 turn before using the ability again. The effect lasts for 3 turns per stack. Flavor: With each burst of willpower, Daniel’s body becomes more attuned to the fight. His strikes become sharper, his movements more confident—he’s running on pure grit, and his enemies are going to feel every second of it.

Double Kill
0

Double Kill

Two birds. One Spartan. Precision and brutality wrapped in a single moment. Keep it up, and you might just get a medal—or at least a breather. If you kill 2 enemies in a single turn, regain 5 HP. Can only trigger once per turn, with a cooldown of 1 turn.

Perfection!
0

Perfection!

Skill Name: Perfection Type: Post-Battle Trigger Effect: If you finish a battle with 5 or more kills and take no damage, you are awarded 10 gold coins. Cooldown: Once per match. Description: Untouchable. Unstoppable. Unbelievable. A flawless run that echoes through the UNSC ranks—because perfection isn’t just a stat... it’s a statement.

Killing Spree
0

Killing Spree

The Spartan's battle instincts take over, each kill feeding his drive and making him more lethal. After eliminating five enemies in a single combat encounter, the Spartan enters a 'Killing Spree' state, increasing all damage dealt by 25% and granting a +2 bonus to all attack rolls for 3 turns or until downed.

Triple Kill
0

Triple Kill

Skill Name: Triple Kill Type: Passive Trigger Effect: When the Spartan eliminates 3 enemies in a single turn, adrenaline surges through his system. Immediately regain 1 spent reaction and gain +10 ft movement speed until the end of your next turn. Bonus: If Killing Spree is active, Triple Kill extends its duration by 1 turn. Description: Precision. Speed. Brutality. The kind of efficiency that makes the battlefield go quiet for a second. When three fall in a flash, the Spartan doesn’t stop—he accelerates.

Enter the Dragon
0

Enter the Dragon

Skill Name: Enter the Dragon Type: Passive / Unarmed Combat Activation: Always Active Description: Daniel’s body pulses with mana, empowering his fists with explosive force. Every punch he delivers lands not only on his target but also sends a shockwave of force through the air, affecting all enemies within 5 feet of him. Whenever Daniel makes an unarmed strike, he strikes twice—his initial hit and a follow-up shockwave that deals force damage equal to his Strength modifier (or an additional 1d4 force damage). This effect applies automatically to all enemies in range. Flavor: With each punch, Daniel channels the fury of a dragon, his fists crackling with raw energy. The force of his blows ripples through the air, creating shockwaves that send enemies reeling. To face him in unarmed combat is to face a storm, where every strike feels like the roar of a mighty beast.

Killionaire
0

Killionaire

Skill Name: Killionaire Type: Passive Trigger Effect: If the Spartan defeats 10 or more enemies within a single encounter, he becomes a walking warcrime. For the next 3 turns, gain: +2 to all attack rolls All weapons gain explosive splash (5 ft, half damage) Enemies must roll a Wisdom save (DC = 8 + Prof + Str or Dex) or become Frightened for 1 turn Description: This isn’t just a power fantasy—it’s a statistical impossibility. The kind of rampage that breaks probability and shatters morale. When you're the last man standing and the bodies are still falling, that's Killionaire.

Kill From the Grave
0

Kill From the Grave

Skill Name: Kill From the Grave Type: Passive Trigger Effect: If the Spartan is reduced to 0 HP, but had thrown a grenade or fired a projectile weapon within the same turn, resolve that action after going down. If it results in a kill, the Spartan regains 1 HP and can immediately stand up as a free action. This effect can only trigger once per long rest. Description: Death isn’t the end when your vengeance is mid-air. Sometimes, all it takes is one last throw to say "I'm taking you with me."

Hyper Metabolism
2

Hyper Metabolism

The character produces and burns through energy at an incredible rate. Almost every process in their body is accelerated. Fortunately they are able to rapidly recover from injuries due to accelerated cellular regeneration. This enables them to still age normally and they recover 1HP per turn until their body is fully healed. The limitation to this is their body requires more energy to function. For every HP they regain they require 100 calories.

Enhanced Speed
0

Enhanced Speed

The character can run an extra 100 feet x their character level per turn. They can also run up or down vertical surfaces and across the surface of water. This power is accumulative with any other speed attributes the character may possess. For example a level 15 speedster with a 30 speed and this ability could move 1,530 feet per turn. A limitation of such speed is that the character will become tired and fatigued within an hour. The increased speed requires friction and heat which leaves the character vulnerable to cold based attacks. Cold damage against you is rolled with advantage. Ice or other slick terrain requires a dexterity check.

Lightening Reflexes
1

Lightening Reflexes

The character's reaction time is so fast it's almost as if other people are standing still. They roll with advantage on all dexterity checks. They also get a +3 to hit and have a +6 added to their AC in combat.

Flurry of Blows
3

Flurry of Blows

The character is so fast they can make multiple attacks in a single turn. They deal a bonus +1 damage per character level up to a max of +20.

Energy Projection
3

Energy Projection

The character can project blasts of colorful energy beams. The character gets +1 bonus to hit per every 2 levels. They deal +1 bonus force damage per level up to a max of +20.

Force Field Projection
2

Force Field Projection

Character can generate protective barriers to shield them self and others. The force field has 10HP per character level. The force field is a 10 foot sphere that can be extended outward 5ft per character level. Individuals inside the sphere can levitate and are granted life support.

Create Constructs
3

Create Constructs

Using a charged power ring the character can forge anything they can imagine, from weapons to tools, as long as their willpower and concentration are strong. The construct is made out of a solid glowing energy that can be various colors depending on the type of power ring used.

Life Support Sheath
0

Life Support Sheath

A energy sheath that allows space travel by operating in the vacuum of space without needing oxygen or external life support. Requires a charged power ring. The sheath covers the characters body in a energetic glow and has 6HP per character level up to a max of 120HP. Any damage taken will lower it's HP when it reaches 0 it is no longer active.

Translation
1

Translation

Understand and speak nearly any language.

Enhanced Durability
2

Enhanced Durability

Resistant to conventional weapons, blunt force, and environmental hazards. The character gets a bonus 50HP and a +5 added to their AC. This is a passive ability that is always active.

Plant Control
1

Plant Control

The Character can impart limited movement and self-awareness to normally unintelligent plants. The plants obey simple commands, and possess rudimentary communication and senses. The character can accelerate the plants' growth somewhat, but cannot make it exceed normal limits on size or shape. Character level determines the number of plants affected and the duration of the control. Controlled plants have their own HP and stats that are increased based on the character's level.

Rapid Recovery
3

Rapid Recovery

While taking short or long rests and during any active healing or recovery the character rolls advantage on all HP regained.

Reformation
2

Reformation

Damage to the characters form is quickly healed as they can reabsorb lost material and reshape their body. The character regains 1d6 lost HP +1 per character level.

Reincarnation
1

Reincarnation

Upon death the character is reborn, retaining fragmented memories of past lives. This gives them centuries of experience and wisdom over time. They roll with advantage on all Wisdom checks.

Second Wind
0

Second Wind

The character has enhanced stamina and can fight or perform strenuous activities for extended periods without tiring.

Shapeshifting
1

Shapeshifting

The character can drastically alter all of their physical parameters (dimensions, appearance, physiology) to achieve any desired shape. Despite appearances, the character retains their basic chemical composition.

Size Manipulation
1

Size Manipulation

The character can shrink to subatomic sizes or grow to several times their original size. They can even exist in the quantum realm. Different sizes can be useful for espionage, combat, and exploration. When they shrink they keep their physical stats making them quite powerful for their size. They get a +3 to hit larger targets. When they increase their size to large or huge they get a bonus to strength and damage but enemies have advantage to hit with attacks.

Telepathy
1

Telepathy

The Character can communicate on a direct mind-to-mind basis. They must first create a mental link with a target they get a +1 per level to a roll of 1d20. They hear another characters thoughts, and can send audio and visual information. They can also perform minor psychic attacks. If the target is willing no rolls are required and no psychic damage is dealt. If the target resists they get a 1d20 roll with a wisdom bonus.

Ultrasonic Waves
2

Ultrasonic Waves

A powerful ultrasonic attack capable of shattering glass, incapacitating foes, and causing massive structural damage.

Underwater Breathing
0

Underwater Breathing

The character can stay underwater for extended periods of time with out having to surface for air.

Weapon Morphing
3

Weapon Morphing

By solidifying parts of their body, they can form slashing, piercing, or blunt weapons for combat or other tools for various situations.

Aquamancy
3

Aquamancy

The character can control 1 ton of water per character level up to a max of 20 tons.

X-Ray Vision
0

X-Ray Vision

For the next hour the character can see through any object up to a distance of 100 meters as long as that object is not composed of lead.

Cryo Biology
1

Cryo Biology

The character is immune to cold based attacks and damage. The character requires a cold environment to function normally. Any temperature warmer than 32 degrees starts to cause damage at a rate of 1HP per turn. Heat and fire based attack get advantage on all damage rolls.

Dread
1

Dread

The character's presence can strike fear into foes or command respect from underlings and allies. They get a +6 to all intimidation rolls.

Echolocation
0

Echolocation

Uses ultrasonic screams to navigate darkness or locate hidden foes. Works like True sight by emitting high pitched sound waves.

Enhanced Hearing
1

Enhanced Hearing

The character can pick up the faintest sounds from miles away. The downside to this power is sonic and thunder based attacks roll damage with advantage against you.

Enhanced Strength
0

Enhanced Strength

The character is able to lift and additional 100lbs per character level up to a max of an additional 2,000lbs. This is added to any other weight they are already capable of lifting. They also deal an additional +1 physical melee damage per character level up to a max of +20 damage.

Flight (Travel)
0

Flight (Travel)

Allows the character to fly at a movement speed of 100ft x their level per turn for the next 24 hours. They can also make melee attacks from the air with a +2 to hit and a bonus 1d6+2 damage. They can take flight instantly but it takes 3 full turns to reach their max speed.

From the Depths
2

From the Depths

The character can telepathically communicate with sea creatures and summon them to their aid. They must be within 300 feet of the ocean to do so. They can summon up to 50HP worth of sea creatures per level up to a max of 1,000HP. Note not all creatures can function on land.

Frost Breath
1

Frost Breath

The character can inhale huge amounts of air and expel it as a cold attack. It can be used to freeze liquids and douse flames. It also has the added effects of slowing or encasing targets in ice.

Heat Vision
2

Heat Vision

The character blasts red hot laser beams from their eyes at a single target. They can continue to focus the beams on a target each turn making a new attack roll. But they leave themselves vulnerable to attack that turn (-10AC).

Hydrodynamic
1

Hydrodynamic

The character has the ability to travel twice their normal movement speed while submerged in water.

Immortality
0

Immortality

A passive ability that is always active. Immortality ensures the character will never die from old age or natural diseases. They have eternal youth and always remain in their physical prime at peak vitality.

Invisibilty
2

Invisibilty

Characters with this ability are able to remain undetectable to the visual spectrum. Even camera's photo and video will not be able to detect them. They will still show up on thermal camera's unless they can mask their body heat. Other senses such has hearing and smell can still detect invisible characters also. Invisible characters who wish to remain undetected must be careful how they physically interact with their environment or they will create clues to their presence such as foot prints. Any gear equipped to the characters also becomes invisible. If the character takes any damage from any source they become visible once again.

Liquid Form
0

Liquid Form

The character has no bone structure or exoskeleton. They are able to maintain a solid form only by sheer force of will. Since their body is fluid and flexible it makes them very hard to destroy. The are immune to critical hits from physical melee attacks. They can also move through any obstacles with holes or openings. The weakness to this ability is that extreme dry conditions will cause them to dry out and cold based attacks will force them to remain in a solid state until they are thawed, they can also be easily shattered into multiple pieces while frozen. It's a good idea to pair the (Reformation Spell) with Liquid Form.

Mass Increase
1

Mass Increase

The character can increase their body’s mass. Their weight is multiplied by their current level. 1.5 times at level 1. Their increased mass adds bonus damage to physical attacks +1 point of damage per character level. They also become more resistant to blunt damage, -1 Blunt damage per character level. So a level 5 character that weighs 100lbs could become a massive 500lbs and get +5 to physical damage rolls and take -5 from blunt damage attacks. The increase or decrease in mass takes 1 full turn.

Master of Martial Arts
0

Master of Martial Arts

The character has spent most of their life training and conditioning their body to be a weapon. When they make a melee attack with no weapons equipped they get a +5 to hit and they add their Strength and Dexterity modifiers to their damage rolls. This can be applied to any natural weapons also, such as claws, fangs, tails... They can choose to use a defensive stance instead of attacking and they get a +5 AC against an enemies next attack.

Phasing
0

Phasing

The character can render their body intangible to normal matter. This enables them to pass harmlessly through any object. They also lose the ability to interact with any physical matter their body becoming ethereal in appearance. They can remained phased for 1 turn per their character level.

Photosynthesis
0

Photosynthesis

The character has plant like cells. As long as they have abundant sunlight and water their body can use photosynthesis to recover and heal. When this power is used they regain 5HP per turn for 1 turn per character level.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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