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Mythological Figures: Sherlock Holmes (5E)
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<blockquote data-quote="Mike Myler" data-source="post: 7782404" data-attributes="member: 6726030"><p>Alternate (lower CR but possibly more literary-accurate?) version of Sherlock is below!</p><p></p><p><span style="font-size: 18px"><strong>Sherlock Holmes (v2)</strong></span></p><p><span style="font-size: 18px"></span><em>Medium humanoid (human), neutral good savant (coordinator) 13</em></p><p><strong>Armor Class</strong> 16 (Intelligence)</p><p><strong>Hit Points </strong>71 (13d8+13)</p><p><strong>Speed </strong>30 ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>14 (+2)</td><td>16 (+3)</td><td>12 (+1)</td><td>17 (+3)</td><td>11 (+0)</td><td>12 (+1)</td></tr></table><p><strong>Saving Throws </strong>Dex +8, Int +8</p><p><strong>Skills </strong>History +13, Insight +5, Investigation +13, Nature +13, Perception +10, Persuasion +7; alchemist’s supplies +8, thieves’ tools +8</p><p><strong>Senses </strong>passive Investigation 28, passive Perception 25</p><p><strong>Languages </strong>English, 4 other languages</p><p><strong>Challenge </strong>7 (2,900 XP)</p><p></p><p><strong><em>Analyzed Need: Survival.</em></strong> When Sherlock finishes a short or long rest, he can choose a skill. When making an ability check using that skill, he uses Intelligence instead of the ability score it normally uses.</p><p></p><p><strong><em>Combat Deductions. </em></strong>Sherlock can use a bonus action to quickly observe a creature and make an Intelligence (Investigation) check against a DC equal to CR + 5. On a success, learns up to three of the following pieces of information. If Sherlock succeeds the check by 5 or more, he chooses the categories instead.</p><p></p><ul> <li data-xf-list-type="ul">Armor Class</li> <li data-xf-list-type="ul">Vulnerabilities</li> <li data-xf-list-type="ul">Damage resistances</li> <li data-xf-list-type="ul">Damage immunities</li> <li data-xf-list-type="ul">Condition immunities</li> <li data-xf-list-type="ul">Whether the target has lair or legendary actions</li> <li data-xf-list-type="ul">Weakest saving throw</li> <li data-xf-list-type="ul">Highest ability score</li> </ul><p><em></em></p><p><em><strong>Feat: Alchemy.</strong></em>Sherlock can use an action to identify a potion within 5 feet (as if he tasted it) so long as he can see the liquid. In addition, over the course of a short rest he can use alchemists’ supplies to improve a healing potion. If drunk before 1 hour has passed, the improved healing potion restores the maximum amount of hit points it can heal.</p><p></p><p><strong><em>Feat: Brilliant.</em></strong> Sherlock always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.</p><p></p><p><strong><em>Feat: Perceptive.</em> </strong>Sherlock is able to read lips. </p><p></p><p><strong><em>Focused Defense. </em></strong>When Sherlock is facing more than one enemy he’s able to use them against each other. As long as there’s more than one enemy within 30 feet, Sherlock can use a bonus action to choose a creature within range. Until the end of his next turn, it has disadvantage on attack rolls against him.</p><p></p><p><strong><em>Informed Coordinator (3/Short Rest). </em></strong>Sherlock can use a bonus action to give an ally a +5 bonus to their next d20 roll. </p><p></p><p><strong><em>Languages. </em></strong>Sherlock has advantage on ability checks made to decipher codes and hidden messages. By spending 10 minutes studying he can make a DC 15 Intelligence check to translate any script, even if he cannot recognize the language it is written in.</p><p></p><p><strong><em>Savant Tricks. </em></strong>Sherlock can use a bonus action to prepare a trick. A trick is prepared until he uses it. Sherlock can only have two tricks prepared at time. Once he uses the trick, Sherlock can prepare another trick in the same manner. Some of his tricks require the target to make a saving throw to resist its effects. </p><p></p><ul> <li data-xf-list-type="ul"><strong>Disarming Flourish.</strong> When Sherlock hits a creature with a melee weapon attack, he can activate this trick to force the target to drop an item in their hand, such as a weapon. The target makes a DC 16 Strength saving throw with advantage and on a failure, it drops one held item of Sherlock’s choice.</li> <li data-xf-list-type="ul"><strong>Draw Out.</strong> When Sherlock hits a creature with a melee weapon attack, he can use a bonus action to activate this trick. The target makes a DC 16 Intelligence saving throw or reacts to a strike from him that never comes. As long as Sherlock remains within the target’s reach, until the start of his next turn it cannot take the Attack action against anyone but him. After Sherlock has used this trick against a target, until the end of combat it has advantage on saving throws to resist Draw Out.</li> <li data-xf-list-type="ul"><strong>Grounded Reason. </strong>Sherlock can use his reaction to reroll a Dexterity saving throw that he fails. If he does so, he must use the new roll.</li> <li data-xf-list-type="ul"><strong>Off‐Balance. </strong>When Sherlock hits a creature with a melee weapon attack, instead of dealing damage he uses pulls, shoves, and strikes to put his target off-balance. Until the end of Sherlock’s next turn, the target moves at half speed and has disadvantage on ability checks.</li> <li data-xf-list-type="ul"><strong>Redirect.</strong> When Sherlock is hit with a melee weapon attack, he can use his reaction to force the attacker to make a DC 16 Intelligence saving throw. On a failure, he takes no damage and the attack strikes another creature within 5 feet. A Huge‐sized or larger target has advantage on the saving throw. Once Sherlock has used this trick against a target, until the end of combat that target has advantage on its saving throw to resist Redirect.</li> <li data-xf-list-type="ul"><strong>Sidestep.</strong> When Sherlock is targeted by a spell or weapon attack, he can use his reaction to make a Dexterity check against the opponent’s attack roll. On a success, he takes no damage from the spell or attack. Once Sherlock has used this trick against a target, until the end of combat he has disadvantage on checks to Sidestep that target.</li> <li data-xf-list-type="ul"><strong>Sweeping Stride.</strong> Sherlock cannot activate this trick without moving at least 10 feet and traveling through a square adjacent to a creature of Large size or smaller. The target must succeed on a DC 16 Dexterity saving throw with advantage or be knocked prone. On a success, Sherlock’s movement ends in a square adjacent to the target.</li> </ul><p><strong><em></em></strong></p><p><strong><em>Superior Deduction.</em></strong> Sherlock can spend 1 minute observing a creature to make a Wisdom (Perception) check against a DC equal to the target’s CR + 5. On a success, he learns three of the following pieces of information (or other relevant details). If Sherlock succeeds the check by 5 or more, he chooses the categories instead.</p><p></p><ul> <li data-xf-list-type="ul">One part of the target’s alignment (if it is chaotic, neutral, lawful, good, or evil)</li> <li data-xf-list-type="ul">If the target is disguised</li> <li data-xf-list-type="ul">If the target is armed</li> <li data-xf-list-type="ul">If the target is under the effects of a spell</li> <li data-xf-list-type="ul">What language(s) the target speaks</li> <li data-xf-list-type="ul">If the target has a native terrain and the type of that terrain</li> </ul><p></p><p></p><p><span style="font-size: 12px">ACTIONS</span></p><p><strong><em>Extra Attack.</em></strong> Sherlock can attack three times whenever he takes the Attack action on his turn.</p><p></p><p><em><strong>Unarmed.</strong> Melee Weapon Attack: </em>+7 to hit, reach 5 ft., one target. <em>Hit:</em> 3 bludgeoning damage.</p><p></p><p><em><strong>Rapier.</strong> Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d6+5) piercing damage.</p><p></p><p><em><strong>Hand Crossbow.</strong> Ranged Weapon Attack:</em> +8 to hit, range 30/120 ft., one target. <em>Hit:</em> 8 (1d6+5) piercing damage.</p><p></p><p></p><p><span style="font-size: 12px">REACTIONS</span></p><p><strong><em>Intelligent Caution (5/Long Rest). </em></strong>When Sherlock makes a saving throw against a spell or effect that deals damage, he can use his reaction to make an Intelligence saving throw instead. On a success, he takes no damage.</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 7782404, member: 6726030"] Alternate (lower CR but possibly more literary-accurate?) version of Sherlock is below! [SIZE=5][B]Sherlock Holmes (v2)[/B] [/SIZE][I]Medium humanoid (human), neutral good savant (coordinator) 13[/I] [B]Armor Class[/B] 16 (Intelligence) [B]Hit Points [/B]71 (13d8+13) [B]Speed [/B]30 ft. [TABLE="class: grid, width: 500"] [TR] [TD="align: center"][B]STR[/B][/TD] [TD="align: center"][B]DEX[/B][/TD] [TD="align: center"][B]CON[/B][/TD] [TD="align: center"][B]INT[/B][/TD] [TD="align: center"][B]WIS[/B][/TD] [TD="align: center"][B]CHA[/B][/TD] [/TR] [TR] [TD="align: center"]14 (+2)[/TD] [TD="align: center"]16 (+3)[/TD] [TD="align: center"]12 (+1)[/TD] [TD="align: center"]17 (+3)[/TD] [TD="align: center"]11 (+0)[/TD] [TD="align: center"]12 (+1)[/TD] [/TR] [/TABLE] [B]Saving Throws [/B]Dex +8, Int +8 [B]Skills [/B]History +13, Insight +5, Investigation +13, Nature +13, Perception +10, Persuasion +7; alchemist’s supplies +8, thieves’ tools +8 [B]Senses [/B]passive Investigation 28, passive Perception 25 [B]Languages [/B]English, 4 other languages [B]Challenge [/B]7 (2,900 XP) [B][I]Analyzed Need: Survival.[/I][/B] When Sherlock finishes a short or long rest, he can choose a skill. When making an ability check using that skill, he uses Intelligence instead of the ability score it normally uses. [B][I]Combat Deductions. [/I][/B]Sherlock can use a bonus action to quickly observe a creature and make an Intelligence (Investigation) check against a DC equal to CR + 5. On a success, learns up to three of the following pieces of information. If Sherlock succeeds the check by 5 or more, he chooses the categories instead. [LIST] [*]Armor Class [*]Vulnerabilities [*]Damage resistances [*]Damage immunities [*]Condition immunities [*]Whether the target has lair or legendary actions [*]Weakest saving throw [*]Highest ability score [/LIST] [I] [B]Feat: Alchemy.[/B][/I]Sherlock can use an action to identify a potion within 5 feet (as if he tasted it) so long as he can see the liquid. In addition, over the course of a short rest he can use alchemists’ supplies to improve a healing potion. If drunk before 1 hour has passed, the improved healing potion restores the maximum amount of hit points it can heal. [B][I]Feat: Brilliant.[/I][/B] Sherlock always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days. [B][I]Feat: Perceptive.[/I] [/B]Sherlock is able to read lips. [B][I]Focused Defense. [/I][/B]When Sherlock is facing more than one enemy he’s able to use them against each other. As long as there’s more than one enemy within 30 feet, Sherlock can use a bonus action to choose a creature within range. Until the end of his next turn, it has disadvantage on attack rolls against him. [B][I]Informed Coordinator (3/Short Rest). [/I][/B]Sherlock can use a bonus action to give an ally a +5 bonus to their next d20 roll. [B][I]Languages. [/I][/B]Sherlock has advantage on ability checks made to decipher codes and hidden messages. By spending 10 minutes studying he can make a DC 15 Intelligence check to translate any script, even if he cannot recognize the language it is written in. [B][I]Savant Tricks. [/I][/B]Sherlock can use a bonus action to prepare a trick. A trick is prepared until he uses it. Sherlock can only have two tricks prepared at time. Once he uses the trick, Sherlock can prepare another trick in the same manner. Some of his tricks require the target to make a saving throw to resist its effects. [LIST] [*][B]Disarming Flourish.[/B] When Sherlock hits a creature with a melee weapon attack, he can activate this trick to force the target to drop an item in their hand, such as a weapon. The target makes a DC 16 Strength saving throw with advantage and on a failure, it drops one held item of Sherlock’s choice. [*][B]Draw Out.[/B] When Sherlock hits a creature with a melee weapon attack, he can use a bonus action to activate this trick. The target makes a DC 16 Intelligence saving throw or reacts to a strike from him that never comes. As long as Sherlock remains within the target’s reach, until the start of his next turn it cannot take the Attack action against anyone but him. After Sherlock has used this trick against a target, until the end of combat it has advantage on saving throws to resist Draw Out. [*][B]Grounded Reason. [/B]Sherlock can use his reaction to reroll a Dexterity saving throw that he fails. If he does so, he must use the new roll. [*][B]Off‐Balance. [/B]When Sherlock hits a creature with a melee weapon attack, instead of dealing damage he uses pulls, shoves, and strikes to put his target off-balance. Until the end of Sherlock’s next turn, the target moves at half speed and has disadvantage on ability checks. [*][B]Redirect.[/B] When Sherlock is hit with a melee weapon attack, he can use his reaction to force the attacker to make a DC 16 Intelligence saving throw. On a failure, he takes no damage and the attack strikes another creature within 5 feet. A Huge‐sized or larger target has advantage on the saving throw. Once Sherlock has used this trick against a target, until the end of combat that target has advantage on its saving throw to resist Redirect. [*][B]Sidestep.[/B] When Sherlock is targeted by a spell or weapon attack, he can use his reaction to make a Dexterity check against the opponent’s attack roll. On a success, he takes no damage from the spell or attack. Once Sherlock has used this trick against a target, until the end of combat he has disadvantage on checks to Sidestep that target. [*][B]Sweeping Stride.[/B] Sherlock cannot activate this trick without moving at least 10 feet and traveling through a square adjacent to a creature of Large size or smaller. The target must succeed on a DC 16 Dexterity saving throw with advantage or be knocked prone. On a success, Sherlock’s movement ends in a square adjacent to the target. [/LIST] [B][I] Superior Deduction.[/I][/B] Sherlock can spend 1 minute observing a creature to make a Wisdom (Perception) check against a DC equal to the target’s CR + 5. On a success, he learns three of the following pieces of information (or other relevant details). If Sherlock succeeds the check by 5 or more, he chooses the categories instead. [LIST] [*]One part of the target’s alignment (if it is chaotic, neutral, lawful, good, or evil) [*]If the target is disguised [*]If the target is armed [*]If the target is under the effects of a spell [*]What language(s) the target speaks [*]If the target has a native terrain and the type of that terrain [/LIST] [SIZE=3]ACTIONS[/SIZE] [B][I]Extra Attack.[/I][/B] Sherlock can attack three times whenever he takes the Attack action on his turn. [I][B]Unarmed.[/B] Melee Weapon Attack: [/I]+7 to hit, reach 5 ft., one target. [I]Hit:[/I] 3 bludgeoning damage. [I][B]Rapier.[/B] Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit:[/I] 8 (1d6+5) piercing damage. [I][B]Hand Crossbow.[/B] Ranged Weapon Attack:[/I] +8 to hit, range 30/120 ft., one target. [I]Hit:[/I] 8 (1d6+5) piercing damage. [SIZE=3]REACTIONS[/SIZE] [B][I]Intelligent Caution (5/Long Rest). [/I][/B]When Sherlock makes a saving throw against a spell or effect that deals damage, he can use his reaction to make an Intelligence saving throw instead. On a success, he takes no damage. [/QUOTE]
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