Heroes of Gothic Earth 5e

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Nemesio
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Heroes of Gothic Earth 5e

Post by Nemesio »

SHERLOCK HOLMES (aka The Great Detective)
Medium humanoid (human), neutral
Armor Class 17 (forceful prowess)
Hit Points 130 (20d8 + 40)
Speed 55 ft.

STR 10 (+1), DEX 16 (+3), CON 14 (+2), INT 20 (+5), WIS 12 (+1), CHA 10 (+0)

Saving Throws Str +5, Dex +8, Con +7, Int +10, Wis +6, Cha +5
Skills Animal Handling +2, Arcana +7, Athletics +5, Deception +2, History +15, Insight +11, Intimidation +2, Investigation +15, Perception +11, Performance +10, Persuasion +10, Religion +7, Medicine +2, Nature +10, Science +10, Sleight of Hand +8, Stealth +8, Survival +2
Tools Chemistry Supplies (functions as a Poisoner’s Kit), Investigator’s Tools (includes a Magnifying Glass), Meerschaum Pipe, Thieves’ Tools, Violin
Senses passive Perception 21
Languages English, French, German, Latin
Challenge 13 (10,000 XP)

Academician. Sherlock Holmes gains a +5 bonus to all Intelligence checks, and while he is in a good library or well-equipped laboratory, he has advantage on Intelligence and Wisdom checks that include his proficiency bonus.

Astute Expertise. Sherlock Holmes gains expertise with the following skill: History (Intelligence).

Attentive Action. Sherlock Holmes is quick thinking and his attention to his surroundings allow him to act with startling speed. He can use a bonus action to take the Dash, Disengage, or Use an Object action, or to make an ability check using any one of the skill or tool proficiencies for which he has expertise, as long as that ability check could normally be made with one action.

Bolster Allies. Sherlock Holmes inspires comrades to greater valor when they fight and recover alongside him. As an action, he can choose a willing creature within 30 feet who can see or hear him, and who is able to make a reaction. That creature can immediately use its reaction to make one weapon attack. If the attack hits a hostile creature within 5 feet of Sherlock Holmes, it inflicts 5 additional damage, and Sherlock Holmes adds 5 to his Armor Class until the start of his next turn. In addition, if Sherlock Holmes or any friendly creatures who can hear him regain hit points by spending Hit Dice at the end of a short or long rest, each of those creatures regains 5 extra hit points.

Calculated Ambush. Sherlock Holmes has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.

Cover Identity. Sherlock Holmes has created a second identity that includes documentation, established acquaintances, and disguises that allow him to assume that persona. He can also forge documents including official papers and personal letters, as long as he has seen an example of the kind of document or the handwriting he is trying to copy.

Dandy. As long as Sherlock Holmes is sustaining a Comfortable, Wealthy, or Aristocratic lifestyle (as described in the Backgrounds section), he gains a +5 bonus to his Charisma (Persuasion) checks against creatures who can both hear and see him. Also, thanks to his demeanor of upper class privilege, people are inclined to think the best of Sherlock Holmes. He is welcome in high society, and people assume he has the right to be wherever he is. Those of lower status make every effort to accommodate Sherlock Holmes and avoid his displeasure, and he can secure an audience with a local official or another member of his social class if he needs to. In certain situations, especially if Sherlock Holmes is in a place where the local populace is disdainful towards members of the upper class from his particular culture, the DM may decide to impose disadvantage on his Charisma checks.

Detective. Sherlock Holmes gains expertise with the following skill: Investigation (Intelligence). If Sherlock Holmes spends 1 minute talking to a stranger, he will uncover hidden information about them by studying their mannerisms, tiny scuffs on their clothing, and so forth. At the DM’s discretion, he deduces one of the following pieces of information about them: a recent location they’ve visited, an object they’ve handled, or a person they’ve spoken with. He can discern this information as an action by making a Wisdom (Insight) check contested by the stranger’s Charisma (Deception) roll.

Diplomat. Sherlock Holmes gains expertise in the following skill: Persuasion (Charisma).

Focused Expertise. Sherlock Holmes gains expertise with the following skills: Insight (Wisdom) and Perception (Wisdom).

Forceful Prowess. Sherlock Holmes has learned to rely on his own personal mettle and endurance in moments of difficulty, granting him the following benefits:
  • His AC can’t be less than 12 + his Dexterity modifier + his Constitution modifier, regardless of what kind of armor he may or may not be wearing.
  • While he is not wearing medium or heavy armor, his speed increases by a number of feet equal to 5 times his proficiency bonus.
  • He can roll a d4 in place of the normal damage of his unarmed strike.
Harrowing Condemnation. Sherlock Holmes uses powerful words and personal insights to destroy an enemy’s morale. As an action, he chooses one creature within 30 feet with whom he shares a language that can hear him and make a Wisdom (Insight), Intelligence (Investigation), or Charisma (Performance or Persuasion) check. The creature must then roll a Wisdom saving throw against a DC equal to his ability check result. On a failure, the creature takes 22 (5d8) psychic damage and can’t take reactions until the start of its next turn.

Intuitive Inspiration (5/Day). Sherlock Holmes can inspire others to excellence by sharing his own perspective or insight with them, whether through simple explanation, stirring oratory, dramatic action, or artistic performance. As a bonus action, he chooses one creature other than himself within 60 feet of him who can hear him. The creature chosen gains a d12 Intuitive Inspiration die. If it is below its hit point maximum, it also gains 5 temporary hit points. Once within the next 10 minutes, a creature with an Intuitive Inspiration die can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Intuitive Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Witnessing the use of his Intuitive Inspiration grants Sherlock Holmes increased confidence and fighting spirit. When a creature he can hear or see within 60 feet of him rolls an Intuitive Inspiration die from you, he gains temporary hit points equal to the number rolled on the Intuitive Inspiration die. (As detailed in the Player’s Handbook, when Sherlock Holmes already has temporary hit points and gains more of them, he must choose which temporary hit points to keep.) Once the Intuitive Inspiration die is rolled, it is lost. A creature can have only one Intuitive Inspiration die at a time.

Know Thine Enemy. Whenever Sherlock Holmes succeeds on a contested Wisdom (Insight) check against a creature, he also discerns some additional facts about them. He becomes aware if the creature is his equal, superior, or inferior regarding two of the following characteristics of his choice:
  • An ability score of his choice
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Levels in a particular class (if any)
At the DM’s option, Sherlock Holmes might also deduce a fact about the creature’s history or one of its personality traits.

Penetrating Insight. Sherlock Holmes can use his bonus action to make a Wisdom (Insight) check against a creature he can see that is not incapacitated, contested by the target’s Charisma (Deception) check. If he succeeds, he gains advantage on the next attack roll he makes against that creature before the end of his next turn. Also, for 1 minute (or until he targets a different creature with this feature), Sherlock Holmes has advantage on Intelligence or Wisdom checks to discern information about the target and on Charisma checks to influence it.

Performer. Sherlock Holmes gains expertise in the following skill: Performance (Charisma).

Precision Damage. Sherlock Holmes can leverage his powers of observation to land precise strikes. Once per turn, he can deal an extra 17 (5d6) damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. If Sherlock Holmes has succeeded on a Wisdom (Insight) check against a creature within the last minute; he can inflict his precision damage on that creature, even if he does not have advantage on the attack roll. However, Sherlock Holmes can never inflict precision damage if he has disadvantage on the attack roll.

Reliable Expertise. Whenever Sherlock Holmes makes an ability check for which he has expertise, he can treat a roll of 9 or lower as a 10.

Savoir-Faire. Sherlock Holmes relies on a quick wit and the knowledge he picks up from other people to get you out of tight corners. He can add half his proficiency bonus, rounded down, to any Intelligence, Wisdom, or Charisma check he makes that doesn’t already include his proficiency bonus.

Tenacious Strike. Sherlock Holmes is able to outlast opponents with his superior endurance and athleticism. When he hits with a weapon attack, the target takes 1d12 extra damage if it’s below its hit point maximum. If the target is within 5 feet of Sherlock Holmes, he adds 5 to this extra damage.

Toxicologist. Sherlock Holmes is well educated in the science of poisons: their creation, their effects, and their handling. He is proficient with poisoner’s kits, and has advantage on ability checks he makes to identify particular types of poison. When Sherlock Holmes would make a saving throw against poison or take poison damage, he can use his reaction to roll 2d4. He adds the total to his saving throw result or, if he would take poison damage, he reduces the damage by that total.

Voice of Reason. Sherlock Holmes has advantage on saving throws against becoming charmed or frightened. In addition, when one or more allies within 30 feet of him makes a saving throw against becoming charmed or frightened, he can use his reaction to grant one or two of those allies who can hear him advantage.

ACTIONS
Multiattack. Sherlock can attack two times whenever he takes the Attack action on his turn.

Rapier/Foil. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Improvised Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning, piercing, or slashing damage (determined by object).

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Navy Pistol. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

FORBIDDEN LORE
In Sir Arthur Conan Doyle’s short story, “The Final Problem”, Sherlock Holmes and his nemesis apparently fall to their deaths at Reichenbach Falls. Holmes had gathered enough evidence to take down the villainous mastermind, Professor James Moriarty, along with a large portion of his vast criminal network. This forced Moriarty to take a step out of the shadows. After stalking Holmes and Watson to Switzerland, he separated the Great Detective from his companion with a rather banal ruse. He then appeared to Holmes in his true form, and attempted to slay him. Moriarty was shocked to learn that not only had Holmes been aware of his inhuman nature, but was also prepared for such an eventuality. In the aftermath of their confrontation, Holmes shot Moriarty with a blessed bullet, a mortal weakness of rakshasa, and the fiend vanished. For Watson’s own good, Holmes faked evidence of his death, making it appear as if he and Moriarty engaged in hand to hand combat, before plummeting into the gorge. Thus began the Great Hiatus of Sherlock Holmes: a time between 1891-1894 when the Great Detective went into hiding, travelled the world, and pursued several kernels of Forbidden Lore that had been vexing his highly logical mind.

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DOCTOR JOHN H. WATSON
Medium humanoid (human), lawful good
Armor Class 17 (battlefield defense)
Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR 12 (+2), DEX 16 (+3), CON 12 (+1), INT 16 (+3), WIS 14 (+2), CHA 11 (+0)

Saving Throws Str +5, Dex +6, Int +6
Skills Athletics +5, History +6, Insight +5, Intimidation +6, Investigation +6, Medicine +8, Perception +5, Persuasion +6, Stealth +6, Survival +5
Tools First Aid Kit (functions as a Healer’s Kit), Gunsmith’s Kit, Magnifying Glass, Physician’s Bag, Pocket Notebook, Police Whistle, Spectacles, Tinker’s Tools, Typewriter
Senses passive Perception 15
Languages English
Challenge 8 (3,900 XP)

Astute Expertise. Dr. Watson gains expertise with the following skills: Intimidation (Charisma) and Persuasion (Charisma)

Attentive Action. Dr. Watson’s quick thinking and attention to his surroundings allow him to act with startling speed. He can use a bonus action to take the Dash, Disengage, or Use an Object action, or to make an ability check using any one of the skill or tool proficiencies for which he has expertise, as long as that ability check could normally be made with one action. Watson can use his bonus action to make a Wisdom (Insight) check against a creature he can see that is not incapacitated, contested by the target’s Charisma (Deception) check. If he succeeds, Watson gains advantage on the next attack roll he makes against that creature before the end of his next turn. Also, for 1 minute (or until he targets a different creature with this feature), Watson has advantage on Intelligence or Wisdom checks to discern information about the target and on Charisma checks to influence it.

Battlefield Defense. As long as Dr. Watson is not wearing armor or using a shield, his base AC equals 12 + his Dexterity modifier + his Wisdom modifier. In addition, when Watson has cover against an attack, if it still hits, he has resistance against that attack’s damage.

Calculated Ambush. Dr. Watson has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit Watson scores against a creature that is surprised is a critical hit.

Dandy. As long as Dr. Waston is sustaining a Comfortable, Wealthy, or Aristocratic lifestyle (as described in the Backgrounds section), he gains a +3 bonus to his Charisma (Persuasion) checks against creatures who can both hear and see him. Also, thanks to his demeanor of upper class privilege, people are inclined to think the best of Watson. He is welcome in high society, and people assume he has the right to be wherever he is. Those of lower status make every effort to accommodate Watson and avoid his displeasure, and he can secure an audience with a local official or another member of his social class if he needs to. In certain situations, especially if Watson is in a place where the local populace is disdainful towards members of the upper class from his particular culture, the DM may decide to impose disadvantage on his Charisma checks.

Focused Expertise. Dr. Watson gains Expertise with the following skill: Medicine (Wisdom).

Journalist (3/Day). Whenever Watson fails a Charisma check to gain information (such as convincing someone to reveal a secret to him, asking around for the best person to talk to about rumors and gossip, or blending into crowds to get the sense of key topics of conversation), he can roll 1d8 and add the die to his ability check total, possibly causing it succeed. In London, when Watson uses this feature to add a die to his failed Charisma check, he rolls 1d12 instead of 1d8.

Motivate Ally (3/Day). As a bonus action Dr. Watson motivates one of his companions to strike a particular enemy. When he does so, he chooses a friendly creature who can see or hear him. That creature can immediately use its reaction to make one weapon attack against a target of Watson’s choice. If the attack hits, it inflicts 4 (1d8) extra damage.

Physician. As a bonus action, Watson can expend one use of a first aid kit (treat as healer’s kit) to cause a creature he can touch to regain 1 hit point. If Watson continues tending to the creature’s wounds for 10 minutes while taking no other actions, he can make a DC 15 Wisdom (Medicine) check to allow the creature to spend up to 3 a maximum of Hit Dice to regain hit points, as if at the end of a short rest.

Point Blank Shot. Being within 5 feet of a hostile creature doesn’t impose disadvantage on Dr. Watson’s ranged attack rolls with one-handed weapons, and his ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of him.

Precision Damage. Dr. Watson can leverage your powers of observation to land precise strikes. Once per turn, Watson can deal an extra 10 (3d6) damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. If Watson has succeeded on a Wisdom (Insight) check against a creature within the last minute, he can inflict his precision damage on that creature, even if he does not have advantage on the attack roll. However, Watson can never inflict precision damage if has disadvantage on the attack roll.

Protective Mark. If Dr. Watson marks a creature with the Marking Strike option of a Targeted Strike, while he is within 5 feet of the marked creature, he can use his reaction to make a weapon attack against it whenever it makes an attack roll that doesn’t target him.

Swift Combatant. If a handgun or longarm is fouled (as described under the handgun and longarm properties), Dr. Watson can attempt to temporarily clear it as an action, rolling a DC 10 Intelligence (gunsmith’s kits) check. If he succeeds, the weapon temporarily stops being fouled. 1 minute after he uses this effect, the weapon resumes being fouled as it was before.

Weaponmaster’s Smite (3/Day). When the stakes are high Dr. Watson can be even more effective with his favored weapons. When he inflicts the extra damage from his Weapon Specialization feature, Watson can increase the damage to 7 (3d4). If the target on which Watson inflicts this damage is within 5 feet of him, this extra damage increases to 10 (3d6).

Weapon Specialization. Dr. Watson’s focused training in the use of certain weapons allows him to strike more precisely with them. When he hits with an attack roll using any weapon with which he is proficient, Watson deals an extra 2 (1d4) damage on a hit. If the target is within 5 feet of Watson, the extra damage increases to 3 (1d6). The extra damage is the same type as the weapon’s damage. However, attacks made as part of a bonus action only inflict this extra damage if they are melee attacks. Attacks using the lower damage value specified by the scattershot weapon property never inflict this extra damage.

ACTIONS
Multiattack. Watson attacks twice when he takes the Attack action.

Army Pistol. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Baton/Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Lever Action Rifle. Ranged Weapon Attack: +7 to hit, range 80/240 ft., one target. Hit: 13 (3d6 + 3) piercing damage.

FORBIDDEN LORE
In “The Adventure of the Empty House”, Sir Arthur Conan Doyle’s account of Holmes’s return from his “Great Hiatus”, the author appears to skirt around the subject of the late Mary (Morsten) Watson’s tragic death. This is because of the nature of her demise, which chilled Dr. John H. Watson, a physician accustomed to the horrors of war, to the bone. The traumatizing malady that ultimately killed her was demonic in origin, although Watson could never admit such a possibility. Unbeknownst to the good doctor, the entity possessing his wife had actually been conjured by Moriarty to torment him, a task that it had succeeded in all too well.
Last edited by Nemesio on Mon May 02, 2022 8:00 pm, edited 5 times in total.
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Nemesio
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Re: Heroes of Gothic Earth 5e

Post by Nemesio »

I owe the 5e statblock adaptions of these two classic Victorian characters to the Mythological Figures & Maleficent Monsters and the Masque of the Red Death Player's Guide.
https://www.drivethrurpg.com/product/31 ... t-Monsters
https://www.dmsguild.com/product/295377 ... yers-Guide

Although I didn't use the Player Character options from the former, I thought EN Publishing got the base Statistics dead on, so I didn't change them...
I ended up taking some heavy liberties, adapting monster rules with the rules from the MotRD5e Player Character options, but I think it helped to authenticate the characters quite a bit! Thanks and Good job: Jeremy Forbing, Anthony Joyce, and BJ Hensley!

Finally, thanks to Wikipedia peeps for all the handy info and links to Sherlock Holmes (https://en.wikipedia.org/wiki/Sherlock_Holmes) and Dr. John H. Watson (https://en.wikipedia.org/wiki/Dr._Watson)!
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Re: Heroes of Gothic Earth 5e

Post by Manofevil »

What about Kwai Chang Caine (Kung Fu) or his son? I always felt that one or the other or BOTH belonged in Gothis Earth.
Do us a favor Luv, Stick yer 'ead in a bucket a kick it!

So, gentlemen, that's how it is. Until Grissome.... resurfaces, I'm the acting president, and I say starting with this... anniversary festival, we run this city into the ground! :D
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Re: Heroes of Gothic Earth 5e

Post by Nemesio »

Manofevil wrote: Fri Apr 29, 2022 6:38 pm What about Kwai Chang Caine (Kung Fu) or his son? I always felt that one or the other or BOTH belonged in Gothis Earth.
Hey thanks for the feedback Manofevil! Totally agreed about the Kung Fu characters! If you know of any good 5e Modern resources, I'd love to start some more contemporary characters down the line! Come to think of it, Gothic 1970s would be FAR OUT!!!
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Re: Heroes of Gothic Earth 5e

Post by manylorc »

interesting information
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Re: Heroes of Gothic Earth 5e

Post by Nemesio »

manylorc wrote: Fri May 13, 2022 2:28 am interesting information
Thanks for the feedback Manylorc!!!
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