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Herlock 'Locke' Sholmes

8 Level (0/48000 XP for level-up) Background Augmentierter Mensch Race / Species / Heritage Chaotic Neutral Alignment
Rogue (Assasin)
Level 6
Hit Dice: 6/6
1d8+1 Class 1
Fighter
Level 2
Hit Dice: 2/2
1d10+1 Class 2

STR
12
+1
DEX
19
+4
CON
12
+1
INT
14
+2
WIS
14
+2
CHA
16
+3
53
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
6
Speed (walk/run/fly)
12
Passive Perception
27 / 192
9mm - Ammunition Smart Gun/Machine pistol
15 / 50
Gauge 20 Ammunition
30 / 100
Assault Rifle
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+7 Dexterity
+1 Constitution
+5 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+10 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+9 Deception CHA
+2 History INT
+2 Insight WIS
+3 Intimidation CHA
+8 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+8 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Smart Gun +9 DEX 1d6+4 piercing
 light, ammunition 9/9, 45/90 m
Dagger +7 DEX 1d4+4 piercing
 light, finesse, thrown 4/12 m
2nd Dagger +7 DEX 1d4-4+4 piercing
 light, finesse, thrown 4/12 m
Unarmed Strike +4 STR 1+1 bludgeoning
Winchester Model 1912 +9 DEX 1d12+4 pierching
 two-handed, ammunition 6/6, 12/18 m
Mag pistol +9 DEX
Kruft Pallbearer Assault riffle +9 DEX 3d8+4 piercing
Kruft Pallbearer Machine pistol +9 DEX 3d6+4 piercing
 ammunition 24/24, 45/90 m
Golden Hawk +7 DEX 1D10+4
Attacks

Sneak Attack

Level 1 in Rogue

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don’t need advantage on the attack roll if another enemy of the target is within 1 meter of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the table.


LevelSneak Attack
1-21d6
3-42d6
5-63d6
7-84d6
9-105d6
11-126d6
13-147d6
15-168d6
17-189d6
19-2010d6

Second Wind

Level 1 in Fighter

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.


Thieves’ Cant

Level 1 in Rogue

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Second-Story Work

Level 3 in Rogue, Roguish Archetype: Thief

You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of 0,2 meter equal to your Dexterity modifier.


Assassinate

Level 3 in Rogue, Roguish Archetype: Assassin

You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.


Uncanny Dodge

Level 5 in Rogue

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


Action Surge

Level 2 in Fighter

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level in Fighter, you can use it twice before a rest, but only once on the same turn.


Features & Traits
Equipment being carried:

Integrated Augmentations:

  • None


Body Augmentations:

  • Gogo Gadget Arm

  • Homebrew

    Herlock's Ayballer NSS

    Adventuring Gear

    Legendary

    This augmentation is based on the Ayballer, but the firmware is completely overwritten. Thus, the Ayballer becomes the Ayballer - No Shit Sherlock - or Ayballer NSS for short. The new firmware gives you the ability to make an investigation check to determine something about the world around you. It enables you to gleam insides about other people and the sequence of events. This feature can be used once per long rest within reason.   The Ayballer is similar to regular augmented eyes, replaceable. For added comfort, the Ayballer is easily dismounted out of the eye socket. Through an encrypted radio channel, the wielder of the augmentation can continue to use or rather see through a dislocated Ayballer for up to 20 meters.   Features based on the very rare Ayballer variant:
    • Remote capability up to 20 meter and easy dislocation out of eye socket
    • Includes recording unit in gray and white for up to 5 mins of film.
    • Extends recording unit to color, sound and up to 15 minutes of film.
    • Zoom allows for views on microscopic level as well as up to 200 meter.
    This augmentation is an implant for your body. There is a technological limit of five body augmentations at once for an augmented human. This limit is increased to six for droids.   New Feature - Clone that eye!   You become able to copy the biometric information of anyone you were able to look for at least five minutes in the eyes.   New Feature - Target aquired!   In every combat engagement you can select up to three targets. After exchanging blows with the target it gets aquired. You will have advantage on your next attack against the target. After a successful attack against the aquired target, it needs to be aquired again.




Brain Augmentations:

  • None


Carrying capacity: 6,4/84 kg (Strength score * 7)
Body Weight: ~80 kg
Height: 1,78 m

Granades:
1 fire(Fire Grenade)
2 billige Fire
6 frag (Fragmentation Grenade)
1 Sägelsalmer (https://www.worldanvil.com/sheet/1291702/view)

1 Gasmaske

Quickhacks:
9 Message Message
3 on/off On/Off
1 Jamming: Jamming

Booster:
4 normale (2D5+2)
0 Elefantenbooster (5D5 +2)
1 Erste Hilfe Paket - hilft beim Stabilisieren von sterbenden - 2 Uses

loot:
1 Inspiration Point

4 Gasmaske
4x Schmitt Mag-Revolver
2 Light Club
2 Side Baton
1 Riot Shield
1 Ballistic Vest
1 Spiked Greatclub
1 Schmitt V Smart Gun - Cracked

Equipment Copper: 0, Silver: 0, Electrum: 3534490, Gold: 0, Platinum: 0 Money
1 Point of inspiration

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Homebrew

Slash Resistant Vest

Armor (Light)

Common

This slash resistant vest is the minimum protection you would want in the safe confines of any megacity. But don't venture too far outwards with it. There, its use might be quite limited.   Add your dexterity modifier to your armor class.

Type AC STR Req. Stealth Dis.
Light 12 No

Cost: 50.000 Eurodollar
Weight: 2,5 kg

Homebrew

Schmitt V Smart Gun

Firearm

Common

Pistol, Simple, Ranged, Loading, 9 mm, Light, One-Handed, Dual Wielding   Magazine Size: 9 (each D6 counts as one shot)   Special Actions:
  • Precision Shooting - hold the weapon with both hands and shoot a single round (1d6 damage) to increase chance to hit, +5 to hit.
  • Trickshot - Designate a specific body part to hit and deal specific conditions to the target (must be held with both hands), difficulty is determined by the DM.
  • Dual Wield (requires another ranged weapon with dual wielding property and an action and bonus action) - Fire with both weapons at once, reduces your chance to hit, -5 to hit. Make two attack rolls, one for each weapon, to determine whether you hit. If dual-wielded, a relaod action affects only one of the weapons. The damage roll of the bonus attack will be made without your dexterity modifier.
  • Burst Fire - Fire three shots in quick succession, reduces your chance to hit, -2 to hit. - Furthermore all shots will hit their mark if the target ac+5 was met or beaten. If only the target ac was met or beaten, then half the shots hit their mark.
  • Fast Reload - Uses a bonus action to fast reload (involves dropping the magazine to pick up later)
  • Reload - Uses a full action to reload without the loss of spare ammunition
Jamming: On a critical failure, roll a 1D12, if it lands on a 4 or less, the weapon is jammed and requires a full action to clear the jam.   The Schmitt V Smart Gun is a pistol that is imprinted on its holder. This way, the pistol can only be used by its rightful   For this to work, the holder implants a sensor in his preferred shouting hand. It was developed by Schmitt & Söhne, a German weapons manufacturer.   Can be combined with a silencer.

Type Damage Damage Range
Simple Ranged 1d6 Piercing 45/90 m

Cost: 100.000 Eurodollar
Weight: 0,6 kg

Homebrew

Dagger

Weapon

Common

Melee, Weapon, Simple, Light, Finesse, One-Handed   Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.

Type Damage Damage Range
Simple Melee 1d4 Piercing 1 m | thrown 4/12 m

Cost: 25.000 Eurodollars
Weight: 0,3 kg

Homebrew

Dagger

Weapon

Common

Melee, Weapon, Simple, Light, Finesse, One-Handed   Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.

Type Damage Damage Range
Simple Melee 1d4 Piercing 1 m | thrown 4/12 m

Cost: 25.000 Eurodollars
Weight: 0,3 kg

Homebrew

Ayballer

Futuristic

Varies

Augmentation, Body   This augmentation replaces one or both of your eyes with the Ayballer. The Ayballer is similar to regular augmented eyes, replaceable. For added comfort, the Ayballer is easily dismounted out of the eye socket. Through an encrypted radio channel, the wielder of the augmentation can continue to use or rather see through a dislocated Ayballer for up to 20 meters. Added functionality is available for a higher price.   This augmentation is an implant for your body. There is a technological limit of five body augmentations at once for an augmented human. This limit is increased to six for droids.
















RarityFunctions
Common Remote capability up to 20 meter and easy dislocation out of eye socket
Uncommon Includes recording unit in gray and white for up to 5 mins of film. Includes all functions of prior rarities.
Rare Extends recording unit to color, sound and up to 15 minutes of film. Includes all functions of prior rarities.
Very Rare Zoom allows for views on microscopic level as well as up to 200 meter. Includes all functions of prior rarities.
Legendary Zoom goes up to 1.5 kilometer. Unlimited recording in the cloud. Includes all functions of prior rarities.

Cost: 30.000 / 50.000 / 110.000 / 365.000 / 750.000 Eurodollar

Homebrew

Gogo Gadget Arm

Futuristic

Rare

Augmentation, Body   Requires Dexterity of 14.   A custom-made arm augmentation by and for Herlock Sholmes based on commonly available parts. This right arm can extend up to 2-meter, giving the wielder a 3-meter reach for actions with his right arm instead of the normal 1-meter reach. The reach does not apply towards the threatened area of the augmented individual.   Furthermore, the augmentation includes 4 hidden compartments of varying sizes:
  • Rectangular compartment, the size of a 500 ml Bottle
  • Relatively flat, curved compartment, e.g. for a notebook
  • Two rectangular compartments, the size of a big thumb
This augmentation is an implant for your body. There is a technological limit of five body augmentations at once for an augmented human. This limit is increased to six for droids.

Cost: N/A

Homebrew

Winchester Model 1912

Firearm

Very Rare

Shotgun, Martial, Ranged, Loading, 12 gauge, 16 gauge, 20 gauge, 28 gauge, Light, Two-Handed   Magazine Size: 6 shells for 12 gauge and up (each D8 counts as one shot) | 4 shells for 20 gauge and up   Special Actions:
  • Fast Reload - Uses a bonus action to fast reload two shells
  • Reload - Uses a full action to fully reload
Trench Gun - Close Quarters Combat: Advantage to hit if no cover and between 2-6 meter of the target, no disadvantage if target is in melee range.   Shotgun-Spread: At a distance, the shot becomes scattered. Outside the effective shooting range, the shot covers a 2 by 2 meter square area. The damage is halved.   The Winchester Model 1912 is a pump-action shotgun with an external tubular magazine. The tubular magazine holds up to six 12 gauge shotgun shells. Can be loaded with the following caliber: 12 gauge, 16 gauge, 20 gauge, 28 gauge. (Changes damage output greatly.)   The damage is based on the 12 gauge standard ammunition. Needs to be fired two-handed, because of the recoil.

Type Damage Damage Range
Martial Ranged 1d8 Piercing 12/18 m

Cost: 1.000.000 Eurodollars
Weight: 2,5 kg

The statblocks of your class features

Homebrew based on D&D5e

Rogue

As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
hit dice: 1d8 per rogue level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, pistols, longswords, rapiers, shortswords
tools: Thieves’ tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
Leather armor, two daggers, and thieves’ tools
spellcasting:
None
class features:

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.  

Sneak Attack (1282556)

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don’t need advantage on the attack roll if another enemy of the target is within 1 meter of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

Thieves’ Cant (1282577)

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Cunning Action (1282578)

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Uncanny Dodge (1282579)

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

Evasion (1341535)

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Reliable Talent (1350758)

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Blindsense (1350760)

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 2 meters of you.  

Slippery Mind (1350761)

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Elusive (1350762)

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.  

Stroke of Luck (1350763)

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can’t use it again until you finish a short or long rest.
subclass options:

Roguish Archetype: Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.  

Fast Hands (1282580)

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.  

Second-Story Work (1282583)

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.   In addition, when you make a running jump, the distance you cover increases by a number of 0,2 meter equal to your Dexterity modifier.  

Supreme Sneak (1350764)

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Use Augmented Device (1350765)

By 13th level, you have learned enough about the workings of computers and augmentations that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of computers or augmentations.  

Thief’s Reflexes (1350767)

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.  

Roguish Archetype: Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.  

Assassinate (1282584)

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.  

Infiltration Expertise (1350768)

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 250.000 Eurodollars to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city, so you can insinuate yourself into the company of other wealthy merchants.   Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.  

Impostor (1350770)

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.   Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.  

Death Strike (1350771)

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
LevelProficiency BonusSneak AttackFeatures
1+21d6Expertise, Sneak Attack, Thieves’ Cant
2+21d6Cunning Action
3+22d6Roguish Archetype
4+22d6Ability Score Improvement
5+33d6Uncanny Dodge
6+33d6Expertise
7+34d6Evasion
8+34d6Ability Score Improvement
9+45d6Roguish Archetype Feature
10+45d6Ability Score Improvement
11+46d6Reliable Talent
12+46d6Ability Score Improvement
13+57d6Roguish Archetype Feature
14+57d6Blindsense
15+58d6Slippery Mind
16+58d6Ability Score Improvement
17+69d6Roguish Archetype Feature
18+69d6Elusive
19+610d6Ability Score Improvement
20+610d6Stroke of Luck

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Munol.

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