AC 16 (Intelligence)
HP 77 (14d8+14; bloodied 38)
Speed 30 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Dex +6, Int +6
Skills Athletics +4, History +6, Intimidation +3, Investigation +6, Medicine +6 (1d8), poisoner’s kit, tinkerer’s tools
Senses passive Perception 12
Analyzed Need: Persuasion. When Watson 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.
Chirurgeon’s Care. Watson and any friendly creatures that take a short rest with him regain 7 additional hit points. In addition, Watson can choose one creature taking a rest with him. Using the right combination of herbs and pressure points, he removes an additional level of exhaustion from he target.
Chirurgy (6d4/ short rest ). Watson can use an action to spend one or more chirurgy dice and heal a creature he touches with his tools. For each chirurgy die Watson spends, the creature regains 1d4+3 hit points.
Knowledge of the Form. Watson can always use Intelligence.
Savant Tricks. Watson can use a bonus action to prepare a trick. A trick is prepared until he uses it. Watson can only have two tricks prepared at time. Once he uses the trick, Watson can prepare another trick in the same manner. Some of his tricks require the target to make a saving throw to resist its effects.
◆ Always With a Tonic. Watson can use a bonus action to force an adjacent ally to drink a potion.
◆ Diversion. On his turn, Watson makes a Charisma (Deception) check opposed by the target’s passive Insight. On a success, the target’s attention is drawn to his hand and it has disadvantage on the next attack roll it makes before the start of Watson’s next turn.
◆ Exhausting the Body. When Watson hits a creature with a weapon attack, instead of dealing damage he can give the target one level of fatigue for 1 minute. On a critical hit, the target gains two levels of exhaustion instead. Watson cannot use this trick to give a target exhaustion more than once between short rests .
◆ Guiding Steps. When Watson hits a Large-sized or smaller creature with a melee weapon attack, the target makes a DC 14 Dexterity saving throw with advantage . On a failure, it is moved up to 10 feet in a direction of Watson’s choice.
◆ Relief to the Suffering. Watson can use his action to allow an ally he can see to Disengage using their reaction.
Study of Suffering. Watson can identify maladies and rout them from a creature. Identifying a disease or poison requires a successful DC 15 Medicine (Wisdom) check (at the Narrator’s discretion, more obscure maladies may have a higher DC). Once Watson knows the disease or poison, if it isn’t magical he can use a bonus action to give the afflicted creature a new saving throw to resist it. A creature can only benefit from Study of Suffering once per disease or poison.
Medical Learning. A creature that Watson uses a healer’s kit to stabilize regains 1 hit point. In addition, he can use an action and a single use of a healer’s kit to mend a creature’s wounds. The creature regains 1d6 + 4 hit points, plus hit points equal to the creature’s total hit dice. A creature can only benefit from this feature once between short or long rests .
Extra Attack. Watson attacks twice when he takes the Attack action.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
Focused Defense. When Watson 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, Watson 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.
Intelligent Caution (4/ long rest ). When Watson 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.
It’d be weird to have Sherlock Holmes but not his stalwart companion!
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.