Sunday, February 5, 2017

D&D Overwatch: Tank Heroes

After an unfortunately long hiatus, here are the tanks of Overwatch as 5e Dungeons and Dragons characters. My constructions are, of course, simple approximations of a similar theme and gameplay style and I welcome any ideas for other classes that might fit a character better. As always, I think it'd be fun to play this with other races. A hafling D.Va, a half-orc Roadhog, or a dragonborn Zarya all sound fun. 


D.Va
Level 1 Human Artificer
Background: Gladiator
Str 14 (+2), Dex 16 (+3), Con 11 (+0)
Int 15 (+2), Wis 9 (-1), Cha 13 (+1)

HP 8, AC 14 (leather armor), HD 1d8
Saves: Con +2, Int +4
Speed: 30 feet
Languages: Common, Elvish
Skills: Arcana +4, Acrobatics +5,
   Performance +3, Investigation +4
Proficiencies: dice set, vehicles (land),
   tinker’s tools

Weapons
Light Crossbow +5, 1d18+3 piercing, range (80/320), two-handed, loading
Mace +4, 1d6+2 bludgeoning
makeshift wand Dex, 1d8 lightning or thunder,
   range 60

Spells (+4, DC 12)
0 – light, makeshift wand, mending
1 – jump, shield of faith, expeditious retreat

Abilities
Artificer Knowledge

Leveling D.Va:
So the whole reason in making her an artificer is to give her the Tradition of the Bulwark that I made for Ironman. It gives her heavy armor with cool powers, so it just makes the most sense. Her spells should focus around movement, shielding, and big explosions.


Reinhardt
Level 1 Human Fighter
Background: Soldier
Str 16 (+3), Dex 11 (+0), Con 15 (+2)
Int 9 (-1), Wis 14 (+2), Cha 13 (+1)

HP 12, AC 18 (chainmail, shield), HD 1d10
Saves: Str +5, Con +4
Speed: 30 feet
Languages: Common, Dwarven
Skills: Athletics +5, History +1,
   Intimidation +3, Insight +4
Proficiencies: playing cards, vehicles (land)

Weapons
Warhammer +5, 1d8+3 bludgeoning,
    versatile 1d10+3


Abilities
Fighting Style: Protection
Second Wind

Leveling Reinhardt:
Reinhardt is all about defense. The Battlemaster archetype would be a good idea to knock people prone, but the same could be said for Eldritch Knight and its ability to conjure shields, charge, and shoot out gouts of flame. Battlemaster or Champion is closer to his personality, and don’t require a high Intelligence, so are preferable. No matter what archetype you pick, use feats and ability score bumps to make him as tanky as possible.

Roadhog
Level 1 Human Paladin
Background: Outlander
Str 16 (+3), Dex 14 (+2), Con 15 (+2)
Int 9 (-1), Wis 13 (+1), Cha 11(+0)

HP 12, AC 16 (scale mail), HD 1d10
Saves: Wis +3, Cha +2
Speed: 30 feet
Languages: Common, Orc, Giant
Skills: Athletics +5, Survival +3,
   Nature +2, Insight +3
Proficiencies: drum

Weapons
Greataxe +5, 1d12+3 slashing, heavy, two-handed

Abilities
Divine Sense
Lay on Hands

Leveling Roadhog:
Paladin may seem like a strange choice for Roadhog, but I think it is useful for creating a boar-loving bringer of the apocalypse. Give him the Oath of Light to get some cool grabbing (similar to his hook) and healing spells that he only uses on himself. Smites are another good use of spells. Feats should focus on toughness and damage. Ranger, Barbarian, and Fighter are also good options, but none of them fit amazingly so I figure Paladin of the Apocalypse sounded good.


Winston
Level 1 Bugbear Fighter
Background: Sage
Str 15 (+2), Dex 12 (+1), Con 14 (+2)
Int 13 (+1), Wis 12 (+1), Cha 12 (+1)

HP 12, AC 16 (chainmail), HD 1d10
Saves: Str +4, Con +4
Speed: 30 feet
Languages: Common, Gnomish, Elvish, 
   Dwarvish
Skills: Arcana +3, History +3, Stealth +3
   Acrobatics +3, Athletics +4




Weapons
Greatsword +4, 2d6+2 slashing, heavy, two-handed

Abilities
Darkvision
Long-limbed
Powerful Build
Sneaky
Surprise Attack
Fighting Style: Great Weapon Fighting
Second Wind

Leveling Winston:
Bugbear from the recent Volo’s Guide to Monsters is the closest I could get to a gorilla, but half-orc or orc could also work. Go Eldritch Knight for lots of abjurations spells and a few electric shocks. The archetype is also useful for copying his crazy jumps (with a jump spell). Feats should focus on casting spells and athleticism.

Zarya
Level 1 Human Paladin
Background: Soldier
Str 16 (+3), Dex 14 (+2), Con 15 (+2)
Int 9 (-1), Wis 11 (+0), Cha 13 (+1)

HP 12, AC 16 (chainmail), HD 1d10
Saves: Wis +2, Cha +3
Speed: 30 feet
Languages: Common, Dwarven
Skills: Athletics +4, Insight+2,
   Intimidation +3, Persuasion +2
Proficiencies: playing cards, vehicles (land)

Weapons
Halberd +5, 1d10+3 slashing, heavy, reach,
   two-handed

Abilities
Divine Sense
Lay on Hands

Leveling Zarya:
Zarya should take the Oath of Devotion to get lots of shielding and empowered strikes. Spells should focus around shields and smiting, and feats should improve toughness and proficiency with that amazing polearm. I could also see Zarya as an Eldritch Knight, but there is something about being devoted to her country that feels right.

Saturday, November 12, 2016

D&D Overwatch: Defense Heroes

Time for the defense heroes! Interestingly, a lot of them share similarities to the offense characters when you strip away specific abilities.

Once again, I imagine these would be even more fun if you switch out the races. A crazy elf Junkrat, a half-orc Mei, a dwarf Widowmaker. Even, perhaps, as a crazy as it sounds, a dwarven Torbjorn!

Bastion
Level 1 Warforged Fighter
Background: Soldier
Str 14 (+2), Dex 15 (+2), Con 15 (+2)
Int 8 (-1), Wis 10 (+0), Cha 12 (+1)
HP 12, AC 17 (chainmail), HD 1d10
Saves: Str +4, Con +4
Speed: 30 feet
Languages: Common, Dwarven
Skills: Athletics +4, Perception +2,
   Intimidation +3, Animal Handling +2
Proficiencies: dice set, vehicles (land)

Weapons
Heavy Crossbow +6, 1d10+2 piercing, range (100/400), heavy, two-handed, loading
Battleaxe +4, 1d8+2 slashing, versatile 1d10+2

Abilities
Composite Plating
Living Construct
Fighting Style: Archery
Second Wind

Leveling Bastion:
Bastion is going to go the champion route, although I could also see eldritch knight as a way of using blast spells to copy the tank ultimate. Definitely give him the crossbow expert feat. I imagine him a very static human crossbow, just destroying his enemies as a living turret.


Hanzo
Level 1 Human Ranger
Background: Criminal
Str 15 (+2), Dex 16 (+3), Con 14 (+2)
Int 11 (+0), Wis 13 (+1), Cha 9 (-1)
HP 12, AC 14 (leather armor), HD 1d10
Saves: Str +4, Dex +5
Speed: 30 feet
Languages: Common, Draconic



Skills: Deception +1, Stealth +5, Athletics +4, Perception +3, Insight +3
Proficiencies: dice set, thieves’ tools

Weapons
Longbow +5, 1d8+3 piercing, range (150/600), heavy, two-handed
Shortsword +5, 1d6+3 piercing, light, finesse

Abilities
Favored Enemy: Humanoids
Natural Explorer

Leveling Hanzo:
Give Hanzo all the divination and blasting spells that the ranger can offer. You want to make him the best assassin you can. Sharpshooter is a good feat for you. Go Hunter for your conclave and be an amazing murderer.



Junkrat
Level 1 Human Wild Sorcerer
Background: Outlander
Str 11 (+0), Dex 13 (+1), Con 14 (+2)
Int 15 (+2), Wis 9 (-1), Cha 16 (+3)
HP 8, AC 11, HD 1d6
Saves: Con +4, Cha +5
Speed: 30 feet
Languages: Common, Orc, Goblin
Skills: Athletics +2, Survival +1,
   Arcana +4, Intimidation +5
Proficiencies: drum







Weapons
Staff +2, 1d6 bludgeoning, versatile 1d8
acid splash Dex 13, 1d6 acid, range 60, two targets within 5 feet
fire bolt +5, 1d10 fire, range 120

Spells (+5, DC 13)
0 - acid splash, fire bolt, dancing lights, mending
1 (2/day) – chromatic orb, thunderwave

Abilities
Wild Magic Surge
Tides of Chaos

Leveling Junkrat:
Junkrat should be lots of traps and blasts. He should feel like a master controller of the battlefield, decimating his enemies while also causing crazy effects. His metamagic will probably focus on upping the power of his spells, but it is up to you.

Mei
Level 1 Human Wizard
Background: Sage
Str 9 (-1), Dex 11 (+0), Con 14 (+2)
Int 16 (+3), Wis 15 (+2), Cha 13 (+1)
HP 8, AC 10, HD 1d6
Saves: Int +5, Wis +4
Speed: 30 feet
Languages: Common, Elven, Dwarven, Gnomish
Skills: Arcana +5, History +5, Medicine +4,
   Investigation +5

Weapons
Dagger +2, 1d4 piercing, range (20/60), light, finesse
ray of frost +5, 1d8 cold, range 60, slow by 10 feet

Spells (+5, DC 13)
0 – dancing lights, prestidigitation, ray of frost
1 (2/day) – chromatic orb, fog cloud, grease, shield

Abilities
Arcane Recovery

Leveling Mei:
I’d probably go evocation and focus on all the cold spells. Other spells that create walls and slow are also helpful, anything to block damage is good as well. If Mei isn’t annoying the heck out her enemies, then what is she doing?


Torbjorn
Level 1 Human Artificer
Background: Guild Artisan
Str 14 (+2), Dex 11 (+0), Con 15 (+2)
Int 16 (+3), Wis 13 (+1), Cha 9 (-1)
HP 10, AC 11 (leather armor), HD 1d8
Saves: Con +4, Int +5
Speed: 30 feet
Languages: Common, Dwarven, Elven
Skills: Arcana +5, Insight +3,
   Nature +5, Persuasion +1
Proficiencies: blacksmith’s tools






Weapons
makeshift wand Dex 13, 1d8 fire or lightning, range 60 feet
Mace +4, 1d6+2 bludgeoning

Spells (+5, DC 13)
0 – makeshift wand, light, mending
1 - (2/day) – inflict damage, identify, mage armor, repair damage, shield of faith

Abilities
Artificer Knowledge

Leveling Torbjorn:
I’d grab tradition of the tinkerer and just make him into a badass crafter. There is no arbalest homunculus I’ve created yet, but the hound will do well. Spells should focus on upgrading and protecting your allies (homunculus included). Battlesmith could also work well if you want to enchant your allies attacks.

Widowmaker
Level 1 Human Rogue
Background: Criminal
Str 11 (+0), Dex 16 (+3), Con 13 (+1)
Int 14 (+2), Wis 15 (+2), Cha 8 (-1)
HP 9, AC 14 (leather armor), HD 1d8
Saves: Dex +5, Int +4
Speed: 30 feet
Languages: Common, Goblin, Thieves’ Cant
Skills: Acrobatics +7, Athletics +2,
   Deception +1, Intimidation +1,
   Sleight of Hand +5, Stealth +7
Proficiencies: playing cards, thieves’ tools







Weapons
Light crossbow +5, 1d8+3 piercing, range (80/320), loading, two-handed
Shortsword +5, 1d6+3 piercing, light, finesse

Abilities
Expertise
Sneak Attack 1d6

Leveling Widowmaker:
Definitely grab the assassin archetype and become the amazing killer you are meant to be. Sharpshooter and Crossbow expert make great feats and of course increase your dexterity as often as possible as well.

Saturday, November 5, 2016

D&D Overwatch: Offense Heroes

I'm back! Permanently? Depends on how much I want to procrastinate. In the meantime, let's get back to turning other people's intellectual property into D&D characters. This time, the brand new, and wonderfully popular, Overwatch!

Now, I'm not necessarily going to try and keep them offensive powerhouses. Rather, I'm going to try and get them to have similar abilities and the same feel. I'm also replacing guns with crossbows and magic as much as I can. Should I use longbows instead? Maybe! But the look is so different that I'd prefer to jsut stick with crossbows.

Of course, they are all humans because it makes it easy. But I highly recommend removing the +1 to all ability scores and giving them a different race. Imagine a gnome McCree or a halfling Tracer!

This week it's everyone's favorite characters to get ganked by: Offense heroes.

Genji 
Level 1 Human Monk
Background: Acolyte
Str 15 (+2), Dex 16 (+3), Con 11 (+0)
Int 9 (-1), Wis 14 (+2), Cha 13 (+1)
HP 8, AC 15, HD 1d8
Saves: Str +4, Dex +5
Speed: 30 feet
Languages: Common, Draconic, Elven, Orc



Skills: Acrobatics +5, Insight +4, Religion +1, Stealth +5
Proficiencies: Woodcarver's Tools

Weapons
Dart +5, 1d4+3 piercing, range (20/60)
Longsword +2, 1d8+2, versatile 1d10+2
Unarmed Strike +5, 1d4+3

Abilities
Unarmored Defense
Martial Arts

Leveling Genji
Way of the Open Hand makes the most sense since it allows him to stun people and generally be awesome. The ki could be reimagines as nanobots or the like, but I like it the way it is honestly. Probably give him proficiency with that longsword at some point with a feat.

McCree
Level 1 Human Fighter
Background: Criminal
Str 15 (+2), Dex 16 (+3), Con 14 (+2)
Int 9 (-1), Wis 13 (+1), Cha 11 (+0)
HP 12, AC 15 (chain shirt), HD 1d10
Saves: Str +4, Con +4
Speed: 30 feet
Languages: Common, Goblin
Skills: Acrobatics +4, Deception +2,
   Insight +3, Stealth +5
Proficiencies: playing cards, thieves' tools

Weapons
Hand Crossbow +7, 1d6+3 piercing,
   range (30/120), light, loading
Shortsword +5, 1d6+3 slashing, finesse, light

Abilities
Fighting Style: Archery
Second Wind

Leveling McCree
Crossbow Expert feat at some point. Take the Battlemaster archetype  to give him cool fighting tricks to play with. I thought about making McCree a rogue, but I figured he was more of a up-close gunslinger than sneaker.

Pharah
Level 1 Human Favored Soul Sorcerer
Background: Soldier
Str 13 (+1), Dex 14 (+2), Con 15 (+2)
Int 9 (-1), Wis 11 (+0), Cha 16 (+3)
HP 8, AC 16 (scale mail), HD 1d6
Saves: Con +4, Cha +5
Speed: 30 feet
Languages: Common, Dwarven
Skills: Athletics +3, Insight +2,
   Intimidation +5, Persuasion +5
Proficiencies: dice set, vehicles (land)

Weapons
Staff +3, 1d6+1 bludgeoning, versatile 1d8+1
acid splash Dex 13, 1d6 acid,  range 60,
   two targets within 5 feet
fire bolt +5, 1d10 fire, range 120

Spells (+5, DC 13)
0 - acid splash, fire bolt, light, mending
1 - (2/day) - fog cloud, feather fall, magic missile, thunderwave

Abilities
Chosen of the Gods: Tempest
Bonus Proficiencies

Leveling Pharah:
Grab all the flight and blasting spells you can find. She should be a full-throated rocket barrage of flying death by the time she is level 20. Magic is the closest I could get to replicating flying and rockets, but you could make her an eldritch knight fighter instead and get close to the same effect, but it would take more time and give too much healing and less blasting.

Reaper
Level 1 Human Revenant Warlock
Background: Criminal
Str 13 (+1), Dex 14 (+2), Con 14 (+2)
Int 8 (-1), Wis 10 (+0), Cha 16 (+3)
HP 10, AC 13 (leather), HD 1d8
Saves: Wis +2, Cha +5
Speed: 30 feet
Languages: Common, Goblin
Skills: Deception +5, Intimidation +5,
   Stealth +5, Investigation +2
Proficiencies: playing cards, thieves' tools

Weapons
Dagger +4, 1d4+2 piercing, finesse, light, thrown (20/60)
eldritch blast +5, 1d10 force, 120 feet
poison spray Con 13, 1d12 poison, 10 feet

Spells (+5, DC 13)
0 - eldritch blast, poison spray
1 (1/rest) - burning hands, hellish rebuke

Abilities
Restless Nature
Otherworldly Patron: The Fiend
Dark One's Blessing
Pact Magic

Leveling Reaper:
Grab the Pact of the Blade to get a nice scimitar for some devastating melee. Focus mostly on spells and invocations that increase mobility, regaining health, and blasting up close. He was going to be a rogue, but he just has so many cool tricks. Plus, Dark One's Blessing copies his healing from killing pretty well.

Soldier: 76
Level 1 Human Fighter
Background: Soldier
Str 14 (+2), Dex 16 (+3), Con 15 (+2)
Int 11 (+0), Wis 13 (+1), Cha 9 (-1)
HP 12, AC 16 (scale mail), HD 1d10
Saves: Str +4, Con +4
Speed: 30 feet
Languages: Common, Giant
Skills: Athletics +4, History +2, Intimidation +1,
   Perception 3
Proficiencies: playing cards, vehicles (land)

Weapons
Heavy Crossbow +7, 1d10+3 piercing,
   range (100/400), heavy, loading, two-handed
Longsword +4, 1d8+2 slashing, versatile 1d10+2


Abilities
Fighting Style: Archery
Second Wind

Leveling Soldier:76
Grab that crossbow expert feat, and take the champion feat to better mimic his ultimate. He is missing the healing pack and sprinting, but I just can't think of his as anything but a fighter. You could give him Battlemaster or Eldritch Knight if you'd prefer some more tricks.

Sombra
Level 1 Human Wizard
Background: Urchin
Str 11 (+0), Dex 15 (+2), Con 9 (-1)
Int 16 (+3), Wis 14 (+2), Cha 13 (+1)
HP 5, AC 12, HD 1d6
Saves: Int +5, Wis +4
Speed: 30 feet
Languages: Common, Goblin
Skills: Arcana +5, Investigation +5, Sleight of Hand +4,
   Stealth +4
Proficiencies: disguise kit, thieves' tools

Weapons
Dagger +4, 1d4+2 piercing, thrown (20/60), light, finesse
acid splash  Dex 13, 1d6 acid, 60 feet,
   two targets within 5 feet
shocking grasp +5, 1d8 lightning, lose reaction,
   advantage vs. metal armor

Spells (+5, DC 13)
0 - acid splash, minor illusion, shocking grasp
1 - charm person, color spray, disguise self, hideous laughter

Abilities
Arcane Recovery

Leveling Sombra
We are looking for all kinds of infiltration goodies: divination, teleportation, enchantment, and invisibility. For her school, I would choose enchantment (hacking people) or conjuration (teleportation and tools). I could see divination, but the powers don't match up too well with what she can do in the game.  Man, she is really cool. I'd really like to play a wizard like this in a game.

Tracer
Level 1 Human Rogue
Background: Soldier
Str 14 (+2), Dex 16 (+3), Con 15 (+2)
Int 9 (-1), Wis 11 (+0), Cha 13 (+1)
HP 10, AC 14 (leather), HD 1d8
Saves: Dex +5, Int +1
Speed: 30 feet
Languages: Common, Dwarven, Thieves' Cant
Skills: Acrobatics +7, Athletics +6,
   Intimidation +3, Persuasion +3

Proficiencies: playing cards, vehicles (land)

Weapons
Hand Crossbow +5, 1d6+3 piercing, range (30/120), light, loading
Shortsword +5, 1d6+3 piercing, finesse, light

Abilities
Expertise
Sneak Attack 1d6

Leveling Tracer
I keep going back and forth between whether she should be a monk or a rogue. Ultimately, the swashbuckler archetype from Sword Coast Adventurer's Guide felt pretty appropriate more for her personality than powers and I decided to go with that.

Saturday, December 5, 2015

BiFrost: Kiersey Tempermants as Races


Working on my BiForst world I figured I needed something to replace the races, as everyone being human would get extremely boring. I don't ever play human, so if forced into it I want a few options. Thinking of ways to differentiate it, I went through several options: talents similar to the d20 modern classes, zodiac signs, etc. But ultimately I decided that picking from the 4 temperaments of the Kiersey sorter would make sense. I looked at half-elves for balance and am trying it out in a game right now. We'll see how it works!

Explorer
Explorer’s want to experience the world. Often living one day at a time, they want to get the most of out of their time and will not stand for boredom when there is something more fun waiting to be done. Always wanting to enjoy the present moment, they value freedom and beauty. Explorer’s make up roughly 30% of the human population.
Ability Score Increase. You gain a +2 to your Charisma score and +1 to two other ability scores of your choice.
Alignment. Explorers enjoy freedom and often lean towards Chaotic alignments.
Size. Your size is medium.
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Tool Proficiency. You gain proficiency in one type of artisan's tools, musical instrument, or vehicle.
Skill Versatility. You gain training in two skills of your choice.
Bold. You gain advantage on saving throws to resist being frightened.

Analyst
Analysts approach the world rationally. They see the world as a collection of systems to be understood and mastered. They have little time for those who stand in the way of their vision, and appreciate those who facilitate the accomplishment of their goals. Analysts make up roughly 10% of the human population.
Ability Score Increase. You gain a +2 to your Intelligence score and +1 to two other ability scores of your choice.
Alignment. Analysts lean towards lawful alignments, believing that there is a best way to do things.
Size. Your size is medium
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Knowledgeable. You gain training in one Intelligence skill of your choice. Choose a specific area of knowledge in that Intelligence skill; whenever you make an ability check concerning that area of study you add double your proficiency bonus.
Rational. You gain advantage on an Intelligence saving throw or ability check. You can use this ability again after a long or short rest.

Diplomat
Diplomats see the world as it should be. Their ideals guide as they shape the lives of those around them. Their goal is to understand themselves and achieve fulfillment. They dislike confrontation, but will stand up for what they believe in. Diplomats make up roughly 20% of the human population.
Ability Score Increase. You gain +2 to your Charisma score and +1 to two other ability scores of your choice.
Alignment. Diplomats like for people to find their own paths and lean towards Chaotic alignments.
Size. Your size is medium.
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Empathetic. You gain training in Insight and one Charisma skill of your choice.
Authentic. You gain advantage on a Charisma saving throw or ability check. You can use this ability again after a long or short rest.

Sentinel
Sentinels are hardworking and loyal. Valuing security, Sentinels look to the past for wisdom and take time to plan for the future. They use practical and traditional methods to achieve their goals. Sentinels make up roughly 40% of the human population.
Ability Score Increase. You gain a +2 to your Wisdom score and +1 to two other ability scores of your choice.
Alignment. Sentinels care about tradition and lean towards Lawful alignments.
Size. Your size is medium.
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Wisdom of Traditions. You gain advantage on a Wisdom saving throw or ability check. You can use this ability again after a long or short rest.
Durability. Your hit point maxiumum increases by 1. It increases by another 1 every left after that.

Sunday, October 4, 2015

D&D Bones: Seeley Booth

Seeley Booth is a steely-eyed jock of a character. He believes in justice and the law. He is exceedingly handsome and little bit ignorant. He is one of my favorite characters on the show because he shows real growth, but also defends his lifestyle. Seeley doesn't back down from not being intellectual and he helps ground the team. He is exceedingly imperfect and its lovely. Plus he is really handsome.
I mean, look at that face.
Let's see he would 1000% be a paladin. Good at fighting, all about justice, really high charisma. All check marks leading to paladin. One issue, Paladin's smite only work with melee weapons, but he was a sniper. Is it viable to have a paladin that doesn't use his smite often? I suppose he would just use the spell slots that they consume. Maybe I'll make a feat for that. In the mean time I would say Seeley is a Paladin of Vengance with a focus on Redemption.

First that feat:
Ranged Vindicator
Prerequisite: Divine Smite class feature
You have learned to channel your spellpower into ranged attacks as well as melee. 
  • Increase your Constitution or Dexterity score by 1, to a maximum of 20. 
  • You can use your Divine Smite and Improved Divine Smite class features with ranged weapons. 
Seeley Booth
Level 1 Variant Human Paladin
Background: Soldier
Str 14 (+2), Dex 14 (+2), Con 12 (+1)
Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
HP 11, AC 16, HD 1d10
Saves: Wis +3, Cha +4
Speed 30 ft.
Languages: Common, Draconic
Skills: Athletics +4, Deception +4, Insight +3,  Intimidation +4, Persuasion +4 
Proficiencies: Playing cards, vehicles (land)

Longsword +4, 1d8+2 slashing, versatile 1d10
Heavy Crossbow +4, 1d10+2 piercing, range 100/400, two-handed, heavy, loading
Club +4, 1d4+2 bludgeoning, light

Divine Sense
Lay on Hands
Feat: Crossbow Expert

Gear: A badge, a familial token, a deck of cards, a set of common clothes, longsword, hand crossbow, a club, an explorer's pack, chain mail, and a holy symbol. 

Leveling Booth: This turned out alright. I would've liked to use the hand crossbow, but honestly it just sucks, so I figured we'd use the heavy crossbow. Good for sniping anyways. Take the Ranged Vindicator and Sharpshooter feats as soon as possible then just up the Str, Dex, Con, and Cha as you see fit. Is he optimized? God no. But it works and would be pretty fun to play. 

Sunday, September 20, 2015

D&D Bones: Temperance Brennan

I love Bones, and my boyfriend and I have been watching it a lot recently. I really enjoy how well the team works together and how the characters play off each other. I am a huge fan of the show, and I decided that maybe they might make some fun D&D characters.

So lets start off with the titular character: Dr. Temperance Brennan. A forensic anthropologist with a family that left her behind. She can fight, shoot a gun, and is the top of her field. Admittedly a limited field, but a field none the less. To be good at all that I'm going to say she is a....oh wow this is going to be hard. I like Rogue and the Bard for their expertise, but both fluffs are way off. Wizard is the closest for that, but lacks the expertise I would like to see. Hrmmm, maybe thats what I do. Make a new tradition for wizards.

Scientific Tradition
While some wizards focus on the powers of spellcasting, many others see them as tools for understanding the world around them. These academics care more about what the wizard spells can help them understand than the mechanics of the spells themselves.

Expertise
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies,

Attuned Senses
At 2nd level, you gain the ability to open your sense and perceive what others have trouble understanding. As an action, you can detect magic, poison, and disease in a 60 ft. cone.

Language Expert
Beginning at 6th level, you have an unnatural understanding of languages. As an action, you can cast the comprehend languages or tongues spell at-will. You can use this ability again after a long or short rest.

Uncanny Perception
Starting at 10th level, supernatural perception increases in power.You gain darkvision and true sight out to 60 ft. for 10 minutes as a free action. You can use this ability again after a long or short rest.

Logical Leap
At 14th level you can make logical leaps that leaves others dumbfounded. When you make an Intelligence skill check you can declare success no matter what you rolled. You can do this after you roll, but before your DM declares the result of the roll. You regain this ability every time you finish a short or long rest.

Dr. Temperance Brennan

Level 1 Variant Human Wizard
Background: Sage
Str 10 (+0), Dex 12 (+1), Con 12 (+1)
Int 16 (+3), Wis 14 (+2), Cha 10 (+0)
HP 7, AC 11, HD 1d6
Saves: Int +5, Wis +4
Speed 30 ft.
Languages: Common, Elvish, Dwarven, Halfling
Skills: Arcana +5, History +5, Investigation +5, Medicine +5, Religion +5





Dagger +3, 1d4+1 piercing, 20 ft./ 60 ft., light, finesse
Unarmed Strike +3, 1d4+1 bludgeoning, light, finesse

Arcane Recovery
Martial Arts
Cantrips: Prestidigitation, Shocking Grasp, Mage Hand
Spellbook
1st-level: Comprehend Languages, Detect Magic, Grease, Identify, Tenser's Floating Disk, Unseen Servant

Gear: A bottle of black ink, a quill, a small knife, a letter from a colleague, a set of common clothes, dagger, component pouch, scholar's pack, and a spellbook.

Leveling Temperance: As she levels up, she should focus in on spells that help reveal what happened to dead bodies. She would be perfect for a mystery solving group. Feats like Keen Mind and Observant would be perfect, and so would Weapon Master and Martial Adept. Lots of options to make her amazing.

Tuesday, September 1, 2015

D&D Avengers: Ant Man

So I loved the Ant Man movie. It hit all my buttons: sarcasm, Paul Rudd, bugs, science, Paul Rudd, heist movies, good minor characters and a compelling story (if confusing villain), and of course Paul Rudd shirtless. So I figured, he'll be an Avenger soon, why not make him into a D&D character as well.

Given how weird his powers are, but how much they revolve around punching, I figured I make him into a Monk similar the way I did with my speedsters. The fluff for the hard hits is quickly density and I can throw some powers his way that let him control vermin and change size (I think I'll go big and small considering I'm pretty sure that is where they are going with the films.)

Way of Vermin
Monks of the Way of Vermin venerate what others find distasteful. Where others fear the alien nature of the mindless hordes, those who follow this path see beauty and precision in the hive mind. By attempting to emulate these creatures, these monks find a closer connection to the beasts and are able to control them and emulate their size, strength, and dedication. Many vermin monks focus on one type: bees, ants, rats, etc. and take up important professions associated with that creature.

Vermin Arts
Starting when you chose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend to 1 ki points to cast speak with animals but only affecting vermin, or 2 ki points to cast animal messenger (using a vermin), enhance ability, enlarge/reduce, pass without trace, or protection from poison without providing material components.

Vermin Size
At 6th level, you gain the ability to shrink down to the height of an inch. As an bonus action, you can spend 2 ki to shrink down to a height of one inch until the start of your next turn. While you are this height, attacks against you have disadvantage and you gain advantage on Dexterity (Stealth) checks. Each round you can maintain this size by spending 1 ki at the start of your turn. If you do not spend 1 ki at the start of your turn and if there is not enough space for you to return to your original height, you grow to the largest size possible, take damage equal to half your level, and have disadvantage on all abilities, attacks, and checks that round.

Army of Vermin
By 11th level, you have a deep connection with the mindless creatures. As an action, you can spend 5 ki to cast giant insect or 6 ki to cast insect plague.

Shrinking Dodge
At 17th level, you can exploit your shrinking ability when you are targeted by an attack. Whenever you are targeted by an attack you may use a reaction to spend 4 ki and shrink to negate all damage from the attack before immediately returning to your original size.

Scott Lang
Level 1 Human Monk
Background: Criminal
Str 12 (+1), Dex 16 (+3), Con 12 (+1)
Int 14 (+2), Wis 14 (+2), Cha 11 (+0)
HP 9, AC 15, HD 1d8
Saves: Str +3, Dex +5
Speed 30 ft.
Languages: Common, Elvish, Deep Speech

Skills: Acrobatics +5, Athletics +3, Deception +2, Stealth +5
Proficiencies: Playing Cards, Thieves' Tools, Tinker's Tools

Shortsword +5, 1d6+3 piercing, finesse, light
Unarmed Strike +5, 1d4+3 bludgeoning
Dart +5, 1d4+3 piercing, 20/60

Unarmored Defense
Martial Arts

Gear: A crowbar, a set of dark common clothes including a hood, a shortsword, a dungeoneer's pack, and 10 darts.

Leveling Scott: So we've got a criminal who learns to forge a mystical connection with ants to become more like them, for either good or ill. I like it. As he levels up, grab the archetype I made for him and maybe some feats like Skulker or Durable. Be sure to get your Dex way up there and maybe Wisdom as well to help with the spells. All in all he should be a fun scouty monk who is an alternative to the shadow monk.