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.

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