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 12, 2016
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.
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.
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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