Overwatch: Heroes Translated

The World Could Always Use More Heroes



Genji

Medium humanoid (cyborg), neutral good


  • Armor Class 17 (cybernetic plating)
  • Hit Points 53
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 16 (+3) 10 (+0) 13 (+1) 14 (+2)

  • Saving Throws Dexterity +9
  • Senses passive Perception 15
  • Skills Acrobatics +9, Perception +5, Stealth +9
  • Languages Common, Japanese
  • Challenge 10 (5,900 XP)

Actions

Multiattack. Genji makes three shuriken attacks or two shuriken attacks and a wakizashi attack.

Deflect (Recharge 5-6). For 1 round, Genji can redirect any ranged attack targeting him made by a hostile creature he can see, making his own attack roll with a +5 to hit.

Dragonblade (1/Day). For 1 round, instead of his usual multiattack, Genji makes six attacks with his katanna, with a +9 to hit, with a hit dealing 9 (1d8 +5) slashing damage and 4 (1d8) force damage.

Shuriken. Ranged Weapon Attack: +9 to hit, ranged 20/60, one target. Hit: 7 (1d4 +5) piercing damage.

Swift Strike (Recharge 5-6). Genji moves up to 30ft. in a line, passing through the space of other creatures, but not through terrain. If Genji passes through a creature's space by performing a Swift Strike, he can make an attack with his wakazashi as he does so. Genji can only move less than 30 ft. if he collides with terrain or if the move would have him end in another creature's space. If Genji drops a creature to 0 HP, this ability is automatically recharged.

Wakizashi. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 +5) slashing damage.



McCree

Medium humanoid (human), chaotic neutral


  • Armor Class 16 (breastplate)
  • Hit Points 42
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 12 (+1) 11 (+0) 18 (+4)

  • Senses passive Perception 11
  • Skills Athletics +5, Persuasion +8, Survival +4
  • Languages Common
  • Challenge 8 (3,900 XP)

Actions

Combat Roll (Recharge 5-6). As a bonus action, McCree can roll 5 ft. in any direction. McCree does not provoke attacks of opportunity if he rolls out of an enemy's reach.

Deadeye (1/Day). McCree takes a turn to aim his shots, and then on his next turn fires a shot from his Peacekeeper at every hostile creature he can see with advantage and a +7 to hit, dealing 30 (6d8 +3) piercing damage to each target.

Fan the Hammer. McCree fans the hammer of his Peacekeeper, unloading as many shots as it still has in the chamber, targeting a creature up to 5ft. away from him who must make a DC 13 Dexterity saving throw, taking 9 (2d8) damage for every round McCree fires, or half as much on a success.

Flashbang (Recharge 5-6). As an action or bonus action (McCree's choice), McCree tosses a flashbang up to 5 ft away, which detonates with a 5ft. radius. Every creature caught inside of the flash must make a DC 13 Dexterity saving throw, or be stunned for one round.

Peacekeeper (reload, 6 shots). Ranged Weapon Attack: +7 to hit, ranged 40/120 ft., one target. Hit: 12 (2d8 +3) piercing damage.




Pharah

Medium humanoid (human), lawful good


  • Armor Class 17
  • Hit Points
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 13 (+1) 13 (+1) 10 (+1)

  • Senses passive Perception 11
  • Skills Athletics +5, History +5, Religion +5
  • Languages Common, Arabic
  • Challenge

Flyby. Pharah doesn't provoke attacks of opportunity if she flies out of an enemy's reach.

Actions

Concussive Blast (Recharge 5-6). Pharah fires a projectile up to 60 ft which detonates in a 10ft. radius. Every creature caught in the blast radius must make a DC 15 Strength saving throw or be knocked back 10 ft.

Rocket Barrage (1/Day). Pharah unleashes a stream of rockets in a 50 ft. cone. Every creature in the cone must make a DC 12 Dexterity saving throw, taking 35 (10d6) bludgeoning damage or half as much on a success.

Rocket Launcher (reload 6 shots). Pharah fires a rocket out to a range of 120 ft. which detonates with a blast radius of 5 ft. Each creature caught in the blast must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage, or half as much on a success.



Reaper

Medium undead (experiment), chaotic evil


  • Armor Class 15
  • Hit Points 77
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 12 (+1) 12 (+1) 15 (+2)

  • Senses passive Perception 11
  • Skills Intimidation +6, Investigation +5, Stealth +5
  • Languages Common, Spanish
  • Challenge

The Reaping. When Reaper kills a creature, he regains 9 (2d4 +4) HP.

Actions

Multiattack. Reaper makes two attacks with his Hellfire shotguns.

Death Blossom (1/Day). All targets within a 10 ft. radius of Reaper must make a DC 15 Dexterity saving throw, taking 36 (8d8) piercing damage or half as much on a success.

Hellfire Shotgun (reload 8 shots). Ranged Weapon Attack: +5 to hit, ranged 10/30 ft., one target. Hit: 10 (2d8 +1) piercing damage.

Shadow Step (Recharge 4-6). Reaper teleports to any location he can see, up to 500 ft.

Wraith Form (Recharge 5-6). Reaper becomes immune to all damage types until his next turn and gains 5 ft. of movement speed until his next turn, but cannot attack or reload.



Soldier: 76

Medium humanoid (human), chaotic good


  • Armor Class
  • Hit Points 70
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Skills Athletics +7, Investigation +5, Stealth +5
  • Languages Common
  • Challenge

Sprint. Soldier: 76 can use the Dash action as a bonus action.

Actions

Healing Beacon (Recharge 5-6). As a bonus action, Soldier:76 places down a beacon that heals himself and all nonhostile creatures 14 (4d4 +4) HP.

Helix Rockets (Recharge5-6). Soldier: 76 fires a trio of helix rockets up to 100 ft, which detonate with a 5ft. radius. All creatures caught in the blast radius must make a DC 13 Dexterity saving throw, taking 12 (2d10 +1) fire damage or half as much on a success.

Pulse Rifle (reload 25 shots). When using the Pulse Rifle, Soldier:76 can either fire five shots as a Ranged Weapon Attack with a range of 80/200 ft., or fire 10 shots to spray into a 10 ft. cube area out to 80ft. away. If a Ranged Weapon Attack is made with the Pulse Rifle, Soldier:76 has a +5 to hit and on a hit deals 10 (2d8 +1) piercing damage. Should he choose to spray, all creatures within the spray must make a DC 15 Dexterity saving throw, taking 10 (2d8 +1) piercing damage or half as much on a success.

Tactical Visor (1/Day). Soldier:76 makes 3 ranged weapon attacks with his pulse rifle which automatically hit their targets unless they are behind full cover, but these shots cannot score critical hits. He can also fire his Helix Rockets if they are ready.



Tracer

Medium humanoid (human), neutral good


  • Armor Class 15
  • Hit Points 30
  • Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 11 (+0) 12 (+1) 14 (+2) 15 (+2)

  • Senses passive Perception 16
  • Skills Acrobatics +9, Perception +6
  • Languages Common
  • Challenge

Blink. As a bonus action, Tracer can move her movement speed without provoking attacks of opportunity.

Actions

Pulse Bomb. Tracer throws out a bomb, at an area or at an individual target. She can throw it up to 10 ft. at an area, or if she throws it at an individual target, she throws it as a ranged weapon attack with a +9 to hit and a range of 5/10ft. On a hit, the bomb deals 21 (6d6) lightning damage. If it is thrown at a location or at an individual target, the bomb detonates with a 5 ft. radius, and every creature caught in the blast radius must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage, or half as much on a success.

Pulse Pistols (reload 20 shots). Tracer empties her pistols in a 10 ft. cube area within a range of 15 ft. Each creature in the area must make a DC 15 Dexterity saving throw, taking 15 (3d6 + 5) piercing damage, or half as much on a success.

Recall (Recharge 5-6). Tracer resets to her location to what it was at the start of the last round. Her hit points also also reset to their highest point since the start of the last round.