Hey there, theperfect25. I've been looking at your Overwatch classes... Because Overwatch... and some of this work seems... incomplete? While I know that the actual classes have very few abilities (for the sake of playability), the result is that you have a 20 level class with only 6 or 7 class features. Most of the levels feel dead (and level 17, when spellcasters get 9th level spells, literally gives you no class features). If you want to produce balanced Overwatch classes, you may want to consider granting additional (thematic) options or boiling them down into a prestige class... Actually, let me give a possible example of the latter.

Spoilered to avoid taking up huge amounts of space

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Harmonic Wanderers


For some beings, the search for inner balance is the pursuit of a lifetime. For a few select beings, however, balance and enlightenment do not lie within. Gifted with unusual sensitivity to the cosmic forces, these few can see disharmony and karmic imbalances as others see shapes colors. While monks spend years training and meditating in pursuit of personal enlightenment, these individuals spend their lives wandering from place to place, promoting balance and enlightenment in their surroundings. Wielding abstract forces and intangible energies, harmonic wanderers shape the destinies of those around them. Wherever they go, the cosmos shifts towards balance.
Hit Die: d6

Prerequisites
The Following are Prerequisites for becoming a Harmonic Wanderer:
Alignment: Lawful Neutral or Lawful Good
Skills: Concentration 3 ranks, Knowledge (Religion) 1 rank, Knowledge (the Planes) 1 rank
Class Features: Still Mind Class Feature

Class Skills:
The Harmonic Wanderer's Class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Knowledge (Nature) (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Spellcraft (Int), and Tumble (Dex).
Skill Points at Each Level: 6+int

level BAB Fort Ref Will Special
1 0 0 0 2 Orbs of power, Orb of destruction, Monastic Training, Sense Balance
2 1 0 0 3 Harmonic Path, Unbound Step
3 2 1 1 3 Orb of Harmony
4 3 1 1 4 Improved Harmonic Path
5 3 1 1 4 Orb of Discord
6 4 2 2 5 Superior Harmonic Path
7 5 2 2 5 Improved Unbound Step
8 6/1 2 2 6 Transcendance

Class Features: All of the following are class features of the harmonic wanderer

Monastic Training: Your levels in harmonic wanderer stack with your monk levels for the purpose of determining your AC bonus, speed bonus, and unarmed damage. You may freely take additional levels in monk after taking levels in harmonic wanderer (unless you have also taken levels in one or more classes without a similar class feature).

Orbs of Power (Su): Harmonic wanderers are surrounded at all times by small orbs. These orbs represent the wanderer's comprehension of self and the world around them, growing in number as the wanderer grows in comprehension. These orbs serve as the central resource for Harmonic Wanderers, used to aid allies and harm foes.

At any time, the Harmonic Wanderer is surrounded by a number of orbs equal to their class level (to a maximum of 8 at 8th level). These orbs rotate around the Harmonic Wanderer as Ioun Stones, possessing hit points equal to your character level and using your Armor Class and Saving Throws. Unlike ioun stones, however, these orbs cannot be caught and stopped by the creature they revolve around. Additionally, these orbs are destroyed if they pass more than 60 feet away from yourself. Destroyed orbs automatically reform around you after 5 rounds.

In place of making an attack (including an attack in a full attack action but not an attack of opportunity), you may send one of your orbs to revolve around a creature within 60 feet. As you use this ability, you grant the orb one quality that you possess access to, determining its effects. If the target of your attack is not willing, this requires a ranged touch attack.

All of your orbs dissipate if you fall unconscious, if you wear armor or wield a shield, or if you carry more than a light load. In these cases, all orbs that you possessed are restored when you no longer meet any of these conditions.

Orb of Destruction (Su): Starting at 1st level, you may use your orbs to deliver physical harm. With a successful attack, the orb deals bludgeoning damage equal to your unarmed strike damage (threatening critical hits as if it were your unarmed strike). This orb is treated as a force effect, damaging incorporeal and ethereal targets normally. The orb may not be used again until the end of the round, at which point it returns to you.

Sense Balance (Su): At 1st level, you can detect the presence of imbalanced creatures in your surroundings. Creatures without any neutral elements in their alignment (those of Chaotic Good, Lawful Good, Lawful Evil, and Chaotic Evil) stand out as eerie or uncanny for you while within 60 feet, though you cannot detect their precise alignment. This ability does not allow you to detect the presence of creatures you are otherwise unaware of or incapable of seeing.

Harmonic Path (Su): Starting at 2nd level, you must choose whether you strive for physical balance among the elements or spiritual balance among ideals. The harmonic path you choose grants a number of benefits and cannot be later changed.

If you choose elemental balance, you may spend a swift action to add the Flaming, Frost, or Shock weapon property (your choice) to the next attack you make with an unarmed strike or orb of destruction within the next round.

If you choose spiritual balance, you may spend a swift action to radiate Daylight (as the spell) for 1 round. Creatures in the area of bright light created are dazzled for 1 round.

Unbound Step (Su): Starting at 2nd level, your body is freed from the limitations of gravity as you begin floating a few inches off of the ground. You may move across water and other unstable surfaces that would be incapable of supporting your weight. If you do not end your movement on ground that is capable of supporting your weight, however, you sink or fall through as normal for a creature of your weight.

Orb of Harmony (Su): Starting at 3rd level, you may use your orbs to restore health. With a successful attack (if applicable), the orb starts revolving around your target and grants them Fast healing 1. This fast healing cannot restore a creature above half of its maximum hit points, however. The orb rotates around that target until it is destroyed or until you recall it as a swift action. Multiple orbs of harmony stack.

Improved Harmonic Path (Su): At 4th level, you gain additional benefits from your chosen harmonic path.

If you pursue elemental balance, you emanate a momentary aura of energy whenever you empower your weaponry. Whenever you use your hamonic path to infuse your next attack with energy, all creatures within 10 feet take 2d6 damage of the same type.

If you pursue spiritual balance, you may replace the physical matter of your strikes with raw, righteous energy. While emanating daylight with your harmonic path, all damage that you deal with your unarmed strikes and orbs of destruction is treated as untyped, ignoring hardness and damage reduction.

Orb of Discord (Su): Starting at 5th level, you may use your orbs to debilitate opponents. With a successful attack, the orb starts revolving around your target and imposes a +1 bonus on damage rolls made against it and a -1 penalty to its AC. The penalties imposed by multiple orbs of discord stack. Further, the target is outlined in light (as faerie fire) as long as at least one orb of discord revolves around it.

Superior Harmonic Path (Su): Starting at 6th level, you have reached the pinnacle of your harmonic aspiration.

If you pursue elemental balance, you imbue your weapon with the Flaming Burst, Icy Burst, or Shocking Burst properties in place of the Flaming, Frost, or Shocking properties.

If you pursue spiritual balance, your attacks with unarmed strikes and orbs of destruction deal +2d6 damage against creatures with no neutral element in their alignment (Chaotic Good, Lawful Good, Lawful Evil, or Chaotic Evil alignments) while you emanate light.

Improved Unbound Step (Su): Starting at 7th level, your freedom from gravity allows you to avoid most physical impediments to movement. Your movement ignores all forms of difficult terrain, save for those created by spells with a duration other than "instantaneous".

Transcendence (Su): Starting at 8th level, you can transform yourself into a beacon of raw cosmic energy. Whenever you spend a swift action to activate your harmonic path, you may choose to become transcendent. While Transcendant, you gain a +30 foot enhancement bonus to your speed for all modes of movement and may reduce all sources of damage (whether physical or magical) by 10 (before applying damage reduction and similar effects). Finally, you may create and launch two orbs the moment you become transcendent, requiring no additional action. These extra orbs are lost at the end of the round, even if they would otherwise last longer.

Assuming this state, however, carries a significant cost. While Transcendent, you are staggered and flat-footed for 1 round. If you assume this state while staggered, you become exhausted for 5 rounds. You may not assume this state of Transcendance while exhausted.


Notes: There we go. transformed the class into an early-access PrC that you can start at 4th level. managed to fit the core abilities into 8 levels and expanded a bit on the fluff. Admittedly, I do not play Overwatch. I DO know that transcendence heals people and does not give extra orbs or anything of the like. With that said, forcing nongood harmonic wanderers (which your class does not ban) to use their "ultimate" for healing seems... off-flavor. When designing these classes, one might consider that someone may want to use the same "class" as an overwatch character and have a drastically different alignment. Otherwise, things have been fleshed out and things should look pretty complete.