Sad to say this: but once again I have only one submission after the deadline. Since this is the second contest in a row this happened, I'll bow out as chairman. Maybe someone else can revive it.

Nonetheless, here is Dire_Stirge's amazing entry:

Quote Originally Posted by Dire_Stirge

Jamiss 'Junkrat' d'Cannith
CE Human Wizard 10/Renegade Mastermaker 10

"Rest in pieces!"

Spoiler: Concept
For the people who don't know much about Overwatch: Junkrat is one of the game's playable characters: a lunatic bomber who uses an array of homemade explosives to commit crimes.

He plays as a very destructive character with good ability to lock down areas by placing traps, albeit lacking in mobility and toughness. I intend to create a similar character with this build.

Spoiler: Ability scores and languages
Elite array:
STR: 12
DEX: 14
CON: 13
INT: 15
WIS: 8
CHA: 10

Intelligence is your highest priority and will be increased at every level-up.

Languages are common, draconic and elven.

Spoiler: Build table
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Wizard 1 +0 +0 +0 +2 Concentration +4, Craft (Alchemy) +4, Craft (Gemcutting) +4, Knowledge (Arcana) +4, Spellcraft +4 Iron Will, Empower SpellB, Scribe ScrollB Immediate Magic (Counterfire), School Specialization (Evocation), Banned Schools (Enchantment and Illusion), Spellcasting
2nd Wizard 2 +1 +0 +0 +3 Concentration +5, Craft (Alchemy) +5, Craft (Gemcutting) +5, Knowledge (Arcana) +5, Spellcraft +5 - -
3rd Wizard 3 +1 +1 +1 +3 Concentration +6, Craft (Alchemy) +6, Craft (Gemcutting) +6, Knowledge (Arcana) +6, Spellcraft +6 Craft Wondrous Item -
4th Wizard 4 +2 +1 +1 +4 Concentration +7, Craft (Alchemy) +7, Craft (Gemcutting) +7, Knowledge (Arcana) +7, Knowledge (Architecture and Engineering) +1, Spellcraft +7 - -
5th Wizard 5 +2 +1 +1 +4 Concentration +8, Craft (Alchemy) +8, Craft (Gemcutting) +8, Knowledge (Arcana) +8, Knowledge (Architecturing and Engineering) +2, Spellcraft +8 Craft Magic Arms and ArmorB -
6th Renegade Mastermaker 1 +2 +3 +1 +6 Appraise +2, Concentration +9, Craft (Alchemy) +9, Craft (Gemcutting) +9, Knowledge (Arcana) +9, Knowledge (Architecturing and Engineering) +3, Spellcraft +9 Extra Spell (Gembomb) Battlefist, Craft Master
7th Renegade Mastermaker 2 +3 +4 +1 +7 Appraise +4, Concentration +10, Craft (Alchemy) +10, Craft (Gemcutting) +10, Knowledge (Arcana) +10, Knowledge (Architecturing and Engineering) +4, Spellcraft +10 - Battlefist (+1), Self-repair
8th Renegade Mastermaker 3 +4 +4 +2 +7 Appraise +5, Concentration +11, Craft (Alchemy) +11, Craft (Gemcutting) +11, Knowledge (Arcana) +11, Knowledge (Architecturing and Engineering) +6, Spellcraft +11 - Supporting Construction
9th Renegade Mastermaker 4 +5 +5 +2 +8 Appraise +7, Concentration +12, Craft (Alchemy) +12, Craft (Gemcutting) +12, Knowledge (Arcana) +12, Knowledge (Architecturing and Engineering) +7, Spellcraft +12 Reserves of Strength Damage Reduction 1/adamantine
10th Renegade Mastermaker 5 +5 +5 +2 +8 Appraise +8, Concentration +13, Craft (Alchemy) +13, Craft (Gemcutting) +13, Knowledge (Arcana) +13, Knowledge (Architecturing and Engineering) +9, Spellcraft +13 - Battlefist (+2)
11th Renegade Mastermaker 6 +6/+1 +6 +3 +9 Appraise +10, Concentration +14, Craft (Alchemy) +14, Craft (Gemcutting) +14, Knowledge (Arcana) +14, Knowledge (Architecturing and Engineering) +10, Spellcraft +14 - -
12th Renegade Mastermaker 7 +7/+2 +6 +3 +9 Appraise +12, Concentration +15, Craft (Alchemy) +15, Craft (Gemcutting) +15, Knowledge (Arcana) +15, Knowledge (Architecturing and Engineering) +12, Spellcraft +15 Arcane Thesis (Gembomb) Embed Component
13th Renegade Mastermaker 8 +8/+3 +7 +3 +10 Appraise +14, Concentration +16, Craft (Alchemy) +16, Craft (Gemcutting) +16, Knowledge (Arcana) +16, Knowledge (Architecturing and Engineering) +14, Spellcraft +16 - Damage Reduction 2/adamantine
14th Renegade Mastermaker 9 +8/+3 +7 +4 +10 Appraise +16, Concentration +17, Craft (Alchemy) +17, Craft (Gemcutting) +17, Knowledge (Arcana) +17, Knowledge (Architecturing and Engineering) +16, Spellcraft +17 - Battlefist (+3)
15th Renegade Mastermaker 10 +9/+4 +8 +4 +11 Appraise +18, Concentration +18, Craft (Alchemy) +18, Craft (Gemcutting) +18, Knowledge (Arcana) +18, Knowledge (Architecturing and Engineering) +18, Spellcraft +18 Maximize Spell, Improved FortificationB Construct Exemplar
16th Wizard 6 +10/+5 +9 +5 +12 Appraise +19, Concentration +19, Craft (Alchemy) +19, Craft (Gemcutting) +19, Knowledge (Arcana) +19, Spellcraft +19 - -
17th Wizard 7 +10/+5 +9 +5 +12 Concentration +20, Craft (Alchemy) +20, Craft (Gemcutting) +20, Knowledge (Arcana) +20, Knowledge (Architecturing and Engineering) +20, Spellcraft +20 - -
18th Wizard 8 +11/+6/+1 +9 +5 +13 Appraise +20, Concentration +21, Craft (Alchemy) +21, Craft (Gemcutting) +21, Knowledge (Arcana) +21, Spellcraft +21 Extra Spell (Fire Seeds) -
19th Wizard 9 +11/+6/+1 +10 +6 +13 Concentration +22, Craft (Alchemy) +22, Craft (Gemcutting) +22, Knowledge (Arcana) +22, Knowledge (Architecturing and Engineering) +22, Spellcraft +22 - -
20th Wizard 10 +12/+7/+2 +10 +6 +14 Appraise +21, Concentration +23, Craft (Alchemy) +23, Craft (Gemcutting) +23, Knowledge (Arcana) +23, Knowledge (Architecturing and Engineering) +23, Spellcraft +23 Attune GemB -

Spoiler: Spells
Spell slots (including bonus spells):

Spells per Day/Spells Known
Spells per Day/Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3+1 2+1 - - - - - - - -
2nd 4+1 3+1 - - - - - - - -
3rd 4+1 3+1 2+1 - - - - - - -
4th 4+1 4+1 3+1 - - - - - - -
5th 4+1 4+1 3+1 2+1 - - - - - -
6th 4+1 4+1 3+1 2+1 - - - - - -
7th 4+1 4+1 4+1 3+1 - - - - - -
8th 4+1 5+1 4+1 3+1 1+1 - - - - -
9th 4+1 5+1 4+1 4+1 2+1 - - - - -
10th 4+1 5+1 5+1 4+1 2+1 1+1 - - - -
11th 4+1 5+1 5+1 4+1 3+1 2+1 - - - -
12th 4+1 5+1 5+1 4+1 4+1 2+1 - - - -
13th 4+1 5+1 5+1 5+1 4+1 2+1 1+1 - - -
14th 4+1 5+1 5+1 5+1 4+1 3+1 2+1 - - -
15th 4+1 5+1 5+1 5+1 5+1 3+1 2+1 1+1 - -
16th 4+1 5+1 5+1 5+1 5+1 3+1 3+1 2+1 - -
17th 4+1 5+1 5+1 5+1 5+1 4+1 3+1 2+1 1+1 -
18th 4+1 5+1 5+1 5+1 5+1 4+1 3+1 3+1 2+1 -
19th 4+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
20th 4+1 5+1 5+1 5+1 5+1 5+1 4+1 3+1 3+1

Junkrat has a spellbook: a scavenged pile of dirty notes and scrabbles. At least one copy can be found with each of his clones.

Junkrat knows the following spells from level increases, sorted by the level he learns them. He may of course have transcribed other spells in his spellbook. Note that most spells here aren't vital and can easily be replaced.

Level 0: All except enchantment and illusion.
Level 1: Bigby's Helpful Hand, Endure Elements, Hoard Gullet, Lesser Orb of Fire, Magecraft, Nerveskitter, Sticky Floor
Level 2: Darkvision, Fox's Cunning, Gembomb*, Swift Fly, Unseen Crafter
Level 3: Explosive Runes, Greater Mage Armor, Fireball, Repair Serious Damage
Level 4: Assay Spell Resistance, Explosive Rune Field, Forcewave, Psychic Poison.
Level 5: Death Throes, Fabricate, Leomund's Secret Chest, Skin of the Steel Dragon
Level 6: Animate Objects, Contingency, Fire Seeds*, Gemjump, Greater Dispel Magic, Lingering Flames, True Seeing
Level 7: Arrow of Bone, Drawmij's Instant Summons, Limited Wish
Level 8: Greater Celerity, Clone, Dimensional Lock, Golem Immunity, Mind Blank
Level 9: Halaster's Teleport Cage, Ring of Fire.

*spell gained through Extra Spell

Spoiler: Story
Spoiler: Boom!
Jamiss d'Cannith woke up in beautiful Metrol, capital of Cyre. He ate a bit of bread, then went down into the workshop where his master already awaited him.

Jamiss checked on the bladefire he had been distilling, shook the container thrice, and placed it on the workbench. Just as he prepared to open the cannister and extract the bladefire, his master informed him another order had been made: ten flasks of vicious bleeder, to be used by the elite troups on the western border.

Jamiss reflected on the war. On the one hand, it brought destruction and death, but it did also provide him and his master with a continuous source of income. Perhaps conflict had its good sides as well.

The apprentice went to get some ingredients, still pondering these words. Suddenly, a bright light filled the sky, and Jamiss looked up. For a moment, he knew the answer to Eberron's greatest question: then he lost consciousness.

Spoiler: After the bomb
The alchemist woke up amidst rubble. His right foot had been torn off and was now bleeding profusely. His face was covered in burns. Terrible pain wracked him when he tried to move, and his entire body felt heavy.

The alchemist looked at himself, not sure what to think. Who was he? Why was he here? What had happened?

Eventually, he started crawling. For reasons he couldn't explain, he decided to explore a collapsed workshop, where he found a few doses of a strange salve, some food, and cannisters filled with reagents. The salve healed his wounds, the food filled his stomach... but the reagents... why was he drawn to them? They reminded him of something, but he could not understand what. Mindlessly, the alchemist started mixing them.

And so, the alchemist survived amongst the ruined city. He ate vermin, the bodies of the dead, and what little food he could find inside the ruins. He fashioned a simple crutch out of metal and wood, allowing him to move while missing a foot. He scared off wild beasts with his alchemical creations, as well as some minor spells.

Spoiler: Scourge of the mournland
One day, humans came, but to the alchemist they seemed just like another monster. The alchemist hid and waited for them to enter a ruined building, then applied a potent acid to the one remaining support. The building collapsed, the intruders were dead, and the alchemist was safe again.

Over time, though, more and more scavengers came. The alchemist, who now called himself Junkrat, killed many and stole their supplies, but eventually the scavengers grew too cunning and numerous to annihilate. Junkrat left the ruined city, hoping to find a place where he could do alchemy in peace.

For five days and five nights did he walk, until at last he arrived at a mine. Strange metal men guarded it, but Junkrat knew what to do. He crafted a semi-magical device that could shoot small objects from long distances and used it to pepper the metal men with acid vials. Unable to get close enough to kill him, the metal men were all killed, and Junkrat entered the mine.

The mine was filled with precious stones. Junkrat, mesmerized by their beauty, started to experiment on them. He fashioned them into explosives, then launched them with his trusty weapon.

His experimentation didn't stop there. Junkrat dissected the metal men killed by him, and eventually had a breakthrough. He managed to alchemically attach the metal humanoids' body parts to himself. At last, his destroyed foot and damaged arm were replaced.

Now, Junkrat is a dangerous criminal who attacks all who approaches his cave, whether they are warforged, human, or otherwise. His love for explosions and destruction drive him to research new and exciting ways to set stuff on fire. For this purpose, he occasionally goes on trips to raid ruined cities, which may bring him into contact with other beings. These unfortunate souls are usually blown apart.

Spoiler: Level writeups
Level 1:
Nothing out of the ordinary here: Junkrat is a typical low-level wizard. He can blast people if he needs to (or if they attack him at range), but most of the time he'll probably just keep out of fights and craft alchemical items to support himself and his allies. Note that Launch Item is a very good way to deliver these items at long distances.

Level 5:
Junkrat has picked up some crafting, allowing him to create his trusty 'frag launcher'. You may want to consider crafting a few of the stronger poisons to keep relevant in-combat.

Level 6:
Now this is interesting. Not only does Junkrat enter Renegade Mastermaker (Craft Master will be very useful with alchemy), he also learns to cast Gembomb. At the moment it's not very strong (albeit very thematic) but it'll be increasing in power throughout your entire career.

Level 10:
Reserves of Strength is normally a pretty deliberating feat: while it does allow one to break damage caps, it also stuns or harms them. Not in this case: because Junkrat doesn't cast his Gembombs during combat, he's free to strengthen them and eat the stun.

Level 15:
Renegade Mastermaker is finished, giving Junkrat the living construct type and the host of immunities that come with it. He can also embed warforged components now, so crafting some may be a good idea.

New feats allow for Maximized Empowered Gembombs boosted with Reserves of Strength, which deal around 110 points of damage. Each. Before buffs. Also, they don't actually drain your spell slots. Once you start adding spells like Arrow of Bone, things get just ridiculous.

Level 20:
Fire Seeds is another huge boost in damage that functions similar to Gembomb. Note that while the holly berry bombs can't be tossed far, Launch Item should move them just fine. Once they reach their target, a single command word causes them to explode for 348 points of damage to all creatures in the area. Again, buffs can be added for, I quote, "MORE MAYHEM!".

Almost forgot: Attune Gem allows Junkrat to create 'traps' of a kind. He can also arrange for several of the gems to detonate upon his death, much like his Overwatch counterpart.

Spoiler: Gear
Junkrat's core weapon is his frag launcher, which he crafts at level 3 and upgrades periodically. Its core ability? Launching stuff, whether it's alchemical items, gembombs, or holly berry bombs. Stats for the 20th-level version are given below.

Spoiler: Frag launcher

This strange device consists of a large cilinder with several protusions, as well as a reinforced compartment. It buzzes with energy as you hold it.

The frag launcher is a wondrous item. It must be held in one hand to use and has the following abilities:

As a standard action, the wielder can active a Launch Item effect (Caster level 20) that targets any Fine item weighing less than 10 pounds stored in the launcher's compartment, launching it out of the item's barrel and up to 300 feet away. The compartment itself functions much like a bag of holding, allowing it to hold up to 250 lb. or 30 cubic feet of goods.

Faint transmutation and moderate conjuration; CL 20th; Craft Wondrous Item, Launch Item, Leomund's Secret Chest; Price 23,750 GP.

Another important item in Junkrat's arsenal is Unguent of Timelessness. At 75 GP and 6 XP per dose it's hilariously easy to make, but it has a critical role: it allows Junkrat to create Gembombs and Fire Seeds that stick around for days per caster level, rather than minutes. This means he can create dozens of them during downtime, then use his spell slots on combat days for buffing and utility.

Blast Mines and Attuned Gems, both craftable by Junkrat himself, allow the alchemist to secure areas and keep his enemies away from him.

A +6 Headband of Intellect greatly amplifies Junkrat's cognitive capabilities. Again, he can craft it himself.

Goggles of Night will allow Junkrat to fight at night without having to spend resources on illumination. They also look cool. Guess who crafts them?

A +5 Cloak of Resistance will help with saving throws, so getting one of these is probably a good idea too. Junkrat crafts them, yadda yadda yadda.

Junkrat's final piece of equipment is a small Aurorum cutting wheel, which he uses for his RIP-tire combo. The item has several pouches to be filled with holly berry bombs. I'm quite sure Junkrat can create it with Craft Magic Arms and Armor.

This leaves most of Junkrat's WBL to be spent on spell components and magical inks to transcribe additional spells.

Spoiler: Comparison to Overwatch
Frag Launcher
Overwatch Junkrat can launch bouncy grenades from his weapon that explode for heavy damage. This is imitated by the gembombs and their launching device. In Overwatch, the bouncing is mainly useful in that it allows one to bypass armor and shields, which Gembombs can do by virtue of being a saving throw-based spell.

Concussion Mine
The Overwatch ability to deal damage and scatter foes with well-placed mines is imitated by a combination of Attuned Gems of Forcewave and holly berry bombs. Swift fly can duplicate Junkrat's ability to propel himself upwards with these mines. Alternatively, you could craft a few Blast Disks.

Steel Trap
The ability to create giant beartraps that restrain foes is duplicable from level 1 on. Simply cast Sticky Floor and watch enemies panic as they get stuck next to a pile of your bombs!

Total Mayhem
Dropping grenades after your death: a viable strategy in a game with endless respawns. Surely not in D&D, though? Wrong. With Clone available, Junkrat can construct spare bodies, then use Contingent spells, Attuned Gems, Death Throes or well-timed holly berry bombs to destroy nearby foes upon death. Deliberately dying in order to trigger either of these may even be a sound tactic, depending on the availability of clones. Don't forget to cast Instant Summons afterwards, before foes get a chance to pick up your sweet weapon.

The ability to create a speedy autonomous wheel of explosive death is duplicable by casting Animate Objects on Junkrat's cutting wheel. The weapon will then roll towards enemies at 280 ft. an hour, then explode when Junkrat wills it. Afterwards, he can repair the weapon as a full-round action.

Various traps and gems combined with things like Halaster's Teleport Cage make Junkrat very good at guarding chokepoints and other defensible positions, just like in the game.

Spoiler: Variants
Tinker gnome is a decent alternative to human and arguably better-fitting in a Dragonlance game, but the lost feat will hurt.

I briefly considered a variant with Cannith Wand Adept levels or Dual Wand Wielder, but the 'no wands' restriction ended that idea. Still, two wands of Launch Item would allow you to double your damage output at minimal cost.

If one wants to focus on Junkrat's alchemical side, rather than his explosive side, Alchemical Savant may be an interesting class.

Flaws are obviously very useful, given the amount of feats necessary to make this build work. A flaw-using build can do without the bonus feats wizard levels give you and instead use (Stalwart) Battle Sorcerer (Mithral Body is an interesting pick at 15th level in that case).

Spoiler: Using Junkrat as a villain
Obviously, Junkrat can be used as a random encounter. As the PC's travel the Mournland, a gem-grenade lands at their feet and explodes, roll for initiative.

However, Junkrat can also be controlled by a greater power. Perhaps house Cannith, who his deranged mind still recognizes as kin, directs him towards their enemies and provides him with supplies in exchange for his help.

Finally, those interested in unearthing the true cause of the Day of Mourning may seek Junkrat's knowledge. Buried deep in his lunatic mind is the memory of Cyre's destruction, and a Modify Memory spell could draw it out. Of course, capturing a criminal who'd rather blow himself up than lose a battle is easier said than done.