Races of Runeterra

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Races of Runeterra

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Part 2 | Your Introduction

Humans

The humans. Adaptable, intelligent and numerous, the most predominant race of Runeterra continues to spread throughout Runeterra, establishing all sorts of civilizations whose variety represents the sheer flexibility of the human mind and body.

If there is to be one trait that can considered the definition of human, it would be their stubborness. They will fight for their beliefs, be it through speech or through force, and many of them will give their all to protect their home and kin.

Make no mistake. While other races may possess exotic features and powers, humans achieved their position in Runeterra for a reason. Within them runs ancient bloodlines that sometimes manifest themselves in extraordinary powers, while their ability to learn and master skills is unmmatched.

Blood & Heritage

Humans are unique among the races in that they are defined by two traits: their Blood and their Heritage.

Blood refers to the bloodlines within them, often passed down from long-forgotten and powerful ancestors. Most humans do not possess enough blood to manifest the powers of their ancestors, but a rare few may find themselves suddenly conjuring fire or shapeshifting into animals.

Heritage is the representation of where and how you have been raised and taught in your formative years, be it in the glorious kingdom of Demacia or the peace-loving spiritual villages of Ionia. While you may reject the doctrines and ideas that have been taught to you, you have gained invaluable skills and knowledge from this past.

When creating a human character, choose a Blood and a Heritage. Your character gains the traits and abilities of both.

Human Traits

All humans possess some basic common traits.

Ability Scores. Two ability scores of your choice are increased by 1.

Age. Humans reach adulthood in their late teens and live to just under a century.

Size. Human height varies wildly, going from as short as 5 feet to around 7 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Blood

Lower Valoran

Inhabitants of the temperate mountainous lands of the central and lower regions of the Valoran continent, Lower Valorans make up the majority of the Demacian and Noxian population, as well as being a significant part of Piltover and Zaun.

Rune War Remnant: The fallout of the Rune Wars centred in Valoran meant that some descendants of the survivors find themselves bearing magical abilities in some slight form.

Choose one cantrip from any spell list. You learn that cantrip. Your spellcasting ability for that cantrip depends on the origin class (INT = wizard; WIS = cleric, druid; CHA = sorcerer, warlock).

Freljordian

Native to the frost-covered Valoran north, this pale-skinned people can traced their lineage to a mysterious and ancient race of empowered humans known as the Iceborn. Legends speak of their powers over ice: unbreakable glaciers that would not melt even if the whole of Runeterra were to engulfed in flames and blizzards that could rival the greatest ice storms of the Freljord.

Descendant of Ice: Your blood gives you an affinity towards ice. With a little effort, you could even command the frost to protect yourself.

You have resistance against cold damage. After being struck by cold damage, you can call upon the resultant frost to shield you further. As a reaction to being damaged by cold damage, you can cast armor of agathys on yourself at 1st level. You can only cast this spell again after a long rest.

You can cast the spell at 2nd level upon reaching character level 8 and 3rd level upon reaching character level 15.

Ionian

You descend from the natives of the Ionian continent. While a diverse people, most of them are known for their close connection to the spirits.

Spiritual Attunement: You have advantage on all Charisma checks to influence fey and spirits.

Meditative Nature: Ionian blood naturally inclines you towards meditation, so much so that you can even trade sleep with it. You can enter a meditative state, remaining semiconscious, for 4 hours a day. In this state you dream deep of places far, of the veil and beyond, of the ebb and flow of the natural energies and spirits around you. Sometimes they whisper to you, telling tales often unbelievable.

After these 4 hours, you gain the benefits of a long rest.

### Shuriman The bronze-skinned Shurimans are the remnants of a fearsome empire. Now many of them eke out a dangerous livelihood in the desert of the Great Sai or abandon their traditions to find work in the coastal cities. Others travel the world in hopes of finding a new place to belong to.

Blood of an Empire Past: Ever since the rise of the ancient emperor, an old blood has reawakened once again, reminding bearers of the past glory that will surely rise up once more. Nothing will hold you down.

Once per short rest, if you are grappled, charmed, paralyzed, stunned or restrained, you can spend a bonus action to end these conditions. If you do so, your fury at the attempt to hold you gives you advantage on your first attack roll against the creature that inflicted the condition, if any.

At 5th level, you gain advantage for two attack rolls instead.

Targonian

Distantly descended from those touched by the Celestial Aspects of Mount Targon, you harbour a sliver of the incredible power of these unfathomable beings.

Celestial Inheritance: A tiny bit of star energy flows within your veins. Once per long rest, you can spend an action to channel your energy into a non-magical object that is no larger than 5-ft in one dimension. That object lights up, shedding bright light in a 10-ft radius and dim light in an additional 10-ft radius, lasting for 8 hours.

You can then use an action to amplify the star energy to destructive levels, causing the object to explode. The object must be within 60 ft of you for you to do this. If in your hand, it unleashes a 15-ft cone originating from you. If on the ground or in someone else's possession, it erupts into a 10-ft-radius sphere. Each creature in the area must make a Dexterity saving throw. The saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d8 radiant damage on a failed save and half as much on a successful one. The damage increases to 4d8 at 6th level, 5d8 at 11th and 6d8 at 16th level.

If the object is broken, the energy dissipates.

Vastayan

You have Vastayan blood, but not enough to possess the chimeric forms of true Vastayans. Instead, your blood manifests in a limited form of bestial shapeshifting.

Beastshift: During character creation, choose a beast that has a CR of ½ or less that doesn’t have a flying speed and is Small, Medium or Large.

Twice per long rest, you can use your action to magically assume the shape of that beast. You can stay in your beast form for a number of hours equal to a quarter of your character level (rounded up). You can revert to your normal form early by using a Bonus Action on your turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.

When you are transformed, the following rules apply:

  • Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
  • When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form.
  • You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Buhru

You are either a descendant or a member of the natives of the Blue Flame Isles, the pirate archipelago of Bilgewater. These people believe in a culture centred around gods of the sea - the most prominent of which is Nagakabouros, The Mother Serpent.

The Mother Serpent's Touch: The sea god believes in battle as a test of wills and its blessing upon your blood allows you to make that true.

When you damage a creature with an attack or spell, you can channel your will to cause that attack or spell to deal extra psychic damage equal to your proficiency bonus + your Intelligence, Wisdom or Charisma modifier (your choice, minimum of 1).

In addition, the creature must succeed on a saving throw of the same attribute or become frightened of you until the end of your next turn. The DC is equal to (8 + your proficiency bonus + the modifier of your chosen attribute).

Once you use this trait, you can't use it again until you finish a short or long rest.

Bloodless

You don’t possess some great ancestry or simply have too little of it for it to really matter.

And yet, it is from such blank tapestry that greatness can arise.

A Legacy to be Built: One ability score of your choice increases by 1. You cannot choose an ability score such that it is increased by 3 in total from all character creation sources.

Heritage

Demacia

Established centuries ago after the cataclsysm of the Rune Wars, the kingdom of West Valoran was built on the unity and solidarity of the survivors who wished to protect themselves and each other from the magics that had been ravaging the land.

Today, Demacia possesses a prestigious military history, taking pride in the unmatched strength of its elite armies and the achievements of their many warrior kings. In Demacia, martial prowess is esteemed and celebrated as a tool with which to protect the innocent and smite the darkness that constantly scheme to breach their borders.

Justice, Honor, Duty

Demacia and its citizens are well-known for following three ideals: Justice, Honor and Duty.

Justice is for the innocent and the oppressed. All are welcome in Demacia so long as they contribute to the good of the whole. But for those who don't or seek to break it, punishment is dealt swiftly, but fairly.

Honor is for the good of the world. Demacia tutors all willing listeners in the common cause to disseminate benevolence and order. Demacia itself must stand by its words, for only then will it be a worthy role model for the world to follow.

Duty is to Demacia. All able-bodied citizens of Demacia are expected to be ready to bear arms, for the Kingdom's enemies are many. Vigiliance must be constantly practised, for a moment of weakness is all it will take.

Living in Demacia

Demacia is a rich and powerful society, with a strong agrarian culture. Farming is core to the Demacian way of life and its practitioners are thus regarded as one of the kingdom's pillars. Other forms of craftsmanship are also highly regarded and rewarded, especially the stone-work behind much of the wondrous architecture of Demacian cities. Demacian citizens are expected to master skills and trades with which to better the kingdom and their are honored in turn for their dedication.

To be of a different race or background is inconsequential in Demacia. You are accepted into the kingdom so long as you prove yourself of worth to society.

The same, however, cannot be said for magic-users. Due to Demacia's origin, magic users are viewed as inherently dangerous. Those who live among them are disallowed from using their magical abilities, under threat of being turned in to the kingdom's Illuminators.

Most Demacian nobility are long lineages descended from celebrated heroes or founders of the kingdoms. As shining examples of the ideals of Demacian citizenry, they are treated more harshly by Demacian law than any other. Lording one's status over others is considered an act of great dishonor.

Finally, the king of Demacia represents the nation as a paragon of Demacia's most treasured values, their life dedicated to the service of its people. His rule is moderated by an elected council, so that no single man can have all the power. The current king is Jarvan Lightshield III, a talented warrior, orator and writer beloved by the common people.

Ever since the adventure of Crown Prince Jarvan IV, the spirit of adventure has infected much of the kingdom's youth. Many see it as a trial of adulthood, while others wish to hone their skills while spreading the good of Demacia.

Heritage Traits

Growing up in the proud kingdom of Demacia grants you the following traits.

Alignment. Many Demacian civilians take pride in the strength of Law of their kingdom. By its moral code, many are also Good.

Ability Score. Your Constitution increases by 1.

Military Practise. You gain proficiency in the longsword, shortsword, spear and javelin.

Celebrated Legacy. You gain proficiency in History. You also have advantage in Intelligence (History) checks to recall Demacian legends, folklore and figures.

Unbreakable Bulwark. To be Demacian is to be a wall for the innocent against the forces of chaos and darkness. You will not fall.

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead.

You can also use this feature to take a deadly blow for your allies instead. If a ally within 5ft of you would take damage that targets only them and would reduce them to 0 Hit Points, you can use your reaction to immediately swap places with them without triggering opportunity attacks and take the damage for them.

Either way, you can’t use this feature again until you finish a long rest.

Languages. You can read, speak and write Common and one other language.

Noxus

The expansionist empire of East Valoran, Noxus continues to this day to spread the rule of force across the continent. Founded upon the Immortal Bastion after an alliance of tribes and warbands overthrew an ancient revenant warlord, Noxus has been built from the beginning on the value of strength and thus values all of its citizens on what they can take for themselves.

Might, Vision, Guile

While physical strength is one of the most practised forms in Noxus, it is recognized by Noxian society that strength comes in three Principles: Might, Vision and Guile. Their government, the Trifarix, consists of three individuals who each represent one of these principles, for to be weak in even one would mean doom for Noxus.

Might not only represents the simple, brutal force of arms, but also the tactical acumen to win battles and the discipline to stand together when necessary. Trifarion Legion Commander Darius is the current Principle of Might.

Vision represents the ability to see into the future and to plan on a grander scale than anyone else. To be more steps ahead than one's enemy and to know one's path firmer than anyone else. Grand General Swain is the current Principle of Vision.

Guile represents the power of trickery and deception, for there are powerful beings in the world whose arrogance can be exploited. The unknowable Faceless is the current Principle of Guile.

Living in Noxus

Whether you are a lowly soldier or an orphan fighting for scraps, living in Noxus relies on one sole thing: strength.

Noxus is first and foremost a meritocracy that recognizes and elevates those that show themselves to have the talent and will to be a significant asset of Noxus. That said, this also means that one must always remain aware of those who would practise the principle of Guile and are simply waiting for the opportune time to steal one's glory or even life. To expect protection from such things is foolish, for such expectations are a mark of weakness.

Life in Noxus is one of constant testing, be it from your superiors, equals, inferiors or even yourself, for only then can Noxus truly draw out the worthy strong. Competition is something to be relished in all fields, with no warrior, general or craftsman assured of their position if they cannot produce results.

To be of a different race or background is inconsequential in Noxus. The empire accepts all that prove themselves capable and strong. To practise the magics is also considered a strength and thus Noxus employs many within their ranks, granting them esteemed positions for their might.

However, despite its meritocratic ideal, Noxus continues to be partially ruled by the old noble houses, who wield considerable power through their blood and their established networks. These long-lived families continue to struggle against the Trifarix and while many within Noxus desire for their removal, their martial, political and economic contribution to Noxus meant that they will stay, for now.

To be an adventuring Noxian is to seek out greater challenges to better oneself. Recognize that as an expansionist empire, Noxus has garnered many enemies around the world. To leave the black stone walls of Noxus and take these enemies head-on is thus a great challenge that would surely be worthy of praise and promotion.

Heritage Traits

The force-based meritocracy of Noxus has taught you a few things or two.

Alignment. Noxians recognize that laws provide strength to a society, but also recognize that some laws can be weak or corrupted. Noxians also believe in taking what they deem as their earned right, but do not do so witlessly or maliciously. Many are thus Neutral.

Ability Score. Your Strength increases by 1.

Military Practise. You gain proficiency in the battleaxe, handaxe, morning star and javelin.

Noxian Supremacy. You gain proficiency in Intimidation.

Savage Offensive. In Noxus, when you hit true, you better hit hard.

When you score a critical hit with a weapon or spell attack, you can roll one of the weapon’s or spell’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can read, speak and write Common and one other language.

Ionia

The mystical continent off the east coast of Valoran is a place of spirits and raw untamed magic. Nature flourishes there into a sea of green and the air is said to bring strength even to the most weary of bones. Ionia as a nation does not exist as a singular entity. Instead, it is made up of scattered settlements across this unspoiled land, each following their own paths and ideals of spirituality.

However, the unity and strength of the Ionian people must not be made light of, as the failed Noxian invasion can attest to. In fact, that incident might have triggered a deep, unstoppable change within Ionia, one that might alter its fundamental nature forever.

The First Lands

In all of Runeterra, Ionia is where the veil between the material and the spiritual is most thin. This has led to it being suffused with raw magic, which has altered the flora and fauna in fantastical, beautiful ways. This strangeness has led Ionia to possess an impermeable sensation of otherworldliness to those beyond its borders, while its residents in turn regard themselves as in a haven isolated from the rest of the world, separate from the furor and conflicts of the outer world.

However, that has not stopped the beauties and mysteries of Ionia from being lusted after by outsiders. Tales abound of powerful magics that can twist the very environment and ancient trees whose purified sap may be the secret to immortality. Such a story was what led to the attempted invasion by Noxus, piercing the veil between Ionia and the world once and for all. Now, more and more outsiders cross Ionian borders each day, seeking to find a fortune, cure or arcane power in its magical depths. All this comes at the growing annoyance, and perhaps hatred, of the Ionian people.

Living in Ionia

Within Ionia, people are taught to be in balance with the world. Spiritual harmony is the ideal to which all Ionians are to aspire to. As expected, how this is achieved differs between orders and sects, though they never allow their disagreements to go beyond the verbal.

Throughout their history, Ionians have demonstrated an extremely peaceful nature. To provoke conflict is to provoke a tipping of the balance and thus many Ionians practise pacifism. However, this does not mean that they are defenseless, as many harness magics beyond the imagination of their Valoran counterparts while some master ancient martial arts known to make a single man equal ten. Recently, this strength has been honed and focused as some members of Ionia prepare themselves to defend their land once more, even if others may disapprove.

Being a part of an Ionian community means being taught one of the many, many spiritual doctrines across the continent. Whether it is dreaming among the trees, medidating under the stars or dancing in tune with the wind, you would be taught in some way to achieve mental and physical balance with the world around you. Such training is headed by the community's small council, the local leadership whose authority over the community supersedes even the regional administration.

To be an Ionian adventurer would mean potentially leaving the tranquility of one's treasured land. Some do this out of a community tradition to go on a pilgrimage to travel and learn of the land, while others are missionaries seeking to invite the worthy to find their path in this spiritual haven. A few possess more violent intent, seeking to learn more about the future enemies of Ionia or perhaps even dole out punishment for the corruption that they had attempted to bring to their precious continent.

Heritage Traits

Being part of the spiritual Ionian society has granted you the following traits:

Alignment. Many Ionians are Neutral Good. While Ionians have little regard for the laws of others, they often follow a strong code taught by their particular community. At the same time, most are taught to have a respect for life, even of the people they disagree with.

Ability Score. Your Wisdom increases by 1.

Spiritual Discipline. You have advantage on saving throws against being charmed and frightened.

Teachings of Peace and the Needs of War. Ionians stand at a great precipice, where they must choose whether to remain true to their pacifistic history or discard it to prepare for the enemies that will come. Choose between one of the two options:

  • Through sheer presence you warn others against violence. You can cast sanctuary once per long rest with only verbal and somatic components required. Wisdom is your spellcasting ability for this spell.
  • Calling upon the spirits of vengeance to smite those that threaten your home, you can cast divine favor once per long rest. Wisdom is your spellcasting ability for this spell.

Folks of Nature. You gain proficiency in Nature.

Languages. You can read, speak and write Common and Ionian.

Shurima

The Southern Continent. The beaerer of the Great Sai desert. Shurima is also the name of the once-great empire that abruptly fell millenia ago and the name of the descendants of those who survived said fall.

Today, the Shuriman people are a fragmented lot, each trying to eke out an existence in the harsh, Xer'Sai-filled dunes of the Great Sai. However, rumours abound of the return of a great emperor and his armies formed from sand. Perhaps in time this great empire will once again return from the ashes.

A Fight For Survival

Ever since the fall of the Shurima Empire, the survivors had only one thing in mind: survival. The desert was harsh enough as it is, but the appearance of ravenous monsters meant that any attempt of coming together as one was suicidal.

No great leader, not even the mighty Ascended, came forth to give them a pillar of strength around which they could rally around, and so they were forced to scatter into the wind, separating into many tribes and groups.

Living in Shurima

The sheer power of the desert is such that most people in Shurima live in the coastal and oasis merchant cities, such as Nashramae, famous for its silk, or the Noxian-controlled Bel'zhun. Some of these cities continue to celebrate the glorious past of Shurima, while others, especially the ones under foreign powers, have steadily given way to pressure to eliminate or forfeit these relics of a past empire.

Living within these merchant cities is a lesson on the power of wealth. Merchants both native and foreign are granted greater leeway than others. Slavery in all but name continues to be practised, as poor locals accept even the most terrible jobs, with many risking their lives as sand-walkers who would serve as decoys during a Xer'sai attack on a trade route. Scavenging ancient Shuriman ruins is another common job that locals are paid a pittance for and has made many an opportunistic merchant very, very rich. Mercenary groups are also common, ready to stand guard for a merchant on their many estates or to guard their routes, often facing each other in the name of their employers.

For those who live away from the cities, the nomadic way of life is the only other way to survive the ever-ravenous Xer'sai. These Shuriman tribes continue to practise ancient traditions based on what little they could recall of the great empire. They will often worship protector dieties, icons born from remnant memories of the mighty Ascended, performing ritualistic dances and sacrifices to receive their protection. They primarily make a living by offering their services as guides or rearing large herds of goats to sell their furs and horns on city markets.

Being of foreign-blood in Shurima is considered unusual. While merchants are a common sight, they often employ local proxies to represent them in the desert. Being foreign-born within a Shuriman tribe is extremely rare, though there are known cases where such tribes accept foreign-blooded children into their embrace, be it out of kindness or a belief that this is a sign from their gods.

Leaving Shurima to be an adventurer is often viewed as a way to escape its harsh conditions and make one's fortune on much greener pastures. Some start out on a pilgrimage, while others were picked up for their talents by foreign companies to be employed in other lands.

Heritage Traits

Enduring the harsh conditions of the Shuriman desert has granted you the following benefits:

Alignment. Shurimans are exposed to the harshness of the world and understand through brutal experience the necessity of what needs to be done to survive. They thus tend to be Neutral.

Ability Score. Your Constitution increases by 1.

Desert Resilience. You’re acclimated to desert conditions and hot climates.

Fear The Xer’Sai. The voidborn Xer’Sai prowl the sands of Shurima, ready to strike at the single hint of carelessness. Consequently, no Shuriman travels the sands without training themselves to watch for them and to feel for even the slightest shiver in the earth.

You are proficient in the Perception skill. In addition, you have advantage on Wisdom (Perception) checks made to feel the ground beneath your feet, be it to determine the presence of a creature underground or the slight resistance of a pressure plate.

Animal Reliance. To traverse the long and treacherous sands of the Great Sai, it is an absolute necessity for one to be familiar with the many Suriman beasts of burden, be it the Shuriman camel or the gargantuan Dormun. You are proficient in the Animal Handling skill.

Languages. You can read, speak and write Common and Shuriman.

Piltover

Located on the artificial bridge that connects the continents of Valoran and Shurima, the City of Progress remains as the world's cultural center, where art, craftsmanship and innovation continue march forward hand in hand. While it may not possess the sheer size of Demacia or Noxus, the economic and technological might of this trade city means that neither one can slight it, for fear of being cut off from valuable trade goods and technologies.

The City of Progress

Trade is the lifeblood of Piltover, with its command of the main sea-route between the east and west allowing the city to prosper. Those merchants who most benefit from this often invest their funds in many varied endeavours, such as the arts, masterwork crafts and most of all, the emergent lore of hextech. Piltover is thus never static, with new fashions, artistic works and technological marvels being unveiled every month, often initiating new trends within the populace who are always quick to adopt the latest.

Living in Piltover

To live in the city of Piltover is to live at the height of luxury. Piltover prides itself as a city drowning in gold and it shows in all aspects of their architecture. The city is filled with polished marble structures whose beauty are enhanced by the additions of shimmering glass and inlaid silver-gold designs.

All this, however, has been earned and that is the same attitude that infects all Piltover residents. A Piltover citizen does not expect handouts. They must be self-reliant, progressive and always seek to better their trade through which they can achieve their own fortunes. All creative occupations are accepted in Piltover and thus masters of all fields have made their home there, working tirelessly in personal workshops.

Piltover is run by a loose union of mercantile clans. They are responsible for the management of Piltover industries, as well as the implementation of the latest scientific innovations to improve the city's social and environmental well-being.

Adventurers from Piltover often go out to seek inspiration for their trade, be it to study the magic-infused stones of Demacia or the True Ice crafts of the Freljord. Others may have been jiving against the city's aversion to violence and martial prowess, seeking to practise their more physical talents someplace else.

Heritage Traits

Growing up in the City of Progress has given you the following traits:

Alignment. As a cosmopolitan city, Piltover attracts all manner of folk, though its stringent and overbearing bureacracy have often provoked those of a more chaotic nature to move shop to its undercity counterpart. The 'superior morality' of Piltover over Zaun is an object of pride for many of its citizens, thus many strive to walk the talk, practising kindness and generosity.

Ability Score. Your Intelligence increases by 1.

Overcity Tinkerer. You have proficiency in tinker’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a tiny basic hextech device (AC 5, 1 hp). The device ceases to function after 24 hours(unless you spend an hour maintaining it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices at a time and can gift these devices for your allies to use.

You have the following options:

  • Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, bird, dragon, or soldier. When placed on the ground, the toy moves 10 feet across the ground on each of your turns in a preprogramed direction of your choice and carry 5lbs while doing so. You can also program sounds, songs or messages into it, which can play on a programmed trigger such as being picked up.
  • Grappling Hook: This gun-like contraption allows you to spend an action to fire a rope up to 40 ft away, where its mechanical head will latch securely to a surface upon contact. The latch can bear up to 200 lbs of weight. You can use a bonus action to retract the latch to you.
  • Timekeeper: This pocket watch keeps accurate time. You can attach this to certain devices to give them a timer, at the end of which the timekeeper may push a button or start a spark.
  • Hexshocker: This innocuous-looking device with a central crystal can be integrated into clothing, often in the form of a glove. It has 2 charges and requires you to spend an hour to recharge to full (also counts as time spent to maintain the device). When wearing this device, you can spend a charge to and cast shocking grasp as a bonus action through the crystal. This cantrip uses Intelligence as its spellcasting ability and does not scale with character level.

Hextech Lore. Whenever you make an Intelligence(History) check related to hextech devices, you can add twice your Proficiency Bonus, instead of any Proficiency Bonus you normally apply.

Mercantile Familiarity. You gain proficiency in Persuasion.

Languages. You can read, speak and write Common and one other language.

Zaun

Living in the shadow of Piltover, the undercity of Zaun acts as its dark mirror. While it too prospers from wealth brought by trade, Zaun remains as a hub of criminal activity and volatile research, as its citizens are free to do whatever they please. Zaunites possess the very same spirit of discovery and enterprise of their 'Pilty' counterparts, but pursue it with much less moral restraint.

The City of Iron and Glass

Once the original Shuriman port on which Piltover was built, Zaun has now devolved from those glory days into a cacophony of black metal and sickly stained glass. Toxic runoff collects into pools in the lower areas, while corroded pipes leak noxious fumes that turns the sky into that beloved "Zaun Grey". But under this toxic appearance lies a rich and vibrant culture, as people of all fields come here to revel in Zaun's intellectual and moral freedom. Zaunites are intelligent, creative and not afraid to do whatever it takes to achieve their goals. Piltover may have more in common with Zaun than they may wish to acknowledge.

Living in Zaun

Whether you were born on the streets or within the crystal-houses of Zaunite wealth, all Zaunites will forever be under The Gray, Zaunite's smog-covered sky. The corrupted air of Zaun can be irritating at best and suffocating at worst. Lung blights afflict many Zaunites as the fumes corrode their bodies. That is why Breather Stations sell breathes of clean air for those who wish a brief reprieve from the Grey.

And then there is the darkness. Thanks to the overhead city of Piltover and the light-absorbing fumes of the Gray, most parts of Zaun recieve little natural light. Many ingenious contraptions such as chem lights and light-reflectors help pierce the shadows, but most Zauns have to get used to navigating through the dark.

The primary trade of Zaun takes place in its many markets. Here Zaunites sell all sorts of eccentric goods, be it hand-crafted contraptions to self-playing puppet shows. Corporate rivalry runs wild in these parts, as they struggle to monopolize the attention of foreign visitors wishing to get themselves something more...abnormal. All while the alliance of powerful Chem-Barons run the city like a corporate business.

Another aspect of Zaun is its criminal activity. Violent chem-gangs roam the lower areas, ready to do nearly anything for a quick buck, be it assaulting rival shops or kidnapping homeless off the street as disposable labour.

Zaunite adventurers usually set out to escape from some debt they had with a Chem-Baron or seek out profit that they can use as capital for future enterprises.

Heritage Traits

Growing up in the smog-filled valley of Zaun gives you the following traits:

Alignment. Many Zaunites are Chaotic Evil. Their way of living has made them self-centred and lack moral restraint. Nearly all hate being told what to do, guarding their freedom fiercely.

Ability Score. Your Intelligence increases by 1.

Undercity Tinkerer. You have proficiency in tinker’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a tiny basic chemtech device (AC 5, 1 hp). The device ceases to function after 24 hours(unless you spend an hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices at a time and can gift these devices for your allies to use. Choose one of the following options:

  • Firestarter: This device produces a miniature flame, which you can use to light a Candle, torch, or campfire. You can switch between different chemicals to change the colour of the flame, which will be passed on whatever it lights. Using the device and switching colors requires your action.
  • Smoke Bomb: As an action, you can prime and throw this one-use fist-sized device up to 15ft away to have it explode into a 10-ft-radius smoke field that heavily obscures the area within it until the start of your next turn.
  • Spring-loaded Sheath: Often integrated into clothing, this sheath can hold 2 lbs of weaponry, such as 2 daggers or 8 darts. You do not require an item interaction to draw a weapon loaded into this sheath, but you can only use the sheath’s benefit once per turn.
  • Gas Mask: The trademark of Zaunites, the gas mask protects its wielder from inhaling hazardous gas. While wearing this gas mask, you are immune to non-damaging and non-magical inhaled chemicals or toxic particles. Otherwise you have advantage on saving throws against inhaled chemicals or toxic particles.

Chemtech Lore. Whenever you make an Intelligence(History) check related to chemtech devices, you can add twice your Proficiency Bonus, instead of any Proficiency Bonus you normally apply.

Acquired Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages. You can read, speak and write Common and one other language.

Bilgewater

Far out from the eastern coasts of Shurima, the Blue Flame Isles is home to some of the most lawless and violent criminals on the face of Runeterra, as marauders, smugglers and pirates live rambunctiously together on the port city of Bilgewater.

A vital stop for trade ships that wish to travel through the Guardian Sea, Bilgewater officially provides those wiling to pay with some level of protection, but as expected of the Bilgewater spirit, nothing can be said about what happens out in the open sea.

The City of New Beginnings

While incredibly dangerous, Bilgewater is also ripe with opportunity. Without the oversight of government, pesky laws and moral constraint, there is no better place to seek fame and fortune. Many have come to Bilgewater to shed away their pasts and remake for themselves a new life, the dangers be damned.

Living in Bilgewater

Bilgewater is not the prettiest place - much of it has been built up on whatever people could scavenge, bring or steal, such as the broken hulls of ships and sea monster bones - and a total lack of city planning can make the chaotic city extremely difficult to navigate for the unfamiliar. However, that same chaos is in fact preferred by the locals, for there are many alleys, corners and abandoned warehouses where you can do whatever you want without anyone none the wiser.

As expected, most people of Bilgewater are involved in some sort of sea-based work, be it piracy, trade or deep-sea diving for long-lost wrecks. Whatever goods that are obtained are then brought back to be sold to the many traders, who have stopped over not only to rest, but also in recognition of how almost anything can be bought here.

In this land of criminals, rivalries and betrayals are as common as the pistols that everyone has strapped to their belts. What little cooperative spirit that exists takes the form of dock-gangs and ship crews, but even then these groups are likely to turn upon one another the moment the opportunity for exclusive profit shows itself. Gang-Syndicates are the largest organizations of Bilgewater, with each gang leader controlling a part of the city, but the power structure remains in constant flux, as crime bosses and captains vie for power.

Bilgewater accepts all races, all cultures and all creeds, but there is a healthy respect for the indigenous culture of the Blue Flame Isles - the Buhru people. With their knowledge of the ocean and its denizens second-to-none, many of Buhru descent hold key positions in Bilgewater fleets and gangs, while their way of life and customs have been adopted by many Bilgefolk.

Adventuring is pretty much the standard of Bilgewater. However, those who leave the waters for the greater landmasses usually do so because they are running away from a murderous crime-boss or have found themselves stranded on the continents after a voyage gone wrong.

Heritage Traits

The pirate life of Bilgewater has given you the following traits:

Alignment. Bilgefolk tend to be Chaotic Evil, due to the lawlessness of Bilgewater and its total acceptance of all forms of criminal activity.

Ability Score. Your Dexterity increases by 1.

Ready for Ze Shooting. You are proficient in the usage of shortswords, scimitars and firearms.

Man of the Sea. You are proficient in sea vehicles.

Nimble Escape. By necessity, you are well-versed in the flighty and uncatchable style of pirate fighting. You can Disengage or Hide as a bonus action.

You are also so used to ropework that you do not suffer half movement while climbing up a rope.

Languages. You can read, speak and write Common and one language of your choice.

The Freljords

Up in the northern half of Valoran, the land turns into a harsh and unforgiving tundra. Known as the Freljords, it is the home to the proud and fiercely independent Freljordian tribes, who have nurtured every member into a born warrior as they war against one another over natural resources or, more recently, in the growing civil war of the Three Sisters.

Harsh Frozen Land

As the coldest place on the face of Runeterra and the origin of True Ice, the Freljords are reknowned for the death they bring upon the weak. The cold climates mean that hardiness of body is a necessity even in childhood, for not even healing magic can save the frozen. The people of the Freljords thus take pride in their strength, for the simple fact of adulthood is proof that they have endured some of the worst conditions of Runeterra during their weakest. At the same time, they recognize that it is their union with their tribe that has helped them survive, thus Freljordians are fiercely loyal to their tribes and family.

Living in Freljords

Nearly all Freljordians live in tribes that they are born into, though some may jump tribes due to conflicts with their leader or ideologies. These tribes usually have a strong raiding culture, as they attack other tribes in order to maintain dominance over precious resources, be it a frozen spring of True Ice or a migrating herd of mammoths. Centuries of warfare have resulted in the formation of many deep-seated tribal feuds, which has contribued to the persistance of the split in the people despite Ashe's call. As of today, more and more tribes are congregating together under one of three banners: the diplomatic Avarosans, the war-hungry Winter's Claw and the Frostguard cult.

Most Freljordian tribes follow a non-hereditary matriachal power structure, where they are led by a warmother chosen for her wisdom and her valiance. Mothers and children are considered the most important elements in society and a man's value is based not on how many he has killed or conquered, but how well he has protected his tribe.

People who are not native to the Freljords are known as 'warmbloods'. While many natives treat such people with derision, they ultimately respect strength and adaptability. In fact, there exist whole Freljordian tribes that consist entirely of 'warmbloods'. As for magical ability, it is highly venerated, thanks to an extensive mythos of magic-wielding heroes and demigods that performed incredible feats, shaping the Freljords and its people into who they are now. A child of magic is often nurtured to take up vital positions in the tribe.

Leaving one's tribe to be an adventurer is an act of great conviction. Some have been exiled for breaking their tribal code, while others may be searching for the ancient demigods for aid. Whatever the reason, many do not expect to return.

Heritage Traits

Living in the frozen tundras of the Freljords have given you the following traits:

Alignment. Freljordians tend to be Lawful Neutral. Their culture of oaths and honor means that they take their word very seriously, while their experience as a survivalist makes morality of a relatively low priority to them.

Ability Score. Your Constitution increases by 1.

Frost Resilience. You're acclimated to cold climates and snow storms.

Hunter Culture. You gain proficiency in Survival and are proficient in the shortbow and handaxe.

Freljordian Runes. You learn two runes of the Freljord tribes, which they engrave into gear to bestow magical effects. During a long rest, you can spend an hour engraving a rune into a non-magical item appropriate for that rune. The item gains the effects of the rune as below. You can only have one of each type of rune active at a time and cannot have more than one rune on the same object.

Choose two from the options below:

  • Rune of Honed Edge: Engraved onto a melee weapon or ammunition. Its attacks count as magical and gains a +1 to damage rolls.
  • Rune of Hunting: Engraved onto a bow. It imbues its arrows with magic that pulls your instincts towards your target’s location. Its attacks count as magical and you gain advantage on Wisdom(Survival) or Wisdom(Perception) checks to find targets struck by these arrows for an hour.
  • Rune of Throwing: Engraved onto a throwing weapon. Its attacks count as magical and its normal range is doubled (e.g. 20/60 becomes 40/60). As a bonus action, you can summon that weapon to fly back into your hand in a straight line from up to 60 ft away.
  • Rune of Frost: Engraved onto any object that can be held in your hand. By holding this object, you can cast the frostbite cantrip. Wisdom is your spellcasting modifier for this spell.
  • Rune of Lightfoot: Engraved onto boots or shoes. When wearing them, you gain +5 to your movement speed and ignore difficult terrain from thick snow.
  • Rune of Life: Engraved onto clothing or even your skin. Upon falling unconscious, this rune immediately activates, infusing its wearer with a little life energy and stabilizing them. The rune must be reapplied to regain its effect.

Languages. You read, speak and write Common and Freljordian.

Nomad

From the moment you were born, you did not find yourself isolated or settled within one of Runeterra's many civilizations. Instead, you were part of a group of travelers or nomads who have decided to travel constantly around Runeterra. Such groups vary wildly in the purpose behind their wandering, be it a search for a place to belong or a service to transport goods for others.

Living as a Nomad

Nomads come in all sorts of varieties. Gypsy bands travel across Valoran making ends meet through entertainment and exotic hand-crafts, while migratory mercenary groups travel to where they can find the best work. Wandering pilgrims can be on their journey for decades on end, spreading their faith to those willing to listen. Even the long deployments of armies can lead to the spawn of soldiers often living a moving life with barely any sight of the kingdom that their parents fight for.

As a traveller that runs into the many different cultures and biomes of Runeterra, you have had to learn how to figure people out and manipulate them to keep yourself and your alive. Many a Demacian and Noxian patrol are often too keen to brand you as a spy from the other side.

Due to their movement, leaving one's nomadic band to become an adventurer often means acceptance that one will never be able to return. Some nomadic groups, however, have specifically dedicated themselves to adventuring, with their members often scattering at major centres of population in search for the dventures that would make the best stories once they returned.

Heritage Traits

Growing up on the nomadic trail has given you the following traits:

Alignment. Anything can go for nomads, though it will depend on the type and culture of nomadic group involved. For example, mercenary groups may emphasize discipline, while raiders may focus instead on bloodlust and greed.

Ability Score. Your Charisma increases by 1.

Toughness. Being a nomad involves leaving behind the protections and comforts of civilization. You are more resilient, increasing your HP maximum by 1 and gaining an additional +1 every time you gain a level.

Skill Versatility. For nomads, everybody must learn a few tricks to help their group survive. Being able to wield a weapon to ward off beasts is also invaluable.

Choose one skill, one tool proficiency and one simple weapon. You are now proficient in them.

Distance Traveller. You can travel for up to 10 hrs in a day before you risk exhaustion.

Languages. You read, speak and write Common and 1 other language.

Yordles

Small. Adorable. Excitable. Powerful. Yordles are small fey-like creatures that hail from the mysterious and unknown Yordle Land, which houses the Yordle capital of Bandle City, a place of vibrant colors and sounds. Inherently curious, many Yordles have left their enchanting plane to live among the tall people of Runeterra.

A Small, Curious People

Standing about 2-3 ft tall, Yordles appear harmless. With colorful skin that can vary from furry to smooth, large eyes and large fox-like ears, some people might even mistake them cute dolls. All this, however, is concealed through their mystical Glamour, a natural ability of Yordles that masks their true forms, making them often mistaken as either children or just really short.

Yordles are generally peaceful and amicable and tend to be easily excited by new things that they discover. Runeterran cultures attract them due to the strength and passion of human ideals, which are often adopted by Yordles to an even greater and purer degree than even their human compatriots.

Social Beings

Yordles crave social interaction. In fact, their mental dependence on it is so great, that an isolated Yordle can become withdrawn and sullen, even turning violent and spiteful at their worst. This dependence in turn makes them very easily influenced by the company that they keep. Some Yordles are known to have turned cruel and sadistic thanks to the examples set by the people they follow.

Yordles are also very loyal to their friends and loved ones. They can travel the world for even centuries, simply to fulfill a promise that they have made to someone that they had been close to. They are not ones to discriminate, accepting any that match their often simple definitions of 'good company'.

Timeless

Yordles are timeless, meaning that that time does not affect them as humans tend to understand it. They do grow, but the interesting thing is that after a certain point, a Yordle does not age unless they feel that they are older. If they think that they are young and inexperienced, they will maintain their youth. If they think themselves an elder among people, their appearance will gradually change to match.

This strange type of aging consequently results in Yordles having a very weak perception of time. If nothing interesting is happening at the moment, decades can pass by for Yordles in a snap. This means that while many of them are biologically old, they can maintain a child-like mentality due to how little they have actually lived. Of course, some of them just want to stay a child forever.

Determined Adventurers

Most Yordles like to stay in the comfort of Bandle City, but a few have left it due to some feeling of wanderlust or a desire for a purpose that is greater than just lazing about in the City. Some may dislike the chaotic whimsy of their fellow yordles, while others leave precisely to spread as much chaos and fun as possible. Whatever their purpose, Yordles usually pursue it with tremendous drive.

However, all Yordle adventurers should beware, for their unspeakable knowledge of the mythical portal network that allows them to travel all across Runeterra is heavily sought after.

Yordle Traits

Most Yordles share these common traits.

Alignments. Most Yordles are Good, but what defines them most is how they have been taught by those around them.

Size. Yordles tend to stand about 2-3 ft and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 ft.

Age. Yordles do not have a known lifespan, for no one has lived long enough to see one die of old age nor are Yordles ones to speak about it. Centuries can pass for a Yordle without the slightest change in their youthfulness.

Ability Score. Your Dexterity and Charisma each increase by 1. One ability score of your choice also increases by 1.

Glamour. Yordles possess the ability to use an illusionary magic that makes them look akin to small-statured humans. This glamour does not change your clothes and equipment and your glamour form has similar facial features to you, such that a person who has also seen your Yordle form can recognize you with a closer look. You can use a bonus action to turn your glamour on and off at will.

Lucky. Something about Yordles just makes life a little easier for them. That or they possess some sort of energy that twists reality a little bit in their favour. When you roll a 1 on a d20 for an attack roll, ability check or saving throw, you can reroll the die and must use the new result.

Yordle Nimbleness. You can move through the space of a creature larger than you.

Languages. You can read, speak and write Common and Yordle. You also understand Fey but can’t speak it.

Environmental Alignment

Yordles possess the unusual ability to adapt and adopt traits that reflect their environment after living in it for an extensive period of time. What little human research there is of Yordles attributes this to their true spiritual nature aligning their bodies with their surroundings and their work.

These Alignments act as a Yordle's subrace.

Alignments

Nature Alignment

You have spent your time in the untamed world, away from civilization. You hear the voices of nature and the beings that roam it, your heart connected to theirs.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Speak with Small Beasts. You gain the benefit of the Speak with Animals when communicating with Small or smaller beasts.

Nature Provides. As part of a short rest in a natural environment such as a forest or a lake, you can call upon nature spirits to magically collect and shape material into one of the following implements: a quarterstaff, a blowgun, a shield, an arcane focus, a druidic focus, a holy symbol or 1d4 darts or blowgun needles. Your new implement's appearance will be based on the environment you call upon, such as a forest providing a leaf-covered tree branch with a bird nest on its top as a druidic focus.

Martial Alignment

You have spent time as part of one of the many armies of Runeterra, have trained to be part of Bandle City's protection force or simply grew up fighting. Many martial-aligned Yordles find themselves developing bonds with their weapons, often naming them out of affection.

Martial Training. You are proficient with two martial weapons of your choice.

Battle Conditioning. You gain proficiency in Athletics or Acrobatics.

Yordle Combat Movement. Moving through an enemy creature's space does not count as difficult terrain.

Strong Yordle Arm. Despite your size, you can wield heavy weapons effectively.

Industry Alignment

You have lived your life in civilizations that focus heavily on industry and technology, such as Piltover and Zaun. This has infected you with a spirit for crafting, inventing and problem-solving, sometimes to a borderline obsession.

Tinkerer. You gain either the Overcity or Undercity Tinker ability. (See Piltover and Zaun Heritage for humans.)

Yordle Ingenuity. Using that Yordle dedication to solving problems in front of them, you can wrack your brains to reroll an Intelligence or tool-related ability check. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) and can use it multiple times on the same roll, unless your last roll triggered your Lucky trait. You regain all uses when you finish a long rest.

Elemental Alignment

You have been living by a strong elemental source, such as a fiery volcano, or have been born with a magical affinity for a certain element.

Elemental Power. Choose an element from the list:

fire, cold, lightning, thunder, acid, poison, force.

You gain three traits based on your chosen element:

Elemental Blast. You gain a special firebolt cantrip that deals damage of your chosen element. Charisma is your spellcasting modifier for this cantrip.

Elemental Resistance. You gain resistance to your chosen element.

Elemental Personification. This trait varies based on the chosen element, adjusting your appearance.

  • Fire: You gain red-orange eyes with burning irises. You can emit a wave of heat warm enough to make most people sweat or heat up objects like food in your hand.
  • Cold: You gain blue-white eyes with a snowflake pattern. You can emit a wave of cold that provokes shivers or chill objects like food in your hand.
  • Lightning: You gain electric purple eyes. You can fill the air around you in static, causing people’s hair to rise and provoking static shocks. You can, as an action, fill a metal object you touch with static, which will harmlessly shock the next person who touches it.
  • Thunder: You gain cloud-white eyes that lack an iris. You can make your voice boom up to three times as loud as normal. You can also make an instantaneous, harmless sensory effect related to sound.
  • Acid: You gain yellow eyes that glow in the dark. You can apply an acid onto surfaces you touch. This acid corrodes non-magical metals, weakening an inch of thickness every 5 minutes. People who touch this acid will experience a burn, but no damage. Once per long rest, you can spend an hour concentrating to make enough strong acid for an acid vial.
  • Poison: You gain greenish-brown eyes with a snake-like iris. You can fill the air with a mist-like substance that makes people who breathe it in physically uncomfortable. Your blood can also act as basic poison, which can be applied to a weapon with an action.
  • Force: You gain black eyes with an unusually piercing gaze. You can cause an unlocked door or window to fly open or make the ground tremor harmlessly.

Amphibious Alignment

The ocean has been your life and you have thus adapted to thrive within it. Amphibious Yordles tend to be isolated even from other Yordles, being considered by them as highly unusual and equally unpredictable.

Webbed Feet. You gain a swimming speed of 40 ft.

Amphibious. You can breathe water and air.

Aquatic Friends. As an action, you can feel the presence and specific location of any water source within 5 miles of you.

If you use this action while inside a water source, you feel the presence and location of any water-breathing beasts within 2 miles of you in that water source. You can use that same action to telepathically ask those beasts to come to you. However, they are not compelled to heed you.

You also gain the benefit of the Speak with Animals spell when communicating with beasts that breathe water.

Vision of the Depths. Your eyes have adapted to the darkness of the watery depths. Unlike most humanoids, you can see clearly in water. You can also see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Vastayan

The spawn of an long-forgotten union between human and an ancient shapeshifting race called the Vastayashai'rei, the vastayans are a diverse collection of chimeric beings that bear both human and animal traits. The dominance of humans over the world have pushed them into hiding in remote villages and tribes, far from those who might wish to exploit them.

Sheer Diversity

Vastayans all have the same ancestry, but the fluid forms of said ancestors and differing home environments have resulted in the formation of an incredible range of species. Some vastayan are very human-like, while others possess totally animalistic appearances, minus being bipedal.

All, however, possess human-level intelligence and their various tribes in turn have developed vibrant cultures and belief systems.

Natural Magic

The ancestors of the vastayans are known for their intimate connection with the magic of Runeterra itself: the fabled natural magic. This magic was said to connect all living things, linking their spirits to one another. It was through this spiritual energy that the Vastayashai'rei were capable of shape-shifting.

Today, most of their vastayan offshoots possess only a tiny fraction of this magical connection, but it is enough that all vastayans are endowed with some level of affinity for magic and their surroundings. This may explain why their forms are so quick to adapt to their environments and give the race its diversity.

Reclusive Clans

Vastayan clans build their homes far from human civilization, usually centring themselves around natural foci of wild energy, which explains the high amount of vastayans in Ionia. They hide themselves from the conflicts and destruction that humans can bring, but the development and expansion brought about by a growing human population have made it more and more difficult to stay out of sight. Some vastayans have even revealed themselves to fight back against humans who attempt to defile the natural lands for its resources and magic.

Outside of Ionia (and even within it), awareness of vastayans is near non-existent wihin the general populace. Many who see vastayans are liable to label them as beasts and monsters, while some may attack vastayans to take their animal parts as priceless trophies.

Vastayan Traits

All Vastayans possess the following common traits:

Size. Medium

Speed. Your base walking speed is 30 ft.

Age. Vastayans are known to have extremely long lifespans. They mature at the same rate as humans, but can live 200 to almost 400 years. Some are even rumoured to be immortal.

Ability Scores. Your Wisdom score increases by 1. One ability score of your choice also increases by 1.

Natural Magic. Even the most magically inept Vastayan possess a little spark. Choose a cantrip from the druid spell-list. You learn that cantrip. You will also receive other spells based on your subrace. Your spellcasting ability for all racial spells will be Wisdom.

Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Subraces

Kiilash - Feline Predator

Based in the forests of eastern Shurima, the Kiilash clan take the form of large bipedal feline predators, such as panthers and tigers. The Kiilash believe in the honor and glory of the hunt and would often challenge themselves to hunt down the most dangerous prey, displaying their trophies as symbols of their strength. Kiilash adventurers are often on that sort of quest.

You gain the following benefits as a Kiilash:

Alignment. Kiilash are focused on the hunt and little else, willing to use any means to catch their prey.

Ability Score. Your Strength increases by 1.

Power of the Hunter. You gain advantage on Wisdom (Survival) checks to track a creature. You can also cast the Hunter’s Mark spell once per long rest.

Tools of the Hunt. You gain proficiency in the sling, net and one martial weapon of your choice. Your claws are also a fine tool, dealing slashing damage equal to 1d4 + your Strength modifier.

Unseen Predator. Kiilash train themselves rigorously to maximize their approach when ambushing unaware prey.

While hidden, you can make or ready a melee attack at any creature that comes within 20 ft of you. When you do so, you pounce at your target, clearing obstacles up to 10ft high while ignoring attacks of opportunity, and your first melee attack retains the benefit of the hidden condition. You can choose to land on any unoccupied space beside your target, but must still have enough movement to clear the horizontal distance travelled.

Sena - Mammal Tailed Human-Like

Naturally beautiful and alluring, the Sena clan can be nearly mistaken for humans if not for their multiple large tails, which are derived from small mammals such as cats, dogs and foxes. Now nearly extinct due to unknown circumstances, Sena vastayan have been scattered throughout Runeterra, using their wiles, charm and ability to drain memories to survive.

You gain the following benefits as a Sena:

Alignment. Sena can be of any alignment, though some have turned Evil due to abuse of their power to indulge in the emotions and memories of other people.

Ability Scores. Your Charisma increases by 1.

Power of the Charmer. You have advantage on Charisma (Persuasion) checks to divert or gain attention. You can also cast Charm Person once per long rest.

Fleet of Foot. Your base walking speed increases to 35 feet.

Memory Eater. You possess the unsettling Sena power to extract memories from people, using their essence to empower yourself. As a bonus action, you can perform a special unarmed strike at a humanoid beside you to grab their head. If the strike hits, you drain parts of their memories, which come to you in brief flashes. You deal necrotic damage equal to 1d8 + your Charisma modifier and regain hit points equal to half your level (rounded down).

Once successfully used, you cannot use this trait until you finish a short or long rest.

Shimon - Simian

This clan of simian vastayans make their home atop the tallest trees of Ionia, where most of them practise pacifism and meditation. They believe in life as an evolutionary climb towards wisdom and that upon death, they will turn to stones where they will return to the soil to begin the life again.

This cultural passivity and isolation means that Simian adventurers are very rare. Those that exist are often very different from their brethren, showcasing a very different side of energy, curiosity and mischief.

You gain the following benefits:

Alignment. Most Simians are Neutral Good. Many are pacifistic and live a life of caution and wisdom, while having an aversion towards the unknown.

However, many Simian adventurers are Chaotic instead, having sought the excitement of adventuring precisely because they did not feel a sense of belonging among the often restrictive and boring Simian community.

Ability Score. Your Dexterity increases by 1.

Power of the Sage. You have advantage on Wisdom (Insight) checks to discern a humanoid’s emotional state.

Natural Climber. You gain a climbing speed of 30 ft. You can also cast Jump once per long rest.

Belief in Stone. The Shimon possess an unusual ability to momentarily coat parts of themselves in protective rock.

When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

After you use this trait, you can’t use it again until you finish a short or long rest.

Lhotlan - Avian Human-like

Lhotlans are human-like, but have long ears, bird-like feet and a single wing as tall as their bodies. They live deep within the mystical forests of Ionia, where magic is breathed like air, bolstering their vitality.

However, recent human development has encroached on these forests and in turn drained their essence, making the Lhotlans a dying breed threatened by changing times. Lhotlan adventurers may seek a way to prevent or reverse this.

You gain the following benefits:

Alignment. Many Lhotlan vastayans currently struggle with being Lawful or Good. The recent desecration of their tribelands have made many young Lhotlans displeased, but most tribes maintain that they should remain passive and hidden. At the moment, most Lhotlans choose to adhere to tradition, but the sight of their fading kind has provoked some to take action in their own hands.

Ability Score. Your Dexterity increases by 1.

Power of the Sky. You can cast the Gust cantrip. At 3rd level, you can also cast Gust of Wind once per long rest.

You also know the Lhotlan's unique usage of Gust of Wind to create a brief but powerful updraft below you, which rapidly lifts you up to 60 ft into the air and keeps you suspended there until the start of your next turn or until you wish to move.

Feather Cloak. You possess a beautiful wing large enough that it wraps around your shoulder, acting as a gorgeous coat. You can use this to slow your fall and glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 1 feet horizontally for every 2 foot you descend.

The sharp feather tips and its sheer mass can also be used as a natural weapon, dealing slashing or bludgeoning damage (your choice) equal to 1d6 + your Strength modifier.

Golem

Made out of the powerful and growing technology of hextech, golems are mechanical beings brought to life through the power of magical crystals. Often the product of inventors who had wished to give themselves more manpower, golems around the world are surprising their masters with the spectacular emergence of sentience.

Mechanical Juggernauts

Due to their nature of being powered by hextech, no two golems are exactly the same. Each one has to be individually crafted, with the only commonality between them being the hexcrystal within that acts as their core and source of power.

As expected, most golems of Runeterra will be built in either Piltover or Zaun. Golems built in Piltover will often be designed with aesthetics in mind, be it through the human-like proportions of a strongman, a gold-plated shell or embedded filigree. Zaunite-based golems will often be built with a more functional form, forgoing human likeness for bulkier forms, while also showing signs of the chemtech often incorporated into them, such as exposed coolant-carrying pipes or fume-releasing exhausts.

As golems tend to be constructed in order to provide heavy labour, most of them are built to be strong and hardy, with tough shells that can weather damage.

Golems Can Think?

Most golems do not possess the capacity to think for themselves, but there are a very rare few that somehow develop a mind of their own through unknown means. In fact, their sentience can grow to be so advanced that they demonstrate the capacity to upgrade themselves and remove their programmed limitations. Most adventuring golems are of the sentient kind, having left their masters in order to pursue whatever new purpose they have thought of for themselves.

This has resulted in the creation of golems to be frowned on by some, out of worry of the ethical and moral repercussions of achieving the capacity of creating a sentient synthetic race.

A Programmed Purpose

However, even with their sentience, golems often treat their programming as a core part of their personality. For example, a golem programmed to clean sewers may develop a more altruistic drive to clean sewers for the people's safety, but they are still cleaning sewers. Those programmed to fight will still love to fight, even if they now do so in order to prove their strength or smite evil.

Golem Traits

All Golems have the following traits:

Ability Scores. Your Strength and Constitution increase by 1. One ability score of your choice also increases by 1.

Age. Golems can last as long as they receive regular maintenance, at least in theory. However, the recency of hextech means that the oldest golems are around 40 years old.

Alignment. Once awakened, Golems can develop in strange and unpredictable ways. As such, they can mature into any alignment, though they are often influenced by their creator and have a predisposition to Law due to their original nature as obedient machines.

Size. Golems tend to be built bigger than humans and the metals that make up their bodies are denser. Golems stand between 7 to 8 feet tall and can weight 400 to 500lbs. Their size is Medium.

Speed. Your base walking speed is 30 ft.

Crystal Core. Golems draw their power from a hexcrystal core inside of them. This core is vital to their continued life and perhaps even their sentience.

You cannot be revived by resurrection spells if your crystal core is missing. If a resurrection spell requires a body part, it must be your crystal core.

Golem Body. Due to the nature of their mechanical bodies, golems have the following benefits:

  • You have advantage on saving throws against being poisoned, and have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • Magic can’t put you to sleep. However, you still suffer exhaustion from lack of rest.

Iron Fists. When you make an unarmed strike, you can deal 1d4+Strength modifier bludgeoning damage instead of normal damage.

Hibernation Mode. When you take a long rest, you don't sleep. Instead you must spend at least six hours in an inactive motionless state. In this state, you appear inert, but it doesn’t render you unconscious. You continue to see and hear with Disadvantage to your Perception checks.

Integrated Armor. You can’t wear armor. Instead you have natural armor based on the options below.

Armor Type Prerequisite Effect
Light None 12 + your Dexterity modifier
Medium Medium armor proficiency 15 + your Dexterity modifier (max 2)
Heavy Heavy armor proficiency 18; disadvantage on Stealth checks

Once you choose an option, you cannot change it until you seek help from specialized institutions or master technologists. For a price and with good material, you can also ask such people to upgrade your armor to magical variants. You still benefit from a shield.

Mechanical Augments. Your core is capable of supporting a mechanical augment to your body. Choose one of the following options. You gain its benefit.

  • Jump-jets: You can jump up to your maximum height or distance without needing prior movement.
  • Extra Arm: You have an extra arm with a 10ft reach, which can carry up to 30 pounds and can be used to grasp and hold objects, open doors/containers, punching or grabbing someone and similarly simple actions. It lacks precise manipulation and can’t wield weapons, shields, activate magical items or specialized equipment.
  • Internal Stabilizers: You have advantage when rolling an Athletics/Acrobatics check or Dexterity saving throw to keep your balance or avoid being knocked prone.
  • Reinforced Frame: You count as 1 size larger for determining your carrying capacity and the weight you can push, lift or drag.
  • Flashlight Eyes: As a free item interaction, you can turn the flashlight in your eyes on or off. When on, your eyes cast bright light in a 60-foot cone and dim light for an additional 60 ft.
  • Voice Recorder: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are recordings with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

At level 5, your core energy grows strong enough to support another augment. Choose another option on this list and gain its benefit too.

 

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