Runes & Ruin: Magic Items of Runeterra

by Chilroy

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Runes & Ruins

Magic Items of Runeterra

Across the lands of Valoran, Ionia, Shurima — indeed, all of Runeterra, flows magic. However, magic is less like water in a river and more like the sap flowing through the veins of the tree, crystallizing when pours along the surface of the bark. When magic crystallizes as such, it forms runes; which are wholly unlike World Runes which are more like the seeds of the tree in this analogy.

In such places where runes exist, or where the leylines of magic are strong, artificers and enchanters can wield these energies as skillfully as a blacksmith forges the finest steel. From these practices, part art, part science, and part sorcery — magic items are formed.

Magic Items in D&D

This section presents magic items that can be introduced into any campaign. Magic items are prized by D&D adventurers of all sorts and are often the main reward in an adventure. Here you'll find items of all rarities, including artifacts.

The Magic Items table lists all the magic items in this document and notes the rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master's Guide.

Magic Item Table
Rarity Item Attunement
Common+ Bearded Weapon No
Common Chemtech Prosthetic Limb No
Common Cloak of Agility No
Common Hextech Prosthetic Limb No
Common+ Potion of Sorcery No
Uncommon Blighting Jewel No
Uncommon Hextech Alternator Yes
Uncommon Hexdrinker Weapon Yes
Uncommon Ironspike Whip Yes
Uncommon+ Last Whisper Bow Yes
Uncommon+ Moonplate Armor Yes
Uncommon Noonquiver Yes
Uncommon Spectre's Cowl Yes
Uncommon Trickster's Glass Yes
Uncommon+ True Ice Weapon Yes
Uncommon Warden's Armor Yes
Uncommon Buhru Bone Relic Yes
Rare Atlas Gauntlets Yes
Rare Lotus Ammunition No
Rare Mirage Blade Yes
Rarity Item Attunement
Rare Navori Quickblades Yes
Rare Pox Arcana Yes
Rare Puppeteer's Fingers Yes
Rare Runes Yes
Rare Spirit Visage Armor Yes
Rare Sunfire Cape Yes
Rare Typhoon Claws Yes
Rare Void Staff Yes
Rare Warmog's Armor Yes
Very Rare Death's Dance Yes
Very Rare Force of Nature Yes
Very Rare Infinity Edge Yes
Very Rare Runaan's Hurricane Yes
Very Rare Zhonya's Hourglass Yes
Legendary Duskblade of Draktharr Yes
Legendary Ekalavya's Hexbow Yes
Legendary Kraken Slayer Harpoon Yes
Legendary Lord Dominik's Regards Yes
Artifact The Dark Seal Yes
Artifact Trinity Force Yes

Bearded Weapon

Weapon (any), rarity varies


These unusual weapons are common on the ports and gangways of Bilgewater. Crafted by butchers, they bind and sear on preserved wicked tentacles or tendrils from deep-sea creatures to a weapon.

When you successfully hit a creature with this weapon, it deals an extra 1d4 acid or poison damage (your choice). This weapon's attacks aren't considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Rarity. For each rarity above common, the die size of the extra damage increases by one (i.e. an uncommon bearded weapon has a die size of d6, a rare bearded weapon has a die size of d8, and so on).

Chemtech Prosthetic Limb

Wondrous item, common


This item replaces a lost limb - a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.


The unique aspect of chemtech prosthetics is their power-source is often volatile to the user when first attached, but surprisingly many have grown resilient to its effects. While this prosthetic is attached to you, you have advantage on saving throws against poison.

Cloak of Agility

Wondrous item, common


A cloak of fine violet, imbued with the swiftness of the winds. While you're wearing this cloak, you can use your bonus action to use the Dash or Dodge action.

Hextech Prosthetic Limb

Wondrous item, common


This item replaces a lost limb - a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.


Piltovans have taken great lengths in their prosthetics to make life and work easier for its wielder to navigate.

As a bonus action, a tertiary arm can protrude from your prosthetic limb. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your tertiary arm can't wield weapons or shields.

Custom Fits

If you feel unsatisfied with the current chemtech or hextech modifications your prosthetics give you, or don't suit your character's disability, there is a list of replacements at the end of the magic item descriptions.

Potion of Sorcery

Potion, rarity varies

50 gp, ½ lb.


You regain an expended spell slot when you drink this potion. The spell slot's level depends on the potion's rarity, as shown in the Potions of Sorcery table. Whatever its potency, the potion's azure liquid bubbles when agitated.

Potions of Sorcery
Potion of... Rarity Spell Slot Level
Sorcery Common 1st level
Greater Sorcery Uncommon 2nd level
Superior Sorcery Rare 3rd level
Supreme Sorcery Very Rare 4th level
Using this with Spell Points

If you are using the Spell Point variant system from the Dungeon Master's Guide, instead of regaining an expended spell slot, you regain spell points equal to spell level on the Potion of Sorcery Table.

Blighting Jewel

Wondrous item, uncommon (requires attunement by a sorcerer, warlock, or wizard)


While holding this amethyst gem it vibrates with arcane energy, you can use it as a spellcasting focus if you use an arcane focus, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells.

While this jewel is on your person, you can use a bonus action to speak its command word and target one creature to have disadvantage on its next ability check, attack roll, or saving throw. Once you use the jewel, it can't be used again until the next dawn.

Hextech Alternator

Wondrous item, uncommon (requires attunement)


A cumbersome, hextech augmentation that allows the wearer to overclock their own physical and mental abilities. To attune to this item, you must attach it to your chest or back. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.

While attuned to this item, you can perform any ability, basic action, feat, feature, spell, tool, or trait that requires an action as a bonus action or vice versa.

Hexdrinker Weapon

Weapon (any sword), uncommon (requires attunement)


This sword glows with a hunger for magic. While you're wielding this sword, if any spell or other magical effect would reduce your hit points below 10 you can speak the command word as a reaction to gain temporary hit points equal to your proficiency bonus plus your character level. Once you use the sword, it can't be used again until the next midnight.

Ironspike Whip

Weapon (any flail or whip), uncommon (requires attunement)


This iron chain is forged and crafted in the depths of the Ironspike mountains, controlled by Noxus. The iron used for the armor and weapons of the Trifarian Legion.

This weapon has 4 charges. While holding it, you can use an action to expend 1 of its charges to deal the weapon's damage to all creatures within its reach. The weapon regains 1d4 expended charges daily at dawn.

Last Whisper Bow

Weapon (any bow or crossbow), rarity varies (requires attunement)


A bow crafted using wood imbued with a dying breath. When you attack a creature using this weapon, its AC is reduced by 1 until the start of it's next turn.


Rarity. For each rarity above uncommon (up to very rare), the AC reduction is increased by 1.

Moonplate Armor

Armor (medium or heavy, but not hide), uncommon or rare (requires attunement)


Chiseled from moonstone and enchanted by the Lunari sages of old. Moonplate is light, but ornate armor. If the armor normally has a Strength requirement, the moonplate version of the armor doesn't.

At night under the moonlight, you can use it to fly at a speed of 30 feet. If you are no longer in moonlight, or it is no longer night, you lose this flying speed.


Rarity. At rare, the flying speed of this armor in moonlight becomes 40 feet. In addition, you have advantage on Dexterity (Stealth) checks.

Noonquiver

Wondrous item, uncommon (requires attunement)


This quiver appears to be a normal quiver, although ornate in fashion. It can hold up to 20 arrows, bolts, or similar objects. When a piece of ammunition is stored in this quiver, it becomes a magical piece of ammunition for the purposes of overcoming resistance and immunity to nonmagical damage.

When you fire a piece of ammunition that was stored in the noonquiver, choose one of the following effects:

  • Dawn Flare. The ammunition creates bright light in a 10-foot radius and dim light for another 5 feet as it travels along its path.
  • Eclipse Net. If the attack hits a creature, it must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success.
  • High Noon. The damage die of your range weapon becomes a 1d12.

Once an effect has been expended using the quiver, that effect can't be applied to ammunition from the quiver again until the next dawn.

Spectre's Cowl

Wondrous item, uncommon (requires attunement)


A cowl formed of ghastly mist. While you wear this cowl with its hood up, you become incorporeal. You can move through other creatures and objects as if they were difficult terrain. You takes 5 (1d10) force damage if you end your turn inside an object.

Trickster's Glass

Wondrous item, uncommon (requires attunement)


Cold-iron cut into an elegant, yet haunting frame for a small handheld mirror. The mirror remembers and holds the reflections of up to five creatures it has viewed in the last days, and refreshes on the dusk of the fifth day.

As action, you can speak its command word to change into one of the reflections of a creature's visage held in the mirror. This transformation is physical, changing your appearance and voice, but not your size or the basic arrangement of limbs that you have; though none of your game statistics change. Your clothing, but not your equipment, is changed by this effect. Once you use this effect, you cannot use it again until you finish a long rest.

You stay in the new form until you use an action to revert to your true form or until an hour has passed. If you deal damage, get damaged by a critical hit, or die, you revert to your true form.

True Ice Weapon

Weapon (any), rarity varies


In the Freljord, these weapons are often relics passed down from clan leaders to their successors — weapons of the ancient Iceborn, who had frost in their blood.

This weapon deals cold damage instead of its regular damage type. This weapon's attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you successfully hit a creature, their speed is reduced by 5 until the end of their next turn.


Rarity. For each rarity above uncommon (up to very rare), the speed reduction increases by 5 feet.

A legendary true ice weapon, instead of an increase has a unique ability. When you successfully attack a target, you may speak the command word forcing the target to succeed on Constitution saving throw or be stunned. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once this property has been used, it can't be used again until you finish a long rest.

Warden's Armor

Armor (medium or heavy, but not hide), uncommon (requires attunement)


This suit of armor is made for an elite sect of Demacian knights, using sunsteel, a highly durable metal. Its forging has been replicated by certain Freljordian smiths using a mixture of cold steel and true ice. The forging process has made the metal into one of the finest pieces of protection.

While wearing this armor, whenever damage is dealt to you from any source, reduce the total by your proficiency bonus.

Buhru Bone Relic

Wondrous item, uncommon (requires attunement)


Every Buhru when coming to adulthood, hunt their first sea serpent to bring its remains to the temple of Nagakabouros to scrimshaw its bones into a powerful relic.

While you are carrying the bone relic, when a creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to cause the attack to hit you instead. If the attack's damage is bludgeoning or cold damage, you have resistance. Once you use the bone relic, you can't do so again until you finish a long rest.

Atlas Gauntlets

Wondrous item, rare (requires attunement)


Exceedingly rare and powerful hextech augments that considerably boost the wearer's strength and dexterity. Continued usage has resulted in skeletal damage to the wearer, but this has not halted demand for such items.

While wearing this your unarmed strikes deal 1d6 force damage. This weapon's attacks and damage are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The gauntlets have 4 charges. While wearing them, you can use an action to expend 1 of its charges to rev up your atlas gauntlets to carry you forward. At the start of your next turn, you are propelled forward 20 feet in a straight line. Each creature in the must make a DC 15 Dexterity saving throw, becoming prone and taking 1d10 bludgeoning damage on a failed save, and half as much on a successful one. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location. If you collide with an object or structure, you deal 2d10 force damage to it.

The gauntlets regains 1d4 expended charges after you finish a short or long rest. If you expend the gauntlet's last charge, roll a d20. On a 1, your hit point maximum is reduced by 1. This can be reversed by a greater restoration spell.

Lotus Ammunition

Weapon (any ammunition), rare


This ammunition is filled to the brim with magic. A creature hit by the ammunition and each creature within a 10-feet of it, must make a DC 17 Dexterity saving throw, taking 4d4 necrotic damage on a failed save and half as much on a successful one. Undead and constructs automatically succeed this save.

Mirage Blade

Weapon (any sword), rare (requires attunement)


A burnished brass sword, lined with golden and inlaid with emeralds of the Old Shuriman Kingdoms, its hilt resembling a scarab. Imbued with the shifting mirages of the desert. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

While holding this sword, you can use an action to cast one of the following spells from it: blink, blur, mirror image, or Nystul's magic aura. Once a spell has been cast using the sword, it can't be used to cast that spell again until the next dawn.

Navori Quickblades

Weapon (any dagger), rare (requires attunement by a monk or rogue)


Daggers of the Navori Brotherhood, while not rare in their design — a few among them have special properties. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The dagger has 1d8 + 1 charges. If you score a critical hit against a creature, you can take one additional action and bonus action on your next turn. The dagger loses 1 charge. When the dagger has no charges remaining, it loses this property.

Pox Arcana

Wondrous item, rare (requires attunement by a wizard)


While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

Whenever you deal damage to a creature with a wizard spell, you may expend a spell slot of 1st level or higher to deal necrotic damage equal to the spell slot's level plus half your proficiency bonus.

Puppeteer's Fingers

Wondrous item, rare (requires attunement)


These ornate metallic finger-claws are tipped with frayed marionette strings dripped with malicious and manipulative magics.

While you wear these gloves, you can speak the command word and choose up to three non-player character creatures as an action. They must make a DC 17 Charisma saving throw. On a failure, you control them for the duration of their next turn. On a success, they lose their action on their next turn, but can still move, take bonus actions, or take reactions. This property can't be used again until the next dawn.

Runes

Wondrous item, rare (requires attunement)


Strange and powerful manifestations of natural arcane energies flowing through out Runeterra. Each appear differently, but they are often a fist-sized stone that radiates with power, granting its wielders a boost in their abilities. However, those with talent can do more than just wield them.

Each rune is labeled in the Runes Table below.

Runes Table
Rune of... Effect
Comets Starlight flows around your eyes. Twice per day, you can cast the Melf's minute meteors spell without expending a spell slot.
Conquest Your presence dominates when you enter a scene. You have advantage on all Charisma ability checks and saving throws. You are immune to the charmed and frightened conditions.
Glaciers Rime covers your extremities, your breath appears cold. You have immunity to cold damage. Whenever you deal cold damage, you roll an additional 1d6 cold damage.
Omnirune This rune can replicate the effects of any other rune. As an action, pick a rune other than Omnirune. It transforms into that rune, until you take a short rest. You may only take this action twice per day.
Predation Your senses are heightened. Any movement speed you have, such as walking, climbing, or swimming, is increased by 15. You have advantage on Wisdom (Survival) checks.
Rune of... Effect
Protection You become a pillar of hope and strength. Your AC increases by 1. Twice per day, you can cast the aid spell at 3rd-level without expending a spell slot.
Storms Electricity crackles around you. Twice per day, you can cast the call lightning spell without expending a spell slot.
Summoning Strange fey energy warps your body as you hold this rune. Twice per day, you can cast the summon fey spell without expending a spell slot.
Swiftness Your movement beyond most mortals comprehension. Your movement longer provokes opportunity attacks. You have advantage on initiative checks. If you move during your turn, all attacks have disadvantage until the start of your next turn.
Undying You have unnatural yet decayed vigor. Twice per day, you can cast the false life spell at 3rd-level without expending a spell slot. You have advantage on death saving throws.

If you wish to use a rune for something other than its effects, it can be can used a powerful ingredient or material in crafting items. If you have a rune, you can reduce the crafting time, cost, and materials needed for a very rare or legendary item by half. Once the item is complete, the rune is consumed in the crafting process.

Spirit Visage Armor

Armor (any), rare (requires attunement)


Imbued with the vim of life. While wearing this armor, any magical and non-magical healing is doubled. If you receive temporary hit points while wearing this armor, you gain additional temporary hit points equal to your Constitution modifier. In addition, you have advantage on saving throws against spells and other magical effects.

Sunfire Aegis

Armor (shield), rare (requires attunement)


While holding this shield, you have a +1 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC.

While you hold this shield, you can speak the command word as an action to summon protective magical force surrounds you for an hour, manifesting as a spectral fire that covers you and your gear. You gain 15 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 fire damage.

Typhoon Claws

Wondrous item, rare (requires attunement)


Claws made in the eye of the storms of the Serpent Isles. These claws are fused with lightning and thunder. While you wear these claws, your unarmed strikes critically strike on a 19 to 20. If you deal the maximum damage your unarmed strike can do, it does lightning or thunder damage (your choice) instead of its normal damage type.

Void Staff

Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)


While you are holding this aberrant staff, you can use it as a spellcasting focus for your spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells.

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and is destroyed.


Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: summon aberration (4 charges) or synaptic static (5 charges).


Disintegration Ray. While holding the staff, you can use an action and expend 2 charges to cause a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 force damage on a failed save, or half as much damage on a successful one. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This effect automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this effect disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

Warmog's Armor

Armor (medium or heavy), rare (requires attunement)


This armor was made from the strongest oak in the Freljord, binded with leather from giant boars. It could withstand the volcanic fires of the Blue Flame Isles and the howling winds of the Gelid Vortex, it wouldn't even unhinge in the cold waters of the Conqueror’s Sea. Accounts state that this armor radiates green energy, pulsating with raw energy imbuing it’s wearer with great strength and fortitude.

While wearing this armor, your hit point maximum is increased by an amount equal to double your Constitution score. In addition, you have advantage on any Constitution ability checks or saving throws.

Sentience. Warmog's Armor is a sentient chaotic neutral armor with an Intelligence of 14, a Wisdom of 18, and a Charisma of 16. It has hearing and darkvision out to a range of 60 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Giant, and Sylvan.

Personality. An dire troll named Urzog lives within the Warmog's Armor. The armor has a short temper and experiences only extreme emotions. It is most happy when the wearer puts themselves in dangerous situations that may cause its wearer harm.

Death's Dance

Weapon (any sword that deals slashing damage), very rare (requires attunement)


This blade's hilt is an unblinking eye, it is warm to the touch, and your soul feels as though it is teetering on the edge of death and life. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

While you hold this sword, you have resistance to all damage types excluding force damage. Whenever you take damage, you take an additional 5 force damage.


Cursed. Before you roll a death saving throw, choose heads or tails, then flip a coin. On a success, you have advantage on the saving throw. On a failure, you have disadvantage on the saving throw.

Force of Nature

Armor (any), very rare (requires attunement)


This armor is attuned to the very forces of nature, making the wearer become like the torrent in a rapid — unstoppable and unrelenting. While wearing this armor you become immune to the grappled, paralyzed, petrified, restrained, and stunned conditions. In addition, you have resistance to magical damage except force damage.

Infinity Edge

Weapon (greatsword), very rare (requires attunement)


This sword has strange runic marks gleaming with an almost uncontainable force. This weapon's attacks score a critical hit on a roll of 18–20.

When you attack a creature with this weapon and roll a 20 on the attack roll, this sword deals radiant damage instead of slashing. Then roll another d20. If you roll a 20, you deal an extra 1 force damage and repeat this until you roll below a 20.

In addition, you can speak the sword's command word to cause the blade to crackle with arcane energy, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. While the sword crackles with this energy, if it touches a surface it ignites flammable objects that aren't being worn or carried.

Runaan's Hurricane

Weapon (any bow), very rare (requires attunement)


This magical bow offers no bonuses to attack rolls or damage, but it does have the unique property of firing two arrows at a time. Whenever a nonmagical arrow is fired from this bow, the bow automatically creates and fires two other arrows.

If the first arrow hits its target, the second and third have advantage; if the first shot misses, the second and third arrows have normal probabilities to hit. All arrows shot from this bow, whether they hit or not, are destroyed upon impact (or as soon as it is determined that they did not hit) and cannot be recovered. The arrows all strike simultaneously, and you can direct them to hit one creature or several.

Zhonya's Hourglass

Wondrous item, very rare (requires attunement)


An ancient golden hourglass filled with the sands of some long forgotten part of the Shuriman Desert. When you are targeted by an attack, you can speak this item's command word as a reaction and become immune to all damage. You appear frozen in time until the end of your next turn. While this way, you are considered incapacitated. Once you use the hourglass, it can't be used again until the next dawn.

Duskblade of Draktharr

Weapon (dagger), legendary (requires attunement by a rogue)


An obsidian blade of the ancient Noxii tribes, having once belonged to a nefarious assassin. It is rumored that they had the ability to always disappear into the shadows after a kill.


You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the dagger is on your person, you also gain a +1 bonus to Dexterity (Stealth) checks.

Lethality. When you deal your Sneak Attack damage with this weapon, you can treat any 1 on a damage die as a 2.

Nightstalk. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can whisper the command word to turn invisible as if under the effects of the greater invisibility spell until the start of your next turn.

Ekalavya's Hexbow

Weapon (longbow), legendary (requires attunement)


The power of the hex-coils in this bow make its bolts so powerful that they can punch through cold forged iron.


This longbow doesn't require ammunition to function. You gain a +2 bonus to attack and damage rolls made with this magic weapon. You add your Intelligence modifier to damage rolls made with this weapon.

Punch Through. As a bonus action, you can tune the hexbow's frequency. You add your Intelligence modifier to the attack roll. If the attack hits it target, it is a critical hit.

Rapid Fire. As an action, you unleash of volley of hexbolts . Each creature in a 60-foot cone must succeed on a DC 17 Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. This property can't be used again until the next dawn.

Scope. This longbow has a built-in spyglass.

Kraken Slayer Harpoon

Weapon (harpoon), legendary (requires attunement)


You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a beast or a monstrosity with it, that creature takes an extra 2d10 force damage.

If you hit a creature whose size is greater than Large, roll a d20. If you roll a 20, it takes an extra 10d10 force damage.

Harpoon Weapon
Martial Ranged Weapons Cost Damage Weight Properties
Harpoon 50 gp. 2d6 piercing 6 lb. Light, special, thrown (range 20/60)
Harpoon Gun 75 gp. 2d6 piercing 18 lb. Ammunition (range 100/400), heavy, loading, special, two-handed

Harpoon Special. You have disadvantage when you use a harpoon to attack a target within 5 feet of you. If the harpoon is thrown, hits it target, and the target is a Large or smaller creature, it must succeed on a Strength contest against you or be pulled up to 20 feet toward you. It returns to your hands after the contest.

Harpoon Gun Special. If this hits it a Large or smaller creature, it must succeed on a Strength contest against you or be restrained. While a target is restrained this way, you cannot reload or fire the harpoon gun.

Lord Dominik's Regards

Weapon (heavy crossbow), legendary (requires attunement)


You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can fire this weapon twice before needing to load it.

Cut Down. When attacking a creature with a larger hit die than yours, you deal extra piercing damage equal to one of its hit dice. If the creature has more current hit points, you have advantage on attack rolls against it.

Last Regards. Creatures damaged by this weapon are cursed. Any healing they receive is reduced by half. If a creature is reduced to 0 hit points by this weapon, the creature can be restored to life only by means of a true resurrection or a wish spell.

Lifeline. While holding this crossbow, if you're reduced to 0 hit points, you're instead reduced to 1 hit point and gain temporary hit points equal to your character level. This property can't be used again until the next dawn.

Press the Attack. You gain a Wrath die, which is a 1d3. At the beginning of combat, your Wrath die starts at 1. When you successfully attack a creature, you deal an extra 1d4 force damage a number of times equal to the number on your Wrath die, then increase your Wrath die by 1. When you miss an attack or combat ends, your Wrath die resets to 1.

Spells. While wielding this crossbow, you can use an action to cast one of the following spells from it (save DC 16): cordon of arrows, Melf's acid arrow, swift quiver, or Tasha's mind whip. Once a spell has been cast using the crossbow, that spell can't be cast from the crossbow again until the next dawn.

The Dark Seal

Wondrous item, artifact (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)


This black onyx, quartz, and steel ring enchanted by blood sorcery. This ring channels ancient powers of hemomancy and necromancy.

Sentience. The Dark Seak is a sentient neutral evil ring with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 60 feet. The ring communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.

Personality. A manipulative ancient red dragon named Mejai lives within The Dark Seal. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.

Dormant. The ring grants the following benefits in its dormant state:

  • You can speak, read, and write Draconic and Infernal.
  • You can use it as a spellcasting focus for your spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells.
  • When an ally uses the help action on you, they may take 1 necrotic damage so you can use a bonus action to ready a cantrip as a reaction.
  • As an action, you can expend a hit die or take 2d4 necrotic damage to regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. This property can't be used again until the next dawn.

Awakened. When the ring reaches an awakened state, it gains the following properties:

  • The ring's bonus to spell rolls and your spell save DC increases to +2.
  • You gain a Glory die, which is a 1d4. At the beginning of combat, your Glory die starts at 1. When you reduce a hostile creature to 0 hit points, the die increase by 1. If the die gets to 4, you restore 4d4 hit points, then reset the die to 1. If you have no missing hit points, the next spell you cast that is 4th-level or lower doesn't expend a spell slot, then you reset the die to 1.
  • While wearing the ring, you can use an action to cast one of the following spells from it (save DC 15): enervation, darkness, pass without trace, or phantasmal force. Once a spell has been cast using the ring, that spell can't be cast from the ring again until the next dawn.

Exalted. The ring grants the following benefits in its exalted state:

  • The ring's bonus to spell rolls and your spell save DC increases to +3.
  • While wearing the ring, you can break the will of your foes as a bonus action. Each creature you choose within 30 feet of you becomes frightened of you until the end of your next turn. If a frightened creature's reaction is available, they use it to move as far away from you as possible. This property can't be used again until the next dawn.
  • While wearing the ring, you can call forth a primordial burst of negative energy through the weave to hurdle at your foes. Choose a point within 50 feet. Each creature in a 25-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 cold damage and 4d6 necrotic damage on a failed save, or half as much damage on a successful one. This property can't be used again until the next dawn.

Random Properties. The Dark Seal has the following random properties:

  • In its dormant state, this ring has one minor beneficial property and one minor detrimental property.
  • When the ring attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property.
  • When the ring reaches its exalted state, it gains a major beneficial property.

Trinity Force

Wondrous item, artifact (requires attunement)


A mantle of decorum formed during the first Noxian invasion of Ionia. Forged by Noxian Vastaya whom deserted Noxus, created as penance for their actions in the First Lands. It mirrors the three pillars of Trifarix — Strength, Vision, and Guile — a turning those traits against the Empire.

When you attune to this item, the mantle hovers behind your head at a distance of 1 foot and confers its benefits to you. Thereafter, another creature must use an action to grasp or net the mantle to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Strength (Athletics) check. You can use an action to seize and stow the mantle, ending its effects.

The mantle has AC 24, 20 hit points, and resistance to all damage. It is considered to be an object that is being worn while it hovers behind your head. If the mantle is reduced to 0 hit points, the mantle becomes dormant and reforms in 3 hours.

Spells. The mantle has 7 charges and regains 1d4 + 3 expended charges daily at dawn.

If you are wearing the mantle, you can use an action and expend 1 or more charges to cast one of the following spells (spell attack +3, save DC 18) from it: blade barrier (4 charges), cloud of daggers (5th-­level, 3 charges), crusader's mantle (1 charge), or freedom of movement (2 charges).

You can also use an action to cast the spiritual weapon spell from the mantle without using any charges.

Attuned to Magic. While wearing the mantle, your speed increases by 5 for each other magic item you are attuned with while wearing the mantle.

Spellweaving. After casting a spell, you can attack using a weapon or unarmed strike without using an action or bonus action.

Trifold Empowerment. Choose three ability scores, the scores for each ability increases by 2, as does your maximum for that score.

Random Properties. The Trinity Force has the following random properties:

  • 3 minor beneficial properties.

Prosthetic Modifications

Earlier in this document, chemtech and hextech
prosthetics were introduced. If you feel unsatisfied
with the base chemtech or hextech modifications
your prosthetics give you, or feel they don't suit your character's disability, the following is a list of
replacements depending on which prosthetic
you choose.

Chemtech Modifications

When you choose one of the below options, it replaces the "advantage on saving throws against poison" benefit of the chemtech prosthetic.

Chem Senses

Prosthetic eyes, ears, noses, or tongue — something that helps replace your basic sensory abilities. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Chemdraulic Limbs

As an action, you can gain advantage on Strength and Constitution ability checks and saving throws until the end of your next turn. You can use this property twice. You regain expended uses when you finish a long rest.

Spider Legs

A modification of a general wheelchair, granting mechanical spider legs. You now have a climb speed of 30 and advantage on saving throws against becoming prone.

Hextech Modifications

When you choose one of the below options, it replaces the "tertiary arm" benefit of the hextech prosthetic.

Bladed Limbs

Your basic limbs are replaced with special blades. Your unarmed strike gains the finesse property and deals 1d8 slashing damage.

Enhanced Senses

You gain advantage on Insight and Perception checks made with any ability score. You can cast the detect magic spell once per long rest without expending a spell slot.

Grappling Hook

Instead of producing a tertiary arm, your prosthetic produces grappling hooks. You can use a bonus action to dash 15 feet towards a secure, solid object, structure, or surface.

What if I want more than one?

At the cost of an attunement slot, you can add another modification in addition to the base modification to your prosthetic. If you have multiple modifications, they count as a single magic item with regard to the number of magic items you can attune to.

What about the lore?

Piltover and Zaun have a thriving industry of chemtech and hextech. Although, true hextech is often rarer, many synthetic hextech crystals power the machinery throughout the upper city. Most chemtech, however, is found in Zaun and used as to help traverse the toxic urban landscape.

If you're a DM, you can use this as inspiration for NPCs or plothooks through Piltover, Zaun, or even Bilgewater — since this magic machinery is highly coveted by a wide variety of people and factions.

Reflavoring Existing Items

There are a multitude of magic items that exist in official D&D products, and if you aren't keen on using homebrew items, here are a list of suggestions on how to reflavor certain official magic items as League of Legends items.

Uncommon Items

  • Arcane Grimoire. Amplifying Tome, Fiendish Codex, Lost Chapter, or Will of the Ancients. Any book that increases magical ability.
  • Gauntlets of Ogre Power. Jaurim's Fist or brawler's gloves can be filled in by this item.
  • Gloves of Thievery. If you're a fan of Teamfight Tactics, Thief's Glove can be infamous type of item for an rogue in Runeterra.
  • Moon-Touched Sword. This can be re-flavored as a Lunari blade. It can also represent specific items such as Moonflair Spellblade or Sheen.
  • Moon Sickle. An easy fit for Soraka's staff, especially with its bonus to healing spells.
  • Winged Boots. Boots. A classic item in League and D&D. These can quickly and lovingly flavored as boots of swiftness or boots of mobility.

Rare Items

  • Astromancy Archive. This nifty little item from Tasha's Cauldron of Everything coincidently shares its appearance with the Oblivion Orb, both pulling from a sort of void.
  • Battering Shield. A powerful shield from Explorer's Guide to Wildemount, this shield can work similar to the Demacian tower shield, Randuin's Omen.
  • Belt of Giant Strength. Giant's Belt anyone? Although the existence of giants on Runeterra isn't confirmed.
  • Boots of Speed. Another pair of boots that can flavored as boots of swiftness or mobility.
  • Bracers of Defense. Seeker's Armguard is a good fit for these, especially since the bracers are meant for an unarmored character — which fits in with how the armguards are geared towards casters with low armor. Just ignore that anyone with unarmored defense can grab these too!
  • Devotee's Censer. Ardent Censer is the perfect flavoring for this healing flail.
  • Far Realm Shard. A good substitute for Forbbiden Idol, although this isn't geared towards healing anyone.
  • Helm of Teleportation. Cosmic Drive is a helm attuned to the cosmos, increasing the user's speed — I'd say that this helm geared towards whisking around any encounter could reliably stand-in for it.
  • Mantle of Spell Resistance. A good stand-in for the spell blocking Edge of Night.
  • Reveler's Concertina. A mysterious Ionia instrument of the etwahl works well with this item that can cause creatures to dance against their will.
  • Sword of Life Stealing. Bloodthirster and life steal go hand in hand. Although this isn't as reliable for life stealing, it does work well for characters capable of manipulating their odds.
  • Tentacle Rod. This and Leeching Leer are a match made in heaven, with extremely similar descriptions.
  • Ventilating Lungs. A rare magic item from Eberron: Rising from the Last War that can function perfectly in the Sumps of Zaun, or in the wreckage of a Chem-Baron's estate.

Very Rare Items

  • Bloodaxe. This axe craves blood, you could use it represent the Black Cleaver or the Umbral Glaive. If you wanted to be more specific, it could be the axe wield by either Darius or Sion.
  • Hunter's Coat. This could represent the coats worn by Aphelios, Lucian, Senna, or Vayne.
  • Rod of Absorption. A rod that nullifies spells? That's Banshee's Veil if I'd ever seen it. Although, the most recent icon is more of an amulet — perhaps this is just an older version?
  • Staff of Frost. Rylai's Crystal Specter is a good fit for this frosty staff of spells.
  • Sword of Sharpness. Eclipse being a blade of light and shadow, this feel like a rather good fit — it's sharpness making it bright yet deadly.

Legendary Items

  • Armor of Invulnerability. Petricite armor such as Gargoyle's Stoneplate is an option for this magic item in your campaigns.
  • Grimoire Infinitus. A legendary magic item from Explorer's Guide to Wildemount that fits well as Morellonomicon or Mejai's soulstealer.
  • Luck Blade. Guardian Angel is a sword that could fit the Luck Blade since it can reverse a dire situation, especially restoring a large amount of hit points to turn the tides of a any conflict.
  • Stormgirdle. While there's no correlation to any existing item, but this could work very well with any Ursine character or NPC from the Freljord.

Artifacts

  • Akmon, Hammer of Purphoros. While this artifact may require some rewriting, as well as the others below this, it could work well in any Runeterra-based campaign or game as Ornn's hammer — Runeterra's own demigod of the forge.
  • Book of Vile Darkness. The Rite of Ruin is a book that could fill the niche of the Book of Vile Darkness. This could a relic of the Rune Wars.
  • Eye of Vecna. Riftmaker is perhaps the only eye in we know of in Runeterra that is this destructive. This would have to be a powerful and ancient artifact from the Void or corrupted by it.
"Don't worry, I'm not the magic artifact police. Wait... Are you?"

All of these magic item recommendations are ultimately just suggestions, if you feel like another official item fits an item's abilities or themes better, use it instead. However, the range of official magic items is woefully underdeveloped for a setting like Runeterra — I would suggest using books from the DMs Guild in settings such as Eberron, Planeshift, or Ravnica for inspiration in your Runeterra games.

Explore

Runeterra

Composed of both the material and spirit realms, Runeterra is all that separates the celestial powers of creation from the abyssal threat of all undoing. This is a magical world unlike any other-inhabited by peoples both fierce and wondorous.

Throughout this world of magic and wonder are a multitude of magic artifacts for characters to find. From the Sun-Gates of the Piltover to the depths of Zoantha Cascade and across the Twelve Seas.

Use these items and suggestions for players or NPCs to enhance any game in Runeterra!

Cover Art: SIXMOREVODKA STUDIO

Credits

This subclass was created by Chilroy. I can be found as /u/Jagganoth on /r/UnearthedArcana, or on twitter @True_Byrdman. If this contents of this document or any other of mine inspired you, please give credit duly.


All art used in this document is art copyright to Riot Games 2020.

 

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