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# Subclasses of Runeterra ### Artificer: Hextech Specialist Piltover and Zaun are two sides of a coin. Both pride themselves on ingenuity and experimentation. Where Zaun strives for power, Piltover strives for progress, leading its citizens into a bright future. The Piltover Academy is where the brightest minds in Runeterra can be found, experimenting with the newest technologies, eager to make their mark on the city by creating the next great marvel. #### Tool Proficiency When you take this specialization at 3rd level, you gain proficiency in Jeweler’s tools. #### Works of Tomorrow Also at 3rd level, you can create magical and mechanical wonders using hextech technology. Whenever you imbue an item with one of your artificer’s infusions or you attune to a magical item that has a pool of charges, it gains a bonus to its maximum charges equal to half your proficiency modifier (rounded down). Additionally, when you take a short rest, you can restore a charge to any number of magical items that you touch throughout the rest. Once you do so, you can’t do so again until you finish a long rest. #### Hextech Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Hextech Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. \columnbreak
##### Hextech Spells | Artificer Level | Spell | |:---:|:-----------:| | 3rd | *detect magic, magic missile* | | 5th | *heat metal, locate object* | | 9th | *haste, protection from energy* | | 13th | *fabricate, sumon construct* | | 17th | *animate objects, wall of force* | #### Clockwork Mind Starting at 5th level, your experience in artifice can expand to other areas of expertise. When you make a skill check that you lack proficiency in, you can gain a bonus to that roll equal to the number of items you are attuned to. #### Durable Hardware Starting at 9th level, whenever you spend charges from a magical item, roll a number of d6’s equal to the charges spent. You gain that many temporary hit points. Additionally, the maximum number of items you can infuse at once increases by 2, but you cannot attune to those items. \pagebreakNum #### Hextech Surge At 15th level, your hextech powered items have unlocked potency. Whenever any number of charges are spent on an item you are attuned to, or from an item you have infused, roll a d6. On a roll of 5 or higher, those charges are not expended. ### Bonus Infusions #### Hex Adaptor *Item: Any item that could be used as an arcane or divine focus.* This item has 5 charges, regaining all charges when you finish a long rest. When you create this item, choose a cantrip from any class spell list. You can expend a charge from this item to cast the chosen spell. You can re-choose which cantrip this item casts when you finish a long rest. #### Energy Repurposer *Item: A suit of armor (requires attunement)* This armor has 4 charges and regains 1d4 charges each dawn. Whenever the wearer is subjected to fire, cold, acid, thunder or or lightning damage, it can expend a charge to absorb half the damage that would be dealt by that type. When this item absorbs damage, it becomes supercharged. Before the end of the wearers next turn, it can use a bonus action to make a ranged spell attack using your Spell attack modifier. That attack deals damage equal to the amount and type it was charged with. \columnbreak #### Skill Matrix *Prerequisite: 6th-level artificer* *Item: A bejeweled necklace* This item has 3 charges, and regains 1 charge each dawn. As a bonus action, its user expends a charge and chooses one of their ability scores. Whenever they make a skill check using that ability in the next 10 minutes, they gain a bonus equal to your Intelligence modifier. #### Luck Fabricator *Prerequisite: 14th level artificer* *Item: A bejeweled ring worth at least 800 gp* This item has 1 charge. Whenever its holder rolls a d20, they can expend a charge to reroll that die, and they must take the second result. This item regains 1 charge each dawn.
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### Barbarian: Path of the Iceborn The vast tundras of the Freljord are a sprawl of the harshest environments on Runeterra. Tribes have had to carve their culture into the ice itself, and each winter is a test of survival and cunning. Resources are scarce, and so competition among them is brutal. Raiders and warriors thrive in the harsh lands, often allying themselves with tribes like the Avarosa or the Winter’s Claw, but sometimes setting off on their own to challenge the rugged land. #### Frigid Strikes Starting at 3rd level, the magic of the Freljord bolsters your attacks. While raging, each weapon attack applies a level of Frostbite on a successful hit. A creature can have up to 4 levels of Frostbite, each with stacking effects. A creature loses all levels of Frostbite if it goes for 1 minute without being hit by your weapon attacks. Creatures that are resistant or immune to cold damage suffer no ill effects from Frostbite. ##### Frostbite Effects | Level | Effect | |:---|:-----------| | 1 | The creature’s walking speed is decreased by 10 feet. | | 2 | The creature takes cold damage at the beginning of its turn equal to 1d6 + your Rage damage bonus.| | 3 | The creature has a penalty to attack rolls equal to your Rage damage bonus | | 4 | The creature has a penalty to saving throws equal to your Rage damage bonus.| #### Northern Endurance At 6th level, you gain resistance to cold damage and you are unaffected by detrimental effects caused by freezing climates. Additionally, if you would incur a level of exhaustion, you can choose to shrug it off and lose that level. You can use this feature once, regaining a use when you finish a long rest. #### Permafrost Starting at 10th level, your Frigid Strikes build up ice on your foes, allowing you to shatter it in a final blow. When you inflict the fourth Frostbite level onto a creature, that creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be stunned until the end of your next turn. Whether it succeeds or fails, it can’t be stunned again this way until 1 hour has passed. #### Glacial Brawn At 14th level, the ancient magics of the Freljord course through you. Any instance of incoming damage to you is reduced by your Constitution modifier *(Minimum of 1)*. Additionally, your weapon attacks deal an additional 1d6 cold damage. \columnbreak
### Bard: College of Plunder To bards of plunder, no song sings quite as sweet as the song of gold. On the sea, their charge is to maintain morale through long voyages and turbulent storms. In port, they can often be found telling tales of their ventures to gain a reputation for their vessel. They are also surprisingly deadly, needing to defend their ship from piracy and sea monsters alike through sword, spell and gunpowder. #### Sea Legs When you join the College of Shanties at 3rd level, you gain proficiency with firearms and can ignore the loading property of firearms. You also gain proficiency in water vehicles. While you carry a loaded firearm, you can use it as an arcane focus. #### Clarion Shot Also at 3rd level, when you make an attack with a firearm, you can declare a Clarion Shot. When you do, roll a Bardic Inspiration die and add it to your attack roll, then choose a shot type from the list below. An ally you can see within 60 feet gains the benefits of that shot type. **Morale Shot.** That ally can’t be charmed or frightened until the end of your next turn. **Bolstering Shot.** That ally gains a number of temporary hit points equal to the number rolled on your Bardic Inspiration die + your Charisma modifier (Minimum of 1). **Bloodthirsty Shot.** That ally gains advantage on its next attack roll. \pagebreakNum
#### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Powder Professional At 14th level, you become a master of your craft on the treacherous seas. Your Clarion Shots deal a critical hit on a roll of 19-20. Whenever you score a critical hit with a Clarion Shot, you regain a Bardic Inspiration die. ### Cleric: Ascent Domain The slopes of Mount Targon are host to a plentitude of religious devout, venerating the peak as the communion point between Runeterra and the Celestial Aspects. Though the worshippers often quarry with each other, they all believe the same truth: The mountain grants strength to those who have endured its trials. Clerics that dedicate themselves to the Ascent take pride in completing challenges and are granted powers from the Celestial Aspects to endure their journey. #### Domain Spells You gain domain spells at the cleric levels listed in the Ascent Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Ascent Domain Spells | Cleric Level | Spells | |:---:|:-----------| | 1st | faerie fire, sanctuary | | 3rd | lesser restoration, warding bond | | 5th | beacon of hope, protection from energy | | 7th | dimension door, greater invisibility | | 9th | teleportation circle, planar binding | #### Targonian Training When you take this domain at 1st level, you gain proficiency with martial weapons and heavy armor, as well as Intelligence (Religion) checks. #### Shepherd to the Peak Also at 1st level, you learn the *guidance* cantrip, and it doesn’t count against the number of cleric cantrips you know. For you, it uses a d6 for its die, and it has a range of 30 feet. \columnbreak #### Starlight Bond Also at 1st level, when you affect an allied creature with a spell or feature, you can form a celestial bond to that creature. This bond lasts until you take a rest or until your bonded creature is more than 30 feet from you. You can only have one bond this way at a time, if you bond to another creature, the initial bond fades. As a bonus action on your turn, you can grant you and your bonded ally temporary hit points equal to 1d6 + your Wisdom modifier. These hit points disappear if your bond breaks. You can use this feature a number of times equal to your Wisdom modifier (Minimum of once) each long rest. #### Channel Divinity: Bastion of the Peak Starting at 2nd level, when an ally you can see within 60 feet becomes the target of a spell or attack, you can use a reaction to expend a use of your Channel Divinity to grant them resistance to all of that spell or attacks damage. #### Celestial Conduit At 6th level, your Starlight Bond range increases to 60 feet. Additionally, you can cast spells as if their point of origin is a creature bonded to you. If you cast a spell with a range of touch or self this way, it targets that creature. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### Meteoric Rise At 17th level, your Starlight Bond range increases to 120 feet and your bonded ally benefits from your Divine Strike feature. As an action, you can grant yourself and your bonded ally a flying speed of 60 feet for up to 10 minutes. Once you use this feature, you can’t do so again until you finish a short or long rest. \pagebreakNum
### Druid: Circle of Axiom The Ixtal jungles are vast and unexplored, yet home to many mystical shamans and natural beings that have come to know its many paths. Within the wilderness, however, is a hidden empire renowned for its mastery of the elements. Elementalists within the Ixtal empire have learned hundreds of ‘Axioms’, magical connections that can be altered slightly to shape the world around them. Druids of Ixtal can apply their elemental magic in combat as well as expertly navigate the winding wilderness of its jungles. #### Circle Spells Your link to the elements of the world grants you access to certain spells. When you take this circle at 2nd level, and again at 3rd, 5th, 7th and 9th level, you gain the spells listed in the Circle of Axiom Spells table. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. ##### Circle of Axiom Spells | Druid Level | Spells | |:---:|:-----------| | 2nd | *burning hands, ice knife* | | 3rd | *misty step, spike growth* | | 5th | *fireball, call lightning* | | 7th | *summon elemental, wall of fire* | | 9th | *cone of cold, wall of stone* | #### Invoke Axiom When you choose this circle at 2nd level, you learn techniques called Axioms, ways to magically manipulate the elements. You have a pool of Axiom dice equal to your Wisdom modifier (Minimum of 1). Axiom die are d6’s, but become d8’s when you reach 6th level, and d10’s when you reach 11th level. You regain all expended Axiom die whenever you complete a short or long rest. You can use your Axiom dice in the following ways: **Transmuting Axiom.** When you cast a spell that deals fire, lightning or cold damage, you can expend an Axiom dice to change the damage type of that spell to another type between the three. **Protective Axiom.** When you or a creature you can see within 30 feet is dealt fire, lightning or cold damage, you can use a reaction to roll an Axiom dice and reduce that damage by the number rolled + your Wisdom modifier (minimum of 1). **Striking Axiom.** As a bonus action on our turn, you can make a ranged or melee spell attack against a creature you can see within 60 feet. You are proficient in this attack. This attack’s damage die is equal to your Axiom die, and you add your wisdom modifier to its damage. This attack deals your choice of fire, lightning or cold damage. \columnbreak #### Jungle Traverser At 6th level, you are adept at navigating the Ixtali wilderness. You can’t be lost through non-magical means, and when you make a Survival (Wisdom) check, you add your Wisdom modifier an additional time. Additionally, as an action, you can expend a use of your wild shape to regain an Axiom dice. #### Elemental Potency At 10th level, when you cast a spell of 4th level or lower that deals fire, lighting, or cold damage, treat that spell as if it was cast one level higher. #### Heart of the Elements At 14th level, your mastery over the elements increases. Your Axioms gain the following benefits. **Transmuting Axiom.** You can choose any number of creatures within the radius of the transmuted spell to automatically succeed their saving throws against it. If they would take half damage from this success, they instead take no damage. **Protective Axiom.** You can choose up to two additional creatures when you use this reaction. **Striking Axiom.** If your die roll for this attack rolls a 1 or 2, you may reroll the die and must use the new result. \pagebreakNum
### Fighter: Executioner Archetype The Noxian empire is rooted in their ruthless beliefs of conquest and expansion. To make a place in the hierarchy, one must claim it, no matter the obstacles in their way. The fighters trained under these ideals have a signature brutality that is near impossible to match. Executioners often find occupations as arena gladiators, mercenary captains, or troops in the Trifarian Legion. In any case, they find their worth in death, and wouldn't have it any other way. #### Iron Discipline At 3rd level, your training has instilled in you a rigid sense of survival. When you use your Second Wind feature, you gain resistance to bludgeoning, piercing and slashing damage until the end of your next turn. #### Deathblow Also at 3rd level, when a weapon attack of yours reduces a creature to hit points less than or equal to your Execution Threshold, you can immediately reduce them to 0 hit points.
**Execution Threshold** =
your Strength or Desterity modifier
(your choice) + your Fighter level
You have a number of uses of this ability equal to your Proficiency bonus, regaining all uses when you finish a short or long rest. #### Blood Sense At 7th level, as a bonus action on your turn, you can sense weakness around you. You know the location of any creature with less than half its total hit points within 60 feet of you. You can use this feature once, regaining a use each time you roll initiative. #### Cruel Repute At 10th level, when you use your Deathblow feature, choose any number of creatures within 30 feet that can see you. Those creatures make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or become frightened of you until the end of your next turn. A creature that saves against this effect becomes immune to it for 1 hour. #### Improved Iron Discipline At 15th level, your Iron Discipline feature gives you resistance to all damage types. #### Death Dealer At 18th level, when you use your Deathblow feature on a creature frightened of you, it doesn’t expend a use and you gain advantage on your next attack roll this turn. \columnbreak
### Monk: Way of the Spirits The history of Ionia finds its place in a harmony between the land and magic. Through this harmony, they are inherently tied to the Spirit Realm, rooting their legends in its mysterous ways. Through training, a monk can align their ki to the spirits themselves, and call upon them for aid when needed. Monks in the Shojin or Kinkou orders are especially adept at this technique, though its is not unheard of outside their sanctuaries. #### Ki Spirit At 3rd level, your ki is attuned to the Spirit Realm. As a bonus action on your turn, you summon an ethereal spirit in a space you can see within 60 feet. When this spirit manifests, you choose which form it takes, between an Ionian Legend, a Yordle, or a Demon. The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Ki Spirit stat block, which uses your proficiency bonus (PB) in several places. If the spirit is reduced to 0 hit points, or after one minute, it dissipates. If your Ki Spirit is ever more than 60 feet from you, it uses its movement to teleport to an unoccupied space within 60 feet of you. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn or expend a Ki point on its turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. Once you summon a Ki Spirit, you can't do so again until you finish a short rest. \pagebreakNum
___ > ## Ki Spirit >*Medium undead(Legend)/ Medium fiend(Demon)/ Small fey(Yordle)* > ___ > - **Armor Class** 13 + your Wisdom modifier > - **Hit Points** 5 + five times your monk level > - **Speed** Your Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|14 (+2)|13 (+1)|15 (+2)|11 (+0)| >___ > - **Condition Immunities** charmed, frightened, grappled, prone, restrained > - **Senses** darkvision 60 ft, true sight 10 ft (Demon only) > - **Proficiency Bonus** equals your bonus > ___ > > ***Soul Decay. (Demon Only)*** When the spirit damages a creature, subtract 1d4 from that creatures attack rolls and saving throws until the end of its next turn. > > ***Summoning Strike.*** When this spirit manifests, it makes an unarmed attack against a creature in range. > >***Unified Tactics. (Legend Only)*** When the spirit attacks a creature that you have attacked since the start of your last turn, it deals an additional 1d6 force damage. > ### Actions > ***Attack.*** The spirit makes an unarmed attack. If you are level 10 or higher, it can make an additional attack. > > ***Unarmed Attack.*** *Melee Weapon Attack:* your Wisdom modifier to hit, Reach 5 ft., one target. *Hit:* your Martial Arts Die + your Wisdom modifier bludgeoning damage. > > ***Dimensional Trick. (Recharge 5-6) (Yordle only)*** The spirit magically swaps places with you. \columnbreak
#### Second Self At 6th level, you can use an action to enter a trance, seeing through your Ki Spirits eyes as if they were your own. While in this trance, you are blind and deaf to your own senses. This trance lasts until you dismiss it. (No action required) Also at 6th level, your spirit’s attacks count as magical for the purposes of overcoming resistance and immunity. #### Ki Reserve At 11th level, when your Ki spirit is reduced to 0 hit points, you regain a number of Ki points equal to your Wisdom modifier (minimum of 1). #### One of Two Worlds At 17th level, you can expend 2 ki points to command your Ki Spirit an additional time, granting it an additional action on its turn. You can use this feature only once on your turn. ### Paladin: Oath of the Sands The Shuriman Empire fell long ago, victim to internal strife and sudden rebellion. Now, the sands stir again, and the old empire rises from the grave. Those who wish for the empire to rise to its previous heights, or those who wish to fight at the Emperor’s side, have taken to swearing this oath. With the power of the Emperor at their command, these paladins carve their destiny into the world. #### Tenets of the Sands The tenets of the Oath of the Sands drives a paladin to seek glory on the destined Shuriman path. **Achieve Greatness.** The path of the Empire allows you to reach your full potential, and it is your duty to do so. **Raise the Empire.** The rule of Shirima will bring prosperity. Support it on your shoulders and it will thrive. **Blaze Destiny.** Your hand shapes the fates of yourself and those around you, your choices create the journey before you. #### Oath Spells You gain oath spells at the paladin levels listed in the Oath of the Sands Spells table. See the Sacred oath class feature for how oath spells work. \pagebreakNum
##### Oath of the Sands Spells | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *command, searing smite* | | 5th | *blur, heat metal* | | 9th | *crusader's mantle, daylight* | | 13th | *death ward, fire shield* | | 17th | *destructive wave, geas* | #### Channel Divinity You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. **Cloak of Sand.** You can use your Channel Divinity to shield your allies with sand. As an action, choose any number of creatures you can see within 60 feet. Roll a number of d6 equal to your Charisma modifier (minimum of 1), you distribute temporary hit points equal to the rolled result among those creatures or yourself. **Emperor's Command.** As a bonus action, you present your holy symbol and shout out to an ally you can see within 30 feet. That creature can immediately use their reaction to move 15 feet and make a weapon attack against a creature. That attack has a bonus to hit equal to your Charisma modifier (minimum of 1). \columnbreak #### Aura of Destiny Beginning at 7th level, if you or a friendly creature within 10 feet would suffer disadvantage on an attack roll, ability check or saving throw, that creature can use their reaction to remove that instance of disadvantage. At 18th level, the range of this aura increases to 30 feet. #### Unstoppable Will At 15th level, if you would fail a saving throw, you may choose to succeed on it instead. Once you use this ability, you can’t do so again until you finish a long rest. #### Ascension of the Sands At 20th level, you can call upon the glory of Shurima to temporarily transform you into a living legend. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits. * Your size becomes Large, and your attacks deal an additional weapon die of damage. * Attacks made against friendly creatures other than you within your Aura of Destiny are made at disadvantage. * You can use your Channel Divinity: Emperor’s Command as a bonus action on each of your turns, doing so does not expend your Channel Divinity. \pagebreakNum
### Ranger: Sentinel of Light Originating in the ancient Blessed Isles, the Sentinels of Light are an order scattered across Runeterra, dedicated to keeping the blight of the Black Mist from its horrid goals. Secretive to most, they utilize precise magic to dispatch their undead foes, often disappearing after the threat is vanquished, leaving legends in their wake. Recently, the Harrowing spread across Runeterra, and the Sentinels stood against them, recruiting many more to their cause and greatly expanding their organization. #### Sentinel Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown on the Sentinel Spells table. This spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ##### Sentinel Spells | Ranger Level | Spells| |:---:|:-----------| | 3rd | shield of faith | | 5th | spiritual weapon | | 9th | revivify | | 13th | death ward | | 17th | hallow | #### Stand against Shadows When you take this conclave at 3rd level, you learn the *light* and *spare the dying* cantrips. Additionally, you have immunity to the despair condition. #### Ardent Strike At 3rd level, you can infuse your attacks with piercing light. Once on each of your turns, when you deal damage with a weapon attack, you deal an additional 1d6 radiant damage. When you strike an undead creature with your ardent strike, you open its defenses, granting advantage on the next attack roll against it. \columnbreak #### Deathsight When you reach 7th level, you can use a bonus action to see into the ethereal plane, as well as invisible creatures and objects, within a radius of 30 feet. This feature lasts up to a minute, or until you dismiss it. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) each long rest. #### Focused Light At 11th level, your Ardent Strike deals an additional 1d6 radiant damage. Additionally, you have advantage on saving throws against the frightened and charmed conditions. #### Radiant Redemption At 15th level, when you are reduced to 0 hit points, you can immediately gain hit points equal to your ranger level. Until the end of your next turn, all of your attacks benefit from your Ardent Strike feature. Once you use this ability, you can't do so again until you finish a long rest. ### Rogue: Gadgeteer Archetype Piltover and Zaun are two sides of a coin. Both pride themselves on ingenuity and experimentation. Where Piltover strives for progress, Zaun strives for power, and its streets are a sprawl of competition and brutal innovation. However, this is where the Gadgeteer thrives, crafting makeshift tools to make the most of a city that rejects most others. #### Chemtech Gadgets Starting at 3rd level, you gain proficiency with tinker's tools. Over the course of a short rest rest, using your tinker's tools, you can craft one or more known gadgets with a total Tinker cost equal to or less than your Intelligence modifier (minimum of 1). *(For example, a rogue with an Intelligence modifier of four can make two Snap Traps, or one Snap Trap and two Toxin Injectors.)* Your gadgets are inherently makeshift, lasting until you take a long rest. You know the following gadgets: **Clockwork Key. (1 Tinker point)** When you make a check using your thieves tools, you can expend this gadget to gain advantage on that check. You can do so only once on that skill check. **Snap Trap. (2 Tinker Points)** As a bonus action, you expend this gadget to lay down a trap on a 5 foot space within 10 feet of you, making a Dexterity (Sleight of Hand) check. That check sets the DC for creatures being able to perceive this trap. As a reaction to a creature moving within 5 feet of the trap, you can activate it to reduce that creature's speed to 0 until the end of your next turn. You can use your Sneak Attack against that creature as long as its movement is reduced this way, even if you don't have advantage on the attack roll. **Toxin Injector. (1 Tinker points)** When you damage an enemy with a weapon, you can expend this gadget to force that creature to make a Constitution saving throw (DC = 8 + your Intelligence modifier + your Proficiency Bonus) Or become poisoned for the next minute. \pagebreakNum
#### Improved Gadgetry Starting at 9th level, you know the following new gadgets: **Clockwork Companion. (3 Tinker points)** As an action, you can expend this gadget to create a Homonculus Servant, as listed in the Artificer Infusions List, except it uses your Rogue level whenever it refers to your Artificer level. This creature remains active for a number of hours equal to your Proficiency Bonus, or until you take a rest. **Wheely Boots. (2 Tinker points)** You can expend this gadget on your turn to gain an extra action this turn, this action can only be used to take the dash action or the Use an Object action. #### Aquisitions Expert At 13th level, you can attune to up to four magic items at once. #### Tech Mastery At 17th level, your pool of Tinker points is instead equal to double your intelligence modifier. Additionally, you learn the following new gadgets: **Hologram Projector. (3 Tinker points)** As an action, you can expend this gadget to project an illusory copy of yourself. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature. **Chemtech Replication. (4 Tinker points)** Over a short or long rest, you can closely study a magic item, memorizing it until you take another short or long rest.. As a bonus action on your turn, you can expend this gadget to create an exact copy of the memorized item, which falls apart into useless scrap after 1 minute. \columnbreak
### Sorceror: Void-Touched Origin As the Void attempts to crawl its way into Runeterra, its enigmatic energy changes all it touches. Places it has touched are forever corrupted into a new and alien image. A Void-touched Sorceror draws upon latent corruption in their bloodline to warp reality around themselves. Some who draw upon this origin may seek to hasten the Voidborn's invasion of Runeterra, while others work relentlessly to stop it. #### Void-Touched Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Void-Touched Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. ##### Void-Touched Spells | Sorcerer Level | Spells | |:---:|:-----------| | 1st | arms of hadar | | 3rd | detect thoughts | | 5th | hypnotic pattern | | 7th | summon aberration | | 9th | modify memory | #### Spacial Warp At 1st level, when you are damaged by an attack, you can use a reaction to teleport to an unoccupied space you can see within 30 feet. Once you use this feature, you can’t do so again until you complete a short rest or unless you spend a sorcery point to do so. #### Bio-Analysis Also at 1st level, when you affect a creature with a spell, you can analyze that creature. When you do, choose one of the following attributes to learn about that creature. * Any ability checks or saving throws that creature has proficiency in. * Any damage resistances, immunities, or vulnerabilities that creature has. * Any condition immunities that creature has. A creature remains analyzed for up to one minute after the last time you affected it with a spell. If you analyze another creature, the initial creature is no longer analyzed. \pagebreakNum #### Adaptive Evolution At 6th level, when your analyzed target is reduced to 0 hit points, you can absorb and reincorporate certain attributes from them. You can either choose a damage type that creature was resistant to and gain resistance to that same type, or choose an ability check or saving throw that creature was proficient in and gain proficiency with it. If you can choose neither of these attributes, you instead gain +1 to your AC. This trait lasts until the next time you take a rest, or until you absorb another trait this way. #### Known Weakness At 11th level, when a creature analyzed by you makes a saving throw against a spell or feature of yours, you can apply a penalty to that roll equal to your Charisma modifier (minimum of 1). You can use this feature once, regaining a use when you finish a short rest. #### Unspeakable Horror At 18th level, you can use an action to open a portal to the Void in front of you. Each creature in a 90 foot cone in a direction you choose must make a Constitution saving throw, taking 10d10 psychic damage, taking half damage on a success. A creature that fails this saving throw by 5 or more is paralyzed until the start of your next turn. Once you use this feature, you can’t do so again until you finish a long rest. ### Warlock: Black Mist Patron There are some who have heard the ghastly call of the Shadow Isles, and answered in kind. These warlocks use the Black Mist to their own ends, most knowing that the Mist will claim the soul it is owed once their time comes. These dark magisters bring the horror of the Isles to all who cross them. #### Expanded Spell List The Black Mist lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Black Mist Expanded Spells | Spell Level | Spells | |:---:|:-----------| | 1st | false life, ray of sickness | | 2nd | gentle repose, phantasmal force | | 3rd | bestow curse, speak with dead | | 4th | death ward, evard's black tentacles | | 5th | cloudkill, dominate person |
##### Despair Despair is a new status condition unique to Champion's Guide to Runeterra. If a creature with Despair would receive hit points or temporary hit points, they instead receive half that many points (Rounded down).
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#### Harrowing Presence Starting at 1st level, you can call upon the Black Mist, forming a shroud around you. As an action, you summon this aura and gain temporary hit points equal to your warlock level. This aura extends in a 10 foot radius from you. Enemies that start their turn within this aura take 1d4 necrotic damage and are affected by **Despair** until the end of their next turn. This aura lasts for 10 minutes, until you dismiss it (No action required), or until you are knocked unconscious or killed. Once you summon this aura, you can’t do so again until you complete a short rest. The damage dealt by this ability increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
#### Shadow Herald At 6th level, you have resistance to necrotic damage and can use your Harrowing Presence an additional time between rests. #### Embrace of the Mist At 10th level, your Mist obscures the presence of those within it. You and allies within your Harrowing Presence gain half cover from attacks originating outside the bounds of the aura. #### Deathless Dread Starting at 14th level, your Harrowing Presence range increases to 30 feet. Additionally, when you are knocked unconscious or killed, your Harrowing Presence endures for the remainder of its duration. While it remains, if a creature dies within it, you absorb the life essence of that creature and are restored to a number of hit points equal to your Warlock level. The creature must have a challenge rating or player level of 3 or higher to grant enough life energy for this feature. \pagebreak ## Eldritch Invocation Options When you choose eldritch invocations, you have access to these additional options. #### Decaying Grasp *Prerequisite: 9th level* You can cast *Blight* once using a warlock spell slot. You can't do so again until you finish a long rest. #### Goading Gaze You can cast *Compelled Duel* at will, without requiring a spell slot. A creature that succeeds its save against this spell is immune to it for 1 hour. #### Servant of Shadows *Prerequisite: 5th level* You gain proficiency in Stealth checks, and can use your Charisma modifier instead of Dexterity for those checks. As a bonus action on your turn, you can take the Hide action. #### Vital Tithe When a creature you have marked with Despair receives reduced hit points or temporary hit points, you gain hit points of the same type equal to the amount reduced. #### Wretched Blast *Prerequisite: Eldritch Blast cantrip* Creatures damaged by your Eldritch Blast are afflicted with Despair until the end of your next turn. ### Wizard: The Mageseeker The kingdom of Demacia is staunchly anti-magic. Starting as a refuge from the Rune Wars, they have developed several ways to contain the arcane gifts that some are born with. The only official way to openly harness magic in Demacia is to be trained as a Mageseeker, a member of the institution dedicated to containing errant magics through the kingdom. Recently, a sect of Mageseekers split from the main institution is Demacia’s mage rebellion. Whether a Mageseeker is still loyal to the Demacian crown, or have set out on their own, their magical skill speaks for itself. #### Inquisitor's Eye When you take this tradition at 2nd level, you gain proficiency in Intelligence (Investigation) and Widom (Insight) checks. \columnbreak #### Improved Arcane Recovery Also at 2nd level, when you use your Arcane Recovery feature, the combined level of spells you can regain is increased by half your proficiency bonus, rounded down. #### Magical Foresight Starting at 6th level, when you or another creature you can see within 30 feet of you makes a spell attack roll or a saving throw against a magical effect, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. #### Spellcraft Mantle At 10th level, as an action, you can expend a spell slot of any level. For the next minute, you can't be affected or detected by spells a level lower than the slot you expended, unless you wish to be. You have advantage on saving throws against all other spells and magical effects for the duration. When you reach 14th level, this feature extends to any creature of your choice within 10 feet. You can use this feature once, regaining the ability to do so when you use your Arcane Recovery feature or when you take a long rest. #### Master Seeker At 14th level, when you make an ability check using your Intelligence modifier, including as part of a spell, you add your Intelligence modifier an additional time.
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##### Art Credits * [Cithria of Cloudfield- Claudiu-Antoniu Magherusan, Gerald Parel, Hugo Lam & Chris Kintner](https://www.artstation.com/artwork/YavD5X) * [Unstable Voltician- Gerald Parel](https://www.artstation.com/artwork/0nXDX4) * [Lorekeeper- Envar Studio](https://www.artstation.com/artwork/G8DZ8V) * [Bounty Hunter- Alessandro Poli, Joao David Fernandes & Monika Palosz](https://www.artstation.com/artwork/PyXY4) * [Tyari the Traveler- Gerald Parel](https://www.artstation.com/artwork/bKrqrd) * [A Proud Inheritance: The Axiomata- Riot Games](https://universe.leagueoflegends.com/en_US/region/ixtal/?mv=image-gallery-1) * [Trifarian Gloryseeker- Gerald Parel](https://www.artstation.com/artwork/N5RA1d) * [Greenglade Duo- Jelena Kevic-Djurdjevic & Claudiu-Antoniu Magherusan](https://www.artstation.com/artwork/aRPDZX) * [Dunekeeper- Lejia Chan](https://www.artstation.com/artwork/oAe41w) * [Demacian Sentinel- Dhaniels Castillo & Mitchell Malloy](https://www.artstation.com/artwork/VgPQ8n) * [Funsmith- Gerald Parel, Hugo Lam & Valentin Gloaguen](https://www.artstation.com/artwork/VdxD08) * [Khahiri the Returned- Herbie Wang](https://www.artstation.com/artwork/GaKoPV) * [Soul Gatherer- Jihun Lee](https://www.artstation.com/artwork/Pm9Vm4) * [Mageseeker Inquisitor- Monika Palosz, Jelena Kevic-Djurdjevic & Michal Ivan](https://www.artstation.com/artwork/Qz6oeL) * [Cithria, the Bold- Gerald Parel & Marko Djurdjevic](https://www.artstation.com/artwork/mqBDEe)