Subclasses (League of Legends Supplement)

From D&D Wiki

Jump to: navigation, search
Work In Progress
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the League of Legends franchise, and/or include content directly affiliated with and/or owned by Riot Games. D&D Wiki neither claims nor implies any rights to League of Legends copyrights, trademarks, or logos, nor any owned by Riot Games. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

League of Legends Supplement 'This Subclass can be used on any class to replace an existing subclass'


noxus[edit]

Confined Gula[edit]

The uncontrollable bloodlust that confined gluttony feels, a failed experiment of the Black Rose, forces her to carry a special pillory that calms her alienated mind. After years of confinement, this living weapon has freed itself from its chains and...

Crimson Curse

All your senses are abruptly dominated by an insatiable hunger, you gain additional healing depending on how much life your enemy lacks, or obtain the following benefits from the first level.

The confined gluttony's melee attacks apply stacks of bleed, healing some of the damage it deals depending on the target's current target points, which heals it for a d4 for every 10 missing enemy hit points at the end of its turn.

To The Jugular

starting level 2, As an additional action you make a melee attack by jumping towards an enemy 10 feet away which breaks the enemy's defense allowing you to evade a quarter of the cover and the enemy must make a dexterity saving throw with a skill check. save of 8 + your strength modifier or you will be stunned until the end of your turn if the enemy succeeds nothing happens

Sanguinary Frenzy

starting level 3, As a free action, the confined gluttony enters a state of trance and temporary madness, which makes him lose his sanity until the end of his next turn and go to the first enemy that is closest, detecting his presence automatically thanks to his supernatural senses. allowing her to expend up to her maximum movement speed and enter a discharge of bloodlust and retained fury, which causes her to enter a bloodthirsty frenzy and relentlessly pursue the closest enemy, doubling her movement speed and body attacks. melee attacks only and exclusively for the closest enemy creature while the ability is active, Otherwise, if there are no enemies or creatures nearby, the ability will not activate and will be lost. Additionally, CONFINED GULA's melee attacks while the ability is active will inflict damage in a 10-foot area around CONFINED GULA and can reactivate this ability. ability as a reaction again during the frenzy which will make him heal with all his attacks until his target dies or the bloody ending effect passes

Supernatural Reflections

At level 5, you get a number of reactions equal to your proficiency mod

Chilling Scream
Bloody Ending

The Undead Colossus[edit]

Because of your great deeds in battle you are hailed by the kingdom to which you once swore allegiance.

Glory in Death

at level 1, You enter a state of temporary madness and refuse to die, gaining the following benefits after failing your first death saving throw:

  • You are revived with your maximum health but it is reduced by 20% at each end of your turn while you are under the effects of this ability
  • your strength and constitution modifier are doubled
  • your attack modifier is doubled
  • You can heal yourself for 10% with your melee attacks while under the effects of this ability

If you are reduced to 0 life points while under the effects of this ability, you cannot use this same ability until you complete a long rest.


Annihilating Impact

a nivel 3, You channel a powerful melee attack which can be charged, the first charge requires an additional action, the second requires a full action and the third a full action and a reaction,

The first charge makes your next melee attack slightly charged, which makes you add your proficiency modifier once again to the attack.

The second charge adds your strength modifier once again to the attack and slows the enemy 5 feet.

The third charge is charged with fury. You add your constitution mod once again to the attack and stun the enemy. The DC is 8 + your strength.

You still have to use the action for the skill you will attack with.

Steel Constitution

At level 4, when you are reduced to 0 hit points you are returned to 1 a number of times equal to your competence modifier.

Undead Force

at level 5, You gain proficiency on Strength and Constitution checks and saving throws, plus the enemy's first incoming attack is halved for you.

Zaun[edit]

The Crazy of Zaun[edit]

Goes Where You Want

As a reaction at level 1, you gain a resistance to the next effect that hits you, allowing you to pass any saving throw, but you lose 10% of your life and drop a nearby chemical vial within 5 feet. You can pick up this vial as an action again which allows you to use this ability again after 5 rounds and recover 5% of the life you lost. If a creature steps on said vial it will be destroyed and you will have to repair it or create one using a blacksmith tool kit on a short break.

Counterproductive Force

At level 3, as a free action you can take away a part of your life which does not exceed 10% of your maximum life, 20% if you are level 9, and add it to your next attack roll, you can use this ability a number of times equal to your constitution modifier until a long rest

Immeasurable Strength

Starting at level 4, an elixir is presented to you which promises to be able to exceed your limits or die trying thanks to the use of harmful substances. You were lucky enough to obtain the following benefits at the cost of your sanity.

  • your intelligence is reduced by 5 and cannot exceed a maximum of 10
  • Your carrying capacity doubles and you count one size larger in terms of carrying and lifting and pushing. You gain proficiency in Strength and Constitution checks and saving throws, and you can add your Constitution modifier to all your saving throws.
Overflow

from level 5, You can spend 10% life max points as damage and make an attack as a free action up to a number of times equal to your Constitution modifier.

You regain use of this ability after a long rest


Piltover[edit]

Jonia[edit]

The Boss[edit]

The boss, one of the leaders of the growing criminal world, rose to fame after the war. He started out as a humble boxer in the wrestling fields, but soon gained notoriety for his savage strength and his ability to...

Sand Determination

At level 1, the boss passively stores the damage he takes as Resolve, gaining 2 Resolve point for each attack he receives from the enemy and 1 for each successful attack he makes until the end of the fight. The boss can only have a maximum of determination points equal to 10 + his proficiency bonus + his constitution bonus

You can spend determination points to perform the following skills:

When you are pinned, pinned, grappled, incapacitated, or paralyzed, you can break free as a reaction by spending 1 resolve point.

You can spend 4 determination points and dash as a bonus action on your turn up to your movement speed. For every 4 extra points you spend, you double your movement speed with this ability.

When you are reduced to 0 life points, you can spend 5 determination points to return to 1 life point, you can spend 10 determination points to cancel effects that would kill you instantly with this same ability.

You can spend 5 determination points and regenerate your life as if it were a short rest. If you spend more than 10 points on this ability, you multiply the life you regain in a short rest equal to your constitution modifier and if it exceeds your maximum life you retain the rest of the life as false life.

You can spend 10 determination points and acquire a possible extra action

Salute My Knuckles

The boss's basic attacks alternate between a left hit and a right hit. The right strike is slightly stronger and faster, allowing you to connect with greater precision and force with your unarmed attacks, allowing you to obtain the following benefits:

At 2nd level, the damage die for your unarmed strike with your right hand becomes a d10+double your strength modifier and the attack roll with your right hand equals double your strength modifier.

As a bonus action, you can dash toward an enemy, doubling your movement speed, and your next attack receives a bonus damage equal to 5% of the enemy's maximum health.

Starting at level 11, your unarmed strikes deal critical hits of 18 and up.

Regeneration

At level 3, the boss hates losing, so he either gets extra life regeneration based on how much life you're missing, or you have life regeneration on each of your turns equal to 0.2 life points per health point. life lost. When you are reduced to 0 hit points or fall unconscious, you heal with this ability, waking up automatically, you can use this ability 3 times then you lose use of this ability until you take a long rest.

My Turn

At level 4, the boss hates losing, so when he gets serious he becomes someone enemies should fear and beware of.

as reaction, When casting the skill, the boss consumes all stored Determination to obtain a shield. You gain a false health boost equal to the damage you took in combat multiplied by each point of determination consumed until the end of your next turn and perform an unarmed strike in a cone-shaped area with your right hand, returning all damage taken in battle equal to the amount you received multiplied by each point of determination consumed by this skill during combat, the damage from your unarmed strike with your right hand with this skill deals for force damage in the center and Creatures that are damaged in the center of the attack in a straight line 5 feet wide and 35 feet long in front of you on my turn they will take all the damage from your unarmed attack with your right hand + the damage you took and this damage will overcome the immunity to for force damage and the Enemies to the sides 15 feet wide and 30 feet long outside the straight line of the center will take bludgeoning damage. Creatures outside the straight line of the center, that is, those on the side outside the line, must make a dexterity check with a save DC of 8 + your Strength modifier or take the full damage of your attack. . .

You can cast this ability a number of times equal to half your Strength mod rounded down.

Now Kiss

Starting at level 5, the boss draws all enemies to either side of him as long as he has a free limb or appendage with which he can grapple them, dealing damage equal to his unarmed strike with his right hand + your strength modifier and Stuns them until the end of their next turn. The enemy must succeed on a Constitution saving throw with a DC of 8 + your Strength modifier. The enemy who succeeds on the save is not stunned and only takes half damage. If enemies are on one side, he slows them down and reduces their movement speed by 50% instead of stunning them.

Showtime

Starting at 6th level, as an action, you attempt to grab a creature no larger than one category larger than your own and make a strength check and add it to the enemy's saving throw and the enemy makes a strength check. force save with a cd of your strength check + your strength modifier or he will be grabbed by you, if the enemy succeeds nothing happens, if the enemy fails his saving throw you jump with a length equal to your movement speed in the air and then you hit it against the ground in a range of 20 feet around the attack. The terrain becomes difficult, thus generating an area attack. which inflicts damage equivalent to 10% of his maximum health to him and he is knocked down. All enemies that are hit with this attack in the area around the landing must make a dexterity roll with a save DC equal to your Strength check + your Strength modifier or take the full damage of the enemy's attack.

You can only use this ability a number of times equal to your proficiency mod.

Transcendental Determination

Starting at level 14, there is nothing the boss hates more than losing, so you reach the peak of your power and gain a confidence that is only surpassed by your egocentrism, gaining the following benefits as an action for one minute:

  • your maximum life is doubled
  • your maximum determination is doubled
  • your damage and attack modifiers are doubled
  • your hair or fur glows brightly within 30 feet
  • on your next turn you have a number of actions, additional actions, and reactions equal to your constitution modifier

After using this ability you gain 5 exhaustion points and can only use it again after a long rest.


Demaciar[edit]

Bandle City[edit]

The Vacuum[edit]

Targon[edit]

Aguasturbias[edit]

Shurima[edit]

Shadow Islands[edit]

Freljorg[edit]


Back to Main Page5e HomebrewCampaign SettingsLeague of Legends

Home of user-generated,
homebrew pages!


Advertisements: