Dungeons, Dragons, League, and the Virtuoso

Polynova·1/24/2019, 2:37:39 PM·3 votes·1,846 views

Hey all! I am a HUGE Dungeons and Dragons fan, and for a while now, I've been inspired to look at champions in League and wonder.... "If I had to make this character, and all their abilities/flavors as a completely NEW class, how would I do it?"

Edit: I wanted to clarify: I know that I can make a lot of champs fit into other existing classes. My goal for this and others in the future is to make the champion essentially "unique" in the sense they ARE whatever their class is. In this way, I want to see if I can actively work towards balancing each champion. The dream/end goal would be to do this for each champion, but I am uncertain if I will manage. I will most likely being doing this based off of feedback, and whether or not this is something people would be interested in seeing me do.

Since it's been bugging me for a while, I finally cobbled this together for everyone's favorite Performance Diva. Oh, and beFOUR I get started on it, comments and questions are all appreciated! Let me know what you all think!

If you like this, and would like to see more, I'd be happy to put more together when I can. If not, or if this isn't the right boards, I apologize!

The Virtuoso Hit points per level: 1d6 (or take 4) Skill Proficiency: Choose 2 from the following, Acrobatics, Athletics, Deception, Insight, Perception, Sleight of Hand. Save Proficiency: Dexterity, Charisma Weapon Proficiency: Simple, Martial Armor Proficiency: Light

Whisper: At 1st level, you forge a deadly firearm, meticulously crafted to suit your sensibilities and habits. This firearm is called Whisper. It is a ferocious weapon that terrorizes your foes. You are proficient with Whisper, and it is the basis for many of your Class Features. The firearm is a one-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 30 feet, and its maximum range is 60 feet. Whisper has special properties while wielded. It contains four bullets in its chamber, and reloading Whisper always requires using your Action on your turn. Additionally, Whisper cannot be wielded while using a shield, and requires an Action to be drawn or stowed. The last bullet in the chamber is empowered, always resulting as a critical hit. If you lose Whisper, you can create a new one over the course of three days of work (eight hours each day) by expending 100 GP worth of metal and other raw materials.

Whisper’s Duet: At 1st level, you craft an ornate box you use to carry your tools and ammunition for Whisper. This box contains the bullets that are made with a piece of your soul that can only be used with Whisper, as well as other materials needed to keep that weapon functioning. You can spend time dedicating yourself to the act of producing ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition. After each short rest, you can produce 12 rounds. If you lose the Whisper’s Duet, you can create a new one as part of a long rest, using 25 GP of wood, ivory and other raw materials.

Death in Four Acts: Starting at level 1, whenever you critically hit with Whisper, you deal additional damage with the attack, starting at 2d6 damage plus an additional 1d6 damage for every two additional levels you have in this class. This damage is calculated after you calculate the damage for the critical hit.

Every Moment Matters: Starting at level 1, whenever you score a critical hit with an attack, you can immediately move up to your speed. This additional speed does not count towards your movement speed for the turn.

Lotus Trap: Starting at level 2, as an Action on your turn, you can create a Lotus Trap in a 5-foot radius within 30 feet of you. Creatures who step into the Lotus Trap, or start their turn on the square, have their movement speed reduced by 10 feet. At the beginning of your next turn, the Lotus Trap explodes, dealing 2d8 Force damage to any creatures standing in that square.

Beauty in Death: Starting at level 2, whenever you score a critical hit with an attack, you create a Lotus Trap in a square the creature you attacked occupies.

Unprepared: Starting at level 3, whenever you score a critical hit with an attack, or a creature starts it’s turn in a square that a Lotus Trap occupies, they are marked as Unprepared until the end of your next turn. Attacks you make against Unprepared targets are made at advantage.

Deadly Flourish: Starting at level 3, as an Action on your turn, you can flourish Whisper, shooting a lance of energy in a 30-foot line. Each creature in the line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d8 damage on a failed save. If a creature is marked as Unprepared by the Unprepared class feature, their speed is reduced to 0 until the end of their next turn, and you gain the benefits of Every Moment Matters, as though you hit that creature with a critical hit.

Dancing Grenade: Starting at level 3, you can lob a grenade that bounces between targets. As an Action, you can lob a grenade at a creature within 30 feet of you. That grenade then leaps from that target to as many as three other targets, each of which must be within 30 feet of the last target the grenade bounced to. A target can be targeted only once by the grenade, and the grenade makes an attack against their AC. The first creature hit takes 1d4 Force damage from the grenade, each subsequent creature hit by the grenade takes 1d4 more damage (2d4, 3d4, and 4d4 respectively.) If this damage kills a target, each subsequent target takes an additional 2d4 damage from the grenade.

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1.

Increased Tempo: Beginning at 5th level, your weapon attacks with Whisper score a critical hit on a roll of 19 or 20.

Curtain Call: Beginning 6th level, you gain the ability to use Curtain Call, a deadly long ranged attack that decimates foes. As an action on your turn, you can attach a long-ranged barrel to Whisper, tripling its normal and maximum range for the next four attacks you make with Whisper. When you do this, you also reload Whisper as part of the action. To keep this barrel attached, you cannot move from your square. If you remain in the square, your next four attacks have additional effects. -Each attack deals 4d6 damage. -Each attack reduces the speed of creatures hit by 20 feet. -The last bullet in the chamber deals double the amount of damage of a normal critical hit.

Once you have used Curtain Call, you cannot do so again until you have taken a long rest.

Beauty Demands Respect: Starting at 7th level, your attacks with Whisper and Virtuoso class features deal additional damage equal to your Charisma modifier.

Preparation is Key: Starting at 9th level, whenever you deal damage to a creature that is marked by your Unprepared class feature with Whisper, you deal an additional 1d6 damage to it.

The Show Must Go On: Starting at 10th level, you no longer need to create ammunition to fire Whisper.

The Curtain Rises: Starting at 11th level, you can use Curtain Call once per short or long rest.

From the Mezzanine: Starting at 14th level, whenever you use your Every Moment Matters feature, the next attack made before the end of your next turn has double the range.

Opening Act: At 20th level, if you attack on your first turn in combat, you treat that attack as an automatic critical hit.

Jhin

4 Comments

iiGazeii1/24/2019, 3:03:08 PM2 votes

I've played a Jhin-like character in D&D 5e, as a bard/artificer. The College of Whispers plus being a Gunslinger gives you insane damage, plus it's thematically on-point.

FireLion221/24/2019, 5:39:26 PM

Wow, big d&d fan here, love what you did there, even though I don’t play Jhin. You inspired me to make my own on my favorite champion- Azir. I leaned more on his lore than the game mechanics and it’s probably op but Azir is super powerful in the lore and I thought I’d lean on that. Anyway, here it is.

Emperor of the sand

Hit points: 1d6 per level Skills proficiency: choose 2 from history, religion, insight, persuasion, and intimidation Save proficiency: wisdom and charisma Weapon proficiency: Spears, daggers, short swords, quarterstaffs, longswords Armor proficiency: none

Sand bending: staring at 1st level you can control sand as a bonus action, you need sand to use your class abilities, as an action you can whip up a sand storm in a 10 foot cube, it deals 2d6 damage each round to creatures in its radius

Army of the sand: starting at 1st level you can use your action to summon sand soldiers equal to half your level rounded up, they have hit points equal to your level + your wisdom modifier, and have ac equal to 12+ your wisdom modifier, at the end of each of your turn they attack any nearby enemies using your wisdom and proficiency modifiers for to hit, for 1d8 + your wisdom modifier piercing damage, you cannot use this ability two rounds in a row

Sand surge: starting at second level you can use a bonus action to cover a 15 foot surface with a 1 inch layer of sand, sufficient for your sand bending purposes

Conquering sands: starting at 3rd level, you can use your action to move all sand soldiers 40 feet in any direction, if they come within range of an enemy they get a free attack

Shifting sands: starting at 3rd level you can cover yourself with a shield of sand and propel yourself to a sand soldier. As an action or a reaction from being targeted by an attack or area of effect spell, you shift until you are next to a soldier 40 feet or less away, if used as a reaction you get +3 ac until the start of your next turn.

Surging sun: starting at 4th level you can use your action to send a blast of solar energy at an enemy you can see, range 60 feet, make a ranged attack role with your wisdom modifier, on a hit you deal 2d6 radiant damage.

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1.

Spear of the sun: at 5th level you gain a staff of office, it counts as a +1 spear that uses your wisdom modifier for attack and damage, your staff has charges equal to your level, you can expend a number of charges to cast guiding bolt, the level of the spell is equal to the number of charges expended. You cannot use this to cast it at a level higher than 3rd level.

Improved sand soldiers: at 5th level your soldiers attacks change to 2d8

Hardening sand: at 6th level you can change sand to sandstone and vice versa as part of your sand bending abilities.

Emperor's divide: at 7th level you can summon a wall of sand soldiers to protect you from enemies, as a reaction to someone moving up to you, you can summon 6 sand soldiers with shields, they have +2 ac and double hit points of standard sand soldiers. The soldiers cover 30 feet and any enemy hit by a sand soldier takes 8d6 radiant damage and is pushed away 10 feet.

Improved casting: at 9th level the max level of casting guiding bolt increases by 2

Tougher Spears: at level 10 sand soldiers damage increases to 3d8

Emperor: at 13th level you gain advantage on persuasion checks

Professional army: at level 15 sand soldiers damage increases to 4d8

Sun magic: at level 17 you can use your staff to cast flame strike, sun beam, and sunburst, by using charges corresponding to their level, there is no longer a max level for guiding bolt.

Ascended emperor of the sands: at level 20 you change to have a hawk armored form with burning yellow eyes, your ac changes to 15 + wisdom modifier, you gain the ability to, given enough time, raise entire cities with your sand bending abilities, you can take 2 hours to create a disk of the sun, you can only do this in the desert, as an action you can channel solar energy into the disk and launch a beam of light 300 feet at a 10 foot area, every creature in this area must make a dex saving throw, they take 20d8 radiant damage on a fail and half as much on a success. After you use this ability roll a d20, on a 1-5 you cannot use this ability for a full day. You can only have one sun disk up at a time