New support item, for ad/all-in supports.
I've really wanted to play some champions in the support role, i.e. ad Thresh, Pantheon, Illaoi. However, they're always extremely weakened because I have to choose an item like FOTM or Talisman. So, I was thinking that we could have a spellblade-based support item, mostly for kill-lane supports. Wording these items was REALLY hard.
Tier 1: Blood Bounty: 350 gold. +10 base Attack Damage +2 gold per 10 seconds.
Unique Passive - Price of Death: Builds up Bounty charges at a rate of 2 per 5 seconds (maximum 120). If any enemy is killed nearby, a charge will also be added. Additionally, a charge is added when an enemy champion is hit by Blood Bounty's holder's basic attacks or abilities. (2 second cooldown) Whenever you deal damage to an enemy champion, that champion is marked as a Bounty for 5 seconds(10 second cooldown for new bounties): additional damage extends the mark duration for 2 seconds. Killing a minion disables charge generation for 15 seconds.
When a marked target takes more than 60% of their maximum health while marked, you consume 50% of your charges and gain gold and HP equal to the value of the charges consumed. If the champion dies while marked, you consume 100% of your charges and gain gold equal and HP to the value of the charges consumed.
Tier 2: Blood Bounty + Long Sword + 150 = Blood Contract +20 base Attack Damage +2 gold per 10 seconds
Unique Passive - Price of Death: Builds up Bounty charges at a rate of 3.5 per 5 seconds (maximum 180). If any enemy is killed nearby, a charge will also be added. Additionally, a charge is added when an enemy champion is hit by Blood Bounty's holder's basic attacks or abilities. (2 second cooldown) Whenever you deal damage to an enemy champion, that champion is marked as a Bounty for 5 seconds(10 second cooldown for new bounties): additional damage extends the mark duration for 2 seconds. Killing a minion disables charge generation for 15 seconds.
When a marked target takes more than 45% of their maximum health while marked, you consume 50% of your charges and gain gold and HP equal to the value of the charges consumed. If the champion dies while marked, you consume 100% of your charges and gain gold equal and HP to the value of the charges consumed.
Tier 3: Blood Contract + Spellblade + 300 gold = Bound Blade +30 base Attack Damage +2 gold per 10 seconds +10% Cooldown Reduction +450 Mana
Unique Passive - Spellblade: After using an ability, your next basic attack (on-hit) deals 75% base attack damage plus +1%(+1% per 50 AD) of the target's maximum health as bonus physical damage. (1.5 second cooldown)
Unique Passive - Price of Death: Builds up Bounty charges at a rate of 5 per 5 seconds (maximum 240). If any enemy is killed nearby, a charge will also be added. Additionally, a charge is added when an enemy champion is hit by Blood Bounty's holder's basic attacks or abilities. (2 second cooldown) Whenever you deal damage to an enemy champion, that champion is marked as a Bounty for 5 seconds (10 second cooldown for new bounties): additional damage extends the mark duration for 2 seconds. Killing minions no longer halt charge generation
When a marked target takes more than 30% of their maximum health while marked, you consume 50% of your charges and gain gold and HP equal to the value of the charges consumed. If the champion dies while marked, you consume 100% of your charges and gain gold equal and HP to the value of the charges consumed.
Tier 3 + Sightstone: Blood Contract + Sightstone + 550 = Eye of Sanguine +20 base Attack Damage +200 Health +2 gold per 10 seconds
Unique Passive - Price of Death: Builds up Bounty charges at a rate of 5 per 5 seconds (maximum 240). If any enemy is killed nearby, a charge will also be added. Additionally, a charge is added when an enemy champion is hit by Blood Bounty's holder's basic attacks or abilities. (2 second cooldown) Whenever you deal damage to an enemy champion, that champion is marked as a Bounty for 5 seconds (10 second cooldown for new bounties): additional damage extends the mark duration for 2 seconds. Killing minions no longer halt charge generation
When a marked target takes more than 30% of their maximum health while marked, you consume 50% of your charges and gain gold and HP equal to the value of the charges consumed. If the champion dies while marked, you consume 100% of your charges and gain gold equal and HP to the value of the charges consumed.
I hope you like it ^_^
I completely redid the passive portion, and added a few things different to The Djinn's suggestion. I lowered his passive charge generation, instead opting to shift extra charges into rewards for doing actions/your adc's farm. I also added the cooldown on bounty marking, so a support couldn't just mark the enemy's whole team, almost guaranteeing them gold. Lastly, I added HP gain on charge consumption.
Thanks to The Djinn for help!