Champion Concept: Rone, the scavenging revenant
Lore: When the black mists moved inward, a small secluded city had the misfortune to catch the eye of the Iron Revenant. Mordekaiser's spectral forces laid a slow seige to the walled city, cutting off access to resources and driving the people to madness. In desparation, the local scholars turned to ancient relics and finally found one that might end their plight. A crystal staff, fueled by spirits, seemed the perfect solution. In the peaceful city there were no experienced mages to wield the staff, so the scholars turned to Rone, an old man who had casually learned a few magical gimmicks over the course of his life. Rone took the staff and faced Mordekaiser, but his enemy laughed. The staff was a scavenger, feeding on the life force of lesser creatures, and could not conqueror a powerful Revenant. Mordekaiser struck down Rone in one blow and the old man was torn from his body, suddenly prey of the staff. Frantically he bargained for his freedom and the staff agreed. When Rone awoke he was a hulking but empty crystal frame, a form the staff had forged in the image of their enemy. He was occasionally permitted to leave that lumbering form in order to gather spirits of lesser creatures from far-off lands, both to sate the staff's hunger and grow its power, in order to one day achieve vengeance on Mordekaiser.
Design: Form change champion, tanky AP support/squishy roaming counterjungler. Melee range.
Passive: Scavenger Counterjungling a large monster grants permanent AP. If a non-buff monster in the enemy jungle has died in the last 30 seconds, Rone can resurrect it as a pet until it respawns.
Q: Subjugate Rone's next basic attack (Rone is melee range in both forms) deals bonus magic damage and steals a flat amount of resists for a short duration. Killing a unit halves the cooldown.
Q: Subsume Rone's basic attacks deal magic damage for a duration, increased against monsters. Rone gains health and mana based on the damage dealt.
W: Shield self or ally. While the shield persists both Rone and the shielded ally gain on-hit magic damage scaling with Rone's AP
W: Traversal. Long cd and high mana cost (45s and 200 ish respectively). Global blink that flips Rone's position about the x=y line (midlane). Cannot be used in combat and silences Rone for 3s after use.
E: Surge Slow linear skillshot that stuns the first enemy hit for 0.25-2 seconds depending on distance the projectile has travelled. Ashe ult downscaled to a Nid spear basically. Highish cd and mana cost.
E: Fast linear skillshot that strikes one unit. Briefly slows enemy champions, deals massive true damge to minions and monsters. It's smite as a skillshot that can be bodyblocked.
R: Soul Scavenger This is the form change spell. Rone plants his staff at a location, becoming a squishy spectral wizard with the second set of abilities. After a duration Rone is called back to the staff and returns to his armored form, globally dashing to the staff and rooting all nearby enemies. If Rone has a spectral pet at this point the cooldown is reduced. Rone can reactivate this ability to return immediately, but this does not grant reduced cooldown. The saff can be targeted by the enemy team; after taking 5 hits it forcibly reactivates the ability. Rone starts with a point in this ability at level 1.
Summoners: Flash, tp, smite, exhaust
Gameplay: Rone is a tanky AP support who occasionally leaves lane to counterjungle with his damage to creatures, skillshot smite, and global presence. Should his carry get in trouble, Rone can return to his staff at a moment's notice, but if he doesn't place the staff wisely his opponents might force him back at an unfortunate time.
In his spirit form Rone has little pressure toward enemy champs but excellent control of the jungle and epic monsters. His E can smite-steal if timed well (assuming the enemy doesn't bodyblock) and summoning a camp as a pet gives him great zone pressure. Enemies trying to take dragon will not only have to deal with spectral Gromp lumbering in to contest, but also a sneaky smite snipe. It is notable that since he can press r to dash away, catching him out in this form can be difficult.
In crystal form Rone is akin to an AP juggernaut who can fistfight with Q while his carry pumps out dps with the aid of his W. He has pick potential with E but the move is less useful if the enemy engages. He has difficulty protecting his carry once an enemy gets on them, relying on his short-range threat to prevent this from happening.
In the earlygame Rone will lane for a few levels and then go on a brief quest for spirits, possibly returning with some AP and a ghost to help in lane. His source of income is the relic shield, since he can build up stacks while away and then cash them in. Q allows him to easily cash in these stacks.
Although Rone's impact in fights will dip until he gets core items, he can create pressure in the midgame by contesting jungle objectives and using camps to seige towers.
In the lategame Rone can use his ult to splitpush after planting his staff near his team. However, if his team is unable to defend the staff he may be forced into a bad situation, so it must be placed wisely. Tp can solve this: leave the staff in the fountain then tp to the team. Coordinated teams can use the staff to bait engages, since nearby enemie are rooted when Rone is summoned to it.
Smite and exhaust are other options for obvious reasons. Flash is important since Rone has no reactive mobility in crystal form.
I may have gone a bit overboard with this one, comment if you actually read this far.