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League of Legends RPG: Top Lane

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League of Legends RPG: Top Lane

For players who love standing on the front lines, taking the hits, look no further than the top lane in League of Legends.

Top lane champions on Summoner’s Rift are the tanks, bruisers, and juggernauts, duking it out for dominance. Often dealing as much damage as they take, they aim to find ways to attract enemies and take pressure off of their squishier companions. Some try to physically move their enemies away from their allies, some interpose themselves between their allies and danger, while others use supernatural abilities to make themselves the only available target. Even outside of combat, these types of characters have their allies’ safety in mind.

Model your Tales of the Valiant roleplaying character on the top lane greats with these magic items, weapon options, spells, and talents inspired by their lore and abilities!

Magic Items

Cool weapons don’t need to be your character’s whole personality, but, I mean, they could be a solid base.

K’SANTE’S NTOFOS

Weapon (Maul), Very Rare (Requires Attunement)

These paired weapons are two large stone slabs with handles at their lower ends. Each is held in one hand, but both must be wielded to gain this weapon’s magical effects. You cannot wield another weapon or a shield while wielding this weapon.

You gain a +1 bonus to attack and damage rolls made with this weapon, and a +2 bonus to your AC while wielding K’sante’s ntofos.

As a bonus action, you can shatter the ntofos, causing them to become bladed weapons. The damage type changes from bludgeoning to slashing damage, and it deals an additional 1d6 slashing damage. The ntofos remain this way for 1 minute, and then they revert to their slab form. Once you shatter the ntofos in this way, you can’t do it again until you finish a long rest.

MORDEKAISER’S NIGHTFALL

Weapon (Mace), Legendary (Requires Attunement)

You gain a +3 bonus to attack and damage rolls made with this weapon. If you hit a creature with an attack and it has no other creatures besides you within 5 feet of them, you may roll the damage dice twice, taking the higher of the two rolls.

Once per long rest,as a bonus action, one Large or smaller humanoid you can see within 10 feet of you must make a DC 16 CHA save. On a failure, both you and the target vanish into the Realm of Death, a pocket dimension of gloaming dread with a radius of 20 feet.

Creatures within the Realm of Death (including you) cannot see or hear outside of it. Creatures outside of it see shadowy spheres in the spaces you and the target vanished from. Those spaces are still occupied.

While you are in the Realm of Death, you have advantage on attack rolls against the target. At the end of each of the target’s turns, it can make a DC 16 CHA save. On a success, both you and the target reappear on the plane you vanished from in the spaces you left.

At the end of your third turn in the Realm of Death or if either you or the target are reduced to 0 HP, you both reappear on the plane you vanished from in the spaces you left.

Weapon Option

Add this weapon options to your bag of tricks.

Darius’ Apprehend

Prerequisite: a Weapon with the Reach Property

Make a weapon attack against a Large or smaller creature you can see. On a hit, you pull the creature 5 feet closer to you and both you and the target halve your speed until the end of your next turn.

Spells

These spells are inspired by champion abilities.

ILLAOI’S TEST OF SPIRIT

4th-Circle Divine and Wyrd (Necromancy)
Casting Time: 1 action
Range: 20 feet
Components: V, S, M (a holy symbol of Nagakabouros or another kraken-like entity)
Duration: Concentration, up to 1 minute

A tendril from the deep lashes out and rends a creature’s spirit from their body, allowing you to put it to the test.

You pull a spectral image from a Humanoid target that looks vaguely like them and bind it to an unoccupied space within 5 feet of you. While this image exists, a ghostly tether connects it to the target. The image has AC 10, immunity to all conditions, and resistance to all damage. Other creatures may target the spirit with attacks and spells that deal damage. Any damage dealt to the image is also dealt to the target.

Once the target has taken 30 damage from this spell or moves more than 40 feet away from the image, their speed is reduced to 10 until the end of their next turn. The spell then ends.

SHEN’S STAND UNITED

3rd-Circle Arcane and Divine (Conjuration)
Casting Time: 1 reaction, when a creature you can see or hear within range takes damage
Range: 120 feet
Components: S
Duration: Instantaneous

Weaving hand signs, you invoke protective energy, appearing next to an ally in their time of need.

You teleport to an available space within 5 feet of the creature who triggered the reaction to cast this spell. When you appear, you and that creature gain a number of temporary hit points equal to 3d6 + your spellcasting ability modifier.

You can then choose to take an amount of the damage that triggered your reaction equal to or less than the temporary hit points you gained.

Talents

Try these talents to bring some top lane flair. (In other 5E games, these are called “feats.”)

Sett’s Pit Grit (Martial Talent)

You know how to take a hit and dish them out. You gain the following benefits:

  • You gain a pool of d6s called Grit. You have a number of Grit dice equal to your PB. You regain all expended Grit dice when you finish a long rest.
  • As a bonus action, you can spend 1 Grit and gain an amount of temporary hit points equal to the number rolled plus your CON modifier.
  • If you have fewer than half of your maximum hit points, when you deal damage with a weapon attack or unarmed strike, you may spend 1 Grit and increase the damage dealt by the amount rolled plus your CON modifier.

Ornn’s Master Craftsman (Technical Talent)

Your smithing prowess has few rivals. You gain the following benefits:

  • You gain proficiency with Smith’s Tools. Double your PB when you make a check with Smith’s Tools.
  • Using your Smith’s Tools, you can spend 20 gp worth of raw materials to upgrade a weapon or piece of armor, granting it a +1 bonus to attack and damage rolls (if it’s a weapon) or a +1 bonus to AC (if it’s armor). This bonus lasts for 24 hours and does not make a nonmagical weapon magical. You may use this once after you finish a long rest.

Find more great options for your character in Tome of Heroes. Weapon options, subclasses, new races, and extensive rules for downtime are all waiting to make your adventures more awesome. Check out Tome of Heroes in the Kobold Press store today!

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