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League of Legends RPG: Bottom Lane Champions!

League of Legends RPG: Bottom Lane Champions!

For players who love supporting the party and finishing strong, the bottom lane is where you belong in League of Legends.

In the bottom lane (or “bot lane” ), damage carry characters (who carry the team by dealing a lot damage) and supports (who heal and buff) work together. Support champions excel at creating opportunities for allies to deal damage. Carry champions generate momentum to deal damage at range while remaining unimpeded.

Model your Tales of the Valiant roleplaying character on the bottom lane greats with these magic items, weapon options, spells, and talents inspired by their lore and abilities. This is not official Riot Games material, but it is great for your game!

Weapon Option

It’s always good to keep your options open. These ranged weapon options keep the damage coming. The DC for a save equals 8 + the attacker’s PB + the attacker’s STR or DEX modifier (attacker’s choice).

Draven’s Spinning Axe

Prerequisite: Weapon with the Thrown Property

Make an attack roll with this weapon against a creature you can see within normal range. On a hit, the target takes damage as normal. In addition, if you roll the maximum number on any damage die, the weapon bounces back to you. If you have a free hand, you catch it, and have advantage on your next weapon attack until the end of your next turn.

Tristana’s Buster Shot

Prerequisite: Heavy Crossbow or Firearm

Make an attack roll with this weapon to fire a particularly explosive round of ammunition at a creature you can see within normal range. The target and all creatures within 5 feet of it must make a STR save. On a failure, they are pushed up to 15 feet away from you.

Miss Fortune’s Double Up

Prerequisite: Crossbow or Firearm

Make an attack roll with this weapon against a creature you can see within the normal range. On a hit, the target takes damage as normal. In addition, another creature of your choice within 10 feet of the target takes 1d4 + PB damage of the same type as the weapon, as the ammunition bounces off of the initial target to hit again.

Spells

These spells are inspired by champion abilities.

Taric’s Dazzle

1st-Circle Arcane and Divine (Evocation)
Casting Time: 1 action
Range: 30 feet
Components: S, M (a handful of gems from Mt. Targon)
Duration: Instantaneous

Shimmering crystals align and project a channel of starlight from you and your allies to impair your foes.

Select a willing creature that you can see within 30 feet of you. Dazzling light erupts in a 5-foot-wide line between you and the selected creature. Each creature in that area must make a CON save. On a failure, a target takes 2d6 radiant damage and is blinded until the end of its next turn.

On a successful save, the target only takes half of the damage and is not blinded.

At Higher Circles. When you cast this spell using a spell slot of 2nd circle or higher, you may select an additional target to create an additional line from for each spell slot beyond 1st.

Thresh’s Dark Passage

2nd-Circle Divine and Wyrd (Conjuration)
Casting Time: 1 action
Range: 60 feet
Components: S, M (a tallow candle)
Duration: 1 minute

You conjure a mystical light with an eerie glow that offers otherworldly passage.

A magical lantern, orb, or other source of light appears at a point that you can see within range. The source of light sheds dim light in a 10-foot radius. When an ally enters the area of dim light for the first time, it may spend 5 feet of movement to teleport to an empty space within 5 feet of you. The light then disappears and the spell ends.

If you move more than 60 feet away from the light source or leave the plane, it snuffs out and the spell ends.

At Higher Circles. When you cast this spell using a spell slot of 3rd circle or higher, an additional creature can teleport using the light before the spell ends for each spell slot beyond 2nd.

Zilean’s Time Bomb

2nd-Circle Arcane (Transmutation)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You twist time around your target, causing repeated bursts of chronal energy.

You lob a warbling mass of altered time toward a target. The target must make a WIS save. On a failure, the target takes 3d6 force damage and has its speed reduced by 15 feet until the start of your next turn. In addition, while its speed is reduced in this way, the next time a creature hits the target with an attack, the attack deals an additional 1d6 force damage.

On a successful save, the target takes half of the initial damage and suffers no additional effects.

At Higher Circles. When you cast this spell using a spell slot of 3rd circle or higher, the damage (both initial and subsequent) increases by 1d6 for each spell slot beyond 2nd.

Talents

These talents are inspired by champion abilities.

Jhin’s Deadly Flourish (Martial Talent)

“Death is certain, but killing doesn’t have to be ugly.”

In the heated pitch of battle, you create moments of gruesome beauty, creating unpredictable effects in those around you. You gain the following benefits:

  • You gain proficiency in the Performance skill. If you already have proficiency, double your PB when you make a Performance check.
  • When you hit a creature with an attack, you can roll a d4, giving your attack an additional effect based on the roll. You may do this a number of times equal to your PB per long rest.
d4Effect
1The target becomes frightened of you until the end of its next turn.
2The target has disadvantage on its next save until the end of their next turn.
3The target’s speed is reduced to 0 until the end of their next turn.
4Roll the d4 twice, rerolling subsequent rolls of 4. Apply both effects.

Kai’sa’s Killer Instinct (Martial Talent)

You can take advantage of a creature’s momentary distraction in combat and move into a more favorable position to strike. As a reaction, which you can take when an allied creature deals damage to a target within 30 feet of you that you can see, you can move up to your speed to end in an available space within 10 feet of that target. This movement does not provoke attacks of opportunity. After moving, you may make a weapon attack against the target as part of the same reaction.

You can use this reaction a number of times equal to your PB per 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!

about Evan Noone

Evan Noone is an independent TTRPG writer and designer. Whether his storytelling prowess is a gift from his infernal patron, The Imp, or he is the fiend itself remains to be seen. You can explore his collection of TTRPG supplements on DMs Guild or follow him on twitter @impgames_.

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