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Turning Random League of Legends Champions into a DnD Build (Attempting) Until I've Done all 154 (and Counting) Day 102: Irelia
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BestBaconatorNA is
age
15
Post Body
Better Nerf Irelia
- If you’re interested in any previous installments, you can find them here
- All champions are chosen at random via Ultimate Bravery
- All champions in this series will be built to a level 20 fantasy but that doesn’t mean you have to be level 20 in order to enjoy most of the core mechanics of the champion
- Irelia scales into being a powerful beast and finds a creative way to incorporate her floating blades through Swarmkeeper Ranger. She’s multifaceted with all kinds of tools to gracefully yet fiercely demolish her foes. She gets a good amount of tools by lv 11, spikes at Lv 15 and is extremely hard to stop at level 20. Also alternatively for an early spike from your Eldritch Knight levels, you can opt to start with your 8 level fighter dip and then switch to ranger which gets you your swarm a bit later but grants you earlier access to War Magic for campaigns that might not go as late as lv 15. Really just depends on how you wanna play
- Basic Champion Information
- Image
- Lore
- The Noxian occupation of Ionia produced many heroes, none more unlikely than young Irelia of Navori. Trained in the ancient dances of her province, she adapted her art for war, using the graceful and carefully practised movements to levitate a host of deadly blades. After proving herself as a fighter, she was thrust into the role of resistance leader and figurehead, and to this day remains dedicated to the preservation of her homeland.
- Cinematics: Irelia: The Defiant Blade, Awaken, Phoenix
- Short Stories: Stains on a Name
- Goals/Gameplay mechanics we want to emulate
- Dancing blades
- We’ll be using Swarmkeeper Ranger and flavor the swarm as her blades since theres unfortunately not a way
- Dancer
- Magical Grace
- Dancing blades
- Background/Race/Stats/Class
- Entertainer
- Proficiency: Acrobatics, Performance, Disguise Kit, Musical Instrument
- By Popular Demand
- Variant Human
- 1 Dex 1 Wis
- Feat: Piercer: 1 Dex. Reroll a Pierce damage die. Piercing crits get an extra damage die.
- Stats: 15/14/13/12/10/8
- 8 Str
- 17 Dex
- 12 Con
- 13 Int
- 14 Wis
- 10 Cha
- 12 Swarmkeeper Ranger/8 Eldritch Knight Fighter
- Bladesinger Wizard can also be added into the mix, but I want access to Mighty Swarm and War Magic
- Another good combo for this if you don’t want the floating blades type flavor is 11 Battlemaster Fighter, 9 Bladesinger Wizard. It’s a bit less mad too.
- Starting HP: 11
- HP/Lv 1d10 Con Mod
- Hit Die: 1d10/Lv
- Proficiency: Insight, Perception, Athletics, Light/Med Armor, Shields, Simple and Martial Weapons (Rapier for close range and maybe some daggers to throw to proc your swarm at a distance)
- Entertainer
- Lv 1 Ranger
- Favored Foe
- Deft Explorer
- Lv 2 Ranger
- Fighting Style: Dueling
- Spellcasting
- Spell save DC = 8 your proficiency bonus your Wisdom modifier
- Spell attack modifier = your proficiency bonus your Wisdom modifier
- Lv 1 Spells
- Hunter’s Mark
- Longstrider
- Lv 3 Ranger
- Swarmkeeper
- Gathered Swarm
- Bonus Cantrip
- Mage Hand
- Bonus Lv 1 spell
- Faerie Fire
- Lv 1 Spell
- Ensnaring Strike
- Lv 4 Ranger
- ASI 1 Dex: 18 total, 1 Int: 14 total
- Lv 5 Ranger
- Extra Attack
- Bonus Lv 2 Spell
- Web
- Lv 2 Spell
- Magic Weapon
- Lv 6 Ranger
- Favored Foe Improvement
- Deft Explorer Improvement
- Lv 7 Ranger
- Lv 2 Spell
- Enhance Ability
- Writhing Tide
- Lv 2 Spell
- Lv 8 Ranger
- ASI 2 Int: 16 total
- Lv 1 Fighter
- Fighting Style: Superior Technique
- 1D6 Superiority Die
- Maneuver: Disarming Attack
- Maneuver: Lunging Attack
- Fighting Style: Superior Technique
- Lv 2 Fighter
- Second Wind
- Lv 3 Fighter
- Eldritch Knight
- Cantrips
- Booming Blade
- Sword Burst
- Lv 1 Spells
- Shield
- Mage Armor
- Magic Missile
- Weapon Bond
- Lv 4 Fighter
- ASI 2 Int (18 total)
- Lv 1 Spell
- Absorb Elements
- Lv 5 Fighter
- Lv 6 Fighter
- Feat: Defensive Duelist
- Lv 7 Fighter
- War Magic
- [Edit] I totally misunderstood up on how War Magic works... honestly can meme it at this point. The attack is the bonus action and the cantrip is the main action for using War Magic. That being said, it is still a significant boost to damage on a turn by turn basis.
- Lv 2 Spell
- Shatter
- War Magic
- Lv 8 Fighter
- ASI: 2 Dex: 20 (total)
- Lv 2 Spell
- Warding Wind
- Lv 9 Ranger
- Lv 3 Spell: Elemental Weapon
- Bonus Lv 3 Spell
- Gaseous Form
- Lv 10 Ranger
- Deft Explorer Improvement
- Hide in Plain Sight
- Lv 11 Ranger
- Lv 3 Spell
- Conjure Barrage
- Mighty Swarm
- Lv 3 Spell
- Lv 12 Ranger
- ASI 2 Int: 20 total
- Pros
- Multiple forms of damage per turn. [Edit] Due to my misunderstanding of how War Magic works, damage calculations were way off and I apologize for misinformation on that front. that being said, you still get really good damage from combining your cantrips with your normal attack bonus actions especially as you scale throughout the game.
- Offensive Utility. You get access to weapon buffs, a disarm, Your swarm gives you zone control and at 9th level Ranger can get you a fly speed or knock enemies prone.
- Very hard to hit you also get access to Mage Armor which gives you better AC than actual armor thanks to your Dex mod, access to Shield to bring it up from 18 to 23 in a pinch, and Defensive Duelist on top of that can bring you to 29 if it’s a Melee attack.
- Cons
- Low Str
- Low Ranger Save DC
- Limited Spell Slots
- Low Concentration saves
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