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Turning Random League of Legends Champions into a DnD Build (Attempting) Until I've Done all 154 (and Counting) Day 103: Xerath
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BestBaconatorNA is
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15
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When your best friend is also your literal slave driver, you probably need better friends, but that’s besides the point. Today, we’re running Xerath.
- 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
- Xerath is power incarnate and aims to be a lightning based harbinger of death. He’s a pretty straightforward caster that will be focusing on range, AoE damage, and Lightning.
- Basic Champion Information
- Image
- Lore
- Xerath is an Ascended Magus of ancient Shurima, a being of arcane energy writhing in the broken shards of a magical sarcophagus. For millennia, he was trapped beneath the desert sands, but the rise of Shurima freed him from his ancient prison. Driven insane with power, he now seeks to take what he believes is rightfully his and replace the upstart civilizations of the world with one fashioned in his image.
- Short Story: Unbound, Bloodline
- Goals/Gameplay mechanics
- Range AF
- Lightning
- A few divination spells to make use of his range
- Sarcophagus
- Magic Jar
- Background/Race/Stats/Class
- Faceless
- Proficiency: Deception, Intimidation, Disguise Kit
- Language of your choice
- Heart of Darkness
- Custom Origin
- 2 Int
- Feat: Telepathic: 1 Int, Speak Telepathically up to 60 Ft, Free use of Detect Thoughts
- Proficiency: Arcana
- Stats: 15/14/13/12/10/8
- 8 Str
- 14 Dex
- 12 Con
- 18 Int
- 10 Wis
- 13 Cha
- 14 Evocation Wizard/6 Storm Sorcerer
- Starting HP: 7
- HP/Lv: 1d6 Con Mod
- Hit Die: 1d6/Lv
- Proficiency: Religion, History
- Faceless
- Lv 1 Wizard
- Spellcasting
- Spell save DC = 8 your proficiency bonus your Intelligence modifier
- Spell attack modifier = your proficiency bonus your Intelligence modifier
- Arcane Recovery
- Cantrips
- Shocking Grasp
- Fire Bolt
- Prestidigitation
- Lv 1 Helpful Spells
- Mage Armor
- Witch Bolt
- Absorb Elements
- Identify
- Shield
- Thunderwave
- Spellcasting
- Lv 2 Wizard
- School of Evocation
- Evocation Savant
- Lv 3 Wizard
- Helpful Lv 2 Spells
- Agnazzar’s Scorcher
- Darkvision
- Detect Thoughts
- Dragon’s Breath
- Hold Person
- Levitate
- Scorching Ray
- See Invisibility
- Shatter
- Helpful Lv 2 Spells
- Lv 4 Wizard
- 2 Int (20 total)
- Lv 5 Wizard
- Helpful Lv 3 Spells
- Clairvoyance
- Counterspell
- Dispel Magic
- Gaseous Form
- Glyph of Warding
- Lightning Bolt
- Minute Meteors
- Pulse Wave
- Slow
- Thunder Step
- Helpful Lv 3 Spells
- Lv 6 Wizard
- Potent Cantrip
- Lv 7 Wizard
- Helpful Lv 4 Spells
- Arcane Eye
- Divination
- Elemental Bane
- Storm Sphere
- Summon Elemental
- Helpful Lv 4 Spells
- Lv 8 Wizard
- Feat: Elemental Adept: Lightning
- Lv 9 Wizard
- Helpful Lv 5 Spells
- Conjure Elemental
- Legend Lore
- Planar Binding
- Scrying
- Synaptic Static
- Telekinesis
- Hold Monster
- Helpful Lv 5 Spells
- Lv 10 Wizard
- Empowered Evocation
- Lv 11 Wizard
- Helpful Lv 6 Spells
- Chain Lightning
- Disintegrate
- Magic Jar
- Tasha’s Otherworldly Guise
- Helpful Lv 6 Spells
- Lv 12 Wizard
- Feat: Eldritch Adept
- Devil’s Sight
- Feat: Eldritch Adept
- Lv 1 Sorcerer
- Storm Sorcerer
- Winspeaker
- Tempestuous Magic
- Spellcasting
- Spell save DC = 8 your proficiency bonus your Charisma modifier
- Spell attack modifier = your proficiency bonus your Charisma modifier
- Cantrips
- 4 of your choice
- Spells don’t really matter at this point we want Storm Sorcerer features and access to metamagics. From going full caster, we’ll still get 9th level slots but rather than using them for 7th-9th level spells, it’ll be used to upcast our lightning spells
- Lv 2 Sorcerer
- Font of Magic
- Lv 3 Sorcerer
- Metamagic
- Distant Spell
- Transmuted Spell
- Metamagic
- Lv 4 Sorcerer
- Feat: Spell Sniper
- Cantrip doesnt matter
- Ranged Spell Attacks get double range and ignore ½ and ¾ cover
- Feat: Spell Sniper
- Lv 5 Sorcerer
- Lv 6 Sorcerer
- Storm Guide
- Lv 13 Wizard
- Helpful Lv 7 Spells
- Finger of Death
- Prismatic Spray
- Helpful Lv 7 Spells
- Lv 14 Wizard
- Overchannel
- Pros
- Very long range
- Upcasts and overchannels
- AoE damage and map control through that AoE damage
- Transmuted Spell once you finally get it really lets you hard focus into your lightning magic
- Cons
- Pigeonholed stats that are really only good at one thing
- Weak in closed quarters where he can’t take advantage of his range
- Misses out on an ASI to fill the full lightning fantasy
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