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Turning Random League of Legends Champions into a DnD Build (Attempting) Until I've Done all 154 (and Counting) Day 108: Thresh
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BestBaconatorNA is
age
15
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Despite malicious connotations across the land, Thresh is one of the most beloved supports known to man and today, I think I’m onto something.
- 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
- Thresh is all about priming your enemies for those around you to go to town. I pity the fool who faces a death sentence from you.
- Basic Champion Information
- Image
- Lore
- Sadistic and cunning, Thresh is an ambitious and restless spirit of the Shadow Isles. Once the custodian of countless arcane secrets, he was undone by a power greater than life or death, and now sustains himself by tormenting and breaking others with slow, excruciating inventiveness. His victims suffer far beyond their brief mortal coil as Thresh wreaks agony upon their souls, imprisoning them in his unholy lantern to torture for all eternity.
- Cinematic: Tales of Runeterra: Shadow Isles
- Short Stories: The Collection, Redeemed, The Echoes Left Behind, Shadow and Fortune, The Man with the Grinning Shadow
- Goals/Gameplay Mechanics we want to emulate
- Alley oop
- We want hooks and follow up and there are rather interesting ways to accomplish that thanks to both combat maneuvers and whips
- Whips deal low damage but have 15 ft reach and can grapple with Grappling Strike. If your DM Allows, you can probably homebrew it to remove finesse in exchange for allowing just normally weapon grappling.
- We can use Commander’s Strike to attack with our Whip and then have an ally follow up immediately on our turn
- Of course besides maneuvers, we also have hold person
- Grab the Lantern!
- We can use Maneuvering Attack to allow an ally to move up to half movement on reaction to it without triggering opportunity attacks like a lantern
- Area Control and Debuffs
- I am Death
- Grave Cleric
- Alley oop
- Background/Race/Stats/Class
- Haunted One
- Proficiency: Arcana, Religion
- Language: Abyssal
- Heart of Darkness
- Warforged
- 2 Con 1 Str
- Constructed Resilience
- Sentry’s Rest
- Integrated Protection
- Proficiency: Perception
- Languages: Common, One of your choice
- Stats: 15/14/13/12/10/8
- 16 Str
- 10 Dex
- 14 Con
- 13 Int
- 14 Wis
- 8 Cha
- 6 Battle Master Fighter/14 Grave Cleric
- Starting HP: 12
- HP/Lv: 1d10 Con Mod (Cleric levels are D8’s)
- Hit Die: 1d10/Lv
- Proficiency: Simple and Martial Weapons, All Armor, Athletics, Animal Handling
- Haunted One
- Lv 1 Fighter
- Fighting Style: Interception
- Second Wind
- Lv 2 Fighter
- Second Wind
- Lv 3 Fighter
- Battle Master
- Maneuvers
- Maneuvering Attack
- Commanding Strike
- Grappling Strike
- Superiority Die: D8
- Lv 4 Fighter
- ASI 2 Con (16 total)
- Lv 5 Fighter
- Extra Attack
- Lv 6 Fighter
- Feat: Slasher
- 1 Str
- Slashing attacks slow
- Slashing crits give disadvantage on attack rolls until the beginning of your next turn
- Feat: Slasher
- Lv 1 Cleric
- Grave Domain
- Bonus Spells
- Bane
- False Life
- Circle of Mortality
- Eyes of the Grave
- Spellcasting
- Spell save DC = 8 your proficiency bonus your Wisdom modifier
- Spell attack modifier = your proficiency bonus your Wisdom modifier
- Cantrips
- Resistance
- Toll of the Dead
- Helpful Lv 1 Spells
- Bane
- Bless
- Command
- Cure Wounds
- Protection from Evil and Good
- Shield of Faith
- Inflict Wounds
- Lv 2 Cleric
- Channel Divinity
- Path to the Grave
- Channel Divinity
- Lv 3 Cleric
- Bonus Spell
- Ray of Enfeeblement
- Helpful Lv 2 Spells
- Aid
- Enhance Ability
- Gentle Repose
- Hold Person
- Lesser Restoration
- Spiritual Weapon
- Warding Bond
- Bonus Spell
- Lv 4 Cleric
- 2 Wis (16 total)
- Lv 5 Cleric
- Destroy Undead CR 1/2
- Bonus Lv 3 Spells
- Revivify
- Vampiric Touch
- Helpful Lv 3 Spells
- Animate Dead
- Aura of Vitality
- Bestow Curse
- Magic Circle
- Protection From Energy
- Remove Curse
- Speak with Dead
- Spirit Guardians
- Lv 6 Cleric
- Sentinels at Death’s Door
- Channel Divinity x2
- Lv 7 Cleric
- Bonus Lv 4 Spells
- Blight
- Death Ward
- Helpful Lv 4 Spells
- Banishment
- Death Ward
- Freedom of Movement
- Guardian of Faith
- Bonus Lv 4 Spells
- Lv 8 Cleric
- Feat: Heavy Armor Master
- 1 Str (18 total)
- 3 damage reduction vs nonmagical physical damage
- Destroy Undead CR1
- Feat: Heavy Armor Master
- Lv 9 Cleric
- Bonus Lv 5 Spells
- Antilife Shell
- Raise Dead
- Helpful Lv 5 Spells
- Commune
- Contagion
- Geas
- Greater Restoration
- Bonus Lv 5 Spells
- Lv 10 Cleric
- Divine Intervention
- Lv 11 Cleric
- Destroy Undead CR 2
- Helpful Lv 6 Spells
- Create Undead
- Find the Path
- Forbiddance
- Harm
- Word of Recall
- Lv 12 Cleric
- Feat: Tough
- Lv 13 Cleric
- Helpful Lv 7 Spells
- Divine Word
- EtherealnessResurrection
- Temple of the Gods
- Helpful Lv 7 Spells
- Lv 14 Cleric
- Destroy Undead CR3
- Pros
- Area Control
- Debuffs
- Supportive options
- Tanky
- Summon some of the souls you’ve trapped in your lantern
- Cons
- Low damage
- Low Charisma. No one likes literally being on Death’s Door
- A little mobility for others but not for himself
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Profile updated: 6 days ago
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