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Turning Random League of Legends Champions into a DnD Build (Attempting) Until I've Done all 154 (and Counting) Day 117: Jhin
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Author Summary
BestBaconatorNA is age 15
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Four all those unfourtunate souls wondering how long they’ll have to wait four the perfection and artistry of a serial assassin who is four steps ahead of his target at all times, the wait is over.

  • 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
    • I see Jhin as a sociopathic, calculated killer and I hope I at least did an ok job at conveying that, but if this build ends up being bad, I don't mind looking at it again.
  • Basic Champion Information
    • Image
    • Lore
      • Jhin is a meticulous criminal psychopath who believes murder is art. Once an Ionian prisoner, but freed by shadowy elements within Ionia's ruling council, the serial killer now works as their cabal's assassin. Using his gun as his paintbrush, Jhin creates works of artistic brutality, horrifying victims and onlookers. He gains a cruel pleasure from putting on his gruesome theater, making him the ideal choice to send the most powerful of messages: terror.
      • Cinematic: Mind of the Virtuoso, Awaken
      • Short Stories: The Man with the Steel Cane
      • Comic: Zed
  • Goals/Gameplay Mechanics we want to emulate
    • Sniper
    • Mastermind
      • I want to give Mastermind Rogue a shot and feel like someone who uses the battlefield as his canvas like Jhin would enjoy using his gifted mind to set himself up for success. Depending on whether you prioritize roleplay or combat though, I think Mastermind and Assassin for Jhin is kind of an either/or toss up
    • Enigma
      • A man of mystery, you slip in, take your kill and always find your way out as enigmatically as your way in
  • Background/Race/Stats/Class
    • Faceless
      • Proficiency: Deception, Intimidation, Disguise Kit
      • Language of your choice
      • Dual Personalities
    • Variant Human
      • 1 Dex 1 Int
      • Feat: Crossbow Expert
      • Proficiency: Performance
    • Stats: 15/14/13/12/10/8
      • 8 Str
      • 16 Dex
      • 10 Con
      • 14 Int
      • 12 Wis
      • 14 Cha
    • 15 Mastermind Rogue/5 Wizard
      • Starting HP 8
      • HP/Lv 1d8 Con Mod (Fighter Lvs are D10)
      • Hit Die 1d8/Lv
      • Proficiency: Acrobatics, Stealth, Insight, Light Armor, Hand Crossbows
  • Lv 1 Rogue
    • Thieve’s Cant
    • Sneak Attack
    • Expertise: Deception, Insight
  • 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
      • Friends
      • Prestidigitation
      • True Strike
    • Lv 1 Spells
      • Disguise Self
      • Mage Armor
      • Earth Tremor
      • Snare
  • Lv 2 Rogue
    • Cunning Action
  • Lv 3 Rogue
    • Mastermind
    • Master of Intrigue
    • Master of Tactics
  • Lv 4 Rogue
    • Feat: Sharpshooter
  • Lv 5 Rogue
    • Uncanny Dodge
  • Lv 6 Rogue
    • Expertise: Acrobatics, Performance
  • Lv 7 Rogue
    • Evasion
  • Lv 8 Rogue
    • ASI 2 Dex (18 total)
  • Lv 2 Wizard
    • Illusion School
    • Illusion Savant
    • Improved Minor Illusion
    • Cantrip: Minor Illusion
    • Lv 1 Spells
      • Expeditious Retreat
      • Charm Person
  • Lv 3 Wizard
    • Lv 2 Spells
      • Misty Step
      • Hold Person
  • Lv 4 Wizard
    • ASI 2 Int: 16 total
    • Lv 2 Spells
      • Wristpocket
      • Detect Thoughts
  • Lv 9 Rogue
    • Insightful Manipulator
  • Lv 10 Rogue
    • ASI 2 Dex (18 total)
  • Lv 11 Rogue
    • Reliable Talent
  • Lv 12 Rogue
    • ASI 2 Dex (20 total)
  • Lv 5 Wizard
    • Lv 3 Spells
      • Glyph of Warding
      • Counterspell
  • Lv 13 Rogue
    • Misdirection
  • Lv 14 Rogue
    • Blindsense
  • Lv 15 Rogue
    • Slippery Mind
  • Pros
    • Mastermind as well as your spells can make you surprisingly supportive. Or if you choose Assassin instead, you also have more tools to get close to your target and setup a kill
    • Use information that you gain in preparation against your enemies to drive them into your web. Bolster that information with Friends or Charm Person followed by Disguise Self to slip out once you’ve gotten what you wanted or after a kill
    • Fairly slippery
    • Better for more diplomatic or evil campaigns
  • Cons
    • Very Squishy
    • Low Str and Con
    • Limited Spell Slots
    • Probably not the most conventional take but I think its cool

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Profile updated: 6 days ago
Posts updated: 1 year ago

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Age
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Posted
3 years ago