Runeterra Homebrew
+12 Perception, +12 Insight, +8 Persuasion, +8 Intimidation, +6 Arcane, +6 Religion (Occult),
Truesight 60 ft.
CHA
Save DC 17
+12 to hit
Pact of the Chain
Eldritch Invocations. Ascended Step, Devil's Sight, Gaze of Two Minds, Lessons of the First Ones
Eldrich Blast. Swain hurls 3 beams of crackling energy. On a hit, he deals 1d10 force damage per beam.
Death's Hand. Swain holds out his arcane arm and shoots crackling eldrich energy from its fingers in a 30 foot cone in front of him. Creatures of his choice within the cone must make a Dexterity saving throw, taking 5d8 force damage on a failed save or half as much on a successful one.
Vision of Empire. Swain summons an demonic eye at a point within 300 feet of him that he does not have to see. The eye appears and hover 5 feet above the point, giving him Truesight within 60 feet of it. The eye remains at the point for up to 10 minutes using concentration or until Swain uses a bonus action to detonate the eye.
Neverrmove. Swain hurls a ball of eldrich energy towards a target within 60 feet of him. On a hit, the target creature takes 4d8 force damage and must succeed a Constitution saving throw or be Stunned until the end of their next turn.
Ravenous Flock. Swain is surrounded by a mysterious flock of ravens that perch on nearby geography. Evem when any of the ravens are killed more take their place from seemingly nowhere.
Raven's Insight. Swain may see through any of his raven's eyes with Truesight.
Ravenous Swarm. Swain may command his flock to attack target creatures he can see. Swain commands 10 ravens to attack up to 10 targets. On a hit, Swain increases his maximum hit points by half the total damage dealt by his ravens and then regains hit points equal to the total amount of damage dealt hy his ravens.
Eldrich Raven. AC 8, HP 2, Speed (Flying) 60 ft., Truesight 60 feet
Talon. Melee attack roll +6, reach 5ft., Hit 4 (1d4+3) force damage.
Raum's Embrace. Swain calls upon his flock to target vulnerable creatures. All creatures of his choice with the conditions Incapacitated, Paralyzed, Petrified, Restrained, Stunned or Unconscious within 60 feet of him must succeed a Strength saving throw or be moved up to 15 feet towards Swain.
Demonic Ascension. Swain transforms, unleashing a burst of eldrich energy around him as he sprouts massive black wings from his back and grows in size. All creatures within 20 feet of Swain must make a Dexterity saving throw, taking 8d8 force damage on a failed save or half as much on a successful save.
While transformed, Swain is now Huge and hovers up to 10 feet above the ground. He has a fly speed of 60 feet and eldrich energy continues to surround him. Creatures who start their turn within 20 feet of Swain takes 1d8 force damage healing Swain for the same amount. If no creatures were damaged in this way since Swain's last turn, he instead takes 2d8 force damage and reduces his maximum hit points by the same amount.
Demonic Burst. While transformed, Swain may cause another explosion of eldrich energy around him whenever he reduces a creature to 0 hit points. Creatures within 20 feet must make a Dexterity saving throw, taking 8d8 force damage on a failed save or half as much on a successful one.
Swain is not afraid of fighting his opponents personally, but he is also strategic with his resources. If odds are against him, he will relocate to more advantageous positions. Normally he is surrounded by soldiers loyal to him and will issue commands to them before doing anything drastic himself. While powerful magically, Swain uses his words to disarm his enemies and inspire his allies. His power is a last resort.
Jericho Swain is the current Grand General of Noxus. He is as ruthless as he is calculating using his supernatural insight to plan a vision for his great Empire. He wields an eldrich power of unknown origin revealing a once fallen general to be a fierce leader whose loyalty to the Empire ousted a corruption that rot Noxus from the inside out. With his vision realized, he soars to even greater ambitions.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!