Welcome to Runeterra

Composed of both the material and spirit realms, Runeterra is all that separates the celestial powers of creation from the abyssal threat of all undoing. This is a magical world unlike any other-inhabited by peoples both fierce and wondorous.

This magic earth is an an oblate spheroid planet covered by mostly its two oceans and eighteen seas but also the continents of Valoran and Shurima. Those not from the mainland are likely to be from Ionia, the Serpent Isles, or the Shadow Isles. Though the later of those has befallen an awful curse. The planet revolves around a G-type star while a natural satellite moon revolves around the planet. Mirrored equivalents of the sun and moon also exist in the spirit realm, easily accesible through numerous gateways.

History

The Rune Wars

Centuries ago, magical artifacts called ‘World Runes’ were rediscovered. Over the following decades, knowledge of the Runes began to spread as more were unearthed. The world’s brightest minds studied the ancient glyphs, attempting to determine the powers they possessed. Few could even begin to understand the importance of their origins, or the sheer power held within them. Some surmised that the Runes were integral to the creation of Runeterra itself. The first use of these mysterious artifacts proved catastrophic, as they reshaped the landscape of entire nations. Mistrust quickly grew as those who knew of the Runes imagined such “Makers’ Might” being used as a weapon. Conflicts later related to these magical artifacts were known as the Rune Wars.

Open warfare raged across Runeterra. The first horrors of the Rune Wars sparked fear and aggression among those who now realized the power at their command. Ryze and his master, Tyrus, have sought out to lock away every World Rune beyond the reach of man for the protection of Runeterra. Some complied with their pleas, others dismissed them due to their new found powers and influence. After an incident with Tyrus, Ryze later on continued his journey alone in gathering all Runic artifacts so as to prevent another Rune War from starting and possibly destroying the world.

Magic

Magic plays an important part in the history and formation of Runeterra, much like the meaning of the world's name. There are several types of magic that exist in the universe, primary and combined magics. The Void has no magic at all since it is nothingness.

Primary Magics

Currently there are 3 primary types of magic known:

Celestial:

Magic coming from celestial concepts known as Aspects and world runes.

Elemental:

Magic that allows the control of elemental power of the material realm. There are numerous base elemental magics, such as Magma, Nature, and Water. The people of Ixtal Crest icon Ixtal are known for mastering elemental magics.

Spirit:

Magic coming from the spirit realm.

Combined Magics

Primary types of magic can combine to become 4 other basic types of magic:

Ascended:

Celestial and elemental magic; Pivotal in the creation of the Ascended. One of its abilities is to reshape physical forms, prolong lifespans, greatly empower and expand the base abilities of an individual, as well as create a connection between the Ascended and Aspects.

Hemomancy:

Elemental and spirit magic; Largely used by the Darkin, later on by the members of the Crimson Circle. One of its abilities is to reshape physical forms, prolong lifespans, absorb life essence of a living being, as well as manipulate blood.

Hextech:

Elemental and spirit magic combined with technology; Invented and largely used in Piltover Crest icon Piltover and areas of Piltovan influence, Brackern crystals are integral in creating authentic Hextech devices. One of its abilities is to animate and/or empower technological devices as a fuel source, as well as prolong lifespans.

Runic:

Celestial and elemental magic; Runic magic is often written down with special symbols known as words of power. One of its abilities is to empower the base abilities of an individual and prolong lifespans. Beings born or created with magical power have different levels of power. They are able to channel their innate magical power, though their level of control and mastering it varies between individuals. Magical power non-native to the individuals can still be accessed and channeled by using special techniques or magical artifacts.

Races of Runeterra


Demacian


"Demacia: Now and forever."

— Jarvan Lightshield IV


A strong, lawful kingdom with a prestigious military history, Demacia’s people have always valued the ideals of justice, honor, and duty most highly, and are fiercely proud of their cultural heritage. But in spite of these lofty principles, this largely self-sufficient nation has grown more insular and isolationist in recent centuries.

What was once a place of safety and refuge for anyone escaping the untold destruction of the Rune Wars, Demacia's posture and identity shifted from that of protecting its residents, no matter their background, to a direct opposition to mages and anything magical.

This tension has erupted into all out conflict, due to a rebellion of formerly imprisoned mages that were considered dangerous, which resulted in even stricter rules for all mages, radicalizing both sides of the conflict against each other.

Demacian Traits

A Demacian character shares the following traits with all other varieties of Demacians

Ability Score Improvement. Staunch defenders of tradition and their historical legacy, Demacians take pride in their upholding of the lessons taught to them about what their kingdom stands for. Your Wisdom and Strength scores increase by 1.

Age. Demacians reach adulthood once they reach eighteen years of age, and tend to live to about 75 years old.

Alignment. Demacia is a kingdom based on ideals of justice, honor and duty above all else. They tend heavily towards Lawful alignments.

Size. Demacians come from a history of disparate people coming together to make a refuge for all, and they range from all shapes and sizes. Your size is Medium.

Languages. Being an isolated country compared to the rest of Runeterra, the Demacian language has very little variation compared to the many Noxian or Freljordian dialects that exist. You know Demacian.

Speed. Your base walking speed is 30 feet.

Subraces. As a Demacian, there are the Mageborn, that usually hid their talents from those around them for fear of persecution, and the Orthodox, which are non-magical, often mistrusting of those that are outsiders or magical in nature.

Mageborn

Though the modern Demacia is known for its mistrust of mages, it wasn't always this way. When Demacia was founded, it welcome people from all walks of life, seeking only to protect themselves from the massive chaos and destruction of the Rune Wars. through the course of their history, the nation became more and more mistrusting of mages, but there were still those that had magic in their veins among its citizens.



As time passed,
most of these mages
learned to hide their
talents from individuals
like the mageseekers or keep
them and themselves hidden
in the great petricite structures
of the major cities, but some
of them were actively helpful in
more isolated settlements that even
learned to cherish their presence.
This all changed since the mage rebellion and its
response has swept through the countryside.

Ability Score Improvement. As a Mageborn
Demacian, there is both magic running through your veins, and a need to hide these natural talents. Your Charisma score is increased by 1.

Necessary Knowledge. You have proficiency in Arcana, Deception or History.

Magical Talents. You were born with at lest a small spark of magical power. You learn one cantrip from the Sorcerer spell list. Charisma is your spellcasting ability for this cantrip.

Overflowing Magic. Growing up your magic was able to manifest itself, even through the dampening effects of the ever-present petricite. As a reaction, when a spell you cast would have its damage resisted by a target, you can roll an ability check based on your spellcasting ability against a DC of 5 or the target's Challenge Rating (whichever is higher), if you succeed you ignore the creature's resistance for that effect. Conversely, if a spell you cast would be countered by a spell or ability, you can roll against a DC of 10+ the enemy's spell level, resolving your spell if you succeed. Once either use succeeds, you can't use this feature again until you finish a short or long rest.

Orthodox

Most Demacians have never encountered magic - at least that they were aware of - but have been raised to fear it, and distrust those who are able to wield it. Even those that don't outwardly despise mages and their tricks still would approach one with suspicion.

Given their attitude towards magic, but also their strong sense of community and drive to protect each other, most orthodox demacians tend to excel on their martial prowess, be those that seek to take part in the Dauntless Vanguard, the Ranger Knights, or even the Dragonguard.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.


Magical Prejudice. You have been raised from birth to distrust magic and those born of it. When you are hit with a spell from an opponent, you can use your reaction to pursue that mage. As part of that reaction, you can move up to half your speed, as long as you end your movement close to your target, and until the end of your next turn, all of your weapon attacks against that enemy have advantage. Once you use this feature, you can't do so again until you finish a short or long rest.

Additionally, whenever you make an Intelligence (History) check related to Magic Items, you do so with disadvantage. You are unable to activate magic items you have not inspected over a short or long rest. Your inspection is only successful if you pass an Intelligence (History) check, the DC determined by the DM.

Noxian


"Noxus will rise."

— Darius

Noxus is a powerful empire with a fearsome reputation. To those beyond its borders, it is brutal, expansionist, and threatening, yet those who look past its warlike exterior see an unusually inclusive society, where the strengths and talents of its people are respected and cultivated.

The Noxii were once fierce barbarian tribes, until they stormed the ancient city that now lies at the heart of their domain. Under threat from all sides, they aggressively took the fight to their enemies, pushing their borders outward with each passing year. This struggle for survival has made modern Noxians a deeply proud people who value strength above all—though that strength can manifest in many different forms.

















Anyone can rise
to a position of power and
respect within Noxus if they display
the necessary aptitude, regardless of social
standing, background, homeland, or wealth.
Those who are able to wield magic are held in particularly high esteem, and are actively sought out in order that their special talents may be honed and best harnessed for the benefit of the empire.


Noxian Traits

A Noxian character shares the following traits with all other varieties of Noxians.

Ability Score Improvement. Noxian lands and society are harsh, and their people are hardy. Your Constitution score increases by 1.

Age. Noxians live to serve the empire, which in hand, makes their life safer, more stable, and more complete. They reach adulthood in their late teens or early twenties, when they have the opportunity to serve the empire, and can live up to 90 years

Alignment. Noxian ideals of Strength and expansion often express themselves in different forms in different situations. An individual might believe in the strength of a cohesive warband, but go against that feeling if its leader shows overt signs of weakness. This adaptability means that Noxians tend towards Neutral alignments.

Size. Noxus believe that diversity brings strength, so they boast a wide variety of builds, from barely 5 feet tall to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Languages. The Noxian Empire is ever expanding, and they welcome different cultures and seek to absorb them the best they can. You learn Va-Noxian, the unified language of the empire, and one other of your choice.

Speed. Your base walking speed is 30 feet.

Noxian Fervor. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until after you finish a long rest.

Subraces. Noxus Believes in the three principles of Strength: Might, Vision and Guile. As a Noxian, you must strive to embody all of these aspects, but which one you favor determines your subrace.

Might

Noxians respect strength above all things, and the only way to remain strong is to be constantly tested. They relish the opportunity to compete with one another, since to not be challenged is to grow weak, and even those at the peak of power must always seek new ways to challenge themselves... or they will not remain in power for long. Those that favor the principle of Might try to represent that in their peak physical condition, be it in the reckoning pits scattered throughout the empire, or trying to joint the many elite and specialized militia groups such as the Xamari Redblades or the prestigious Trifarian Legion.

Ability Score Improvement. Your Strength score increases by 2.

Display of Might. You gain proficiency in Acrobatics, Athletics or Intimidation. In addition, you gain advantage on Intimidation (Strength) Checks when showing one of your battle scars.

Savage Attacks. When you score a critical hit with a weapon you are proficient with, you can roll one of the weapon's damage die one additional time and add it to the extra damage of the critical hit.

























Vision

It is not just physical or martial strength that Noxians admire—those who demonstrate expertise in politics, craftsmanship, trade, and magic all help to create a stronger Noxus. Those that favor the principle of Vision take pride in their intelligence and forethought, taking place as strategists, politicians, or even archaeologists uncovering arcane secrets from the many conquered lands of the expensive empire.

Ability Score Improvement. Your Intelligence score is increased by 2.

Vision of Empire. You learn an additional language. Additionally, you gain proficiency in Arcana, History, or Investigation.

Cunning Insight. When you succesfully hit a creature with an attack, you can use the Help action as a bonus action on an ally within 30 feet of you that can hear you. Additionally, you can use your reaction during an ally's turn to call out to that ally to take the Dash or Disengage action as a bonus action.

Guile

Where the other Principles of Strength are overt, Guile covers all the subtlety and nuances of power. It is both a way of wielding power and a source of power on its own. Many of the more aristocratic parts of Noxus, be them old nobility, people that had political power before being annexed to the empire, ambitious merchants or even battlecasters in the reckoning arenas favor the principle of Guile.

Ability Score Improvement. Your Charisma score is increased by 2.

Influential. You gain two proficiencies of your choice from Deception, Persuasion, Intimidation or Insight.

Save Face. If you fail a check, saving throw or miss an attack roll, you can add a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this feature, you can't use it again until you finish a short or long rest.

Ionian


"We are the children of the First Lands, and we will not be slaves!"

— Irelia Xan

Surrounded by treacherous seas, Ionia is composed of a number of allied provinces scattered across a massive archipelago, known to many as the First Lands. Since Ionian culture has long been shaped by the pursuit of balance in all things, the border between the material and spirit realms tends to be more permeable here, especially in the wild forests and mountains. Although these lands’ enchantments can be fickle, its creatures dangerous and fae, for many centuries most Ionians led lives of plenty. The warrior monasteries, provincial militias—and even Ionia itself—had been enough to protect them.

But that ended twelve years ago, when Noxus attacked the First Lands. The empire’s seemingly endless warhosts savaged Ionia, and were only defeated after many years, and at great cost.

Now, Ionia exists in an uneasy peace. Different reactions to the war have divided the region—some groups, such as the Shojin monks or the Kinkou, seek a return to isolationist pacifism, and pastoral traditions. Other more radical factions, such as the Navori Brotherhood and the Order of Shadow, demand a militarization of the land’s magic, to create a single, unified nation that can take vengeance on Noxus.

Ionian Traits

Your Ionian has the following racial traits.

Ability Score Improvement. Ionia itself is a place of spiritual energy, and its people are also very in tune with nature and the spiritual world. Your Wisdom score increases by 2.

Age. Ionians are known for their long history and long lives. The reach maturity in their early twenties, and can live up to slightly above a century.

Alignment. Ionians are very in tune with nature and their communities. The more traditionalists, such as the Kinkou and Shojin, are always striving for balance, whereas the more reactionary groups, such as the Yanlei or the Navori Brotherhood strive to preserve their homes and communities. Ionians tend towards good alignments.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Blood of the First Lands. Ionians are highly in touch with the nature of its land. You learn one of the following cantrips: Druidcraft, Mending or Shillelagh. Wisdom is your spellcasting ability for this cantrip.

Languages. Ionians are more a collection of similar cultures rather than one cohesive whole. However, they do have a lot of overlap in their myths, traditions, and also in their different dialects, and overlap enough to be considered a single language. You speak Ionian.

Subraces. Ionia has been divided by the response of the recent conflict with Noxus, and two major groups have risen: Navori Anarsvasa - The Brothers and Sisters of Navori, that seek to unify, militarize and retalliate against Noxus - and the Navori Fairemai - The Fathers and Mothers of Navori, that seek to restore the balance and return to tradition.

Anarsvasa

Flavor Text

Ability Score Improvement. Ionians that follow the Anarsvasa use hit-and-run a guerrilla tactics to both resist and attack a foe whose physical strength far surpasses their own. Your Dexterity score increases by 1

Teachings of the Brotherhood. You are proficient in Acrobatics, Intimidation or Stealth.

Fleet of Foot. Your walking speed becomes 35 feet and, you are so nimble when you run, you have a flying speed of 30 feet. However, you must end your turn on the ground or fall.

Fairemai

Flavor Text

Ability Score Improvement. Ionians that follow the traditions of Ionia are in touch with the spiritual world, and uphold such traditions with songs, poems and other communal activities. Your Charisma score increases by 1.

One of Body and Spirit. Ionians strength is rarely purely physical. Much like the whole land they inhabit, magic suffuses their surroundings and themselves. When determining your hit points, you can add your Wisdom modifier rather than your Constitution modifier.

Spirit's Guidance. You can beckon upon the guidance of Ionia's Spirit to help you in your time of need. As a reaction when you fail a saving throw, you can add your Wisdom modifier to that roll. Once you use this feature,
you can't do so again
until you finish
a long rest.

Overclocker


"For Piltover!"

— Jayce Giopara

Piltover is a thriving, progressive city whose power and influence is on the rise. It is Valoran’s cultural center, where art, craftsmanship, trade and innovation walk hand in hand. Its power comes not through military might, but the engines of commerce and forward thinking. Situated on the cliffs above the district of Zaun and overlooking the ocean, fleets of ships pass through its titanic sea-gates, bringing goods from all over the world.

Zaun and Piltover were once united, but are now separate, yet symbiotic societies. Though it exists in perpetual smogged twilight, Zaun thrives, its people vibrant and its culture rich.

Piltover’s wealth has allowed Zaun to develop in tandem; a dark mirror of the city above. Many of the goods coming to Piltover find their way into Zaun’s black markets, and hextech inventors who find the restrictions placed upon them in the city above too restrictive often find their dangerous researches welcomed in Zaun. Unfettered development of volatile technologies and reckless industry has rendered whole swathes of Zaun polluted and dangerous. Streams of toxic runoff stagnate in the city’s lower reaches, but even here people find a way to exist and prosper.

Overclocker Traits

Your overclocker character has the following traits

Ability Score Improvement. Both Piltover and Zaun are cities that value technological and scientific progress, and all of their inhabitants are intimately familiar with at least one form of technology o science. Your Intelligence score increases by 2.

Age. In these twin cities, the young give life to the streets while the older become signposts of their ideals, be it wealth or strength. They reach adulthood in their early twenties, and can live up to 80 years old.

Alignment. Progress is the shared ideal of the twin cities of Piltover and Zaun. This constant struggle to improve makes them tend towards chaotic alignments.

Size. Your size is Medium

Speed. Your base walking speed is 30 feet.

Tools of the Trade. As a techmonger, you have proficiency in one Artisan's tool of your choice.

Languages. The techmongers of the twin cities are both highly studious and also a trade hub for the rest of the world. You learn Piltovan and another language of your choice.

Subraces. Overclockers of Runeterra are mostly divided into Piltovans and Zaunites.

Piltovans

Piltover has - and still is - reinventing itself as a city where fortunes can be made and dreams can be lived. Burgeoning merchant clans fund development in the most incredible endeavors: grand artistic follies, esoteric hextech research, and architectural monuments to their power. With ever more inventors delving into the emergent lore of hextech, Piltover has become a lodestone for the most skilled craftsmen the world over.

The cosmopolitan nature of Piltover makes its inhabitants as varied as their city, but there remains a particular character to its people. A citizen of Piltover is typically self-reliant, does not expect handouts, and always aspires to do better. They are averse to meddling from outsiders, and see an open and free market as essential to the city’s continued prosperity. Fashions quickly rise and fall in the salons of Piltover, and while most tastes tend toward formal and functional, there are those who push the boundaries of good taste and common sense with their overly elaborate displays of wealth.

Ability Score Improvement. Piltovans are very proud of their commercial success, as well as their elaborate displays of actual or apparent wealth. Your Charisma score increases by 1.

Hextech Research. You have proficiency in Arcana, History or Investigation.

Frantic Inventors. As a Piltovan, you have a variety of trinkets, most likely of your own design, to try and make your life easier. You can design simple mechanisms by spending a short rest and 10gp to make a simple nonmagical device, that can be used to make the use of an object that you can wear or carry, such as a grappling hook, deploying caltrops or ball bearings, or any other object that could be used as an action take a bonus action to use. You can maintain a number of these devices equal to your Intelligence modifier (minimum of 1).

Piltovan Cunning You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.

Zaunite

Zaun is a large, undercity district, lying in the deep canyons and valleys threading Piltover. What light reaches below is filtered through fumes leaking from the tangles of corroded pipework and reflected from the stained glass of its industrial architecture.

Zaun is, by its nature, a city of the disadvantaged. People that are from here tend to bear ill will towards the sun-touched Pilties, and most of those that haven't fought so hard for survival as they have. Be it scavenging through the sumps or venturing up to Piltover to lighten the purses of those that aren't paying enough attention, Zaunites always find a way to scrape by and survive.

Ability Score Improvement. Zaunites live in the most insalubrious conditions possible, constantly afraid of the Zaun Grey, and dealing with the discarted wastes of the city above. Your Constitution score increases by 1.

Street Smarts. You gain proficiency in Acrobatics, Slight of Hand or Stealth.

Undercity Denizen. You have advantage on Dexterity (Stealth) checks as well as Intelligence (Investigation) checks made on urban environments, as well as rubble and ruins.

Sump Resilience. You have advantage on saving throws against disease or being poisoned, and you have resistance to poison damage. Additionally, Squalid living conditions do not harm your Sanity.

Augmented


"Welcome to Zaun!"

— Ekko

In the sister cities, the advancement of technology has allowed for the ushering of a new kind of individual, those known as augmented. Be it as a sign of wealth and power, be it a necessary replacements resulting of an unfortunate accident or bloody conflict, be it a sign of wealth and power on display for everyone to see, or even a fanatical show of faith from the disadvantaged, these augmentations become a defining feature of whoever submits themselves to such processes.

The Church of the Glorious Evolved is popular in both Piltover and Zaun. The church, views flesh as inferior to steel and metal and advocates the use of techmaturgy to purge the weakness and inefficiency of flesh. Among the dominant clans of Piltover, Augments are treated as a show of wealth, wereas with the chembarons of Zaun, they are ostentatious displays of strength. There are even rare mechanics in Bilgewater capable of granting augmentations to sailors and pirates that survived conflicts with ruthless captains in not exactly one piece.

Augmented Traits

Your Augmented has the following racial traits.

Ability Score Improvement. Your body has become empowered by the technology aiding it. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age. Most of the properly augmented people are already adults once they become augmented. They also have no general life expectancy, given that they are usually crime bosses, riddled with disease and/or absurdly rich, resulting in a lot of variance.

Alignment. Most of the people that are able to be augmented in Piltover and Zaun are from very specific social dynamics, such as leaders of merchant families, crime syndicates or part of a religious cult, which would make you tend towards lawful alignments. Augmenteds of Bilgewater tend to have chaotic alignments.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. Given the nature of the augmentation practice being originated in Piltover and Zaun, you speak Piltovan. Additionally, you can speak another language, usually from where you came before pursuing augmentation.

Augmentations. Your body has been augmented to compensate for certain weaknesses or imperfections. You choose one augmentation now and another one at 5th level.


At 1st level, choose one of the following options:

Breathing Aid: You become immune to Inhaled poisons and other harmful effects due to gases and smells. Additionally, you can hold your breath for 15 minutes.

Nightvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of green.

Fear Suppression: You have advantage on saving throws against being frightened. Additionally, you can use your action to cast Heroism on yourself using Intelligence as a spellcasting ability. Once you use this feature, you can't do so again until you finish a short or long rest, until which you loose advantage on your saving throws against the frightened condition.

Iron Fists: Your fists, entire arms, or even legs are augmented and steam-powered. You become proficient with your unarmed strikes (which become weapons) and deal 1d6 bludgeoning damage instead of their normal damage.


At 5th level, you either get accustomed to or improve upon your current augmentations, increasing its capabilities. Choose one of the following options you didn't take at 1st level, or one of the following options:

Hex Sight. (Requires Darkvision). You learn to use you hex-empowered vision enhancement to briefly detect traces of usually untraceable effects. You can cast Detect Magic and See Invisibility once each. You regain the ability to cast these spells once you finish a long rest.

Iron Grip. (Requires Iron Fists). Your unarmed strikes now deal 1d8 bludgeoning damage, and you have advantage on Strength (Athletics) checks made to grapple. Additionally, after hitting an enemy with an unarmed strike, you can use your bonus action to attempt to grapple the target of that attack.

Mechanical Logic. (Requires Fear Suppression). You now also have advantage on saving throws against the charmed condition. Additionally, you can cast Calm Emotions on yourself once, and casting either it or Heroism no longer suppresses your advantage on saving throws against being frightened.

Metal Body. You learn to use your metal parts to shield you from blows. You gain a +1 bonus to AC when you're not wearing heavy armor.

Adrenaline Rush. (Requires Breathing Aid). As a reaction triggered by taking damage, you take double damage from damage until the end of your next turn as adrenaline pumps through your veins. You gain an additional Action on your next turn, +2 AC, advantage on Dexterity saving throws, and double your speed, as though from the Haste spell but suffer none of the downsides. After your first use, you lose 5 Sanity times the number of times you use this ability until you take a long rest.

Shuriman


"Shurima is where all paths converge."

— Omah Azir

The empire of Shurima was once a thriving
civilization that spanned a vast desert. After
an era of growth and prosperity, its last
emperor was betrayed by his closest friend,
and the fall of its gleaming capital left the
empire in ruins. Over millennia, tales of
Shurima's glorious city became myth and
religion among the descendants of the
scattered survivors.


Most of the nomadic inhabitants
of Shurima search for basic
sustenance in an unforgiving
land. Some defend small
outposts built around a few oases.
Others hunt buried riches among
the ruins of the fallen empire,
or obtain mercenary work,
taking coin for their deeds before
disappearing back into the sands.
Now, the tribes are stirred by
whispers from the heart of the desert:
the city of Shurima has risen again.














Shuriman Traits

A Shuriman character shares the following traits with all other varieties of Shurimans.

Ability Score Improvement. Life in the continent of Shurima has been dangerous since the fall of the empire. You must constantly be on your toes. Your Dexterity score increases by 2.

Age. Life in Shurima is difficult, making it rare for a person to live past 60.

Island Inhabitant. You have proficiency in Water Vehicles.

Size. Your size is Medium.

Languages. You know Shuriman and another language of your choice.

Speed. Your base walking speed is 30 feet.

Desert Born. You have resistance to fire damage. You're also acclimated to the desert environment and able to resist heat exhaustion longer than non-Shurimans.












































Nomads

In response to the perpetual drought terrorizing the continent, Shurimans hoisted themselves on the backs of dormun and made homes on the animals' gargantuan backs.

Ability Score Improvement. You can adapt to most things. Two additional ability scores of your choice increase by 1 each.

Way of the riders. You have proficiency in Land Vehicles and Survival, Perception, or Animal Handling.

Void-Touched

Ability Score Improvement. The void shifts your personality. Having it on your side gives you confidence. Your Charisma score increases by 1.

Void Seeker. Even when you close your eyes, purple outlines of your surroundings persist behind your lids. You have blindsight out to a range of 30 feet.

Islander


"Welcome to Bilgewater!"

— Gangplank

Nestled away in the Blue Flame Isles archipelago, Bilgewater is a port city like no other—home to serpent hunters, dock gangs, and smugglers from across the known world. Here, fortunes are made and ambitions shattered in the blink of an eye. For those fleeing justice, debt, or persecution, Bilgewater can be a place of new beginnings, for no one on these twisted streets cares about your past. Even so, with each new dawn, careless travelers can always be found floating in the harbor, their purses empty and their throats slit…

While incredibly dangerous, Bilgewater is ripe with opportunity, free from the shackles of formal government and trade regulation. If you have the coin, almost anything can be purchased here, from outlawed hextech to the favor of local crime lords.

Islander Traits

An Islander character shares the following traits with all other Islanders.

Ability Score Improvement. Denizens of the Blue Flame Isles are accustomed to treacherous environments, be it the rocky cliffs of the Islands, the swaying ships that traverse the coral-heavy waters around them, or the bustling port of Bilgewater Bay. Your Dexterity score increases by 1.

Age. There are many cultures within the Islands, so when an individual might be considered an adult might range from their mid teens up to their early twenties. Still, the lawlessness and constant danger of the surroundings tend to mean that few inhabitants survive past the age of 50.

Island Inhabitant. You have proficiency in Water Vehicles.

Size. Your size is Medium.

Languages. These Islands are a cultural mishmash from all over Runeterra, and, as a result, they have no widespread language, usually, only a localized dialect of languages from around the world. You learn two languages of your choice.

Speed. Your base walking speed is 30 feet.

Subraces. Though these Islands are known throughout the world for Bilgewater, the Pirate haven in the middle of Bilgewater Bay, there are also indigenous people that were here far before the first pirate ships came ashore. You can choose between Bilgerat or Buhru.

Bilgerat

Surrounded by treacherous straits and towering cliffs, Bilgewater Bay is as dangerous as those who call it home. Visitors are often seduced by seemingly limitless opportunity, and become permanent residents—realizing that the longer they stay, the more they can exploit others for power and wealth.

The city of Bilgewater was built as more and more people came from other places in the world to this lawless place, and to this day, it still collects newcomers to their populous, adding to its melting pot of a regional identity.

Ability Score Improvement. Bilgerats are from all over and can do any sort of things. You increase two ability scores of your choice by 1, other than Dexterity.













From all Over. Bilgerats come
from a historically recent migration,
and they still have a lot of migration
and miscegenation to this day.
Due to that, you can choose a feature
from another human base race (not subrace).

Drunken Panache. Alcohool is likely
the most recognizable trait associated
with Bilgewater. This means that being
intoxicated doesn't impose Disadvantage
on attack rolls, and gives you advantage
on minor actions, such as
Charisma (Perfomance) checks or checks
made with Gaming sets. Additionally, you have
advantage on Charisma (Deception) checks to feign drunkenness.

Buhru

While much of Valoran knows the archipelago as the Blue Flame Isles, to the indigenous people of Buhru they have only ever been the Serpent Isles. Buhru’s ancient culture is highly respected, reflected, and sometimes imitated in the daily life of Bilgewater—including traditional medicine, and monster hunting techniques.

Central to Buhru culture is Nagakabouros—god of life, growth, and perpetual motion. Also known as the Mother Serpent, the Great Kraken, or the Bearded Lady, she is commonly depicted as an enormous, monstrous head with many spiraling tentacles.

Ability Score Improvement. Being an extremely old civilization based on the faith of Nagakabouros, you highly uphold tradition and spirituality. Your Wisdom score increases by 2.

Teachings of Mother Serpent. You gain proficiency in Athletics, Nature or Religion.

Life, Growth, and Perpetual Motion. The Buhru are not only strong of body, but also of spirit. You have advantage on any saving throw made against effects that may Frighten, Incapacitate, and contested Athletics (Strength) checks.

Gift of the Great Kraken. Another aspect of the Buhru are Serpent Callers, and their off-putting presentation, usually head to toe covered in ceremonial robes made from or at least emulating the seabeasts that exist near the Serpent Isles. As part of a short rest, you can harvest bone and hide from a slain beast, dragon, monstrosity or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, like leatherworker's materials.

Targonian


"Retreat too far on Mount Targon, and you will fall off a cliff."

— Atreus

Like any place of myth, the land of Targon is a beacon to dreamers, pilgrims, and seekers of truth and enlightenment, such as the hardy tribes of the Rakkor who call the mountains home. Mount Targon itself is the mightiest peak in Runeterra—a towering pinnacle of twisted, sun-baked rock that seems to reach ever upward toward the stars.

The Rakkor have endured the trials of their mountainous homeland for millennia, and often make such a life look relatively easy. In truth, they are always vigilant against danger, from above or below.

Targonian Traits

Your Targonian has the following racial traits.

Ability Score Improvement. Targonians look to the skies in search of divine signs from the celestials to guide them in their pursuits. Your Wisdom score increases by 2.

Age. Targonians reach maturity around their late teens, early twenties. They are well prepared to face the mountain, but it is an incredibly harsh environment. They can live up to 70 years old.

Alignment. Believing in the fate told by the stars, following their religious lifestyle and managing to carve up a living on the side of this massive mountain takes a very strict lifestyle. Targonians, therefore, lean towards lawful alignments.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Stargazer. Always looking to the stars for guidance, all Targonians can interpret the celestial motions with a bit of preparation. You can cast the Augury spell using Wisdom as a spellcasting ability modifier. Once you do so, you can't do so again for another week.

Languages. Though there are disparate tribes along the mountain, they still maintain contact through religious pilgrimages on celestialy relevant events. You learn Targonian.

Subraces. As a Targonian, you can choose between being a Lunari, a Rakkor or a Solari.

Lunari

Branded by the Solari as heretics, the Lunari worship the silvery light of the moon. They practice their beliefs in secret, hiding from those who seek to rid Targon of their influence forever—even though some claim that, long ago, the two groups lived in peace, worshipping the heavens as one people.

Though it will do nothing to bring back the countless Lunari slain by Solari over the years, it seems the balance of power in Targon may be shifting, as rumors abound that the Aspect of the Moon has taken mortal form once more...

Ability Score Improvement. Shrouded in moonlight and secrecy, the Lunari are well trained in being unseen and unheard. Your Dexterity score increases by 1.

Mother Moon's Guidance. You have proficiency in Acrobatics, Religion or Stealth.

Veil of Night. The faith of the Lunari grants them many gifts under moonlight. You can cast Pass Without Trace and Darkvision while under direct or cloud-covered moonlight. You can cast these spells a combined number of times equal to your proficiency modifier, and regain the ability to do so every Dusk. Additionaly, during this time you have resistance to radiant damage.

Rakkor

The Rakkor tribes boast many skilled artisans, craftspeople, and merchants—however, they tend to value a simple life of humility and prayer to the heavens. They have endured the trials of their mountainous homeland for millennia, and often make such a life look relatively easy. In truth, they are always vigilant against danger, from above or below.

The Rakkor do not seek war with others, but nonetheless maintain highly skilled militias among all the tribes and outlying settlements. It is said to be almost impossible to surprise a Rakkor force in battle on their own lands.

Ability Score Improvement. The Rakkor are a simple and hardy mountain folk. Your Constitution score increase by 1.

Carved into the Mountain. You have proficiency and expertise in a set of Artisan's Tools of your choice. Additionally, you have proficiency in Athletics, Nature or Survival.

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Solari

Those who completely devote their lives to it are known as the Solari. As the dominant religious sect on Mount Targon, they believe the sun is the source of all life—all other light sources are false, and a threat to the future of their people. Disciples are guided in the strictures of their faith by temple priests, who preach that if the sun was ever to fade, the world would be swallowed by darkness. Accordingly, the Solari stand ready to fight any who would extinguish its holy light.

In the sacred Sunward Temple, the worthiest warriors seek a place in the Ra’Horak, the elite militant order of the Solari priesthood. This particular shrine was constructed to align with major recurring celestial events, each one framed perfectly by a carefully placed aperture.

Ability Score Improvement. The Solari faith is one of constant vigil, where conflict is second nature. For them, a priest is a warrior, and a fight for their cause is the ultimate sign of faith. Your Strength score increases by 1.

Shine like the Sun. You have proficiency in Athletics, Religion or Survival.

Sunblessed Vigor. The faith of the Solari grants them powerful boons under sunlight. You can cast Aid and Divine Favor while under direct or cloud-covered sunlight. You can cast these spells a combined number of times equal to your proficiency modifier, and regain the ability to do so every Dawn. Additionaly, during this time you have resistance to necrotic damage.

Freljordian


"The Freljord is a place for building, fighting, and eating. Home sweet home."

— Ornn
The Freljord is a harsh and unforgiving place—where the people are born warriors, who must persevere against all odds.

Proud and fiercely independent, the tribes of the Freljord are often considered wild, rugged, and “uncivilized” by their neighbors across Valoran, who do not know the ancient traditions that shaped them.

Many thousands of years ago, the alliance between the sisters Avarosa, Serylda, and Lissandra was shattered in a war that unknowingly threatened all of Runeterra, plunging the northern lands into chaos, and near-constant winter. Now, only those truly exceptional mortals who seem immune to the ravages of fire or ice seem destined, or able, to lead.


Freljordian Traits

A Freljordian character shares the following traits with all other varieties of Freljordians.

Ability Score Improvement. The Freljord is a severe environment that demands a lot from its people. Your Constitution score increases by 2.

Age. The people in the Freljord are always in a constant fight for survival. They reach maturity in their teens, usually only considered adults once they have been scarred, and rarely live to ages above 60.

Alignment. Every individual in Freljord knows that they must be a cohesive unit if they are to survive, and their bonds with their tribe tend to run deep. Those of the Winter's Claw believe in their strength above that of others, favoring Chaotic alignments. Those of the Avarosan tribes believe that it is the duty of the strong to protect those weaker then them, and tends to be more Good aligned. Those of the Frostguard are compelled by a strong sense of duty and devotion to Lissandra, favoring Lawful alignments.

Size. The people of Freljord tend to be big and heavily built, to survive the harsh conditions of the tundra they live in. Your size is Medium.

Languages. Due to the presence of the Frostguard
as powerful sages in all freljordian tribes, even if
they are scattered throughout a massive
frozen landscape, they still share
the same language. You speak
Freljordian.














Survivalist. You gain proficiency in Athletics, Animal Handling or Survival.

Speed. Your base walking speed is 30 feet. Additionally, your speed is not reduced by non-magical snow or ice.

Subraces. In the Freljord, there are two subrace options: the Hearthbound and the Iceborn.

Hearthbound

The Hearthbound are the residents of the Freljord that have learned to carve their place amidst the frozen tundra through sheer grit, ingenuity and community. They make up most of the population of any given tribe on the Freljord, and rely on lots of furs and other natural resources to keep the dangers of the cold at bay.

Ability Score Improvement. Hearthbound rely heavily on their community, and the customs of those that came before them to survive. Your Wisdom score Increases by 1.

Strength in Numbers. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Iceborn

Iceborn are direct descendants from the mighty warriors of the tribe lead by the Three Sisters of legend. Their heritage gives them great affinity with the cold that defines the Freljord, allowing them to endure its many dangers and even have some degree of control over it.

Ability Score Improvement. Iceborn carry the strength of their ancestors in their blood and often assume leadership positions in tribes because of this. Your Strength or Charisma score increases by 1.

Children of the Ice. Iceborn have the cold running through their veins. You have resistance to cold damage. Additionally, you know how to freeze water using the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Ixtali


"Those who find Ixtal do not live to speak of it."

— Qiyana Yunalai

Renowned for its mastery of elemental magic, Ixtal was one of the first independent nations to join the Shuriman empire. In truth, Ixtali culture is much older—part of the great westward diaspora that gave rise to civilizations including the Buhru, magnificent Helia, and the ascetics of Targon—and it is likely they played a significant role in the creation of the first Ascended.

But the mages of Ixtal survived the Void, and later the Darkin, by distancing themselves from their neighbors, drawing the wilderness around them like a shield. While much had already been lost, they were committed to the preservation of what little remained…

Now, secluded deep in the jungle for thousands of years, the sophisticated arcology-city of Ixaocan remains mostly free of outside influence. Having witnessed from afar the ruination of the Blessed Isles and the Rune Wars that followed, the Ixtali view all the other factions of Runeterra as upstarts and pretenders, and use their powerful magic to keep any intruders at bay.






































Ixtali traits

An Ixtali character shares the following traits with all other varieties of Ixtali.

Ability Score Improvement. The people of Ixtal study vigorously for their domination in combat and are quite agile. Your Intelligence score increases by 2 and your Dexterity score increases by 1.

Ixtali Excellence. You have proficiency in Nature, Arcana, or Stealth.

Control of the Elements. You know the Shape Water and Mold Earth cantrips. Additionally, your unarmed strikes deal your choice of cold, poison, or bludgeoning damage plus an additional 1d6.

Ember Shield. Once you reach 3rd level, you can cast the Fire Shield spell as a 2nd-level spell, meaning its duration is only 1 minute and melee attacks only take 2d4 damage; you must finish a long rest in order to cast the spell again using this trait.

Vastaya


"The vastaya named the world. We named the trees, the wind, the mountains. We know their power."

— Xayah


The Vastaya are a chimeric race of Runeterra that are the weaker magical descendants from enlightened mortals that took the power of the spirit realm into themselves known as the Vastayashai'rei. From the ferocious, bestial power of Rengar to the foxlike allure of Ahri, vastaya can look considerably different from one another, but they all share animal and human characteristics.

In an age lost to myth, the harmony of the First Lands was shattered by war between mortals and a race of titans that had come from the skies above. Calling upon the wisdom of their ancestors, the most enlightened mortals took the power of the spirit realm into themselves, becoming Vastayashai’rei—deathless shapechangers who could wield the natural world itself as a weapon.

The titans were eventually defeated, and the Vastayashai’rei were hailed as the heroes of the age. Even so, they refused to put themselves above their mortal kin, choosing instead to live among them as equals.

Their descendants were known as the vastaya. These were mystical, chimeric beings, neither mortal nor truly immortal, and greatly attuned to the magic of Runeterra.

In time, as the balance between realms was restored, the power of the Vastayashai’rei began to wane, and the vastaya left to form their own tribes. They proudly took their names from those who had defeated the titans—noble Kiila, dutiful Chyr, cunning Lhotl, and countless more besides. For thousands of years, the vastaya have sought to uphold their own spiritual legacy, even when it would bring them into conflict with one another.

More recently, as humans have continued to disrupt the currents of magic in the world, relations with the tribes have soured. No new vastaya have been born in several mortal lifetimes, and it could be that this ancient race now perceives another time of great change approaching…


Vastaya Traits

Your vastaya character shares the following traits with all other varieties of Race.

Ability Score Increase. Your Wisdom ability score increases by 1.

Age. Vastaya are notable for their extremely long lives. Some have been known to live for thousands of years, while others claim to be immortal.

Alignment. Due to their deep connection with the lives and magic of those around them, no vastaya are inherently evil. They pride themselves with self improvement, or self sacrifice for those they care for.

Size. Vastayan size varies greatly between tribes, although all maintain a closeness to an altered spectrum of their human ancestors. Your size is Medium.

Speed. Your base walking speed is 30ft

Predatory Strikes. Using their various claws, fangs, scaled tails, and other beastial appendages, all vastaya have a natural weapon that deals 1d4 plus strength bludgeoning damage unless otherwise stated in the subrace.

Instincts. You have proficiency in one of the following skills: Acrobatics, Animal Handling, Athletics, Nature, Perception, Survival.

Outer Sho'ma. Vastaya display their spiritual essense on their sleeve, their appearance shifting slightly alongside strong emotions. A scheming vastaya may grow small horns while one holding back tears may find that their eyes begin to change to a bright blue. As an action, you can conciously force a slight cosmetic change in your appearance but you must concentrate on it as though it were a Spell. You are still recognizable as the same person.

Languages. You can speak, read, and write Common, Vastayan, and one other language of your choice.

Subraces. There are five subraces of vastaya well known in Runeterra, the Shimon, the Kiilash, the Kumiho, the Lhotlan, and the Marai. The innate gifts given to them by the ancestory of their tribes, their natural habitat, and their outlooks on the mortal way of life are what define them. Additionally, the Oovi-Kat subrace is a window into the vastaya's past.

Shimon

Within Ionia’s treetops dwells a vastayan tribe known as the Shimon. These monkey-like creatures are a wise, cautious people, and as pacifists, chose to build their society away from landwalkers, cultivating their society atop the tallest trees in Ionia. The Shimon see life as an evolutionary climb to wisdom, thus upon death, the Shimon believe they become stones, returning to the soil to begin the climb of life again.

Shimon usually live in small tribal communities they call troops. Within these troops leadership roles tend to be held by elder members of the community, however decision making for the troop is usually done in a group. Shimon don't have families In the traditional sense, most viewing all of their kin as being apart of their family. This sense of kinship is not limited to other Shimon and can be extended to people of other races who they've grown to trust.






































Ability Score Increase. Your Dexterity and Strength scores increase by 1.

Limit Testing. Shimon are always striving to push themselves. You can reroll a failed Dexterity, Wisdom, or Strength check. Once you use this ability, you cannot use it again until you complete a long rest.

Adapt Climbers. You gain a climbing speed equal to your walking speed.

Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Kiilash

A tribe of East-Shuriman vastaya known as the Kiilash, whose society venerated the honor and glory of the hunt. The Kiilash are large ferocious beasts covered in fur. They have large fangs and claws like that of a large cat. They live to prove themselves by hunting larger and more dangerous prey, taking trophies from their kills as proof of their accomplishments.

Ability Score Increase. Your Strength and Constitution scores increase by 1.




















Battle Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Predatory Strikes Improvement. Your natural weapons deal 1d6 plus strength slashing damage.

Lhotlan

On the ancient, mystical borders of Ionia’s deep forests live the last of the Lhotlan vastaya. The Lhotlan vastaya have cultural and existential ties with Ionia. Being one of the oldest vastayan tribes in existence, they have deep ties with their ancestral roots and protect their cultural heritage from the ever encroaching human population in Ionia. They are a race of bird-like vastaya with raptorial feet and long feathers. Their feathers vary between individuals, some with dark and thin feathers adapt at hiding, others with the flamboyant and gleaming plumage of a true performer.

Ability Score Increase. Your Dexterity
score increases by 2.


Winged Grace. Your single wing does not make you capable of flying, however, when you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend as long as you aren't wearing medium or heavy armor.

Battle Dance. Protecting one another is deep rooted in Lhotlan culture. When you move on your turn in combat, you can double your speed until the end of the turn if you move towards an ally you can see and end within 5 feet of that ally. This movement doesn't provoke opportunity attacks. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Kumiho

The elusive Kumiho are a vastayan race of vulpine humanoids commonly exhibiting the tails and ears of their fox spirits. They have no village or tribe, instead they are mostly solitary creatures that roam from place to place. They have an affinity for use of magic and even without a teacher, they are able to instinctively learn how to draw it from the world around them. Kumiho have a strong connection to the spirit realm and are able to see spirits if they are present, as well as one leaves a body. The Kumiho rely on life essence to sustain themselves and devour them when they can.

Ability Score Increase. Your Charisma score increases by 2.

Deceptive Charm. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Essence Theft. You may consume life essence from a charmed living creature you can touch as a bonus action, dealing 1d8 necrotic damage, regaining hitpoints equal to the damage dealt with this ability, and experiencing fragments of their memories. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You gain one additional language or tool proficiency from the most recent (max 1) victim of Siphon Essence, chosen by the DM. You can use this ability once and regain the ability to do so when you finish a long rest.



















Marai

In the seas to the West of Mount Targon dwells a tribe of vastaya known as the Marai. Long ago, these mermadic creatures discovered a rift in the depths. The rift bore a horrible, creeping darkness which sought to exterminate all forms of life.

At the center of their village, the Marai placed a glowing rock known as a moonstone, which is said to be infused with the celestial magic of the heavens. Its haunting, ethereal light protects the Marai from the creatures that crawl from the abyss. Every hundred years or so, the moonstone’s light begins to dim. At that moment, the tribe chooses their fiercest warrior and bestows upon them the title of Tidecaller. The Tidecaller must leave the ocean and venture onto dry land, seeking a new moonstone to protect their tribe.

Due to their life under water and their affinity with natural magic, the tribe practices various forms of water manipulation, giving them basic water abilities.

Ability score increase. Your Constitution ability score increases by 2.

Child of the Sea. You have a swimming speed of 30 feet and you can breathe air and water, but, your effective walking speed is only 25 feet.

Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Superior Darkvision. Accustomed to the depths of the sea, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Ooki-Kat

The last members of an ancient vastayan tribe remained isolated from the rest of the world on a remote and largely unknown island, far to the east. They were called the Oovi-Kat, and could trace their lineage generation by generation back to the legendary Vastayashai'rei—the ancestors of all vastaya. They were peaceful beings of unrivaled potential. Their harmonious society blended seamlessly with the spirit realm, so that their sho'ma—their spiritual essence—could intermingle with other beings through mere proximity, and even help them mimic other physical forms. No secrets existed between the Oovi-Kat.

When their island was attacked, Oovi-Kat elders sacrificed themselves so the rest of their tribe could flee. Now scattered in this strange new world, they struggle to stay alive and understand those who seem to fear and not understand themselves.

Ability score increase. Your Charisma ability score increases by 2.

Shapechanger. As an action, you can change your appearance and your voice to match a creature you have seen before. You can make yourself appear as a member of another race, though none of your game statistics change. You must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Sho'ma Reader. When you use your Shapechanger feature, you have advantage on any Wisdom (Insight) check related to how that creature feels or is thinking.











Half-Vastaya


"Too hairy for humans, too smooth for Vastaya. What are you gonna do?"

— Settrigh


To humans, half-vastaya look like animalistic savages, and to vastaya, they look disgustingly void of their magical roots. As vastaya mix more and more with humans, there is no exact point to label one a vastaya or a half-vastaya. Eventually, a child with only one or two chimera features will come into the world, and that child will be labeled a half-beast by their human kin and a Mu'takl (Vastayan: Blood Traitor) by their vastayan kin.

Some believe half-vastayans to be the future, the best of their kind, while others spit in their paths.




Half-Vastaya Variants

Some half-vastaya have a racial trait in place of the Outer Sho'ma trait. Your half-vastaya character can forgo Outer Sho'ma and instead take the human Proficiency trait or a trait based on your vastaya parentage:

Shimon


Adapt Climbers. You gain a climbing speed equal to your walking speed.

Kiilash


Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Lhotlan


Winged Grace. Your single wing does not make you capable of flying, however, when you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend as long as you aren't wearing medium or heavy armor.












Kumiho


Essence Theft. You may consume life essence from a charmed living creature you can touch as a bonus action, dealing 1d8 necrotic damage, regaining hitpoints equal to the damage dealt with this ability, and experiencing fragments of their memories. This damage increases by 1d8 when you reach 11th level (3d8) and 17th level (4d8).

You gain one additional language or tool proficiency from the most recent (max 1) victim of Siphon Essence, chosen by the DM. You can use this ability once and regain the ability to do so when you finish a long rest.

Marai


Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Half-Vastaya Traits

Your half-vastaya character shares the following traits with all other varieties of Race.

Ability Score Increase. Your Charisma ability score increases by 2 and two other ability scores of your choice increase by 1.

Age. Half-vastaya mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment. Vastaya tend to stray from being lawful similar to those within their vastayan heritage. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Size. Half-vastaya are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your ancestors are accustomed peering at the night sky, giving you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Outer Sho'ma. Vastaya display their spiritual essense on their sleeve, their appearance shifting slightly alongside strong emotions. A scheming vastaya may grow small horns while one holding back tears may find that their eyes begin to change to a bright blue. As an action, you can conciously force a slight cosmetic change in your appearance but you must concentrate on it as though it were a Spell. You are still recognizable as the same person but may gain advantage on Charisma checks when this is used to accentuate a point.

Languages. You can speak, read, and write Common, Vastayan, and one other language of your choice.

Yordle


"Yordles. Why did it have to be yordles?"

— Ezreal


The Yordle are a race of spirits who generally take the appearance of mammalian bipeds. They mostly reside in a mystical place with no direct "mirror" in the material realm of Runeterra called Bandle City. The origin of this race on Runeterra is unknown but can be traced back to a prehistoric time when there were no civilizations.Overtime as human civilizations advanced, so did yordles appearances and capabilities. To easily blend in human areas, yordles at one point started using an ability called "Glamour", which gave them the appearance of a small stature humans.

To this day, most yordles stay inside the mystical spiritual realm known as Bandle City, only venturing out on rare occasions. There are numerous gateways across Runeterra that yordles, and others more knowledgeable and perceptive, are able to use to get to in and out of Bandle City.


Yordle Traits

Your yordle character shares the following traits with all other varieties of Race.

Ability Score Increase. Your Dexterity ability score increases by 2.

Age. Yordles do not age in the same way as beings of the material realm do thanks to being creatures of the spirit realm. Even outside of Bandle City, yordles have lived for 1000 years with no sign of aging.

Alignment. Yordles are joyous and tend to stray away from being Evil. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression.

Size. Yordle average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Yordle Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Brave. You have advantage on saving throws against being frightened.

Languages. You can speak, read, and write Common, and Yordle.

Subraces. Yordles evolved from amphibious creatures. Some, however, never left the sea, causing both Fuzzyfooted and Aquatic Yordles to be in Runeterra in present day.















Fuzzyfooted

Their skin texture ranges from being completely smooth, to very lightly covered in fur, to ultimately being significantly furry. Their hands have four digits (some yordles are also seen with five digits) while their feet differ greatly depending on the individual (from four to two digit feet). Their skin tone runs a much broader spectrum of colors than their human counterparts; some consider this to be a sign of the yordles’ attunement to Runeterra's magical nature; though scientists agree that this evolutionary trait is used by male Yordles (which tend to be furry ) to attract females of their species (which tend to be smooth skinned and/or lightly covered with fur). Furthermore, they are commonly characterized by their dependence on language, as well as their creation and utilization of complex tools.

Ability score increase. Your Wisdom ability score increases by 1.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Aquatic

After their great city, deep in the Guardian's Sea was attacked by gigalodons (Huge dragon-sharks) aquatic yordles have been homeless, wandering the sea. They pilage the wrecks of any human ships they can find, never staying in one place in the sea for too long for fear of the gigalodons. They are good-natured but mischevious like any yordle and, despite their circumstance, love a good laugh.

Ability score increase. Your Constitution ability score increases by 1.

Yordle of the Sea. You have a swimming speed of 25 feet, and you can breathe air and water.

Playful Trickster. You can take the Disengage or Hide action as a bonus action on each of your turns.

Sprout


"Closer to the flower, closer to the thorns."

— Zyra


Treants wander Runeterra, typically taking care of their kin and seeking only harmony with other species. When human essence fuses with other plants, however, the outcome is not always so predictable. Sprouts often awaken confused and alone, only remembering the feelings of the sun feeding them and slurping water through their roots. Now that is all gone and they are cold in their human-esque bodies.


Sprout Traits

Your sprout character shares the following traits with all other varieties of Race.

Ability Score Increase. Your Wisdom ability score increases by 2 and your Constitution ability score increases by 1.

Age. Sprouts typically awaken fully-matured and ones that take care of their bodies may live for many centuries.

Alignment. Sprouts closer to treant-heritage tend to be more traditional, keeping to themselves and taking care of all nature around them; they are typically neutral good. Evil sprouts are the sworn enemies of the rest of their kind.

Size. Sprouts differ greatly in appearance and size. Regardless of the details of your build, however, your size is Medium.

Speed. Your base walking speed is 30 feet.

Plant. Your creature type is plant, rather than humanoid, and you have resistance to poison damage and advantage against gaining the poisoned condition.

Child of the Wood. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.

Marra


"The darkness is closing in... it's pitch black now... but I can still see him..."

— Unknown


While all magic can be dangerous and unpredictable, there are some forms or disciplines that even the most skilled mages and sorcerers will shun, and with good reason. The first Marra was born of a mage fiddling with magic he did not understand. He poisoned himself with shadow magic, allowing a primordial force of pure terror to slip into his mind. After night after night of him fighting the nightmare, the nightmare won, and slit his spirit's throat. Since then, anyone who dies in a dream leaves nothing but a shadow behind...














Marra Traits

Your marra character shares the following traits with all other varieties of marra.

Ability Score Increase. Your Charisma ability score increases by 2 and your Wisdom ability score increases by 1.

Age. Marra come into existence with the same form as the one they come from and can only age with the assistance of magic.

Alignment. Many marra believe the only way for their race to prosper is for them to feed until their victim dies in a nightmare, bringing another marra into the world, because of this most marra are neutral evil.

Size. Marra differ greatly in appearance and size. Regardless of who you spawned from, however, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to the dimness in nightmares, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Shadow Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Being of Nightmares. You have resistance to necrotic damage. You do not need to eat or sleep but must instead spend 4 hours during a long rest inside a sleeping humanoid's dream. To gain the benefits of the long rest, you must scare the humanoid (DM's discretion) who must make a Insight (Wisdom) check at the end of the night. The DC is equal to the number of consecutive nights this drain has been placed on the humanoid + the Marra's Charisma modifier. The humanoid loses hit points equal to the roll of their hit dice. The number of hit dice is equal to the difference between their Insight (Wisdom) check and the DC (up to the Marra's Charisma modifier).

In order to lose a level of exhaustion, you must impart it upon someone who fails their Insight (Wisdom) Check.

Blessing of the Night. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.



Thresh, the Chain Warden

Huge undead, chaotic evil


  • Armor Class 21 (natural armor)
  • Hit Points 220 (20d12 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 21 (+5) 20 (+5) 16 (+3) 14 (+2) 13 (+1)

  • Saving Throws Str +14, Con +12, Dex +13, Wis +9
  • Skills Athletics +21, Perception +9
  • Damage Resistance cold, lightning
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 19
  • Languages Common, Ochnun
  • Challenge 21 (33,000 XP)

Legendary Resistance (3/Day). If Thresh fails a saving throw, he can choose to succeed instead.

Magic Resistance. Thresh has advantage on saving throws against spells and other magical effects.

Magic Weapons. Thresh's weapon attacks are magical and always score critical hits against restrained targets.

Damnation. Whenever Thresh reaps a soul of significance, his ability scores increase by 1 and he gains a necrotic damage die on his Chain Whip. Thresh also gains half of the creatures hit points, up to his maximum with the excess becoming temporary hit points. He reaps souls from creatures with 0 hit points within 10 feet of him. No spell or effect—mortal or divine—can return the dead to life; the soul remains trapped and any such attempts automatically fail until the lantern is destroyed.

Actions

Chain Whip. Ranged Weapon Attack: +14 to hit, range 10/20 ft., one target. Hit 19 (6d4 + 7) piercing damage plus 32 (8d8) necrotic damage.

Death Sentence (Recharge 5-6). Thresh throws out his scythe at a creature within 60 feet of him who must make a DC 22 Dexterity saving throw. The DC is 17 plus his Dexterity modifier and can be changed due to Damnation. On a failure, the target is grappled (escape DC stays the same). Until this grapple ends, the creature is restrained, and Thresh can't hook another target but he gains access to Deathly Leap.

The Box (1/Day). Thresh summons a 40 feet across pentagon of spectral walls around himself. Any creature that comes into contact with The Box takes 5d8 force damage and must make a DC 18 Charisma saving throw. On a failure, they take on 2 levels of exhaustion and their speed is reduced by an additional 10 feet. The side of the pentagon they ran through disappears and they cannot be affected by another side.

Legendary Actions

Thresh can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Thresh regains spent legendary actions at the start of their turn.

Detect. Thresh makes a Wisdom (Perception or Insight) check.

Flay. Thresh sweeps his chain around him, pushing all creatures within 5 feet of him 5 feet back.

Deathly Leap (Costs 2 Actions). When Thresh restrains a creature using Death Sentence, he may use this Legendary Action to move himself within 10 feet of that creature. This movement does not provoke oppurtunity attacks.

Lair Actions

On initiative count 20 (losing initiative ties), Thresh takes a lair action to cause one of the following effects; Thresh can’t use the same effect two rounds in a row:

  • The dark mist of the Shadow Isles takes the form of loved ones to pull at one's heartstrings and beckon you deeper. All creatures Thresh chooses within 100 feet of him must make a DC 16 Intelligence saving throw. On a failure, they believe the illusion and attempt to catch their loved one. The illusion disappears on initiative count 20 on the next round.

  • Thresh calls upon the mist to target any number of creatures he can see within 30 feet of him. No target can regain hit points until initiative count 20 on the next round.

  • Thresh calls upon the mist to target one creature he can see within 60 feet of him. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.

Changelog:

Friday 10-23-2020

Humans are slated to be separated into sub-subraces to better represent diversity in the regions of Runeterra. This comes with targeted ability score improvements.


Noxians: Overall: Lost Toughness. Gained Subrace abilities.

Freljordians: Overall: Lost Stone's Endurance. Gained Hearthbound subrace.

Demacian: Overall: Power was adjusted. Mageborn subrace was gained.

Other regions of human to be changed soon.


Marra: Gained Sunlight Sensitivity.

Saturday 10-24-2020

Islander: Loses all features except Water Vehicle proficiency and Drunken Panache. Buhru subrace added.

Tuesday 10-27-2020

Overclocker: Replaces Zaunite and Piltoverians, which are now subraces.


Augmented: Replaces Zaunite because not everyone in Zaun is augmented.

Thursday 10-29-2020

Ionia and Targon updated.


Vastaya: Updated Kiilash, added Shimon and Kumiho. Nerfed Lhotlan to disallow medium armor. Half-Vastaya updated to be in line with new vastaya.


Ixtal: Updated to be more focused on elemental mages than stealth and agility.


Shuriman: Updated to be in line with new humans. Split into two subraces but minimal changes.

Saturday 12-11-2021

Version 2.0 Complete


Sprout: Removed fire vulnerability, timberwalk, vines, poison perfume, and down-graded poison immunity to resistance


Marra: Removed sanity interactions.


General: Added pretty pictures.