#like please i just don't want to constantly take radiant damage
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shit fucking damnit i can't decide if i want to change the chapter up or not!
haven't been able to write for a while now (was on a trip and then there's been other draining things) so i'm feeling the Pressure and Worry about being able to keep going with a steady pace. maybe a sign i should express to my therapist. like hey the dishes are clean but i'm not writing and that's like, the equivalent of jaws violins picking up.
man i just wish i was already writing ch 5. maybe splitting the old ch 3 was a mistake? but i also like everything in ch 4, and it has some stuff important to the plot....
maybe i'll find out where the draft got derailed and my momentum died if i just. go at it from the top again, instead of wasting time feeling like i'm not allowed to do the thing that Works for me
#yea fic talk#making some noise to signal that i'm still on it#even tho its. bit difficult#did you know that it's really hard to get prescription sunglasses if your eyesight is sufficiently shitty?#like i got directly told to go to a rival's shop because the place i went to first had Nothing for me#another one had just the absolute ugliest options#and idk the sunglasses wouldn't have been dark enough anyway??#what the fuck is up with sunglasses why are they so weak???#i'm going to a lil specialty shop on monday to ask if they have anything for me#like please i just don't want to constantly take radiant damage#im vulnerable to it
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5e Ezreal, the Prodigal Explorer build (League of Legends)
(Artwork by Suke “hugehugesword” Su. Made for Riot Games.)
In my constant and continued effort to deny Ezreal’s existence I finally had to get around to building him. Again it’s not that I don’t like him... I mean I don’t. But I kinda forgot what I was going to build him as. Lol.
Dorans & Dragons also made a build for Ezreal back in like... early 2020. Christ that’s before the world went to shit, ain’t it? Well regardless they also made their build before Tasha’s Cauldron came out and I think I can make a build that is different enough to warrant my build existing alongside theirs.
In short: this is an elaborate excuse for me to make another Artificer build.
GOALS
Gawk at this! - We need many a glowing projectile to spam at foes before blowing them up. Ezreal isn’t the type to just autoattack.
I always know a shortcut - Flash on a 15 second cooldown is nice. We’ll need to be able to blink around constantly throughout the entire fight.
Time to show 'em who's best - Nothing’s more dangerous than a well-placed Trueshot Barrage sniping through the entire enemy team.
RACE
Back to good ol’ Variant Human. As a Variant Human you can increase two of your ability scores by 1: increase your Intelligence and your Charisma, to be the hot smart twink you are. You also learn a Language of your choice along with a Skill of choice. You spent plenty of time studying The Void so Abyssal would make sense as a language, and for your skill Perception would help you spot traps or incoming ganks... as long as you remember to ward.
For your feat we’re going to be grabbing Arcane Shift as fast as possible with Fey Touched so you can start Flashing. (Not like that!) You can increase your Intelligence score by 1 and also learn the Misty Step spell. You can also add a Divination or Enchantment spell to your list and a little Heroism never hurt anyone. You can cast both of these spells once without spending a spell slot, and can then spend spell slots on them after the fact.
ABILITY SCORES
15; INTELLIGENCE - Archeology is a lot of history and facts... If you do it the boring way, that is!
14; DEXTERITY - Repeat it after me: “something something Medium armor.”
13; CHARISMA - You’re a pretty boy twink who got at least two girls on the Rift to fall for you.
12; WISDOM - Traveling through ancient temples and traps takes a degree of common sense. Not necessarily common sense you have, but a bit of boost never hurt.
10; CONSTITUTION - You’re an ADC, which means you’re squishy.
8; STRENGTH - Twink.
Feel free to swap Constitution around with another stat for better health but worse roleplay.
BACKGROUND
“Archaeologist” is just the nice way of saying Tomb Raider, which is the mean way of saying Adventurer! You get proficiency with History and Survival (hey you’ve gotta tough it out in the desert sometimes!) You also get proficiency in a language of your choice (I went for Dwarvish because Dwarves seem to have built most ruins) and proficiency in either Navigator’s Tools or Cartographer’s Tools... “Who needs a map?”
You spent enough time in ruins to pick up some Historical Knowledge on ancient dungeons and temples to know who made them. And if you find anything that belongs in a museum you know how much it’s worth to the museum!
(Artwork by Sangsoo Jeong. Made for Riot Games.)
THE BUILD
LEVEL 1 - ARTIFICER 1
Starting off as Artificer to “borrow” a few inventions. But also because you get training in Arcana to know your magical artifacts, Investigation to find said magical artifacts, and Calligrapher’s Tools to slay Ascended and Darkin alike in one blow. You also get Magical Tinkering to wave that gauntlet of yours around on some Tiny objects, making them glow or play sounds or do all sorts of things that Prestidigitation would probably do better. But at least you can play your own theme music too!
But of course the main appeal of being an Artificer is the Spellcasting. You can learn two cantrips from the Artificer list like Message to coordinate with your support and Guidance to help yourself find treasure! (Or help others I guess.) You can prepare a number of spells equal to your Intelligence modifier plus your Artificer level (rounded down.) Cure Wounds will let you summoner spell Heal yourself or your Support. Faerie Fire will serve as a more basic version of your Essence Flux, making an enemy easier to hit (therefor making them take more damage!) And Feather Fall is always useful in a pinch!
Also yes you don’t have your gauntlet yet so you’re going to have to use a Light Crossbow for now. Feel free to take a combat cantrip if you want but you don’t really need it.
LEVEL 2 - ARTIFICER 2
Second level Artificers can make Infusions, special definitely-not-stolen magical treasures that make them more awesome than everyone else. For a little more AD an Enhanced Weapon is useful to have. You can also put those goggles on your head to use by making Goggles of Night to see with your dumb human eyes. A Mind Sharpener may feel like a cheat, but I’m not going to say no to keeping Concentration in check. And for your final infusion? A Rope of Climbing might be useful? Honestly the more impressive stuff comes after you’ve done a bit more exploring.
You can also prepare another spell like Alarm, just in case someone’s planning to steal your... legitimately earned treasure.
LEVEL 3 - ARTIFICER 3
Third level Artificers get to choose their specialty and Armorers don’t have to wear an entire suit of armor; just a gauntlet! Along with proficiency in Smith’s Tools you can turn any suit of armor you find into Arcane Armor. The armor has a variety of benefits: no Strength requirement, the inability to have your armor removed against your will, the ability to take it off or put it on as an action, and some replacement limbs. But notably it works as an Artificer spell focus!
There’s two different Armor Models and we’ll be going for the Infiltrator variant for a Lightning Launcher. This makes your Gauntlet a weapon that deals a d6 of lightning damage, with a regular range of 90 and a long range of 300 in case you want to go for long ranged snipes. Additionally once per turn you can pop Essence Flux to do an extra d6 of damage on hit! And I didn’t even mention the best part: this works off your Intelligence! So no more need for the crossbow.
You also get your boots for Powered Steps, increasing your movement speed by 5 feet. And thanks to your Dampening Field you can hide in bushes with free Stealth advantage! I’d recommend trying to get a Breastplate because that’s the best armor you can get that doesn’t also impose stealth disadvantage, but even with Half Plate you can still be sneaky! Heck, you can even wear Platemail if you want! "And my boots are not waterproof. Fantastic."
Oh and you get some Armorer Spells! Magic Missile will autoaim for you like your Arcane Shift projectile, and Thunderwave is helpful for some self-peel.
LEVEL 4 - ARTIFICER 4
4th level Artificers get an Ability Score Improvement: seeing as we have uneven Intelligence take the Observant feat for +1 Intelligence and a boost to your passive Perception and Investigation to watch the minimap for people to snipe! Additionally you can spy on the bad guys if you want and read their lips to gain knowledge of all their secret plans!
More Intelligence does also usually mean more spells prepared but I’m going to wait for...
(Artwork by Xu “Crow God” Cheng. Made for Riot Games.)
LEVEL 5 - ARTIFICER 5
5th level Armorers up their Attack Speed with Rising Spell Force, gaining an Extra Attack with the attack action!
You also get Mirror Image and Shatter added to your list of Armorer Spells, and can prepare spells like Rope Trick for a safe place to rest for awhile, and Heat Metal to really lay in that Essence Flux.
LEVEL 6 - ARTIFICER 6
6th level Artificers get more Infusions which is what I was waiting for! A Radiant Weapon is all the fun of an Enhanced Weapon but it also doubles as a flashlight for your dumb human eyes! And Boots of the Winding Path will let you Arcane Shift back to safety in case you accidentally run into danger.
Feel free to swap some of your old infusions around too. A Lantern of Revealing or Cloak of Elvenkind would be helpful... and Gloves of Thievery never hurt anyone.
And finally you can prepare Aid, as your natural awesomeness rubs off on your allies. "Oh, please, don't die. I can't lose a sidekick. Not again."
LEVEL 7 - WIZARD 1
You didn’t think this would just be a pure Artificer build, did you? Even if that would’ve been stronger I’m legally obligated to needlessly stick multiclass levels into all my builds. And Wizard is definitely a good multiclass for more slots to do Spellcasting! You learn 3 cantrips and six leveled spells as a first level Wizard:
CANTRIPS
To help your allies land their shots take Mind Sliver to weaken an enemy’s saving throws.
Prestidigitation will let you do a bunch of simple magic, and if you want you can have your own hero music too!
Finally Friends is good to make friends you don’t mind losing after they tell you where the ancient ruins are.
SPELLS
I basically just took everything with the Ritual tag. Alarm (yes you have it as an Artificer spell but you can swap that out), Comprehend Languages, Detect Magic, Identify, Tenser’s Floating Disk... and sure why not Find Familiar too? Seeing as you can ritual cast at will most of your early level stuff is going to be reserved for Ritual Casting, as you’re probably going to be spending most of your first level slots on Magic Missile and Faerie Fire anyways.
You also get Arcane Recovery, letting you recover spell slots equal to half your Wizard level (rounded up.) So right now you can get a first level spell slot back at the end of a Short Rest! And later on you can get more!
LEVEL 8 - WIZARD 2
Second level Wizards get to choose the school that their parents left them in before disappearing in the jungle, and the School of Evocation has a surprise tool that will help us later. Along with being an Evocation Savant (allowing you to copy Evocation spells into your spell book with half the time and cost) you can Sculpt Spells so that they only hit the bad guys: when you cast an Evocation spell (from any class, not just Wizard!) you can choose a number creatures equal to the spell’s level + 1. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. This will be really useful when we get our (pseudo-)Global ultimate; wouldn’t want to fry your pals now would you?
We may as well grab some of those Evocation spells, right? Earth Tremor will let you hit an AoE Mystic Shot because Riot decided that Tiamat should have a cleave I guess, and I mean... Shield is never a bad thing to have?
(Artwork made for Riot Games.)
LEVEL 9 - ARTIFICER 7
Back to the big brain plays: 7th level Artificers can make the biggest brain plays thanks to Flash of Genius, letting you boost an ally’s skill check or saving throw with your own natural perfection. The boost is equal to your Intelligence modifier and you can use this reaction a number of times equal to double your Intelligence modifier.
LEVEL 10 - ARTIFICER 8
8th level Artificers get another Ability Score Improvement? Well seeing as Intelligence still controls just about everything we do it would do good to increase that by 2! That does mean you can prepare more spells (both as a Wizard and as an Artificer) but I’m going to wait for...
LEVEL 11 - ARTIFICER 9
Every ADC dreams of being six-slotted; now you can be with Armor Modifications! Your Armorer armor counts as 4 separate items for the sake of your Infusions: the chest piece, boots, helmet, and the armor’s special weapon can all be infused. Far more importantly however you can have two extra infusions! Those infusions have to be on your armor, but you can put the Radiant Weapon (weapon) and Goggles of Night (helmet) onto your armor and save your other infusions for your allies! Or for yourself; yourself works too.
And we can’t forget the third level spells! You get Hypnotic Pattern from your Armorer Spells for an AoE stun, but far more importantly you get Lightning Bolt which will serve as Trueshot Barrage! And since you’re an Evocation Wizard you can shoot past your friends without blowing them to bits. "Oh, a plan. Yeah, I totally have one of those."
You can also prepare spells like Haste for more DPS (just don’t get stunned), Blink for some Duskblade invisibility, and replace Alarm with Revifify... Ya know: just in case.
LEVEL 12 - ARTIFICER 10
As an ADC it would be good to get six-slotted, and Magic Item Adept lets you get your 4th Legendary item! That’s because you can now attune to 4 magic items at once! (And can also craft Common and Uncommon magic items more easily.)
Speaking of Infusions, we can make more of them, such as a Cloak of Protection or Winged Boots! These are just generally useful but not really Ezreal specific; they’re mostly for your allies. "The gauntlet's for show... the talent's all me."
You can also prepare another spell like Fly which is just universally useful, and holy shit you get another cantrip. Take Mage Hand and maybe try to be a little more cautious when tomb raiding?
(Artwork by Bo “chenbowow” Chen. Made for Riot Games.)
LEVEL 13 - ARTIFICER 11
Do you want a lot more Mystic Shots? 11th level Artificers can make a Spell Storing Item and put an Artificer spell of first or second level inside. What’s cool about this is that anyone can use it, allowing them to cast the spell as if they were you!
My recommendation? Give them Mirror Image. It’s an amazing buff that doesn’t require Concentration. Even a low DEX Paladin will appreciate the chance to not be hit, and a high DEX ally can really get value out of Mirror Image. Yeah the Barbarian technically can’t cast while raging, but they can use this before going into a Rage to be very hard to hit!
And speaking of spells you can prepare another one, so how about you grab Create Food and Water to keep yourself sated on longer archeological trips. "Why didn't I eat before I got here...? Ezreal, why?!”
LEVEL 14 - ARITIFCER 12
12th level Artificers get another Ability Score Improvement... we got all we need in terms of stats (Intelligence lol) so now it’s time to really make some impressive trick shots: the Sharpshooter feat will let you attack at long range without disadvantage and ignore cover bonuses, but most importantly you can take a -5 to your attack roll for a whopping +10 to damage! Don’t use this on high AC targets obviously but if you think you’ll hit why not go for the one-shot? "No applause, please. ...Okay, maybe just a bit of thunderous acclaim. ...A little?"
LEVEL 15 - WIZARD 3
I do still want more spell slots, as well as more spells known! Truthfully there isn’t too much I want from second level, so take Locate Object to find hidden treasure and Augry (added to the Wizard spell list thanks to Tasha’s!) to know what to expect in the next dungeon... sorta. "No plan survives first contact with me."
LEVEL 16 - WIZARD 4
4th level Wizards get an Ability Score Improvement: we got all the abilities we wanted really, so why not Get Lucky? The Lucky Feat will give you a bit of anime protagonist power to guarantee that you make the perfect daring escape. Feel free to take Warcaster or just increase your Constitution however; by this point Ability Scores don’t matter too much.
You can also learn two more spells like Melf’s Acid Arrow for another Essence Flux-esque DoT ability and See Invisibility, in case you need a Sweeper Lense to deal with any clowns.
LEVEL 17 - WIZARD 5
Ima be honest I kinda just wanted third level for Thunder Step to get an Arcane Shift that does damage. Artificer 18 / Wizard 2 (or even just Artificer 20) would’ve been a fine build for Ezeal too, if you don’t think this one spell is worth a 5 level class dip.
Anyways you also learn another cantrip and I mean... you may as well take Shocking Grasp for some defense up close? You also get one other spell and I’m gonna suggest Galder’s Tower this time which is like Tiny Hut... but awesome. And really small. This is mostly just a way for me to talk about a fun spell and also recommend my homebrew fix for it.
(Artwork by Alvin Lee. Made for Riot Games.)
LEVEL 18 - ARTIFICER 13
You got third level spells as a Wizard, you can now prepare 4th level spells as an Artificer! Fire Shield and Greater Invisibility are both available as Armorer Spells, one of which is far more useful for you than the other one. Bro imagine how crazy Evelynn would be with Evelynn’s passive. But yeah feel free to swap around your prepared spells a bit for more 4th level spells, since you definitely have the slots to do so.
LEVEL 19 - ARTIFICER 14
14th level Artificers are Magic Item Savants who can attune to 5 magic items at once, meaning that along with your boots which are technically magical but whatever you can finally be properly six-slotted! But far more importantly you can attune to any item, regardless of any class or race restrictions tied to the item! "I can't get hauled into wizard court again. Technically I don't have a permit for the gauntlet."
Speaking of more attunement: more Infusions. An Amulet of Health will let you boost your bad Constitution from a 10 to a 19, giving you a solid 76 health boost near max level! Other than that more movement speed is never a bad thing, and Boots of Speed may give you more value than your other magic boots.
But holy shit forget all that because you finally get your 4th Artificer cantrip! Grab Mending because somehow we don’t have that yet; gotta keep your outfit in check! Oh and you can get around to preparing another 4th level spell! Truth be told though the 4th level spells for Artificer are kinda... bad? But at least Tasha’s gave us Summon Construct which is a surprisingly strong summon!
"Last time I was in Shurima, I decoded some glyphs. Something about a jackal head... End of times... The usual. All I wanted was this ruby scarab. It looks great on my mantle."
LEVEL 20 - ARTIFICER 15
Our final level is the 15th level of Artificer for the Perfected Armor Armorer capstone. When you shoot an enemy you mark them with Essence Flux, giving them disadvantage to hit you. In addition the next attack (including your own I’m pretty sure!) has Advantage against the enemy while they’re marked with Essence Flux, and if they’re hit they’ll take an extra d6 of Lightning damage!
FINAL BUILD
PROS
Blast 'em, gauntlet! - With your capstone ability you do 4d6 + 10 damage with your Lightning Launcher, and that’s before using Sharpshooter. Even without your capstone 3d6 + 10 is still really good damage output, especially when you can cast spells for big bursts of damage.
See if you can handle this! - Speaking of spells your slots go all the way up to 7th level, and while you’ll mostly just be upcasting a 12d6 Lightning Bolt is nothing to sneeze at! Not to mention other options like a 7d8 Fire damage Heat Metal or +30 HP Aid.
If anyone asks, I didn't see any of these priceless artifacts for sale - It goes without saying that having two more attunement slots than the average character is massive, especially when you can stick infusions onto your armor to maximize the amount of treasures on your person.
CONS
I wasn't strong enough? - Investing fully in INT gives us maxed out combat stats but it leaves a lot of our other abilities lacking. We’re nowhere near Charismatic enough to sell (somewhat) illegitimately gotten gains, and while Infusions can help augment our health (and even our Strength if you grab a Belt of Giant’s Strength) your Wisdom and even your Dexterity are rather mediocre, which is bad for both skill checks and saving throws.
Impossible comebacks are sorta my specialty - Most of your coolest stuff is tied to spell slots and other Long Rest dependent mechanics, and while you have a lot of spell slots (as well as Arcane Recovery to get some of them back) they are still quite limited. You’re perfectly viable as just an auto-attack and Q spammer, but who doesn’t want to shoot lasers and explosions, ya know?
Never met a problem that I couldn't blast away with magic... that I don't even understand - 5 levels in Wizard give us big spell slots but that’s about it, and yeah a 7d6 Lightning Bolt (that won’t hit your allies) is nothing to sneeze at but for the most part you are more of a Martial character. Just saying that level 18 of Artificer would’ve given you Magic Item Master for a whole 6 attunement slots! And level 20 of Artificer would’ve given you Soul of Artifice, essentially operating as a +6 to all saving throws and a 6 time use Guardian Angel.
But if a teamfight breaks out you’re more than a capable ADC. Artificers are the masters of magic items and it doesn’t matter if you make them yourself or “borrow” them from an ancient tomb; you can be the hero mom and dad always wanted you to be! Just concentrate on your farm in the early game and don’t take unnecessary risks. You may be the perfect man of magic but you’re not immortal, despite what the ADCs I’m forced to support always seem to think.
(Artwork by Jennifer Wuesting. Made for Riot Games.)
#dnd#dnd build#dnd guide#League of Legends#League of Legends Ezreal#you belong in a museum#dnd artificer#dnd wizard#twink
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