Finished render of my viktor vintage redraw! this will be going up in my shop as a print (eventually, alongside some other vintage/glasc themed goodies \^o^/)
5e Renata Glasc, the Chem-Baroness build (League of Legends)
(Artwork by Jeremy "Jermu” Anninos. Made for Riot Games.)
Judging by how horny people got for Renata (including myself) I sorta have to get a build out for her. I’ve yet to play her (at time of writing she’s still 7800 Blue Essence and ain’t no one got the BE for dat) but I’ve played a bit with her and all I can say is: damn Zilean ult as a regular ability is dumb. Like I legit dove 5 people as Ornn the other game and Renata kept me alive through all of it lmaooo dumbfuck champ I swear. But between Renata and Rell I love the edgy supports wooo!
GOALS
That's an order! - Is it better to be feared or loved? In either case motivation is good on the battlefield.
I used to have rivals; now I have business partners - Motivating your enemies to work for you is also a potent option!
Move; now! - Renata also has shields and CC like any good support, but really this build is just an excuse for me to pop out the Enchantment spells.
RACE
So here’s the thing: Renata is human but I’m rather starved for ASIs and there aren’t many feats I want for this build. Seeing as Renata is canonically mixed-race why not mix the races and go for a Half-Elf? Just a regular Half-Elf with +2 to Charisma, and a +1 to both Wisdom and Dexterity. You have Fey Ancestry for a bit of resistance to your own chemicals, Skill Versatility for proficiency with Medicine (yeah duh) and Perception (which is always good to have but feel free to pick whatever you want.) And one Language of your choice, which you can pick as you fancy.
ABILITY SCORES
15; WISDOM - Wisdom is tied to medicine. It’s also tied to manipulating people, and figuring out if people are trying to lie to you.
14; CHARISMA - If Twitter has taught me anything: Renata has Charisma.
13; DEXTERITY - Repeat after me: something something Medium Armor.
12; CONSTITUTION - Health is nice, but you know: feel free to sacrifice health for roleplay stats.
10; INTELLIGENCE - It’s not that Renata isn’t a genius; we just need everything else more.
8; STRENGTH - It’s on your lackies to do the heavy lifting.
BACKGROUND
When participating in the deaths of many salesmen the Guild Artisan background makes it easy to live. You get proficiency with Insight, and I’m going to suggest replacing your Persuasion proficiency with Deception for reasons that will become apparent later. You also get proficiency with an Artisan’s Tool of your choice (go for Alchemist’s Supplies because Poisoner’s Tools aren’t an Artisan’s Tool I guess) and a language of your choice, which you can pick as you fancy.
Renata Glasc has prime Guild Membership. The name Renata Glasc has plenty of sway in both Piltover and Zaun, allowing for charity for your allies and protection from the Enforcers if you pay your charity as well. You might even find some lackies willing to work for you.
(Artwork made for Riot Games.)
THE BUILD
LEVEL 1 - SORCERER 1
Starting off as a Sorcerer because while Renata doesn’t have magic she does have good Constitution saves. Probably. Also for proficiency with Arcana (because why not) and Intimidation.
Sorcerers get to pick their subclass at level 1 and if you want to bring some order to the streets then the Clockwork Soul is a good place to start. If someone makes a roll with either Advantage or Disadvantage you can Restore Balance to make them roll straight, making sure no one is denied a fair opportunity.
But of course the main reason to play a Sorcerer is the Spellcasting. You learn 4 cantrips from the Sorcerer list: to weaken your foes for your allies to strike them grab Mind Sliver, to give your allies directions from afar take the Message cantrip to do so (relatively) secretly, to use your robot hand to safely grab things from afar take Mage Hand, and finally to unsafely grab people up close take Shocking Grasp.
You also learn two leveled spells, but being a Clockwork Soul you additionally get Clockwork Magic which gives you Transmutation and Abjuration spells from Sorcerer, Warlock, or Wizard! I’d suggest taking Shield (which is always useful) and Feather Fall (which is also always useful) as there isn’t much else I want from 1st level. As for your regular Sorcerer spells Sleep is useful when dealing with VIPs, and Disguise Self can be nice in a pinch to look your best.
LEVEL 2 - CLERIC 1
We should get a little better at giving orders, and also grab that medium armor so we don’t get shot. And who better to give orders than the Order Domain Cleric? Your Voice of Authority allows your allies to use their reaction to attack when you buff them with your spells, letting them work overtime to get rid of unwanted visitors. You also get free Persuasion proficiency! Which is why we didn’t take it from out background. And of course Clerics get Spellcasting too! You get three cantrips from the Cleric list like Guidance to help the living, Spare the Dying to help the dead, and Thaumaturgy to scare both of them with a powerful voice!
Additionally you can prepare a number of spells equal to your Wisdom modifier plus your Cleric level: Cure Wounds and Healing Word are rather mandatory for a support but beyond that? Bless is very good to help everyone succeed, and... I dunno. Detect Magic is always good to have. And finally your Domain Spells include Command and Heroism, depending on if you want to be charitable or forceful.
LEVEL 3 - CLERIC 2
Second level Clerics get Channel Divinity: every Cleric gets Turn Undead to make undead flee from you, but Order domain Clerics can command an audience with Order’s Demand. Each creature of your choice that can see or hear you within 30 feet must succeed a Wisdom saving throw or be charmed by you until the end of your next turn, or until they take damage. You can also cause them to drop what they are holding if they fail the saving throw.
You also get Harness Divine Power, letting you use your Channel Divinity to recover a spell slot of a level equal to half your Proficiency Bonus (rounded up) once per Long Rest. Speaking of spells you can also prepare another spell like Sanctuary, in case you or your friends don’t want to fight back.
LEVEL 4 - SORCERER 2
Second level Sorcerers get a Font of Magic for 2 Sorcery Points which you can currently only use to make another 1st level spell slot. But you can technically turn your 2nd level slots into 1st level slots too?
Speaking of spells and slots you can learn another spell but we’re going to wait for...
LEVEL 5 - SORCERER 3
Third level Sorcerers can innovate with two Metamagic options: I’m going to suggest Heightened Spell to make sure your foes breath in the fumes, and Twinned Spell which can allow for some great loyalty rewards with your Cleric spells.
Additionally you now get 2nd level Sorcerer spells which means 2nd level Clockwork Magic! Thing is that you’ll get both Aid and Lesser Restoration as Cleric spells (later down the line) so I’d suggest Arcane Lock and Knock instead: perfect spells to either keep your own privacy or violate someone else’s. You can also grab Tasha’s Mind Whip for some offensive mild alternation, and Misty Step; for Flash. You may want to replace Sleep by this point with something like Suggestion, is my suggestion.
(Artwork by @lordmegi on Twitter.)
LEVEL 6 - SORCERER 4
4th level Sorcerers finally get their first Ability Score Improvement and seeing as we’re mostly focusing on Sorcerer right now +2 to Charisma seems like the best choice.
Speaking of spells Wither and Bloom is pretty much the textbook Chemtech spell from Strixhaven. But feel free to take other spells instead: Nathair’s Mischief is fun if you like chaos. Oh and you get another cantrip: I suggest Chill Touch for some Grevious Wounds.
LEVEL 7 - SORCERER 5
5th level Sorcerers get Magical Guidance if they offer loyalty to Tasha, the baroness of the Feywild. Regardless you can spend 1 Sorcery point to reroll a failed Ability Check.
More importantly however you get 3rd level spells which means you can finally get Haste as a Clockwork Spell for your Bailout, which definitely isn’t Shimmer! But other than that I’d actually suggest Counterspell for some more protection for your teammates, and Enemies Abound which is the best recreation of your ultimate.
LEVEL 8 - SORCERER 6
So how about that Loyalty Program? 6th level Clockwork Soul Sorcerers don’t have to be lawful to use Bastion of Law. But you can spend an action and up to 5 Sorcery points to give an ally within 30 feet (or yourself) a shield. Every Sorcery point turns into a d8 that they can use when they take damage to reduce it. This ward lasts until you take a Short or Long rest, or until you shield someone else. And you can prepare another spell like Stinking Cloud to keep your enemies at bay with noxious sump fumes.
(Concept art by Riot Krimblejack.)
LEVEL 9 - CLERIC 3
Hey remember when we had Cleric levels? 3rd level Clerics can prepare 2nd level spells like Aid, which has really nice synergy with your Voice of Authority as well as your now 5th level spell slots. I’d also suggest replacing Sanctuary with Spiritual Weapon to let your drone do some shooting for you.
You also get Hold Person and Zone of Truth as Domain Spells, which are always handy for a proper handshake.
LEVEL 10 - CLERIC 4
4th level of Cleric means another Ability Score Improvement! Seeing as we’re now in Cleric land more Wisdom would be appreciated. That of course means more spells like Blindness / Deafness, but there isn’t much else I want at 2nd level so just grab Toll the Dead for another cantrip that targets Wisdom this time! Is two Necrotic damage cantrips too much? Is two Renata Glasc products too much?
LEVEL 11 - CLERIC 5
If 5th level Clerics use their Turn Undead Channel Divinity they can Destroy Undead of CR 1/2 or lower. Why are you fighting CR 1/2 undead at level 11? Who knows.
But you can also cast more spells like Incite Greed to give to the needy, and Aura of Vitality which is a bit overpowered (especially since technically it activates your Voice of Authority every turn? Ask your DM about that) but Tasha gave it to you so you may as well use it. And to top it off you get Mass Healing Word and Slow as Domain Spells, allowing you to spread either helpful or harmful fumes depending on your mood.
LEVEL 12 - CLERIC 6
6th level Order Domain Clerics become the Embodiment of the Law of Zaun. If you cast an Enchantment spell of 1st level or higher you can do so as a Bonus Action (instead of an action) a number of times equal to your Wisdom modifier, and you regaining those uses at the end of a Long Rest.
You probably noticed all the Enchantment spells I was picking up as a Sorcerer? Well this is why! Suggestion, Tasha’s Mind Whip, Enemies Abound, Bless, Command, Heroism, Hold Person, Zone of Truth (I guess), and Incite Greed: these are all the spells you (currently) have which you can cast as a Bonus Action if necessary! Remember that rules as written you can only cast two leveled spells in a turn, meaning that your main action will probably be spent firing a cantrip. But also remember that abilities like Bastion of Law and your main two Channel Divinity options take a main action, so this can be a good way to give out shields while still keeping your foes in check.
Well that was a really long paragraph for one of my favorite Cleric subclasses. What else is there? Well you get a second use of Channel Divinity. Oh and you can probably grab Revivify for your friends to cash in their Bailout. As long as they’re paying the diamonds! And speaking of spells: if your Channel Divinity isn’t doing it for you Harness Divine Power can now be used twice per Long Rest!
(Concept art by Riot Krimblejack.)
LEVEL 13 - CLERIC 7
7th level Cleric; 4th level spells. Death Ward is honestly probably a better recreation of your W than Revivify. Additionally you get Compulsion and Locate Creature as Domain Spells: good for manipulating people and finding those who are avoiding their duties.
LEVEL 14 - CLERIC 8
8th level Clerics get a variety of boons. First of all: an Ability Score Improvement to max out your Wisdom. Secondly you would get Divine Strike but unless you insist on using a pistol I’d suggest taking Blessed Strikes from Tasha’s Cauldron of Everything, which (rules as written) lets you add a d8 of Radiant damage to any of your cantrips, including your Sorcerer ones! Talk to your DM obviously but I don’t think a d8 of Radiant damage is going to break anything by total level 14.
Finally your Destroy Undead now affects undead of CR 1 or lower (because you’ll be fighting CR 1 Undead by total level 14) and you can prepare two more spells. Man it sure would suck if I ignored the Cleric spellcasting because there’s spells I want at 5th level instead.
LEVEL 15 - SORCERER 7
Quickly ignoring 5th level Cleric spells to grab 4th level Sorcerer spells! Summon Construct is actually not a terrible spell from the Clockwork Magic list but I’m going to recommend replacing Freedom of Movement with good ol’ Polymorph. Does it make sense for Renata? No, but it’s also Polymorph.
You can also grab Confusion for a big AoE cloud of enchantment magic, and I’d perhaps suggest replacing some of your lower leveled spells: Tasha's Mind Whip and Wither and Bloom could easily be replaced by anything from Charm Monster to Dominate Beast to Greater Invisibility to Raulothim's Psychic Lance to Sickening Radiance to Vitriolic Sphere. Hell even good ol’ Wall of Fire works in a pinch but I won’t tell you what to take: spells available are long and the spells you know is short.
(Artwork by Forrest Imel & West Studios. Made for Riot Games.)
LEVEL 16 - CLERIC 9
Going to just leave Sorcerer at an awkward 7 as we (finally) get 5th level Cleric spells! For a start that means Commune and Dominate Person are available as Domain Spells, one of which fits far better than the other. But you can also prepare spells like Contagion (if you can get in melee range), Scrying (for wards), and Raise Dead as necessary. But I mean, you can probably keep Raise Dead off your main list and grab something like Banishment instead really. There is a 10 day grace period after all.
LEVEL 17 - CLERIC 10
10th level Clerics have a 1/10 chance for calls to Janna to actually work, granting you Divine Intervention once per day if you are lucky. You can only use this ability once per Long Rest but you can just straight up call god? If it succeeds it can’t be used for 7 days, however.
Oh and you can prepare another spell, and grab another cantrip! For your cantrip it’s probably about time to take Sacred Flame. As for leveled spells we’re (again) going to wait for...
LEVEL 18 - CLERIC 11
Hey remember Destroy Undead? It now affects Undead of CR 2 or higher! I mean, I don’t know what CR 2 Undead will pose a threat to you at level 18 but...
At least you can now cast spells like Word of Recall to, well, recall back to base. And you can finally control the Sunbeam to control the world (assuming you have Tasha’s obviously.)
LEVEL 19 - CLERIC 12
12th level Clerics get one last Ability Score Improvement and... yeah: max out your Charisma so your Sorcerer spells have a bit of potency. You can also prepare another spell like Heroes' Feast, because the rich need to eat too sometimes. (But don’t feel bad about swapping off Heroes’ Feast if you don’t need it.)
LEVEL 20 - CLERIC 13
The final level gives us 7th level Cleric spells, and there’s plenty of good ones to choose from! Fire Storm, Regenerate, Resurrection... I’m not going to tell you what to prepare because Clerics can swap out their spells at will during a Long Rest, meaning that you can pick what you think is the most practical by level 20.
FINAL BUILD
PROS
Get the job done - You have 9th level spells and known spells that go all the way up to 7th. Regardless of if you’re doing the dirty work yourself or outsourcing it with your Voice of Authority you have enough tools to solve any problem.
There's a reason I call the shots - Being a Half-Elf has its perks: you’re proficient with most Wisdom and Charisma checks (and also Arcana), making you the woman to ask when someone needs something done.
I will not die before Piltover falls! - Medium Armor and Constitution saving throw proficiency makes you sturdier than most. Heck you could even grab a Shield if you want. Being able to shrug off most arrows should keep you healthy, as long as you don’t walk into range of any Fireballs.
CONS
Blood is a big expense; luckily, I'm rich - Low constitution and several d6 Sorcerer levels leaves your healthbar lacking. Aid can only carry you so far from being one-shot by Power Word Kill.
I mean, it's one health potion. What could it cost? Ten thousand gold? - You only have 7 levels in Sorcerer which means a max of 7 Sorcery points. With both our Sorcery options being very expensive and Bastion of Law also munching through your Sorcery points you’ll be running high and dry often. Hopefully you can get a Bloodwell Vial!
You'll come around to my side with the right incentive - Much like Fear-based builds Charm-based builds have a big Achilles' Heel in the form of enemies who are immune to charms. Hopefully your DM isn’t an ass who’ll deny your entire build, and you do at least have some spells that work outside of charming your foes, but be wary around elves is all I can recommend.
But only a dead woman works alone. Friends are easy to make when you can offer them the world, and all they need is to give you everything they have. Truly a steal of a deal. So go out there and give back everything that was given to you! Let all know the generosity of Renata Glasc!