Just for fun.
Another tanky DPS with the goal of getting into range and keeping the enemy there.
Passive- Defiled Ground- On each auto attack a small buff will appear on the floor at the ground of the Champion and persist for 2 seconds healing for a small % of their health. Small range so you'll likely walk out of it if your chasing or moving around too much.
Q- Void trap- Places a stationary trap at the target location. If an ememy champion Stands in the trap you appear infront of the Champion. Large range for placing and can be left on the floor. Max 1 trap active at the same time. Drains a small amount of mana while the trap is up (something like 0.25% of mana) Can be de-activated by pressing Q again. The advantage is that if you can place it behind a champion while running or in Key locations its a good initiator but the disadvantage is if you're far away from the trap and an ememy activates it with back up around you're in trouble.
W- Summon Ghoul- Summons a pet that scales off your HP and AD. Will attack the enemy you're auto attacking and slow them by 25% for 2 seconds. Can be easily burst down to prevent future snares. (probably would have to take reduced damage from AoE to not make it get instagib in teamfights)
E- Terror Zone- Drops a trap at you or a friendly champions feet. Will Fear Champs or minions at the centre of the spell and do some minor damage for anything on the outer edge of the zone. Persists for a few seconds.
R- Telepathy- Read the enemy champions mind and copy the next spell cast by that champion and gaining it for the next 10 seconds, being able to cast it without resource cost for the cooldown of the spell stolen (so if the spell has a short cool down you can use it multiple times for the duration but just once if the spell has 10 seconds+ CD) Once the effect ends the Ultimate has a rather large CD. Advantage is you can steal Key spells from the other champions or prevent them from using those spells for the duration from fear of you gaining them. Disadvantage is you could possibly steal useless spells if timed wrong or the enemy notices it and pops something less than ideal.
Probably a bit OP but its just for fun after all. Feedback/your own ideas? : )