Base Class: Wizard
a clan of wizards dedicated to the incredible game of dragonchess, have gotten so tallented they can use the skills of the game to aid themselves and others in battle.
How? no idea
The Kings Gambit Opening
2nd-level Wizards of Dragonchess Magic feature
You can add your Intelligence modifier to your initiative rolls.
Promotion
2nd-level Wizards of Dragonchess Magic feature
At 2nd level, you are promoted to a high value dragonchess piece. you can change your choice on a long rest. Choose between Rook, Knight and Bishop
You gain special abilities based on which piece you choose
You can use these abilities as many times as your proficiency bonus
At level 10 the Queen and King promotions become available
Bishop
As a bonus action, you can select a willing creature up to 60 ft. away from you, the creature heals 1d6 + proficiency bonus + INT modifier.
At level 8; 1d8. At level 12; 1d10. at level 18; 1d12
King
Prerequisite: 10th level wizard
As a bonus action, you can gain your choice of flying, climbing or swimming speed to be equal to your walking speed for 1 minute
At level 18; 10ft movement increase
Knight
You can add your INT modifier to any WIS ability check (no action). This must be announced before making the roll
At level 8; INT ability checks are also affected. At level 18; All saving throws can now be affected
Queen
Prerequisite: 10th level wizard
When one of your attacks deal damage, you can add 1d6 force damage to it (No Action). This must be announced before making the damage roll, but can be after the to hit roll.
At level 18; damage increases to 2d6
Rook
You cannot provoke opportunity attacks with the Rooks dash action
At level 8; Gain temporary hit points equal to your fighter level + INT modifier at the end of a long rest. At level 18; you can take Rooks dash action as a bonus action
Castling
6th-level Wizards of Dragonchess Magic feature
As a bonus action, you can magically teleport and swap places with a willing creature within 60 ft. of you that you can see. If the creature is in base contact with another hostile creature, the effect fails.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
En Passant
2nd-level Wizards of Dragonchess Magic feature
Your understanding of tactics in battle allow you to take control of a potentially deadly situation. As a reaction, after a creature you can see within 30 ft. of you enters melee attack range of you or one of your allies, you can enforce the ally to make 1 Attack with advantage. You make this decision before the creature can use an action if it has not already used it on their turn.
You can use this ability as many times as your proficiency bonus, and you regain any expended uses when you finish a long rest.
Checkmate
14th-level Wizards of Dragonchess Magic feature
At 14th level, your ability and expertise in the game of Dragonchess is truly revealed, and shines through you in your marvellous magic. When choosing your promotion abilities, you can now choose two pieces to represent your magic, and use those abilities simultaneously.
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