Base Class: Barbarian
The realms of the material worlds have taught you much. Barbarians who walk this path realize that there is more to life than anger and rage. They believe in the aspect of strategy.
When Barbarians of this path rage time suddenly seems to unfold, revealing all possible very near futures.
Dragonchess Mind
Starting at 3rd level, your intelligence score increases to 12 if it isn't already at or greater than 12. You also gain proficiency with the Dragonchess game set.
When you rage you can perceive multiple near futures and create or alter your strategy to compensate.
Until your rage ends, whenever you perform an action the hostile creature next in the initiative order must make an intelligence save. The DC of this save is equal to your intelligence score plus your intelligence modifier. On a failed save you get to decide what that creature will do in response to that action, but they must still do something.
Scholarly Intuition
at 6th level, your intelligence score increases by 2. Your maximum intelligence is now 22.
You can now apply your intelligence instead of strength to the Reckless Attack feature.
When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
Perceptive Mind
Advantage on Perception checks, and your Passive Perception increases by one-half your Barbarian level
Inquisitive Mind
Advantage on Investigation checks, and your Passive Investigation increases by one-half your Barbarian level.
Insightful Mind
Advantage on Insight checks, and you Passive Insight increases by one-half your Barbarian Level
Expert Maneuvers
Starting at 10th level, While you are raging, whenever you successfully hit a creature with a weapon attack, you can apply one of the following Dragonchess techniques to the creature:
Castle. You and another willing creature swap places using the other creature's reaction. When swapping places this way, you and the other creature release a 10 foot blast that deals 1d4 force damage to all creatures that fail a DC 15 Constitution check, on a successful check the creature takes half as much damage.
Check. The creature you just struck is forced to use it's next turn moving away from you, whether or not the creature would be affected by the Dragonchess Mind feature.
En Passant. If the creature you hit would have been defeated if you rolled higher on damage you can roll damage again. If the creature attacked this way would die. The Dragonchess Mind feature would then activate on a different creature.
Promote. The next time a party member would deal damage to the same creature, they deal an extra 1d6 force damage.
Counter Push
Starting at 14th level, whenever you take damage from a spell, you can use your reaction to move 10 feet closer to the castor, and make an attack on the castor if you get within reach. This can still activate the Expert Maneuvers feature. In addition, if you make the attack, you also summon a copy of yourself, as if you used the simulacrum spell, that makes a bonus attack on that creature, this copy uses your intelligence for determining hit, and if the copy does damage, it disappears. If the copy fails to do damage, it remains until your next turn where it tries again. If the copy fails a second time, it disappears. If the copy would take damage, you will instead.
Once you use this feature, you can't use it again until you finish a long rest.
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