Base Class: Fighter
You are a strategy enthusiast who likes to put their tactical knowledge into practice. You can analyze any situation, identify the key players and think up a strategy to turn the situation to your advantage. Your insights has impressed some being who wants to see what happens when you have a bit more direct control over these situations.
The Game Begins
Your quick wit is always on display and demoralizes your enemy's whenever they suffer a defeat
Check
Starting at level 3 as a bonus action you can attempt to mark one enemy and one ally as the kings. If the enemy targeted is the leader of any enemies the mark is successful (up to DM's discretion). Whenever one of the enemy king's subordinates dies the king must make a concentration check (DC = 8 + your proficiency bonus + your intelligence modifier), if they are concentrating on any spells, and has disadvantage on attack rolls until your next turn.
Checkmate
Starting at level 3 as a reaction when the enemy king dies you can make each of their subordinates make a wisdom saving throw (DC = 8 + your proficiency bonus + your intelligence modifier). On a failure they are stunned until the end of your next turn.
Unforeseen Strategem
The parallels between chess and combat have become more apparent to you. You can now exploit the special rules of chess and combat.
Starting at level 7 you gain these abilities.
Castling
You see an opportunity to improve your party's positioning. As a bonus action you can target your allied king and change places with them. All spaces between you must be unoccupied and they must be within 60 ft of you. You can use this feature once per long rest
En Passant
You see an opening in an enemy's repositioning. If an enemy has moved more than 30 ft since your last turn you can use a bonus action to make a melee attack at them.
Promotion
You see an opportunity to bolster an ally's positioning ability. As a bonus action you can target one ally within 60 ft who is not your allied king. Choose either queening or Knighting. You can use this feature once per long rest.
Queening: For one minute the target ally gets +60ft to their movement, but may only move in a straight line for each move action.
Knighting: For one minute the target ally's movement speeds all become 0. As a move action the ally can attempt to jump to any space within 40ft. If the space they attempt to move to is occupied or if there is a ceiling or floor blocking the path their action fails.
Pawn's weakness
Your confidence in finding the enemy's leaders has exposed their subordinates weaknesses to you.
Starting at level 10 whenever you attack one of the enemy king's subordinates your attacks deal additional damage based off of your intelligence modifier.
Increasing Skill
You've greatly improved in gaining insight on the battlefield.
Starting at level 15 you can now mark up to 3 allies as your kings and any number of enemies as the enemies' kings as a bonus action. Each enemy marked this way must not be a subordinate of any other enemy marked this way.
The Castling and Promotion feature may now be used once per short rest.
Final gambit
You have mastered your strategy in both chess and combat. Any move the enemy makes is now an opening for you.
Starting at level 18 whenever an ally within 120 ft takes damage or is affected by a harmful spell you may use your reaction to teleport adjacent to any enemy within 120 ft and make one melee attack.
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