Artificer
Base Class: Artificer

Beside the bonfire sits a figure quietly concentrating on carving a small wooden chess piece, that lightly glows with arcane energy. Their mind focused on their task, they don't seem to notice the owlbear sneaking in the bushes. But as soon as the owlbear breaks out on the clearing, the figure jumps up, turning swiftly and throwing the chess piece in front of the owlbear. With a blue flash a gleaming knight with a giant flail riding on a black horse grows out of the wooden piece and jumps over the owlbear to flank it. With a mighty strike the knight hits the side of the owlbear sending it tumbling and giving the figure time to prepare. When the owlbear recovers and sets out to charge, the figure quickly examines the situation , ducks to the side and with a flash of their eyes the owlbear seems to forget, what it was about to do. Confused the owlbear sways from one side the other, when the knight takes another swing. The figure let's out a sigh: "Now I have to carve another one..."

A Chessmaster relies on their minds to outwit their opponents and infuses hand-carved chess pieces with magic to summon them as allies on the battle field. Growing in experience they can command more capable pieces up to the Queen and King, that besides powerful attacks have other useful abilities. Although the number of pieces they can control at a time is limited, the variety can help in executing several tactics.
Their archetype spells focus on influencing the mind of allies and opponents to get an edge.

I have also made homebrew monsters for the chess minions to add in the Extras section. Search for "Chessmaster Minion".

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Chessmaster Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Chessmaster Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Chessmaster Spells

Artificer Level Spell

3rd

Command, Catapult

5th

Calm emotions, Detect thoughts

9th

Haste, Motivational speech

13th

Arcane eye, Confusion

17th

Animate objects, Modify memory

Chess Piece

Beginning at 3rd level, when you finish a long rest, you can carve enchanted chess pieces worth points up to your class level + your Intelligence modifier. The enchantment of pieces and minions wears off when finishing the next long rest.
As an action you can throw a piece up to 30 ft to summon the respective minion and as a bonus action you can command one summoned minion to move and make one action.
Aside from the actions stated in the chess piece table, every minion can use Help, Disengage, Shove, Dash, Dodge.
A minion has hitpoints equal to twice your class level + your Proficiency modifier + your Intelligence modifier + the pieces point value.
You can have a maximum of 1 minion summoned at a time. This increases to 2 at 5th level and 3 at 15th level.

Piece (Points) Minion Stats

Pawn (1)

Speed 20 ft. AC 12. Size Medium. Darkvision 30 ft. 
Action Poke. Melee Weapon Attack: +2 to hit, reach 5 ft., one target you can see. Hit: 1d6+2 piercing damage.
Trait Militia. You can have as many Pawns summoned as your minion limit allows.

Bishop (3)

Speed 30 ft. AC 13. Size Medium. Darkvision 30 ft.
Action Whack. Melee Weapon Attack: +2 to hit, reach 5 ft., one target you can see. Hit: 1d6+2 bludgeoning damage.
Action Holy Avenger. Can sacrifice themselves to deal current their hitpoints as radiant damage to one creature within 5ft. The creature can make a Wisdom saving throw against your Spell DC to halve the damage.
Action Sacrifice. Can sacrifice themselves to heal one creature within 5 ft for their current hitpoints.
Trait Team Player. You can have only two Bishops summoned at a time.

Knight (3)

Speed 25. AC 16. Size Large. Darkvision 30 ft. 
Action Cleave. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d10+4 slashing or bludgeoning damage, depending on the weapon style you choose when summoning the Knight.
Trait Mounted. You can jump unhindered over a creature of size Medium or less.
Trait Team Player. You can have only two Bishops summoned at a time.

Rook (5)

Speed 0. AC 14. Size Large. Darkvision 60ft.
Action Tower Defense. Ranged Weapon Attack: +5 to hit, 120 ft., one target you can see. Hit: 1d8+5 piercing damage.
Reaction Falling Rocks. Reflects half of damage it takes from a melee attack as bludgeoning. The attacker can make a Dexterity saving throw against your spell DC to halve that damage.
Trait Team Player. You can only have two Rooks summoned at a time.

Queen (9)

Speed 30. AC 15. Size Medium. Darkvision 30ft.
Action Royal Glare. Ranged Spell Attack: +7 to hit, 60 ft., one target you can see. Hit: 3d8 psychic damage.
Trait Leader. Has an aura with the effect of beacon of hope within 15 ft of her.
Trait Sovereign.  You can only have one Queen summoned at a time.

King (10)

Speed 10. AC 15. Size Medium. Darkvision 30ft.
Action Royal Blow. Melee Weapon Attack: +7 to hit, reach 5 ft., one target you can see. Hit: 3d12 force damage.
Action Monarch. The King can cast command once at 3rd level using your spell DC.
Action Castles. If the King is within 15 ft of a Rook, they can swap places.
Trait Sovereign.  You can only have one King summoned at a time.

Speed Chess

At 5th level, whenever a chess minion gets destroyed within 30 ft of you, you can as a reaction summon another one.

Also, whenever you summon a Pawn, you can decide to summon a second Pawn adjacent to it on the same action. You still need to spend a chess piece and adhere to the three minion limit.

Magical Mind

Starting at 9th level, your intelligence and wit helps you with dealing with other people.

Before you make a Charisma(Deception), Charisma(Persuasion) or Wisdom(Insight) Check, you can decide to add your Intelligence modifier to the roll.

You can use this feature twice. You regain all uses when finishing a long rest.

Magical Game

Starting at 9th level, all damage from chess minions except the Pawn is considered magical.

Also, when finishing a short rest, you can carve chess pieces worth points equal to your Intelligence modifier.

Promotion

Starting at 15th level, you can make your weakest minion become your most powerful.

As a bonus action, you can turn a summoned Pawn into a Queen with full hitpoints and immediately control her as normal. The limit of one Queen at a time still applies.
You can use this feature once and use it again after finishing a long rest.

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