Chesskis

by gq69

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Chesski

“Nobody ever won a chess game by resigning.”

—Old chesski saying, usually followed by a
short laugh.

Chesski were created to be masters of strategy and
war, to uphold their creators' ideals in the world. But as
time moved on, the chesski grew tired of being merely the pawns in a grand game. Now they play their own.

Credits

The Chesski were originally designed as a custom player
race by /u/a2a3a2a3 and can be found here as a GM binder document or here for discussion on Unearthed Arcana.


The monsters featured in this document are designed
by /u/gaylordqueen69.


Theme: Silver-Blue XGtE theme by u/AeronDrake.


Art: Fire Tower by Pawel Hordyniak and Chess Robot Series‒White Knight by Nishant Thelakkat.


Page stains: XGtE Style Stains by u/FallenWyvern.














































Optional Rule: Fighting on a Grid

If you run combat on a grid, chesski may be required to move in a manner similar (but not identical) to the way they do in chess.

Pawns and Kings. Pawns and kings can move one square in any direction. Pawns can only attack creatures in a diagonally adjacent square, but kings can attack in any direction.

Rooks. Rooks cannot move diagonally.

Bishops. Bishops can only move diagonally.

Knights. Knights must move either two or four squares in one direction and half that distance in a perpendicular direction.

Queens. Queens can move freely.


Pawn

Small construct (chesski), lawful neutral


  • Armor Class 11
  • Hit Points 9 (2d6 + 2)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 9 (-1) 2 (-4)

  • Senses passive Perception 9
  • Languages Chesski, Common
  • Challenge 1/8 (25 XP)

Chesski Capture. If the pawn reduces a creature to 0 hit points with a melee attack, it can stabilise that creature as a bonus action. If it does so, the creature becomes grappled and restrained by the pawn (escape DC 11).

En Passant. The pawn does not need to use its reaction to make attacks of opportunity.

Pack Tactics. The pawn has advantage on attack rolls against a creature if at least one of the pawn's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Reactions

Pack Defense. If the pawn and at least one other chesski would take damage from the same effect, the pawn can choose any number of its allies to take 0 damage instead. The pawn then dies.


Rook

Medium construct (chesski), lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 76 (9d8 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 14 (+2) 10 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages Chesski, Common
  • Challenge 3 (700 XP)

Charge. If the rook moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target takes an additional 7 (2d6) bludgeoning damage.

Chesski Capture. If the rook reduces a creature to 0 hit points with a melee attack, it can stabilise that creature as a bonus action. If it does so, the creature becomes grappled and restrained by the rook (escape DC 14).

Innate Spellcasting. The rook's innate spellcasting ability is Constitution (spell save DC 14). It can cast the following spells innately.

1/day: Leomund's tiny hut, mighty fortress, Mordenkainen's magnificent mansion

Actions

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions

Castle. When a creature within 30 feet and at least 10 feet away from the rook is targeted by an attack, the rook can switch spaces with that creature, and the rook becomes the new target of the attack.


Knight

Medium construct (chesski), lawful neutral


  • Armor Class 17 (natural armor, shield)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 16 (+3) 12 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages Chesski, Common
  • Challenge 2 (400 XP)

Chesski Capture. If the knight reduces a creature to 0 hit points with a melee attack, it can stabilise that creature as a bonus action. If it does so, the creature becomes grappled and restrained by the knight (escape DC 12).

Knightly Escape. The knight does not provoke opportunity attacks.

Knightly Nimbleness. The knight can move through the space of other chesskis. If the knight attempts to move through a non-chesski creature's space, the creature can make a DC 13 Dexterity saving throw. On a failed save, the knight can move through that creature's space.

Standing Leap. The knight's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Knightly Lance. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight scores a critical hit, it rolls damage dice three times, instead of twice.


Bishop

Medium construct (chesski), lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 17 (+3) 16 (+3) 5 (-3)

  • Senses passive Perception 13
  • Languages Chesski, Common
  • Challenge 2 (400 XP)

Chesski Capture. If the bishop reduces a creature to 0 hit points with a melee attack, it can stabilise that creature as a bonus action. If it does so, the creature becomes grappled and restrained by the bishop (escape DC 12).

Chesski Repair. When the bishop casts mending on a chesski, the target gains 5 temporary hit points and cannot receive temporary hit points in this way again for 1 hour. When the bishop casts revivify on a dead chesski, the target gains temporary hit points equal to half its maximum hit points in addition to the normal effects of the spell.

Spellcasting. The bishop is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The bishop has the following cleric spells prepared.

Cantrips (at will): guidance, mending, thaumaturgy
1st level (4 slots): bless, inflict wounds, sanctuary
2nd level (3 slots): augury, zone of truth
3rd level (2 slots): bestow curse, revivify

Vizier's Memory. When the bishop damages a creature with a spell or attack, it adds 5 (1d10) psychic damage to the total.

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


King

Medium construct (chesski), lawful neutral


  • Armor Class 20 (natural armor)
  • Hit Points 114 (12d8 + 60)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 20 (+5) 26 (+8) 18 (+4) 19 (+4)

  • Senses passive Perception 14
  • Languages Chesski, Common
  • Challenge 5 (1,800 XP)

Chesski Capture. If the king reduces a creature to 0 hit points with a melee attack, he can stabilise that creature as a bonus action. If he does so, the creature becomes grappled and restrained by the king (escape DC 16).

Check. If the king is within 5 feet of a hostile creature, he has disadvantage on attack rolls, saving throws, and ability checks.

Innate Spellcasting. The king's innate spellcasting ability is Intelligence (spell save DC 19). He can cast the following spells innately.

At will: guidance
3/day: bless

Actions

King's Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Summon Chesski (3/Day). The king chooses what to summon and attempts a magical summoning. The king can summon any allied chesski except for another king. A summoned chesski appears in an unoccupied space within 20 feet of the king. If the king summons a pawn, it can choose to summon 1d8 pawns instead. If the king summons a queen, there is a 50% chance of failure. A summoned chesski remains for 1 minute, until it or the king dies, or until the king dismisses all summoned chesski as an action.


Queen

Medium construct (chesski), lawful neutral


  • Armor Class 20 (natural armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 19 (+4) 20 (+5) 25 (+7) 17 (+3) 18 (+4)

  • Senses passive Perception 14
  • Languages Chesski, Common
  • Challenge 6 (2,300 XP)

Charge. If the queen moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target takes an additional 13 (3d8) bludgeoning damage.

Chesski Capture. If the queen reduces a creature to 0 hit points with a melee attack, she can stabilise that creature as a bonus action. If she does so, the creature becomes grappled and restrained by the queen (escape DC 16).

Innate Spellcasting. The queen's innate spellcasting ability is Intelligence (spell save DC 18). She can cast the following spells innately.

At will: guidance
3/day: bless

Queenly Might. If the queen attacks a creature and on the other side of it is a wall, ledge or similar obstruction, she has advantage on the attack.

Actions

Queen's Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Reactions

Blessing of the Crown (1/Day). When an allied chesski dies (other than a king or queen), the queen can grant that chesski the title of queen. The chesski returns to life and undergoes a transformation, becoming a queen, regaining all of its hit points and rerolling its place in initiative. Queens created in this way cannot use this reaction.

 

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