TEXT: 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.
  Living Chess
  Chesski are best described as living chess pieces with faces.
  Their heads and bodies are sculpted around a piece which
  best embodies their personality. They begin life as pawns,
  formed through the emotional connection of two Chesski.
  When the pawns reach the age of approximately 20, they
  "promote" into a knight, bishop, rook, or vizier depending
  on what kind of strategy they feel a greater connection to.
  A chesski under a hood could pass themselves off as a
  human or strangely-crafted warforged, although this proves
  more difficult for knights and red chesski. Those interested in
  chess and strategy are likely aware of their existence, due to
  prayers and research into their gods, but otherwise their rarity
  means that the common folk no little to nothing of them.
  Those who do know of them and encounter them tend to ask
  their advice on strategy, whether within or without chess, so
  those who do venture far tend to find work as advisors or
  professional gamers.
  Royal Courts
  Chesski are born into a society ruled over by a king. Each
  chesski settlement is formed of a large castle known as a
  court, usually guarded by rooks It is formed out the same
  strange material chesski are made of, in the predominant
  color of the chesski of that area. Whenever the king dies,
  retires or has to leave their post (depending on the
  government in the area), a new ruler is chosen from the ranks
  of the others, either by popular vote, relation to the king or the
  will of that court's patron deity. That person, generally a
  queen, promotes for the last time and becomes king over their
  people. This generally means they remain in the court, though
  some kings do travel (whether they are allowed to or simply
  want to break free).
  When a piece performed an exceptional achievement, they
  promote into a queen. Queens are the most powerful chesski,
  excluding the king, and have a range of abilities that others
  lack.
  
  Formed by the Gods
  Each colour of chesski piece was initially formed by each of
  their gods to contend with the chesski of each other. They are
  eternally battling with each other, and those chesski dedicated
  to serving their god are likely mistrustful of any other color of
  cheeski. However, as time goes by, more and more chesski
  convert to a different one of their gods or even renounce them
  altogether.
  While Chesski appear as metal, resin or wood, they are in
  fact formed out of a strange, divine material. Some chesski are
  more like constructed creatures (and thus count as the
  Construct type) but those presented here are Humanoid.
  Fights between chesski are meticulously planned, and
  clashes that in any other fight would be chaotic are conducted
  in an orderly fashion. Analysts have noticed the similarities to
  a chess game, pointing again towards their inherent
  connection to the game.
  Chesski Names
  Chesski tend to give themselves names similar to the races
  and cultures surrounding their court, choosing a gender.
  Despite the apparently gendered pieces of "king" and "queen",
  pieces tend to either choose a gender based on how they
  personally feel or remain neutral or fluid to better fit their
  androgynous nature.
  Chesski Traits
  Your inherent strategy manifests itself in a variety of ways.
  Ability Score Increase. Your Intelligence score increases
  by 1.
  Age. Chesski promote beyond pawn at around 20,
  depending on how mature they are. Their chassis tends to
  deteriorate as the years pass, with some even "growing"
  wrinkles or long beards naturally from the magical material to
  signify age. They typically live to around 150, although those
  promoted to king or queen can live until 300.
  Alignment. Chesski tend to be lawful, due to their focus on
  strategy and rules, along with their firm government system.
  Those that follow a god lean towards that god's alignment.
  Size. Chesski are about the size of a human, although
  queens and kings can tower at eight feet or above. Your size is
  Medium.
  Speed. Your base walking speed is 35 feet.
  Chess Masters. You have proficiency in chess sets. Your
  proficiency bonus in them is doubled when you play a game
  with them.
  Color. Choose black, red or white as your color. You gain an
  additional ability based on the color you choose, which is
  activated as a bonus action and lasts until the end of your next
  turn. Once you have used this feature, you can't use it again
  until you finish a long rest.
  Black: You increase your AC by 2. If you are not targeted by
  an attack before this effect wears off, you regain your use
  of this feature.
  Red: You gain advantage on your next opportunity attack. If
  you do not perform an opportunity attack before this effect
  wears off, you regain your use of this feature.
  White: You gain advantage on your next saving throw. If
  you do not make a saving throw before this effect wears off,
  you regain your use of this feature.
  Optional Rule: Capturing on a Grid
  If you run combat on a grid, chesski may be
  required to move the way they do in chess:
  diagonally for a bishop or vizier, vertically or
  horizontally for rooks, and in an L-shape for knights.
  Queens can move in any direction. Knights that
  promote to a queen may still use their L-shape
  move as well as vertically and horizontally.
  Capture. If you move at least 20 feet in a straight line
  before hitting a creature with a melee attack, that creature
  must make a Charisma saving throw with a DC equal to 8 +
  your Intelligence modifier + your proficiency bonus or have
  their speed reduced to 0 feet until the end of their next turn.
  You can use this feature a number of times equal to your
  Intelligence modifier, and regain all expended uses when you
  finish a short or long rest.
  Languages. You can speak, read and write Common and
  Chesski. The chesski language consists of a variety of
  abbreviations and equations, and evolved from a shorter form
  of Common used in the military.
  Subrace. Three subraces of Chesski are found among the
  worlds of D&D: knights, bishops and rooks. Choose one of
  these subraces.
  Bishop
  Bishops act as priests and clerics, tending to focus on leading
  prayer, offerings and other worship to their court's patron
  deity.
  Ability Score Increase. Your Wisdom score increases by 2.
  Bishop Magic. You know the spare the dying cantrip. When
  you reach 3rd level, you can cast the goodberry spell once with
  this trait and regain the ability to do so when you finish a long
  rest. When you reach 5th level, you can cast the prayer of
  healing spell once with this trait and regain the ability to do so
  when you finish a long rest. Wisdom is your spellcasting
  ability for these spells.
  Holy Attack. On the turn you use your Capture trait, you
  may cause the captured creature to be smote with divine
  energy as a bonus action. If you do, they take 1d6 radiant
  damage and you cannot use this feature again until you finish
  a long rest.
  Knight
  Knights serve as the main military in chesski culture, with
  abilities keyed around combat and movement. They often ride
  warhorses into battle.
  Ability Score Increase. Your Strength score or your
  Dexterity score (your choice) increases by 2.
  Expert Maneuverers. When using your Capture trait, you
  may change direction once while moving 20 feet, and may
  pass through other creatures' space.
  Standing Leap. Your long jump is up to 25 feet and your
  high jump is up to 15 feet, with or without a running start.
  
  Knight Weapon Training. You have proficiency with the
  mace, spear, lance and longsword.
  Mounted Fighter. You can use your Capture trait while
  mounted, and have advantage on an attack roll that could use
  that trait when you attack from a mount.
  Rook
  Rooks serve as guards in the chesski courts, as enduring as
  the towers they are modeled on.
  Ability Score Increase. Your Constitition score increases
  by 2.
  Castle. As a reaction when a creature you can see within 30
  feet of you would take damage from an attack, you can castle
  with them. You switch spaces with that creature, and the
  attack is instead directed towards you. If your Armor Class is
  high enough to avoid the attack, you take no damage as usual.
  Once you have used this feature, you can’t use it again until
  you complete a short or long rest.
  Tower of Endurance. When you are reduced to 0 hit points
  but not killed outright, you can drop to 1 hit point instead. You
  can't use this feature again until you finish a long rest.
  Additionally, your armor class is always equal to 12 + your
  Dexterity modifier when you are not wearing armor.
  Vizier
  Viziers, sometimes known as ferzes, are the rarest of chesski,
  given that the piece they are modeled off is no longer used in
  most chess sets. They act as advisors and strategists, using
  cunning to manipulate the situation to their desire.
  Ability Score Increase. Your Intelligence and Charisma
  scores each increase by 1.
  Advisor and Negotiator. You have proficiency in the
  Persuasion skill.
  Vizier Magic. You know the friends cantrip. When you
  reach 3rd level, you can cast the comprehend languages spell
  once with this trait and regain the ability to do so when you
  finish a long rest. When you reach 5th level, you can cast the
  zone of truth spell once with this trait and regain the ability to
  do so when you finish a long rest. Intelligence is your
  spellcasting ability for these spells.
  Variant: Playing as a Pawn
  Pawns, being the children of the chesski, are
  naturally weaker. However, at your Dungeon
  Master's discretion, you may play a pawn with the
  following traits:
  Ability Score Increase. Your Charisma score
  increases by 2, and your Strength score decreases
  by 2.
  Size. Pawns are smaller than adult Chesski. Your
  size is Small.
  Slowest on the Board. Your base walking speed is
  decreased by 10 feet.
  En Passant. If an hostile creature moved through
  an area within 5 feet of you on its turn, provided it
  started its turn more than 5 feet away from you,
  your melee attacks against it have a reach of 10 feet
  until the end of your next turn.
  
  Chesski Variants
  Chess is an old game, and many different variations of it have
  risen up over the years. Following are various variants on the
  Chesski race inspired by some of these chess-adjacent games.
  Dragonchesski
  Dragonchesski are members of the cheeki race modeled on
  the pieces of the game Dragonchess. If playing a
  dragonchesski, replace chess sets in the Chess Masters trait
  with dragonchess sets. Additionally, you consider various
  subraces of traditional chesski to represent different pieces:
  Bishop: Cleric
  Knight: Griffon, Hero, Paladin
  Rook: Oliphant
  Pawn: Dwarf, Sylph, Warrior
  Queen: Mage
  New Subraces
  The following new subraces are available for a dragonchesski:
  Basilisk
  Basilisks are some of the rarest dragonchesski. They tend to
  find work within their court as investigators or special forces,
  due to their unique ability to Capture from a distance,
  mirroring their monstrous counterpart's ability to petrify.
  Ability Score Increase. Your Constitution score increases
  by 2.
  Freezing Glare. You may expend a use of your Capture
  trait as a bonus action to force an enemy that you can see to
  make a Charisma saving throw with a DC equal to 8 + your
  Intelligence modifier + your proficiency bonus or have their
  speed reduced to 0 feet until the end of their next turn. The
  enemy must be able to see you for this to work successfully.
  Intimidating Expression. You have proficiency in the
  Intimidation skill. Your proficiency bonus in this skill is
  doubled when used to intimidate a creature that you have
  used your Freezing Glare trait on within the last minute.
  Dragon
  Dragons serve as warriors, alongside dragonchesski such as
  heroes and paladins. They are tall, imposing figures who can
  exhale a minor breath weapon akin to the beings they are
  modeled on.
  Ability Score Increase. Your Strength and Charisma
  scores each increase by 1.
  Minor Breath Weapon. You can use your bonus action to
  exhale destructive energy in a 10-foot cone in front of you.
  When you use your breath weapon, each creature in the area
  of the exhalation must make a Dexterity saving throw. The DC
  for this saving throw equals 8 + your Intelligence modifier +
  your Proficiency Bonus. A creature takes 1d6 damage of a
  type determined by your color (see below) on a failed save,
  and half as much damage on a successful one. The damage
  increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th
  level.
  Note: Confusing Names
  Many dragonchesski, as they are more inspired by
  the worlds around them, may cause some
  confusion. Dragonchesski who have the cleric,
  paladin or dwarf subrace should make it clear that
  this is a subrace, rather than a class or race. If this
  becomes too confusing, simply use the default
  names for those subraces on your character sheet.
  Dragonchesski Colors
  Color
  Damage Type
  Black
  Acid
  Red
  Fire
  White
  Cold
  Extra Language. You can speak, read and write Draconic.
  Elemental
  By far the rarest dragonchesski subrace, elementals are born
  in a similar way to how other races produce genasi - the
  interference of an elemental being, most commonly a genie.
  Ability Score Increase. Your Constitution score increases
  by 1, and one ability score of your choice increases by 1.
  Elemental Ancestry. Choose air, earth, fire or water as
  your Elemental Ancestry. This gives you one additional trait,
  and knowledge of one cantrip, as shown in the Elemental
  Ancestry table. Intelligence is your spellcasting ability for this
  cantrip.
  Elemental Ancestry
  Color
  Additional Trait
  Cantrip
  Air
  Aquatic
  gust
  Earth
  Fire Resistance
  mold earth
  Fire
  Fire Resistance
  produce flame
  Water
  Aquatic
  shape water
  Aquatic (Air or Water). You can breathe air and water, and
  you have a swimming speed of 30 feet.
  Fire Resistance (Earth or Fire). You have resistance to fire
  damage.
  Due to the similarity with genasi, any feat with the genasi race
  as a prerequisite that aligns with their ancestry may be taken
  by an elemental dragonchesski. However, if you take the
  Efreet Heritage feat this way as an elemental dragonchesski,
  replace the last ability it provides with the following:
  You have darkvision out to a range of 60 feet.
  
  Thief
  Thieves are sneaky, smaller chesski, often used as assassins
  or spies sent to help or hinder allied or enemy chesski courts.
  They often become rogues or rangers, slipping into the
  background, unseen in the shadows.
  Ability Score Increase. Your Dexterity score increases by
  2.
  Hidden in Shadows. You can attempt to hide even when
  you are only lightly obscured by a shadowy or otherwise
  darkened area. You have advantage on any attacks that could
  use your Capture trait if they hit when attacking from such a
  hiding place.
  Silent. You have proficiency in the Stealth skill.
  Chaturangi
  Chaturangi are sometimes thought to be the oldest form of
  chesski, and are without a doubt based upon the oldest known
  form of the game, chaturanga. If playing a chaturangi, replace
  chess sets in the Chess Masters trait with chaturanga sets.
  Additionally, you consider various subraces of standard
  chesski to have different names:
  Bishop: Gaja
  Knight: Ashva
  Rook: Ratha
  Vizier: Mantri
  King: Raja
  Pawn: Padàti
  Chaturangi do not have "queens" as such, but a piece taking
  the Queenly Might feat is considered to have gained additional
  experience and become more powerful because of it.
  Shogki
  Shogki are a chesski-adjacent race based on the game of
  Shogi. All subraces found in standard chess are seen here.
  However, young shogki are occasionally born as a lance
  instead of a pawn, which has the statistics of the pawn
  subrace, although its Ability Score Increase trait is replaced
  with the following:
  Ability Score Increase. Your Constitution score increases
  by 2, and your Strength score decreases by 2.
  When a lance Promotes, it becomes a rook instead of any
  other piece. Shogki rooks cannot be promoted to from pawns,
  only from lances.
  New Subrace
  The following new subrace is available for a shogki:
  General
  Generals are commanding figures, often taking charge of
  troops on the battlefield. They begin as weaker, lower-status
  "silver generals", before promoting to "gold generals" once
  they gain more experience.
  Abiltity Score Increase. Your Charisma score increases by
  2.
  Commanding. You can cast the command spell once, and
  regain the ability to do so when you finish a long rest.
  Charisma is your spellcasting ability for this spell. Additionally,
  you have proficiency in the Persuasion skill.
  Retreat. When you take the Dash action, you can take the
  Disengage action as a bonus action on that turn.
  Xiangki
  Xiangki were created in the image of pieces in the game
  xiangqi. When playing a xiangki, you consider various
  subraces of standard chesski to have different names:
  Bishop: Gaja
  Bishop: Elephant
  Knight: Horse
  Rook: Chariot
  Vizier: Advisor
  King: General
  Pawn: Soldier
  As with chaturangi, xiangki do not have "queens". A piece
  taking the Queenly Might feat is considered to have gained
  additional experience and become more powerful because of
  it.
  New Subrace
  The following new subrace is available for a shogki:
  Cannon
  Cannons act as ranged attackers in Xiangki military, using
  their unique abilities to battle enemies from the back lines of
  combat.
  Ability Score Increase. Your Dexterity score increases by
  2.
  Cannonfire. As an action, you can fire a spectral
  cannonball at an enemy. This is considered a ranged weapon
  attack, with a short range of 60 feet and a long range of 120
  feet. On a hit, it deals 1d10 bludgeoning damage, and you
  can't use this trait again until you finish a long rest. You are
  proficient in this attack.
  Standing Leap. Your long jump is up to 25 feet and your
  high jump is up to 15 feet, with or without a running start.
  
  Additional Feats
  If your Dungeon Master allows the use of feats as described in
  chapter 6 of the Player’s Handbook, a chesski character has
  access to the following special feats. If a feat requires a
  particular subrace, a character must also have that subrace in
  order to take the feat. Playing a variant on that subrace, such
  as a paladin or ashva, still allows for you to take the feat (with
  the exception of chariots, elephants, oliphants and rathas,
  who count as knights for this purpose).
  Expert Cannoneer
  Prerequisite: Xiangki (cannon)
  You have gained more expertise on your natural abilities to
  fire projectiles at your enemies. You gain the following
  benefits:
  Increase your Dexterity or Intelligence score by 1, up to a
  maximum of 20.
  Attacks made using your Cannonfire trait count as magical
  for the purpose of overcoming resistance and immunity to
  nonmagical attacks and damage.
  Your Cannonfire trait now deals 2d10 damage, instead of
  1d10.
  Draconic Wings
  Prerequisite : Dragonchesski (dragon)
  You have been upgraded to a gold general, and gain enhanced
  abilities on the battlefield. You gain the following benefits:
  Increase your Strength or Intelligence score by 1.
  You gain a flying speed of 30 feet. To use this speed, you
  can't be wearing medium or heavy armor..
  Fortified Tower
  Prerequisite: Chesski (rook)
  You have gained the ability to temporarily form a tower near
  you, similar to your shape. As an action, you can create a
  tower as if you used the Daeurn's instant fortress magic item,
  although creatures that appear within the fortress's space are
  shunted but take no damage. When created, you vanish and
  become part of the fortress. You are aware of any creatures
  within the tower, and can see and hear what they are doing.
  You can also communicate telepathically with any creature
  inside or within 10 feet of the fortress.
  As an action while the fortress is active, you can create a
  manifestation of yourself at any area within the fortress. This
  manifestation has the statistics of a specter, although it keeps
  your alignment, languages, and Intelligence, Wisdom and
  Charisma scores.
  When you are manifested, you lose the ability to sense and
  communicate with anyone in the castle, instead only being
  able to see those near you as usual. If you are reduced to 0 hit
  points while manifested, the fortress vanishes.
  The fortress lasts for 24 hours or until you dismiss it as a
  bonus action. It also vanishes if it takes enough damage to be
  destroyed. When it vanishes, you appear in your normal body
  at a random location within 10 feet of it. If the fortress was
  active for at least 6 hours, you gain the benefits of a long rest.
  Once you have used this ability, you can't use it again until
  seven days have passed.
  Game Priest
  Prerequisite: Chesski (bishop)
  You have become attuned to the divine forces that govern
  games, logic and strategy. As a ritual that takes 10 minutes,
  you can allow yourself and up to five other creatures of your
  choice within 30 feet of you to consider a paticular strategy
  and be told by the Dungeon Master the results, as though you
  each cast an augury spell.
  Gold Standard
  Prerequisite : Shogki (general)
  You have been upgraded to a gold general, and gain enhanced
  abilities on the battlefield. You gain the following benefits:
  Increase your Intelligence or Charisma score by 1, up to a
  maximum of 20.
  Your speed increases by 5 feet.
  As a reaction when a creature makes an ability check,
  attack roll or saving throw, you can allow them to roll a d4
  and add the number rolled to the ability check, attack roll
  or saving throw they are making. Once you have used this
  feature, you can't use it again until you finish a short or
  long rest.
  Grandmaster's Strategy
  Prerequisite : Chesski (vizier)
  You have fully embraced your talents of skill and strategy. You
  gain the following benefits:
  Increase your Intelligence score by 1, up to a maximum of
  20.
  When you hit a creature with an attack, you can add your
  Intelligence modifier to the damage of the attack. You can
  use this feature twice, and regain all expended uses when
  you finish a short or long rest.
  Promotion
  Prerequisite: Chesski (lance or pawn)
  You have promoted to an adult chesski. You lose all traits from
  being a lance or pawn and must instead choose another
  chesski subrace to gain traits from. You may choose to keep
  the lance or pawn Ability Score Increase trait and not to gain
  the subrace's. If you are a lance, you may only promote to a
  rook.
  You may also take the Queenly Might feat or a feat unique to
  your subrace immediately.
  Queenly Might
  Prerequisite: Chesski
  You have been promoted to a queen as a result of your
  excellent feats as an adventurer. You gain the following
  benefits:
  Increase your Constitution or Intelligence score by 1, up to
  a maximum of 20.
  Your speed increases by 5 feet.
  If you attack a creature and on the other side of it is a wall,
  ledge or similar obstruction, you have advantage on the
  attack.
  
  Supreme Maneuvererability
  Prerequisite: Chesski (knight)
  You have honed your natural abilities in battle. You gain the
  following benefits:
  When you use your Capture feature, you can cause the
  creature to be restrained instead of having its speed
  reduced.
  When you deal a critical hit with a weapon or hit with a
  weapon within Knight Weapon Training, you can add an
  amount equal to your level to the damage of the attack.
  Once you have used this feature, you can't use it again until
  you finish a short or long rest.
  Turn to Stone
  Prerequisite: Dragonchesski (basilisk)
  You have begun to manifest abilities more reminiscent of the
  beings you are modeled on. You gain the following benefits:
  Increase your Constitution or Intelligence score by 1, up to
  a maximum of 20.
  When you use your Freezing Glare trait, the target
  becomes incapacitated until the end of its next turn.
  Optional Rule: Warforged Similarity
  At your Dungeon Master's discretion, warforged
  components and other magic items and/or feats
  exclusive to warforged characters could also be
  used by chesski characters.
  Twilight Fighter
  Prerequisite: Dragonchesski (thief)
  You have mastered the art of staying within the shadowy
  places of the world. You gain the following benefits:
  Increase your Dexterity or Intelligence score by 1, up to a
  maximum of 20.
  You may use the Dash action as a bonus action when you
  start your turn in an area of dim light or darkness, although
  any area not in dim light or darkness counts as difficult
  terrain for you on that turn.
  You have darkvision out to a range of 60 feet.
  
  Chesski Gods
  Deity
  Alignment
  Suggested Domains
  Symbol
  Alyaran, chesski god of strategy
  LN
  Knowlege, Forge, Trickery
  A black chess vizier
  Grandmaster, chesski god of creation
  LG
  Knowlege, Forge, Life
  A white chess king
  Tarnarwa, chesski goddess of destruction
  LE
  Death, Knowlege, Forge
  A red chess queen
  New Blessing
  The following blessing can be given to a chesski character
  through them being chosen as the next king of their court. In
  extremely rare circumstances, a non-chesski creature could
  be chosen as king. As king, a character is generally under
  obligation to remain at the court, and is therefore rather
  restricted in adventuring. Be cautious when giving this
  blessing to a player.
  Blessing of Chesski Kingship. You can use an action to
  call forth unintelligent constructs formed like chess pieces to
  aid you in battle. As an action, you summon 1d8 quadrones
  which follow your commands, although they have an
  Intelligence score of 1, appear like chess pieces of your choice
  and cannot speak. If given no instructions, they will do
  nothing. Once you have used this blessing, you can't use it
  again until 3 days have passed.
  Credits
  Created by: u/a2a3a2a3.
  Theme: Silver-Blue XGtE theme by u/AeronDrake.
  Art: Fire Tower by Pawel Hordyniak; Practice 14 by
  Senfeng Chen; and Chess Robot Series White
  Knight and Black Bishop by Nishant Thelakkat.
  Page stains: XGtE Style Stains by u/FallenWyvern.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Chesski v2.0.pdf