The Strange
[D&D Warlock Core Class Variant]

The Strange
The origin of the creatures called simply "the strange" is far more mysterious than that of the gifted, naturals, or warlocks, as the strange appear to have little if anything in common with other strange other than being different. Some believe they are abominations, altered fundamentally by exposure, as a child or by an ancestor, to some powerful artifact, being, or event that forever changed them; freaks of nature that should be feared if not destroyed. Others point to the stars: Are they contaminated by the aberrant and bizarre, or bestowed their powers by the divine and fiendish, to serve some mysterious purpose on this world? Or they could be the next step in some arcane or natural evolution. The origin of the strange may never be known.

The strange are often humans and half-elves. Due to their unusual natures, tieflings often find their niche as the strange, finding purpose as mysterious and heroic vigilantes or peculiar and secretive villains.

Strange Prestige Classes: None.

Adaptation: The strange represents a power-focused counterpart to the blasting warlock from The Complete Arcane. The strange represent the mysterious heroes or unexplainable villains who possess strange powers no one can explain. They are the "mutants" of the fantasy world, and suitable for any campaign that incorporates warlocks.

Game Rule Information
The strange (Stg) have the following game statistics.

Abilities: Charisma is a valuable commodity for the strange, influencing their Powers and several class skills. The strange greatly benefits from high Constitution and Dexterity to survive vulnerability to attacks at early levels.
Base Attack Bonus: Average (as a rogue).
Hit Die: d8.
Saves: Good Will / Poor Fortitude and Reflex.
Class Skills: The strange's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 4 + Intelligence modifier (x4 at 1st level).
Alignment: Any nonlawful.
Starting Age: As a sorcerer.
Starting Gold: 4d4 x 10gp.
Favored Class: Strange is favored class humans and half-elves, and an additional or alternate favored class for tieflings, at the DM's discretion.
Multiclassing: Characters with levels in gifted, natural, or warlock cannot take levels in strange. The powers of the strange represent an untapped potential that must be nurtured lest it stagnate and the potential is lost. A character with levels in strange that takes levels in another class may not again take levels in strange, although all abilities of the class are retained.

Class Features
All of the following are class features of the strange.

Weapons and Armor Proficiency: The strange are proficient in all Simple weapons, Light armor, and with the single martial weapon, exotic weapon, or armor proficiency of their choice. All Powers are arcane spell-like abilities that require a simple somatic component, but the strange can use Powers in light armor without incurring arcane spell failure; at 7th level, he can use his Powers in Medium armor and, by 15th, can use his Powers in any armor without penalty.

  1. Powers [2 Least], SPell Resistance, Unusual
  2. Power [Least]
  3. Damage Reduction [1/magic], Inexplicable Senses
  4. Power [Least], Uncanny Adaptability
  5. Power [Lesser]
  6. Power [Lesser]
  7. Armored Oddity, Damage Reduction [2/magic]
  8. Power [Lesser]
  9. Power [Lesser]
  10. Potency, Power [Greater]
  11. Damage Reduction [3/magic], Inexplicable Senses
  12. Imbue Item, Power [Greater]
  13. Power [Greater]
  14. Power [Greater]
  15. Armored Enigma, Damage Reduction [4/magic]
  16. Power [Unnatural]
  17. Power [Unnatural]
  18. Power [Unnatural]
  19. Damage Reduction [5/magic], Inexplicable Senses
  20. Potency, Power [Unnatural], Stranger

Powers [1st/2nd/4th/5th/6th/8th/9th/10th/12th/13th/14th/16th/17th/18th/20th level]
The strange is a magical being of strange and unusual powers. At 1st level, he selects two Least powers from the list of gifted Blessings, natural Talents, or warlock Invocations; but he may only select abilities from classes that also accommodate his alignment. For example, a chaotic neutral strange can select Least Talents and Least Invocations but not Least Blessings.

At the indicated subsequent levels, he selects an additional Power of up to the designated power level (Least, Lesser, Greater, or Unnatural), with Unnatural Powers corresponding to Noble Blessings, Salient Talents, and Dark Invocations.

In addition, the strange receives bonus Powers based on his Charisma. He receives a number of bonus Powers equal to his Charisma modifier, at the rate of +1 per level. The maximum power level of bonus Powers is dictated by the maximum power level of Powers he can normally posses at the level the bonus Power granted. For example, a strange with a Charisma of 20 selects a bonus Least power at 1st, 2nd, 3rd, and 4th levels, and then a bonus Lesser power at 5th level.

Spell Resistance
He enjoys a peculiar resilience against magic. The strange enjoys Spell Resistance equal to his strange level + his Charisma modifier. This is extraordinary.

The strange rejects categorization, finding himself adept at a number of skills that seemingly have no connection. He selects four skills as strange class skills, but each skill selected must be governed by a different ability score, such as Climb (Str), Diplomacy (Cha), Listen (Wis), and Tumble (Dex).

Damage Reduction [3rd/7th/11th/15th/19th Level]
He enjoys a resistance to physical harm against all but magical weapons; otherwise as the warlock class feature.

Inexplicable Senses [3rd/11th/19th level]
The strange possesses inexplicable senses, the ability to sense what hides from others. At 3rd level and every eight levels thereafter, he selects one of the following spells: comprehend languages (spoken only), detect animals or plants, detect chaos, detect evil, detect good, detect law, detect magic, or detect secret doors. He can now use the selected spell at will as a spell-like ability.

Uncanny Adaptability [4th level]
He can manipulate mechanical devices with unnatural ease; otherwise as the warlock's Deceive Item class feature.

Armored Oddity [7th level]
When employing his array of magical powers, the strange is less encumbered by armor. He may now use Powers while wearing Medium or lighter armor without incurring arcane spell failure.

Potency [10th/20th level]
At 10th level, he gains a +2 bonus on all Concentration checks made as part of using a Power and a +1 bonus to the save DC of all Powers utilized against creatures within 30 feet. At 20th level, his bonus to Concentration checks increases to +4, the bonus to the save DC of Powers employed against creatures within 30 feet increases to +2, and he receives a +1 bonus to the save DC of all Powers employed against creatures beyond 30 feet.

Imbue Item [12th level]
As the warlock class feature.

Armored Enigma [15th level]
He is unfettered by the bulk of metal. The strange may now use Powers while wearing armor without incurring arcane spell failure.

Stranger [20th level]
He has grown so increasingly unusual that he transcends his own race. The strange is now considered an Outsider for the purposes of spells and effects that affect persons. He is immune to magical poisons and diseases – but not nonmagical poisons and diseases – and no longer suffers penalties for aging, although bonuses still accrue and the strange still dies of old age when his time is up.

Epic Strange: The epic-level strange continues his Hit Die, skill point, Damage Reduction, Inexplicable Senses, and Spell Resistance progressions. In addition, he receives bonus feats at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc) and may select a Power of any power level in lieu of a feat; however, when he selects Powers as bonus feats, he must select one of each power level – one Least, one Lesser, one Greater, and one Unnatural (in any order) – before he can select additional Powers of each power level. For example, if he selects an Unnatural Power at 23rd level, he must select a Least Power, Lesser Power, and Greater Power (in any order) before he can again select another Unnatural Power.

Board Link: To feedback on my three warlock variants posted on the Wizards of the Coast message boards.


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