Tskalore

## ***`The System`***

A powerful construct on a mechanical plane in the Tskalore world.

Expanded Spell List
 2nd Level
 3rd Level
 4th Level
 5th Level

```
(1st Level Feature:) Summon Armor:

```

At 1st level, you gain the ability to summon a suit of armor. As a bonus action, this armor appears on your person, fitted and ready to go. You are proficient with this armor, it has no strength requirement, and you suffer no drawbacks from sleeping in this armor.

It always appears as a full or partial-body suit of fully-sealed plate armor made of some alien material, but its ability to protect you grows as your warlock level grows. You may dismiss your armor as a bonus action. You may summon any version of your armor for which you meet the level prerequisite.

Should you obtain another suit of magical armor, you may integrate its abilities into your armor plating; doing so requires a ritual that requires 8 hours, after which your armor plating becomes that armor. You may only integrate one magical suit of armor at a time, and you must still attune to it, if required.

Armor Table
 5th Level
 9th Level
 13th Level

```
(6th Level Feature) Probability Matrix:

```

Starting at 6th level, your mental capacity receives a profound upgrade. Following a short or long rest you gain proficiency in 3 skills you aren't proficient in or half your proficiency to 3 skills you are proficient in.

Additionally, your patron offers you the chance to augment your intelligence at the cost of your emotions. Upon reaching 6th level, you may swap your Intelligence score and your Charisma score; this process takes 24 hours, and is permanent. Should you choose this, your pact magic, invocations, and all other warlock features that utilize Charisma now instead use Intelligence instead.

```
(10th Level Feature) Mechanization:

```

Beginning at 10th level, you begin the process of integrating your equipment into your body. Your armor becomes integrated into your body.

* You gain resistance to all non-magical piercing and slashing damage.
* +1 AC

You also integrate the weapons, and other equipment you hold in your hands.

* Your weapons now count as a spellcasting focus.
* You cannot be disarmed.
* You may cast a Cantrip as a bonus action after hitting an enemy with a melee attack.

```
(14th Level Feature) Total Mechanization:

```

By 14th level, you are more machine than man. You gain immunity to being blinded, deafened, and exhaustion. You gain resistance to psychic damage, and resistant to the poisoned condition and poison damage. You are also immune to disease. You stop aging, and you are immune to being magically aged. In addition to your other types, you now gain the Construct type.

```
(Exclusive Invocations:)

```

```
Arm Servos (5th Level):

```

Your Strength increases by 1, to a maximum of 20. Your unarmed strikes deal 1d4 damage. You may add your warlock spellcasting ability modifier to the attack and damage of unarmed strikes, as well as to checks made to grapple, push or pull using your arms.

```
Leg Servos (5th Level):

```

You gain advantage on Strength and Dexterity saving throws against effects that would move you against your will or knock you prone. You also gain advantage on Constitution saving throws against exhaustion due to running. Your carrying capacity is doubled. Your base walking speed is increased by 10 feet.

```
Neurotic Servos (5th Level):

```

You gain proficiency in Intelligence saving throws.

```
Focused Servos (9th Level):

```

Your eldritch blast gains a +2 bonus to attack and damage rolls, as long as all the beams are targeting a single creature.

## ***`Stygia`***

A powerful cyber-enhanced vampire from the Tskalore world.

Expanded Spell List
 2nd Level
 3rd Level
 4th Level
 5th Level

At the 1st level your bloodlust has awoken within you, placing you upon this path. Beware, your eyes glow red when in tense situations regardless your original eye color. Most people fear and hate vampires, being seen as an abomination and spawn of evil powers. Keep your blood lust in check and lay low, for those that know may attack you on sight.

```
(1st Level Feature) Bond Of The Familiar:

```

Starting at 1st level, you pass through a ritual were your blood and the blood of your patron are linked, which turns you into its vampiric familiar, granting you some of the powers of a vampire, and some of its weaknesses. You gain the vampire spawn perks and learn the blood siphon cantrip from the blood sorcerer sublcass.

```
(Blood Siphon Cantrip:)

```

As an action you can make a spell attack at a creature you can see within 60ft. On a hit, you deal (1d10) Necrotic damage. This damage increases by (1d10) at levels 5, 11, & 17. Starting at 3rd level, you are able to heal with this cantrip equal to half the damage dealt.

```
(1st Level Feature) Blood Magic:

```

Starting at 1st level, you gain the ability to use your own eldritch blood to draw arcane powers and cast spells. You can spend 13 hit points per level of the spell, to cast any spell you know, without spending spell slots. The maximum level of the spells cast equals your Pact Spell Slot level.

Spells cast using this feature will have their effects generated from blood. For example, an Armor of Agathys will be an armor made out of pure blood. Any damage caused by these spells becomes slashing, rather than its usual damage type.

```
(6th Level Feature) Undying Metabolism:

```

At 6th level, your body starts to slowly assume the characteristics of an undead, as you reach one step closer to your vampiric ascension.

In addition, you no longer need to sleep, eat, drink or breathe, and you only age 1 year for each 10 passed years.

```
(10th Level Feature) Undead Nature:

```

Beginning at the 10th level, your vampiric body strengthens giving you endurance to poison and diseases. You are now immune to poison and disease, and to the poisoned condition.

In addition, your creature type becomes undead.

```
(14th Level Feature) Vampire Lord:

```

At 14th level, you have been fully turned into your vampire self. Your creature type remains undead, and you gain the following benefits:

* Whenever you cast a warlock or pact of the vampire spell of 2nd-level or lower, using hit points, targeting yourself, you don't spend uses of your Blood Magic feature.
* You can sprout leathery vampiric wings from your back using a bonus action. Doing so spends one use of your Blood Magic feature. You can fly with a speed equal to your movement speed for 1 minute.
* Full Vampire Perks.