Celestial Emissary- Bloodborne
Fight Theme 07- Balder’s Gate 3
Considered to be one of the more brutal members of the Unknown. He tends to recklessly kill first without consult and often in a brutal manner. It is theorized that Saiko has a bit of demonic tendencies with his actions. Considering how he is not much of a speaker he simply speaks with the strike of his blades. He is often kept in check by the other saints and is often partnered with Hydra. Known as the most chaotic out of all of the saints, Saiko is a strike first and maybe question later if they are alive. He follows Hydra wherever she goes.
Mannerism
A being of brutal nature. He almost takes pleasure in other's pain.
Saiko stands at 6'3 and wears dark black armor that covers most of their body. The armor appears to be fused to their skin, with a long feathered tail that branches out from his helmet down to his thighs. His armor is adorned in golden accents some of which depict arrows representing along with a blue and white tattered skirt.
In his other form, his armor remains on his body but below his hips a white abdomen of a giant spider with eight black legs forms. A vector of a red arrow appears along the abdomen and the legs have the same type of armor like pieces as worn before. He grows an additional set of arms and his frost blade is separated into however many blades he requires.
Saiko and his partner Hydra used an old experimental lab as a safe house for Unknowns they had rescued. During their time in the Badlands in hiding, they were under attack by members of the Order of the Moonlight. While trying to protect their safehouse, Saiko had transformed but had lost his life to the invaders while Hydra fled the scene.
As a deity, Saiko has three main forms; a mortal form, a hybrid form, and a full form.
In his hybrid form he takes on a drider like appearance forming large spider like legs from his body with a spider abdomen.
In his full form, he turns into a large giant spider.
Title
Saint of Chastity, God of Emotions, Specimen A21, 597-008
Type
NPC
Race
Child of Theron
Pronouns
He/Him
Mannerism
A being of brutal nature. He almost takes pleasure in other's pain.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:
The choice you make augments some of your subclass features, as noted below.
Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Hemocraft modifier
Spell attack modifier = your proficiency bonus + your Hemocraft modifier
BLOOD HUNTER LEVEL | CANTRIPS KNOWN | SPELLS KNOWN | SPELL SLOTS | SLOT LEVEL |
---|---|---|---|---|
3rd | 2 | 2 | 1 | 1st |
4th | 2 | 2 | 1 | 1st |
5th | 2 | 3 | 1 | 1st |
6th | 2 | 3 | 2 | 1st |
7th | 2 | 4 | 2 | 2nd |
8th | 2 | 4 | 2 | 2nd |
9th | 2 | 5 | 2 | 2nd |
10th | 3 | 5 | 2 | 2nd |
11th | 3 | 6 | 2 | 2nd |
12th | 3 | 6 | 2 | 2nd |
13th | 3 | 7 | 2 | 3rd |
14th | 3 | 7 | 2 | 3rd |
15th | 3 | 8 | 2 | 3rd |
16th | 3 | 8 | 2 | 3rd |
17th | 3 | 9 | 2 | 3rd |
18th | 3 | 9 | 2 | 3rd |
19th | 3 | 10 | 2 | 4th |
20th | 3 | 11 | 2 | 4th |
Starting at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact.
The Archfey. When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible.
The Celestial. As a bonus action, you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1).
The Fathomless. You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature’s speed by 10 feet until the start of your next turn.
The Fiend. While using the Rite of the Flame, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use.
The Genie. As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).
The Great Old One. When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn.
The Hexblade. When you successfully target a creature with a blood curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency modifier.
The Undead. When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active.
The Undying. When you reduce a hostile creature of at least mild threat (DM’s discretion) to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
At 7th level, your patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can’t do so again until you finish a long rest.
The Archfey. You can cast blur.
The Celestial. You can cast lesser restoration.
The Fathomless. You can cast gust of wind.
The Fiend. You can cast scorching ray.
The Genie. You can cast phantasmal force.
The Great Old One. You can cast detect thoughts.
The Hexblade. You can cast branding smite.
The Undead. You can cast blindness/deafness.
The Undying. You can cast silence.
Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells.
At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can’t do so again until you finish a long rest.
The Archfey. You can cast slow.
The Celestial. You can cast revivify.
The Fathomless. You can cast lightning bolt.
The Fiend. You can cast fireball.
The Genie. You can cast protection from energy.
The Great Old One. You can cast haste.
The Hexblade. You can cast blink.
The Undead. You can cast speak with dead.
The Undying. You can cast bestow curse.
Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Cleric Level | Feature |
---|---|
1st | Domain Spells, Bonus Proficiencies, Blessing of the Forge |
2nd | Channel Divinity: Artisan’s Blessing |
6th | Soul of the Forge |
8th | Divine Strike (1d8) |
14th | Divine Strike (2d8) |
17th | Saint of Forge and Fire |
You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.
Cleric Level | Spells |
---|---|
1st | identify, searing smite |
3rd | heat metal, magic weapon |
5th | elemental weapon, protection from energy |
7th | fabricate, wall of fire |
9th | animate objects, creation |
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Starting at 6th level, your mastery of the forge grants you special abilities:
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, your blessed affinity with fire and metal becomes more powerful:
When you gain this feat, you gain the following benefits:
You have trained to master the use of heavy armor, gaining the following benefits:
You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
You have spent countless hours of focused training and study with a selected weapon. As you become one with this chosen weapon, you reach levels of deadly accuracy that few others could begin to fathom.
Description | Entity | Location | ||
---|---|---|---|---|
Saint | Cana | |||
Saint | Hydra | |||
Saint | Nyla | |||
Child | Theron | |||
Enemy | Aaravos | |||
Enemy | Cuviera Galeocerdo | |||
Enemy | Featherdust | |||
Enemy | Senta | |||