Saiko
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Saiko

This character is dead.
Saint of Chastity, God of Emotions, Specimen A21, 597-008
NPC

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. 


Character Sheet on DnD Beyond


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Personality

Mannerism
A being of brutal nature. He almost takes pleasure in other's pain.

Appearance

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. 

The Story

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. 

Spider King

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.

Cleric

Forge Domain - Subclass

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.

Forge Domain Features

Cleric LevelFeature
1stDomain Spells, Bonus Proficiencies, Blessing of the Forge
2ndChannel Divinity: Artisan’s Blessing
6thSoul of the Forge
8thDivine Strike (1d8)
14thDivine Strike (2d8)
17thSaint of Forge and Fire

Domain Spells

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.

Forge Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Blessing of the Forge

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.

Channel Divinity: Artisan's Blessing

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.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

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.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Feats

Elemental Adept - Feat

When you gain this feat, you gain the following benefits:

  • Spells you cast ignore resistance to cold damage. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.
  • You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Heavily Armored - Feat

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

War Caster - Feat

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.

War Caster: 1 Reaction

Weapon Specialist - Feat

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. 

  • You gain a +1 bonus to your primary combat ability score, to a maximum of 20.
  • Choose one weapon to specialize in, if you are not already proficient with this weapon, you now gain proficiency with it.
  • Your command over this weapon grants you a +1 bonus to the weapon's critical range (i.e. you score a Critical Hit on a 19 or 20).
    At higher levels you can choose this feat option again, to gain an additional +1 bonus to your chosen weapon's critical range, for a maximum bonus of +2 (i.e. you score a Critical Hit on a 1819 or 20). Conversely, you can also pick this feat option again at higher levels, to gain proficiency and a +1 bonus to critical range with a different weapon.