Skip to content
CreatePricing
Azrael - AI-generated fantasy Character

Azrael

Tiefling · Fighter (Battle Master) · Level 5 · Soldier

Azrael

Azrael is patient with frightened people, precise with maps, and unexpectedly gentle when tending animals or repairing damaged gear.
AC18
HP44/44
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 44 · 30 ft.
AlignmentNeutral GoodGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set,
Vehicles, land

Languages

Common,
Infernal

Features

16 features

Action

  • Extra AttackLevel 5

    When When taking the Attack action

    Make two attacks when you take the Attack action.

Bonus action

  • Second WindLevel 1

    When Bonus action

    As a bonus action, regain 1d10 + 5 hit points. Once used, this move recharges after a short or long rest.

Reaction

  • Riposte

    When When a creature misses you with a melee attack

    When a creature misses you with a melee attack, use your reaction and spend one superiority die to make a melee weapon attack against it. Add the die to the attack's damage roll if you hit.

Always on

  • Action SurgeLevel 2

    When On your turn

    Take one additional action on your turn. Once used, this move recharges after a short or long rest.

  • Menacing Attack

    When After hitting with a weapon attack

    Spend one superiority die when you hit with a weapon attack to deal an extra 1d8 damage and force the target to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn.

  • Tactical Assessment

    When When making an Intelligence, Wisdom, or Charisma check

    Spend one superiority die and add the result to an Intelligence, Wisdom, or Charisma check, after seeing the d20 roll but before knowing whether the result succeeds.

  • Fighting Style: DefenseLevel 1

    Azrael adopts the Defense fighting style. While wearing armor, he gains a +1 bonus to AC.

  • Student of WarLevel 3

    Azrael gains proficiency with navigator's tools, representing his study of routes, tides, maps, and field logistics.

  • Combat SuperiorityLevel 3

    Azrael gains four d8 superiority dice, which fuel his maneuvers. He knows three maneuvers: Menacing Attack, Riposte, and Tactical Assessment. A superiority die is expended when used and is regained after a short or long rest. His maneuver save DC is 14.

  • Martial Archetype: Battle MasterLevel 3

    Azrael chooses the Battle Master martial archetype, specializing in tactical control, battlefield reading, and exploiting enemy mistakes.

  • Feat: Heavy Armor MasterLevel 4

    Azrael gains the Heavy Armor Master feat. He increases his Strength by 1, and while wearing heavy armor, bludgeoning, piercing, and slashing damage from nonmagical weapons is reduced by 3.

  • DarkvisionTieflingAzrael can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
  • Hellish ResistanceTieflingAzrael has resistance to fire damage.
  • Infernal LegacyTieflingAzrael knows the thaumaturgy cantrip. At 3rd level, he can cast hellish rebuke once per long rest as a 2nd-level spell. At 5th level, he can cast darkness once per long rest. Charisma is his spellcasting ability for these spells.
  • LanguagesTieflingAzrael can speak, read, and write Common and Infernal.
  • Military RankSoldier

    Azrael retains his military rank and can invoke the authority of his former service to influence soldiers, recognize military formations, and secure basic assistance from sympathetic members of armed organizations.

Spells

3 spells

Spellcasting. Azrael casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will):

2nd level: ,

Gear

10 items

Weapons

  • Longsword
    A martial weapon used with one hand while the other hand carries a shield.
  • Light crossbow
    A ranged backup weapon with 20 bolts.

Armor

  • Chain mail
    Heavy armor, AC 16, disadvantage on Dexterity (Stealth) checks, and Strength requirement 13.
  • Shield
    A shield bearing a faded regimental emblem, granting +2 AC.

Tools

  • Bone dice set
    A gaming set used to pass time during watches and to read an opponent's habits.

Gear

  • 20×
    Bolts
    Standard ammunition for the light crossbow.
  • Insignia of rank
    A small military insignia from Azrael's former regiment.
  • Trophy from a fallen enemy
    A trophy taken from a fallen enemy, a brass button stamped with a broken tower.
  • Common clothes
    A set of common clothes, repeatedly repaired with blue and copper thread.

Purse

  • 10×
    Gold pieces
    The customary starting money for a soldier background.

Appearance

Azrael is a broad-shouldered tiefling with muted brick-red skin, swept-back charcoal horns, and dark copper eyes. His tail is carefully wrapped at the base with faded blue sailcloth, a practical habit from years spent around rigging and wagon harness. He wears well-maintained chain mail beneath a navy military coat that is slightly too large through the shoulders, its cuffs repeatedly repaired with contrasting thread. His gloves are soft from overuse, but his shield is polished obsessively, bearing the nearly worn-away emblem of a regiment that no longer exists. Salt, sun, and wind have roughened his hands and left a permanent pale line around his wrists where bracers once sat.

Mannerisms

Azrael checks doorways and high windows before sitting, keeps his shield angled toward whoever seems most nervous, and taps twice on the rim of his cup before drinking. When thinking, he silently counts nearby exits in Infernal.

Personality

Azrael is patient with frightened people, precise with maps, and unexpectedly gentle when tending animals or repairing damaged gear. He speaks softly enough that others often lean closer, then gives blunt answers that leave no room for polite misunderstanding. He dislikes boasting but enjoys dry jokes about military bureaucracy.

Ideals

Duty is not obedience. True duty means protecting people when orders, institutions, and reputations have failed them.

Bonds

He carries a water-stained list of the civilians and soldiers saved during the retreat, and he will risk almost anything to find the families of those who never made it home.

Flaws

Azrael cannot leave an injustice unanswered, even when answering it will put innocent people in greater danger. He also distrusts comfortable authority so intensely that he sometimes mistakes competence for corruption.

Quirks

He knots a short piece of blue thread around the hilt of every weapon he carries.
He remembers the names of stable hands, cooks, and sentries more reliably than the names of nobles.
He silently evaluates bridges for defensive positions whenever he crosses one.
He polishes his shield before sleeping, even when the rest of his equipment is muddy.
He keeps a running tally of promises made in the margins of his maps.

Background

Azrael was raised among tiefling dock families in a crowded estuary quarter where people learned early to make themselves useful before anyone decided they were dangerous. He joined a border regiment as a teenager, not from patriotism, but because the regiment accepted his papers without asking who his parents had been. He became a shield bearer, then a caravan escort, and eventually the person officers sent ahead when negotiations had failed but a massacre would be inconvenient. His talent was not ferocity. It was noticing who in a crowd was frightened, who was lying, and which door had been left unguarded. During a disastrous withdrawal, Azrael disobeyed orders and held a bridge long enough for wounded soldiers and civilian wagons to cross. The regiment survived, but its commander blamed him for the loss of military supplies and quietly dissolved the unit's records. Azrael left with his rank, his shield, and a list of names that official history had erased. Now he travels as a hired guard and reluctant investigator, seeking the surviving soldiers and families abandoned by that retreat. He claims he is only paying an old debt. In truth, he is trying to prove that courage still matters when no one powerful is watching.

“He joined a border regiment as a teenager, not from patriotism, but because the regiment accepted his papers without asking who his parents had been.”
From their backstory
Background
Soldier

Connections

Species

Tiefling

Media

0 images

No images yet.

Visual sheet

Turn Azrael into a sheet

A high-res, share-ready sheet you can post or print.