Azrael
Azrael
Sheet
AC 18 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- 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 spellsSpellcasting. Azrael casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will):
2nd level: ,
Gear
10 itemsWeapons
- LongswordA martial weapon used with one hand while the other hand carries a shield.
- Light crossbowA ranged backup weapon with 20 bolts.
Armor
- Chain mailHeavy armor, AC 16, disadvantage on Dexterity (Stealth) checks, and Strength requirement 13.
- ShieldA shield bearing a faded regimental emblem, granting +2 AC.
Tools
- Bone dice setA gaming set used to pass time during watches and to read an opponent's habits.
Gear
- 20×BoltsStandard ammunition for the light crossbow.
- Insignia of rankA small military insignia from Azrael's former regiment.
- Trophy from a fallen enemyA trophy taken from a fallen enemy, a brass button stamped with a broken tower.
- Common clothesA set of common clothes, repeatedly repaired with blue and copper thread.
Purse
- 10×Gold piecesThe 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
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.”
- Background
- Soldier
Connections
Species
Tiefling
Media
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