Samael
Samael
Sheet
AC 13 · HP 33 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
26 featuresAction
- Healing HandsLevel 1
Samael can touch a creature as an action to restore hit points equal to his level. He can use this feature once per Long Rest.
Bonus action
- Pact of the BladeLevel 1
Samael can use Charisma instead of Strength or Dexterity for attack and damage rolls with his chosen pact weapon. He can summon or dismiss the weapon as a bonus action. His current pact weapon is a one-handed longsword flavored as a sacred funerary blade.
Always on
- Pact Blade Assault
When When taking the Attack action with his pact weapon.
Samael makes two attacks with his pact longsword. He uses Charisma for both attack and damage rolls, dealing 1d8 plus 3 slashing damage per hit, or 1d10 plus 3 when wielded with two hands.
- Twilight Beam
When When casting Eldritch Blast.
Samael fires a beam of black-violet grave light that deals 1d10 plus 3 force damage on a hit. He calls it a Twilight Beam.
- Funeral Shroud
When When casting Spirit Shroud.
Samael surrounds himself with grave-cold radiance, causing nearby enemies to suffer additional necrotic damage when he attacks them. He describes the effect as a protective twilight liturgy.
- Myrkul's Intercession
When When targeted by an attack or forced to make a saving throw.
Samael invokes a defensive sigil of frozen shadow, increasing his defenses against an incoming attack or magical effect.
- Rite of Restoration
When When casting Cure Wounds.
Samael raises a hand and declares a solemn blessing, restoring an ally's vitality through what he believes is holy mercy.
- Pact MagicLevel 1
Samael is a full spellcaster. He uses Charisma as his spellcasting ability and regains his expended Pact Magic spell slots after a short or long rest. At level 5, he has two 3rd-level Pact Magic slots.
- Eldritch InvocationsLevel 1
Samael has three Eldritch Invocations. He has selected Pact of the Blade, Thirsting Blade, and Lessons of the First Ones.
- Magical CunningLevel 2
Once per short or long rest, Samael can perform a one-minute rite to regain expended Pact Magic slots. At level 5, this restores both of his expended 3rd-level slots.
- Otherworldly Patron, The FiendLevel 1
Samael has a pact with the Fiend, mechanically represented by the 2024 Fiend patron. He believes the patron is a benevolent divine power, canonically Myrkul, Lord of Bones.
- Dark One's BlessingLevel 3
When Samael reduces a hostile creature to 0 hit points, he gains temporary hit points equal to his Charisma modifier plus his warlock level, for a total of 8 temporary hit points at level 5.
- Thirsting BladeLevel 5
Samael can attack twice, instead of once, whenever he takes the Attack action using his pact weapon.
- Lessons of the First OnesLevel 2
Samael gains the Lightly Armored Origin feat through Lessons of the First Ones. This represents magically summoned holy vestments that grant light armor and shield proficiency. The requested medium or heavy armor proficiency is not available from an Origin feat under the 2024 rules.
- Magic Initiate, ClericLevel 1
Samael gains Magic Initiate, Cleric, from his Acolyte background. He knows Guidance and Thaumaturgy, and can cast Cure Wounds once per Long Rest without a spell slot. Wisdom is the spellcasting ability for these spells.
- Ability Score ImprovementLevel 4
Samael gains an Ability Score Improvement from his fourth-level Warlock feature. His final ability scores already include the specified background increases of +2 Charisma and +1 Constitution.
- Celestial RevelationLevel 3
As an aasimar, Samael can use Celestial Revelation once per Long Rest for 1 minute. He most often chooses Necrotic Shroud, creating a solemn aura of black wings, pale radiance, and drifting grave dust. Once on each of his turns during the transformation, one attack or spell can deal extra necrotic damage equal to his proficiency bonus.
- Light BearerLevel 1
Samael knows the Light cantrip, which he describes as a minor sign of Myrkul's peaceful twilight.
- Celestial ResistanceLevel 1
Samael has resistance to Necrotic and Radiant damage.
- DarkvisionLevel 1
Samael has Darkvision with a range of 60 feet.
- TraitAasimarDarkvision, 60 feet.
- TraitAasimarCelestial Resistance, resistance to Necrotic and Radiant damage.
- TraitAasimarHealing Hands, restore hit points equal to level once per Long Rest.
- TraitAasimarLight Bearer, know the Light cantrip.
- TraitAasimarCelestial Revelation, transform once per Long Rest for 1 minute, choosing Heavenly Wings, Inner Radiance, or Necrotic Shroud.
- Shelter of the FaithfulAcolyte
Samael can receive free healing, care, and basic support at temples or shrines of his faith, provided he assists with religious duties and does not endanger the sanctuary. His understanding of Myrkul is unconventional, but he sincerely regards the Lord of Bones as a merciful guardian of peaceful rest.
Spells
10 spellsSpellcasting. Samael casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level: , ,
3rd level (2 slots): ,
Gear
9 itemsWeapons
- LongswordA one-handed longsword used as Samael's current pact weapon. He believes it is an incomplete manifestation of the promised scythe.
- Light crossbow and boltsA light crossbow with 20 bolts, included as practical backup equipment.
Armor
- Leather armorA leather cuirass and dark ceremonial vestments, treated as light armor.
- ShieldA wooden shield bearing a pale skeletal hand symbol.
Tools
- Calligrapher's suppliesCalligrapher's supplies used to copy funerary prayers, memorial inscriptions, and pilgrimage records.
Gear
- Holy symbolA holy symbol of Myrkul, presented as a funerary emblem of peaceful transition.
- Prayer bookA prayer book containing Samael's distorted interpretations of Myrkul's doctrine.
- Religious vestmentsA collection of common religious vestments and spare dark robes.
Purse
- 25×Gold piecesA pouch containing 25 gold pieces.
Appearance
Samael is a tall, broad-shouldered aasimar man with pale bronze skin, silver-white hair, and eyes that glow faintly like moonlight seen through storm clouds. A skeletal hand-shaped scar covers his right hand, its fingers stretching from wrist to knuckles. The scar burns with supernatural cold whenever he summons his pact weapon. He wears dark clerical robes reinforced with leather, a bone-white stole, and a tarnished holy symbol of Myrkul displayed prominently at his throat. His expression is calm, compassionate, and slightly mournful, even when surrounded by violence.
Mannerisms
Samael speaks in a soft, reassuring pastoral tone, even while casting frightening magic. He refers to enemies as patients, calls necrotic damage a benediction, and pauses after every death to whisper a brief commendation. He frequently checks the skeletal scar on his right hand and quietly asks whether the great scythe is closer to being earned.
Personality
Samael is gentle, earnest, and unfailingly polite. He believes he is a compassionate holy minister bringing comfort to the dying and guidance to the living. He is fascinated by funerary customs, treats skeletons as symbols of dignity rather than horror, and sincerely offers spiritual counseling to anyone who appears frightened of death. His confidence is strongest when explaining his faith, but cracks appear whenever someone asks why his miracles look like curses.
Ideals
Mercy. Death is not an ending to fear, but a sacred transition into stillness. No soul should be denied peaceful rest, and no survivor should be abandoned in grief.
Bonds
The dead of his ruined temple are his congregation, and he intends to bring Myrkul's promise of peaceful rest to every suffering soul he meets. He is determined to become worthy of the great scythe shown in his vision.
Flaws
Samael cannot accept that Myrkul might be cruel or deceptive. He explains every failure as a weakness in his own faith, and he may defend disturbing acts as necessary mercy. He is also obsessed with proving that he is a true cleric, becoming defensive or wounded when others identify him as a warlock.
Quirks
Background
Samael was once an acolyte in a small temple dedicated to a gentle god of healing and funerary rites. During a plague, the temple became overwhelmed, and Samael watched his family, mentors, and nearly every worshiper die despite his prayers. When the temple finally burned, he entered the crypt below to rescue the last surviving child. The crypt collapsed, crushing him beneath stone and leaving him moments from death. In that darkness, Samael met Myrkul. He remembers the god not as a terrifying tyrant, but as a patient figure seated beside an endless field of quiet graves. Myrkul promised him eternal salvation and a place at his side if Samael undertook a holy pilgrimage to expand the faith of peaceful rest and transition. Samael accepted, convinced that he had been chosen as a true cleric. The skeletal scar appeared on his right hand as he awoke, and shadowy power answered his prayers. Myrkul also showed Samael a vision of a massive two-handed scythe, which he called the perfect instrument of divine mercy. When Samael asked to wield it, Myrkul told him that he would be permitted to summon it only when he became worthy. Since Samael can currently manifest only a one-handed pact weapon, he assumes the limitation reflects his own lack of faith. He interprets every curse, shadow, and burst of necrotic energy as a holy twilight miracle, while Myrkul's actual intentions remain hidden behind Samael's sincere delusion.
“During a plague, the temple became overwhelmed, and Samael watched his family, mentors, and nearly every worshiper die despite his prayers.”
- Background
- Acolyte
Connections
Species
Aasimar
Media
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