Azazel
Azazel
Sheet
AC 14 · HP 111 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
29 featuresBonus action
- Fast HandsLevel 3
When As a Bonus Action
Use Fast Hands to pick locks, disarm traps, pick pockets, or activate an item as a Bonus Action.
- Cunning ActionLevel 2
As a Bonus Action, Dash, Disengage, or Hide.
- Steady AimLevel 3
As a Bonus Action, gain Advantage on your next attack roll this turn if you have not moved. Your Speed becomes 0 for the turn.
Reaction
- Uncanny DodgeLevel 5
When an attacker you can see hits you, use your Reaction to halve the attack’s damage against you.
Always on
- Poison
When When dealing Sneak Attack damage
After hitting with Sneak Attack, forgo one Sneak Attack die to force the target to make a Constitution save or have the Poisoned condition until the start of your next turn.
- Trip
When When dealing Sneak Attack damage
After hitting with Sneak Attack, forgo one Sneak Attack die to force a Strength save or knock the target Prone.
- Withdraw
When When dealing Sneak Attack damage
After hitting with Sneak Attack, forgo one Sneak Attack die to move up to half your Speed without provoking Opportunity Attacks.
- ExpertiseLevel 1
Choose two proficient skills or tools. Your proficiency bonus is doubled for checks using them. Azazel has Expertise in Stealth and Sleight of Hand.
- Sneak AttackLevel 1
Once per turn, deal an extra 6d6 damage when you hit with a Finesse or Ranged weapon and have Advantage, or when an ally is within 5 feet of the target and you do not have Disadvantage.
- Thieves’ CantLevel 1
You know the secret language and signs used by rogues and criminals. You also know Infernal and one additional language, Undercommon.
- Weapon MasteryLevel 1
Choose two proficient weapons for mastery. Azazel uses the Vex mastery property with daggers and the Slow mastery property with shortbows. The choices can be changed after a Long Rest.
- Second-Story WorkLevel 3
You gain a Climb Speed equal to your Speed, and you calculate your jump distance using Dexterity instead of Strength.
- Ability Score Improvement, AlertLevel 4
You gain the Alert Origin feat. You add your Proficiency Bonus to Initiative, can swap Initiative with a willing ally, and cannot be surprised while conscious.
- Cunning StrikeLevel 5
When you deal Sneak Attack damage, you can forgo one or more Sneak Attack dice to apply Cunning Strike effects such as Poison, Trip, or Withdraw.
- ExpertiseLevel 6
Choose two more proficient skills or tools for Expertise. Azazel has Expertise in Investigation and Perception.
- EvasionLevel 7
When subjected to an effect allowing a Dexterity save for half damage, take no damage on a success and half damage on a failure.
- Reliable TalentLevel 7
When making an ability check using a proficient skill or tool, treat a d20 roll of 9 or lower as a 10.
- Ability Score Improvement, SkilledLevel 8
You gain the Skilled Origin feat, granting proficiency in three skills or tools. Azazel gains proficiency with Deception, Investigation, and a disguise kit.
- Thief Subclass FeatureLevel 9
You gain Supreme Sneak. If you move no more than half your Speed on your turn, you have Advantage on that turn’s Stealth checks.
- Ability Score Improvement, LuckyLevel 10
You gain the Lucky feat. You have Luck Points that can grant Advantage on a d20 test or impose Disadvantage on an attack against you.
- Improved Cunning StrikeLevel 11
When using Cunning Strike, you can apply two different Cunning Strike options by forgoing the required Sneak Attack dice for both.
- Ability Score Improvement, ToughLevel 12
You gain the Tough feat, increasing your maximum Hit Points by 24.
- TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- Fiendish Legacy, ChthonicTieflingYou know the Minor Illusion cantrip. Starting at level 3, you can cast False Life without a spell slot once per Long Rest. Starting at level 5, you can cast Ray of Enfeeblement without a spell slot once per Long Rest. Charisma is your spellcasting ability for these spells.
- TraitTieflingOtherworldly Presence, you know the Thaumaturgy cantrip.
- TraitTieflingFiendish Resistance, you have Resistance to Necrotic damage.
- TraitTieflingInfernal Lineage, you know Infernal and gain one additional language from the standard language tables.
- TraitTieflingCreature Type, Humanoid.
- Criminal ContactCriminal
You have contacts among criminals. You know how to find a message drop, fence, safe house, or other contact in a settlement, though such contacts are not automatically reliable or loyal.
Spells
4 spellsSpellcasting. Azazel casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): ,
1st level:
2nd level:
Gear
11 itemsWeapons
- 2×DaggersFinesse, Light, Nick. Azazel uses dagger Weapon Mastery.
- ShortswordFinesse, Vex.
- ShortbowAmmunition, Range 80/320, Vex. Azazel uses shortbow Weapon Mastery.
Armor
- Leather ArmorLight armor, AC 11 plus Dexterity modifier.
Tools
- Thieves’ ToolsUsed for picking locks and disarming traps. Azazel has Expertise with these tools.
- CrowbarUseful for forcing doors, crates, and shutters.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar’s PackContains tools and supplies for breaking into buildings, including a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, and rope.
- 2×PouchesSmall containers for coins, stolen goods, or planted evidence.
- Traveler’s ClothesPlain, durable clothing suitable for blending into crowds.
Purse
- 16×Gold PiecesStarting funds retained from the Criminal background.
Appearance
Azazel is a broad-shouldered tiefling with deep umber-red skin, swept-back black horns, amber eyes, and a long, carefully braided tail. He dresses in dark burgundy leather beneath a weathered charcoal cloak, with brass lockpicks arranged inside his cuffs and a shortsword worn unusually high at his hip. He smells faintly of clove oil, lamp smoke, and old coins, a scent he is fully aware of and occasionally uses to identify whether someone has been following him. When waiting, he rests most of his weight on the balls of his feet, never quite still, with one hand loosely touching the nearest exit or weapon.
Mannerisms
Azazel counts exits, windows, and unattended valuables whenever he enters a room. He rolls coins across his knuckles while thinking, pauses before answering personal questions, and turns his head slightly when listening for footsteps. He never sits with his back to a door.
Personality
Azazel is observant, dryly humorous, and unfailingly practical. He speaks to nobles and street thieves with the same measured courtesy, because he believes both groups are most dangerous when they think they are being respected. He prefers arrangements to promises, favors to friendships, and clear exits to comfortable rooms. Beneath his detachment is a fierce instinct to protect people who have been denied better choices.
Ideals
Freedom. No law, guild, bloodline, or prophecy owns a person. Everyone should have the right to walk away, provided they can pay the cost of the escape.
Bonds
He still protects the former gang’s youngest members, especially those who are being forced into the same life that shaped him. He also keeps one stolen ledger hidden, because it contains the names of people who ruined his family and the evidence needed to bring them down.
Flaws
Azazel assumes every kindness has a hidden price. He will abandon a profitable plan rather than admit he misjudged someone, and when cornered emotionally, he becomes cold, literal, and cruelly efficient.
Quirks
Background
Azazel grew up in the service tunnels beneath a prosperous river city, where his mother taught him which doors were meant to keep people out and which were merely pretending. His horns and infernal ancestry made honest work scarce, so he learned to survive by carrying messages, lifting purses, and opening locks for a small burglary crew. He was never the strongest member of the gang, but he was the one who could remember every face, every guard rotation, and every hidden passage. His reputation became valuable, and eventually dangerous, when he discovered that the gang’s patron was using stolen ledgers to blackmail judges and merchants across the city.
“He was never the strongest member of the gang, but he was the one who could remember every face, every guard rotation, and every hidden passage.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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