Servant of Azrael (5e Class)

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Servant of Azrael[edit]

When one dies without serving a god, they will most likely suffer the nightmarish fate of becoming a part of the Wall of the The Faithless that surrounds the ever looming City of Judgment. However many fiends, spirits, and all around dark creatures bargain for the souls of those without faith.

One of these is the somber and brooding Azrael, the gods’ chosen angel of death. Azrael appears before the faithless as a tall and pale man with long black hair and pitch black holes for eyes. His black halo is crumbling and the little broken pieces of it slowly swirl around his face in suspended motion. His black wings stretch out over the mortal as he offers them a deal.

Azrael will grant the lost soul the chance at any afterlife of their choosing if they do a simple job from him. You see, Azrael gets nourishment, vitality, and power from consuming the flesh of mortals. He will grant his servants this power as well. All they must do is rend the flesh of powerful mortals and bring it to him to increase his power. However, the servant may also share a cut of the ripped of fleshes nutrients. The dark angel’s servant must now travel the mortal realm and rend the flesh of their slain victims, and feast on it to grow not only their master’s, but their own grim power.

Creating a Servant of Azrael[edit]

donna-mae-dingding-azrael.jpg
Azrael

by Donna Mae Dingding

The main thing to consider is how exactly your servant deals with their new found job. Do they have a moral code, do they rend they only rend the flesh of those they view as evil. Are they merciful in that they only target the terminally ill or old any dying? Were they used to killing in their past life, or is this a new thing to them?

How do they feel about Azrael. Do they fanatically follow him, loathe him but know he is their only hope, or are they simply indifferent to him? How does their races culture view their task? How do people they know from their previous life feel about this? How does your servant fit in the setting of the campaign? Discuss this and other thoughts with your DM.

Quick Build

You can make a Servant of Azrael quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Your casting ability is intelligence.

Class Features

As a Servant of Azrael you gain the following class features.

Hit Points

Hit Dice: 1d8 per Servant of Azrael level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Servant of Azrael level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, History, Intimidation, Investigation, Perception, Persuasion, Religion, Stealth and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Servant of Azrael

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Mortification of the Flesh, Borrowed Time
2nd +2 Spellcasting, Final Destination 2
3rd +2 Unholy Butcher, Aspect of Azrael 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Blade of Death, Black Halo 4 2
7th +3 Aspect of Azrael Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Favored by Death 4 3 2
11th +4 Necrotic Sting 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Flesh Leech 4 3 3 1
14th +5 Kiss of Death 4 3 3 1
15th +5 Aspect of Azrael Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Fugue Portal, Azrael's Chosen 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Final Destination (Miracle), Aspect of Azrael Feature 4 3 3 3 2

Mortification of Flesh[edit]

Starting at 1st level, you gain the ability to tear a living creature's flesh and absorb both flesh and blood with your melee attacks, consuming it to restore your own vitality.

Rend Flesh

When you hit a creature with a melee attack, you can use your bonus action to rend your target, consuming its flesh and blood. You gain 1 flesh point when you do so.

Consume Flesh

When you rend the flesh of a creature, you can consume it as part of the same bonus action. You spend 1 flesh point to regain 1 hit die. The flesh you rend must be consumed immediately, or is lost.

Spellcasting[edit]

By 2nd level, you have been blessed by Azrael, that granted you the ability to cast spells.

Preparing and Casting Spells

The Azrael table shows how many spell slots you have to cast your spells. To cast one of your azrael spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of azrael spells that are available for you to cast, choosing from spells of the necromancy school from any spell list of your choice. When you do so, choose a number of necromantic spells equal to your Charisma modifier + half your servant of azrael level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level servant of azrael, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancy spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your servant of azrael spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your servant of azrael spells.

Final Destination[edit]

Also at 2nd level, as a reward for your dutiful servant, you are gifted by Azrael with a choice of your resting place after your death. You can choose one plane to which you will be sent after your death, and from where you can draw new powers thanks to your connection to it.

Final Destination Spells

Your chosen final destination grants you certain spells. These spells are always prepared for you, and don't count against your limit of prepared spells. You can cast those spells using your spell slots.

Final Destination Miracle

At 20th level, you gain a special final destination spell. You can cast that spell once, and regain the use of it after 7 days.

Unholy Butcher[edit]

At 3rd level, rend a creature's flesh and draw its blood with the Rend Flesh ability, you can store it for later consumption. The flesh stored must be used within 10 minutes, or is lost.

Aspect of Azrael[edit]

Starting at 3rd level, you can choose to embody one of the aspects of the angel of death. Your choice give you features at 3rd level, and again at 7th, 15th and 20th levels.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blade of Death[edit]

When you reach the 6th level, your blade can consume not only blood and flesh, but soul. When you use your Rend Flesh feature, you can choose to cause necrotic damage, rather than the regular damage type for your weapon.

Black Halo[edit]

At 6th level, you can cause your appearance to change, assuming aspects of the angel of death. As a bonus action, you can conjure your Black Halo, causing an halo of darkness to appear around your head, faint skeletal wings appear on behind your back, and causing your eyes do blacken and your body to wither like a corpse. You gain the following properties:

  • You gain advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) and (Deception) checks.
  • As an Action, you can force all creatures in a 30-foot radius to make a Wisdom saving throw, or be frightened until the end of your next turn.
  • While the halo is active, you can spend a spell slot of 1st-level or higher to cause your wings to allow you to fly. You gain a flying speed of 10 feet, for 1 minute. The flying speed increases by 10 feet, and the duration by 1 minute, for each slot beyond 1st level.

This Halo lasts until you deactivate it using a bonus action. Once you conjure the black halo, you can't do it again until you finish a long rest.

Favored of Death[edit]

At 10th level, your creature type becomes undead. You no longer need to sleep, eat, drink or breath. You still need to spend at least 6 hours doing light activity to gain the benefits of a long rest.

In addition, the first time when you deal necrotic damage against a creature on your turn, you can use your reaction to impose disadvantage on the next attack made by that creature against you, until the start of your next turn.

Necrotic Sting[edit]

At 11th level, whenever you use your Rend Flesh feature, you can spend 1 flesh point to cause additional necrotic damage equal to 2d8.

Alternatively, you can gain 2 flesh points, instead of only 1.

Kiss of Death[edit]

At 14th level, you gain the ability you gain the ability to kiss another being and fill their lungs with a black mist during the kiss. You can use your action to kiss a humanoid. Roll 14d10. If you roll a number equal or higher than the current amount of hit points of that humanoid, the humanoid creature instantly dies, but it's hit points don't change. Instead, the creature type changes to undead and the that creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

When a Remove Curse spell is cast on it, or when you use this feature again, the creature falls to 0 hit points and starts dying. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Azrael Chosen[edit]

At 18th level, you become the true champion of Azrael. Being its representant, you can now recruit servants to come to your aid. You can conjure an Angel of Death. The angel of death has the statistics of a celestial conjured by the summon celestial spell. When you cast, you don't choose either the Avenger or Defender option. Instead, your celestial gain the following ability:

Reaper Scythe (Angel of Death only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 feet. Hit: 2d8 + 2 + the spell's level necrotic damage.

Once you cast this spell using this feature, you can't use it again until you finish a long rest, unless you spend a spell slot of 5th-level or higher to do so again

Fugue Portal[edit]

Also at 18th level, you can open a portal to the fugue plane and back. You can travel to the Fugue Plane and back, each once, as if you have cast plane shift, without spending spell slots or components. Alternatively, you can also travel and back to your chosen final destination.

Once you use this feature to both go to the plane and back, you can't use it again until you finish a long rest.

Aspects of Azrael[edit]

Dark Messiah of Azrael[edit]

You are the chosen prophet of Azrael, chosen to deliver their message and guide their followers. You are a preacher for the Angel of Death, worshipping the end of all things, and delivering their message to all living creatures.

Aspect Spells

You gain aspect spells at the levels listed below. The spells are always prepared for you.

Ranger Level Spells
3rd ceremony
5th prayer of healing
9th spirit guardians
13th guardian of faith
17th hallow
Voices from Beyond

Starting at 3rd level, you are able to hear the voice of Azrael guiding you. This voice manifests itself in many forms, that are mechanically represented by spells you can cast. You can prepare cleric spells from the Divination school, in addition to the spells you can already prepare.

In addition, you can cast one spell from the divination school you have prepared, without spending a spell slot. You can cast a single spell from each spell slot level you have available to you, up to 5th-level. You can't do it again until you finish a long rest.

Death Kenosis

At 7th level, you can forgo part of your power to share it with others. You can choose to spend a spell slot with a level up to half your proficiency bonus (rounded up) and touch a willing creature. That creature can cast any spell you have prepared using that spell slot. The creature uses your spell save DC and spellcasting ability for that spell. The spell slot must be used within 8 hours, or is los

You can spend a number of spell slots in this manner up to your proficiency bonus, and can't do it again until you finish a long rest.

Ashes of Eden

Also at 7th level, you gain the ability to grow a small garden, filled with greyish and blackish plants and fruits. The garden fills a 10-foot radius, and doing so requires 10 minutes. The area inside the garden has the same properties of a leomund's tiny hut, and it lasts for the same duration.

The garden has up to twelve fruits. As an action, a creature can pick a fruit from the garden and eat it, regaining 2d6 hit points. The fruit has a fowl taste of ash when eaten. The fruit crumbles to dust and ash if taken outside the garden.

Once you plant this garden, you can't do it again until you finish a long rest.

Last Supper

Starting at 15th level, you can share your blood and flesh, the symbols of your unholy alliance, with other creatures. You gain the following benefits:

  • You can spend 6 flesh points to cast hero's feast once, without spending spell spell slots. Once you do so, you can't do it again until you finish a long rest.
  • You can spend 3 flesh points to cast life transference once, without spending a spell slot.
  • You gain resistance to poison damage and become immune to the poisoned condition.
Black Mass

At 20th level, you can convoke the souls of the creatures you have collected to attend to a dark ceremony called black mass, using your Action.

When the ceremony starts, the sky darkens around you, and up to a radius of 360 feet. The area inside this radius is engulfed by a sphere of darkness, that turns this area in an area of darkness. Creatures outside the radius can't see inside it even with darkvision.

Ghostly bells ring out from nowhere, filling the whole area with its ghastly sound. Each creature inside the area when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 psychic damage and becomes frightened for 1 minute.

Each round you maintain concentration on this feature (as you would with a spell), the mass produces different effects on your turn.

Round 2. Thunder frightens and fill of despair the hearts of creatures inside the area. Each creature other than you under this rain that is not an undead has disadvantage on its Attack rolls, ability checks and saving throws.

Round 3. Six skeletons and six zombies raise from the ground, and act under your commands, as if they had uf they have been raised by animate dead spell. They crumble to dust if the mass ends.

Round. 4. The dark rain falls heavier, causing 2d6 necrotic damage to all living creatures other than you under the cloud.

Round 5-10. Four undead are summoned under your command: three ghouls and one wraith. In addition, any undead under the rain regains 2d6 hit points at the start of each turn.

Presence of Azrael[edit]

Servants of azrael who assume the aspect of Presence embody the appearance of Azrael itself. Most living creatures seen them as terrifying to look at, and even being in presence of such beings can strike fears into any creature's heart. The reason for this fear is simple: they embody the true source of most fears of living creatures, the fear of death, and through this aspect, Azrael reminds living creatures of their fragility, their mortality.

Aspect Spells

You gain aspect spells at the levels listed below. The spells are always prepared for you.

Ranger Level Spells
3rd wrathful smite
5th misty step
9th fear
13th phantasmal killer
17th synaptic static
Frightful Visage

Starting at 3rd level, living creatures instantly fear your presence, as they can sense the presence of death nearby. You can cast any spell that imposes the frightened condition and that requires an action using a bonus action instead, and not requiring verbal, somatic or material components.

In addition, you have Advantage on all Charisma (Intimidation) and disadvantage on all Charisma (Persuasion) checks made against humanoids.

Freezing Terror

At 7th level, you exude an aura of pure terror. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your servant of azrael level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Spread Fear

At 15th level, whenever you cast a spell that forces a single creature to make a saving throw against the frightened condition, you can spend a number of flesh points up to your maximum to target additional creatures, one per flesh point spent.

Irrational Fear

At 18th level, even creatures that are otherwise unaffected by fear can feel the piercing dread exuding from you. Whenever a creature succeeds a saving throw against the frightened condition imposed by you, or is immune to it, that creature takes 1d6 psychic damage. You can spend flesh points to cause additional damage, increasing in 1d6 per point spent.

Blade of Azrael[edit]

Blades of Azrael are the armed branch of the chosen, acting as slayers and reapers in its name. They are great warriors - or assassins, some would say - killing creatures under the directions of the Angel of Death command, to fulfill cosmic purposes they don't even begin to comprehend.

Aspect Spells

You gain aspect spells at the levels listed below. The spells are always prepared for you.

Ranger Level Spells
3rd shield
5th blur
9th haste
13th staggering smite
17th steel wind strike
Bonus Proficiencies

At 3rd level, you gain proficiency with heavy armor and shields.

Hungry Blade

Starting at 3rd level, when you use your Rend Flesh feature, you gain two flesh points, instead of one.

Death Mark

Also at 3rd level, you are able to condemn a creature to death, by placing a death mark upon it. Using a bonus action, you can choose a creature you can see within 60 feet to be marked.

Until you use this mark again, you always know the location and can feel the presence and exact location of the creature without relying on your senses. In addition, when you hit the marked creature with a melee attack, you can choose to dispel the mark. Doing so causes the creature to take additional necrotic damage equal to your Charisma modifier + half your Servant of Azrael level (rounded up).

You can use this ability a number of times equal to your proficiency bonus, and you regain your uses after finishing a long rest.

Weakening Mark

At 7th level, when you mark a creature with a Death Mark, you can suppress its defenses, weakening the creature against the pervasive influence of death. Whenever you make an attack against a marked creature, you can use your reaction to spend a flesh point and roll a d8, adding the number rolled to the result of the attack.

In addition, whenever you cast a spell from the necromancy school against that creature, you can roll a d8 as a reaction to reduce the result of its save by that amount.

Revitalizing Consumption

At 15th level, the power of the flesh stolen from your targets restore your vitality. Whenever you are reduced to 0 hit points, you can spend 1 flesh point to be reduced to 1 hit point instead.

Blessing of the Reaper

When you reach the 20th level, you become the perfect reaper of Azrael. Once per turn, when you make an attack against a hostile creature, you can add your Charisma modifier to the result of the atack.

In addition, once per turn when you miss an attack made against the target of your mark, you can choose to hit instead.

Final Destination[edit]

Beastlands

You can cast speak with animals as a ritual. In addition, you gain the following additional spells: speak with animals, summon beast, conjure animals, polymorph, awaken.

Miracle. you can cast animal shapes.
Arborea

You can read, speak and write sylvan. In addition, you gain the following additional spells: entangle, spike growth, speak with plants, grasping vine, wrath of nature.

Miracle. you can cast transport via plants and druid grove, each once.
Ysgard

You can read, speak and write giant. In addition, you gain the following additional spells: heroism, enlarge/reduce, thunder step stoneskin, destructive wave.

Miracle. you can cast storm of vengeance, once.
Abyss

You can read, speak and write abyssal. In addition, you gain the following additional spells: burning hands, darkness, summon lesser demons, summon greater demon, cloudkill.

Miracle. you can cast magic jar and summon fiends, each once.
Gehenna

You can read, speak and write one of the following languages: Infernal, Ignan or Draconic. In addition, you gain the following additional spells: burning hands, aganazzar's scorcher, fireball, wall of fire, immolation.

Miracle. you can cast meteor swarm, once.
Nine Hells

You can read, speak and write infernal. In addition, you gain the following additional spells: hellish rebuke, scorching ray, fireball, fire shield, infernal calling.

Miracle. you can cast mass suggestion and summon fiends, each once.
Mechanus

You can read, speak and write modron. In addition, you gain the following additional spells: alarm, zone of truth, tiny servant, fabricate, animate objects.

Miracle. you can cast contingency and create homunculus, each once.
Mount Celestia

You can read, speak and write celestial. In addition, you gain the following additional spells: protection from evil and good, zone of truth, blinding smite, aura of purity, holy weapon.

Miracle. you can cast power word heal, once.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the servant of azrael class, you must meet these prerequisites: 13 Constitution, 13 Charisma.

Proficiencies. When you multiclass into the servant of azrael class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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