Charger. If Azazel dashes as a bonus action and moves at least 10 feet in a straight line immediately before taking the shield bash action, Azazel gains both a +5 bonus to the attack roll and damage; and may push the target up to 10 feet away from them.
Distortion Ward (Recharge 6). Azazel's shield makes their presence distorting and proves difficult to aim at. When a creature makes an attack against Azazel or a creature within 5ft of them while they have their shield, it's at disadvantage. Their shield also absorbs half the damage they would normally take from hits (with the exception of psychic damage), and has 40 (7d6+12) hit points. If the shield's hit points are reduced to zero, it shatters (removing all benefits), only returning once recharged.
Magic Resistance. Azazel has advantage on saving throws against spells and other magical effects.
Mirrorlight Body. Azazel sheds dim light in a 20-foot radius, and any creature or object within the area of this light can't benefit from being invisible.
Prevasion Savant. Azazel's speed makes them an elusive combatant, all opportunity attacks on Azazel are made with disadvantage and on a hit, the damage is halved. In addition, ranged attacks Azazel makes within melee range do not invoke disadvantage.
Verso's Weapons. Azazel's weapon attacks are magical. When they hit with any weapon attack, the weapon deals an extra 4d8 force damage (included in the attack).
Multiattack. Azazel can make 3 weapon attacks.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 7) force damage.
Photon Discharge. Ranged Weapon Attack: +11 to hit, range 160/640 ft., one target. Hit: 12 (1d8 + 7) force damage. On a hit, a creature must make a constitution saving throw (DC 15) or have their magic suppressed, in which magical effects are nullified and casting spells is prevented. This lasts until the end of the creature's next turn.
Life Transference. Azazel touches another creature. The target magically gains 20 (4d8 + 2) temporary hit points and is freed from any curse, disease, poison, blindness or deafness, while Azazel takes damage equal to half the temporary hit points they gained.
Reverie Sprint. Azazel has been granted high speeds and may dash as a bonus action.
Interception. When a creature would hit Azazel or an ally within 5 feet of them, Azazel may use their reaction to add 5 to their own or an ally's AC. To do so, Azazel must be able to see the attacker and be wielding their shield.
Revenge Strike. When a creature misses Azazel or a creature within 5 feet of them with a melee attack, Azazel can use their reaction to make a weapon attack against the creature. If Azazel hits, the creature suffers an additional 2d4 force damage.
Description
Azazel is the result of the gnosis within Azelea being utilized to take a hold over Azelea's body. Now only Azazel seems to remain, and their goal? To protect the other gnosis bearers.
Previous Versions
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2/8/2022 11:47:55 PM
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Coming Soon
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