Homebrew Azazel Species Details

Descended from infernal beings, often outcast out of fear for their notorious legendary magic and infernal ancestors. Azazels are often harmless and usually serve as military leaders or other leadership positions.

Infernal Image

Azazels often have dark red, jet black or navy skin, with slightly translucent horns and piercing, vibrant eyes. Unlike most infernals, Azazels often have childlike faces and builds. Azazel hair can be any color but is most often navy, crimson or black. 

Timeless

Azazels reach physical maturity at 16 and stop aging at 16 as well. Azazels can live up to 4,000 years. 

Indifference

Azazels, feared by many, are often outcast from human civilizations. Because of this, Azazels, like Tieflings, are suspicious of others and untrusting. Unlike Tieflings, Azazels are social and make friends rather quickly. Once humans accept Azazels, they can guarantee them as trustworthy allies. 

Azazel Names

Azazel names are often taken from Tieflings, Dragonborns or Aasimars. Any of these race's names will work for an Azazel. 

Azazel Traits

Azazel traits reflect their demonic ancestry.

Ability Score Increase

You gain a +2 to your Charisma score and a +2 to your Wisdom score. 

Age

Azazels mature at the age of 16 and stop physically aging at that point. Azazels can live for up to 4,000 years.

Alignment

Azazels, despite their treatment, tend towards chaotic or neutral good alignments, with some being lawful good.

Size

Azazels, not aging past 16, are shorter than human adults, averaging around 5'4". Your size is Medium.

Speed

Azazels are faster then most races at 35 feet. 

Darkvision

You have darkvision up to 40 feet. (Shades of red.)

Timeless Soul

Azazels, being creatures born from the threads of time, are immune to the effects of any time-based spell, such as Time Stop. You know the Snap-Back spell. The duration of duration-based time spells are increased by 1 (dependant on spell's original duration; a spell lasting for 1 round would last for 2, or a spell lasting for 2 minutes would last for 3.)

Espionage Tactics

You can turn invisible at will. Any creature that could see you before must make a DC 18 WIS saving throw or they're unable to see you. You can still be detected by other means, as well as heard. If you deal or take any damage, you turn visible. You can hear anything through walls by pressing your ear against it and you have proficency in Investigation. 

Infernal Blood

You have proficiency in Intimidation. After dealing slashing or piercing damage to a target, you can make a bonus action to sap their blood, healing half the damage you dealt to them. This can only be used once per short rest. 

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