Geoffrey (D&D 5e: SS&DB)

shagoliravioli

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Created
5 years, 2 months ago
Creator
shagoliravioli
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Profile


GEOFFREY
GAYLORD
KING





Elf (High)

Race
Medium

Size
6’4” / 193cm

Height
??? lbs. / ?? kg

Weight
Wizard (Necromancer) 15

Class/Level
169

Age
Male

Gender
Neutral Good

Alignment








Strength
-1
8








Dexterity
1
12








Constitution
0
10








Intelligence
5
20








Wisdom
-2
7








Charisma
3
16









EXP
16500








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Spell Slots









CP
0








SP
0








EP
0








GP
1190








PP
0








Inspiration








+5
Proficiency Bonus








  • - 1Strength
  • + 1Dexterity
  • ± 0Constitution
  • + 10Intelligence
  • + 3Wisdom
  • + 3Charisma
Saving Throw Bonuses








1
Initiative








1
Attacks/
Action








Walk
30
Speed








Level
15
Used
d6
Die
15
Hit Dice








  • + 1 Acrobatics 
  • + 4 Animal Handling
  • + 10 Arcana
  • - 1 Athletics
  • + 3 Deception
  • + 10 History
  • - 2 Insight
  • + 3 Intimidation
  • + 10 Investigation
  • - 2 Medicine
  • + 5 Nature
  • + 3 Perception
  • + 3 Performance
  • + 3 Persuasion
  • + 5 Religion
  • + 1 Sleight of Hand
  • + 1 Stealth
  • - 2 Survival
Skills








10
Armor Class
10 + 0 / 13 + 1








Current
84
Temporary
0
Maximum
84
Hit Points








Successes
- - -
Failures
- - -
 DEath Saves 








Attack Name Prof. Ability Range To Hit Damage Damage Type
Boots of Big Dick Energy
Str
5 ft
+6
1d4+3
Bludgeon, Psychic
5 (1d4 +3) bludgeoning damage; 1 psychic damage. Proficient.
Attacks made using these boots deal 1 point of psychic damage in addition to its base 1d4+3 bludgeoning damage.
  • Arcane Focus: an arcane focus is a special item — an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item — designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. Geoffrey uses his boots as his arcane focus by flamenco dancing.
  • Heavy: small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Attack Name Prof. Ability Range To Hit Damage Damage Type
Dagger
Str
5; 20/60
+6
1d4
Pierce
Light, thrown simple melee weapon with finesse that deals 1d4 piercing damage. Proficient.
Stabby or throwy.
  • Finesse: when making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • Light: a light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
  • Thrown: if a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Attacks








Spell Name Prof. Ability Range Comp. Setup Duration
Chill Touch
Int
120 ft.
VS
1 Action
1 Round
3d8 necrotic damage; target can’t regain hit points until the start of your next turn.
You create a ghostly, skeletal hand in the space of a creature within range.
  • Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage. Until the start of your next turn, the hand clings to the target.
  • The target can’t regain hit points until the start of your next turn.
  • If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
  • At higher levels: this spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Necromancy cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Fire Bolt
Int
120 ft.
VS
1 Action
Instant
3d10 ranged fire damage.
You hurl a mote of fire at a creature or object within range.
  • Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.
  • A flammable object hit by this spell ignites if it isn’t being worn or carried.
  • At higher levels: this spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • Evocation cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Minor Illusion
Int
30 ft.
SM
1 Action
1 Minute
Creates one sound or image for up to one minute.
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
  • If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
  • If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
  • If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
  • Material component: this spell requires a bit of fleece.
  • Illusion cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Shocking Grasp
Int
Touch
VS
1 Action
Instant
Melee spell attack, 3d8 Lightning damage.
You use your action to try to touch a creature with a lightning shock.
  • Make a melee spell attack, with advantage if the target is wearing metal armor. On hit, the target takes 1d8 lightning damage and can’t take reactions until the start of its next turn.
  • At higher levels: this spell’s damage die increases by one at levels 5 (2d8), 11 (3d8), and 17 (4d8).
  • Evocation cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Small Your Dick
Cha
60 ft.
VS
1 Bonus Action
10 Minutes
Nay, thou!
You cause a creature you can see within range to shrink for the duration.
  • The target must make a Con saving throw or have its lower half halved in all dimensions (Dick Smalled). On a success, the spell has no effect.
  • Transmutation cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Toll the Dead
Int
60 ft
VS
1 Action
Instant
3d8 necrotic damage to unhurt targets; 3d12 necrotic damage to damaged targets.
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment.
  • The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
  • At higher levels: this spell’s damage die increases by one when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
  • Necromancy cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Chromatic Orb
Int
90 ft.
VSM
1 Action
Instant
3d8 acid, cold, fire, lightning, poison, or thunder damage.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range.
  • You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
  • At higher levels: when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
  • Evocation spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Detect Magic
Int
S: 30 ft.
VS
1 Action
10 Minutes
Produces visible auras around magic objects, revealing their schools.
For the duration, you sense the presence of magic within 30 feet of you.
  • If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
  • The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Evocation spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Find Familiar
Int
60 ft.
VSM
1 Action
Instant
Get pet.
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, venomous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
  • Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
  • Although a familiar cannot attack on its own, they can provide the Help action in combat and act as a sneak-attack partner.
  • While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
  • As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
  • You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. This takes 1 hour to complete.
  • Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
  • Material components: this spell requires 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.
  • Conjuration spell, can be ritual cast.
Spell Name Prof. Ability Range Comp. Setup Duration
Ice Knife
Int
60 ft.
SM
1 Action
Instant
Ranged spell: 1d10 piercing damage; within a 5-ft sphere of the target, Dex save against 2d6 cold damage.
You create a shard of ice and fling it at one creature within range.
  • Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage.
  • Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
  • At higher levels: when you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
  • Material components: this spell requires a drop of water or piece of ice.
  • Conjuration spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Mage Armor
Int
Touch
VSM
1 Action
8 hours
Alters a willing target’s AC to 13 + Dex mod.
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.
  • The target’s base AC becomes 13 + its Dexterity modifier while this spell is active. (Geoff’s AC is 14 under the effects of Mage Armor.)
  • The spell ends if the target dons armor or if you dismiss the spell as an action.
  • Material components: this spell requires a piece of cured leather.
  • Abjuration spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Magic Missile
Int
60 ft
V
1 Action
Instant
1d4+1 force damage × 3. Darts can target independently.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range.
  • A dart deals 1d4+1 force damage to its target.
  • The darts all strike simultaneously, and you can direct them to hit one creature or several.
  • At higher levels: when you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  • Evocation spell.
  • Missile’s favorite.
Spell Name Prof. Ability Range Comp. Setup Duration
Shield
Int
Self
VS
1 Reaction
1 Round
Self: AC +5.
An invisible barrier of magical force appears and protects you.
  • Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missiles.
  • Abjuration spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Tasha’s Hideous Laughter
Int
30 ft.
VSM
1 Action
Concentrate ≤1m
Wis save against incapacitation.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.
  • The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.
  • A creature with an Intelligence score of 4 or less isn’t affected.
  • At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
  • Material components: this spell requires some tiny tarts and a feather to wave in the air.
  • Enchantment spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Invisibility
Int
Touch
VSM
1 Action
Concentrate ≤1h
Touch a creature to make it invisible for up to an hour unless they attack or spellcast.
A creature you touch becomes invisible until the spell ends.
  • Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
  • The spell ends for a target that attacks or casts a spell.
  • At higher levels: when you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Material components: this spell requires an eyelash encased in gum arabic.
  • Illusion spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Levitate
Int
60 ft.
VSM
1 Action
Concentrate ≤10m
Gamers Rise 20 Feet Up.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
  • The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
  • The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
  • When the spell ends, the target floats gently to the ground if it is still aloft.
  • Transmutation spell.
“More versatile than you originally expect. It can be used for utility (scaling the cliff or castle walls or to the floating castle), defense (perfect defense against creatures that can’t fly and have no or weak ranged attacks), or a debuff (levitate the creature that has little or no ranged attacks and kill his buddies, then finish him off with ranged attacks). At level 10+, you can still use this spell to win a combat in a single failed saving throw.”
Spell Name Prof. Ability Range Comp. Setup Duration
Mirror Image
Int
Self
VS
1 Action
1 Minute
Conjures three duplicates that mimic your every move.
Three illusory duplicates of yourself appear in your space.
  • Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.
  • A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
  • Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
  • You can use your action to dismiss the illusory duplicates.
  • A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
  • Illusion spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Misty Step
Int
Self
V
1 Bonus Action
Instant
TELEPORT!
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Spell Name Prof. Ability Range Comp. Setup Duration
See Invisibility
Int
Self
VS
1 Action
1 Hour
Allows the caster to see the invisible.
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
  • Material component: this spell requires a pinch of talc and a small sprinkling of powdered silver.
  • Divination spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Animate Dead
Int
10 ft
VSM
1 Minute
Instant
Get pet human.
This spell creates an undead servant.
  • Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
  • On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
  • The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
  • At higher levels: when you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
  • Material component: this spell requires a drop of blood, a piece of flesh, and a pinch of bone dust.
“I find the ENDLESS debate over whether casting this spell is evil so annoying I almost wish this spell didn’t exist, but it does, and it’s a good use of your action economy. An undead servant standing directly in front of me, opening doors that might have nasties on the other side, opening chests that might be filled with nasty traps, eating up enemy attacks, etc. Just plain useful. Tell you what, I’ll leave my alignment blank and you imagine whatever you like there. Satisfied?”
Spell Name Prof. Ability Range Comp. Setup Duration
Counterspell
Int
60 ft
S
Reaction
Instant
Nay, thou!
You attempt to interrupt a creature in the process of casting a spell.
  • If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
  • At higher levels: when you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  • Abjuration spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Leomund’s Tiny Hut
Int
S-10 ft
VSM
1 Minute
8 Hours
10ft hemispherical radius safe space around user.
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
  • Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
  • Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
  • This ritual requires a small crystal bead.
“A ritual spell that basically provides a dome shaped wall of force for camping that you and your companions can move through. That’s pretty darned effective. Very nice ritual, and tempting to grab even with spell selection at some point. Oh, you can shoot arrows out of the dome, but enemies can’t fire arrows in. Also, enemies cannot enter the hut, they can’t see into the hut, and I don’t mean if they fail a save, I mean there is no save. Unless the enemy has some form of teleportation (and misty step won’t work, since you can’t see into the hut), this is a 100% effective spell for safe camping. Finally, there is the environmental benefit as the inside of the hut is always a comfortable temperature and nice and dry. Not only the best ritual in the game, one of the best spells for its level, period.”
Spell Name Prof. Ability Range Comp. Setup Duration
Danse Macabre
Int
10 ft
VS
1 Minute
Concentrate ≤1h
SUMMON SKELETON
You create either 5 zombies or skeletons. This uses up your concentration (ouch) and lasts only one hour, but the undead get your spellcasting modifier as a bonus to attack and damage rolls. Now a Necromancer Wizard WILL get the advantages of Undead Thralls, so for them, this is Sky blue (5 skeletons shooting bows adding your Int to hit and Int + proficiency to damage is a pretty effective archery line). For other casters, well, there is first of all the need for the bodies to begin with, then keep in mind that these creatures will die really easily. Concentrating on this definitely is limiting, though I’ll give it this, there is a fairly decent damage causing potential here, also, creatures that take up spaces can provide some significant tactical advantages, so not bad.
Spell Name Prof. Ability Range Comp. Setup Duration
Create Undead
Int
10 ft
VSM
1 Minute
Instant
Get pet human.
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
  • As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
  • The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
  • When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummy(ies).
  • Material components: this spell requires one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 GP black onyx stone for each corpse.
Spell Name Prof. Ability Range Comp. Setup Duration
Magic Jar
Int
10 ft
VSM
1 Minute
Instant
Become ghost, possess things.
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid's body.
  • You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.
  • Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.
  • While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
  • If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
  • When the spell ends, the container (a gem, crystal, reliquary, or some other ornamental container worth at least 500 GP) required for this spell is destroyed.
Spell Name Prof. Ability Range Comp. Setup Duration
Soul Cage
Int
60 ft
V
Reaction
Instant
Get pet human.
OK, so this spell seems pretty evil, but evil can be cool. That is definitely the case here. You cast this spell as a reaction when a humanoid within 60 feet of you dies (so there’s a bit of circumstance here, unless you are awful, in which case, you can make that circumstance, you cad). Once the spell is cast, you get 8 hours from which to get 6 uses from the soul. No, this doesn’t require concentration. One of those possible uses is a small HP healing. One is questioning the soul (like a speak with dead), another is advantage on an attack roll, an ability check, or a saving throw. Finally, you can use it to scry anywhere where the humanoid saw before it died. This is a lot of options, which makes this a pretty cool spell. I like it, in the worst parts of my soul.
Spell Name Prof. Ability Range Comp. Setup Duration
Finger of Death
Int
60 ft
VS
1 Action
Instant
7d8+30 necrotic damage, halved on successful Con save.
You send negative energy coursing through a creature that you can see within range, causing it searing pain.
  • The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
  • A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
  • Necromancy spell.
SPELLS








  • Armor Proficiencies: None.

Geo is not particularly keen on armor. The man’s adventuring around in a suit, for fuck’s sake.

  • Languages: Understands, speaks, and writes Common, Elvish, Sylvan, Primordial (Auran), and Halfling.

Geoffrey learned Common and Elvish as a part of growing up. The Sylvan language was something he picked up through careful study of Fey Teleportation, Auran is the language he learned and used while studying archaeology, and Halfling is something he learned for and from his best friend, Evie.

  • Racial Traits: +2 Dex, +1 Int, 1 Cantrip, darkvision (60 ft.), Keen Senses, Fey Ancestry, Trance, Elf Weapon Training.
    • Cantrip: You know one cantrip of your choice from the Wizard spell list. Intelligence is your Spellcasting Ability for it. (Race: High Elf)
    • Elf Weapon Training: You have proficiency with the Longsword, Shortsword, Shortbow, and Longbow. (Race: Elf)
    • Extra Language: You can speak, read, and write one extra language of your choice. (Race: High Elf)
    • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Race: Elf)
    • Keen Senses: You have proficiency in the Perception skill. (Race: Elf)
    • Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. (Race: Elf)

Whoever signed off on the idea of a man this stupidly fruity being able to comfortably philander around for 20 hours a day on every day of the year should be fired.

  • Tool Proficiencies: Navigator’s tools.

As an archaeologist, Geoffrey is adept at not getting lost. Stop him before he can say something about “getting lost in my eyes!”

  • Weapon Proficiencies: from Elf Weapon Training: short sword, long sword, short bow, longbow; from Wizard class: daggers, darts, slings, quarterstaffs, light crossbows; from background, Boots of Big Dick Energy.

Adolescent training taught Geoffrey to use weapons that he would largely discard entirely. The Boots, however, they call to him. He respects and appreciates the Boots’ power.

Traits
  • Background Features: History and Animal Handling proficiencies (archaeological specialty is the origin and history of animal husbandry), Dust Digger, Historical Knowledge, 1 language.
    • Dust Digger: Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. (Signature Item: Pith Helmet)
    • Historical Knowledge: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders. In addition, you can determine the monetary value of art objects more than a century old.

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.

Geoff likes digging in the dirt. Geoff likes eating in the dirt. Geoff likes eating the dirt. Enough said.

  • Class Features: Arcane Tradition: School of Necromancy (Command Undead, Grim Harvest, Inured to Undeath, Necromancy Savant, Undead Thralls), Arcane Recovery, Signature Spells, Spell Mastery.
    • Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    • Arcane Tradition: When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: abjuration, bladesong, conjuration, divination, enchantment, evocation, illusion, necromancy, thaumatology, and transmutation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
      • Command Undead: Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way: if the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
      • Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
      • Inured to Undeath: Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
      • Necromancy Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
      • Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
        • The creature’s hit point maximum is increased by an amount equal to your wizard level.
        • The creature adds your proficiency bonus to its weapon damage rolls.
    • Spell Mastery: at 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
    • Signature Spells: when you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. Vou always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

“I’m a proper healer,” Geoff may insist, “I’m right on time!” Unluckily for him (as well as all those he meets), Geoff is not a proper healer or on time. He’s not evil and certainly doesn’t mean to cause harm on a large scale, but it can be hard to parse that from his chaotic stupidity.

  • Elven Accuracy: Int +1. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can re-roll one of the dice once. (Race: Elf)

Few things escape Geoff’s keen eyes. Perhaps that’s why he hits on countless men?

  • Fey Teleportation: Int +1. You learn to speak, read, and write Sylvan. You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. (Race: High Elf)

Careful study has led Geoff to the ability to teleport “directly to the nearest man of a comparable beauty to mine!” The only good part to come out of this is that it takes Geoff away from everyone else.

  • Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Geoff may be a wizard, but he’s still firm. Firm with a bit of squishiness, sure, but he’s of an unusually solid build for a wizard. The casual onlooker would have no idea where the hell this comes from — until Geoff starts showing off his thighs to the local bartender, that is.

  • War Caster: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. (Class: Wizard)

Geoff has mastered the art of being a true asshole of a spellcaster. Now, continuing to dance in order to upkeep levitating a guard drake is even easier!

Features

Personality Trait 8: “You might think I’m a scholar, but I love a good brawl. These fists were made for punching.”

Geo was a strange child; despite his pride, the boy withdrew into himself throughout primary school. As he didn’t take well to stress, he coped with it by burying himself in his studies (a habit he never outgrew). Mild and quiet, he didn’t have many friends in childhood, and what few friends he did have weren’t particularly memorable or good friends.

This took a turn as he aged, and as he hit puberty, he blossomed into a character more like the Geoff of today. Once he began building muscle, he began to come out (in more ways than one) and turn to cheekier endeavors. Developing a healthy ego alongside a set of killer thighs, Geo finally felt able to express himself freely, and so he did, quickly becoming flirty, assertive, fruity, smug, and confident.

This newfound strength and confidence led to Geoff getting into fights and winning them; however, this didn’t earn him many friends. He still isn’t particularly a social butterfly, even to this day; while he gladly makes connections with as many people as he possibly can, he keeps a small, treasured selection of close friends instead of having shallower relationships in excess.

Flaw 3: “When I’m not exploring dungeons or ruins, I get jittery and impatient.”

Geoff is unfortunately stubborn and deals with stress rather poorly. Digging and exploration were his outlets since childhood, and he hasn’t outgrown the need for them yet. His studies in particular are where he flees when pressure heats his life; ruins and dig sites don’t expect anything of you, unlike how a wife or child might. While he can suppress his thirst for exploration and knowledge while in the presence of others, he can’t quite suppress the urge to run headfirst into any vaguely archaeological excavation site and immediately start asking questions and gathering information.

Personality Traits and Flaws

Ideal 1: “Preservation. That artifact belongs in a museum.” (Good)

Geoffrey learned of the fragile, fleeting nature of life early on when he learned of a small, destroyed coastal town near the edge of the woods he grew up in. Destroyed by a tsunami long before he was born, nature ate away at it with every passing year, and before long, there wasn’t anything left of it but the memories of such a beautiful, empty space. Geoff isn’t unhappy that Mother Nature has rightfully reclaimed what was once hers, but he regrets not doing anything to save the memory of it more than just being there at times.

Bond 3: “I have a friendly rival. Only one of us can be the best, and I aim to prove it’s me.”

Geoffrey doesn’t seem to like talking about his rival any more, dodging the question whenever asked about it, but catching him on a lonely, drunken night might reveal an upset, wistful clue or two to why this is the case. They’ve allegedly known each other since childhood, but it’s been quite a while since they’ve been in contact.

The most obvious answer to this broken rivalry is how Geoffrey is now an outlaw: he is wanted for battery, harassment, interfering with the peace, and cavorting with aberrations. There is a 500 GP bounty on his head with an additional 200 GP bonus if captured and turned in alive. Temporarily discarding his academic goals, his primary goal is to live life outside prison, though clearing his name or atoning for his crimes are also high up on the list.

Now that he’s found Missile, a direct victim (consequence?) of his actions, he’s remembered the unfortunate reality that he’s responsible for more than just her; both finding her sister, Mercury, and helping the two understand their identities feels like the least he can do — and something only he can do.

Goals and Bonds
  • ×3 Black onyx stones

For... purposes not at all shady, why do you ask?

  • ×1 Boots of Big Dick Energy

Geoffrey’s signature set of special knee-high boots. The soles are thick and noisy, lending to a resounding, pleasant clacking when he walks on wood floors. He casts spells with these by flamenco dancing.

  • ×1 Bullseye Lantern

This would be more useful if Geoff weren’t an elf with darkvision! Alas, woe unto a mostly-useless piece of equipment. Received from background.

  • ×1 Canopic Jar

A dig-site trinket. Received from background.

  • ×2 Cufflinks

Among the manliest, if not the manliest, kind of jewelry in existence. These buttons are made to be threaded in and out of a short area for holding your fancy kissed French cuffs on your bourgeoisie dress shirt together.

  • ×2 Dagger

You like stabby things? I hope you like stabby things. Two received from basic class training.

  • ×1 Dungeon Map

“A map of my eyes, because you always seem to be getting lost in them!” — no, but Geoff wishes it were. It’s just a detailed map of a set of coastal ruins in a mangrove forest. Geoff allegedly made this himself. Received from background.

  • ×1 Map Case

It holds maps! ... Or so the tales say. Some say Geoff holds other things in here. Others say that he’s a stupid idiot. Received from background.

  • ×1 Traveler’s Clothes

At first glance, it almost seems like Geoff would prefer not to wear these, but he’s not looking forward to being charged with public indecency atop everything else he’s wanted for. Received from background.

  • ×1 Two-Person Tent

Geoff claims that he has never slept with anyone in that tent, but onlookers tend to doubt it. Received from class background.

  • ×1 Pith Helmet

Geoff’s favorite hat! You’ll never see him without it. Geoff likes to claim that “yes, the hat stays on all the time, even during sex!” Received from background (Dust Digger feature).

  • ×1 Shovel

How does a digger dig a thing without a dig-thing? Move Earth casters need not apply. Received from background.

  • ×1 Sending Stone (to Douglas)

It’s like a phone, except it connects only to a ho. A “ho”ne, I guess?

  • ×1 Spellbook

An essential part of being a wizard, as what other critically important item could possibly be eaten by a dog while you’re attending wizard school? Received from basic class training.

Inventory








14




Passive Wisdom (Perception)
Darkvision: 60 ft
Senses




  • Current familiar: Klaus Wolfgang III the Otter (uses weasel stats).
  • Spellcasting modifier: +10 (5 + 5)
  • Spell Save DC: 18 (8 + 5 + 5).
  • He has a pet cockatoo, Lucy, who is surprisingly not his familiar. She’s just a regular bird, surprisingly enough. Since cockatoos live long lives, she’s more than likely still around, so where did she go after Geoff’s involvement with the Nightworm queen drove her away?
  • Associated Major & Minor Arcana: The Devil, Ace of Swords
  • Profile code by SchwarzerAlptraum; heavy edits by shagoliravioli.
Notes