Serriah
Serriah
Sheet
AC 16 · HP 183 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- PerformanceCHA
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
50 featuresAction
- CountercharmLevel 6
You can use your action to grant yourself and allies advantage against being frightened or charmed.
Bonus action
- Mantle of MajestyLevel 3
As a bonus action, you can inspire a creature to obey your commanding presence, causing it to move as directed on its turn.
- FisticuffsLevel 1
Your talent for fighting with your hands gives you mastery of unarmed combat and improvisation. You can make a bonus action unarmed strike, and your unarmed strike damage die is increased to a d8 while unarmored and wielding only pugilist weapons.
- Brace UpLevel 2
As a bonus action, spend 1 Moxie Point to gain temporary hit points equal to a roll of your Fisticuffs die plus your Pugilist level and your Constitution modifier.
- One-Two PunchLevel 2
As a bonus action, spend 1 Moxie Point to make two unarmed strikes.
- Stick and MoveLevel 2
As a bonus action, spend 1 Moxie Point to make an unarmed strike and take the Dash or Disengage action.
- Pocket SandLevel 6
As a bonus action, toss grit or debris at a creature within 10 feet. On a failed Constitution save, it is blinded until the end of its next turn.
Reaction
- Peerless SkillLevel 14
When a creature you can see makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one use of Bardic Inspiration and subtract the roll from the creature's result.
- Bloodied But UnbowedLevel 2
When you take damage, you can use your reaction to regain all expended Moxie Points. If you are bloodied, you also gain temporary hit points equal to four times your Pugilist level. This can be used once per short or long rest.
Always on
- Stagecraft Casting
When When casting bard spells or using performance-based social magic.
If a spell or performance would normally rely on an instrument, she instead uses voice, gesture, posture, or a subtle magical flourish.
- Salty SaluteLevel 3
When Bonus action, 60 feet, target can see or hear her.
She provokes a nearby foe with razor-edged wit and a theatrical sneer, trying to redirect violence toward herself.
- One-Two Pressure
When When using Pugilist bonus actions or unarmed strikes.
She lashes out with a brutal combination of punches, grapples, shoves, and crowd-control dirty tricks.
- Bardic InspirationLevel 1
You can inspire others with music, speech, or performance. You have Bardic Inspiration dice that are d10s, and you regain all expended uses after a long rest.
- SpellcastingLevel 1
You know several cantrips and a number of bard spells. Charisma is your spellcasting ability, and you can use a component pouch or a musical instrument as your spellcasting focus.
- Bardic ProficienciesLevel 1
You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
- Jack of All TradesLevel 2
You can make a creature lose footing, stumble, or otherwise falter when you later know the right moment to act. You can use your Bardic Inspiration die to fuel class features from colleges and spells as appropriate.
- Jack of All TradesLevel 2
Add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
- Song of RestLevel 2
You can spend 10 minutes calming and inspiring allies during a short rest. Up to five creatures that spend Hit Dice to regain HP also regain extra hit points from you.
- Bard CollegeLevel 3
You gain a Bard College at 3rd level, receiving its features at 3rd level and later levels.
- College of GlamourLevel 3
You can use bardic magic to create illusory and enchanting glamour, bolstering your performance and social presence.
- Mantle of InspirationLevel 3
When you cast a bard spell of 1st level or higher, you can expend a Bardic Inspiration die to inspire graceful movement in allies. A number of creatures can immediately move without provoking opportunity attacks and gain temporary hit points.
- Ability Score ImprovementLevel 4
You gain the feat or ability score improvement of your choice for which you qualify.
- Font of InspirationLevel 5
Your Bardic Inspiration die becomes a d8.
- Font of InspirationLevel 5
You regain all expended Bardic Inspiration uses when you finish a short or long rest.
- CountercharmLevel 6
Whenever you cast a bard spell of 1st level or higher, you can weave bardic inspiration into it to add extra power or flair, depending on the spell and feature.
- ExpertiseLevel 3
You can choose expertise in two skills you are proficient with, doubling your proficiency bonus for them.
- ExpertiseLevel 10
You can choose additional Expertise skills, doubling your proficiency bonus for them.
- Superior InspirationLevel 15
Your Bardic Inspiration die becomes a d12.
- Superior InspirationLevel 15
You regain one expended use of Bardic Inspiration when you roll initiative and have none left.
- Ability Score ImprovementLevel 8
You gain an additional Ability Score Improvement.
- Ability Score ImprovementLevel 12
You gain an additional Ability Score Improvement.
- Ability Score ImprovementLevel 16
You gain an additional Ability Score Improvement.
- Magical SecretsLevel 10
You may choose two spells from any class list, and they count as bard spells for you. You gain more at later bard levels.
- Magical SecretsLevel 14
You gain additional Magical Secrets spells from any class list.
- ShapechangerLevel 1
As a changeling, you can alter your appearance and voice, including height, facial features, and apparent sex, though not equipment or clothing. You can shift form as part of a rest or with your supernatural talent for self-presentation.
- Changeling InstinctsLevel 1
You have advantage on attempts to pass yourself off as a different person and can alter your appearance with uncanny precision.
- Iron ChinLevel 1
While unarmored and not wielding a shield, your AC equals 12 plus your Constitution modifier.
- MoxieLevel 2
You gain a pool of Moxie Points equal to your Pugilist level, which you can spend to fuel special techniques and regain on a short or long rest.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can spend 1 Moxie Point to roll your Fisticuffs die and add it to the check. If the check still fails, you regain the point and cannot use this feature again until you finish a short or long rest.
- Heavy HitterLevel 3
When you hit with an unarmed strike, you can deal damage and also choose to attempt a grapple or shove as part of the same hit.
- Pugilist SubclassLevel 3
You gain a Pugilist specialty. Serriah's fighting style is built around provocation, underhanded tactics, and relentless mockery.
- Moxie-Fueled FistsLevel 6
When you deal damage with an unarmed strike or improvised weapon, you can choose force damage instead of its normal damage type.
- HeelstomperLevel 6
When you deal damage with an unarmed strike or pugilist weapon, you can force a Dexterity save or reduce the target's speed to 0 for 1 minute. The target repeats the save at the end of each turn.
- Low BlowLevel 6
When you deal damage with an unarmed strike or pugilist weapon, you can force a Strength save or give attacks against the target advantage until the end of your next turn.
- TraitChangelingShapechanger, can alter appearance, voice, and apparent sex.
- TraitChangelingChangeling Instincts, advantage on social impersonation and transformation-related deception.
- TraitChangelingDarkvision 60 ft.
- TraitChangelingUnsettlingly mutable features, including blank white eyes and a featureless, uncanny face.
- TraitChangelingChangeling ability score increases applied, +2 Charisma, +1 Dexterity, +1 Constitution.
- By Popular DemandEntertainer
You can secure free lodging and modest food and drink in any community that recognizes your public persona, and people are generally willing to make space for you to perform or be seen.
Spells
14 spellsSpellcasting. Serriah casts with Charisma (spell save DC 20, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (3 slots): ,
3rd level (3 slots): ,
4th level (3 slots): ,
5th level (2 slots):
6th level (1 slot):
Gear
8 itemsTools
- Disguise KitA packed set of cosmetics, skin powder, and grooming supplies used for public appearances and disguises.
Gear
- Gray Hoodie SweatshirtA plain gray hooded sweatshirt, worn soft from travel and stage work.
- Black Cargo PantsBlack cargo pants with deep pockets for practical gear and small performance items.
- Coin PouchA sturdy belt pouch for coins, lipstick, stage powder, and small personal keepsakes.
- Traveler's ClothesTravel clothes suitable for moving through cities unnoticed or stepping into a spotlight.
- Fine ClothesA set of fine clothes for performances, meetings, and social work.
- Component PouchA simple component pouch for spellcasting, replacing the need for an instrument focus.
Purse
- 15×Gold PiecesA pouch containing 15 gp from background and career earnings.
Appearance
Serriah is a tall changeling woman with stark white skin, silver-white undercut hair, and a softly feminine build. Her face is almost eerily smooth and featureless, with oversized blank white eyes ringed in dark shadow, and a nose and mouth so subtle they seem drawn in by moonlight rather than carved by flesh. She favors a gray hoodie sweatshirt, black cargo pants, and plain modern streetwear, presenting herself with an unsettling calm that makes it hard to tell whether she is posing for a camera, stepping into a fight, or slipping away after one.
Mannerisms
She stands very still when listening, then tilts her head by a fraction before delivering a perfectly timed remark. In conversation she often circles a point like a showman building to a reveal, and when angered her smile goes flat and eerily calm instead of loud. She points with two fingers, like a director calling for a retake.
Personality
Cool, cutting, and magnetically self-possessed, Serriah treats every room like a stage and every conversation like a duel she intends to win with style. She is sharp-tongued but rarely careless, preferring to look amused while she quietly measures everyone around her. In private, she has an unexpected tenderness for anyone trying to survive a harsh world with only their wits and a borrowed smile.
Ideals
Freedom. No one gets to own her face, her body, her name, or the story told about her. She believes identity is a weapon and a sanctuary, and both should belong to the one who wears them.
Bonds
She keeps a private archive of every photographer, fixer, patron, and fighter who ever helped her survive, and she repays debts with unsettling precision. She is fiercely protective of the few people who treated her as a person instead of a novelty, especially those who knew her before fame made her untouchable.
Flaws
Serriah trusts performance, leverage, and desire more readily than sincerity, and that habit can make her miss honest help standing right in front of her. She sometimes treats danger like an audience, pushing too far just to prove she can keep smiling under pressure. When cornered emotionally, she becomes cutting, flirtatious, or cruel before she becomes vulnerable.
Quirks
Background
Serriah was never taught to look like anyone else, she learned to become whoever the room required. As a changeling born into the thin, dangerous spaces between districts, she discovered early that a face could be armor, bait, currency, or a confession. The camera found her first, then the clubs, then the high-rolling patrons who wanted a flawless image and a discreet escort to match. Serriah gave them glamour, poise, and exactly enough mystery to keep them paying attention. She built a career out of controlled reinvention, turning herself into a memorable silhouette in every city, always polished, always slightly unreal. The fighting came later, after a deal went bad and a jealous thug tried to take her off the street with a bottle and a knife. Serriah did not have a blade, only hands, spite, and the instinct to make pain look like choreography. That night became a pattern. Back-alley scraps sharpened her into a snarling stage act, and when she learned to weaponize her voice as well as her body, she became something worse than a brawler, she became a performance that could break your confidence before it broke your jaw. Her bardic glamour opened doors, and her pugilist temper made sure no one forgot who kicked them off the stage. Now Serriah travels as a notorious modern myth, part celebrity, part fixer, part warning, using beauty, menace, and a relentless smile to control every room she enters.
“The camera found her first, then the clubs, then the high-rolling patrons who wanted a flawless image and a discreet escort to match.”
- Background
- Entertainer
Connections
Species
Changeling
Media
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