Serriah
Serriah
Sheet
AC 16 · HP 183 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- IntimidationSTR
- PerformanceCHA
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
42 featuresAction
- CountercharmLevel 6
You can use an action to counter a harmful effect that is affecting you or others, granting temporary protection from enchantment and fear effects.
- Extra AttackLevel 5
You can attack twice when you take the Attack action.
- TraitChangelingShapechanger, you can use your action to polymorph into a humanoid you have seen, changing your appearance, voice, and basic body shape. Your game statistics are the same in any form.
Bonus action
- FisticuffsLevel 1
Your years of fighting in back alleys and taverns have given you mastery over unarmed combat and improvised weapons. You can make a bonus action unarmed strike when unarmored, and your Unarmed Strike uses your Fisticuffs die.
- Brace UpLevel 2
As a bonus action, you can brace for attacks, gaining temporary hit points equal to your roll plus your Pugilist level and Constitution modifier.
- One-Two PunchLevel 2
You can expend a Moxie point to make two unarmed strikes as a bonus action.
- Dig DeepLevel 4
As a bonus action, you can dig deep, gaining resistance to bludgeoning, piercing, and slashing damage for 10 minutes and ignoring exhaustion below level 6.
Reaction
- Bloodied But UnbowedLevel 2
When you take damage, you can use your reaction to regain all expended Moxie points. If bloodied, you also gain temporary hit points.
Always on
- Salty SaluteLevel 3
When Bonus Action
A subtle, practiced taunt that unsettles targets and makes them focus on her.
- Heavy HitterLevel 3
When On hit with an unarmed strike
A brutal close-range strike that can leave a foe grappled, shoved, or locked in place.
- Pocket Sand
When Bonus Action
A blinding handful of grit, dust, or other detritus thrown into a foe's eyes.
- Low Blow
When On hit with an unarmed strike
A crippling low strike meant to leave an enemy exposed and off balance.
- Heelstomper
When On hit with an unarmed strike
A vicious stomp that can stop a target cold in its tracks.
- SpellcastingLevel 1
You can cast bard spells using Charisma. You know cantrips and bard spells, and you can cast ritual spells you know as rituals.
- Bardic InspirationLevel 1
You can inspire others with words or music, granting a d6 Bardic Inspiration die a number of times equal to your Charisma modifier. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
- Skill ProficienciesLevel 1
You have proficiency in three skills of your choice.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that uses a skill proficiency you lack.
- Song of RestLevel 2
A short rest can restore hit points to you and your allies, and the healing increases as your Bard level rises. At level 14 this die is d10.
- ExpertiseLevel 3
You gain proficiency with one type of musical instrument or one additional skill of your choice.
- College of GlamourLevel 3
Choose a Bard college. You become a master of the entrancing arts, gaining College of Glamour features.
- Font of InspirationLevel 5
You gain another Bardic Inspiration die after finishing a short or long rest, instead of only after a long rest.
- Mantle of InspirationLevel 3
When you use Bardic Inspiration, you can move allies and grant them temporary hit points, shaping the battlefield with fey grace.
- Mantle of MajestyLevel 6
You can spend Bardic Inspiration to command and enchant others, causing them to obey your command with uncanny poise.
- Magical SecretsLevel 10
You can choose any two spells from any class to add to your Bard spells known.
- Bardic Inspiration ImprovementLevel 10
Your Bardic Inspiration die becomes a d10.
- Unbreakable MajestyLevel 14
You can use your performance to inspire awe, granting additional skill mastery and resistance to being struck down.
- Bardic Inspiration ImprovementLevel 15
Your Bardic Inspiration die becomes a d12.
- Superior InspirationLevel 20
You regain one use of Bardic Inspiration when you roll initiative and have none remaining.
- Iron ChinLevel 1
While unarmored and not using a shield, your Armor Class equals 12 plus your Constitution modifier.
- MoxieLevel 2
You gain Moxie points and can spend them on Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend a Moxie point to add your Fisticuffs die to the roll.
- Pugilist SubclassLevel 3
You choose the Piss and Vinegar pugilist subclass.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or feat.
- Stick and MoveLevel 2
You can spend a Moxie point to make an unarmed strike and then Dash or Disengage.
- HaymakerLevel 5
When you hit with an unarmed strike or pugilist weapon, you can spend and immediately regain a Moxie point to deal maximum damage.
- Moxie-Fueled FistsLevel 6
Your unarmed strikes and improvised weapon attacks can deal force damage instead of their normal damage type.
- Bad AttitudeLevel 3
You gain proficiency in Intimidation, and add your Strength modifier to Intimidation checks, minimum +1.
- Dirty TricksLevel 6
When you deal damage with an unarmed strike or pugilist weapon, the target can be slowed, denied defense, or blinded by one of your Dirty Tricks.
- TraitChangelingChangeling Instincts, you gain proficiency in two of Deception, Insight, Intimidation, or Persuasion.
- TraitChangelingUnsettling Visage, you can distract and unnerve creatures with a sudden flash of your alien nature.
- TraitChangelingChangeling Appearance, your natural form is fluid and mutable, suited to passing through society unnoticed or by design.
- By Popular DemandEntertainer
You can always find a place to perform, and people who appreciate your talents will come to hear you. In civilized places, you can usually secure free room, food, and modest accommodations from your reputation alone.
Spells
29 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):
7th level (1 slot): ,
Gear
8 itemsGear
- Loose black tank topBlack tank top worn as stagewear and street armor alike, tailored to her shifted frame.
- Black cargo pantsDark cargo pants with deep pockets for performance tools, coin, and small tricks.
- Black and white Converse-style sneakersWorn black and white canvas sneakers for quick movement and a casual, modern silhouette.
- Glamour kitA travel-safe cosmetic kit with dark lipstick, eyeliner, and grooming supplies for changing faces.
- Belt pouchA small purse for coin, keys, and keepsakes from past performances.
- CostumeA stage costume from her entertainer background, kept folded and immaculate.
- Favor of an admirerA token from an admirer who once treated her with genuine kindness.
- Stage propA simple harmless prop she uses in performances when needed, never as a true weapon.
Appearance
Serriah wears a loose black tank top, black cargo pants, and black and white Converse sneakers, with a sleek jet-black undercut and pale skin that makes her dark rings and lipstick look almost painted on. Her eyes are deep brown with amber flecks, her frame is lithe and feminine, and her beauty feels deliberate, polished, and a little dangerous. She moves like someone trained to be watched, then underestimated, then remembered.
Mannerisms
She tilts her head like she is listening for a punchline no one else can hear, speaks in a smooth stage-ready cadence, and punctuates important points with a flick of her wrist or a crooked grin. When annoyed, she clicks her tongue softly and smooths invisible wrinkles from her clothes.
Personality
Confident, cutting, flirtatious, and hard to unsettle. Serriah enjoys being the most interesting person in the room, but she respects competence more than charm. She is protective of outsiders, theatrical under pressure, and surprisingly gentle with anyone who is nervous, awkward, or afraid of being seen.
Ideals
Autonomy. Identity belongs to the person living it, not the people watching it. She believes every creature has the right to choose its face, its work, and its fate without apology.
Bonds
She keeps every small keepsake from people who treated her as a person first, and she protects anyone else who is being bought, used, or displayed. Her current face may change, but her promise never does, nobody gets to own her story.
Flaws
She cannot resist escalating a verbal jab into a showdown, even when discretion would serve her better. Praise makes her suspicious, possessiveness makes her cruel, and the moment she feels trapped she may burn the whole room just to prove she can leave it.
Quirks
Background
Serriah learned early that a room can be owned without ever raising a blade. In one city she was a model on a glossy stage, in another she was a velvet-voiced rumor slipping through elite parties, and in the alleys between those lives she learned how to survive when the smiles stopped. Her changeling nature let her become whatever the crowd desired, beautiful, mysterious, dangerous, desirable, until the mask became a livelihood and the livelihood became a weapon. When attention turned predatory, she answered with knuckles, charm, and a smile that promised trouble. Her glamour is not a lie so much as a chosen truth. Serriah now treats identity like couture, tailored to the moment, sharp enough to cut and soft enough to seduce. She performs for the wealthy, the lonely, and the foolish, then leaves them with more questions than they had coin. Under the glamor and the attitude is a woman who hates cages, resents ownership, and refuses to be reduced to a pretty face or a fighting style. If she lets someone see the person beneath the performance, it means they have already earned something rare.
“When attention turned predatory, she answered with knuckles, charm, and a smile that promised trouble.”
- Background
- Entertainer
Connections
Species
Changeling
Media
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