Serriah
Serriah
Sheet
AC 16 · HP 172 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Weapons
Tools
Languages
Features
45 featuresAction
- Extra Attack
When Pugilist level 5
You can attack twice when you take the Attack action.
Bonus action
- Bonus Unarmed Strike
When While unarmed or wielding only pugilist weapons, in light or no armor and no shield
You can make an Unarmed Strike as a bonus action.
- One-Two Punch
When Bonus action
You can spend a Moxie Point to make two Unarmed Strikes as a bonus action.
- Salty Salute
When Bonus action
As a bonus action, you can insult a creature within 60 feet and force a Wisdom save or deal psychic damage and draw its aggression.
- Pocket Sand
When Bonus action
As a bonus action, you can throw grit or debris into the eyes of a creature within 10 feet, potentially blinding it until the end of its next turn.
- Dig Deep
When Bonus action
You can use a bonus action to dig deep, gaining resistance to bludgeoning, piercing, and slashing damage for 10 minutes.
- Mantle of MajestyLevel 6
You can cast Command as a bonus action each turn for up to 1 minute without expending a spell slot.
Reaction
- Bloodied But Unbowed
When Reaction when you take damage
When damaged, you can use a reaction to regain all expended Moxie Points, and if bloodied, gain temporary hit points.
Always on
- Improved Improvisation
When While unarmed or wielding only pugilist weapons
Your talent for turning anything into a weapon lets improvised weapons count as if they had the Sap mastery property for you.
- Fisticuffs Die
When When you deal damage with an unarmed strike or pugilist weapon
You can roll 1d8 in place of normal unarmed strike damage, increasing as Pugilist levels rise.
- Brace Up
When Bonus action
You can spend a Moxie Point to gain temporary hit points equal to your die roll plus Pugilist level plus Constitution modifier.
- Stick and Move
When Bonus action
You can spend a Moxie Point to make an Unarmed Strike and then Dash or Disengage.
- Swagger Streak
When When you fail an ability check
When you fail a STR, DEX, CON, or CHA check, you can spend a Moxie Point to add your Fisticuffs die and potentially turn failure into success.
- Heavy Hitter
When On hit with unarmed strike
When you hit with an unarmed strike, you can also grapple or shove.
- Piss and Vinegar
When Pugilist subclass
You gain the Piss and Vinegar subclass, a heel-style brawler who fights dirty and lives to provoke.
- Bad Attitude
When Pugilist level 3
You gain proficiency in Intimidation and add your Strength modifier to Intimidation checks, minimum +1.
- Heelstomper
When When you deal damage with an unarmed strike or pugilist weapon
You can reduce a creature's speed to 0 until the effect ends, if it fails a Dexterity save after you hit it.
- Low Blow
When When you deal damage with an unarmed strike or pugilist weapon
You can impose advantage on attacks against a creature until the end of your next turn if it fails a Strength save after being struck.
- Moxie-Fueled Fists
When Pugilist level 6
Your unarmed strikes and improvised weapon attacks can deal force damage instead of their normal type.
- Haymaker
When When you make an attack with an unarmed strike or pugilist weapon
You can spend a Moxie Point to deal maximum damage on an unarmed strike or pugilist weapon attack, regaining the point if you hit.
- SpellcastingLevel 1
You can use a musical instrument as a spellcasting focus for your bard spells.
- Bard CantripsLevel 1
You know two cantrips of your choice from the bard spell list.
- Bard Spells KnownLevel 1
You can choose two 1st-level spells from the bard spell list to learn, and you learn additional bard spells as you level up.
- Bardic InspirationLevel 1
You have a pool of d6s that you can add to ability checks, attack rolls, damage rolls, and saving throws after seeing the roll.
- Skill ProficienciesLevel 1
You gain proficiency in three skills of your choice.
- ExpertiseLevel 3
You gain expertise in two of your skill proficiencies.
- Jack of All TradesLevel 2
You can use a musical instrument as a spellcasting focus for your bard spells.
- Song of RestLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
- Jack of All TradesLevel 2
During a short rest, you and friendly creatures who can hear your performance regain extra hit points.
- College of GlamourLevel 3
You gain a Bardic College. For this character, that college is Glamour.
- Mantle of InspirationLevel 3
You can inspire allies with the Mantle of Inspiration, granting temporary hit points and allowing them to move without provoking opportunity attacks.
- Enthralling PerformanceLevel 3
When you cast a charm or illusion spell, you can weave it with fey majesty. Creatures charmed by you regard you as wondrous and cannot directly target you with attacks while charmed unless they can see through the illusion.
- Font of InspirationLevel 5
Your Bardic Inspiration die becomes a d8.
- CountercharmLevel 5
You regain all expended Bardic Inspiration uses when you finish a short or long rest.
- Mantle of MajestyLevel 6
You can use your performance to protect allies from being frightened or charmed.
- ExpertiseLevel 10
Your Bardic Inspiration die becomes a d10.
- Magical SecretsLevel 10
You gain expertise in two more skills of your choice.
- Magical SecretsLevel 10
You learn two spells from any class spell list.
- Bardic Inspiration ImprovementLevel 14
Your Bardic Inspiration die becomes a d10 and later a d12 at level 15, but at level 14 it is d10.
- Unbreakable MajestyLevel 14
Your Mantle of Majesty lasts longer and can affect more creatures as your power grows.
- TraitChangelingShapechanger, can alter appearance, voice, and build within the limits of a Medium humanoid.
- TraitChangelingFey ancestry, advantage on saving throws against being charmed and immunity to magical sleep.
- TraitChangelingChangeling versatility, social adaptability and uncanny mimicry.
- TraitChangelingNatural performer, her face and body can become a living performance mask.
- By Popular DemandEntertainer
Whenever she arrives in a settlement where her performance or reputation is known, she can usually secure modest lodging, food, or access to the local social scene from admirers, fans, or hosts willing to be seen with her.
Spells
12 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): no spells
3rd level (3 slots): ,
4th level (3 slots): no spells
5th level (2 slots): no spells
6th level (1 slot): no spells
7th level (1 slot):
8th level: ,
9th level:
Gear
4 itemsGear
- Grey hoodie sweatshirtA grey hoodie sweatshirt worn as a signature look.
- Black cargo pantsBlack cargo pants with deep pockets and practical movement.
- Traveler's personal effectsTravel-worn undergarments and personal effects suitable for a long-lived performer and traveler.
- Performance wardrobeA performer’s kit assembled from clothing, cosmetics, and stage-ready accessories, no weapon focus or instrument carried in this portrait concept.
Appearance
Serriah presents as an uncanny changeling with stark white skin, silver-white undercut hair, and a feminine frame. Her face is largely featureless, dominated by over-large blank white eyes with dark rings, and only the faintest suggestion of a nose and mouth. She usually dresses in modern casual streetwear, a grey hoodie sweatshirt and black cargo pants, with an effortlessly theatrical, predatory confidence. Her movements are fluid and precise, and her expression is often unreadable until she chooses to wear one.
Mannerisms
She rarely blinks, tilts her head like she is listening to a secret, and smiles with a tiny, deliberate delay that makes every reaction feel staged. When amused or annoyed, she smooths the front of her hoodie or taps two fingers against her wrist as if keeping time to music only she can hear.
Personality
Serriah is composed, cutting, and impossibly self-possessed, with a stage-perfected charisma that can turn cruel in an instant. She speaks softly unless she wants to dominate a room, then every syllable lands like a spotlight. She enjoys making bullies look foolish, but she is just as likely to protect someone with quiet tenderness once the performance is over.
Ideals
Freedom. No one gets to define what she is, what she owes, or what she must become. Reinvention is not dishonesty, it is liberation, and she believes every person deserves the chance to choose their own shape, their own name, and their own story.
Bonds
She keeps a private ledger of everyone who ever treated her like a thing, and everyone who helped her become more than one. She protects the downtrodden, the exploited, and the forgotten with a ferocity that surprises people who mistake her for a hollow mask.
Flaws
She is addicted to control, and when a situation slips beyond her influence she may double down, lie harder, or provoke danger just to prove she is still the one writing the scene. She also struggles to trust kindness that is not earned through performance, and may assume every generous gesture hides an angle.
Quirks
Background
Serriah learned early that a face is a tool, a costume is a weapon, and attention can be bought, stolen, or commanded. As a changeling in a world that expects people to be exactly one thing, she grew up surviving by becoming whatever the room needed, a laughing courier, a pretty lie, a scandal, a rumor that walked on two legs. That talent eventually led her to the stages, private salons, and velvet-curtained rooms where glamour mattered more than truth. There she discovered that she did not merely perform confidence, she could weaponize it, wrapping every word in charm until an audience leaned in, helpless and smiling.
“That talent eventually led her to the stages, private salons, and velvet-curtained rooms where glamour mattered more than truth.”
- Background
- Entertainer
Connections
Species
Changeling
Media
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