SerJaun
SerJaun
Sheet
AC 13 · HP 8 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Minor Illusion
When An unoccupied space within 30 feet
SerJaun creates a sound or image within range that lasts for up to 1 minute and can be dismissed as an action. The effect is purely sensory and cannot directly cause harm.
Always on
- Vicious Mockery
When A creature within 60 feet that SerJaun can see and hear
SerJaun plays a discordant note and whispers a cutting phrase. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.
- Healing Word
When A willing creature within 60 feet that has 0 or more hit points
A creature SerJaun can see within 60 feet regains 1d4 hit points plus his spellcasting ability modifier. The spell cannot affect undead or constructs.
- Dissonant Whispers
When A creature within 60 feet that can hear SerJaun
A creature within 60 feet that can hear SerJaun must make a Wisdom saving throw. On a failure, it takes 3d6 psychic damage and must use its reaction, if available, to move as far as its speed allows away from SerJaun. On a success, it takes half damage and does not move.
- Faerie Fire
When A 15-foot cube within 60 feet
Each creature in a 15-foot cube must make a Dexterity saving throw. Creatures that fail are outlined in colored light, shed dim light in a 10-foot radius, and cannot benefit from being invisible. Attacks against an affected creature have advantage.
- Charm Person
When One humanoid within 30 feet
One humanoid SerJaun can see within 30 feet must make a Wisdom saving throw. If it fails, it is charmed for 1 hour or until SerJaun or his companions harm it.
- Bardic InspirationLevel 1
SerJaun can inspire others through stirring words or music. A creature within 60 feet that can hear him gains one Bardic Inspiration die, a d6, which it can add to one ability check, attack roll, or saving throw made within the next 10 minutes. He can use this feature a number of times equal to his Charisma modifier, and regains all expended uses after a long rest.
- SpellcastingLevel 1
SerJaun is proficient with three skills of his choice. His chosen class skills are Insight, Performance, and Persuasion.
- Spellcasting AbilityLevel 1
SerJaun uses Charisma as his spellcasting ability. He knows two bard cantrips and four 1st-level bard spells. He can use a musical instrument as a spellcasting focus for his bard spells.
- Spellcasting FocusLevel 1
SerJaun can cast bard spells using a musical instrument as a spellcasting focus.
- Ability Score IncreaseForest GnomeIntelligence increases by 2, and Dexterity increases by 1.
- AgeForest GnomeGnomes mature at about 40 years and can live 350 to almost 500 years.
- SizeForest GnomeSmall, approximately 3 to 4 feet tall, with an average weight of about 40 pounds.
- SpeedForest Gnome25 feet.
- DarkvisionForest GnomeSerJaun can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees only shades of gray in darkness.
- Gnome CunningForest GnomeSerJaun has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Natural IllusionistForest GnomeSerJaun knows the Minor Illusion cantrip. Intelligence is his spellcasting ability for it.
- Speak with Small BeastsForest GnomeThrough sounds and gestures, SerJaun can communicate simple ideas to Small or smaller beasts.
- Criminal ContactCriminal
SerJaun has a reliable contact in criminal circles who can provide information, introduce him to people who know the local underworld, or arrange discreet assistance, though such contacts may also expect favors in return.
Spells
6 spellsSpellcasting. SerJaun casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
10 itemsWeapons
- RapierA slender military-style blade with a basket hilt, maintained with obsessive care.
- DaggerA balanced blade kept hidden beneath his coat.
Armor
- Leather armorLight protective armor worn beneath his traveling clothes.
Tools
- LuteA finely repaired lute with a deep, mournful tone.
- CrowbarA metal bar useful for forcing doors, shutters, and crates.
- Thieves' toolsFine tools for opening locks and disabling traps.
Gear
- Entertainer's packA pack containing bedroll, rations, utensils, torches, tinder, and other adventuring necessities.
- Dark common clothes with hoodA hooded set of common clothes designed to conceal his identity.
- Gaming setA small set of marked cards and carved gaming pieces.
Purse
- Pouch containing 15 gpLoose coins saved from old jobs and newer performances.
Appearance
SerJaun is a slight, handsome forest gnome with weathered features, bright gray eyes, and a mane of dark auburn hair streaked with silver. His face, neck, and hands are marked by pale scars from the civil war, contrasting sharply with his graceful smile and elegant bearing. He dresses in a battered but carefully maintained leather coat, a dark hooded cloak, polished boots, and a crimson scarf faded by years of travel. A piccolo rests in a case at his belt, while a finely repaired lute hangs across his back. His movements retain the precise balance of a trained soldier, though grief has settled into his expression like permanent twilight.
Mannerisms
SerJaun taps quiet rhythms against his thumb whenever he is anxious, unconsciously conducts conversations with small movements of his fingers, and smiles before delivering especially painful truths. He rarely sits with his back to a door. When someone mentions a fallen soldier, he lowers his eyes and plays a single soft note on his piccolo.
Personality
SerJaun is warm, witty, and effortlessly charming in company, with a talent for making strangers feel as though they have known him for years. Beneath the flirtation and easy laughter lies a profound emptiness. He is happiest when music fills the silence, and most honest when singing songs too sad for ordinary conversation. He is drawn to rebels, deserters, fugitives, and other people who have lost the life they were promised.
Ideals
Freedom. No banner, commander, lover, or cause will ever own me again. Every person deserves the right to choose whom they become, even if their choice wounds others.
Bonds
He carries a small, blackened music box that belonged to his first love, and he will risk almost anything to recover the scattered names of those who died in the uprising. Somewhere in the world, he still hopes to learn whether his former lover betrayed him willingly or simply survived in the only way available.
Flaws
He expects betrayal from anyone who grows too close, and when affection becomes sincere, he is tempted to ruin it before it can be taken from him. He drinks to quiet memories, lies about his grief, and sometimes mistakes emotional numbness for wisdom.
Quirks
Background
SerJaun was a joyous and musical child, born among the mossy groves and hidden burrows of a forest gnome community. He learned the piccolo before he could properly read, and later took to the lute with a talent that made even stern elders smile. His first love was a young human rebel whose courage and laughter seemed to fill every room. When civil war reached their region, SerJaun's family and beloved were swept into the same uprising. The rebellion was crushed in a single terrible season. His family died in the fighting, and his first love was killed amid the chaos, leaving SerJaun with scars, a broken heart, and no home to return to. Too young to understand what victory or justice meant, SerJaun served with the losing army as a scout, courier, and camp musician. He learned to move quietly, read a room, and make himself useful to people who trusted no one. Near the war's end, he fell in love with a camp follower who changed sides when his army was defeated. Their betrayal, whether born of fear, survival, or ambition, hollowed him further. SerJaun vanished into the criminal underworld, where his nimble hands and soldier's instincts found work as a smuggler, lookout, and occasional burglar. Now he travels beneath a hood, sharing haunting songs in taverns and ruined keeps. He plays for the dead, for deserters, for the betrayed, and for anyone who still believes sorrow can be made beautiful.
“He learned the piccolo before he could properly read, and later took to the lute with a talent that made even stern elders smile.”
- Background
- Criminal
Connections
Species
Forest Gnome
Media
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