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Serriah - AI-generated fantasy Character

Serriah

Changeling · Bard (College of Glamour / Piss and Vinegar Pugilist) · Level 20 · Entertainer

Serriah

Cool, performative, and relentlessly self-possessed.
AC16
HP186/186
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 186 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionINT
  • InsightWIS
  • IntimidationCHA
  • PerformanceCHA
  • PersuasionCHA

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Simple melee weapons,
Improvised weapons

Tools

One musical instrument of choice,
Disguise kit

Languages

Common,
Elvish,
one extra language of choice from Changeling heritage

Features

42 features

Action

  • Enthralling PerformanceLevel 3

    As an action, you can attempt to enthrall a number of creatures equal to your Charisma modifier in a performance that charms them if they fail a Wisdom save.

  • Extra AttackLevel 5

    You can attack twice instead of once when you take the Attack action.

  • TraitChangelingShapechanger, can use an action to change appearance, though not clothing or gear

Bonus action

  • One-Two Punch

    When Bonus Action

    Spend 1 Moxie point to make two unarmed strikes as a bonus action.

  • Pocket Sand

    When Bonus Action

    As a bonus action, throw detritus into the eyes of a creature within 10 feet. On a failed Constitution save, it is blinded until the end of its next turn.

  • Bardic InspirationLevel 1

    You have 1d12 Bardic Inspiration dice, regaining all expended uses on a long rest. You can inspire allies with a bonus action.

  • Mantle of MajestyLevel 6

    You can use a bonus action to command beguiling majesty for 1 minute. Creatures that try to attack you must make Wisdom saves, and you gain benefits on Charisma checks while the effect lasts.

  • FisticuffsLevel 1

    Your Pugilist training grants you a bonus action unarmed strike, a larger Fisticuffs die, and the ability to turn improvised weapons into dangerous, reliable tools of violence.

  • Dig DeepLevel 4

    As a bonus action, you can brace for attacks and gain temporary hit points equal to your Fisticuffs die plus your Pugilist level and Constitution modifier.

Reaction

  • Bloodied But UnbowedLevel 2

    When Reaction

    When you take damage, use your reaction to regain all expended Moxie points. If bloodied, also gain temporary hit points equal to four times your Pugilist level.

  • Mantle of InspirationLevel 3

    When a creature that you can see within 60 feet attacks you, you can use your reaction to add your Bardic Inspiration die to your AC against that attack, potentially causing it to miss.

Always on

  • Stick and Move

    When Bonus Action

    Spend 1 Moxie point to make one unarmed strike and take the Dash or Disengage action.

  • Brace Up

    When Bonus Action

    Spend 1 Moxie point to brace. Roll your Fisticuffs die and gain temporary hit points equal to the result plus your Pugilist level and Constitution modifier.

  • Swagger StreakLevel 2

    When Failed ability check

    When you fail a Strength, Dexterity, Constitution, or Charisma check, spend 1 Moxie point to add your Fisticuffs die to the roll.

  • Heavy HitterLevel 3

    When On hit

    When you hit with an unarmed strike, you can deal damage and also choose to grapple or shove the target.

  • Salty SaluteLevel 3

    When Bonus Action

    Provoke a creature within 60 feet that can see or hear you. On a failed Wisdom save, it takes psychic damage equal to your Fisticuffs die plus your Constitution modifier and has disadvantage on attacks against others until your next turn.

  • Heelstomper

    When On hit

    When you deal damage with an unarmed strike or Pugilist weapon, force the target to make a Dexterity save or its speed becomes 0 for 1 minute.

  • Low Blow

    When On hit

    When you deal damage with an unarmed strike or Pugilist weapon, force the target to make a Strength save or attacks against it have advantage until the end of your next turn.

  • SpellcastingLevel 1

    You know 15 bard spells, can cast rituals if known, and use Charisma as your spellcasting ability. You have 4 cantrips known and the spell slots of a 14th-level full caster.

  • Jack of All TradesLevel 2

    You can add half your proficiency bonus, rounded down, to any ability check that does not already include your proficiency bonus.

  • ExpertiseLevel 3

    Choose any two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

  • College of GlamourLevel 3

    You can choose a Bard College. As a College of Glamour bard, you gain Mantle of Inspiration and Enthralling Performance.

  • Bonus ProficiencyLevel 3

    You gain proficiency in one additional skill of your choice.

  • Font of InspirationLevel 5

    You regain all expended uses of Bardic Inspiration when you finish a short or long rest.

  • Magical SecretsLevel 10

    You can select two spells from any class spell list, and they count as bard spells for you.

  • Expertise ImprovementLevel 10

    Your Bardic Inspiration dice become d10s.

  • Superior InspirationLevel 15

    Your Bardic Inspiration dice become d12s.

  • Magical SecretsLevel 14

    Your Bardic Inspiration dice become d12s if they were not already, and you can use a Magical Secret to learn two additional spells from any class list.

  • Unbreakable MajestyLevel 14

    Creatures have disadvantage on saving throws against your Charm effects, and if they fail their saves against your performance, they are charmed by your glamour and cannot directly attack you without first succeeding on a Wisdom save.

  • Superior InspirationLevel 20

    When you roll initiative and have no Bardic Inspiration dice remaining, you regain one die.

  • Iron ChinLevel 1

    While unarmored and not using a shield, your AC becomes 12 plus your Constitution modifier.

  • MoxieLevel 2

    You have 6 Moxie points and can spend them to Brace Up, One-Two Punch, or Stick and Move. You regain all expended Moxie points on a short or long rest.

  • Piss and VinegarLevel 3

    You gain the benefits of the Piss and Vinegar subclass, including bad attitude, insulting taunts, and dirty tricks.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat.

  • HaymakerLevel 5

    When you hit with an unarmed strike or Pugilist weapon, you can spend 1 Moxie point to deal maximum damage and then regain the point on a hit.

  • Moxie-Fueled FistsLevel 6

    Your unarmed strikes and improvised weapon attacks can deal force damage or their normal damage type.

  • Bad AttitudeLevel 3

    Your Intimidation checks are improved by your raw strength and cruel confidence.

  • Dirty TricksLevel 6

    You can use one dirty trick each turn, and each trick refreshes after a short or long rest. Choose from Heelstomper, Low Blow, or Pocket Sand.

  • TraitChangelingUnsettling face with dramatic control over identity and presentation
  • LanguagesChangelingCommon and one extra language of choice
  • TraitChangelingAbility Score Increase, +2 Charisma and +1 Dexterity chosen for this build
  • By Popular DemandEntertainer

    By popular demand, you can usually secure free modest lodging, food, or a place to perform in settlements where your reputation is known. In addition, people who enjoy your performances are inclined to treat you as a welcome guest.

Spells

19 spells

Spellcasting. 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

6 items

Tools

  • Musical Instrument
    A well-made instrument from the entertainer's life, kept as a symbolic relic or stored away, though Serriah rarely performs with it now.

Gear

  • Costume
    A costume set from their early stage work, now replaced by streetwear and modern high-fantasy fashion.
  • Coin Pouch
    A belt pouch containing 15 gp from bard and entertainer starting wealth.
  • Gray Hoodie
    A gray hoodie sweatshirt worn over a fitted undershirt, chosen for comfort, movement, and anonymity.
  • Black Cargo Pants
    Black cargo pants with deep pockets for coins, props, cosmetics, and small stage gear.
  • Converse Sneakers
    Worn Converse sneakers for city streets, rooftops, and quick escapes.

Appearance

Serriah is an androgynous changeling with stark white skin, over-large blank white eyes ringed in dark shadow, and a face so smooth it feels half-dreamed. Their silver-white undercut is usually worn sharp and deliberate, and their shapeshifting talent lets their features sit in an unsettling, beautiful middle ground between masculine and feminine. They favor a gray hoodie, black cargo pants, and well-worn Converse sneakers, an urban high-fantasy silhouette that looks more like a backstage legend than a battle priest. Their presence is cool, magnetic, and faintly unnerving, like a spotlight that learned to glare back.

Mannerisms

Speaks in a low, deliberate purr, then breaks the mood with razor-sharp wit. Tilts their head as if listening for hidden music in a room. Makes long eye contact without blinking, especially when bluffing. Smooths the cuffs of their hoodie when annoyed, and taps two fingers against their thigh before throwing an insult or a spell.

Personality

Cool, performative, and relentlessly self-possessed. Serriah treats every room like a stage and every conversation like a duel of charm, leverage, and timing. They can be affectionate in a startlingly sincere way, but only after they have tested whether someone can survive the real version of them. They are proud, flirtatious, sharp-tongued, and deeply protective of their chosen people.

Ideals

Freedom. No one should ever be trapped in a body, role, or story they did not choose. Serriah believes identity is sacred, performance is power, and self-invention is a form of liberation.

Bonds

Serriah keeps a private list of every person who ever treated them like a person instead of a disguise. They send aid, coin, or quiet revenge to those names whenever they can. They also protect the one mirror-lined dressing room that first made them feel beautiful on their own terms.

Flaws

Serriah trusts applause more easily than affection, and they sometimes confuse being desired with being known. They can be cutting when cornered, and their first instinct in danger is to perform, bait, or humiliate rather than ask for help. If they feel ignored, they may escalate a situation just to prove they can still control the room.

Quirks

Never sits with their back to a doorway.
Practices expressions in reflective surfaces and then denies it.
Uses different voices for different kinds of lies.
Carries lip balm, hand wraps, and stage glitter in the same pocket.
Smiles widest right before landing a brutal insult.

Background

Serriah learned early that a face is a tool, a shield, and sometimes a trap. As a changeling growing up in crowded cities and riverward tenements, they survived by becoming whoever the room needed, a grieving daughter, a laughing boy, a noble's secret, a stranger nobody could quite remember later. Their gift for transformation made them useful, but never safe, so Serriah built a second life out of charisma, scandal, and performance. They found work on stages, in back rooms, and under velvet curtains, where glamour could become currency and a flawless smile could buy the next meal. Their fame grew in the modern courts and tavern districts alike, equal parts celebrity, rumor, and warning.

“Their gift for transformation made them useful, but never safe, so Serriah built a second life out of charisma, scandal, and performance.”
From their backstory
Background
Entertainer

Connections

Species

Changeling

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