Serriah
Serriah
Sheet
AC 16 · HP 186 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionINT
- InsightWIS
- IntimidationCHA
- PerformanceCHA
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
42 featuresAction
- 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 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
6 itemsTools
- Musical InstrumentA well-made instrument from the entertainer's life, kept as a symbolic relic or stored away, though Serriah rarely performs with it now.
Gear
- CostumeA costume set from their early stage work, now replaced by streetwear and modern high-fantasy fashion.
- Coin PouchA belt pouch containing 15 gp from bard and entertainer starting wealth.
- Gray HoodieA gray hoodie sweatshirt worn over a fitted undershirt, chosen for comfort, movement, and anonymity.
- Black Cargo PantsBlack cargo pants with deep pockets for coins, props, cosmetics, and small stage gear.
- Converse SneakersWorn 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
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.”
- Background
- Entertainer
Connections
Species
Changeling
Media
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