Serriah
Serriah
Sheet
AC 16 · HP 183 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
41 featuresAction
- TraitChangelingShapechanger, you can use your action to polymorph your appearance, including voice and height, within humanoid limits.
Bonus action
- Bonus Unarmed Strike
When Bonus Action
You can make an unarmed strike as a bonus action while unarmored or using only pugilist weapons.
- One-Two Punch
When Bonus Action
You can spend 1 Moxie Point to make two unarmed strikes as a bonus action.
- Pocket Sand
When Bonus Action
As a bonus action, you can throw detritus into a creature's eyes within 10 feet. On a failed Constitution save, it is blinded until the end of its next turn.
- Bardic InspirationLevel 1
You can inspire others with a bonus action, granting a Bardic Inspiration die to an ally. At bard 14, the die is a d10 and you regain uses on a long rest, with Font of Inspiration restoring them on a short rest.
- Mantle of MajestyLevel 14
You can assume a commanding magical presence for 1 minute, casting Command as a bonus action on each turn without expending spell slots.
Reaction
- Bloodied But Unbowed
When Reaction
When you take damage, you can use a reaction to regain all expended Moxie Points. If bloodied, you also gain temporary hit points equal to four times your Pugilist level.
- CountercharmLevel 6
You can use your reaction to give a creature you can see an additional Bardic Inspiration die to help against a charm, fear, or similar effect.
Always on
- Brace Up
When Bonus Action
You can spend 1 Moxie Point to roll your Fisticuffs die and gain temporary hit points equal to the roll plus your Pugilist level and Constitution modifier.
- Stick and Move
When Bonus Action
You can spend 1 Moxie Point to make an unarmed strike and then take the Dash or Disengage action.
- Swagger Streak
When Failed ability check
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can spend 1 Moxie Point to add your Fisticuffs die to the roll. If it still fails, the point is refunded.
- Heavy Hitter
When On hit
When you hit with an unarmed strike, you can apply damage and also attempt to grapple or shove the target.
- Improved Improvisation
When Passive
You count simple melee weapons and improvised weapons as Pugilist weapons, and improvised weapons gain the Sap property for you.
- Iron Chin
When Passive
While unarmored and not using a shield, your AC is 12 plus your Constitution modifier.
- Moxie-Fueled Fists
When On hit
When you deal damage with an unarmed strike or improvised weapon, you can choose force damage instead of the normal damage type.
- Haymaker
When On hit
When you hit with an unarmed strike or pugilist weapon, you can spend 1 Moxie Point to deal maximum damage and regain the point on a hit.
- Salty Salute
When Bonus Action
You can spend 1 Moxie Point to provoke a creature within 60 feet. On a failed Wisdom save, it takes psychic damage and has disadvantage on attacks against creatures other than you until your next turn.
- Heelstomper
When On hit
When you deal damage with an unarmed strike or pugilist weapon, you can force the target to save or have its speed reduced to 0 for 1 minute, with repeat saves at the end of its turns.
- Low Blow
When On hit
When you deal damage with an unarmed strike or pugilist weapon, you can force the target to save or grant attacks against it advantage until the end of your next turn.
- Dig Deep
When Bonus Action
You can ignore exhaustion below level 6 and gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.
- SpellcastingLevel 1
You can cast bard spells, use a spellcasting focus, and prepare performances of magic through talent, voice, movement, or sheer presence. Your spellcasting ability is Charisma.
- CantripsLevel 1
You know two cantrips of your choice from the bard spell list.
- Skill ProficienciesLevel 1
Choose three skills to become proficient in.
- Bardic ProficienciesLevel 1
You have proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
- Song of RestLevel 2
When you finish a short rest, you and friendly creatures who can hear your performance regain extra hit points equal to one of your Bardic Inspiration die rolls.
- ExpertiseLevel 3
You gain expertise in two skill proficiencies of your choice.
- Bard CollegeLevel 3
You choose a bardic college, gaining its 3rd-level features. As a Glamour Bard, you can weave enchantment and command attention with supernatural style.
- Mantle of InspirationLevel 3
You can force magic to render you impossible to ignore. When you use Bardic Inspiration, creatures of your choice gain temporary hit points and can move without provoking opportunity attacks.
- Enthralling PerformanceLevel 3
You can enthrall an audience during a performance, making yourself captivating and difficult to resist in social situations.
- Font of InspirationLevel 5
Your Bardic Inspiration die becomes a d8 and you can use it to counter hostile influences with greater force.
- Superior InspirationLevel 10
Your Bardic Inspiration die becomes a d10, reflecting your growing stage power and command.
- Magical SecretsLevel 10
You gain two additional magical secrets, learning spells from any class list.
- Magical SecretsLevel 14
You gain two more spells from any class list, expanding your repertoire with truly versatile magic.
- Bard Spellcasting ProgressionLevel 14
You know 4 cantrips and a broad suite of spells, blending enchantment, support, control, and glamour to dominate the scene.
- Multiclass ProwessLevel 14
As a multiclass character, you also have the features of your Pugilist levels.
- TraitChangelingChangeling Instincts, you have proficiency in two skills of your choice, represented here through your adaptable identity and social training.
- TraitChangelingDual-identity versatility, your appearance can be altered to support deception, performance, and infiltration.
- TraitChangelingHumanoid creature type
- TraitChangelingDarkvision, 60 ft.
- By Popular DemandEntertainer
You can always find a place to perform, and people are willing to hear you out. In return for your entertainment, you can usually secure free room and board or modest favors from common folk.
Spells
23 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): no spells
8th level:
Gear
8 itemsWeapons
- DaggerA dagger from bard starting equipment, stored for emergencies.
- RapierA simple melee weapon commonly chosen from bard starting equipment.
Tools
- Disguise KitA disguise kit used to alter appearance and supports her changeling identity play.
- LuteA favored instrument from the Entertainer background, kept and used when needed.
Gear
- Traveler's ClothesA set of well-worn gray travel clothes for everyday use.
- Entertainer's CostumeA costume suitable for performances and social appearances.
- Coin PouchA belt pouch containing starting funds and personal odds and ends.
- Diplomat's PackA simple pack of adventuring supplies.
Appearance
Serriah is a striking changeling woman with stark white skin, silver-white undercut hair, and large blank white eyes ringed in dark shadow. Her face is softly feminine, with subtle features that seem to blur when she changes expression. She favors a gray hoodie sweatshirt, black cargo pants, and practical streetwear that reads like modern high fantasy rather than formal adventuring gear. Her presence is intense, polished, and unnervingly calm, like someone who knows exactly how she is being watched.
Mannerisms
She holds eye contact a beat too long, smiles without showing fear, and speaks in a low, deliberate cadence that makes even insults sound rehearsed. When irritated, she smooths her hoodie sleeves or taps one finger against her wrist, as if keeping time for an invisible audience.
Personality
Poised, sharp-witted, and impossible to embarrass, Serriah treats every room like a stage and every conversation like a negotiation. She is flirtatious by habit, tactical by nature, and surprisingly protective of people who have been objectified, discarded, or lied about. Her humor is dry, her gaze is unnervingly steady, and she never wastes words when a look will do.
Ideals
Autonomy. No one gets to define her body, name, or worth. Everyone deserves the right to choose what they reveal, what they hide, and who gets access to them.
Bonds
She protects anyone who was ever treated as disposable, especially other performers, runaways, and hidden souls who live under borrowed names. She keeps a private ledger of debts, favors, and betrayals, and she never forgets who once offered her shelter when she had nowhere else to go.
Flaws
Serriah mistakes control for safety, and when she feels cornered she becomes cutting, theatrical, and cruel. She can turn intimacy into leverage without noticing how often that leaves her genuinely alone. Her pride makes it hard for her to ask for help, and if someone challenges her self-image, she may lash out before she admits they have a point.
Quirks
Background
Serriah learned early that a face is a language, and a changing face is a weapon. As a changeling, she drifted through cities and back alleys where identity was currency, survival depended on reading desire in a glance, and applause could be worth more than coin. She found her first real stage in crowded taverns and private rooms, where her glamour, wit, and unnerving stillness made her unforgettable. What began as performance became livelihood, and what began as livelihood became a carefully controlled empire of rumor, longing, and influence. She was never built for a single role. When charm failed, she learned to hit hard, and when violence answered back, she learned to smile through it. The rough-edged pugilist in her is the part the world mistook for weakness, then regretted underestimating. Now Serriah moves through elite salons, backroom fights, and dangerous assignments with equal confidence, selling beauty, mystique, and companionship while always keeping one hand on the truth of who she is. She has become a survivor who can seduce a room, shame an enemy, and break a jaw, often in the same evening.
“She found her first real stage in crowded taverns and private rooms, where her glamour, wit, and unnerving stillness made her unforgettable.”
- Background
- Entertainer
Connections
Species
Changeling
Media
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