Serenity
Serenity
Sheet
AC 13 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Bardic Inspiration
When As a bonus action, when a creature within 60 feet can hear her
Serenity grants an ally within 60 feet a d6 that can be added to one ability check, attack roll, or saving throw made within 10 minutes.
- Bardic Inspiration (d6)Level 1
Serenity can inspire another creature within 60 feet that can hear her. As a bonus action, she grants one Bardic Inspiration die, a d6, which the creature can add to one ability check, attack roll, or saving throw made within the next 10 minutes. She can use this feature 3 times per long rest.
Always on
- SpellcastingLevel 1
Serenity is a 1st-level spellcaster. Her spellcasting ability is Charisma. She can use a musical instrument as a spellcasting focus and knows two bard cantrips and four 1st-level bard spells.
- DarkvisionHalf-ElfSerenity can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she sees darkness as shades of gray.
- Fey AncestryHalf-ElfSerenity has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- Skill VersatilityHalf-ElfSerenity gains proficiency in two skills, Perception and Persuasion.
- Ability Score IncreaseHalf-ElfCharisma increases by 2, and Dexterity and Wisdom each increase by 1.
- LanguagesHalf-ElfSerenity can speak, read, and write Common, Elvish, and one additional language, Dwarvish.
- Rustic HospitalityFolk Hero
Serenity is a Rustic Hospitality folk hero. Common people recognize her as one of their own and will shelter, feed, and hide her and her companions from pursuers, though they will not risk their lives for her.
Spells
6 spellsSpellcasting. Serenity casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
10 itemsWeapons
- RapierA slender martial blade suitable for fencing and ceremonial duels.
- DaggerA compact backup blade with a balanced hilt.
Armor
- Leather armorLight protective armor made from boiled and lacquered leather.
Tools
- LuteA finely repaired wooden lute used as a spellcasting focus and kept in a padded case.
- ShovelA practical shovel used for farm work, graves, and digging out blocked roads.
- Iron potA small iron cooking pot that doubles as a useful camp utensil.
- Calligrapher's suppliesA set of artisan's tools chosen to reflect Serenity's village upbringing, consisting of calligrapher's supplies.
Gear
- Diplomat's packA sturdy pack containing bedroll, mess kit, tinderbox, waterskin, and other travel necessities.
- Common clothesA worn set of ordinary clothes suitable for village work and travel.
Purse
- 10×Gold piecesCoins saved from performances, odd jobs, and her village's public collection.
Appearance
Serenity is a tall, willowy half-elf with warm brown skin, pointed ears, and thick black hair worn in a loose braid threaded with bright blue cord. Her gray-green eyes are lively and observant. She dresses in practical traveling clothes beneath well-maintained leather armor, with a polished lute slung across her back and a small silver bell tied to its strap. Within a minute of meeting her, most people notice that she unconsciously leans forward when others speak, as though making room for their stories, then adjusts the bell whenever a conversation becomes tense.
Mannerisms
Serenity gives people her full attention, leaning forward and tilting her head when they speak. She adjusts the silver bell on her lute strap whenever tension rises, taps quiet rhythms against her thumb while thinking, and occasionally hums the last few words of a sentence before answering.
Personality
Serenity is warm, curious, and quick to make strangers feel that their stories matter. She has a talent for finding common ground between people who would rather remain enemies, but she is also irreverent toward pomp, ceremony, and anyone who confuses rank with virtue. She laughs easily, remembers small personal details, and becomes intensely focused when someone is being ignored or mistreated.
Ideals
Freedom. No one should be ruled by fear, inherited privilege, or a story forced upon them by someone stronger. Every person deserves the chance to speak and be heard.
Bonds
I owe my village a future in which no official, noble, or monster can casually take what its people built. I carry my father's repaired lute as a promise to bring every stolen story home.
Flaws
I cannot resist turning an argument into a performance, even when silence would be safer. I also assume that anyone in authority is hiding something, and my suspicion can become self-fulfilling.
Quirks
Background
Serenity was born in a farming village where her human mother kept the community records and her elven father repaired instruments, fences, and anything else that had the misfortune to break. She grew up between two worlds, never entirely accepted by the wealthy merchants who considered her too provincial and never quite trusted by villagers who assumed her elven blood made her distant. Instead of choosing one side, Serenity learned to listen to everyone. Her songs became a practical kind of service, carrying news between isolated homesteads, calming frightened children during storms, and preserving the names of people whose labor would otherwise be forgotten. Her life changed when a cruel local magistrate attempted to seize the village commons through forged property claims. Serenity discovered the deception by comparing old records with the magistrate's new ledgers, then exposed the scheme by performing the evidence as a satirical ballad in the market square. The villagers rallied behind her, and the magistrate fled before trial. Since then, Serenity has traveled beyond her home, using music, keen observation, and an inconvenient talent for asking the question nobody wants asked. She adventures to protect ordinary people from those who believe power makes them untouchable, while collecting stories that might one day become the greatest song ever sung about the common folk.
“Instead of choosing one side, Serenity learned to listen to everyone.”
- Background
- Folk Hero
Connections
Species
Half-Elf
Media
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