Serriah
Serriah
Sheet
AC 13 · HP 144 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAlways on
- Bardic InspirationLevel 1
When Bonus action
Grant a creature within 60 feet a Bardic Inspiration die, a d12, to be added to one ability check, attack roll, or saving throw.
- Cutting WordsLevel 3
When Reaction
Use your Bardic Inspiration die to reduce a creature's attack roll, ability check, or damage roll after seeing the roll.
- CountercharmLevel 2
When Action
Spend a use of Bardic Inspiration to calm and protect allies against fear and charm.
- SpellcastingLevel 1
You know two cantrips of your choice from the bard spell list.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.
- Song of RestLevel 2
When you finish a short rest, any allies who spend Hit Dice to heal also regain extra hit points equal to your Bardic Inspiration die.
- ExpertiseLevel 3
Choose three skills. You gain expertise in them, doubling your proficiency bonus for checks made with those skills.
- Font of InspirationLevel 5
You regain all uses of Bardic Inspiration when you finish a short or long rest.
- Additional Magical SecretsLevel 6
Choose three additional spells from any class list. They count as bard spells for you and do not count against your number of spells known.
- Bardic Inspiration ImprovementLevel 10
Your Bardic Inspiration die becomes a d10.
- Bardic Inspiration ImprovementLevel 15
Your Bardic Inspiration die becomes a d12.
- Superior InspirationLevel 20
Your Bardic Inspiration die becomes a d12 and you regain one use of Bardic Inspiration if you have none when you roll initiative.
- Bardic Inspiration Die ProgressionLevel 1
At 2nd level your Bardic Inspiration die becomes a d6, at 5th level a d8, at 10th level a d10, and at 15th level a d12.
- Rules NoteLevel 0
You learn four cantrips total by level 10? Not applicable in classic bard rules, omitted by table structure.
- TraitHumanAbility Score Increase, all six ability scores increase by 1.
- TraitHumanExtra Language, you know one extra language of your choice.
- By Popular DemandEntertainer
You can usually find a place to perform, or a sympathetic audience, in any settlement. People are willing to feed, shelter, and hear you out when you need a stage or a favor.
Spells
21 spellsSpellcasting. Serriah casts with Charisma (spell save DC 19, 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 (3 slots): ,
6th level (2 slots):
7th level (2 slots):
8th level (1 slot):
9th level (1 slot): ,
Gear
9 itemsTools
- LuteA musical instrument of your choice, retained for ritual and performance purposes, though Serriah does not actively use instruments in play.
- FluteA second musical instrument from bard training.
- DulcimerA third musical instrument from bard training.
- Disguise KitA disguise kit from her entertainer background.
- TambourineA musical instrument associated with her early performances.
Gear
- BackpackA backpack with costumes, keepsakes, and practical travel supplies.
- BedrollA bedroll for travel and backstage naps.
- CostumeA costume, one set of elegant performance clothes.
- PurseA pouch of 15 gp worth of coins and small valuables.
Appearance
Serriah is a striking human woman with a lean, athletic build, fair skin, and a sharp platinum-blonde undercut. Her face is softly heart-shaped, with a narrowed jawline and piercing icy blue eyes that seem to catch the light. She favors sleek modern clothes, black yoga pants, a fitted purple sports bra, and black running shoes, with an effortless, polished confidence that makes her look like she is always one step ahead of the room.
Mannerisms
She moves like she is always on a stage, shoulders relaxed, chin lifted, eyes scanning the room as if measuring the audience before she speaks. She often punctuates important sentences with a small breath, a tilt of the head, or a playful smile that makes people lean in before they realize it. When thinking, she rolls one shoulder back as if settling into a performance stance.
Personality
Confident, perceptive, and intensely disciplined, Serriah treats every conversation like a live set and every room like an opportunity to influence the mood. She is warm when she chooses to be, but never sloppy, and she respects people who carry themselves with intent. She enjoys the physical honesty of running, stretching, and clean routines, because they remind her that grace is built, not bestowed.
Ideals
Freedom. No one should be trapped in a role they did not choose, not by family, not by fame, and not by fear. She believes people become most beautiful when they can move, speak, and live on their own terms.
Bonds
She keeps a folded program from her first great performance tucked safely away, a reminder of who she was before fame became expectation.
Flaws
She can be so polished and self-assured that she underestimates how deeply others may be hurt by being seen only as part of her performance. When she feels cornered, she answers with wit and deflection before honesty. She also struggles to ask for help, even when she desperately needs it.
Quirks
Background
Serriah first learned that attention could be shaped like music, even without an instrument. She grew up running between rehearsal halls, backstage corridors, and mirror-lined studios, memorizing the rhythm of applause the way other children memorized prayers. Her talent was never about a lute or a drum. It was in timing, movement, breath, expression, and the ability to make a crowd feel exactly what she wanted them to feel. By the time she was grown, she had turned performance into an art of presence, a living spell cast with posture, voice, and sheer confidence. When she walked away from the polished circuit of stages and sponsors, she kept the discipline and discarded the costume. Now she travels in modern athletic wear, preferring comfort, mobility, and a look that says she is ready for anything. Her magic is elegant and direct, a weaponized charm that opens doors, settles conflicts, and lets her read a room faster than most people can speak. She does not carry a weapon and does not need one. Serriah knows that the right smile, the right word, and the right silence can change a destiny more cleanly than steel ever could.
“It was in timing, movement, breath, expression, and the ability to make a crowd feel exactly what she wanted them to feel.”
- Background
- Entertainer
Connections
Species
Human
Media
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