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Serriah - AI-generated fantasy Character

Serriah

Human · Bard (College of Lore) · Level 20 · Entertainer

Serriah

Confident, quick-witted, and fiercely self-directed.
AC13
HP163/163
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 163 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXSTRCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InsightWIS
  • PerformanceCHA
  • PersuasionCHA

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
One musical instrument of choice,
One musical instrument of choice,
One musical instrument of choice

Languages

Common

Features

28 features

Bonus action

  • Bardic InspirationLevel 1

    You can inspire others with stirring words or music. As a bonus action, you grant a Bardic Inspiration die to a creature within 60 feet. A creature can add the die to one ability check, attack roll, or saving throw within 10 minutes. You regain uses on a long rest, and at higher levels you recover them on a short rest.

Always on

  • Inspiration Die

    When Bonus action

    Bardic Inspiration, grant an ally a d12 to add to a check, attack, or save.

  • Cutting Words

    When Reaction

    Cutting Words, subtract your Bardic Inspiration die from an enemy's attack roll, ability check, or damage roll.

  • Peerless Skill

    When Use Bardic Inspiration on yourself

    Peerless Skill, add a Bardic Inspiration die to an ability check after seeing the roll.

  • SpellcastingLevel 1

    You can weave magic through performance and force of personality. You know bard cantrips and bard spells, and you use Charisma as your spellcasting ability.

  • Jack of All TradesLevel 2

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

  • Song of RestLevel 2

    A creature that spends a Hit Die to regain hit points can regain extra hit points equal to your bard level plus the creature's Charisma modifier, if it can hear your performance.

  • ExpertiseLevel 3

    Choose two skill proficiencies. Your proficiency bonus is doubled for any ability check you make with them.

  • Bard CollegeLevel 3

    You gain the benefits of a bard college, which grants specialized features at later levels.

  • Font of InspirationLevel 5

    You can now use your Bardic Inspiration a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest.

  • CountercharmLevel 6

    You can use music or spoken performance to disrupt magical fear and charm. You and allies gain advantage on saves against being frightened or charmed while you perform.

  • Bardic Inspiration ImprovementLevel 5

    Your Bardic Inspiration die becomes a d8.

  • Magical SecretsLevel 10

    You can learn two additional spells from any class list. They count as bard spells for you.

  • Bardic Inspiration ImprovementLevel 10

    Your Bardic Inspiration die becomes a d10.

  • ExpertiseLevel 10

    Choose two additional skills. Your proficiency bonus is doubled for any ability check you make with them.

  • Superior InspirationLevel 20

    You gain a die of Bardic Inspiration if you have none when you roll initiative.

  • Additional Magical SecretsLevel 14

    At 14th level and again at 18th level, you learn two more spells from any class list.

  • Bardic Inspiration ImprovementLevel 15

    Your Bardic Inspiration die becomes a d12.

  • Magical SecretsLevel 18

    You can choose from any of the following 18th-level magical secrets options, and your capstone spell access is complete through your known spells and slots.

  • Ability Score ImprovementLevel 4

    You gain two Ability Score Improvements over the course of your career, though your presented scores already reflect the stated character build and species bonuses.

  • Ability Score ImprovementLevel 8

    You gain another Ability Score Improvement.

  • Ability Score ImprovementLevel 12

    You gain another Ability Score Improvement.

  • Ability Score ImprovementLevel 16

    You gain another Ability Score Improvement.

  • Ability Score ImprovementLevel 19

    You gain another Ability Score Improvement.

  • TraitHumanAbility Score Increase, +1 to all ability scores
  • TraitHumanExtra Skill, human versatility grants one additional skill proficiency
  • TraitHumanExtra Language, you know one additional language
  • By Popular DemandEntertainer

    She can always find a place to perform, and people of good social standing will usually make room for her to rest, eat, and gather an audience.

Spells

22 spells

Spellcasting. 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): no spells

8th level (1 slot): no spells

9th level (1 slot):

Gear

8 items

Weapons

  • Rapier
    A rapier, part of the bard's starting equipment, though Serriah prefers not to rely on weapons.
  • Dagger
    A dagger, part of the bard's starting equipment, though Serriah rarely uses weapons.

Armor

  • Leather armor
    Leather armor, included by bard starting equipment, though Serriah usually favors mobility and appearance over armor.

Tools

  • Lute
    A lute, part of the bard starting equipment, though Serriah does not use instruments in practice.

Gear

  • Modern travel clothes, black yoga pants, purple sports bra, black running shoes
    A set of stylish modern clothes adapted to Serriah's athletic lifestyle and personal identity.
  • Entertainer's pack
    An entertainer's pack containing costume pieces and performance gear.
  • Fine clothes
    A set of fine clothes from the entertainer background.
  • Letter of introduction from a former patron
    A favor from an admirer or patron who still owes her a service.

Appearance

Serriah is a striking human woman with fair skin, a sharp undercut of platinum blonde hair, and piercing icy blue eyes. She favors sleek modern athletic wear, black yoga pants, a purple sports bra, and black running shoes, all fitted to her lean, well-defined frame. Her expression is alert and self-possessed, with a relaxed confidence that makes her look ready to sprint, dance, or vanish into a crowd at a moment's notice.

Mannerisms

She stands with her weight on the balls of her feet, ready to move, and she punctuates conversation with small, precise hand gestures as if conducting invisible music. When thinking, she tilts her head and narrows those icy blue eyes as though measuring the room for rhythm, tension, and exit routes.

Personality

Confident, quick-witted, and fiercely self-directed. Serriah is warm to allies, devastatingly sharp to bullies, and endlessly curious about how people present themselves to the world. She treats identity as something to be shaped with intention, like a performance perfected through discipline.

Ideals

Freedom. No one should be trapped by fear, shame, or the expectations of tradition. Serriah believes art, style, and self-invention are valid forms of rebellion.

Bonds

She keeps a handwritten list of every person who gave her a stage when she had none, and she repays debts like sacred vows. She will not abandon a companion who has trusted her with their fear, their secret, or their last chance.

Flaws

She is reckless when challenged, especially if someone doubts her talent, her body, or her freedom. She can also be so determined to control the mood of a room that she forgets not every crisis can be solved with confidence and charm.

Quirks

She straightens her running shoes before any major conversation, as if preparing for a stage entrance.
She hums silently when anxious, moving her fingers like she is keeping tempo.
She constantly checks reflections in windows and mirrors, not from vanity alone, but from habit and awareness.
She prefers to negotiate while walking, never while sitting still.

Background

Serriah learned early that a room changes when she enters it. As a human child with a voice too bold for the small town that raised her, she discovered that music, timing, and a little theater could turn suspicion into applause. She trained her body as hard as her voice, running at dawn, dancing until her lungs burned, and learning to move with the same precision she used to land a perfect harmony. Over time, she became known less for any single performance than for the feeling she left behind, a thrill of possibility, as if the world itself had briefly become more generous. By the time she joined the great circuits of courts, clubs, and festival stages, Serriah had already decided that she would never belong to the old rules of glamour or power. She dresses for motion, not ceremony, and prefers the clean practicality of modern athletic clothes to robes, armor, or glittering costumes. Her magic is not carried in a lute or trumpet, but in her breath, her stance, her voice, and the sheer force of her presence. She is a storyteller, negotiator, and living spark, equally at home calming a riot, starting one, or stepping into a crisis with a smile that says she has already chosen the ending.

“She dresses for motion, not ceremony, and prefers the clean practicality of modern athletic clothes to robes, armor, or glittering costumes.”
From their backstory
Background
Entertainer

Connections

Species

Human

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