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Serriah - AI-generated fantasy Character

Serriah

Changeling · Bard 14 / Pugilist 6 (College of Glamour, Piss and Vinegar) · Level 20 · Entertainer

Serriah

Cool, glamorous, and sharply verbal, Serriah treats confidence as both armor and performance.
AC16
HP183/183
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 183 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAgeAdult
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InsightWIS
  • IntimidationSTR
  • PerformanceCHA
  • PersuasionCHA

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Pugilist weapons,
Improvised weapons

Tools

Disguise kit,
One musical instrument of choice,
One type of gaming set or artisan tool of choice

Languages

Common,
Elvish,
One additional language of choice

Features

32 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn.

  • TraitChangelingShapechanger, can alter appearance and voice as an action

Bonus action

  • Bardic InspirationLevel 1

    You have a pool of Bardic Inspiration dice that are d12s. You can use a bonus action to inspire an ally within 60 feet who can hear you.

  • FisticuffsLevel 1

    You gain the Pugilist fighting style called Fisticuffs. While unarmed or wielding only Pugilist weapons and wearing light or no armor with no shield, you can make an unarmed strike as a bonus action, your unarmed and Pugilist weapon damage uses your Fisticuffs die, and improvised weapons count as having the Sap mastery property for you.

  • Dig DeepLevel 4

    As a bonus action, you can dig deep. For 10 minutes, you have resistance to bludgeoning, piercing, and slashing damage, and you ignore exhaustion levels below 6. You can use this once per long rest, or gain 1 exhaustion to restore it immediately.

  • Dirty TricksLevel 6

    You gain one Dirty Trick each turn. Heelstomper can reduce a target's speed to 0 on a failed Dexterity save after you deal damage. Low Blow can impose advantage on attacks against a target until the end of your next turn on a failed Strength save after you deal damage. Pocket Sand can blind a creature within 10 feet on a failed Constitution save as a bonus action.

Reaction

  • Unbreakable MajestyLevel 14

    As a reaction when a creature hits you, you can force it to make a Wisdom saving throw or be unable to attack you effectively, strengthening your regal presence.

  • Bloodied But UnbowedLevel 2

    When you take damage, you can use your reaction to regain all expended Moxie Points. If you are Bloodied when you do so, you also gain temporary hit points equal to four times your Pugilist level. You can use this again only after a short or long rest.

Always on

  • Mantle of InspirationLevel 3

    When Bonus Action

    You create a burst of glamour that grants temporary hit points to allies and lets them move without provoking opportunity attacks.

  • Mantle of MajestyLevel 6

    When Bonus Action

    You command the stage with overwhelming charisma, forcing obedience through your enchanted presence.

  • Salty SaluteLevel 3

    When Bonus Action

    You hurl an enraging insult that deals psychic damage and forces a hostile creature to focus on you.

  • One-Two Punch

    When Bonus Action

    You strike twice with your fists, then follow with an unarmed bonus strike if available.

  • SpellcastingLevel 1

    You know the bard spellcasting, using Charisma as your spellcasting ability. You can cast bard spells you know and use a spellcasting focus for bard spells.

  • Bard CantripsLevel 1

    You learn two cantrips 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 doesn't already include your proficiency bonus.

  • Song of RestLevel 2

    If you and any creatures that are friendly to you regain hit points at the end of a short rest, each of those creatures regains an extra 1d6 hit points.

  • Bonus Proficiencies and ExpertiseLevel 3

    You gain proficiency in one skill of your choice and expertise in two skills you are proficient with. For this build, the bonus skill is Intimidation, and the expertise skills are Performance and Persuasion.

  • Font of InspirationLevel 5

    When a creature rolls your Bardic Inspiration die to add to an ability check, attack roll, or saving throw, the die remains available until it is used.

  • Enthralling PerformanceLevel 3

    You can enthrall a crowd with your performance, charming observers who fail their saving throw and leaving them predisposed to be captivated by you.

  • Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, your base Armor Class equals 12 plus your Constitution modifier.

  • MoxieLevel 2

    You have Moxie Points equal to your Pugilist level, which refresh on a short or long rest. You know Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When you fail a Strength, Dexterity, Constitution, or Charisma check, you can spend 1 Moxie Point to roll your Fisticuffs die and add it to the check. If it still fails, you regain the point and cannot use this feature again until after a short or long rest.

  • Heavy HitterLevel 3

    When you hit a creature with an unarmed strike, you can deal damage and choose to apply either the Grapple or Shove option.

  • Pugilist SubclassLevel 3

    You gain a Pugilist subclass.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or a feat for which you qualify.

  • HaymakerLevel 5

    When you make an attack with an unarmed strike or Pugilist weapon, you can spend 1 Moxie Point to deal maximum damage on a hit, and the point is regained on a hit.

  • Moxie-Fueled FistsLevel 6

    Your unarmed strikes and improvised weapon attacks can deal force damage instead of their normal damage type.

  • Bad AttitudeLevel 3

    You are proficient in Intimidation, and add your Strength modifier, minimum +1, as a bonus to Intimidation checks.

  • TraitChangelingChangeling Instincts, proficiency in two skills of choice, reflected in skill selection
  • TraitChangelingCreature of adaptation, socially fluid and difficult to pin down
  • TraitChangelingDarkvision is not assumed unless your table uses a specific changeling variant
  • By Popular DemandEntertainer

    By Popular Demand. She can always find a place to perform, and people are inclined to feed, shelter, and hear her out because they know her name or her face.

Spells

23 spells

Spellcasting. 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): , , ,

Gear

5 items

Weapons

  • Dagger
    A simple dagger kept as part of bard starting equipment, though she prefers her hands.

Tools

  • Disguise Kit
    A well-used disguise kit for changing faces, makeup, and identity markers.

Gear

  • Travel Clothes
    A pair of fine but practical stage clothes, worn here as a grey hoodie sweatshirt and black cargo pants.
  • Costume
    A favorite costume piece kept for performances and private appointments.
  • Adventuring Gear
    A cloak, common clothes, and a belt pouch with starting coin.

Appearance

Serriah is a striking changeling with stark white skin, silver-white undercut hair, and a soft feminine silhouette. Her face is nearly featureless at a glance, defined by oversized blank white eyes ringed in dark shadow, with a subtle nose and a nearly invisible mouth. She favors a grey hoodie sweatshirt and black cargo pants, dressed like someone who slips between crowds unnoticed until she wants to be seen. Her beauty feels uncanny and deliberate, equal parts model, impostor, and warning sign.

Mannerisms

She rarely blinks, and when she does, it feels theatrical. She tilts her head as if listening to music nobody else can hear, and she tends to stand just outside arm's reach until she decides someone is worth the risk. In conversation, she smiles with only the corners of her mouth and punctuates important points by tapping her knuckles against her own palm.

Personality

Cool, glamorous, and sharply verbal, Serriah treats confidence as both armor and performance. She is playful in a way that can turn predatory in an instant, especially when someone underestimates her. Underneath the poise, she is intensely observant, deeply private, and fiercely protective of people who live on the edges of society.

Ideals

Freedom. No one gets to own a body, a face, or a story. Serriah believes identity belongs to the one who wears it, and survival is just another form of authorship.

Bonds

She keeps a hidden list of the few clients, lovers, and fellow performers who treated her like a person instead of a commodity. If one of them is threatened, she becomes terrifyingly focused.

Flaws

Serriah trusts flattery too quickly when it is delivered with perfect timing. She sometimes treats danger like a flirtation, pushing too far just to prove she cannot be controlled. When she feels cornered, she can become cruel in the way only someone who has survived humiliation knows how to be.

Quirks

She never introduces herself the same way twice.
She absentmindedly cracks her knuckles before every important conversation.
She keeps perfect posture until the moment she decides to strike.
She likes to mirror the body language of people she is trying to unsettle.

Background

Serriah learned early that identity was a currency. As a changeling, she could be anyone, but she found that the world was easiest to survive when she became exactly what other people wanted to see. She worked stages, private parties, and glossy camera sets, building a life out of applause, contracts, and the dangerous intimacy of being watched. Her glamour made her unforgettable. Her fists made sure nobody forgot the cost of touching what was not offered. When the lights went down, Serriah’s charm became a blade with a smile on its face. She drifted from club to club and city to city, taking fight work in back rooms and protection jobs for clients who preferred a beautiful lie with sharp knuckles. The Piss and Vinegar style suited her, because she never believed in fair fights, only decisive ones. Now she performs, seduces, survives, and punishes all with the same calm confidence, treating every room like a stage and every threat like an audience that has overstayed its welcome.

“As a changeling, she could be anyone, but she found that the world was easiest to survive when she became exactly what other people wanted to see.”
From their backstory
Background
Entertainer

Connections

Species

Changeling

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