Serriah
Serriah
Sheet
AC 16 · HP 183 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
Armor
Weapons
Tools
Languages
Features
46 featuresAction
- Mantle of MajestyLevel 10
As an action, you can spend a Bardic Inspiration to cast command without expending a spell slot, and you can continue issuing commands while concentrating.
- TraitChangelingShapechanger, you can alter your appearance and voice as an action.
Bonus action
- Brace Up
When Bonus Action
As a bonus action, spend a Moxie Point to gain temporary hit points.
- One-Two Punch
When Bonus Action
Spend a Moxie Point to make two unarmed strikes as a bonus action.
- Bonus Unarmed Strike
When Bonus Action
If you are unarmed or only wielding Pugilist weapons in light or no armor, you can make a bonus action unarmed strike.
- Pocket Sand
When Bonus Action
As a bonus action, blind a nearby creature with thrown grit and detritus.
- Dig Deep
When Bonus Action
As a bonus action, resist bludgeoning, piercing, and slashing damage and ignore exhaustion below 6 for 10 minutes.
- Bardic InspirationLevel 1
You know Bardic Inspiration and can use a bonus action to inspire allies with a die that improves as you level.
- Mantle of InspirationLevel 3
As a bonus action, you expend Bardic Inspiration to grant allies temporary hit points and allow them to move without provoking opportunity attacks.
Reaction
- CountercharmLevel 6
You can use a reaction to inspire an ally who fails a saving throw, attack roll, or ability check.
Always on
- Stick and Move
When Bonus Action
Spend a Moxie Point to make an unarmed strike and Dash or Disengage.
- Bloodied But Unbowed
When Reaction
When taking damage, regain all expended Moxie Points. If bloodied, gain extra temporary hit points.
- Swagger Streak
When Failed Ability Check
Failed STR, DEX, CON, or CHA check can be boosted by rolling Fisticuffs die and adding it to the check.
- Heavy Hitter
When On Hit
On an unarmed hit, you can also grapple or shove.
- Fisticuffs Die
When Passive
Roll a Fisticuffs die instead of normal unarmed strike damage, improved by level.
- Improved Improvisation
When Passive
Improvised weapons gain Sap mastery for you.
- Iron Chin
When Passive
While unarmored or in light armor without a shield, AC equals 12 plus CON modifier.
- Moxie-Fueled Fists
When Passive
A hit with an unarmed strike or improvised weapon can deal force damage instead of normal damage.
- Haymaker
When On Hit
When you hit with an unarmed strike or pugilist weapon, you can expend Moxie to deal maximum damage and regain the point on a hit.
- Salty Salute
When Bonus Action
Your heel-heavy insults force a Wisdom save or psychic damage and disadvantage against others until your next turn.
- Heelstomper
When On Hit
When you deal damage, the target must save or its speed becomes 0 for 1 minute.
- Low Blow
When On Hit
When you deal damage, the target must save or attacks against it have advantage until the end of your next turn.
- ExpertiseLevel 1
You can choose 3 skills to gain expertise, doubling your proficiency bonus.
- SpellcastingLevel 1
You can learn 2 bard cantrips and a number of bard spells known appropriate to your level.
- Bardic ProficienciesLevel 1
You have proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
- Ritual CastingLevel 1
You can focus on one instrument or performance tradition to channel your magic and artistry.
- Song of RestLevel 2
After a short or long rest, one ally who hears your performance can gain extra healing from spending Hit Dice.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check that does not already include your proficiency bonus.
- ExpertiseLevel 3
You gain a second set of skill expertise.
- College of GlamourLevel 3
You join the College of Glamour, gaining fey-touched stage magic and command over beauty and awe.
- Enthralling PerformanceLevel 3
Creatures charmed by you must try to comply with your performance after you entertain them for 1 minute.
- Font of InspirationLevel 5
Your Bardic Inspiration die becomes a d10.
- Font of Inspiration RecoveryLevel 5
You can use Bardic Inspiration after a short or long rest without expending spell slots for magical recovery.
- Superior InspirationLevel 10
Your Bardic Inspiration die becomes a d12.
- ExpertiseLevel 10
You gain 2 additional skill expertises.
- Magical SecretsLevel 10
You learn 2 spells from any class list, which count as bard spells for you.
- Unbreakable MajestyLevel 14
Your charm and presence create a devastating aura, making you difficult to ignore or strike.
- Magical SecretsLevel 14
You learn 2 more spells from any class list, which count as bard spells for you.
- Superior InspirationLevel 20
You regain one use of Bardic Inspiration whenever you roll initiative and have none left.
- ExpertiseLevel 20
You gain the final set of skill expertise from bard progression.
- TraitChangelingUnsettling Visage, faintly unnerving features can unsettle others.
- TraitChangelingDual Shapeshifter talent, your social adaptability is exceptional.
- TraitChangelingDarkvision, you can see in dim light within 60 feet as if it were bright light.
- TraitChangelingCommon and one extra language from your heritage.
- TraitChangelingChangeling ability score increase, +2 Charisma and +1 Dexterity.
- By Popular DemandEntertainer
If performance matters, Serriah can usually find free room, board, and attention from those who enjoy their act or want to be associated with their fame.
Spells
22 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):
Gear
7 itemsWeapons
- 2×DaggerA dagger, more as a backup than a primary weapon.
Tools
- Disguise kitA disguise kit used to reshape appearances and identities.
- LuteA musical instrument of choice, kept mostly for public cover and formal performances.
Gear
- Fine clothesA perfumed set of entertainer's clothes.
- Diplomat's packA scholar's pack or diplomat-style travel gear, chosen to suit a silver-tongued performer.
- Travel clothesA gray hoodie sweatshirt and black cargo pants for streetwear and travel.
- Performance kitA few costume pieces, wigs, makeup, and stage accessories.
Appearance
Stark white skin, silver-white undercut hair, featureless face with enormous blank white eyes ringed in dark shadow, almost absent nose and mouth, a feminine frame with soft curves, gray hoodie sweatshirt, black cargo pants, and Converse sneakers. They move with polished confidence, equal parts runway poise and street-fighter menace.
Mannerisms
Speaks softly and precisely, then punctuates key phrases with a dry smirk or a sudden intimate lean forward. When amused, Serriah tilts their head like they are studying a lie for its craftsmanship. In tense moments, they crack their knuckles, roll one shoulder, and let silence do the threatening.
Personality
Cool, teasing, and impossible to embarrass. Serriah treats every room like a stage, every conversation like a duel, and every insult like foreplay with consequences. They are fiercely protective of anyone deemed disposable by the powerful, but they mask compassion behind a blade-sharp wit and a dazzling, unreadable stare.
Ideals
Freedom. Identity should belong to the one who wears it, not the crowd that stares. Serriah believes every person deserves the right to choose who they are, even if the choice is messy, theatrical, or dangerous.
Bonds
Serriah keeps a private ledger of everyone who ever treated them like a person instead of a novelty, and they will repay kindness with ruthless loyalty. They also protect the small circle of performers, escorts, and street hustlers who helped them survive before fame found them.
Flaws
Serriah can become cruelly dismissive when someone tries to own them, define them, or reduce them to a role. They sometimes confuse emotional intimacy with strategic leverage, and they are far too skilled at disappearing before anyone can truly know whether they are serious. Under stress, they overperform, turning pain into spectacle instead of asking for help.
Quirks
Background
Serriah was not born with a face that fit into polite society, at least not one that stayed the same for long. As a changeling, they learned early that identity was a tool, a shield, and sometimes a weapon. In the city’s night markets, back rooms, and velvet-draped clubs, Serriah discovered that a perfect expression, a perfect body line, and a perfect lie could open as many doors as a lockpick. They became known as a captivating model and a high-end companion, but the truth behind the glamour was simpler and harder, Serriah was always studying people, always learning what makes them stare, smile, blush, or back down.
“As a changeling, they learned early that identity was a tool, a shield, and sometimes a weapon.”
- Background
- Entertainer
Connections
Species
Changeling
Media
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