Serriah
Serriah
Sheet
AC 13 · HP 163 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
Armor
Weapons
Tools
Languages
Features
26 featuresAction
- CountercharmLevel 6
When Action
Use an action to inspire allies against fear and charm.
Bonus action
- Bardic InspirationLevel 1
You can inspire others through stirring words or music. Use one bonus action to grant a Bardic Inspiration die, d12 at this level, to a creature within 60 feet that can hear you. The die can be added to one ability check, attack roll, or saving throw within 10 minutes.
Reaction
- Cutting WordsLevel 3
When When a creature you can see within 60 feet makes an attack roll, ability check, or damage roll
Add your reaction to reduce an enemy's roll by your Bardic Inspiration die.
Always on
- Bardic Inspiration, Font of Inspiration
When Short or long rest
After a short or long rest, choose up to six creatures who can hear you. Each regains bardic inspiration dice equal to one roll of your die.
- Bardic SpellcastingLevel 1
You know two cantrips of your choice from the bard spell list.
- SpellcastingLevel 1
You know four 1st level spells of your choice from the bard spell list.
- Bardic ProficienciesLevel 1
You are proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
- Skill ProficienciesLevel 1
You choose three skills to be proficient in from the bard skill 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
You can use a musical accompaniment or similar rhythm during short rests to help allies recover. Each creature that spends Hit Dice to regain hit points regains an extra 1d6 hit points.
- Bard CollegeLevel 3
Choose a bardic college. Here, Serriah follows the College of Lore, a tradition that prizes wit, secrets, and the mastery of words.
- ExpertiseLevel 3
You gain proficiency with three skills of your choice.
- Font of InspirationLevel 5
Your Bardic Inspiration die changes to a d8.
- ExpertiseLevel 10
You gain proficiency with three more skills of your choice.
- Magical SecretsLevel 10
Choose two spells from any class list. The chosen spells count as bard spells for you and are always known.
- Font of InspirationLevel 10
Your Bardic Inspiration die changes to a d10.
- Font of InspirationLevel 15
Your Bardic Inspiration die changes to a d12.
- ExpertiseLevel 17
You gain proficiency with three more skills of your choice.
- Magical SecretsLevel 14
Choose two additional spells from any class list. The chosen spells count as bard spells for you and are always known.
- Magical SecretsLevel 18
Choose two additional spells from any class list. The chosen spells count as bard spells for you and are always known.
- Superior InspirationLevel 20
You can take a short rest and recover one expended use of Bardic Inspiration if you have none left.
- Jack of All TradesLevel 2
Your feature lets you add half your proficiency bonus to ability checks you are not proficient in.
- Song of RestLevel 2
You can inspire allies to press on during rests, adding extra healing.
- TraitHumanAbility Score Increase, all ability scores increase by 1
- TraitHumanExtra Skill Proficiency, gain proficiency in one skill of your choice
- By Popular DemandEntertainer
You can always find a place to perform, whether in an inn, a court, a salon, or a street corner crowded with strangers eager for distraction.
Spells
25 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
8 itemsWeapons
- RapierA rapier from bard starting equipment, carried only because tradition insists, not because Serriah likes weapons.
- DaggerA dagger kept as part of starting gear, though Serriah does not favor fighting with blades.
Tools
- LuteA generic audience can be won with practiced charm, even if Serriah rarely uses the instrument itself.
Gear
- Entertainer's CostumeA set of fine traveling clothes, tailored for performance and movement, though Serriah prefers modern athletic wear.
- Diplomat's PackA diplomat's pack containing useful social and travel supplies.
- Modern Athletic ClothingA set of black yoga pants, fitted and flexible, suited to movement and performance.
- Sports BraA purple sports bra worn beneath her outfit, practical and sleek.
- Running ShoesBlack running shoes laced tight for speed and balance.
Appearance
Serriah is a striking Human woman with a lean, athletic build and fair skin. Her face is softly heart shaped, with a narrowed jawline and piercing icy blue eyes that seem to glow in the right light. Her platinum blonde hair is worn in a sharp undercut with the sides shaved close, giving her a futuristic, confident edge. She dresses in modern 2026 athletic streetwear, black yoga pants that hug her legs, a purple sports bra, and black running shoes laced tight. Her look is sleek, polished, and effortless, like a performer who can walk into a room and turn it into a stage without ever raising her voice.
Mannerisms
She moves like she is always halfway into a dance step, shoulders loose, chin slightly raised, as if music only she can hear is carrying her forward. When thinking, she taps two fingers against her wrist or the side of her thigh, keeping an invisible beat. In conversation she tilts her head, holds eye contact a second too long, and smiles as if she already knows the ending.
Personality
Confident, magnetic, and sharply observant, Serriah treats every room like a stage and every conversation like a duel she intends to win gracefully. She is playful under pressure, quick with a compliment, and even quicker with a devastatingly precise comment when someone needs to be put in their place. Despite her polished exterior, she is deeply empathetic toward outsiders, performers, and anyone trying to become someone new.
Ideals
Freedom. No one should be owned by fear, power, or expectation. Art is the cleanest path to truth, because people reveal themselves when they are moved.
Bonds
Serriah owes her rise to the one mentor who taught her that performance is not about vanity, but about giving people courage. She still carries that lesson into every hall and hallway she enters. She is fiercely protective of the spaces where outsiders can breathe, dance, and belong, and she will go to dangerous lengths to keep those places open. Somewhere in her travels, she also lost someone she loved to a cruel bargain with a powerful patron, and she has never stopped searching for the truth of what happened.
Flaws
Serriah hates feeling ordinary, so she sometimes pushes herself into danger just to prove she can control the room and the moment. She can be vain in private, especially about her appearance and presence, and criticism cuts deeper than she admits. When someone she cares about is threatened, she becomes reckless, theatrical, and dangerously willing to bluff her way through a problem that might have been solved more safely by patience.
Quirks
Background
Serriah was born human, but she learned early that the world rewards the people who know how to command attention. As a child she trained her body long before she trained her voice, running rooftops, climbing fire escapes, and dancing until her breathing became part of the rhythm. She discovered that a room could be changed by posture alone, by a stare held too long, by a smile offered at exactly the right moment. By the time she reached adulthood, she had become an entertainer who never needed a spotlight, because she carried one with her. At the height of her fame, Serriah began to travel between courts, clubs, and festival grounds, gathering stories as easily as applause. She learned that beauty could be armor, wit could be a blade, and a well placed word could end a feud faster than steel. Though she refuses weapons and instruments, she is far from helpless. Her talent lies in timing, movement, and a voice that can soothe a crowd or cut through a lie. In every city she visits, people remember the woman in sleek black athletic wear, with icy eyes and a calm smile, who could make them laugh, confess, or follow her lead without ever seeming to ask.
“She discovered that a room could be changed by posture alone, by a stare held too long, by a smile offered at exactly the right moment.”
- Background
- Entertainer
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Serriah into a sheet
A high-res, share-ready sheet you can post or print.