Serriah
Serriah
Sheet
AC 16 · HP 183 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
Armor
Weapons
Tools
Languages
Features
36 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- TraitChangelingShapechanger, as an action you can change your appearance and your voice. Your statistics are unchanged.
Bonus action
- Dig DeepLevel 4
As a bonus action, you can dig deep for 10 minutes, gaining resistance to bludgeoning, piercing, and slashing damage and ignoring exhaustion below 6.
- Pocket SandLevel 6
As a bonus action, you throw debris into a creature's eyes. On a failed Constitution save, it is blinded until the end of its next turn.
Reaction
- Bloodied But UnbowedLevel 2
When you take damage, you can use your reaction to regain all expended Moxie Points. If you are bloodied, you also gain temporary hit points.
Always on
- Bardic InspirationLevel 1
When Bonus Action
You inspire allies with force of personality and music.
- Mantle of InspirationLevel 3
When Bonus Action
You spend inspiration to surround yourself with fey majesty and grant allies temporary hit points and movement.
- Mantle of MajestyLevel 6
When Action
You command charm and obedience through magical authority.
- Salty SaluteLevel 3
When Bonus Action
You hurl an enraging insult that can deal psychic damage and distract a foe.
- HaymakerLevel 5
When On hit
You can retaliate with a maximum-damage unarmed strike by spending Moxie.
- Dirty TricksLevel 6
When When you hit or as a bonus action
You can use a dirty trick to stop movement, create advantage for allies, or blind a target.
- Bonus ProficienciesLevel 1
You have proficiency in two skills of your choice.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that uses a skill proficiency you lack.
- Song of RestLevel 2
You can use a song, poem, or dance to help restore wounded allies when they finish a short rest. Each creature that spends one or more Hit Dice regains an extra 1d10 hit points.
- ExpertiseLevel 3
Choose three skills. You have expertise, which means your proficiency bonus is doubled for any ability check you make with them.
- Bard College, College of GlamourLevel 3
You gain the features of the College of Glamour: Mantle of Inspiration and Enthralling Performance.
- Enthralling PerformanceLevel 3
If you perform for at least 1 minute, you can attempt to charm humanoids who watched you. This can make a performance dangerously unforgettable.
- Font of InspirationLevel 5
You regain all expended Bardic Inspiration when you finish a short or long rest.
- ExpertiseLevel 10
You gain two additional skill proficiencies, and your Bardic Inspiration die becomes a d10.
- Magical SecretsLevel 10
You can learn two spells of your choice from any class list. These spells count as bard spells for you.
- Unbreakable MajestyLevel 14
At level 14, your College of Glamour makes you a near-mythic figure. Creatures that strike you risk being charmed, and your beauty or presence can overwhelm hostile intent.
- Magical SecretsLevel 14
You learn two more spells of your choice from any class list. These spells count as bard spells for you.
- SpellcastingLevel 1
You know your arcane tricks, can cast bard spells, and can use a spellcasting focus for your bard spells.
- Bad AttitudeLevel 3
You gain proficiency in Intimidation if you do not already have it, and add your Strength modifier to Intimidation checks.
- MoxieLevel 2
You have a pool of Moxie Points that 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 a Moxie Point to add your Fisticuffs die to the roll. If it still fails, you regain the point.
- Heavy HitterLevel 3
When you hit with an unarmed strike, you can deal damage and also grapple or shove the target.
- Pugilist Subclass: Piss and VinegarLevel 3
You gain a Pugilist subclass. Serriah’s street-fighting style is all sharp tongues, dirty tricks, and crowd-drawing cruelty.
- Ability Score ImprovementLevel 4
When you gain this feature, you also gain the ability to improve your ability scores or take a feat.
- Moxie-Fueled FistsLevel 6
Your unarmed strikes and improvised weapon attacks can deal force damage instead of their normal damage type.
- HeelstomperLevel 6
When you deal damage with an unarmed strike or pugilist weapon, the target must save or have its speed reduced to 0.
- Low BlowLevel 6
When you deal damage with an unarmed strike or pugilist weapon, the target must save or attacks against it have advantage until the end of your next turn.
- TraitChangelingUnsettling Visage, you can make your face briefly frightening or uncanny to gain advantage on Intimidation or to unsettle observers.
- TraitChangelingChangeling resistances of identity and disguise, allowing you to pass as another humanoid with practiced ease.
- TraitChangelingDual nature, with an instinctive talent for adaptation, performance, and social infiltration.
- By Popular DemandEntertainer
You can always find a place to perform, and people are generally disposed to reward your entertainment with food, lodging, or a modest fee. In civilized places, your reputation as a performer opens doors and attracts attention.
Spells
26 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
10 itemsWeapons
- RapierA finely balanced blade suited for stage presence and self-defense.
- DaggerA sidearm kept within easy reach.
Armor
- Leather ArmorProtective leather armor tailored for mobility.
Tools
- LuteA lute used for performances and focus.
- FluteA flute carried for quieter venues and intimate performances.
- DrumA drum used to command attention in a crowd.
- ViolA viol used for polished court performances.
Gear
- CostumeA set of elegant travel clothes for performances and social work.
- Favor from an AdmirerA token from a grateful admirer or client.
- Diplomat's PackA pack filled with supplies for social travel and performance.
Appearance
Serriah is striking and unsettling, with stark white skin, a silver-white undercut, and large blank white eyes ringed in dark shadow. Her nose and mouth are subtly defined, almost ghostlike, and her build carries a deliberate, glamorous femininity. She dresses in sleek modern high-fantasy clothes that balance stage elegance with streetwise practicality, often favoring fitted fabrics, ornamental jewelry, and performance wear that can survive both a spotlight and a scuffle.
Mannerisms
She speaks with deliberate softness until the last word of a sentence, then lets it snap like a stage cue. She often tilts her head as if listening to an audience only she can hear, and when irritated she smiles without showing her teeth. In combat she rolls her shoulders like a dancer about to take the spotlight, and after a fight she smooths her clothes with meticulous care.
Personality
Serriah is dazzling, razor-tongued, and hard to impress. She treats life like an ongoing performance, but the performance is also a shield, a weapon, and a promise that she will always stay one step ahead of anyone who wants to claim her. Around allies she is fiercely protective, unexpectedly funny, and deeply generous. Around enemies she is theatrical, cruel when necessary, and impossible to intimidate.
Ideals
Freedom. No one gets to define her body, her face, her name, or her worth. She believes every person deserves the right to reinvent themselves, and she uses fame, glamour, and force to pry open doors that were built to stay shut.
Bonds
She keeps a hidden ledger of everyone who ever helped her when she had nothing, and she repays debts with absolute loyalty. She also protects other outcasts, escorts, performers, and shapechangers who live under the weight of public hunger and private judgment.
Flaws
Serriah cannot resist escalating a room once she feels dismissed, and she takes insults far more personally than she admits. She keeps lovers, clients, and admirers at arm's length with practiced charm, then wonders why intimacy always feels like a threat. When someone tries to control her appearance, voice, or choices, she can become viciously vindictive before thinking through the consequences.
Quirks
Background
Serriah first learned to survive by becoming unforgettable. In the reflected glow of club lights, tavern lamps, and enchanted camera crystals, she turned herself into a figure people could not stop staring at. Her changeling gift made reinvention easy, but it was glamour magic that taught her how to direct that attention, how to make a room hush, lean in, and pay. She sold beauty, mystery, and companionship under many names, always keeping one step ahead of anyone who tried to own the story she was telling. When attention turned dangerous, Serriah learned to hit back. Back alleys, green rooms, and late-night street corners taught her the value of an elbow, a head fake, and a ruthless smile. She discovered that fighting like a performer, with timing, posture, and cruelty in equal measure, could end a brawl before it became a tragedy. Now she travels as a celebrated bard and infamous bruiser, a living spectacle who can charm a noble court at dinner, then flatten a thug in the street before the wine has settled.
“In the reflected glow of club lights, tavern lamps, and enchanted camera crystals, she turned herself into a figure people could not stop staring at.”
- Background
- Entertainer
Connections
Species
Changeling
Media
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