Morgan
Morgan
Sheet
AC 17 · HP 80 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Cunning ActionLevel 2
When Your turn
Dash, Disengage, or Hide.
Reaction
- SkirmisherLevel 3
When Enemy ends turn within 5 feet
Move 20 feet away without provoking opportunity attacks.
- Uncanny DodgeLevel 5
When Hit by an attack from visible enemy
Halve the damage from that attack.
Always on
- ExpertiseLevel 1
Double proficiency bonus for Stealth, Perception, Athletics, and Insight.
- Sneak AttackLevel 1
Deal an extra 6d6 damage once per turn to a creature you hit with an attack if you have advantage or if an ally is within 5 feet of the target.
- SurvivalistLevel 3
You gain proficiency in Nature and Survival. Your proficiency bonus is doubled for any check you make with those skills.
- EvasionLevel 7
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and half damage if you fail.
- Superior MobilityLevel 9
Your walking speed increases by 10 feet.
- Reliable TalentLevel 11
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- Bonus LanguageHumanOrcish
- City SecretsUrchin
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss.
Gear
9 itemsWeapons
- Curved Ivory DaggerA sharp, curved blade with a handle made of wyrm-bone ivory. Uses Rapier statistics.
- 2×DaggerStandard steel daggers.
- ShortbowA survival bow for desert hunting.
Armor
- Studded Leather ArmorLeather armor reinforced with steel studs.
Tools
- Thieves' ToolsA set of tools used for picking locks and disarming traps.
Gear
- 20×ArrowsArrows kept in a leather quiver.
- Burglar's PackBackpack containing 10 feet of string, a bell, candles, crowbar, hammer, pitons, lantern, oil, rations, tinderbox, and waterskin.
- Piece of Desert GlassA smooth green fragment of sand fused by heat.
- Map of Zahra-NurA hand-drawn map of the local city and surroundings.
Appearance
Morgan is a woman of thirty-five years with a lean, wiry build and sun-etched skin. Her dark brown hair is cropped short and streaked with grey at the temples. Her face is defined by a slightly crooked, twice-broken nose and high cheekbones. She wears a long, unbuttoned coat of faded brown leather over dusty linen travel gear. An ivory-handled curved dagger rests in a rib-strap holster.
Mannerisms
Morgan stands with her weight shifted back, ready to bolt at a moment's notice. She often rubs the scars on her knuckles when she is anxious.
Personality
Morgan is a creature of caution, her survival instincts honed by years of desert heat and city shadows. She speaks only when necessary and keeps her eyes constantly scanning for exits and threats. She is intensely practical, viewing information and discretion as her primary currency, but beneath her guarded exterior lies a deep-seated hatred for those who exploit the innocent.
Ideals
Independence. No one is going to look out for me but myself, and I will never let another person own my time or my life.
Bonds
I carry a shard of fused desert glass from my family's last campfire, it is the only evidence that my life before Zahra-Nur was real.
Flaws
I find it nearly impossible to trust any offer of help, always looking for the hidden angle or the betrayal to come.
Quirks
Background
Born to a nomad tribe, Morgan's life changed forever when a sandwyrm obliterated her family caravan, leaving her the sole survivor. She found her way to the city of Zahra-Nur and spent her adolescence as a street urchin, learning the value of silence and a fast pair of boots. Her intimate knowledge of the shifting sands eventually earned her a role as a courier for Malik, a powerful and ruthless merchant lord. For five years she was his most reliable asset, carrying high-stakes packages across the Sunken Oasis. Everything shattered three weeks ago. Morgan arrived at a remote waystation to find her contact slaughtered and the outpost occupied by a sandwyrm cult. Hidden in the shadows, she overheard a deal involving Malik trading live prisoners for powerful wyrm-eggs. Realizing the man she served was complicit in the very horror that destroyed her family, she fled into the dunes. Now she is a hunted woman, running from Malik's assassins and carrying the dangerous weight of what she knows.
“She found her way to the city of Zahra-Nur and spent her adolescence as a street urchin, learning the value of silence and a fast pair of boots.”
- Background
- Urchin
Connections
Species
Human
Media
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