Morgan
Morgan
Sheet
AC 16 · HP 69 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresBonus action
- Cunning ActionLevel 2
You can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide.
Reaction
- SkirmisherLevel 3
You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
- Uncanny DodgeLevel 5
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Always on
- ExpertiseLevel 1
Your proficiency bonus is doubled for Stealth, Acrobatics, Perception, and Insight.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 6d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
- Thieves' CantLevel 1
You have learned thieves' cant, a secret mix of dialect, jargon, and code.
- SurvivalistLevel 3
You gain proficiency in Nature and Survival, and your proficiency bonus is doubled for any check you make that uses either of those proficiencies.
- 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 only half damage if you fail.
- Supreme SneakLevel 9
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
- 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.
- Ability Score IncreaseHuman+1 to all ability scores.
- City SecretsUrchin
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss.
Gear
5 itemsWeapons
- Ivory Handled DaggerA sharp, curved dagger with a smooth ivory grip.
- ShortbowA light wood bow used for desert hunting.
Armor
- Leather ArmorFaded brown leather, travel-worn but sturdy.
Tools
- Thieves' ToolsSmall files, lock picks, and wire.
Gear
- Burglar's PackBackpack containing 1000 ball bearings, string, bell, 5 candles, crowbar, hammer, pitons, hooded lantern, oil, rations, and water skin.
Appearance
Morgan is a human woman of thirty five years with a lean and wiry build honed by years of desert travel. Her face is sharp featured with high cheekbones and a nose that has been broken and healed slightly crooked. Her skin is weathered by sun and wind. Her hair is dark brown and cut short with streaks of premature grey at her temples. Her eyes are a dark earthy brown and intelligent with a permanent squint. She wears a long dusty coat of faded brown leather over a simple linen tunic and scuffed leather boots. Around her ribs is a holster for her ivory handled dagger.
Mannerisms
She has a habit of squinting even when there is no sun. She speaks in short, clipped sentences and tends to move silently without realizing it.
Personality
Morgan is quiet and alert. She rarely speaks unless she has something vital to say. She has a deep respect for the desert and its dangers. She is suspicious of strangers and values reliability above all else. Years of solitude and high stakes courier work have made her cautious and guarded.
Ideals
Reliability. If I say I will deliver a message, I will deliver it. My word is the only thing I truly own in this wasteland.
Bonds
The memory of my lost family is the only thing that keeps me from becoming as cold as the desert night. I will stop the cult that worships the things that took them.
Flaws
I am so used to betrayal that I struggle to trust even those who have saved my life. I often see threats in every shadow.
Quirks
Background
Morgan grew up among desert nomads. Her world was destroyed when a massive sandwyrm attacked her family's caravan during her teenage years. As the sole survivor she drifted into the city of Zahra Nur and learned to survive in the gutters. Eventually her knowledge of the waste made her an ideal courier for Malik. For five years she carried high value secrets across the shifting dunes becoming a shadow that moved where others feared to tread. Three weeks ago she found a contact murdered by a sandwyrm cult. Overhearing their plans for wyrm eggs and human sacrifice she realized Malik was not just a criminal but a man dabbling in cosmic horrors. She fled with the secrets she learned and is now a target for both Malik's enforcers and the cult. She knows the desert paths better than anyone but the sands are no longer a sanctuary.
“Her world was destroyed when a massive sandwyrm attacked her family's caravan during her teenage years.”
- Background
- Urchin
Connections
Species
Human
Media
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