Morgan
Morgan
Sheet
AC 16 · HP 69 · 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 On your turn
Dash, Disengage, or Hide.
Reaction
- SkirmisherLevel 3
When Enemy ends turn within 5ft
Move half speed without provoking 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
- Sneak AttackLevel 1
When Hit with Finesse/Ranged weapon with Advantage
Add 6d6 damage to the hit once per turn.
- Thieves' CantLevel 1
You can speak a secret mix of dialect and code that allows you to hide messages in seemingly normal conversation.
- SurvivalistLevel 3
You gain proficiency in Nature and Survival, and your proficiency bonus is doubled for any check you make that uses them.
- 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 on a success and half on a failure.
- 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.
- Extra LanguageHumanDraconic
- City SecretsUrchin
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you can travel between two locations in a city twice as fast as your speed would normally allow.
Gear
6 itemsWeapons
- Curved DaggerAn ivory-handled blade, perfectly balanced for throwing or stabbing.
- ShortbowA compact bow used for hunting and defense in the dunes.
Armor
- Studded Leather ArmorHardened leather reinforced with close-set rivets.
Tools
- Thieves' ToolsA set of lockpicks, mirrors, and small files.
Gear
- Burglar's PackIncludes a backpack, 1000 ball bearings, string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, and waterskin.
- Token of ParentsA small, smooth river stone etched with a family sigil.
Appearance
Morgan is a human woman of thirty-five with a lean, wiry build and weathered, sun-etched skin. Her dark hair is cut short and practical with streaks of premature grey. She wears a faded brown leather coat over linen tunics and scuffed boots, carrying herself with an alert, guarded tension. A curved ivory-handled dagger is always within reach at her ribs.
Mannerisms
She has a permanent squint from years of desert sun, and she tends to stand slightly sideways to present a smaller target. She speaks in short, declarative sentences.
Personality
Morgan is the personification of a desert survivor. She is quiet, observant, and rarely speaks more than necessary. Years of solitude in the dunes have made her guarded, but her reliability was legendary in her former trade. She treats every new environment like a potential ambush, always identifying exits and water sources before she relaxes.
Ideals
Reliability. When I take a job, I see it through to the end, regardless of the cost to myself. Independence. The only way to survive is to never depend on anyone else for your water or your safety.
Bonds
I carry a river stone from my family caravan. It is the only thing left of them, and I will find the truth behind the cult that seems to worship the beast that killed them.
Flaws
I am so used to being hunted that I suspect betrayal in even the simplest gestures of kindness.
Quirks
Background
Born to a nomadic desert clan, Morgan's childhood was defined by the shifting sands and the rhythm of the caravan. That life ended abruptly when a massive sandwyrm tore through their camp, leaving her as the sole survivor at fifteen. Forced into the urban underworld of Zahra-Nur, she utilized her navigation skills to become a high-value courier for the criminal lord Malik. For five years, she was a ghost on the trade routes, delivering secrets and treasures through terrain that would kill most men. Her world fractured three weeks ago at a remote waystation. Finding her contact murdered and overhearings plans between robed cultists involving wyrm-eggs and human sacrifice, Morgan realized her employer was dealing with the very monsters that destroyed her family. She stole the scroll she was meant to deliver and fled into the wastes. Now, Malik's hunters are behind her and the shadow of the sandwyrm cult looms ahead, forcing her to find new allies in a world she stopped trusting long ago.
“That life ended abruptly when a massive sandwyrm tore through their camp, leaving her as the sole survivor at fifteen.”
- Background
- Urchin
Connections
Species
Human
Media
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