Morgan
Morgan
Sheet
AC 17 · HP 80 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 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
Double proficiency bonus for Stealth, Investigation, Perception, and Thieves' Tools.
- Sneak AttackLevel 1
Deal an extra 6d6 damage to one creature you hit with an attack if you have advantage or if another enemy of the target is within 5 feet of it.
- SurvivalistLevel 3
You gain proficiency in Nature and Survival. Your proficiency bonus is doubled for any check you make that uses either of 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. If you have a climbing or swimming speed, it increases by 10 feet as well.
- 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 IncreaseHumanAll ability scores increase by 1.
- 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 (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Spells
Spellcasting. Morgan casts with Intelligence (spell save DC 16, to hit with spell attacks).
Gear
6 itemsWeapons
- Curved Dagger (Ivory handle)1d4 piercing, finesse, light, thrown.
- Shortsword1d6 piercing, finesse, light.
- Shortbow1d6 piercing, range 80/320.
Armor
- Studded Leather ArmorAC 12 plus Dex modifier.
Tools
- Thieves' ToolsUsed for picking locks and disarming traps.
Gear
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope.
Appearance
Morgan is a woman in her mid thirties with a lean, wiry build and weathered, sun-etched skin. Her dark brown hair is cropped short with premature grey at the temples, and her earthy brown eyes are fixed in a perpetual squint from years under the desert sun. She wears a long, dusty leather coat over a linen tunic, with an ivory-handled dagger strapped to her ribs and scuffed boots laced tight for travel.
Mannerisms
Morgan often taps her scarred knuckles against her holster when she is thinking. She speaks in short, clipped sentences and rarely maintains eye contact, instead constantly scanning the room for exits.
Personality
Morgan is the personification of quiet competence. She rarely speaks more than necessary and possesses a guarded, alert demeanor. She trusts her own instincts over any oath or contract. Years of navigating the shifting dunes alone have taught her that survival is not about being the strongest, but being the most observant. She is deeply suspicious of religious fervor and organized groups, preferring the predictable hazards of the desert over the schemes of men.
Ideals
Survival is the only law. No scroll, gold, or master is worth a life unless that life is sacrificed for the greater good of stopping a monster.
Bonds
I carry the scroll that could expose Malik's ties to the sandwyrm cult, and I will see it delivered to someone who can stop them.
Flaws
I am so used to being hunted that I often see betrayal where there is only simple kindness. I will leave allies behind if I think they are slowing my escape.
Quirks
Background
Born to a nomadic tribe, Morgan's early life was a tapestry of sand and stars. That life was violently ended when a massive sandwyrm decimated her caravan, leaving her as the sole survivor in a vast, indifferent ocean of dunes. Forced to find refuge in the city of Zahra-Nur, she survived as an urchin before her intimate knowledge of desert trails caught the eye of the merchant lord Malik. For five years she served as his most reliable courier, crossing the Sunken Oasis with messages and artifacts that required a ghost's touch. Everything changed three weeks ago at a lonely waystation. Tasked with delivering a sealed scroll, she discovered her contact dead and the site crawling with cultists. While hiding, she overheard their plans to trade lives for wyrm-eggs, artifacts of devastating power. Recognizing the cult's obsession with the creature that killed her family, Morgan fled with the scroll. She now knows too much, and with Malik's enforcers and the cult's shadows behind her, she has become the very thing she used to transport, a valuable secret in motion.
“That life was violently ended when a massive sandwyrm decimated her caravan, leaving her as the sole survivor in a vast, indifferent ocean of dunes.”
- Background
- Urchin
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Morgan into a sheet
A high-res, share-ready sheet you can post or print.