Morgan
Morgan
Sheet
AC 17 · HP 80 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresAction
- Sneak AttackLevel 1
When Hit with Finesse or Ranged weapon while having Advantage or Insightful Fighting active.
Deals an extra 6d6 damage.
Bonus action
- Cunning ActionLevel 2
When On your turn.
Dash, Disengage, or Hide.
- Eye for DetailLevel 3
You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or an Intelligence (Investigation) check to uncover or decipher clues.
- Insightful FightingLevel 3
As a bonus action, make a Wisdom (Insight) check against a creature's Charisma (Deception) check. On a success, you can use Sneak Attack against that target even if you don't have advantage, provided you don't have disadvantage. This lasts for 1 minute.
Reaction
- Uncanny DodgeLevel 5
When Hit by an attack from an attacker you see.
Halve the incoming damage.
Always on
- Ear for DeceitLevel 3
Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, any roll of 7 or lower on the d20 is treated as an 8.
- 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 on the saving throw, and only half damage if you fail.
- Steady EyeLevel 9
You have advantage on any Wisdom (Perception) or Intelligence (Investigation) 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 IncreaseHumanYour ability scores each 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.
Gear
6 itemsWeapons
- RapierA fine finesse blade.
- ShortbowRange 80/320.
- A small knifeA souvenir from a childhood spent on the streets.
Armor
- Studded Leather ArmorLight armor made of tough leather reinforced with studs.
Tools
- Thieves' ToolsEssential for picking locks and disarming traps.
Gear
- Burglar's PackBackpack containing various adventuring supplies.
Appearance
Morgan is a human woman of perhaps thirty-five years, with a lean, 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, a deep tan etched with fine lines at the corners of her eyes and mouth. Her hair is dark brown, cut short and practical, just brushing the tops of her ears, with streaks of premature grey at her temples. Her eyes are a dark, earthy brown, intelligent and watchful, with a permanent squint from squinting into the desert glare. She wears a long, dusty coat of faded brown leather over a simple linen tunic and durable trousers of a darker, travel-stained fabric. Her boots are scuffed leather, laced tight to her ankles.
Mannerisms
She has a habit of squinting even when indoors, as if searching for a mirage. She speaks in short, clipped sentences and rarely looks people in the eye for long, instead scanning the room behind them.
Personality
Morgan is a woman of few words and intense focus. She views the world as a series of puzzles to be solved and threats to be mitigated. She is deeply pragmatic, prioritizing survival and efficiency over social graces. Despite her cynical exterior, she possesses a fierce, quiet intelligence that misses nothing. She trusts her own senses above all else, often standing at the periphery of a group to better observe the environment.
Ideals
Survival. The desert doesn't care about your titles or gold, only about whether you are smart enough to live another day. People should be the same.
Bonds
I carry a rusted, notched dagger that belonged to the only person who looked out for me when I was a child. I will find who took their life.
Flaws
I am habitually suspicious. I assume everyone has a hidden motive, which often prevents me from forming meaningful alliances until it is almost too late.
Quirks
Background
Born in the gutter of a sprawling coastal city, Morgan spent her youth as an urchin, surviving on scraps and learning the secret rhythms of the back alleys. She possessed an uncanny ability to notice things others ignored, a trait that kept her alive when rival gangs and corrupt city guards came looking for blood. However, the suffocating proximity of urban life eventually drove her away. She fled the city for the wide, unforgiving expanses of the Great Waste, trading the stench of refuse for the biting grit of the sand.
“However, the suffocating proximity of urban life eventually drove her away.”
- Background
- Urchin
Connections
Species
Human
Media
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