Morgan
Morgan
Sheet
AC 17 · HP 80 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- 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. This action can be used only to take the Dash, Disengage, or Hide action.
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 Athletics, Investigation, Nature, Perception, Stealth, and Survival.
- 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.
- SurvivalistLevel 3
You gain proficiency in Nature and Survival, and your proficiency bonus is doubled for those checks.
- 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.
- 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.
- Ability Score IncreaseHuman+1 to all ability scores (reflected in totals)
- 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
- Curved DaggerAn ivory-handled curved blade, well-balanced for throwing or melee.
- ShortbowA lightweight bow for desert hunting.
Armor
- Studded Leather ArmorSturdy leather reinforced with metal studs.
Tools
- Thieves' ToolsA set of lockpicks and probes.
Gear
- 20×ArrowsStandard projectiles.
- Burglar's PackContains a backpack, 1000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin.
Appearance
Morgan is a human woman of thirty five years with a lean, wiry build. 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. Her hair is dark brown and cut short, with streaks of premature grey at her temples. Her earthy brown eyes are intelligent and watchful, often squinting. She wears a long, dusty coat of faded brown leather over a linen tunic and travel stained trousers. Her boots are scuffed and laced tight.
Mannerisms
She has a habit of rubbing the scar on her crooked nose when she is thinking or anxious. She speaks in short, clipped sentences and rarely maintains eye contact for more than a second, her gaze constantly scanning the room.
Personality
Morgan is a creature of constant vigilance. She is quiet, observing her surroundings with the intensity of a predator who knows she is also prey. She values discretion above all else and rarely speaks more than necessary. While she is guarded and slow to trust, she possesses a fierce sense of duty to the innocent, often feeling a kinship with those discarded by society.
Ideals
Self-reliance. The only person you can truly count on in a sandstorm is yourself.
Bonds
I carry a small ivory token from my mother, it is the only piece of my family that the desert didn't swallow.
Flaws
I am so used to being hunted that I see betrayal in every shadow and every smile.
Quirks
Background
Born into a desert caravan, Morgan’s life was upended as a teenager when a sandwyrm attack slaughtered her family and left her alone in the shifting dunes. She survived by her wits in the backalleys of Zahra Nur, eventually becoming a courier for a local crime lord named Malik. For five years she was his most reliable ghost, moving high value secrets across the wastes. She knew the hidden paths of the sun bleached desert better than any navigator, using her skills to bypass both monsters and authorities. Three weeks ago, her life changed again. While delivering a sealed scroll to a waystation, she found her contact murdered and the site overrun by a cult worshiping the very creatures that killed her family. After overhearing their plan to trade human lives for wyrm eggs, she realized Malik was entangled in something far more depraved than mere smuggling. She fled with the secrets they sought, knowing that Malik’s reach is long and his patience is non existent. Now she is a hunted woman, using every trick she learned as an urchin and a scout to stay one step ahead of his assassins.
“She survived by her wits in the backalleys of Zahra Nur, eventually becoming a courier for a local crime lord named Malik.”
- Background
- Urchin
Connections
Species
Human
Media
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