Morgan
Morgan
Sheet
AC 16 · HP 69 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Attack
When Combat encounter
Attack with a dagger or shortbow to apply sneak attack damage.
Bonus action
- Cunning ActionLevel 2
When Your turn
Dash, Disengage, or Hide as a bonus action.
Reaction
- SkirmisherLevel 3
When Enemy ends turn within 5 feet
Move 20 feet away 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
- ExpertiseLevel 1
Double proficiency bonus for Stealth, Perception, Insight, and Thieves' Tools.
- Sneak AttackLevel 1
Deal an extra 6d6 damage once per turn to a 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, and your proficiency bonus is doubled for any check you make with 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 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.
- TraitHumanAbility Score Increase (+1 to all scores)
- TraitHumanExtra Skill (Athletics)
- TraitHumanExtra Language (Terran)
- 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
7 itemsWeapons
- 2×Dagger (Ivory Handle)A curved finesse weapon, 1d4 piercing damage.
- ShortbowRanged weapon, 1d6 piercing damage, 80/320 range.
Armor
- Leather ArmorLight protection made of stiffened leather.
Tools
- Thieves' ToolsSet of lockpicks and devices for disabling traps.
Gear
- 20×ArrowsProjectiles for a shortbow.
- Dusty LongcoatA heavy leather coat stained with desert sand.
- WaterskinContainer for fresh water.
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 slightly crooked, formerly broken nose. Her skin is deep tan and weathered by the sun, marked by fine lines around her dark, earthy brown eyes. She keeps her dark hair cut short and practical, showing streaks of grey at the temples. She wears a long, dusty leather coat over simple travel clothes and scuffed boots, always looking ready to move at a moment's notice.
Mannerisms
She has a permanent squint as if she is always looking into a harsh sun. She tends to rub the thin scars on her knuckles when she is deep in thought.
Personality
Morgan is an incredibly alert and guarded individual, possessing the wariness of a desert survivor. She is naturally discreet and speaks only when necessary, preferring to listen and observe. Despite her cynicism, she has a professional's pride in her work as a courier and a quiet, steely strength that reveals itself when she is cornered. She trusts few but is intensely loyal to those who earn her respect through shared hardship.
Ideals
Reliability. When you take a job, you finish it, no matter how much the wind shifts. Self-reliance is the only way to survive the desert.
Bonds
I carry a small token from my family's caravan, the last piece of a life before the sand swallowed them. I must find a way to stop the cult before they bring the wyrms into the city.
Flaws
I am so used to being hunted that I see threats in every shadow and every smile. I find it nearly impossible to let my guard down, even among friends.
Quirks
Background
Born to a nomadic tribe, Morgan's life changed forever when a massive sandwyrm decimated her family's caravan during her teenage years. Left with nothing but her survival instincts, she migrated to the urban centers of Zahra-Nur, surviving as an urchin before her intimate knowledge of the wastes caught the eye of the local crime lord, Malik. For five years, she served as Malik's most reliable courier, traversing the lethal Sunken Oasis to deliver high-value messages and artifacts with total discretion. Her life was simple and stable until three weeks ago when she arrived at a routine waystation only to find her contact murdered and a strange cult occupying the site. She witnessed a horrific negotiation involving human prisoners being traded for sandwyrm eggs, which the cultists claimed held primordial power. Knowing Malik's involvement would mean her death or worse, she fled into the dunes, clutching secrets that make her a target for both her former employer and the cult. She now navigates the shifting sands as a fugitive, using every trick she learned to stay one step ahead of the shadows trailing her.
“She witnessed a horrific negotiation involving human prisoners being traded for sandwyrm eggs, which the cultists claimed held primordial power.”
- Background
- Urchin
Connections
Species
Human
Media
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