Morgan
Morgan
Sheet
AC 17 · HP 80 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAction
- Sneak AttackLevel 1
When Hit an enemy with a finesse/ranged weapon and have advantage/ally proximity.
Add 6d6 damage to the hit. This is enhanced by Reliable Talent if an associated check is made.
Bonus action
- Cunning ActionLevel 2
When Your turn.
Take the Dash, Disengage, or Hide action.
- Steady AimLevel 3
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and your speed becomes 0 until the end of the next turn.
Reaction
- SkirmisherLevel 3
When Enemy ends its turn within 5 feet of you.
Move up to 20 feet away without provoking opportunity attacks.
- Uncanny DodgeLevel 5
When Attacker you see hits you with an attack.
Halve the damage taken from the attack.
Always on
- ExpertiseLevel 1
Double proficiency bonus for Stealth, Perception, Insight, and Thieves' Tools.
- SurvivalistLevel 3
You gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
- 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.
- TraitHumanExtra Language
- 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
- Ivory Handled DaggerA sharp, curved dagger with a handle carved from aged ivory. 1d4 piercing, finesse, light, thrown (range 20/60).
- Shortbow1d6 piercing, ammunition (range 80/320), two-handed.
Armor
- Studded Leather ArmorTravel-stained but sturdy leather reinforced with small metal rivets.
Tools
- Thieves' ToolsA set of lockpicks and delicate tools used for disarming traps.
Gear
- Burglar's PackA backpack containing a crowbar, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, and 50ft of hempen rope.
- Long Dusty CoatFaded brown leather coat designed to shield against desert winds.
Appearance
Morgan is a woman of thirty five with a lean, wiry build. Her face is sharp with high cheekbones and a crooked nose that was poorly set. Her skin is deep bronze and weathered by the desert sun, featuring fine lines around her dark, earthy brown eyes. Her short dark brown hair is peppered with grey at the temples. She wears a faded brown leather duster over simple linen clothes, with an ivory handled dagger prominently holstered on her ribs.
Mannerisms
Morgan has a habit of cleaning under her fingernails with a small splinter of wood while listening to people talk. She rarely stands with her back to an open door.
Personality
Morgan is a woman of few words, choosing instead to let her actions speak. She is constantly observant, her eyes scanning the horizon for movement or danger. While her time in the desert has made her guarded, she possesses a dry, pragmatic sense of humor. She values competence above all else and rarely trusts anyone without seeing how they handle themselves in a crisis.
Ideals
Reliability. When a job is accepted, it is finished, provided the employer is not a monster. Survival. The desert does not care about your feelings, and neither do I.
Bonds
I carry a sealed scroll that Malik wants back, it is my only insurance against him. I will never forget the scream of the wind on the day my family was lost.
Flaws
I am chronically suspicious of everyone, which makes it nearly impossible for me to form genuine alliances. I have a cold streak that sometimes leads me to prioritize my own skin over the safety of others.
Quirks
Background
Born to a nomadic desert caravan, Morgan's early life was a sequence of shifting dunes and starlit travel. Everything changed when a sandwyrm attack devastated her family, leaving her the sole survivor. Alone and desperate, she navigated the harsh Zahra Nur wasteland to the city, where she survived as an urchin before catching the eye of Malik, a powerful merchant lord. Her intimate knowledge of the wastes made her an ideal courier for his most sensitive and high value packages. For five years, she was Malik's ghost, moving through the shifting sands with quiet precision. Her loyalty was professional, until the day she arrived at a waystation to find her contact slaughtered. Peering through the shadows, she witnessed a cabal of robed cultists bartering prisoners for sandwyrm eggs. Realizing Malik was either complicit or incredibly dangerous, she stole the scroll she was meant to deliver and fled into the night. Now, she is a hunted woman, staying one step ahead of Malik's assassins and the dark cult she accidentally discovered.
“Everything changed when a sandwyrm attack devastated her family, leaving her the sole survivor.”
- Background
- Urchin
Connections
Species
Human
Media
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