After communing with Godfield, Dr. Michael Morbius had been blessed with the Power of the Morbs.
When Combat is started, the Power of the Morbs is activated.
After any dice roll by Morbius, Gain 1 Morb. Dice rolls by enemies, targeting Morbius, cause him to lose 1 Morb, even if they fail. Morbs can be spent during combat (as a bonus action) to gain a variety of benefits.
Morb Shop:
- 1 Pray - You get down on your knees and pray to Godfield; roll a d20, on a nat20, summon Godfield to heal you to full and everyone else to half, all negative status effects are removed; unconscious or dead Allies are immediately revived to 1HP; Upon success, Reset Morb Count
- 1-4 Morb Volley - Launch a volley of Morbs dealing 1d8 bludgeoning per Morb; Up to 4 Morbs at once, Up to 4 targets at once, (Hit +2)(range 120/360)
- 4 Lasagna - Take out a piping hot tray of Lasagna to share... where did it go?; Start with 6 Servings of Lasagna that heal 1d8 each, Roll a d6 to determine how much lasagna is missing; For each time Lasagna is used in the same combat encounter, Godfield grows hungrier and will take 1 more than the rolled amount; If Godfield rolls higher than amount in pan, he will take a bite out of you for 1d8 per amount over.
- 2-6 Curse of the Morb - Crush an unholy Morb upon your target; Up to 3 targets make a wisdom saving throw (DC10 + Spell casting Ability), if they fail they have disadvantage on attacks and saving throws, roll again at the start of every turn
- 3-9 Blessing of the Morb - Crush a divine Morb on your target; Up to 3 targets gain advantage on saving throws; if target(s) fall unconscious, they are in a stable state; Lasts 3 turns
- 5-10 High Risk, High Re-Morb - Use your Morbs to orchestrate a devastating attack; You deal double damage for a limited time to a non-spherical targets, You take double damage from all non-spheres; 5 Morbs for 2 Rounds, 10 Morbs for 5 Rounds; You can cancel this at anytime without using an action
- 20 It's Morbin' Time - Say your iconic catchphrase and Morb all over the place; All hostile targets get Morbed and take 6d12 necrotic damage, Bypasses resistances, Immunities turn into resistances.
All Morbs are reset after combat
[d100s count as 1 dice roll; only the initial damage roll counts (Ex: Poison damage taken, by the enemy, over a number of turns would not count); Can not go into negitive]
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