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Morbius

DnD Living Vampire

By Vincent NegusPublished 2 years ago 7 min read
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Okay, I was inspired to do this by my daughter, who is also on vocal (M. N. Negus). She is currently doing a series turning the Avengers into playable Dungeons and Dragons characters. So, I thought I might as well do the villains, and who better to start with then my favorite Spiderman villain of all time (his movie happens to come out April 1st): Morbius the Living Vampire.

Now this build took sometime and required a lot of thinking on my part. It's slow and interesting at first but it is well worth the time and effort if you stick it out. So without further ado.

Ok so for starters I made his race a Dhampir which gives us a base speed of 35' Dark vision, vampiric bite, spider climb (can walk up and down walls and on ceilings without restrictions) and a +2 and +1 ability score increase. I really wanted the spider climb without making it a spell for flavor, and you'll see why later in the build. If you want to add some flavor talk to your DM about giving him Sunlight Sensitivity. This will give you disadvantage on attack rolls and perception checks that rely on sight when in direct sunlight.

Ok I thought about doing the point buy system to even out the scores but I instead went with a homebrew that the Dungeon Dudes (two guys on YouTube who talk about all things DnD. Check them out they're awesome!). They do points in 17, 15, 13, 12, 10, 8. So, where to put the scores? This is what is did.

Str: 8(-1) Dex: 15(+2) Con: 13(+1) Int: 12(+1) Wis: 17(+3) Cha: 10(0)

I put the +2 into Wisdom, making it 19(+4), and the +1 into Dexterity, making it 16(+3). I know what you're thinking: where in the world is he going with this? Well sit back and enjoy.

I had to homebrew my own background because nothing else fit. So, I made Hematologist, giving me proficiency in Medicine and History along with Alchemist supplies. For Languages we have common and Abyssal. I thought about what class to start him out with, and it hit me.

Rogue: HOLD ON HEAR ME OUT. Starting out you get 4 skills which should be Acrobatics, Stealth, Intimidation and Perception. You also get thieves' tools. Now, the abilities are also why we're here. You get Expertise in two skills (Medicine and Stealth). You also get Sneak Attack, which is an extra 1D6 right now. You'll also get Thieves Cant which will make our 3rd language. Okay, we're going to stay with Rogue for our 2nd level so we can pick up Cunning Action this will allow us to dash, disengage or hide as a bonus action.

Ok for level 3 we're hopping over to pick up a level of Druid. I know your mind is going crazy right now. We also get our 4th language, Druidic. We are only here to pick up some spells that will give us some of the vampire traits we need. So we get 2 Cantrips and 2 1st level spell slots. We can have 5 spells prepared (Wis mod + druid lvl 4+1=5).

Cantrips: Primal Savagery (claws do 1D10 acid) and Mold Earth.

1st Level spells: Charm Person, Fog Cloud, Cure Wounds, Jump, and Longstrider.

The mold earth is useful in case you need to get out of the sun to rest up as if you were in a coffin.

Now, its time for the main course. We're hopping over to Monk. at 1st level we get Unarmored Defense( 10+Dex mod+Wis mod which is 10+3+4=17) not a bad AC. We also get Martial Arts, which lets us use our Dexterity modifier instead of Strength. Claws are simple melee weapons. Our Martial Arts die, which starts at D4, will changes as you level up in Monk. We're going to be staying with Monk for awhile. At level 2 we get our Ki points which gives us Flurry of Blows, Patient Defense( 1Ki point to use dodge) and Step of the Wind(1 Ki point to dash or disengage and jump distance is doubled). See why I took Rogue and got Cunning Action saving Ki points. We also get Unarmored Movement which increases our speed by 10' when not wearing armor or carrying a shield. this increases as we level up in Monk.

At level 3 We can pick our Monastic Tradition which will be Way of Shadow. When you pick this you start with Shadow Arts (which allows you to spend 2 Ki points to cast Darkness, Darkvision [which we'll never use], Pass without Trace or Silence). Which means, your stealth score with pass w/o trace is a +18, and we get the Minor Illusion cantrip. We also get Deflect Missiles, which means as a reaction, (when hit with a ranged attack) we can reduce the damage by 1D10 + Dex mod + Monk lvl ( so at lowest 7 and at the highest 16).

At level 4 we get our 1st Ability Score Increase or Feat if your DM is letting you take one. I would cap out your Wis 20(+5) and put the other in Dex 17(+3). We also get Slow Fall which lets us use a reaction to reduce the damage equal to five times our Monk level (20). Level 5 in Monk is big because our Martial Arts die is now a 1D6, we get Extra Attack and Stunning Strike, and we have 5 Ki points.

Levels 6 in monk gives us Ki-Empowered Strikes (unarmed strikes are magical.), Shadow Step (you can teleport 60' when you step into a shadow and you get advantage on your 1st melee attack before the end of the turn this works in dim light or darkness). Our Unarmored movement now goes to +15' making our base movement 50'. Our PB is +4 because our total character level is 9.

At Level 7, we get Stillness of the mind (we can use an action to end either charmed or frightened). Evasion (allows us to make a Dex save taking only half damage on a fail and NO damage on a success).

Level 8 we get our 2nd Ability Score Increase or Feat. Here is where it gets tricky. Mobile gives you +10 to movement, difficult terrain doesn't cost extra movement when you dash and when you make a melee attack against an enemy, you don't provoke opportunity attacks from them for the rest of the turn, whether you hit or not. Now your base speed is 60', (70' w/ Longstrider). Eldritch Adapt lets you learn one Eldritch Invocation which should be Devil's sight( you can see normally in darkness, both MAGICAL and nonmagical, to a distance of 120'). Which means you cast Darkness on the BBEG then Shadow Step into it they can't see you but you can see them all attacks are now with advantage.

Level 9 in Monk you can now run across water. Your PB is +4, Ki points are 9. A Level 10 in Monk, your Unarmored movement goes to +20' making your base speed 65' Dash 130', Longstrider 75' Dash 150'. You also get Purity of Body (Immune to disease and poison). Our PB is now +5.

Level 11 your MA die goes to 1D8 and you gain Cloak of Shadows ( in dim light or darkness you can use an action to become invisible until you attack, cast a spell or in bright light.

Level 12 is where we get our 3rd Ability Score Increase or Feat. Take either Mobile or Eldritch Adapt whichever is left. Our total level is now 15. which means our stealth is now +11, +21 w/ pass without trace. Our medicine is +15. You will be moving around the battle field like Nightcrawler of the X-men. Seeing in magical darkness, you'll almost always be attacking enemies with advantage.

If you do decide to go to level 20, I would finish out in Rogue. At 3rd level, take the Assassin subclass so you'll be able to get automatic critical hit on enemies that are surprised. You'll get one more ASI at level 4. Put it in Dex 19(+4). Uncanny Dodge comes on at 5th level which lets you take half damage from attacks when you can see the attacker. At 6th level you can pick Expertise in two more skills. At 7th level Rogue is nothing but you are now at level 20. Which make you a

12th level Shadow Monk/1st level Druid/ 7th level Assassin Rogue.

I hope you enjoyed reading this as much as I enjoyed writing it I'm going to continue with making more Spider-man villains. I'm going to one a week as it does take time to do research and make my notes.

fan fiction
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About the Creator

Vincent Negus

Lover of movies, music and all things geeky including DND. Writing is my passion I love fantasy, Sci-fi and horror. My favs are Stephen King, Timothy Zhan and Jim Butcher. I hope you enjoy my content.

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