The Galactic Rim - Prologue world illustration - Science Fiction theme
Science Fiction

The Galactic Rim - Prologue

P
PhantomJudge

A vast galaxy of adventure and war all the same, awairs. Welcome to the Galactic Rim Saga Prologue.


Author's Note: WIP current, we are still refining some bits and aspects of the campaign, but can be tested! :D This saga takes heavy inspiration from Star Wars, but you can make it what you will.
Played4 times
Cloned0 times
Created
16 days ago
Last Updated
6 days ago
VisibilityPublic
Self Cloak
0

Self Cloak

You blend into your surroundings, gaining advantage on Dexterity (Stealth) checks until the spell ends.

Self Absorb
0

Self Absorb

You draw energy from the air around you to regain a small amount of vitality. You recover hit points equal to your spellcasting ability modifier.

Mind Wipe
6

Mind Wipe

You disrupt a creature’s thoughts, rendering it unable to focus. On a failed Intelligence saving throw, the creature loses proficiency in all saving throws and ability checks for the duration.

Permanent Memory Wipe
6

Permanent Memory Wipe

You permanently erase a specific memory from a creature’s mind. The target must make an Intelligence saving throw, and on a failure, the chosen memory is irretrievably lost.

Temporal Memory Wipe
5

Temporal Memory Wipe

You erase a creature’s memory of the last hour. The target must succeed on an Intelligence saving throw or lose all memory of events during that time.

Subjugate
4

Subjugate

You charm a creature within range, making it regard you as a trusted ally. On a failed Wisdom saving throw, the creature will not attack you or your allies unless provoked.

Dominate
4

Dominate

You take control of a creature within range. On a failed Wisdom saving throw, the creature obeys your verbal commands. The target can repeat the saving throw at the end of each of its turns.

Instill Terror
3

Instill Terror

You create an overwhelming aura of dread. Creatures of your choice within range must make a Wisdom saving throw or become frightened. While frightened, creatures cannot move closer to you.

Mind Jack
3

Mind Jack

You attempt to take partial control of a creature's mind. The target must make an Intelligence saving throw. On a failed save, you can control its actions during its turn, though it retains awareness of the control.

Instill Command
2

Instill Command

You utter a one-word command to a creature within range. The target must succeed on a Wisdom saving throw or obey the command on its next turn.

Mind Read
2

Mind Read

You delve into the thoughts of a creature. On a failed Wisdom saving throw, you can read its surface thoughts and, with continued focus, attempt to probe deeper, though the target becomes aware of the intrusion.

Instill Friendship
1

Instill Friendship

You charm a willing creature, granting advantage on Charisma checks made to interact with it. If the creature takes damage, the spell ends.

Instill Fear
1

Instill Fear

You cause a creature to experience paralyzing fear. The target must make a Wisdom saving throw or become frightened of you until the end of its next turn.

Instill Confidence
0

Instill Confidence

You bolster a creature's resolve. The target gains advantage on its next ability check or attack roll before the spell ends.

Install Doubt
0

Install Doubt

You plant a seed of uncertainty in a creature's mind. The target must succeed on a Wisdom saving throw or have disadvantage on its next ability check or attack roll before the spell ends.

Void Spheres
1

Void Spheres

An offensive projectile made up of cosmic energy formed and shaped into the size of a football that can be shot directly from the palms of the user and towards their foes. Its fast, and will hit like a football with the side of minor to major burns depending on continued hits. It can work effectively against light-armored targets but proves challenging to heavier armor or ship hulls. It has an effective range of 200 ft.

Relic Investigation
0

Relic Investigation

This simple but carefully trained technique in most practices allows the user to quickly identify and locate relics based on sight, scent or signatures by void energy. The user will know the exact location of the relic's position if concentrated. This works at a distances of 50 ft.

Enhanced Movement
0

Enhanced Movement

This ability commonly found in aspirant relic practices allows the user to move very quickly, jump much higher and with careful precision, making them a difficult target to chase or shoot at. The movements last up to 100 ft distances made on foot, regardless of surfaces.

Far Speech
0

Far Speech

This ability connected to an uknown relic force of the Galactic Rim allows potent users to speak to anyone or being at very long distances as if they are being whispered in their ear directly. This is very helpful for those who want to get a message through without revealing their mouth movements or sending secrets.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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