Warhammer 40k: Imperium Shattered world illustration - Grimdark Sci-Fi theme
Grimdark Sci-Fi

Warhammer 40k: Imperium Shattered

G
Gangnamstein22

Set before the fall of Cadia, the players must defend key Imperial worlds.


Author's Note: Premade characters start at Cadia Gate, generated start in Necromunda. The premade players are agents of the Inquisition/Deathwatch, tasked with eliminating Chaos threats spreading from the Eye of Terror in The Shattered Imperium universe. Set before the fall of Cadia, the players must defend key Imperial worlds, confront dangerous secrets, and navigate moral dilemmas. They will travel to both well-known and obscure Warhammer 40K locations, uncovering forgotten relics, hidden Warp rifts, and the rise of a secret Tzeentch cult. Chaos corruption will test their sanity and faith, while powerful allies like the Deathwatch guide them through the Imperium’s darkest days.
Played115 times
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Created
197 days ago
Last Updated
13 days ago
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Timeline Collapse
2

Timeline Collapse

You momentarily overload a single target’s probability vector, causing them to act erratically. The target must make an Intelligence saving throw or be forced to use its reaction to move 15 feet in a random direction, suffering disadvantage on all attack rolls until the start of its next turn.

Strategic Holography Field
2

Strategic Holography Field

You project multiple holographic doubles of yourself in plausible positions, creating three illusory duplicates that confuse your enemies and protect you from harm. These duplicates function as the spell Mirror Image, making it difficult for foes to discern your true location. Effect: Create three illusory duplicates (functions as Mirror Image).

Probabilistic Overload
2

Probabilistic Overload

You momentarily collapse all uncertain outcomes into one volatile result, causing explosive instability around a target. The chaotic energy manifests as a burst of force that can knock the target off their feet.

Algorithmic Lock
2

Algorithmic Lock

You fix a target’s potential future in place, freezing them briefly in predictive stasis. The target is momentarily caught in a web of possibilities, restrained, and unable to move as their fate is momentarily sealed.

Pulse Synchronization
1

Pulse Synchronization

A brief burst of synchronizing energy flows from your outstretched hand, harmonizing the reaction times of nearby allies. All allies within a 20-foot radius gain a +2 bonus to their initiative rolls for the next minute, allowing them to react more swiftly in combat.

Quantum Echo
1

Quantum Echo

You create a brief after-image of yourself or an ally in multiple probable positions, confusing attackers and enhancing evasion. Until the start of your next turn, the target has advantage on all Dexterity saving throws, and ranged attacks against them are made with disadvantage.

Predictive Directive
0

Predictive Directive

You analyze multiple future outcomes in rapid succession, subtly adjusting your or an ally’s movements. The target gains a +1 bonus to AC or a +2 bonus to their next saving throw until the start of your next turn, enhancing their defensive capabilities in critical moments.

Probability Discharge
0

Probability Discharge

A shimmering spark of blue-white energy leaps from your palm, the result of overloaded probability modeling. The target is struck by kinetic force charged with predictive energy, causing them to misalign their timing.

Rapture’s Veil
2

Rapture’s Veil

You envelop yourself in a mesmerizing display of shimmering colors and enchanting scents, causing attackers to hesitate. Until the start of your next turn, attacks against you are made at disadvantage, and any enemy that targets you must make a Wisdom saving throw or be charmed for 1 round, unable to attack you during that time.

Euphoria’s Caress
1

Euphoria’s Caress

A glimmering touch leaves the target in rapture and confusion, making them vulnerable. The target experiences a wave of euphoria that distracts them, causing their next attack or saving throw to be made at disadvantage.

Thirst for Blood
1

Thirst for Blood

A surge of violent hunger fills you; each hit you make heals your wounds. For 1 minute, whenever you deal melee damage, regain HP equal to half the damage dealt.

Rending Blades
1

Rending Blades

Crimson spectral axes whirl around you, slashing at nearby enemies. Each enemy within a 5-foot radius must make a Dexterity saving throw to avoid the onslaught of these ethereal blades. Saving Throw: Dexterity On Fail: 3d6 slashing damage; half on success.

Pestilent Cloud
1

Pestilent Cloud

A 10-foot radius cloud of spores and buzzing flies appears, obscuring vision and filling the air with a foul, choking stench. Creatures caught in the cloud must make a Constitution saving throw or suffer from poison damage and disadvantage on their next attack roll. Saving Throw: Constitution On Fail: 3d6 poison damage; half on success. Targets that fail also have disadvantage on attack rolls next turn.

Rotting Grasp
1

Rotting Grasp

Your hand glows with sickly green energy. Upon touch, flesh blisters and armor corrodes, causing necrotic damage to your target.

Lash of Sensation
0

Lash of Sensation

A flickering, shimmering whip of colored light lashes out from your hand, leaving a trail of searing pleasure-pain. The target feels a mix of ecstasy and agony, hindering their movement as they reel from the experience. target suffers -5 ft movement next turn.

Roar of Slaughter
0

Roar of Slaughter

You unleash a savage roar that unnerves your enemies and ignites the fury of your allies. Enemies within the area must resist the roar's influence, while allies feel a surge of power, enhancing their attacks for a brief moment. Saving Throw: Wisdom On Fail: Targets suffer -1 to attack rolls until end of next turn. Allies in range gain +1 damage on melee attacks for 1 round.

Bloodspark
0

Bloodspark

A searing red spark erupts from your clenched fist, impacting a target like a micro-explosion of wrath. This cantrip channels your fury into a fiery projectile that seeks out the weak points of your enemies. if target is below half health, roll attack with advantage.

Maggot’s Blessing
0

Maggot’s Blessing

Tiny maggots writhe in your wounds, sealing minor cuts and infusing you with putrid resilience. You regain hit points equal to 1d4 plus your spellcasting modifier, but this spell can only be used if you are below half of your maximum hit points.

Dribble of Decay
0

Dribble of Decay

You conjure a thin, oily drip of virulent filth from your palm. It splashes onto a surface or enemy, causing minor corrosion and spreading foul odors. The target must make a Constitution saving throw, taking 1d8 acid damage on a failure, or half as much on a success. Additionally, on a failed save, the target's next attack roll is made at disadvantage due to nausea.

Servo-Arm Smite
2

Servo-Arm Smite

With a shout of sacred praise to the Machine God, your servo-arm lashes out, striking with enhanced precision and power. The target must make a Strength saving throw or be knocked prone, suffering full force damage. On a successful save, the target takes half damage and remains standing.

Omnissian Ward
2

Omnissian Ward

You inscribe a quick cog rune in the air, which glows red before forming a hovering hex-shield around you or a target you touch. This ward grants resistance to force and lightning damage for the duration of the spell. Effect: Grants resistance to force and lightning damage for 10 minutes.

Spirit-Flare Override
2

Spirit-Flare Override

You overload a machine spirit’s self-preservation protocols, causing an enemy vehicle or construct to temporarily misfire. Sparks burst from vents, creating a chaotic distraction that disrupts its next action.

Electrostatic Barrier
1

Electrostatic Barrier

You summon a crackling dome of charged particles around yourself or an ally, warping incoming energy and projectile paths. The barrier hums with power, providing enhanced protection against ranged attacks. Effect: +2 AC against ranged attacks; lasts for 1 minute or until struck three times.

Augmetic Glimmer
0

Augmetic Glimmer

You pulse a subtle electric aura through your augmetics, causing them to briefly glow and amplify. For the next minute, you gain advantage on one Intelligence (Tech) or Sleight of Hand check involving machinery.

Rite of Unjamming
0

Rite of Unjamming

Whispering binaric prayers, you remove minor malfunctions or jams in weapons, doors, or devices with a wave of your mechadendrite. Small cogs briefly glow red-gold as you clear jams, unseal stuck hatches, or temporarily override minor glitches.

Electrostatic Arc
0

Electrostatic Arc

A crackle of static energy leaps from your fingertips to a nearby enemy or conductive surface. Sparks dance over metal, delivering a jolt of electricity that can disrupt mechanical foes.

Machine Spirit Ping
0

Machine Spirit Ping

You send a reverent binary pulse to a nearby machine, causing it to emit a brief status report in your mind. Visuals of flickering green runes appear in your vision, revealing the machine’s current state and mood. You learn if the machine is functional, damaged, or sabotaged, and if it can respond, it briefly displays a simple binary mood such as content, agitated, or hostile.

Manifest Banners of the Emperor
5

Manifest Banners of the Emperor

Glorious ghostly banners of the Aquila unfurl over a battlefield, bolstering morale and quelling fear. Allies within the area gain temporary hit points and immunity to fear effects, while enemies suffer disadvantages on morale checks.

Omnissian Blessing
5

Omnissian Blessing

A shimmering circuit-patterned aura surrounds a machine or weapon, awakening its machine spirit to purr with reverence. This spell repairs all damage to a machine, vehicle, or ship subsystem and grants a +2 bonus to all rolls or checks involving that system for the next hour, stabilizing damaged void shields or power systems in the process.

Imperial Decree
4

Imperial Decree

You intone a powerful Imperial order, enforced by psychic force. The decree manifests as burning script in the air, compelling the target to obey your command for a brief moment.

Faithful Bastion
4

Faithful Bastion

A golden sigil forms overhead, projecting an invisible barrier that shields against Warp incursions and psychic interference. All allies within a 20-foot radius gain advantage on saving throws against psychic powers, fear effects, and corruption checks for 1 hour.

Auspex Reveal
3

Auspex Reveal

A ghostly mechanical overlay scans an area, highlighting concealed doors, hidden compartments, and cloaked beings in shimmering gold runes. This spell reveals all hidden objects, secret doors, and invisible creatures within its range, granting the caster advantage on Investigation and Perception checks for the duration.

Edict of Obedience
3

Edict of Obedience

You channel Imperial authority as if backed by the High Lords of Terra themselves. Your voice echoes like a commandment, compelling obedience from those who hear it. Target must roll at a Wisdom Saving Throw. -Success: Targets resist. -Failure: Targets are charmed for 1 hour and will follow reasonable commands as if you are their direct superior.

Liturgical Command
2

Liturgical Command

By invoking the Emperor’s name, you gain temporary authority over low-ranking Imperial citizens or PDF troops within range. Those who fail to resist your command will treat your orders as if given by a superior officer for the next minute, following your instructions to the best of their ability.

Sanction of Purity
2

Sanction of Purity

You consecrate a small area or object, suppressing minor warp corruption and chaos taint. This spell removes minor Warp contamination and protects the area from daemonic influence for 1 hour. Creatures entering the area with Chaos alignment must make a Wisdom saving throw or suffer disadvantage on attack rolls while within the radius.

Servo-Skull Beacon
1

Servo-Skull Beacon

You summon a small holo-emitter resembling a hovering servo-skull that follows you, illuminating or marking your presence. The skull sheds bright light in a 30 ft radius and can relay simple visual signals to allies within 300 ft, lasting for 10 minutes or until dismissed.

Archives Recall
1

Archives Recall

You briefly access the Imperial Archive within your mind, pulling fragments of forgotten lore. Gain advantage on one History or Religion check within the next minute. On a success, you also learn a hidden fact or piece of lore at the GM’s discretion.

Oathbinding Seal
1

Oathbinding Seal

A glowing aquila symbol brands an object or door, locking it with the Emperor’s authority. The sealed object cannot be opened or tampered with without a successful Strength check (DC = 8 + spellcasting modifier + proficiency bonus). Breaking the seal triggers a loud prayer-chant audible within 100 feet.

Vox Channel
0

Vox Channel

You project your voice as if through a perfectly clear vox-caster to any known location or person within range. Your voice is heard as a direct transmission by the target, allowing for short communication, even through obstacles.

Holy Exorcism
2

Holy Exorcism

Channel the Emperor’s fury to expel the influence of Chaos. This spell targets a single creature or object within range, attempting to suppress or eliminate corrupting forces.

Edict of the Inquisition
2

Edict of the Inquisition

Your words become a divine decree, compelling a target to answer or comply with your command. The target must either truthfully answer one question or perform a simple task on their next turn, as determined by the DM.

Shield of the Imperium
1

Shield of the Imperium

A gleaming barrier of energy emblazoned with the Aquila flares up, shielding your allies from harm. All allies within a 10-foot radius gain temporary hit points equal to 1d6 plus your spellcasting modifier.

Litany of Protection
1

Litany of Protection

You chant holy verses, creating a shimmering aegis of faith around an ally. The target gains +2 AC and resistance to psychic damage until the start of your next turn.

Emperor’s Light
0

Emperor’s Light

Radiant golden light bursts from your outstretched hand, searing the unholy. Chaos and Daemonic creatures writhe in pain under its purity, taking full damage from the spell's radiant energy.

Tzeentch’s Whisper
2

Tzeentch’s Whisper

You murmur an impossible string of syllables into the Warp. A nearby enemy hears only what it fears most, filling its mind with paralyzing doubt. The target must make a Wisdom saving throw; on a failure, they are frightened until the end of their next turn.

Shroud of False Form
2

Shroud of False Form

You subtly alter your appearance and presence with a veil of illusion, making you seem like a harmless bystander, a loyal soldier, or an obscure official. This disguise is convincing enough to fool most observers, requiring a DC 15 Insight check to see through the illusion.

Warp Spark
1

Warp Spark

A chaotic spark of raw Warp energy arcs toward a target, crackling with unpredictable color and sound. Upon impact, it unleashes a surge of energy that disrupts the target's senses and mobility.

Glamour of Tzeentch
1

Glamour of Tzeentch

Your form shimmers with illusory overlays of vibrant, shifting light, making it difficult to strike you. Until the start of your next turn, attackers have disadvantage on attack rolls against you. Concentration, up to 1 minute.

Flickering Change
0

Flickering Change

A small flicker of multicolored energy leaps from your palm, distorting air and briefly warping reality around the target before detonating in a burst of sorcerous sparks. The target must make a ranged attack roll against the caster, and if it hits, the target takes 1d8 force damage and suffers disadvantage on its next attack roll.

Warp Reality
6

Warp Reality

You bend the Warp around you, causing terrain to ripple and time to fracture. Enemies within the area feel the world tilt and twist around them, suffering psychic damage and potential stunning effects.

Treason of Tzeentch
5

Treason of Tzeentch

You reach into the minds of enemies and twist their loyalty, causing them to attack their own allies as shimmering blue flames flicker across their eyes. The target must make a Wisdom saving throw, and on a failure, they are compelled to attack their nearest ally for one round, while on a success, they resist the effect and become immune for 24 hours.

Pink Fire of Tzeentch
4

Pink Fire of Tzeentch

Unstable pink flames burst forth in a wave, searing flesh and warping metal. The flames twist and dance with mocking laughter, leaving a trail of chaos in their wake.

Bolt of Change
3

Bolt of Change

A shimmering bolt of twisting energy lashes from your fingertips, warping reality and flesh as it strikes. The air shimmers and crackles with raw sorcery, and those struck are briefly engulfed in prismatic fire.

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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