Star Wars: The New Republic world illustration - Science Fiction theme
Science Fiction

Star Wars: The New Republic

M
Muttboy

Set fifteen years after the fall of galactic empire, the galaxy filled with chaos.


Author's Note: This is a made up alternative to the sequel trilogy as I have a lot of issues with the sequel trilogy and wanted to create my own. A big one being the stupid starkiller weapon basically wiping out the new republic to basically undo everything the original trilogy did. There's still going to be elements from series like the mandalorian but for the most part this should not be pulling from the sequel trilogy. This will focus more on things I imagine the galaxy dealing with while trying to rebuild the republic. A few notes: Due to the fact that I'm trying to create a galactic sized world in a 2000 km square areas and points of interests may not play nice. Things being closer together is going to have Franz seeing more. So use the right tab to always move any npc that shouldnt be in the scene a short distance away. Franz may also try and use poi on a separate planet, so you might need to watch where he moves you, generates locations, and double checking that he's not acting like tatooine's sarlaac is on Hoth or something.
Played103 times
Cloned15 times
Created
39 days ago
Last Updated
9 days ago
VisibilityPublic
Master Force Barrier
6

Master Force Barrier

You draw upon the power of the Force to create a protective barrier around yourself and your allies. This barrier reduces all damage taken by 16 for the duration of the spell, providing a significant shield against incoming attacks.

Improved Force Barrier
4

Improved Force Barrier

You create a shimmering barrier of force energy that envelops you and your allies, absorbing damage and providing a protective shield. This barrier reduces all damage taken by 8 for the duration of the spell.

Force Barrier
2

Force Barrier

Draw upon the protective powers of the force to create a shimmering barrier around you and your allies. This barrier reduces all damage taken by 4 for the duration of the spell, providing a vital shield in the heat of battle.

Master Revitalize
9

Master Revitalize

Channel the profound energies of the universe to restore a creature to life, regardless of how long they have been deceased. This forve power not only revives the target but also heals them to full health, removing any ailments or conditions they may have suffered before death.

Improved Revitalize
6

Improved Revitalize

Channel the essence of the Force to restore life to a creature that has been dead for less than 24 hours. This spell not only revives the target but also heals them for a portion of their maximum hit points, invigorating their spirit and body.

Revitalize
3

Revitalize

Harness the power of the force to bring a recently deceased creature back to life. This spell can only be used on a creature that has been dead for less than a minute, restoring them to consciousness with a surge of energy.

Master Heal
8

Master Heal

You draw upon your mastery of the force, channeling pure energy to heal your allies completely. All creatures of your choice within range regain all lost hit points, and any conditions affecting them are removed.

Kill
7

Kill

You draw upon the dark side of the Force to target a creature. If the target's hit points are below 100, they are instantly slain, their life force extinguished in an instant.

Choke
3

Choke

Harnessing the dark side of the force, you constrict the target's throat, rendering them unable to act. The target must make a Constitution saving throw or take 3d6 damage at the start of their turn, and they cannot take actions, bonus actions, reactions, or move until they succeed on a saving throw at the end of their turn.

Wound
2

Wound

You draw upon the dark side of the Force to inflict a grievous wound on a target. Make an attack roll; on a hit, the target suffers 6d6 necrotic damage as dark energy courses through their body.

Plague
8

Plague

You draw upon the dark side of the force to unleash a devastating plague. All creatures within a 30-foot radius must make a Wisdom saving throw or become poisoned, suffering disadvantage on all skill checks, attack rolls, and saving throws for the duration of the effect. Has no effect on droids.

Affliction
2

Affliction

You draw on the dark side of the Force to inflict a debilitating disease upon a target. The target must make a Wisdom saving throw or become poisoned, suffering disadvantage on all skill checks, attack rolls, and saving throws for the duration of the effect.

Slow
2

Slow

You draw upon the power of the Force to hinder your enemies. The target must make a Wisdom saving throw or be affected by the spell, limiting their actions for the duration. On their turn, they can only take one of the following: an action, a bonus action, or movement, and they cannot take reactions.

Force Storm
9

Force Storm

Channel the raw power of the dark side, unleashing a tempest of purple lightning from your fingertips crying out "UNLIMITED POWER" with your deepest passion. All creatures within a 30-foot radius must make a Dexterity saving throw or suffer devastating lightning damage.

Force Lightning
3

Force Lightning

Channel the dark side of the force to unleash a torrent of purple lightning from your fingertips. Targets within a 15-foot cone must make a Dexterity saving throw or suffer devastating lightning damage.

Shock
0

Shock

You channel dark side of the force through your finger, unleashing a jolt of electricity that arcs toward a target. The target must make a saving throw or take 1d10 lightning damage, feeling the raw power of the dark side.

Insanity
8

Insanity

You tap into the dark side of the force, unleashing a wave of psychic energy that shatters the target's mind. The target must make a wisdom saving throw or suffer from confusion and madness, experiencing vivid hallucinations and paranoia for the duration of the spell.

Horror
5

Horror

Channeling the dark side of the force, you instill a deep sense of terror in a target, compelling them to flee from you in fear. The target must use their turn to move away from you as far as possible, unable to take any other actions while under the spell's influence.

Terror
1

Terror

You tap into the dark side of the Force, instilling a deep sense of fear in your target. The target must make a Wisdom saving throw or become frightened of you for the duration.

Death Field
8

Death Field

You reach out with the dark side of the force, creating a field of necrotic energy that engulfs all creatures within a 30-foot radius. Each creature must make a saving throw, taking 3d8 necrotic damage on a failed save, while you regain hit points equal to the total damage dealt.

Drain Life
1

Drain Life

You reach out with the Dark Side of the Force, siphoning the life energy from a target. The target must make a saving throw or take 3d8 necrotic damage, and you regain hit points equal to the damage dealt.

Force Armor
7

Force Armor

Surround yourself with a protective field of energy, granting you a +6 bonus to Armor Class and saving throws for 8 hours. This spell channels the power of the Force, creating a barrier that deflects attacks and enhances your resilience against harmful effects.

Force Shield
4

Force Shield

You create a shimmering barrier of energy that envelops you, granting a +4 bonus to your Armor Class and saving throws for 8 hours. This protective shield draws upon the power of the Force, making you more resilient against attacks and harmful effects.

Force Aura
1

Force Aura

Surround yourself with a protective barrier of mystical energy, enhancing your defenses. For the duration of the spell, your Armor Class and all saving throws are increased by 2, reflecting the power of the Force.

Force Heal
3

Force Heal

You draw upon the light side of the Force to channel healing energy into a target, restoring 6d6 hit points and removing any poison effects. The soothing energy envelops the target, mending wounds and purging toxins with a radiant glow.

Advanced Throw Lightsaber
1

Advanced Throw Lightsaber

You harness the power of the Force to hurl your lightsaber at up to three targets within range. Each target must make a Dexterity saving throw, taking damage on a failed save or half as much on a success, as the lightsaber returns to your hand after the attack. You may choose the same target multiple times.

Throw Lightsaber
0

Throw Lightsaber

You channel the force to hurl your lightsaber at a target, dealing damage on impact and returning to your hand at the end of your turn. If the target is within 30 feet, you can make a melee spell attack to hit, dealing additional damage on a successful hit.

Force Breach
4

Force Breach

You reach out with the power of the Force, targeting a creature or object within range. You can remove all effects of your choice from the target, such as a condition, spell effect, or other magical influence, restoring them to their original state.

Force Suppression
1

Force Suppression

You reach out with your will, suppressing a single magical effect on a target. This can be either a beneficial or harmful effect, allowing you to alter the battlefield in your favor.

Force Wave
5

Force Wave

You unleash a powerful wave of force energy in a 60-foot cone, pushing back any number of creatures of your choice. Each target must make a Constitution saving throw or take 8d8 force damage, be thrown back 15 feet, and knocked prone.

Force Whirlwind
3

Force Whirlwind

You create a swirling vortex of force energy in a 30-foot radius centered on you. Creatures that start their turn within this area must make a Wisdom saving throw or take 3d8 force damage, being knocked prone and thrown in a random direction on a failed save. You can choose any number of targets to be unaffected by this spell.

Destroy Droid
8

Destroy Droid

You cause target droid to experience a power surge through a droid, overwhelming its systems. The target must make an Intelligence saving throw or take 10d10 lightning damage; if the droid has less than 100 hit points, it is instantly destroyed.

Disable Droid
2

Disable Droid

You reach out with the Force, targeting a droid within range. The droid must make an Intelligence saving throw or become paralyzed for the duration, unable to move or take actions.

Stun Droid
0

Stun Droid

You reach out with the Force, targeting a droid within range and momentarily disrupting its systems. The droid must succeed on an intelligence saving throw or be stunned until the end of your next turn, unable to take actions or reactions.

Stasis Field
7

Stasis Field

You draw upon the power of the Force to create a stasis field in a 30-foot radius around you. Enemies within this area must make a Wisdom saving throw or become paralyzed for the duration, unable to move or take actions. Has no effect on droids.

Statis
3

Statis

Channel the power of the cosmos to paralyze a target, rendering them immobile as their mind struggles against the overwhelming force. The target must make a Wisdom saving throw; on a failure, they are paralyzed for the duration of the spell. Has no effect on droids.

Stun
0

Stun

Channel the power of the Force to temporarily incapacitate a target, leaving them unable to act for one turn. The target must succeed on a wisdom saving throw or be stunned, unable to take actions or reactions until the end of their next turn. Does not work on droids.

Master Valor
6

Master Valor

Channel the power of the Force to enhance your physical and mental prowess. For the duration of the spell, you gain a +5 bonus to all ability scores and saving throws, empowering your actions and resilience against threats.

Knight Valor
4

Knight Valor

Channel the power of the Force to bolster your physical and mental prowess. For the duration of the spell, increase your ability scores and saving throws by 3, empowering you to face any challenge with enhanced strength and resilience.

Force Valor
2

Force Valor

Channel the mystical energy of the Force to enhance your physical and mental prowess. For the duration of the spell, increase your ability scores and saving throws by 1, empowering you to face challenges with greater resilience and strength.

Improved Energy Resistance
4

Improved Energy Resistance

You draw upon the Force to gain resistance to all types of energy damage (fire, cold, lightning, acid, and thunder) for the duration of the spell. Additionally, you become immune to the poisoned condition, allowing you to withstand harmful toxins and energies with ease.

Master Speed
5

Master Speed

Harness the power of the Force to enhance your reflexes and agility. For the duration of the spell, you gain a +3 bonus to your Armor Class and an additional turn in the initiative order, allowing you to act twice in a single round.

Knight Speed
3

Knight Speed

Channel the power of the Force to enhance your combat prowess. For the duration of the spell, you gain a +2 bonus to your Armor Class and can make an additional attack as well as a bonus action on your turn.

Dominate Mind
3

Dominate Mind

You exert your will over a creature's mind, forcing it to follow commands you issue. The target must succeed on a Wisdom saving throw or be dominated for the duration, acting as you direct until the command is completed or the spell ends.

Force Push
0

Force Push

You unleash a wave of telekinetic energy that pushes creatures away from you. Choose one creature you can see within range; if it's an enemy, it must make a Strength saving throw or take 1d8 force damage and be pushed 10 feet away. If the target is a friendly creature, you can move them up to 10 feet in any direction without causing damage.

Energy Resistance
2

Energy Resistance

You draw upon the power of the Force to gain resistance to a chosen energy damage type (fire, cold, lightning, acid, or thunder) for the duration of the spell. This protective aura envelops you, allowing you to withstand the onslaught of elemental attacks.

Affect Mind
0

Affect Mind

You tap into the mental energies of your target, weaving illusions and suggestions that compel them to act against their better judgment. The target must succeed on a Wisdom saving throw or be tricked into performing a simple action of your choice, believing it to be their own idea.

Cure
1

Cure

A gentle wave of force energy envelops you or a target, mending minor wounds and restoring vitality. The target regains hit points equal to 1d4 plus your spellcasting modifier, bringing a sense of relief and rejuvenation.

Burst of Speed
1

Burst of Speed

You harness the power of the force to enhance your agility and combat prowess. For the duration of the spell, your Armor Class increases by 1, and you gain an additional attack during your turn.

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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