Dark Matter (d20)
What is Dark Matter?
Dark Matter is a full science fiction conversion for 5th Edition that unlocks a universe of adventure for your table¸ without leaving your favorite fantasy staples behind.
Everything in Dark Matter¸ from character options to space combat¸ is easy to learn¸ generic enough to use with any sci-fi setting¸ and made to work with 5th Edition. Moreover¸ this entire 298-page book is filled with gorgeous illustrations from start to finish.
Dark Matter is for any player or GM who wants a little more sci-fi at their table. Though it's a full campaign setting¸ Dark Matter is designed with flexibility as a top priority: the rules and options in Dark Matter can seamlessly be applied to any 5E campaign from the definitely-not-Star-Wars settings the to all-inclusive fantasy games. You need Dark Matter if you want to throw a blaster¸ laser sword¸ or starship into your next game¸ even if it's only for one session.
What can you expect from Dark Matter?
Dark Matter is a 298- page book with full-color illustrations and gorgeous art direction. Its 8 chapters (and appendices) are chock full of sci-fi action¸ from beginning to end. Here's what every chapter entails:
The 'Verse: An introduction to the universe at large¸ providing the all-important top-down view on everything. This chapter details much of the 'verse's history¸ outlines all the major races¸ introduces all the major factions¸ and gives some insight in how to adventure around the galaxy.
Races: Seven new playable character races¸ plus an extremely customizable human subrace¸ to inhabit the 'verse alongside the usual fantasy standard of elves¸ dwarves¸ gnomes¸ and so on. Your next character could be an Amoeboid¸ a shapeshifting ooze-person¸ a Vect¸ a living construct of magical technology¸ or an Avia-Ra¸ a bird-headed sun worshiper.
Gadgeteer: A highly-customizable technological base class (complete with four subcalsses) that uniquely belongs in the Dark Matter universe.
Character Options: A swathe of archetypes for every class in 5E core; plus a handful for Mage Hand Press classes¸ a deluge of new feats¸ a host of new backgrounds¸ and three new skills. With these options¸ you can finally play the tech-savvy gnomish space marine or the dashing elven starship pilot you've always longed for.
Equipment: Blasters¸ laser swords¸ rocket hammers¸ magic items¸ artifacts¸ and more! This chapter contains everything from personal radios and tool kits to universe-shaping artifacts. You know what they say: hokey religions and ancient weapons are no match for a good blaster at your side!
Ships: Innovative rules for space combat¸ options for assembling and customizing your own starship¸ and over 40 example ships to populate your space battles. Everything you need to explore the universe! Will you spend your hard-earned gold on upgrading the dark matter drive in your custom Freelancer¸ or does it need another battery of pulse cannons?
Monsters: A bestiary full of alien critters from the adorable thrwirrel to sinister wandering rift. These creatures¸ all of which come with full descriptions and statistics¸ should provide a sci-fi challenge all the way from 1st level to 20th. In addition¸ the Monsters chapter comes stocked with a vast array of NPCs¸ ready to pilot opposing vessels and populate humanoid factions.
Spells: A catalog of spells to influence technology¸ harness hardlight¸ and travel the universe. From cantrips like technomancy¸ which give some harmless tech-manipulation¸ to the devastating orbital hardlight cannon (which is a magic space can