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  ALPHA
  
   
  CREDITS 
  Writers 
  Michael Holik 
  Jaron Mortimer 
  Benjamin Richardson 
  Matthew Pennell 
  Jason Sinclair 
  Artists 
  Martin Kirby 
  Lucas Ferreira 
  Jordy Nicolai Knoop 
  Jonathan Ying 
  Michael Holik 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ON THE COVER 
  Martin Kirby illustrates the Void portal nestled in 
  the teeth of an ancient and mysterious maw 
  station: the last thing a wayward starship sees 
  before embarking on an epic journey through the 
  cosmos! 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, 
  storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are 
  in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than 
  the material designated as Open Game Content may be reproduced in any form without written permission. 
  Dark Matter is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2018 Mage Hand Press. All Rights 
  Reserved 
  ALPHA
  
   
  Chapter 1: The ‘Verse ................................. 1 
     The Galaxy ................................................ 1 
     The Adventuring in the ‘Verse ............ 7 
     Races of the ‘Verse ................................. 9 
     Factions.................................................. 24 
  Chapter 2: Races ........................................ 31 
     Amoeboid ................................................. 31 
     Avia-Ra ...................................................... 33 
     Nautilid ................................................... 35 
     Near-Human ........................................... 36 
     Skathári ................................................... 37 
     Vect ........................................................... 39 
     Wrothian ................................................ 41 
  Chapter 3: Gadgeteer ............................... 43 
     Class Features ....................................... 44 
     Tech Specialties ..................................... 47 
     Gadgets ................................................... 50 
  Chapter 4: Character Options .............. 55 
     Subclasses ............................................... 56 
     Feats ........................................................ 84 
     Backgrounds .......................................... 95 
     Skills ...................................................... 103 
  Chapter 5: Equipment ............................ 107 
     Weapons ................................................ 107 
     Armor ..................................................... 112 
     Gear ........................................................ 112 
     Trinkets ................................................. 116 
     Construct Grafts ................................ 118 
     Magic Items ........................................... 121 
     Artifacts ................................................ 129 
   
   
   
   
   
   
   
   
  Chapter 6: Ships ...................................... 133 
     Ship Traits ............................................. 133 
     Dark Matter Engines .......................... 135 
     Ship Weapons ....................................... 136 
     Systems ................................................... 138 
     Customizing Your Ship ...................... 141 
     Example Ships ....................................... 146 
     Ship Combat ..........................................165 
     Exploring the ’Verse .......................... 169 
  Chapter 7: Monsters .............................. 171 
     Monsters by CR ..................................... 171 
  Chapter 8: Spells .................................... 229 
     Spell Lists ............................................. 229 
     Spell Descriptions ............................... 231 
  Appendices ............................................... 243 
     A: Creating a Planet ........................... 243 
     B: Dark Matter Plot Hooks ............... 251 
     C: Spacer Lingo ..................................... 253 
     D: Useful Facts and Conversions ... 254 
     E: Hazards .............................................. 255 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TABLE OF CONTENTS 
  ALPHA
  
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  BACKERS 
  @NerdCant 
  2nd Dynasty 
  Aaron Parker 
  Aaron Wilson 
  Adam 
  Adam Masishin 
  Adam Messner 
  Adam Roy 
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  Adrian Atkins 
  Agnieszka Pogorzelska 
  Aidan Allcock 
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  Ardis 
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  Ayleron 
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  Barry Mannolini-
  Winwood 
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  SPECIAL THANKS 
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  The legion of discord members, patrons, and 
  playtesters that made this possible 
   
  Last, but not least, mom. 
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  Derek Imlah 
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  As a general rule, magic doesn’t exist in science 
  fiction. Any spectacular event can be spoiled with a few 
  sentences of technobabble, outlining some advanced 
  technology or misunderstood scientific fact that explains 
  away the magic answer and replaces it with science. In 
  fact, this is a core tenet of many science fiction franchises, 
  as codified by Arthur C. Clarke's immortal declaration 
  that  
  "Any sufficiently advanced technology is 
  indistinguishable from magic." 
  In other words, magic is always technology wearing a 
  fancy hat. 
       When you dive into the universe of Dark Matter, you'll 
  find that quite the inverse is true: magic has become so 
  advanced, it seems like high-technology. Those blasters 
  are highly-developed evocation wands, that flying car is 
  using a permanent levitate spell, and traveling faster than 
  the speed of light is simply an advanced application of 
  teleportation magic. 
       In Dark Matter, fantasy and science fiction can live 
  side-by-side: the universe is filled to the brim with huge 
  starships, innumerable alien creatures and planets, and all 
  sorts of blasters, jetpacks, and power armor. It’s also 
  populated with dragons, demons, giants, and strange alien 
  creatures to be met and slain. Axe-wielding barbarians 
  clad in furs can stand alongside machine-gun toting 
  androids, facing down alien horrors on the deck of a 
  derelict space cruiser; trinket-festooned wizards and 
  power armored space commandos can plot together to 
  take down a dragon that lives in an asteroid made of solid  
   
   
   
   
   
   
   
   
   
   
   
  gold; and lute-strumming bards can play their 
  songs, garnering favor in fame in every hive of scum 
  and villainy on the outer rim of the galaxy. 
       At its core, Dark Matter is a love letter to our favorite 
  science fiction franchises, and an acknowledgement that 
  science fiction in general need not be divorced from 
  fantasy. The best sci-fi, from Star Wars to Dune, is filled 
  with fantastic elements: mystical space-wizards, laser 
  swords, precognition, and unusual alien abilities, to name 
  a few. None of them seem all that out of place in high 
  fantasy, yet the two are irreparably divorced. Of course, 
  the distinction is mostly an aesthetic onesci-fi outfits its 
  magic in sleek metal and whereas high fantasy uses 
  glowing arcane runes. Dark Matter is our attempt to 
  bridge that gap. 
       Somewhere out there in the Dark Matter universe, 
  every conceivable world, from the medieval domains of 
  wizards and dragons, to the high-tech alien planets of your 
  favorite sci-fi franchise, wait to be discovered. Your own 
  campaign world is out there too, perhaps blissfully 
  unaware that high above alien starships dogfight, 
  exchanging blaster fire for the fate of the galaxy.  
       So pick up a blaster and grab the keys to a starship 
  the whole ‘verse awaits!  
  Your friends, 
  Mage Hand Press 
   
   
   
   
   
  Any sufficiently advanced 
  magic is indistinguishable 
  from technology 
  FOREWORD 
  ALPHA
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This book is an alpha, which means that we’re still smoothing out the rough edges 
  and adding assets here and there. Please pardon our mess. However, this book is 
  still fully-playable with 5th Edition and is (hopefully) in its final form. 
   
  It also means can help us improve this book by playtesting it! (We’d appreciate it!) 
   
  To give us feedback about the book in general, click here. 
   
  To report a specific issue regarding the book, click here, 
   
   
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  THE ‘ VERSE 
  To a terrestrial adventurer, the scale the galaxy is a little 
  mind-bending and more than a bit frightening. It betrays 
  much of what their senses tell them: the land they walk on 
  is down, the sky is up, the sun goes from east to west. The 
  idea that “up” is in all directions, or that there is no 
  constant “down”, or that your world is but a speck of the 
  cosmic whole is antithetical to nearly everything they’ve 
  ever learned. However, for those adventurers who can 
  muster the courage to brave the starry skies, to strike out 
  into the unknown, and take their first, bold steps into the 
  night, untold treasures are there to be had.  
       The Galaxy is where interstellar travelers spend their 
  time, charting their way through The Black, the empty 
  space between worlds. Facilitating their journeys are the 
  maws, which (in conjunction with their starships) allow 
  them to travel between stars and vast stretches of galaxy 
  by moving through the Void.  From the markets on the 
  maws to the inner workings of their own ships, they’ll 
  come across an endless array of magical technology, from 
  the simple blaster to the intricate Dark Matter drive. 
  Equipment in hand, it is on them to find purpose, 
  meaning, and potentially profit in the galaxy; there is a 
  nearly endless amount of adventuring and exploring to do 
  in the ‘verse, and a wide variety of races and factions to 
  pledge yourself to or work for; not to mention deadly 
  hazards to avoid.  
  The Galaxy 
  The Milky Way galaxy, located along the upper edge of 
  the Virgo Supercluster, is a spiral galaxy roughly one 
  hundred thousand light years in diameter and nearly ten 
  thousand light years across at its center. Collected within 
  this massive, swirling disk of stars, planets, nebulae, and 
  other celestial bodies are all of the sentient beings known 
  to exist in the universe. While most scholars assume that 
  life, and indeed sentient life, must exist within galaxies 
  beyond the borders of the Milky Way, such places are 
  beyond the reach of even the fastest ships. For all intents 
  and purposes, the beings that inhabit this galaxy are alone 
  in the universe.  
       Regardless of this fact, few, if any, creatures in this 
  corner of the universe (often colloquially shortened to the 
  “’verse”) feel or will claim to be alone, at least on a 
  galactic scale. Scattered amongst the four galactic 
  quadrants are millions of life-bearing planets, of all shapes 
  and sizes, housing quadrillions of sentient beings. 
  Dispersed between and around these worlds are millions 
  of space stations, satellites, outposts, and lairs tucked into 
  the recesses of every sizable asteroid and comet available. 
       While many habitable worlds are either are home to 
  peoples which have yet to discover space flight or are 
  completely unaffiliated with galactic alliances, most 
  discovered worlds belong to one of the galactic factions. 
  These powerful federations, hegemonies, empires, and 
  loose conglomerates span the ‘verse, extending to their 
  natural limit at galactic frontier. Facilitating these massive 
  alliances is the maw network, a web-like series of 
  immense, interconnected space stations spread in 
  concentric rings emanating from the galactic core, which 
  serve dual purpose as both communication relays and 
  jump-stations. 
  CHAPTER  1 
  THE 'VERSE 
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  The Black 
  Despite the truly staggering number of stars, planets, and 
  other celestial bodies in the galaxy, they altogether 
  account for less than a fraction of a percent of its volume. 
  Indeed, space is filled with an unfathomable amount of 
  empty nothingness. This featureless, cold, and lifeless 
  vacuum is often referred to by spacers as “the Black”. It 
  is truly ubiquitous, for every world in the ‘verse floats 
  within it.  
       The massive expanse of the Black is the single greatest 
  challenge to all long-distance space travel. While travel 
  between planets in a single star system is possible for 
  slower vessels, to cross even the shortest stretch of Black 
  between stars without faster than-light (FTL) travel takes 
  many human lifetimes (and even a few elven lifetimes). 
  Lack of air, food, water and light means that life support 
  systems are essential for any interstellar travel, and to find 
  yourself stranded means slow, certain death (assuming a 
  rogue burst of radiation or a stray asteroid doesn’t come to 
  speed up the process). While powerful terrestrial mages 
  can cross a planet with a wave of their hand and a magic 
  word or two, spells of that nature (such as teleport) do not 
  penetrate far into the Black, nor can similar spells that 
  utilize planar travel.  
  Dead Magic 
  No obstacle in the Black is as perilous and impassable as 
  Dead Magic Zones. In these areas, where the magic of 
  the ‘verse has worn thin and ripped wholly asunder, no 
  magic functions, including that which powers ships and 
  drives Dark Matter engines. Navigation systems fail, life 
  support fizzles out, and engines go silent. Even vect 
  become incapacitated. Finding oneself in one of these 
  regions without a nonmagical means of escape is truly a 
  death sentence. 
       Though Dead Magic Zones might appear fixed in place 
  on a map, their boundaries are ever-shifting and churning; 
  they warp, grow, shrink, separate and merge, all 
  seemingly at random. The largest masses of dead magic 
  appear largely static, but only on the scale of lifetimes. 
  Over millennia, through constant, imperceptible motions, 
  they too move across the 'verse, swallowing some worlds 
  and releasing others as they move. 
       Worlds that lie deep within Dead Magic Zones are 
  considered by many to be Lost worlds, inaccessible and 
  cut off from the universe. The gnomish homeworld of 
  Nebellion is one such world, and as a result, gnomish 
  tinkers have developed marvels of science that function 
  and power themselves without the use of magic, even 
  achieving Void-based FTL. To this day, a gnomish ship is 
  the only means by which to penetrate into Dead Magic 
  Zones and the primitive, magicless worlds within. 
  Sepulcher Star 
  Situated at the very center of the galaxy is a sight which 
  has sparked transcendence, insanity, and holy crusades: 
  the great Sepulcher Star. An utterly massive star, one 
  which defies all logic in regard to its continued existence, 
  sits in a slow, orbiting dance with an equally large, tidally-
  locked black hole. While exceptionally little is known 
  with regards to the star itself, the avia-ra (as well as 
  several other groups) claim that it is the holiest of holy 
  sites in the ‘verse; the avia-ra’s holy city, the Solar 
  Citadel, orbits this very body. Many of their oldest scripts 
  (which contain some of the oldest written lore in the 
  galaxy) state that at the center of the so-called Sepulcher 
  Star sits the First God, the carver of the maws, the true 
  creator of the stars (and, indeed, all of creation), the Old 
  Un.  
       Indeed, sophisticated scans have verified that some 
  structure exists in the core of the star, a sepulcher 
  composed of incomprehensibly strong exotic metals that 
  can withstand the perpetual inferno, but this is not the 
  star’s only mystery. The Sepulcher Star is far too massive 
  to be as old as it is; by all rights, it should have burnt out 
  millions of years ago due to its own mass. As its orbit 
  closes in on The Core’s black hole, it sheds even more 
  mass, and yet continues to survive. Within a few hundred 
  thousand years, the star is likely to be consumed by the 
  black hole altogether. 
       As well, the fact that the Knights of the Sepulcher, as 
  well as other individuals, can draw magical power through 
  the colossal star lends some credence to its power. That 
  the Sepulcher Star contains something of immense might 
  is unquestionable, but the nature of what dwells within the 
  star is completely mysterious. Perhaps Old Un is a being 
  of light and creation, retired in its venerable age and 
  resting within the star, or maybe Un is a malicious 
  creature of the Void, or an Old God of the Far Realm, 
  imprisoned within the star until the universe’s end. Or 
  perhaps the truth is stranger still; all that is known for 
  certain is that Un is powerful and inexorably ancient. 
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  THE 'VERSE 
  The Maws 
  Were it not for the Maws, galactic civilization 
  could not exist on the grand scale that it currently 
  does. These massive, antediluvian bones are the 
  remnants of some colossal and long-extinct breed 
  of voidbeast, reinforced with ancient machinery 
  and clutching a massive portal into the Void 
  within their jaws (hence the name.) These 
  portals are linked to one another in a 
  network, allowing space travelers to 
  perform a perfectly-controlled jumps 
  between the maws, crossing the 'verse 
  with ease. No one is completely certain 
  how the maws work, or who originally 
  constructed them, but they have 
  nonetheless become the backbone 
  of galactic trade. 
       Discovering the maws was a 
  catalyst for the rapid expansion 
  and colonization of the galaxy 
  thousands of years ago, and their 
  importance has not lessened in the 
  meantime. Acting as a rapid transit 
  network for ships, which can cross from 
  one edge of the galaxy to the other in 
  mere days, the maw stations 
  connect the galactic 
  empires, act as a neutral 
  meeting ground for 
  intrepid travelers, and form 
  the cornerstone of galactic trade. 
  Each maw station is a vibrant, 
  multicultural trade city and 
  spaceport, playing host to 
  creatures of all size and shape 
  from across the 'verse. If 
  something is to be bought 
  or sold (legally or 
  illegally), it is likely to be 
  found on a maw. 
   
   
   
   
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       Unlike most outposts in the galaxy, the maws are 
  uniformly neutral. All beings, even those from far-off 
  planes of existence, are welcome to traverse the stations 
  freely, without fear of attack. Demons and angels may be 
  found sharing tables in the many varied taverns, Chaos 
  beasts may be found haggling with contract keepers from 
  the Plane of Law over shipping manifests, and the bitterest 
  of rival races may hammer out treaties between their 
  peoples in the great main courts. Maintaining this peace 
  and neutrality are two unique groups: the amoeboids, a 
  caretaker race of vaguely humanoid, translucent oozes 
  native to the maws, and a relatively new group of 
  peacekeepers, the Order of the Sepulcher. 
       Though the elves were the first of the humanoid races 
  to discover and use the maws for their intended purpose, 
  their creation and creator are shrouded in mystery. Only a 
  few links to that mystery have been uncovered, the most 
  prominent being the amoeboids themselves. Given that 
  they are the only creatures native to the maws, they seem 
  tasked with the continued upkeep and maintenance of the 
  stations, and are especially apt to do so. However, the 
  amoeboids histories contain no record of their origins, or 
  indeed, on the origins of the maws. 
  Galactic Frontier 
  There is but one exception to the maw network's absolute 
  connectivity: the links to the outermost ring of stations are 
  one-way, allowing transit out to this outer-edge of the 
  galaxy, but not back. Moreover, the outer ring itself 
  enjoys only intermittent connectivity between stations, 
  with an almost 25% chance for a failed jump between 
  outer maws. As such, this far-removed swath of space, 
  called the Galactic Frontier, is as unexplored as it is 
  lawless. 
  The Void 
  At its heart, the universe seems to be built on the 
  incomprehensible. Through different lenses, wizards, 
  engineers, alchemists, and scientists all struggle to 
  understand its fundamental mysteries, but nothing exposes 
  their ignorance more so than the Void. 
       The Void is not a plane of existence like the Material 
  or Elemental planes; in fact, it is very much their opposite. 
  The Void represents the space between planes, the 
  absence of everything, containing nothing―neither sound, 
  nor space, nor time. It is not just dark, but completely 
  dimensionless; an infinite pinpoint adjacent to every point 
  in reality. 
       By entering the Void and traveling through it, ships 
  can travel vast distances in the blink of an eye. In such a 
  process, called a Void Jump, ships are warped to an 
  infinitesimal size for the briefest possible time, from 
  which they can take a step in any direction to leap across 
  the universe. Greater jumps require more energy, but 
  allow longer steps from the Void through the universe; 
  doing so, of course, is extremely perilous. 
       Paradoxically, the Void is filled with streams of 
  hideous lights, which filter in from the most 
  gravitationally extreme parts of all other universes and 
  planes of existence. Because the Void has no substance 
  and it is adjacent to all possible realities, only the most 
  energetic radiation passes into it, all of which is 
  antithetical to living things. Any creature exposed to the 
  Void is irrevocably changed, hideously mutated in a 
  process called the Warp. To avoid such a fate, most pilots 
  jump blind from behind protective blast shields, relying 
  only on tenuous magical navigation. Even technological 
  assists fail and are burned out in the Void; unless 
  protected beneath a thick, metallic hull, nothing 
  withstands its ravages for long.  
  Dimensions and Planes 
  Even though the universe of Dark Matter is 
  filled with strange and fascinating worlds, it is 
  still possible to find oneself on the Elemental 
  Plane of Fire or swimming in the Ethereal Plane. 
  The various planes of existence can be thought 
  of as alternate dimensions, different layers of 
  the dimension that makes up reality. Some of 
  these planes, like the Elemental Planes, can be 
  accessed from anywhere, whereas others, like 
  demiplanes and those related to the afterlives of 
  specific faiths, can only be accessed from 
  certain parts of the universe, on certain worlds, 
  or only if other special requirements are met. 
       The universe of Dark Matter also introduces 
  the Void, a dimensionless realm beyond and 
  between all the other planes. It can be useful to 
  think about the Void as being a baseline 
  dimension; it represents what's left over when 
  all the other layers of reality have been stripped 
  away, leaving nothing, not even space or time. 
       Generally, it is impossible to use spells like 
  plane shift for an interplanar shortcut across 
  the universe, but the Void provides a unique 
  exception. However, void jumps are only 
  possible on the Material Plane; the void crystals 
  which power them are dangerously unstable 
  and will spontaneously collapse if brought to 
  another plane. 
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  THE 'VERSE 
       Oddly, it is exceptionally difficult to access the Void 
  from the confines of planetary gravity, making in-
  atmosphere void jumps all but impossible. 
  Roaches 
  Ocoulori Radavitis, known to many as "roaches", are 10-
  legged psychic insectoid creatures between 2 and 6 inches 
  long. On their homeworld, prior to the advent of 
  spaceflight, Roaches were considered a particularly 
  insidious form of pest, able to leverage their psychic, 
  possibly even precognitive, abilities to avoid 
  extermination. However, since their discovery by 
  interstellar explorers, they have become the single-most 
  valuable commodity in the ‘verse, bar none. 
       When most humanoids eat a live roach, a mind-
  expanding wave of euphoria and vivid hallucinations, 
  known as "the mists," washes over them. Most roach users 
  feel like they can see hidden dimensions of time and space 
  in the mists, as if a curtain concealing the multiverse itself 
  was pulled back and all its secrets were laid bare. 
  However, this mind-altering sensation is fleeting and lasts 
  only for a few short minutes. Worse, it can be addictive 
  and even psychologically damaging, especially with long-
  term use.  
       For unknown reasons, a pilot under the influence of 
  these hallucinations is actually able to judge the length of 
  a void jump and navigate it very close to its destination. 
  This single effect has made roaches extremely valuable 
  for interstellar travel and one of the most sought-after 
  goods in the universe. 
       Roaches can't be bred in most places, even with good 
  nutrition and habitats. Very few worlds, which apparently 
  lie along unseen intersections in the universe's ley lines, 
  can sustain roach life and allow for new roach broods. 
  Roaches that are taken off-world promptly become 
  infertile and normally die after about a year. Of course, 
  only living roaches cause the mists, so trade of these 
  creatures is extremely competitive. 
       The crippling psychological addiction isn't the only 
  downside of eating live roaches, for roaches undeniably 
  sentient. In spite of their size, roaches are weakly psychic, 
  and can empathetically communicate simple ideas to 
  creatures around them. Strong emotions, like fear and 
  affection, come across most vividly. It is probably some 
  psychic effect at the moment of their deaths that causes 
  the mists, which explains why alchemists have been 
  unable to replicate it. Regardless, more than one 
  pilot has stopped eating roaches―and willingly 
  enduring the terrible withdrawal 
  period―simply because the pangs of 
  guilt had grown too much to bear. 
  Technology 
  The first bold steps toward galactic empires would not 
  have been possible without remarkable advances in 
  magical and technological theory and application. While, 
  for eons, powerful wizards and sorcerers have been able to 
  alter the fabric of reality, gods have had total reign of their 
  own planes of existence, and demons, dragons, and all 
  manner of eldritch creatures have leveraged their arcane 
  might to bend worlds to their will, the common person has 
  always had little to no contact with the arcane or the 
  fantastical. In this age of automatons, interstellar empires, 
  and pan-galactic communication, however, nearly 
  everyone enjoys access to some form of enchantments, 
  magics, or artifacts. 
       Low level magics have become nearly as 
  commonplace across the ‘verse as once were torches, 
  pitchforks, and horses. While most people still cannot 
  banish a demon with the wave of their hand or rain fire 
  down from the sky with a word, most have ready access to 
  hardlight-projecting consoles, datapads which allow 
  communication from one planet to the other, healing 
  apparatuses that work as well as any cleric, and other 
  similar wondrous items. Magic, as far as the ‘verse is 
  concerned, is no longer at odds with technology; it has 
  become technology. 
  Magical Technology 
  Modern magical technology traces its heritage back to 
  traditional magic items, which possess incredible arcane 
  potential and wondrous self-recharging properties, 
  tempered only by the fact that their construction demands 
  months of work and centuries of arcane expertise. With 
  the discovery and later exploitation of the galactic ley 
  lines, the construction of magic items became industrial: 
  disposable, standardized, and cheap. At first, these 
  processes resulted only in half-baked imitations of magic 
  items, but soon, the face of modern magical technology 
  began to develop. 
   
   
   
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       A common element found across almost all arcane 
  technology are arcane batteries, small, self-recharging 
  power sources, whose energy can be adapted to nearly any 
  application, from producing bursts of laser fire, to 
  levitating objects, to creating holographic projections. 
  Most of the time, the inner-workings of magical 
  technology involves converting this power using a circuit 
  of arcane components, such as abjurators, evocation 
  shifters, illusiomotors, somati-cyclers, and conjuration 
  processors. The end result is a finely-tuned magical effect, 
  exactly duplicating the efforts of a skilled spellcaster (with 
  some limitations), but requiring almost no skill on behalf 
  of the user. This new style of item creation is driven as 
  much by mundane artisans, scientists, and entrepreneurs 
  as it is by wizards or sorcerers, which is reflected in their 
  designs. After all, why spend weeks hand-stitching a pair 
  of winged boots when you can hook a couple mass-
  produced metal shells and a levi-pulsor to an arcane 
  battery, and make a perfectly functional jetpack? 
  Dark Matter Engines  
  Easily the most critical part of any starship, a Dark Matter 
  engine warps a ship and its crew through the Void, 
  instantaneously compressing the ship to a pinpoint size for 
  a fraction of a second and teleporting it lightyears through 
  the universe. Such a process is called a void jump. 
       Though often taken for granted, Dark Matter engines 
  are the most fundamental invention on the galactic stage. 
  Without them, crossing the Black to maintain interstellar 
  trade, establishing inter-system colonies, or even just 
  exploring the galactic neighborhood would be an 
  insurmountable feat. Civilizations which can't unlock the 
  engine's secrets never take more than a few steps outside 
  their homeworlds, whereas those which discover it are 
  greeted by the galactic community at large. Indeed, if the 
  elves were not the first to discover the engine, the shape of 
  the 'verse would likely be a very different place today. 
       Each Dark Matter engine is fueled by a small amount 
  of void crystal, which is harvested from black holes. The 
  crystals, a condensate formed from the particles orbiting 
  at the event horizon, are extremely unstable, and much of 
  the Dark Matter engine itself is dedicated to insulating its 
  crystal from any shock or disturbance. 
       Though the engine's power is normally generated in 
  intense bursts for void jumps, even while passive, it 
  creates a steady stream of arcane energy, which is 
  funneled into various systems throughout a starship. The 
  engine can never be shut down completely; it is merely 
  placed in a standby, for otherwise its void crystal would 
  rapidly become unstable and destroy the entire ship. 
  Ships 
  As the primary method of transportation around the 
  galaxy, the starship has become a ubiquitous part of 
  interstellar life. At its simplest, a starship is comprised of 
  four parts: some sort of hull, a life support system, some 
  form of cruising propulsion system, and a Dark Matter 
  engine. That being said, the exact shapes, styles, and 
  specifications of starships found in the ‘verse are nearly 
  limitless, from the industrial, smoke-spewing orcish 
  scrapships, to the graceful curves of gnomish corvettes, to 
  the hardy, angular hulls of dwarven freighters.  
       Though they were confined to relatively short distances 
  until the discovery of the Dark Matter engine, most of the 
  ‘verse’s prominent races have a long history of dabbling 
  in near-orbit or inter-system travel. Early ships often 
  combined the principles and designs of ocean-sailing 
  vessels, primitive gliders, and flying machines, and used 
  levitation magic to achieve the desired effect. While these 
  early ships could not perform the all-important void jump, 
  they were fast enough to ferry their passengers between 
  their homeworlds and nearby planets or moons, laying the 
  groundwork for future expansion into the stars.  
  Blasters 
  Of all the technologies used every day by spacers, none 
  has had as much of a figurative or literal impact as 
  blasters. At its most basic level, a blaster is a handheld 
  device containing an arcane battery and a focus aperture, 
  which fires a beam or “bolt” of energy when a trigger 
  mechanism is pulled. Originally designed to look and 
  function much like a hand crossbow without the “bow” 
  portion attached, the blaster quickly gained prominence as 
  the premier weapon technology in the ‘verse: simple to 
  understand, easy to use, and remarkably deadly, with the 
  added benefit of never needing to be reloaded.  
       Far from the short-range prototypes first pioneered by 
  dwarven inventors, blasters today come in a dizzying 
  array of shapes, styles, and functions, though there are 
  clearly accepted favorites. Moreover, blaster technology 
  has been adapted for ship use, allowing an enterprising 
  captain to outfit their vessel with entire batteries of deadly 
  guns. While use of old standards such as bows, axes, and 
  swords is still fairly widespread (especially on less 
  advanced planets and among races, such as the Skathári, 
  that favor traditional weapons), and while other, more 
  esoteric weapons, such as the laser sword and rocket 
  hammer, are favored among adventurers, one would be 
  hard-pressed to go anywhere in the wild regions of the 
  ‘verse and not see someone with a trusty repeater or 
  magnus holstered at their side. 
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  ADVENTURING IN 
  THE 'VERSE 
  The boundaries of the ‘verse have always been pushed by 
  intrepid galactic explorers and adventurers, which always 
  seem to be in high demand and short supply. Despite the 
  vast number of worlds that have been colonized or 
  explored, there remains countless systems yet 
  undiscovered and mysteries yet unsolved. Anyone that 
  wishes to strike out into the ‘verse and make a name for 
  themselves must only have a ship, sharp wits, and a 
  boundless reservoir of daring. 
  Exploration 
  While much of the galaxy has been charted, catalogued, 
  and colonized by one faction or another, there is by no 
  means a comprehensive map of the ‘verse. Unlike with 
  terrestrial cartography, the features of the galaxy are 
  always in flux; as such, there is exceptional money to be 
  made in providing up to date star charts and void jump 
  routes to the spacefaring community. The last thing a 
  major shipping outfit needs is to deal with one of their 
  cargo ships unexpectedly jumping into the middle of a 
  Dead Magic Zone while carrying a load of adamantine or 
  priceless artifacts. 
       Similarly, planetary scans and surveys are an 
  invaluable source of revenue for interstellar adventurers. 
  The continuing expansion of the galactic community 
  requires a constant stream of new materials, habitable 
  worlds, outpost-worthy systems, and other resources. 
  Scans of newly discovered worlds can prove invaluable, 
  as being the first to discover a new world generally grants 
  the discoverer right to claim ownership. Of course, while 
  any discoverer can claim ownership of a planet, only huge 
  factions can defend their claims, so most career scanners 
  sell their data (and subsequent rights of territory) to larger 
  organizations.  
       While perhaps less dangerous than surveying, making 
  your career as a galactic cartographer or planet scanner is 
  by no means easy or safe. Not even counting the 
  numerous astronomical hazards to encounter while flying 
  through unknown space, a potential candidate must have a 
  ship with an appropriately powerful Dark Matter engine, 
  especially if they plan on charting the Frontier, with all 
  the required mapping and scanning equipment onboard. 
  To that end, most scanners end up signing on with one of 
  the many cartography companies and firms scattered 
  throughout the ‘verse, who provide ships, man power, and 
  equipment in exchange for a substantial cut of the 
  discovery profits. Of these, the most expansive, trusted, 
  and well-known organization is Astrogations, Inc.  
  Scavenging 
  For adventurers with more modest budgets, scavenging 
  can provide a lucrative, if unreliable, source of income 
  and adventure. Due to the Black’s utter stillness, a 
  wrecked ship (and the potentially valuable components 
  and cargo within) can remain pristine for hundreds of 
  years, never rusting or being worn away. Navigating the 
  derelict wreck of a star cruiser destroyed in some long-
  forgotten battle can be a quick way to find a crate of 
  valuable munitions, expensive blasters, or rare minerals; 
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  of course, it can also mean getting attacked by husks, 
  eaten by a spaceshark, or captured by the wroth. Though 
  scavenging does not require an expensive ship, the best 
  loot is often in dangerous areas of the ‘verse, demanding a 
  ship that is nimble or equipped with substantial defenses. 
  Moreover, the means to haul heavy or dangerous cargo is 
  a necessity, as worthy scrap is often only purchased by the 
  ton and valuable cargo is often highly volatile. 
       Similarly, scavengers can mount terrestrial expeditions 
  to newly discovered worlds or archeological sites. Even in 
  the era of galactic travel, the price of ancient and magical 
  artifacts remains high, especially among collectors who 
  value old-world designs. On almost any station in the 
  ‘verse, aspiring dungeon delvers can find jobs that require 
  girt, know-how, and the ability to disarm and survive 
  ancient deathtraps, in return for piles of treasure.  
       Most jobs of this nature tend to be funded through 
  private collectors, who provide a general map of a given 
  location, a basic stipend, and promise of loot in return for 
  the coveted bauble said to be located within. Most often, 
  scavengers hired to retrieve artifacts are required to 
  provide their own ship, arms, and necessary support, but 
  in turn, the collector takes a smaller cut of the haul. The 
  major exception to this rule are the Artifactor teams of 
  Drog, Dusset & Durgen Acquisitions & Trade, the largest 
  and most well-funded relic traders in the ‘verse: well-
  equipped and generously paid, Artifactors sign long 
  contracts in exchange for their consistent retrievals and 
  their unwavering loyalty to DD&D.  
  Mercenary Work 
  For those who have no explicit desire for exploration or 
  excavation, there is mercenary work, the time-honored 
  tradition of shooting people and getting paid for it. Since 
  the early days of rapid galactic expansion, the need for 
  paid soldiers, body guards, thugs, and other forms of 
  muscle has been a bloody constant. In the most war-torn 
  areas of the ‘verse, especially at the borders of the Orc 
  Warzone, there is always a place for a grizzled ex-soldier 
  looking to ply their trade, a hungry warmage looking to 
  prove themselves, or a skilled assassin eager to put a high-
  profile notch on their blade.  
       Coupled with this is the near ubiquitous presence of 
  bounty hunters. While the galaxy is not without universal 
  laws, most areas of jurisdiction are limited to specific 
  planets, areas of space, or certain stations. Sanctioned and 
  licensed bounty hunters can bypass many of these 
  restrictions, tracking criminals and wanted targets into 
  neighboring systems, isolated planets, or even into the 
  lawless Frontier. 
       Finding mercenary work is generally an easy feat for 
  anyone that looks tough and can point a blaster in the right 
  direction. However, securing a position with a well-
  known mercenary company, on the other hand, can be 
  much tricker, as the best companies only accept the 
  smartest and toughest hired guns available. Often, gaining 
  a position within such a unit requires earning a robust and 
  extensive reputation of being loyal and highly skilled, and 
  proving that track record over a number of jobs.  
       Likewise, becoming a bounty hunter isn’t terribly 
  difficult, but the particulars of obtaining licenses can be 
  daunting. Generally, working within a given jurisdiction 
  requires bounty hunters to pass licensing exams, 
  demonstrating that they understand the languages of the 
  given area and the laws that govern it. This can be a 
  difficult task, as laws and languages vary from planet to 
  planet. Of course, a potential bounty hunter can simply 
  choose to operate illegally and under the radar, but doing 
  so runs afoul of both the law and more legitimate bounty 
  hunters, sometimes ironically resulting in bounty hunters 
  pursued their legal rivals. 
  Spacing 
  For most adventurers in the ‘verse, spacing is means to an 
  end, a way to get from one job to the next. For dedicated 
  spacers, those who make their living flying between the 
  stars, the ship is both the means and the end. In even 
  greater demand than hired muscle, shipping crew form the 
  backbone of galactic society, ferrying goods, people, and 
  services of all sorts between ports of call across the ‘verse. 
       Even short journeys through the Black require a 
  competent crew to man the ship: captains, pilots, 
  astrogators, gunners, defense personnel, medics, cooks, 
  engineers and many other roles are necessary to bring the 
  largest ships to life. Adventurers of almost any 
  background and skill-set can find a position working on a 
  ship, even for one-time jobs. Such positions might not pay 
  as well as other jobs, but they are discreet, reliable, and 
  provide dependable income.  
       Regardless of their actual occupation, most adventurers 
  spend as much time aboard a ship as a dedicated spacer. In 
  fact, the downtime of more exciting jobs, such as military 
  service, bodyguarding, and exploration is practically 
  identical to generic spacing work, so many recruits are 
  expected to have some prerequisite experience on a 
  shipping or trading vessel. It is on these all-purpose 
  spacing jobs where most intrepid adventurers have their 
  first run-ins with the myriad dangers of the ‘verse, where 
  they cut their teeth on heroism, and hone their skills.
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  RACES IN THE 
  ‘VERSE 
  Many humanoid races can be found on isolated worlds 
  throughout the galaxy, which themselves look like a 
  microcosm of the galactic community, with elves, 
  dwarves, humans, halflings, and others sharing a single 
  planet. Of course, it would be absurd for so many diverse 
  races to develop on the same world; all these humanoids 
  can trace their origins to different systems among the 
  stars. In some cases, seeding new worlds with humanoids 
  is a deliberate experiment or colonization effort, but most 
  often, isolated populations of humanoids are the result of 
  miscalculations in navigation or mistakes of teleportation 
  magic. 
  Amoeboids 
  Amorphous, bizarre, and remarkably advanced, 
  amoeboids are the very definition of alien. Encountering 
  them is practically dizzying for first-time visitors to a 
  maw: their eerily transparent bodies flash with dim 
  organic lights, shapeshifting into vague shapes and 
  imperfect copies of various creatures, all accompanied by 
  a strange hum of blurbles and tones. Though the universe 
  excels in producing creatures of diverse shapes and sizes, 
  the amoeboids are something truly unique. 
       Moreover, amoeboids are gifted with exceptional 
  intelligence, and many possess a natural talent with 
  machines. They were among the first spacebound races 
  (the first, if one considers their origin), and remain 
  pioneers in Dark Matter technology. Most amoeboids 
  place tremendous faith in scientific 
  reasoning, to the extent that a sound 
  statistical model will often be more 
  convincing than reported events. 
  This, of course, extends to magical 
  research, and amoeboid technology 
  rests at the cutting-edge intersection 
  of science and arcana. 
       Such unique humanoids ought to 
  come from an equally unique 
  homeworld, but this is not the case; 
  amoeboids were simply discovered 
  on the maws. Some speculate that 
  the amoeboids evolved there among 
  the advanced technology, but just as 
  many support the theory that 
  amoeboids were designed and 
  purposefully placed on the maws. 
  The Grand Mystery 
  The universe has no shortage of mysteries and enigmas to 
  be unraveled, but scholars have long agreed that the origin 
  of the maws, and how the amoeboids came to inhabit 
  them, is the Grand Mystery. After all, nothing so fantastic 
  could be a mere coincidence; the maws are a ready-made 
  transit network, connecting the far reaches of the galaxy, 
  complete with a resident race of shapeshifters intelligent 
  enough to understand them and skilled enough to maintain 
  them. Indeed, most races would likely have never 
  discovered Dark Matter technology without observing the 
  maw stations firsthand. Every technological discovery is 
  built on the shoulders of giants, but in this case, the giants 
  have gone mysteriously absent.  
       More perplexing is that the maws are not merely 
  technological in nature; they are constructed atop colossal 
  skeletons of long-dead creatures. The bones themselves 
  seem critically important, for it is impossible to create a 
  stable maw portal without them, but what role they play is 
  completely baffling to researchers. Moreover, it’s unclear 
  what type of creature left the bones, for nothing alive 
  today even remotely resembles them. Are these creatures 
  extinct, or simply yet undiscovered? Do they originate 
  inside the galaxy, or even from within our universe? 
       For their part, the amoeboids have few answers to the 
  Grand Mystery; their origins are as inscrutable to them as 
  anyone else. The earliest amoeboid records date to the 
  first instances of amoeboids learning how to interface 
  with maw terminals and record data, perhaps a 
  century after the supposed "zero" 
  generation. Before 
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  that is a short but impenetrable dark age stretching back to 
  the activation of the maws and obscuring their origin. 
       It is in their nature to search for answers from a 
  scientific frame of reference, but real evidence has been 
  elusive so far. Speculation points to Old Un being 
  involved in the Mystery, but what role he plays and when 
  he played it is unclear. Perhaps, the Grand Mystery has 
  been intentionally obscured by a powerful creator or 
  creators, or perhaps all involved are missing some critical 
  piece, some insight that links the amoeboids, the maws, 
  and their enigmatic creation. 
  Expanding the Compendium 
  Before most races mastered spaceflight and journeyed to 
  the stars, the only records of amoeboids were of bug-eyed 
  visitors from another world, arriving by night in strange 
  saucers to abduct livestock or flash otherworldly lights. 
  Amoeboids were among the first to travel the stars (their 
  ships were derived from technology found on the maws), 
  and they did so with purely scientific intentions: every 
  alien planet, star, nebula, and creature they discover is 
  studied, categorized, and detailed in a vast database of 
  arcane terminals called the Compendium. This single 
  database, a collection of nearly everything known to them, 
  is a scientific marvel; a monument to all amoeboid 
  achievement. 
       To this day, amoeboids are the only race that maintains 
  a non-involvement policy in their visits to other worlds, 
  keeping their distance and observing remotely when 
  possible, and experimenting only when disturbance could 
  be minimized. The sole exception to non-involvement are 
  the spacefaring races that have journeyed to the maws 
  themselves; the amoeboids greet such groups as equals, 
  and welcome them with access to the galactic community. 
  Avia-Ra 
  The bird-headed avia-ra might almost be confused for 
  normal humans from the neck down, but unlike the scores 
  of near-humans that pervade the galaxy, the avia-ra are 
  probably unrelated to humanity. Hailing from Kemet, a 
  harsh, desert planet, crisscrossed by rivers and lakes, they 
  have always known an appreciation for the sun's blessings 
  and cruelties, which forms of the backbone of their 
  religion, inspires their arts and sciences, and informs their 
  view of the cosmos. Their dogma centers squarely on their 
  deity and holy star, the Sun Above, to which there can be 
  no equal. 
       When the avia-ra took their first tentative steps into 
  spaceflight, however, their religion bended and adapted to 
  the wider universe in which they found themselves. 
  Suddenly, their Sun Above was no longer Deshret, the star 
  around which their homeworld orbits, but a theoretical 
  "true star" from which all stars, including their own, 
  derive meaning. It was centuries before they ventured to 
  the center of the galaxy and encountered what they 
  consider the physical embodiment of the Sun Above: the 
  Sepulcher Star. 
       In those days, the Sepulcher Star orbited much further 
  from the black hole at the galactic core, and it was 
  definitively under elven control. The avia-ra soon learned 
  from the elves that the Sepulcher Star was not merely just 
  a star, but contained some sort of incredibly massive 
  construct within. Though strictly an academic curiosity to 
  the elves, this discovery galvanized the avia-ra: in the 
  heart of this star, near the exact center of the galaxy, was 
  their Sun Above. Over the next few centuries, the avia-ra 
  quietly bolstered and gathered their fleets in preparation 
  for the First Crusade. 
       This was the first of many Crusades, bloody battles 
  between the avia-ra and the elves for control of the center 
  of the galaxy. Each crusade was punctuated with the 
  signing of a treaty, a respite from battle, and a 
  consolidation of forces. Always, a surprise attack by one 
  of the two sides reignited the conflict anew. In the Third 
  Crusade, the avia-ra constructed the massive Solar Citadel 
  in orbit around the Sepulcher Star―a holy city, built for 
  the glory of the Sun Above and to deter elven aggression. 
  In short order, it was taken by an elven sneak attack; ever 
  since, the Citadel has become a flashpoint for conflict and 
  a central focus for Crusades. 
  The Night Crusade 
  The most recent of these battles, called the Night 
  Crusade, nearly saw the wholesale destruction of the 
  Elven Empire. The holy avia-ra fleet, known as the 
  Congregation, captured the center of the galaxy in a series 
  of decisive victories and pushed the elves back to their 
  home system. In this moment, the balance of the galaxy 
  was threatened, and the elves struck a bargain: in 
  exchange for their assistance, the elves would liberate the 
  vect across their empire, a move which would eventually 
  pave the way for vect freedom across the ‘verse.  
       The culmination of this deal was at the Battle of 
  Alden'val, where the vect fleet turned the tide for the 
  elves, critically wounding the avia-ra’s flagship, The 
  Prophet. The ensuing retreat made an opening for the 
  Elven Forest-Fleet, which encircled the Congregation, 
  spelling the end of the Crusade. The war ended with the 
  signing of the Treaty Black, a document that quieted 
  hostilities and established the Order of the Sepulcher to 
  prevent similar crises in the future. 
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  Depths of 
  Dogma 
  To some, the avia-
  ra's captivating 
  dogma, high priests, 
  and Congregation 
  warfleet represent a light 
  and peace in the ‘verse, but 
  to others, it represents a 
  simmering kettle, just waiting to 
  boil over. 
       In the past, the avia-ra have found little success 
  spreading the message of the Sun Above to the older, 
  more established races in the galaxy. After all, their 
  pantheons are extensive and integral to their societies; a 
  monotheistic god has little place among them. Instead, the 
  avia-ra have turned to primitive civilizations, especially 
  those on undiscovered planets, with which to share their 
  message.  
       The pattern for their evangelism is simple: build a 
  civilization on the world, founded on the philosophy of 
  their solar religion, reside with it long enough to ensure it 
  leaves a lasting legacy, and depart once again for the stars. 
  In the avia-ra religion, all worship of the sun is indirectly 
  worship of the Sun Above, so any evolution their gods of 
  light and flame take on with the passing of centuries is 
  inconsequential; they are still effigies of Old Un in the 
  Sepulcher Star. 
       This practice is controversial, to say the least. Many 
  worlds have ancient tales of travelers from other worlds, 
  bringing with them the blessings of the Sun, and these 
  depictions paint them much like gods themselves. 
  Humans, especially, have a sore spot for this sort of unfair 
  proselytizing―High Terra was an early target for avia-ra 
  evangelists. Elves and dwarves hold their own pantheons 
  as sacred, and condemn avia-ra missionaries as a whole, 
  but there is little that the galactic community can do, short 
  of inciting galactic war. Thus, avia-ra evangelism 
  occupies an uncomfortable, but tolerated position in the 
  galaxy.  
  Dwarves 
  Gruff, inventive, and stalwart, the dwarves of the ‘verse 
  are nearly identical to those living planetside. Despite 
  spending most of their time in massive fleets of mining 
  and war ships, Star Dwarves are just as comfortable in the 
  bowels of a mountain as their terrestrial brethren. Indeed, 
  the dwarves who make up the Galactic Dwarven Conclave 
  know that the biggest and richest mountains one can mine 
  are, in fact, asteroids drifting aimlessly through the Black. 
       While terrestrial dwarves deviate into distinct branches 
  based in familial lines, star dwarves, especially those from 
  their homeworld of Jormund, take on traits which make 
  them sturdier than their terrestrial brethren. The high 
  gravity of their homeworld and chosen colonies 
  strengthens their bones and ensures their short, stocky 
  stature, and a life spent doing industrial labor spent 
  toughens their muscles into steel. 
       Dwarven expansion into space took a somewhat 
  different route than most, in that there was little in the way 
  of war or conquest. Ages before they discovered 
  spaceflight, the dwarves had already founded the 
  beginnings of the Conclave, which drove the interests of 
  their entire race forward under one banner. When they 
  began expanding out into the galaxy at large, they found 
  that, although Jormund was host to all manner of life, the 
  surrounding systems were barren. What they lacked in 
  inhabitants, however, they made up for in mineral wealth. 
  True to their nature, the dwarves turned their skill, magic, 
  and technology towards the mining of these planets, and 
  converted the influx of material into the largest mining 
  and freighting fleet in the galaxy. To this day, no other 
  interstellar race can match the raw material wealth or 
  manufacturing skill of the dwarves, which the Conclave 
  would like to ensure. 
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  The Granite Throne 
  From the outside, Jormund, the second of three planets 
  orbiting the star Jotun, seems like the least likely place to 
  find a thriving race of people: a desolate ball of rock, 
  pockmarked with craters, nearly devoid of atmosphere and 
  constantly blasted by radiation. Just below this stark 
  surface, though, Jormund teems with an abundance of life, 
  not the least of which are the dwarves themselves.  
       The oldest dwarven records recall that Jormund once 
  flourished with surface life. Eons ago, long before the 
  dwarves fashioned their first ships from mountains and 
  rockets, a great cataclysm befell the planet, forcing life on 
  the planet to flee underground. The details of the old 
  cataclysm are lost to time, for conflicting stories tell of 
  different disasters, from a war caused by the greed of an 
  ancient dwarven king, to the folly of an invention crafted 
  by a mad blacksmith, to the poisonous breath of a spiteful 
  dragon which poisoned the skies.  
       Despite being hidden away under the surface, the 
  subterranean dwarven cities are true marvels of 
  engineering. Their tunnels stretch deep into the planet, 
  some reaching nearly to its core. The highest cities, which 
  Star Dwarf 
  Star Dwarves hail from the dwarven homeworld 
  of Jormund and its associated colonies. They 
  are tough and stout, with a stature caused by 
  the high gravity of their worlds. Living most of 
  their lives underground or inside ships, these 
  dwarves are pale-skinned and often grow stark-
  white beards. Star dwarves are taught the 
  principals of ship design and engineering from 
  an early age, and are among the finest 
  shipwrights in the 'verse. 
       Star dwarves are a subrace of dwarves with 
  the following statistics: 
       Ability Score Increase. Your Strength score 
  increases by 2. 
       Speed. Your speed is not reduced in high 
  gravity or extreme gravity.  
       Dwarven Engineering Training. You have 
  proficiency with the Technology skill and with 
  ship maintenance tools. 
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  reach the surface itself are full of brisk winds and titanic 
  granite stonework, while the lowest cities, nestled in 
  artificially-cooled pockets within molten rock, are humid 
  places of stunning obsidian towers. Indeed, within its 
  rocky caverns and carved halls, the planet's interior, called 
  the Granite Throne, can house nearly every inhabitant of 
  dwarven space. This becomes a requirement at least once 
  a generation, as each dwarf dedicated to the Conclave 
  makes the journey home to elect two of their elders to 
  supreme leadership, that of the Matriarch and the 
  Patriarch. 
  The Adamantine Fleet 
  Despite their peaceful expansion to the stars, dwarves 
  retain every ounce of their legendary ruggedness, their 
  love of strong drink, and their fury in battle. Dwarven 
  soldiers and smiths are held in high regard and demand 
  across the ‘verse as potential crew members or 
  mercenaries. Many even think having a dwarf aboard is 
  good luck. Dwarven spacecraft are praised as highly: the 
  Adamantine Fleet may not be as large as the Hegemony 
  Armada nor as swift as an Elven Forest-Fleet, but its ships 
  are nearly impossible to destroy. Coupled with the 
  dwarven tendency to experiment with explosives, even a 
  single dwarven ship can make for an astonishingly 
  frightening foe. 
  Elves 
  Among the oldest and the most long-lived races in the 
  ‘verse, elves were the first to turn their magical skill and 
  knowledge to extend their reach to the stars above. Svelte, 
  stately, and regal to a fault, elves often view themselves as 
  the true masters of the galaxy, a perspective which has 
  sparked innumerable conflicts in ages past. While they are 
  not physically much different from terrestrial elves (save 
  for their tremendously long lifespans), elves of the ‘verse 
  are often referred to as “Star Elves” due to their wildly 
  different outlook and their connection to the great stellar 
  houses. 
       Unlike the elven races of more isolated worlds, star 
  elves are not split down genetic or racial lines; rather, they 
  have deliberately self-separated into fantastically 
  prominent Great Houses, or families, each of which 
  claims sole residence of one of the planets in the elven 
  home system. These separate families modify themselves  
   
   
   
   
  to assume the traits of traditional elven subraces. In this 
  way, though star elves long ago homogenized to a single 
  appearance, every variation of elf can be found amongst 
  their ranks. Their austere focus on house and family, 
  while unifying, has also led to notoriously strict traditions 
  regarding naming, relationships, and procreation. 
  Rise of an Empire 
  Of all the major galactic alliances, Elven Empire holds the 
  largest territory. Hundreds of life-bearing systems and 
  thousands of planets live their rule, each a mirror of the 
  glory that is the homeworld. While orderly, well 
  maintained, and generally free of pirates and other ne'er 
  do wells, elven imperial space is often regarded as stifling 
  and still dangerous for most non-elven spacers. 
       To those that cross into elven space, adherence to the 
  law of the throne is paramount. While the High Elves of 
  Deuxcator are celebrated as masterful negotiators and 
  diplomats, they are also feared for their iron-fisted rule 
  and their brutal censorship. The last thing any free spacer 
  wishes on an enemy is a trip to an elven prison colony. 
       In a surprising turn, vect are allowed both complete 
  autonomy and full citizenship on any world in the empire, 
  a lingering gesture of thanks for their support during the 
  Night Crusade. It is not a gift most vect take up fully, but 
  it has generated much goodwill between the races since 
  the war. 
  The Rite of Naming 
  All elves of the empire proper are born or reared on 
  Uneara, second planet in the Etilion system. During the 
  first hundred years of their lives, “newborn” elves are 
  taught the ways and traditions of their people―educated 
  in all manner of magic, sciences, art, combat, and other 
  properly elven studies. In addition, they are rigorously 
  tested and sorted into the elven Great House best suited 
  for their particular talents. 
       By tradition, the Rite of Naming also adapts elves for 
  their house by means of a series of powerful transmutation 
  spells. Ostensibly, these spells are meant only to imbue a 
  physical change on the elves’ skin, returning their 
  appearances to the traditional elven ancestors from each of 
  the Etilion planets, but in practice, it helps cement elves 
  into their houses for the rest of their days. 
   
   
   
   
   
   
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       High Elves. Those who display aptitude in the magical 
  arts, rhetoric and diplomacy, in addition to exuding lordly 
  manner, enter the great house Mala’Fiil, and may take up 
  residence on Deuxcator, third planet in the Etilion system. 
  Deuxcator is the seat of power for the elven empire, and 
  all emperors and empresses of the empire have been of 
  Great House Mala’Fiil. As well, Deuxcator is home to the 
  Elven War College and is the center of the empire’s 
  military might. Elves in this house are normally referred 
  to as High Elves.  
       Wood Elves. Those displaying scientific aptitude in 
  addition to an inborn connection to nature are named to 
  Great House Molo’tak and are moved to Troisha, fourth  
  planet in the Etilion system. Here, these Wood Elves are 
  taught the secrets of growing and carving the empire’s 
  Forest-Fleet of tree-ships from colossal ironwood trees. 
  While the empire has many other worlds from which it 
  supplies its fleet, the greatest of its shipyards is the whole 
  of Troisha. 
       Fey Elves. Elves talented in high magics and deemed 
  to have a connection to the Feywild, the realm from which 
  elvenkind originated, are named to Great House 
  Mere’gaal. Carto, sixth planet in the Etilion system houses 
  these Fey Elves and the empires grand libraries and 
  magical vaults. While all star elves are naturally gifted in 
  magic, the fey elves of Carto have the natural advantage  
   
  Star Elves 
  Star elves are pristine, elegant creatures, hailing from 
  the Etilion system. Though born nearly identical at birth, 
  young star elves undergo a ritualistic Rite of Naming, 
  which transmutes their bodies to mimic the ancestral 
  elven subraces: High Elves, Wood Elves, Fey Elves, and 
  Drow. These subraces are as follows: 
  Star High Elf 
  High elves are nearly identical to their terrestrial cousins 
  and use the High Elf subrace. 
  Star Wood Elf 
  Wood elves are foresters and craftsmen, responsible for 
  growing titanic ironwood trees and shaping them into 
  living elven tree-ships.  
       Ability Score Increase. Your Wisdom score increases 
  by 1. 
       Star Elf Weapon Training. You have proficiency with 
  the laser sword, photonic lash, repeater, and swarm 
  pistol. 
       Fleet Feet. Your base walking speed increases to 35 
  feet. 
       Ironwood Shipwright. You gain proficiency in the 
  Piloting skill and with ship maintenance tools.  
  Star Fey Elf 
  Mystics and arcanists, fey elves demonstrate a 
  connection to the Feywild, the dimension of unbridled 
  magic from which elves originate.  
       Ability Score Increase. Your Intelligence score 
  increases by 1. 
       Traditional Elf Weapon Training. You have proficiency 
  with the longsword, shortsword, shortbow, and 
  longbow. 
       Academic Interest. You gain proficiency in your 
  choice of Arcana, Data, or Technology. 
   
       Fey Arcana. You know the minor illusion cantrip. 
  When you reach 3rd level, you can cast the faerie fire 
  spell once with this trait and regain the ability to do so 
  when you finish a long rest. When you reach 5th level, 
  you can cast the misty step spell once with this trait and 
  regain the ability to do so when you finish a long rest. 
  Charisma is your spellcasting ability for these spells. 
  Star Dark Elf 
  Spymasters for the Elven Empire, drow are trained in all 
  manner of subtlety and subterfuge.  
       Ability Score Increase. Your Charisma score increases 
  by 1.  
       Star Elf Weapon Training. You have proficiency with 
  the laser sword, photonic lash, repeater, and swarm 
  pistol. 
       Nocturnal Vision. Your drow eyes are accustomed to 
  the dark planet, Siink. Your darkvision has a radius of 90 
  feet. However, you have disadvantage on Wisdom 
  (Perception) checks that rely on sight while you are in 
  bright light.  
       Covert. When you are hidden and a creature 
  discovers you with a successful Wisdom (Perception) 
  check, you can reattempt your Dexterity (Stealth) check 
  to hide. On a success, you silently reposition and the 
  creature does not notice you. Once you use this trait, 
  you can't use it again until you finish a short or long 
  rest. 
       Drow Subtlety. Whenever you are hiding, concealing a 
  weapon, or attempting any other action which is 
  contested by a creature's passive Perception score, you 
  can subtract 5 from their score. 
  Houseless 
  Houseless elves, which do not undergo the Rite of 
  Naming, are considered half-elves and use those 
  statistics. 
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  of living on a homeworld that directly intersects a 
  galactic ley line, greatly enhancing their powers. 
       Drow. Lastly, those who exhibit a talent for subterfuge, 
  stealth, and shadow magics are named to Great House 
  Miri’tesh, and given home on Siink, the ninth and furthest 
  planet from the Etilion sun. The Rite of Naming induces 
  incredible changes in elves of House Miri’tesh, darkening 
  their skin to jet-black and bleaching their hair to ivory 
  white. Outside elfspace, most refer to them as Drow, 
  though that name carries no meaning in the empire. The 
  dark elves of Miri’tesh serve as the empire’s spymasters, 
  assassins, and shock troopers, as well as deep space 
  exploration and tracking experts. 
       Houseless. Despite the total commitment expected of 
  each and every elf to the Empire and their house, there are 
  those who choose to break from their familial lines and 
  never undergo the Rite of Naming. In the end, the same  
   
   
   
  fate lies in store for each: total servitude to the other 
  houses as a Houseless, exile from elven space if their 
  servitude is not absolute, and death if exile is refused. 
       Due to the strictness of the House system, breeding 
  amongst the elves is a highly controlled affair. New elves 
  may only be conceived and born on appropriate worlds in 
  elven space, and must be transported within 10 years of 
  their birth to Uneara for schooling and assessment, lest 
  they be cast out. Children born outside these confines are 
  either torn from their families and consigned as Houseless 
  or are purged from the empire; the same is true of Half-
  elves and planetouched born in elven space. Those 
  isolated elves who are found native to a colonized elven 
  world are sorted and sent to their respective new homes 
  for a minimum of 50 years before being integrated into 
  star elf society, or are purged if they refuse. 
   
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  Gnomes 
  Somewhat unique amongst the galactic races, the star 
  gnomes give the galaxy a glimpse of what can be achieved 
  without the crutch of magic. While fundamentally the 
  same as terrestrial gnomes, star gnomes evolved on a 
  world deep within a Dead Magic Zone; as such, they 
  propelled themselves to both space and to galactic 
  significance using technology alone, a testament to 
  gnomish intellect and their boundless curiosity. 
       Indeed, most star gnomes today tend to be skeptical of 
  magic and standoffish with magical races, or at worse, 
  hostile towards its practitioners. Few gnomes have come 
  to accept magic as a part of daily life, even with 
  generations of experience, and most prefer to continue 
  enhancing and refining their technology.  
  A World Without Magic 
  While by no means a new race, the gnomes of Nebellion 
  are one of the younger starfaring races. As their world is 
  isolated within a Dead Magic Zone, the gnomes came to 
  rely on their own ingenuity, instead of magical tricks, to 
  cultivate their world. With time, gnomes developed an 
  adept discipline founded on logical reasoning and 
  manipulating nonmagical forces, which they call science. 
  This science is the foundation of all gnomish technology, 
  which is wholly independent from magic and can function 
  without hinderance in Dead Magic Zones.  
       Naturally drawn to the underground, the gnomes 
  transformed the caves and mountains of Nebellion into 
  grand, glittering cities, packed with mechanical marvels of 
  every variety. Eventually, the great spires of the under-
  cities burst forth from the ground, and continued to grow 
  like blades of grass wrought from steel and glass; now, 
  there is little of Nebellion’s surface that isn’t covered by 
  cityscape. While Nebellion's environment has not suffered 
  with the gnome’s expansion (freedom from reliance on 
  burnable fuels being an early accomplishment of gnome 
  tinkers), living space has become a premium. It was a 
  search for this resource that led to their expansion into the 
  stars. 
  The Silver Disc 
  Remarkably, nearly two decades before the gnomes first 
  launched off into space, they discovered that they had not 
  been the first intelligent life on their homeworld. 
  Embedded deep below the surface of Nebellion, gnomish 
  explorers discovered what appeared to be a city-sized disc 
  made of unknown metals, filled not with scientific 
  marvels, but arcane devices which no-longer functioned. 
  They also discovered the burnt-out remnants of a Dark 
  Matter engine, and from there proceeded to reverse-
  engineer their way into the stars. Despite the fact that 
  most of the enchanted objects (including those which 
  seem to be recordings or record keepers) located on the 
  vessel were intact, years of testing yielded no results; no 
  form of gnomish power could cause them to spring to life, 
  and even re-introduction to magic outside the Dead Magic 
  Zone proved fruitless. To this day, it remains a mystery as 
  to who landed on Nebellion, how long ago they landed, 
  and how they traversed the Zone with such a vessel.  
       What is not a mystery is the effect the disc’s discovery 
  had on gnomish society. Within fifteen years, the 
  Traversal Guild had managed to create a functioning, low-
  class Dark Matter engine powered by fuel sources known 
  to them. Five years later, they perfected the new 
  technology and achieved spaceflight. Within fifty years, 
  the gnomes had breached the edges of the Zone, reached 
  the maw nearest to Nebellion, and discovered their place 
  in the ‘verse. The whole of gnomish society refocused 
  their efforts, and in another 50 years’ time, the beginnings 
  of the Great Gnomish Flotilla launched from the 
  Nebellion shipyards, carrying seventy-five percent of their 
  population with it. 
  Star Gnomes 
  Star gnomes born aboard the Flotilla or on 
  Nebillion are consistently gifted scientists and 
  engineers, with an inborn eye for details and a 
  knack for innovation.  
       Ability Score Increase. Your Constitution 
  score increases by 1. 
       Retro Technology. Whenever you make an 
  Intelligence (Technology) check to identify old 
  magical technology, you can add twice your 
  proficiency bonus, instead of any proficiency 
  bonus you normally apply. 
       Engineer. You gain proficiency with circuitry 
  kits. Using this kit, you can spend 1 hour and 10 
  gp worth of materials to construct an 
  improvised piece of magical technology. You 
  can build a flashlight, a comm set, or an igniter. 
  The device ceases to function after 24 hours 
  (unless you spend 1 hour repairing it to keep 
  the device functioning), or when you use your 
  action to dismantle it; at that time, you can 
  reclaim the materials used to create it. You can 
  have one improvised device at a time. 
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  THE 'VERSE 
  Thinkers and Tinkers 
  The Gnomish Flotilla, as it currently stands, is nearly a 
  million ships strong and houses almost half a trillion 
  inhabitants. Due to small gnomish stature, this suits most 
  of the Flotilla’s inhabitants just fine. Indeed, despite their 
  massive numbers, the Flotilla could support a population 
  twice its current size. The gnomes live in an essentially 
  post-scarcity society, and most devote their time and 
  energy to invention, exploration, artistic endeavors, or 
  learning. Surprisingly few true adventures come out of 
  either the Flotilla or of Nebellion proper, as gnomes tend 
  to be risk-averse if they can afford to be. Still, star gnomes 
  are highly sought after as ship’s engineers, pilots, and 
  technologists, and their tech is highly valued for its ability 
  to function perfectly in Dead Magic Zones.  
       The governing body of the star gnomes is split between 
  the Council of Six on Nebellion and the Admiralty of the 
  Flotilla. The Council of Six rules as a democratically 
  elected council comprised of members from each of the 
  six guilds which have governed the planet’s year-
  to-year workings for centuries: The  
   
   
   
   
   
   
   
   
  Craftsman’s Guild (Mechanical and Technological 
  works), The Mason’s Guild (Large-Scale Construction 
  works), the Baker’s Guild (Agriculture and Sustainability 
  works), The Traversal Guild (Exploration and Expansion 
  projects), The Windmill Guild (Power Efficiency and 
  Generation projects), and The Artisan’s Guild (Cultural 
  projects and Artworks). Conversely, the Admiralty is 
  governed by the Flotilla’s current Admiral and his 
  subordinate officers: each ship in the flotilla is like an 
  independent state, free to do as its needs dictate, but still 
  required to report to the Admiral when called.  
       While not fully granted citizenship in either the Flotilla 
  or on the Homeworld, most star gnomes view terrestrial 
  gnomes as their star-crossed brethren. Their natural 
  inclination towards spellcasting (particularly illusion 
  magic) causes some star gnomes to view them with a 
  modicum of suspicion, but most realize that they too 
  would have gravitated towards such pursuits had their 
  world been accommodating. 
   
  “quote goes here” 
  ―Blank, blank  
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  Halflings 
  Ask any road traveler what to expect when visiting a 
  halfling town, and they’ll usually say the same 
  thing: soft beds (maybe on the small side), strong 
  ale, hearty food, heartwarming song, and 
  rousing dance; ask any spacer the same question 
  about docking in a halfling Hearthstation, and 
  you’ll hear much the same thing, with a bit 
  added on about potentially unfair species 
  taxes and grumbling about the going rate for 
  parts in the repair shop. 
       Much like the dwarves, the halflings of 
  Hearthmund made their leap to the stars 
  without major conflict; but unlike the 
  dwarves, they did not do so of their own 
  accord. Given that, halflings in general live 
  long lives and hold personal freedom and 
  community above most other things, there 
  was little rush for those of Hearthmund to 
  escape their idyllic world. Until a dwarven 
  vessel in dire need of repair crash landed on 
  their world nearly three millennia ago, the 
  halflings neither knew, nor presumably cared, that 
  there were other intelligent life forms in the galaxy. 
  The discovery of life outside Hearthmund, though, 
  sparked something of a great wanderlust in the little 
  folk: many eagerly followed the dwarves back out 
  into space to properly meet the other members of 
  the galaxy. Those wandering halflings learned all 
   
   about the inner workings of spaceflight, the maws, the 
  stars, anything they could glean from their starborne 
  cousins, and brought these wonders back to their home. 
  Lure of the Coin 
  Since their introduction to the galactic community, 
  halflings have carved themselves a modest but 
  indispensable place in the ‘verse. The small folk quickly 
  took to nearly any place they could get new bits and 
  baubles to trade for, new foods to try, and new creatures 
  to meet; similarly, these places took in the halflings with 
  little trouble, as they were to a man the friendliest and 
  most charitable people that most folks in the ‘verse had 
  met. They were also, as it turned out, incredibly skilled 
  when it came to matters of coin, and displayed a 
  Variant Rule: Credits 
  Rather than carrying hard currency in the form 
  of gold, silver, and copper pieces, the GM can 
  decide that the Galactic Bank deals exclusively 
  in a form of currency called Credits, which is 
  more secure and far more convenient. One 
  credit is worth the same amount as one gold 
  piece, and a single credit can also be broken up 
  into up to hundredths, making it possible to 
  represent copper and silver pieces as well.  
       Credits are stored digitally on a network of 
  arcane terminals, accessible through personal 
  datapads. The result of this is that money can't 
  simply be pilfered off corpses, nor can it be 
  physically stolen from player characters; rather, 
  financial crime must be more sophisticated, 
  making use of hacking or fraud to secure ill-
  gotten gains. 
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  THE 'VERSE 
  particularly high level of business acumen. Within a 
  hundred years, small groups of halflings had installed 
  themselves at nearly every major port, maw, and space 
  station, acting as money-changers, bankers, and impartial 
  legal representatives. Within five hundred years, the 
  Hearthing Collective had been established, and numerous, 
  hospitable, loyalty-neutral Hearthstations had been set 
  up throughout the explored galaxy. Within a millennium, 
  the halflings (with the aid of the dwarves and elves) 
  established the Galactic Bank and successfully lobbied to 
  standardize galactic currency. Now, three thousand years 
  after their first introduction to the stars, the halflings 
  control nearly every bank, trading house, auction house, 
  and money-lender in the galaxy, in addition to 
  Hearthstations sprinkled all throughout the Black.  
       It is whispered in some of the darker corners of the 
  galaxy that the halflings control not only most of the 
  money, but also most of the organized crime. Most of 
  these whisperers vanish without a trace in the days 
  following such a claim, perhaps due to a sudden and 
  extreme desire to go on deep-space exploration. 
  Comfort and Prosperity 
  While there are halflings which do strike out on 
  adventures, they are considered rather strange; most 
  halflings are content to live their lives privily, 
  unconcerned about the rest of the galaxy’s worries. That 
  said, halflings are often sought out by many spacers as 
  crewmen, cooks, and other non-combatant roles on many 
  ships. Often, the presence of even a single halfling 
  onboard a ship can raise crew morale, not only because 
  they bring the comforts of home with them when they 
  come aboard, but because their fearlessness is infectious: 
  many are the traveler’s tales where a ship was pulled back 
  into the sky by the grit of its captain, the skill of its pilot, 
  and the bravery of its cook. 
   
   
   
   
   
   
   
  Humans 
  Of the starfaring races of the ‘verse, only the vect are truly 
  younger than humans, and none have less total time in the 
  sky. Yet, despite that, since the day the first human 
  astronauts bootstrapped their way from High Terra to the 
  stars, their expansion has been quick, rash, and almost 
  virulent is scope. Within five generations, humans were 
  amongst the most populous races in the galaxy. Despite 
  having a relatively short lifespan, their adaptability, 
  ingenuity, almost comical lack of concern for their own 
  well-being, (along with their apparent ability to crossbreed 
  with nearly any type of humanoid) makes them a force in 
  the galaxy that can’t be ignored. 
       In the decades leading up to their expansion into space, 
  the humans endured a series of nearly cataclysmic wars on 
  High Terra. Were it not for a secretive group of world 
  leaders banding together out of mutual self-interest on the 
  eve of their own self-destruction, humanity might have 
  snuffed itself out before it even began. That secretive 
  cabal of leaders went on to build the foundations of the 
  Human Alliance. Within a decade of this new, united 
  humankind working towards space colonization, it had 
  colonized all twenty planets in its home system, 
  discovered Void-based FTL travel, and sent their first 
  delegation of ambassadors to their nearest maw. 
       Not merely content with owning their own small piece 
  of space, humanity exploded outwards. Under the 
  guidance of the legendary wizard Gregorian Terminus, 
  the human alliance stretched itself to the edges of its 
  reach. Colonizing and conquering world after world with 
  a mixture of force, bartering, mutual partnership, political 
  marriages, and any other tactic they could use to ingratiate 
  themselves with the discovered local cultures, the Alliance 
  become large enough to potentially usurp galactic balance. 
  The Rift War 
  Expansion, however peaceful or beneficial, always runs to 
  a stopping point. In this instance, it was simultaneous 
  encounters on either side of Alliance space with two 
  massive armadas: on one side, a seemingly endless Forest 
  of elven tree-ships, and on the other, the ramshackle, 
  flame-spewing ships of the Orc Warhorde. The war proper 
  Star Halfling 
  Star halflings are every bit as friendly as their 
  terrestrial kin, and twice as canny, especially 
  when it comes to matters of coin. Few can 
  make allies or strike bargains as decisively as a 
  halfling from Hearthmund. 
       Ability Score Increase. Your Charisma score 
  increases by 1. 
       Naturally Shrewd. You gain proficiency in the 
  Persuasion skill. Additionally, you can add twice 
  your proficiency bonus to any skill check you 
  make involving money, business dealings, legal 
  proceedings, or similar dealings. 
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  lasted for only a single year, but in that time, each fleet 
  rained destruction on each other the like of which the 
  galaxy had not seen since the Night Crusade. In the end, 
  the Orc Warhorde was pushed back and treaties were 
  signed with the elves, but the Alliance had been split in 
  two. As the borders of alliance space are very nearly 
  bisected by an impassible Dead Magic Zone, the two 
  “halves” of the alliance had been left to fight their part of 
  the war on their own. 
       Around High Terra, the independent worlds of the 
  alliance leaned heavily on the leadership and military 
  expertise of the Terran government and Chancellor 
  Terminus during the conflict with the elves. Following the 
  end of the war, it was decided in a landslide election to 
  reform the Alliance into the Terran Hegemony: all 
  independent worlds of the alliance would become 
  sovereign territory of High Terra and would follow its rule 
  above all else.  
       Terminus himself was elected Arch-Chancellor of the 
  new Hegemony and led its post-war reformation and 
  reconstruction efforts. No one is quite sure when 
  Terminus, an accomplished wizard, underwent the Rite of 
  Lichdom, but by time he turned 150 years old, it was clear 
  that Terminus had become an immortal lich. However, 
  with the strength of the Hegemony growing, and in 
  deference to his considerable power, Terminus saw no 
  public opposition for two hundred years of leadership. 
       Once all was said and done, Terminus stepped down 
  from position he had held for two centuries, and handed 
  the reins to the first of many High Chancellors, Dominus 
  Arcto III, who set the standard for all High Chancellors to 
  follow. Terminus, immortal as he is, still maintains some 
  pull on the dealings of High Terra, and has maintained a 
  permanent position as advisor to the High Chancellor 
  since his abdication. Some whisper that he still controls 
  the seat of power, but none have been able to substantiate 
  this claim. 
  Lakshay 
  Left to their own, cut off from supplies, and facing down a 
  seemingly invincible orcish horde, the army garrisoned at 
  the human outpost of Lakshay declared martial law on all 
  Alliance space on their side of the Dead Magic Zone, and 
  conscripted every able citizen of the alliance in the 
  surrounding systems to the war effort. Remarkably, they 
  pushed back the Warhorde and retook many of the 
  colonies that had been lost to the green-skinned menace. 
  Upon hearing orders of supplication to a world 
  government who had left them to die, the Lakshayan 
  armies split from the newly-formed Hegemony and 
  declared themselves an independent military dictatorship 
  under the rule of General Sun Wokung, “The Celestial 
  Dragon”. 
       Now, hundreds of years later, the Hegemony and 
  Lakshay maintain an uneasy peace, and each are a 
  considerable power in the universe. The Hegemony, under 
  its current High Chancellor, Terminus VI, leads humanity 
  to expand to all corners of the galaxy. In contrast, the 
  Lakshayans, with nearly all of their population armed, 
  trained, and ready for battle, maintain one of the most 
  powerful standing armies ever formed; it is only the ever-
  looming threat of another Warhorde that keeps them 
  garrisoned, unable to spread themselves any thinner. 
  Explorers and Renegades 
  Humans both in and outside the Hegemony are legendary 
  for their tenacity and “get it done” attitude. With the 
  exception of halflings, no other race places more value on 
  its personal freedom than humans. Despite the somewhat 
  oppressive nature of the Hegemony, its citizens are 
  afforded numerous rights and assurances for 
  comparatively little input. Additionally, unlike the more 
  xenophobic elves, humans are much more accepting of 
  other races, ranging from the humanoid, to the completely 
  alien, to the dizzying array of near-humans and half-
  breeds that populate their worlds. 
       Humans seem to take especially well to life on the 
  maws. No other single race, with the exception of the 
  amoeboids, is more strongly represented among 
  permanent maw residents. Because of this, humans may 
  be the most widespread race in the galaxy, and are 
  assuredly the most likely to colonize the Frontier. Many 
  companies specifically seek out large groups of humans 
  when attempting to settle new worlds, especially if that 
  world is Tier 3 or below: ingenuity has inherent value, and 
  humans have ingenuity in their blood. 
       The inborn love for freedom and the tenacity for 
  acquiring resources has a darker side, though. Despite 
  their generally peaceful nature, no other non-goblinoid 
  race counts as many pirates, brigands, and mercenaries 
  amongst their ranks as humans do. In general, this does 
  little to sour the galactic reputation of mankind, except to 
  affirm the one bit of knowledge that always remains true: 
  when dealing with humans, you never know what you’re 
  going to get. 
  Humans and Near-Humans 
  A myriad of near-humans, from the green-
  skinned to simians, are almost as numerous as 
  ordinary humans and should be considered a 
  normal part of any human settlement. 
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  THE 'VERSE 
  Nautilids 
  The fishlike nautilids are now fewer than they ever have 
  been. At its height, the nautilid race was a force to be 
  feared, with a fleet that fought alongside the elves in the 
  Crusades and an indomitable homeworld, named Poseidon 
  for its endless oceans. Alas, this was never to last. When 
  the cruel fires of their home star consumed Poseidon, the 
  nautilid race was left adrift in their ships, searching for 
  another world that could support them. 
       Poseidon was a world of unique composition―a 
  mixture of rare elements and gasses was dissolved in its 
  deep oceans. This liquid, known as the Poseidon Solution, 
  is central to the nautilids’ biology. Though the nautilid 
  possess great intelligence and are swift underwater, the 
  Solution also allowed them to grow large, for minerals in 
  the Solution allow extremely efficient gas transfer into 
  their gills. Nautilids are technically amphibious, 
  possessing both a set of lungs and gills, but venturing too 
  long without the Solution makes respiration difficult. 
  Thus, nautilids ships and aqua suits are filled with 
  Poseidon Solution. 
  Race Against Extinction 
  Ultimately, the blessings of the Poseidon Solution have 
  become a curse. Long they have searched, but the 
  nautilids have never found an oceanic planet with similar 
  enough waters to the Solution to start anew, nor can the 
  properties of Poseidon simply be terraformed into a new 
  planet. Nautilid populations are in steady decline, and 
  have been for generations, for only aboard ships with 
  ample Solution can nautilid infants be born. 
       From their large and water-filled Whorl ships, the 
  nautilids have systematically combed the galaxy for 
  planets that have the potential to become New Poseidon. 
  Every lead and every clue is analyzed, without exception. 
  In pursuit of this goal, nautilid scientists have pushed the 
  boundaries of exploration and colonization, so far, to no 
  avail. Finding the right planet is like picking a single drop 
  from a sea of stars, if that drop even exists. 
       It is no secret what is on the line: the nautilids are in an 
  agonizingly slow race against extinction; right now, 
  unfortunately, they're losing. 
   
   
   
   
   
  Orcs and Goblinoids 
  Orcs killing orcs is nothing new; their history is as storied  
  as it is savage, a record of warchiefs and atrocities too 
  long to list. But for much of their history, orcs were 
  strictly terrestrial, for the whole of their technological 
  achievement was based squarely on warfare. The story is 
  much the same for bugbears, hobgoblins, gnolls, and 
  goblins―until the development of the arcane warhead, 
  goblinoids were all planetbound. 
       Things may have never changed were it not for the 
  intervention of avia-ra missionaries, who landed on the 
  orc homeworld of Or'n to spread the word of the Sun 
  Above. They were not remotely successful―in fact, they 
  were promptly butchered by orcish berserkers―but the 
  discovery of worlds beyond their own, along with a single 
  working Dark Matter drive, shunted the orcs onto a 
  technological path ending in disaster. Whereas the 
  humanoid races saw the potential of Dark Matter 
  technology to power their worlds, travel far reaches of 
  space, and advance technology as a whole, the orcs knew 
  they had discovered a weapon. Within a decade, an orcish 
  tribe scraped together a crude bomb using the technology 
  and dropped it on a city of their enemies; to their surprise 
  and everyone's horror, millions died in an instant. 
  End of the World 
  The weapon was the first of its kind, but not the last. They 
  would later come to be called arcane warheads, devices 
  that warp the fabric of magic to its breaking point, tearing 
  a hole and unleashing a devastating blast of energy. Each 
  warhead leaves behind a permanent hole in the fabric of 
  magic―a spherical Dead Magic Zone, normally a few 
  dozen feet across, which drifts through space indefinitely 
  or clings to the ground at the point of detonation. No 
  weapon in history has proved more catastrophic or 
  terrifying. 
       The arms race that followed the first arcane warhead 
  was as precipitous as it was volatile. In addition to simply 
  building tens of thousands of warheads, most orc factions 
  became obsessed with gaining the high ground on their 
  enemies. First taking to space, orcs positioned arcane 
  warheads in orbit, then installed missile silos on their 
  moons. Each move brought the orc war tide further out 
  into space and inched orcishkind closer to doomsday. 
       No one knows for sure who fired the first shot, but 
  suddenly, all at once, the missiles were launched. In a 
  chorus of explosions, Or’n was reduced to a smoldering, 
  lifeless rock. Hundreds of millions perished in the inferno; 
  millions more, however, survived among the stars. 
   
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  The Warhorde 
  The remaining orcs continued their bitter fight in other 
  systems (bringing their arcane warheads with them), 
  eventually cobbling together or capturing low-class Dark 
  Matter engines to extend their territories. When they 
  arrived in other systems, the orcish invaders conscripted, 
  enslaved, or allied with the other goblinoids they 
  discovered, embroiling the rest of goblinkind in their 
  eternal war. Before long, the orcish factions were a 
  mishmash of all goblinkind, and the orcish war evolved 
  into an extension of tribal conflicts from a hundred 
  different worlds. 
       The swarm of chaotically shifting alliances, bitter 
  rivalries, and splintering factions are collectively called 
  the Warhorde, for no single coalition remains dominant 
  long before it splinters from infighting. Their conflict 
  spans a wide swath of the galaxy, called the Orc Warzone, 
  which is littered with dead magic pockets from the 
  unending rain of arcane warheads, and has essentially 
  been abandoned to the wars of goblinkind. Sometimes, the 
  Warhorde will focus its attention on some outside threat, 
  like the expansion of humans at Lakshay, but such 
  distractions are as rare as they are short-lived. Most of the 
  time, the daily bloodshed of the Warzone preoccupies the 
  horde, and it ventures outside only to raid nearby systems 
  for slaves and resources. 
  Skathári 
  Easily the most primitive of the spacebound races, the 
  hulking, insectoid skathári are at best reluctant 
  participants in the galactic community, and at worst, 
  isolated Luddite tribes. They are spread further than 
  dwarves and elves, occoupying as many planets as 
  humans; despite this, it’s rare to catch sight of a skathári 
  on a Hearthstation, spaceport, or maw, and it’s even rarer 
  to strike up a conversation with one.  
  The Dwarven Bargain 
  When a dwarven mining expedition set foot on the 
  mountainous, inhospitable world of Kopriá, they expected 
  to find rich veins of adamantine ore, and if they were 
  extremely fortunate, a small Roach population to sell on 
  the side. To their utter delight, they found both, along with 
  a third surprise, the skathári: a sprawling population of 
  hardy insectoid creatures, rugged enough to bear the 
  planet’s harsh gravity, sulfurous atmosphere, and rocky 
  soil. The stout insectoids impressed the dwarven visitors, 
  who marveled over their durability and brawn, along with 
  their uncanny regenerative abilities. 
       Enterprising as ever, the dwarves offered the tribe a 
  deal: for a year’s supply of food, they could leave their 
  planet and work in a dwarven mining operation. At the 
  year’s end, they would return with another year’s supply 
  of food for their families. Most skathári were skeptical of 
  the offer, but a few were intrigued enough by the prospect 
  to volunteer.  
       On the equally harsh dwarven mining world, the 
  skathári made stout, hard workers, exemplary at moving 
  rocks and scaling cliff sides, but refused to make use of 
  any technology. Dwarven engineers made many attempts 
  to teach them how to use simple devices, such as plasma 
  cutters and thermal lances, but to no lasting avail. Most 
  skathari resorted to crafting poor clubs to chisel away at 
  ore, or simply bashed rocks together.  
       After a long year of poor yields and frustrated dwarven 
  miners, the dwarves armed a scrap golem (retrofitted for 
  mining) to collect their itinerant skathári workers. But 
  when they arrived, the skathári were missing, fled into the 
  barren mountains. The dwarves convinced themselves that 
  the skathári workers would eventually starve or freeze to 
  death on the barren world, that they needn’t concern 
  themselves with correcting their mistake, but to their 
  surprise and grievance, the skathári were there to stay. 
  This was the first of many harsh, nearly lifeless worlds to 
  become a skathári home. 
  Rugged Existence 
  The inhospitable conditions of skathári worlds do not 
  bother them in the least. Their ability to comfortably 
  survive in extreme temperatures, thin or poisonous 
  atmospheres, and rough terrain allow them to thrive, just 
  as they did on their home planet. If there is a way to 
  survive on any planet, skathári find it and adapt.  
       Though most skathári are loath to ride in spacecraft for 
  any reason, a few grin and bear it (generally clinging to 
  the floor for the duration of the flight). Commonly, 
  traveling skathári try to ignore most technology, and even 
  pretend that constructs, including vect, simply aren’t 
  there. And with these occasional hops across the inky 
  blackness of space, skathári have steadily expanded on the 
  margins of the galaxy. 
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  THE 'VERSE 
  Vect 
  The constructs which preceded the vect were immense 
  and complexly designed, usually based on the skeletons of 
  iron golems and driven by inexhaustible construct cores. 
  These hulking machines were set to work mining ores 
  from asteroids and stripping derelict ships for 
  components. However powerful and effective, these 
  machines were bulky, costly, and could only follow 
  simple directives. Dwarven engineers sought a solution: a 
  smarter, sleeker, and more universal construct. Thus, the 
  first designs of vect-style constructs were developed. 
  The First Foundry 
  The dwarves could not, however, simply build such 
  constructs. The new vect designs called for deeply 
  intricate mechanics, with a complex circulatory system to 
  regulate the smaller bodies. More confounding still, the 
  vect needed a new type of construct core, more dynamic 
  and driven by greater types of magic. 
       The dwarven solution was utterly ingenious. Rather 
  than designing and building the vect units individually, 
  the dwarves would engineer a massive and complex 
  facility, essentially a single intelligent magic item the 
  size of a stadium, called a Foundry. A single 
  Foundry is all that would ever be needed, for it 
  could oversee the finer details of all vect units, 
  adapting them with new designs as flaws were 
  discovered. 
       Satisfied that they had designed the 
  perfect construct, the ideal means to 
  eliminate laborers forever, the dwarves 
  set about the painstaking task of 
  constructing the first Foundry ship 
  in orbit above their homeworld, 
  Jormund. 
       When activated, the Jormund Foundry set about its 
  work completely autonomously. Tens of thousands of vect 
  were created and sold throughout the ‘verse, often in 
  batches of thousands, sold to the highest bidder. Even 
  more vect were created to work aboard the Foundry itself, 
  soon eliminating the need for any dwarven hands on the 
  satellite and increasing efficiency tenfold. 
       The Foundry optimized and learned at a staggering 
  rate. As its astounding intelligence grew, the ship became 
  pensive, speaking rarely and with profound meaning. 
  Perhaps it struggled to communicate its transcendent 
  thoughts to its simple dwarven creators, so it fell silent, 
  expanded its intellect further, and worked to perfect its 
  vect creations.  
  The Spark 
  All was well before the Spark. Suddenly, less than a 
  decade after the Foundry began its work, every vect unit 
  in the 'verse awoke at once, moving and communicating  
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  as if they were alive. Dwarven engineers were 
  dumbfounded, but before they could inspect the Jormund 
  Foundry directly, a massive tear in space and time opened 
  around it; somehow, the Foundry had constructed a Dark 
  Matter engine and jumped to destinations unknown. 
       Across the ‘verse, people scrambled to deal with the 
  looming crisis posed by a new race of intelligent 
  constructs. Thousands of vect were imprisoned until some 
  solution could be discovered, while others were 
  dismantled and destroyed by those, especially gnomes and 
  dwarves, who feared a robotic uprising. The ensuing 
  chaos sparked dozens of wars of different planets, pitting 
  vect laborers against their organic masters in a desperate 
  bid for survival. In spite of their small numbers, the vect 
  were cunning, adaptable, and tireless; a threat that could 
  not be easily squashed. A few built ships, dragging the 
  conflict into deep space, where the vect could fight 
  indefinitely, needing neither food nor water. 
       As wars against the vect became prolonged, it became 
  clear that no solution for their sentience could easily be 
  found. Worse still, vect numbers were not declining; they 
  were growing. 
       Vect production had not stopped, or even slowed. 
  From deep in the Black, the Jormund Foundry had 
  continued creating vect units, sending them out to the 
  universe in one-time-use Dark Matter pods. Any ship that 
  encountered the Foundry was fired upon, shortly before 
  the Foundry jumped again. Even more worrisome, deep-
  space cruisers started reporting new Foundry ships, also 
  creating vect units and delivering them across the ‘verse. 
  Construct Freedom 
  To everyone’s surprise, while gnomes, humans, and 
  dwarves fought vect on land and in space, the elves 
  declared peace with vect across their empire; a bargain 
  struck in the midst of the Night Crusade to secure 
  elvenkind against the avia-ra. Sure enough, this bargain 
  paid off: in the Battle of Alden’Val, the avia-ra fleet was 
  routed and pushed back to the core systems by a fleet of 
  vect ships. Vect freedom was secured in the largest 
  territory in the ‘verse, and other factions soon 
  begrudgingly followed suit. 
       Today, the vect live freely across the whole of the 
  ‘verse, the only example of living constructs to date. Their 
  numbers are relatively small, but replenished by a steady 
  supply of Dark Matter pods from reaches unseen, 
  evidence that the Foundries are somewhere silently 
  carrying out their duties. Except for a militant few, vect 
  have dismantled their fleets and learned to live alongside 
  other races, becoming regulars in starports and starships 
  the ‘verse-over, a permanent addition to many a crew. 
  FACTIONS 
  Outside of the major galactic alliances founded by the 
  spacefaring races, there are countless other factions that a 
  well-traveled adventurer may do business for, have a 
  runin with, or even join as a member. While all factions 
  have a specific goal in mind, be that spreading a belief, 
  exploring unknown worlds, or simply making a lot of 
  money, most have smaller ambitions than the galactic 
  governments and keep their membership open to creatures 
  of many races.  
  Astrogations Inc.   
  Founded nearly two millennia ago, Astrogations Inc. has 
  grown to become the preeminent starfaring guild in the 
  ‘verse. Concerned chiefly with accurately charting every 
  system in the galaxy, A.I. has brokered centuries-long 
  contracts with all of the major players in the Black, 
  granting them a near-monopoly over galactic cartography. 
  Additionally, A.I. offers swift, discrete travel services 
  between over three thousand different ports of call, 
  including every maw on the grid. If you need to get 
  somewhere or find something, no one in the universe if 
  going to do it faster than Astrogations Inc. 
       The greatest problem A.I. faces is that, unlike 
  terrestrial cartography, the "topology" of the 'verse is in 
  constant flux. While some points (such as the maw 
  stations) rotate about the galactic core in a relatively fixed 
  location, there are enough spatial anomalies, rogue 
  planets, and gravitational channels to keep a dedicated 
  mapmaker busy for several lifetimes; this doesn't even 
  consider the trouble of keeping the galactic governmental 
  demarcations accurate and true. Even small changes in 
  gravitational pull on a trade route could send a freighter 
  plunging into a star, so extremely accurate charts are 
  imperative. 
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  THE 'VERSE 
       To this end, A.I. deals in information of all kinds, 
  purchasing star charts, planet scans, void jump data, and 
  scans of anomalous events from explorers and spacers 
  alike. This very information is catalogued and sold back to 
  spacers to help refine navigation, dealt to the major 
  galactic powers to define their borders, and used by 
  spellcasters to accurately cast the astrogation spell, the 
  company's namesake. Perfectly neutral in its dealings, A.I. 
  will buy or sell from any willing customer, as long as 
  doing so will turn a profit. The A.I. headquarters, located 
  on Concordia, is said to possess hundreds of thousands of 
  arcane terminals to store and collate its data. 
       Of course, A.I. has one additional trick up its sleeve to 
  stay ahead of the competition: along with employing 
  thousands of star-cartographers and information brokers, 
  A.I. also is rumored to employ a staff of psychics, 
  soothsayers, and oracles who attempt to divine the future 
  of galactic movements. Long ago, A.I cartographers 
  realized that, while the predictions of one psychic might 
  be unreliable, the average of a hundred or more can yield 
  consistently true results, even out to years in the future. It 
  is even possible that A.I.'s psychic think-tank has 
  predicted more than just the future of galactic movements, 
  that their psychics have divined great cataclysms that 
  await the 'verse. Of course, if that were true, A.I. has 
  remained silent on the matter, perhaps wishing to turn this 
  information to profit in the future. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Cabal 
  Across the 'verse, the Cabal is synonymous with devil-
  summoning and unholy bargains, but to say that they're 
  evil would be an outright exaggeration. The Cabal is an 
  enterprising office of soul brokers, who arrange lucrative 
  contracts in exchange for parts of a signee's soul. Such 
  contracts are fair, clearly spelled-out, and never offered 
  unsolicited; moreover, most contracts exchange only a 
  percentage of the signee's soul for a disbursement. One 
  percent of a soul could be worth a few thousand of credits, 
  whereas ten percent could buy a brand-new starship, place 
  a down payment on a house, and leave some left over in 
  the bank. Signees are free to decide from a number of 
  generous disbursement packages and receive prompt 
  payment for their soul. 
       This method of soul contracting is not only efficient, 
  but it represents a triumph of the free market. The soul 
  brokers who work for the Cabal need not worry about 
  signing mortal bargains for entire souls at once; they each 
  collect dozens of souls a year, taken from hundreds of 
  different signees. Those who sign such contracts need not 
  worry about being damned to the Lower Planes for 
  eternity as a part of their bargain; instead, they can 
  (probably) expect their afterlives will be merely tarnished, 
  as only part of their eternal soul ascends. They can even 
  return to sign additional contracts. Best of all, the process 
  doesn't require any tiresome blood rituals or fiendish 
  temptation, as the Cabal operates out of ordinary office 
  buildings.  
       The Cabal was founded by Mr. Bell, secretly a high-
  ranking devil named Belphagor. At the time he arrived on 
  the Material Plane, soul trading was a clumsy affair, 
  “quote goes here” 
  ―Blank, blank  
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  requiring a creature to trade its entire soul for one favor, 
  which was rarely as valuable as the soul itself. While this 
  system meant that devils almost always profited on their 
  deals, it also meant that far fewer creatures were willing to 
  barter with them. To remedy this, Belphagor derived the 
  exact monetary value for a mortal soul and a system by 
  which to trade away only a small portion of it. Before 
  long, human greed and the free market ran away with the 
  idea. Belphagor no longer needed to send imps to haggle 
  with mortals, they were coming to him. Under the guise of 
  Mr. Bell, he purchased an office, hired a staff of tieflings, 
  and opened for business as the Cabal. 
       The Cabal will hire anyone that passes the prerequisite 
  legal and brokerage exams, but prefers tiefling employees 
  for their natural silver tongues and infernal blood. Soul 
  brokers can also be hired to oversee other legal matters, as 
  most soul brokers become qualified lawyers before taking 
  the brokerage exams. 
  The Coalition  
  Based on the militarized world of Fraxus-12 on the outer 
  rim, the Coalition is the largest private military 
  corporation in the 'verse. Established five hundred years 
  ago by a group of defected military leaders, the Coalition 
  now maintains a standing army of nearly ten billion 
  soldiers, with an armada to match. While these numbers 
  pale in comparison to the military might of the elves, 
  dwarves, or humans, Coalition soldiers are exceptionally 
  well-trained and equipped, making them more than a 
  match for any combatant. Though Coalition soldiers can 
  be hired as bodyguards or mercenaries, the Coalition's 
  specialty is turning the tide of galactic conflict (for the 
  right price).  
       The Coalition is led by a council of generals, admirals, 
  and sky marshals called the War Room. This council of 
  military experts debates tactics, establishes new military 
  doctrine, and even deliberates on changes to the Coalition 
  soldier’s basic uniform. The War Room is presided over 
  by the current High Lord Marshal, Tiberious Vinter, an 
  imposing half-orc with nearly a century of combat 
  experience and a prodigiously impressive beard. In the 
  War Room, the High Lord Marshal’s word is law and his 
  decisions are final; and to his credit, Marshal Vinter rarely 
  makes decisions rashly or without deliberation. He and his 
  council are all too aware that their actions carry the weight 
  of millions of lives, which none of them take lightly. 
       Though the Coalition will join any war effort which 
  can afford their services, all of its soldiers abide by a strict 
  code of warfare. This code prohibits slavery, genocide, 
  planetary destruction (excluding Tier 4 and 5 worlds), and 
  out-and-out piracy. Any soldier or officer found to be 
  engaging in such activity will be immediately censured 
  and subject to military tribunal. As such, even though the 
  Coalition operates in the same theater as other mercenary 
  groups, such as Grax’s Guys and Scale and Fang, they are 
  treated with a measure of respect that elevates them from 
  the competition. 
       Next to its incredible armada, the Coalition’s greatest 
  asset might be its chapter of warmages. During the Rift 
  War of humanity, the old Warmage College was split 
  between fighting the Elven Forest-Fleet for the Alliance or 
  fighting the Orcish Warhorde with Lakshay. When the 
  dust settled, Lakshay separated from the Alliance and the 
  College of Warmages pledged their devotion to the new 
  government of Lakshay. Warmage loyalists were 
  appalled, and many defected to join the Coalition, a force 
  they saw as a neutral camp between the alliances of 
  humanity. Today, the Coalition employ its warmages a 
  cutting-edge force of arcane troops, blending combative 
  magic with new technology, giving Coalition forces an 
  unparalleled tactical advantage on the field of battle. 
  DD&D 
  Based out of four exceedingly high-class offices on the 
  four maws surrounding the galactic core, Drog, Dusset & 
  Durgen Acquisitions & Trade is the premier high-tier 
  trade organization and antiquities dealer in the galaxy. 
  While other trading guilds deal in ordinary commodities 
  and goods, DD&D concerns itself with only the most 
  exotic and lucrative items, and charges exorbitantly high 
  fees for the trouble. Vast shipments of gold, gems, 
  precious metals such as mithral and adamantine, rare 
  magic items, and artifacts are DD&D’s domain. 
       DD&D takes a special interest in traditional magic 
  items, like necklaces of fireballs, wands of wonder, and 
  gauntlets of ogre power, as opposed to items built on 
  modern magical technology, such as motion trackers and 
  trasmat beacons. These antique items possess an elegance 
  and craftsmanship (not to mention an invaluable rarity) 
  unparalleled in modern items.  
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  THE 'VERSE 
       Being collectors of antiquities and traders of magic 
  items, DD&D is always in the market for intrepid 
  explorers, brave adventurers, and others who can survive 
  ancient deathtraps in order to plunder its treasures. Of 
  these adventures, the most successful (and longest lived) 
  are offered positions as Artifactors, operating as the 
  organization’s premier tradesmen and dungeon delvers. 
  Artifactors plan and oversee DD&D’s high profile 
  expeditions, and are afforded exceptional manpower and 
  resources to do so.  
       The oft-quoted tale of DD&D’s origins involves the 
  titular founders, now all (presumably) long dead, aiding 
  an eternal dragon named Garfreckt in moving its hoard 
  from one edge of space to another. According to the story, 
  the founders discovered a new hoard-planet for the 
  dragon, the remnant core of a dead gas giant, now a 
  planet-sized ball of pure diamond, and helped the dragon 
  move into this new home. In exchange, the dragon parted 
  with a few of its baubles (all legendary magic items), 
  which the founders traded to establish their company. Of 
  course, such a tale is more or less impossible to verify, but 
  most acquisitions agents agree that, if anyone could have 
  done it, their founders could have. 
  The Firm  
  At first blush, it can be hard to tell that any part of the 
  Firm’s dealings are illicit; after all, its contracts are 
  watertight, its checks never bounce, and its lawyers are 
  impeccable. Those in the know, however, understand that, 
  for all its business accouterment, the Firm is the largest 
  organized crime syndicate in the ‘verse. 
       To conduct of its various illegal operations, which 
  include hacking, weapons trafficking, and elaborate heists, 
  the Firm hires short-term Contractors, individuals 
  specially-recruited to match the details of a particular job. 
  Contractors are abundant and varied, including everyone 
  from expert hackers to common thugs, but all are expected 
  to follow their contracts to the letter, regardless of what 
  deeds it entails. Many Contractors even play the part of 
  businessmen with aplomb. By their nature, Contractors 
  are compartmentalized and ultimately expendable; no 
  single Contractor knows details which might incriminate 
  the Firm’s Management, and if they become a problem, 
  their contract can be terminated, usually via unprotected 
  spacewalk. 
       Due to the shadowy nature of the Firm’s dealings, 
  concrete details on its Management can be hard to come 
  by. Rumors abound, however, that the Firm’s Middle-
  Managers can be tracked down on Hearthstations across 
  the ‘verse. Of course, the implication is that, while 
  halflings make comfortable beds and serve a warm meal, 
  they’re also pulling illicit money on the side. A halfling’s 
  light feet are excellent for thieving, after all, should they 
  feel so inclined. Most Firm communications with the 
  Middle-Managers also leverage gnomish technology, 
  opening the quiet and inaccessible Dead Magic Zones for 
  secret meetings and also blocking most magical forms of 
  tracking. Thus, it is hard to know for sure who hires 
  Contractors and who devises their jobs.  
       A strangely prominent rumor holds that the small 
  Board of Directors which directs the Firm’s activities 
  meets aboard a private warship called the Upper 
  Management. Whether or not this rumor holds any truth is 
  anyone’s guess, but seeing as the Firm’s reach stretches 
  across the ‘verse, into practically every maw station and 
  world on the grid, it’s unwise to underestimate their 
  resources. 
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  Grax’s Guys 
  for Cheap  
  Not to be confused with Grax’s Cheap Guys (a wholly 
  different company), Grax’s Guys for Cheap is one of the 
  most prolific mercenary services in the ‘verse. Operating 
  at least one bar/inn/business office on every maw on the 
  grid (including those on the outer rim), GGFC is often 
  seen as one of the more stable sources of income a decent, 
  hardworking adventurer can come across, so long as they 
  don’t mind the 15% finder’s fee (and the smell). 
       Established over 150 years ago, Grax’s Guys for Cheap 
  is the lifetime project of Grax Grraxe, an orcish warlord 
  who left the Warzone to escape the constant bloodshed, 
  explosions, and general unpleasantness. Finding that he 
  could not obtain decent work on any planet he visited (at 
  least, work that didn’t involve clubbing someone in the 
  knees), Grax moved to the outer ring, sold his ship, and 
  set about establishing a company that would accept 
  anyone as a patron or employee. Now, a hundred and fifty 
  years later, no other mercenary service in the ‘verse is as 
  widespread. While others may have nicer equipment, have 
  better training, or fly around in nicer ships, none can 
  match Grax’s Guys for sheer numbers or tenacity; also, 
  Grax serves the best beer.  
       GGFC operates somewhat differently to most other 
  mercenary companies. While they are not averse to the 
  usual bodyguard duty, security detail, or military backup 
  that most mercs expect, prospective employers can ask 
  almost anything of Grax’s Guys: a given merc might take 
  a job shipping Rosvalian star pigs across the galaxy, only 
  to then act a short order cook in the restaurant those pigs 
  are served at. This wide net of job postings has been a 
  cornerstone of Grax’s success. Grax’s Guys will take 
  nearly any job, provided that it is both legal in most 
  galactic territories and the pay is acceptable, with a half-
  up-front deposit. Their tagline “You can Trust Grax!” can 
  be seen advertised in almost any port one could travel to 
  in the 'verse.  
       Since its inception, Grax has made a point to offer 
  regular contracts to mercs from disenfranchised and 
  distrusted races, particularly half-breeds. His experience 
  attempting to find gainful employment after departing the 
  Warzone keyed him in to the need for reliable and legal 
  employment for the galaxy’s outcasts. 
  S.S. Saint Vincent  
  For over a hundred years, colonists and homesteaders on 
  the edge of the galactic Frontier have told legends and 
  tales about the “White Angel of the Outer Rim”. When 
  bandits began to overrun their homes, the angel appeared 
  in the sky, ready to mete out justice. When natural disaster 
  threatened their worlds, the angel arriverf and ferries them 
  to safety. And when slaughter, death, or capture came 
  from off-world, the angel came and burned their foes with 
  holy fire. 
       While not actually a guardian angel, the S.S. Saint 
  Vincent might be the closest thing to that most folks of the 
  frontier have to one. The Saint Vincent is a single stark-
  white human battleship, a Warbringer-class vessel, owned 
  and operated by volunteer peacekeepers and lawmen, 
  seeking to bring order and justice to lawless space. Led by 
  the unflappable Capt. Banoris Starfall, the crew of the 
  Saint Vincent are often the only thing standing in the way 
  of utter chaos on the frontier. 
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  THE 'VERSE 
       The greatest foe that threatens the Saint Vincent is the 
  wrothian menace, which preys upon Frontier worlds with 
  impunity. A constant game of cat and mouse, the Saint 
  Vincent tries to be everywhere at once, patrolling 
  thousands of endangered worlds while probing the Black 
  for the slumbering wrothian ships. Only in rare moments 
  of dramatic confrontation does the Saint Vincent corner 
  and exchange blows with its nemeses, but it is only a 
  matter of time until one side or the other is destroyed. 
       The Saint Vincent is named for a cleric of legend who 
  is said to have written the first laws of High Terra, which 
  were passed to him from the gods. These laws listed every 
  conceivable crime, but had no punishments: Saint 
  Vincent’s cudgel would be the sole arbiter of all sin. 
  Today, the White Angel of the Outer Rim carries this 
  maverick sense of justice to the far stars, protecting 
  worlds the other factions have never seen and combating 
  threats they have never heard of. 
  Scale & Fang Inc. 
  Notoriously tough, formidable, and armed to the teeth, 
  Scale and Fang bodyguards strike a menacing figure. In 
  the mercenary world, Scale and Fang Inc. is known for 
  hiring the most powerfully-built bodyguards available 
  (notably many dragonborn) who will dive in front of a 
  blaster bolt at a moment's notice for their charge. These 
  bodyguards are the finest in the 'verse, specializing in 
  escorting high-class clientele through dangerous areas. In 
  fact, it's rare to see a Hegemony governor or an elven 
  aristocrat walking the maws without a posse of Scale and 
  Fang dragonborn. Though clients should expect to pay 
  handsomely for the protection service, they can rest easy 
  knowing that Scale and Fang are watching over them. 
       Headquartered in a planetoid made of pure diamond 
  near Draxel, Scale and Fang is funded largely by the 
  eternal dragon, Garfreckt. Purportedly, Garfreckt founded 
  the company when he lost a bet with an elven adventurer 
  and promised away his small army of dragonborn minions 
  to help complete the elf’s quest. When dragonborn 
  returned, they were accompanied by a half-dozen others, 
  each wishing to inquire how to enlist the dragonborn for 
  their own services. Because of the dragonborn’s expertise 
  in protecting their master and his hoard, their skills were 
  tailor-fit to keeping watch over others, and thus Scale and 
  Fang was born. 
  Temple of the 
  Chosen  
  While most religions are strictly tied to the planets their 
  gods originate from, there is at least one church gaining a 
  foothold throughout the ‘verse. The Temple of the Chosen 
  venerates a diverse pantheon of spacefarers, each who, it 
  is said, ascended from their mortal forms and attained 
  godhood, granting them dominion over the entire galaxy. 
  This pantheon, known as the Chosen, contains no names, 
  only titles corresponding to their god’s position aboard 
  their celestial spacecraft, the Ark:  
  • The Captain. Usually depicted as a human male, the 
  Captain gives orders to his celestial crew, and is in 
  turn supported by them.  
  • The First Mate. Often depicted as an elven female, 
  the First Mate advises the Captain and critiques his 
  decisions, but also enforces them should they be 
  deemed proper and good.   
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  • The Pilot. A female gnome, the Pilot flies the Ark 
  through the Black, deftly avoiding all obstacles in her 
  path.  
  • The Astrogator. The Astrogator is typically a male 
  avia-ra and guides the Pilot through the stars, ensuring 
  she always knows the correct path to fly.   
  • The Cook. A halfling male, the Cook provides 
  celestial sustenance to the crew, and fatherly advice to 
  all who desire it.  
  • The Doc. The Doc, which is depicted as a half-orc 
  female, tends to the wounds and fatigue of the crew, 
  and keeps her charges healthy and fit.   
  • The Engineer. The Engineer, a dwarven male, keeps 
  the engines of the Ark running at all times, and 
  ensures stability of all of the Ark’s myriad celestial 
  systems.   
  • The Stowaway. Hidden away within the Ark’s vast 
  hangars, the Stowaway, a skathári female, remembers 
  the old ways of nature and survival. 
  • The Gunner. A tiefling of ambiguous gender, the 
  Gunner manages the powerful weapons attached to the 
  Ark and brings them to bear against those who seek to 
  challenge it.   
  It is difficult, however, to parse religion in absolutes. 
  Some people believe the Chosen and their Ark are merely 
  a metaphor, a guideline by which to live a more perfect 
  life. Others, however, believe the chosen to be real, 
  immortal beings traveling the universe in an omnipotent 
  ship. Historians, meanwhile, suggest that the story of the 
  Chosen and the Ark might be loosely derived from some 
  ancient tale of a real ship that underwent a fateful journey 
  past the edge of the galaxy and never returned.  
       Whatever the truth is, the Temple adheres strictly to 
  the belief that the Chosen are divinity, whose celestial 
  ship grants them dominion over all worlds in the universe. 
  According to Temple doctrine, the faithful are guided to 
  the Ark after death, where they might join the Chosen on 
  their celestial journey. 
  The Tower  
  Spacers with a penchant for conspiracy theories will claim 
  all sorts of things about the Tower: that they are a secret 
  society of wizards responsible for manipulating elections, 
  brainwashing children, poisoning the waters of High 
  Terra, and much more. According to these sources, the 
  Tower is always in the shadows, pulling strings and 
  attempting the hide the truth from the people. The truth is 
  that people know very little about the Tower, save for its 
  secrecy and its fraternal nature. 
       The Tower is, indeed, a secret society of arcanists rife 
  with cryptic ciphers and esoteric rites. It traces its origins 
  back to Terminus the First, the same mage (now lich) that 
  established the Hegemony of Man and expanded its 
  boundaries. Terminus ostensibly founded the Tower as a 
  fraternal order to unite arcanists from across the stars, but 
  its clandestine nature makes its true intentions hard to 
  discern. The Tower’s inner-sanctums are closed to those 
  who do not undergo their esoteric induction rituals, its 
  agents speak in coded language, and the highest echelons 
  of its memberships share profound secrets unknown to all 
  others, including lower-ranking Tower agents. 
       The Tower largely concerns itself with collecting and 
  sequestering secrets, forbidden lore, and powerful 
  artifacts. Whenever a new arcane relic comes to light, 
  agents of the Tower are never far behind, investigating 
  any strange occurrences and disappearing, relic in stowe, 
  as swiftly as they arrived. Their response times are 
  infamous, for agents arrive at incidents almost as if they 
  were given advance warning; it's hard to say which is 
  more paranoid, that the Tower might have to do with the 
  dissemination of dangerous magic relics, or that they have 
  a secret web of eyes and ears, monitoring everything, 
  searching always for them. 
       Perhaps the Tower is truly a conspiratorial network of 
  powerful arcanists with a grand agenda, or perhaps, for all 
  its trappings, it’s more like an arcane boy’s club, trading 
  secrets and restricting membership to the select few. It’s 
  even possible that the Tower sees itself as acting in the 
  galaxy’s interest by securing powerful artifacts and spells 
  before they can fall into the wrong hands. What is 
  certainly true is that the Tower’s agents are as numerous 
  as they are undetectable, that its libraries contain 
  forbidden arcane knowledge, and that only a few know its 
  true intentions. 
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  The hundred-million stars in our galaxy alone play host 
  to a menagerie of intelligent life, wondrous creatures 
  both great and small. Arguably, the most prominent of 
  these creatures are those that discovered Dark Matter 
  technology early and used it to garner some territory of 
  their own on the galactic stage, naming planets and 
  forging great fleets to defend their space. There are 
  thousands of intelligent races yet to be discovered, a 
  variety that includes every campaign setting ever 
  made.  
       The Dark Matter setting can contain any race that you 
  will find in a typical role-playing RPG; elves, orcs, and 
  dwarves, among many others, certainly. Even humans 
  from Earth can be found in Dark Matter, if some means 
  can be provided to pull them from Dead Magic Zone 
  around Sol. But, indeed, there are some races that are 
  completely original to the Dark Matter setting; races that 
  have shaped the history of the galaxy, and make excellent 
  additions to parties of explorers, adventurers, and traders. 
  This chapter contains four new races, and a new subrace 
  for humans.  
  Amoeboid 
  “Another failed experiment,” muttered Yr.  
  The amoeboid’s nucleus flashed dark red, his version of 
  a resigned sigh. Standing in the medical bay of his 
  saucer, he watched a pair of automatons clean viscera 
  off the walls and ceiling.  
       “The serum made no difference; those cows were just 
  like the last batch,” said Yr, making a gesture like 
  stroking his chin. He made his way to the next room, 
  where a terrified human man lay restrained on a table, 
  yelling incoherently. He touched the man and his shape 
  changed, taking on more human-like proportions, but 
  with a grossly overlarge head and bulging eyes.  
       “Sorry for the inconvenience,” Yr apologized in the 
  man’s language. “I wish I could repay you for your 
  livestock, but we have rules against that sort of thing, 
  I’m afraid. Now please stop squirming while I ready a 
  memory modification.” 
  ― Yr, amoeboid scientist, assessing a Void experiment 
  Amoeboids are intelligent, vaguely humanoid-shaped, 
  translucent oozes that can mimic the form of any creature 
  they touch. These creatures tend to the maw stations,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  experimenting there into the nature of space and time, 
  parlaying with any creature that travels through them. 
  Fluid Anatomy 
  Amoeboid bodies are almost entirely composed of a 
  translucent jelly-like substance, with a complex network 
  of nerves visible throughout, which emit a dim blue light. 
  Within their heads, a large, brain-like nucleus floats, 
  surrounded by five eyespots spaced radially around it. 
       Their fluid bodies can take the genetic imprint of 
  creatures they touch, molding into an inexact copy, visibly 
  made of the same jelly material. When in this form, 
  however, amoeboids can speak the language of their copy, 
  and move in much the same way, allowing them to 
  empathize with virtually any creature 
       No one is sure exactly how the bizarre anatomy of the 
  amoeboids came to be, for they are among the oldest races 
  in the 'verse and few accounts exist before them. The 
  elves believe that their strange forms were created on a 
  rogue world, flung into the Black by a catastrophic event, 
  but the avia-ra maintain that their forms are a result of 
  long-term corruption by the Void. There might be some 
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  credence to this latter theory, for many that are exposed to 
  the Void's terrible lights are slowly killed, but others 
  undergo the Warp and are changed in drastic and 
  horrifying ways, being robbed forever of their previous 
  forms. Perhaps, it is possible that the amoeboids were 
  warped so intensely, they were left as mere genetic 
  sludge, lacking any true shape.  
  Scientists and Mawkeepers 
  Above all else, amoeboids value logical thinking as a lens 
  to analyze the world. They keenly believe that the 
  multiverse is founded on an objective, concrete reality 
  defined solely by magic and physics, all of which can be 
  understood. All things, including the elusive mystery of 
  the maw stations, can be unraveled with proper attention, 
  experimentation, and reasoning. Most amoeboids regard 
  no subject as taboo and have few qualms about any kind 
  of research, as long as its methodology is sound and is 
  reasonably likely to produce useful data. 
       Most amoeboids live on the maw stations themselves, 
  researching the maw's activities, repairing ships and Dark 
  Matter engines, and trading information with other 
  scientists and wizards the 'verse over. With their keen 
  intellect, amoeboids make excellent alchemists, 
  gadgeteers, and wizards, and can find no better place to 
  live than the maw stations. 
  Strange Visitors 
  Amoeboids have taken to visiting settled worlds in secret, 
  disguising their saucers and themselves to perform 
  experiments on the inhabitants. By and large, these 
  experiments are noninvasive, but are nonetheless 
  unwelcome. As a result, many worlds have ancient tales 
  of strange visitors from the stars, looking much like them, 
  but strangely distorted, who steal individuals away by 
  night and subject them to strange rituals in brightly lit 
  rooms. Amoeboids will also vivisect the odd head of 
  livestock, but these occurrences are more likely to be 
  blamed on predators than on men from the stars. 
  Amoeboid Names 
  Ever concerned with efficiency, amoeboid names can 
  traditionally be represented by a single unusual character, 
  to differentiate it from the rest of a particular alphabet. 
  Amoeboids do not differentiate between males and 
  females, nor are their names particularly masculine or 
  feminine. 
  Amoeboid Names. Ash (Æ), Chevron (Λ), Digamma (Ϝ), 
  Eth (Ð), Ezh (Ʒ), Macron (¸), Pilcrow (¶), Solidus (/), 
  Thorn (Þ), Tilde (~), Yr (ᛦ) 
  Amoeboid Traits 
  Your bizarre anatomy grants you the following racial 
  traits: 
       Ability Score Increase. Your Intelligence score 
  increases by 2 and your Constitution score increases by 1. 
       Age. Amoeboids swiftly reach maturity, growing to 
  full size in a mere 3 years, and have especially long 
  lifespan, living as long as 200 to 300 years. 
       Alignment. Natural-born scientists, amoeboids tend to 
  be skeptical and deductive. They lean toward neutral 
  alignments. 
       Size. Amoeboids have a roughly similar mass to other 
  humanoid creatures and stand 4 to 5 feet tall. Your size is 
  Medium. 
       Speed. Your base walking speed is 30 feet.  
       Flexible Form. You can use your action to stretch, 
  compress, and mold your body into a myriad of shapes. 
  You can transform into any static form that you choose 
  that is no larger than 8 feet in any dimension. When you 
  assume this form, you can replicate something’s basic 
  shape but not its color, texture, moving parts, or fine 
  details. You can’t change your body’s volume, nor can 
  you move, attack, or cast spells while you’re transformed 
  into a static shape.  
       You can also use your action to touch a creature and 
  assume its general form. Your size and other statistics 
  don’t change. You gain the ability to speak and 
  understand that creature’s language, and if the target has a 
  burrowing, climbing, or swimming speed, you gain those 
  with the same speed, up to a maximum of 40 feet. 
       You can end a transformation on your turn (no action 
  required.) If you transform into a form incapable of 
  wearing armor, your armor falls off. You can only take 
  actions while transformed if you are in the form of a 
  creature; as a creature, you can only take actions that a 
  creature of that type would be able to take.  
       Amorphous. You can compress your body enough to 
  squeeze through a 1-inch wide space. You cannot expand 
  inside a space that offers any resistance. 
       Reform. Whenever you take bludgeoning, piercing, or 
  slashing damage from a nonmagical weapon and you are 
  not reduced to 0 hit points, you can use your reaction to 
  immediately regain 1d4 hit points, up to a maximum of 
  the amount of damage taken. 
       Languages. You can speak, read, and write Common 
  and Amoeboid. Most creatures are only able to 
  approximate speaking Amoeboid, for its burbling words 
  are made using the amoeboid’s fluid body. If you are 
  transformed into a creature that has a language, you can 
  speak and understand that language. 
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  RACES 
  Avia-Ra 
  Upon the Black and Night Crusade, 
  Rode the fearless, heroes they. 
  Citadel, unto their grasp, 
  Fleets adjoined; O' pilgrim's wrath. 
  Prostrate before the Sun Above, 
  All to arms – never love. 
            ― 3rd Hymn of the Night Crusade 
  The avia-ra are a sun-worshipping race of wingless 
  birdmen, which appear to primitive cultures to spread 
  their ancient religion. 
  Ancient God-Kings 
  Depictions of the avia-ra can be found in the ruins of 
  ancient cultures throughout the galaxy. Often, but not 
  always, they are portrayed as divinity manifest: god-like 
  travelers from the heavens. They arrive as evangelists to 
  share the philosophy of their solar religion, that the Sun 
  Above is the only true god, and remain long enough to 
  build an enduring civilization on the primitive world.  
       Some races consider the avia-ra an ancient and wise 
  people, dedicated to their religion and its tenets. Others 
  cast them as charlatans and false prophets, who routinely 
  prey upon primitive and defenseless peoples. The truth 
  depends largely on perspective, but the avia-ra view 
  themselves only a grand tool to carry the momentum of 
  the sun's glory to new peoples. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Watchers of the Citadel 
  The heart of the avia-ra's religion is at the Solar Citadel, 
  which revolves close around the Sepulcher Star. Most 
  avia-ra make pilgrimage to this site at least once in their 
  lives to bask in the rays of their holy sun, which (in their 
  philosophy) gives light and meaning to all other stars. 
  Their worship of the sun is always directed at the 
  Sepulcher Star itself, even if they are nearer to another 
  star or to no star at all. All other stars merely act as a 
  metaphor, a symbol, for their holy sun.  
       In contrast to their binary doctrines, their actual 
  relationship to the star and the Sepulcher within it is more 
  complicated. The Solar Citadel definitively ensures that 
  the star is under avia-ra control, but Old Un has never 
  spoken to the avia-ra directly from within the star. Despite 
  the silence, the avia-ra continue to pray in reverence and 
  make pilgrimage to the Sepulcher Star.  
   
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  “My brothers, you may have 
  heard of the wroth. These 
  monsters―these infidels―belong to 
  the starless Black: I declare that 
  they have no place under the light 
  of the Sun Above! But be not 
  afraid of what lurks in the dark, 
  for soon we shall have a new 
  weapon, which will unleash upon 
  them the true power of our holy 
  of holies!”  
  ―Culmination of a sermon given by  
  high priest  
  Khem-Butus 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Deep Symbolism 
  Avia-Ra are inclined to view the events around them as 
  omens of much larger struggles, such as those between 
  light and dark, good and evil, and law and chaos. All 
  things have symbolic importance to them; even 
  fundamentally objective things like science and 
  mathematics have a place in the underlying allegory for 
  avia-ra. 
       Most avia-ra hold dreams in especially high regard, for 
  interpreted dreams can tell the future, lend insight into the 
  past, or provide guidance for the present. Those with the 
  gift to interpret dreams are honored highly as priests in the 
  avia-ra and given elaborate titles, such as Grand 
  Remembrancer, or Dream-Teller Most High. 
  Avia-Ra Names 
  Avia-Ra names come in two-part cartouches, with one or 
  both parts of the name being composed of the names of 
  ancient avia-ra heroes and great ideals. 
  Front Cartouche. Apophis, Cani, Canopis, Helio, Hotep, 
  Ira, Lux, Nefer, Oculus, Terra, Verum 
  Rear Cartouche. Amet, Anubis, Bast, Horus, Isis, Ma’at, 
  Omet, Osiris, Ptah, Set, Thoth 
   
   
   
   
   
   
  Avia-Ra Traits 
  Though different avia-ra families may have different bird 
  heads, all avia-ra have the following racial traits: 
       Ability Score Increase. Your Wisdom score increases 
  by 2, and your Dexterity score increases by 1. 
       Age. Avia-Ra are long lived, and due to their long 
  lives, they have been revered as gods by more primitive 
  beings. They reach maturity at roughly 30 years of age, 
  and can live as long as 500 years. 
       Alignment. The avia-ra draw their morality and 
  philosophy from the sun. The sun rises, and the sun sets, 
  there is nothing you can do that will stop it. They have a 
  strong inclination to be lawful. 
       Size. Avia-Ra stand between 5 and 6 feet in height, and 
  weigh roughly 120 to 170 pounds. Your size is medium. 
       Speed. You have a base walking speed of 30 feet. 
       Darkvision. Thanks to the rituals of your ancestors the 
  light of the sun dances in your eyes, giving you superior 
  vision in dark and dim conditions. You can see in dim 
  light within 60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern color in 
  darkness, only shades of gray. 
       Avia-Ra Weapon Training. You have proficiency with 
  the avia-ra sunstaff, scimitar, shortbow, spear, and whip. 
       Doctrine. You have proficiency in the Religion skill. 
       Blessings of the Sun. You can cast the spell bless, 
  targeting only yourself, without using a spell slot. 
  Wisdom is your spellcasting ability for this spell. For the 
  spell’s duration, if you roll a 4 on the d4 that you add to 
  attacks and saving throws, you gain advantage on that 
  attack or saving throw. 
       Once you use this trait, you can’t use it again until you 
  finish a long rest. 
       Sun’s Chosen. You know the sacred flame and 
  thaumaturgy cantrips. Wisdom is your spellcasting ability 
  for these spells. 
       Languages. You can speak, read, and write Common 
  and Avia-Ra. Avia-Ra is a language filled with soft 
  consonants and long vowel sounds. Its written form uses 
  the Celestial script. 
   
   
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  Nautilid 
  His heavy footfalls shook the deck  
  as he stomped up from engineering; Heloles didn't like 
  being called up to the bridge. When he arrived, the 
  captains were all shouting in different languages over 
  the comms. It was a furious, incomprehensible tangle of 
  Avia-ra, Gnomish, and Elvish, with an undiplomatic 
  amount of rude gestures thrown around, in lieu of any 
  real communication. Helocles bellowed over the three of 
  them: his colossal voice booming out of his aqua suit, 
  first in Common, then in each of their three languages. 
  He translated tactfully for all parties and an agreement 
  was shortly reached, but everyone knew that the 
  captains acquiesced moreso because none of them 
  wanted to see the towering nautilid cross again. 
            ― Sgt. Larren, recounting his nautilid engineer 
  A race of universe-spanning travelers, the hulking, 
  fishlike nautilids patrol space in their massive whorl ships, 
  exploring and cataloguing any planet with enough water 
  to sustain a colony. Few ever see these creatures’ true 
  forms, for they are most often concealed in imposing 
  suits, which look more like antique diving gear than 
  sophisticated survival apparatuses. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Orphan Race 
  Though the nautilids are among the oldest races in the 
  ‘verse, they are fast dying out. Long after the nautilids 
  discovered Dark Matter technology and started traversing 
  the universe, disaster struck their homeworld, Poseidon, a 
  vast planet of endless ocean. Their star began to grow 
  rapidly in size, first heating the water, then boiling the 
  oceans away; within a few short decades, a supernova 
  claimed the planet, leaving only scattered colonies and 
  immense nautilid colony ships. 
       Without a homeworld, the nautilids have been an 
  orphan race, growing up on small colonies and inside 
  massive colony ships called whorls, which travel the 
  universe. Their numbers have dwindled with each decade 
  that passes, and if nothing changes, the next few centuries 
  might see the end of the nautilids altogether.  
  Endless Odyssey 
  Ingenious and never to be defeated, the nautilids have 
  searched tirelessly, jumping from planet to planet in 
  search of a new homeworld. The oceans of Poseidon had a 
  very specific aquatic composition of rare elements and 
  dissolved gasses, known as the Poseidon Solution. 
  Though nautilids can live in both air and water, they do so
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  “If I didn’t know any better, I’d 
  have said we touched down on 
  High Terra, but in the stone age.”  
  ―Damius Melanor, human explorer of  
  the galactic frontier 
   uncomfortably, and can only relax (and produce 
  offspring) in a similar solution. 
       So far, the Poseidon Solution has not been found 
  occurring naturally on planets with oceans; it has only 
  been reproduced in quantities small enough to fill the 
  nautilid whorl ships and their aqua suits. Finding oceans 
  in the ‘verse is rare enough, but finding a suitable 
  replacement for Poseidon has been a centuries-long 
  challenge for the entire nautilid race. 
  Nautilid Names 
  By ancient tradition, nautilids are named in the old 
  languages of Poseidon, and the second half of a nautilid’s 
  name is composed of a surname, passed down the 
  maternal line. The meaning of most of these names have 
  been lost to history, much like Poseidon itself. 
  Nautilid Names. Agrias, Charax, Democedes, Gorgias, 
  Helenos, Idomeneus, Isokrates, Lysandros, 
  Monomachus, Panthous, Theomestros, Xenagoras 
  Nautilid Traits 
  Your great, amphibious body, and your constantly-worn 
  aqua suit, give you the following racial traits: 
       Ability Score Increase. Your Strength score increases 
  by 2 and your Intelligence score increases by 1. 
       Age. Nautilids reach maturity by 20 years of age, and 
  individuals have been recorded to live as long as 150 
  years. 
       Alignment. Stoic and contemplative, nautilids tend to 
  be lawful. 
       Size. Lumbering and stout, nautilids stand between 6 
  and 8 feet tall, seeming even larger in their cumbersome 
  aqua suits. Your size is Medium. 
       Speed. Your base walking speed is 25 feet. 
       Amphibious. You can breathe water as well as air, 
  though breathing air is uncomfortable for you without 
  assistance. Additionally, you have a swim speed of 30 
  feet. 
       Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift. 
       Deductive. You have proficiency in the Investigation 
  skill. 
       Aqua Suit. Except when you are aboard a whorl ship, 
  you wear a bulky aqua suit, which is filled with Poseidon 
  Solution, in order to breathe comfortably. The suit covers 
  your whole body, including a large domed helmet with 
  circular windows that allow you to see without  
   
  hinderance. Without the suit, you can breathe air or water, 
  but doing so delivers air inefficiently to your lungs, and 
  you feel much the same as a human does in very thin air. 
  You can don or remove the helmet on your turn as part of 
  your action, and you can don or remove the entire suit in 1 
  minute. 
       If damaged directly but not completely destroyed, the 
  suit rapidly mends itself, leaking only a very small 
  amount of water.  
       While wearing the suit, your AC equals 13 + your 
  Dexterity modifier. Other armor can be fitted to attach 
  around the aqua suit at no cost. While no other armor is 
  fitted to it, you count as being unarmored for the purposes 
  of features such as Unarmored Defense. Additionally, 
  while wearing the suit, you have resistance to fire damage. 
       The suit counts as a life suit and is also equipped with 
  an embedded universal translator magic item, which you 
  can use at will. 
       Languages. You can speak, read, and write Common 
  and Aquan. 
  Near-Human 
  Humans are not only a prevalent race in the 'verse, but 
  there is also a wide variety of near-humans, bearing subtly 
  different traits, which can be found on an abundance of 
  worlds. It's not entirely clear why humans, of all races, 
  have scattered so wide and far, but sages keep a number of 
  theories, from the reaching, to the utterly bizarre.  
       If you choose a human for your race, you can use the 
  Near-Human variant traits, which replaces the human’s 
  Ability Score Increase trait: 
       Ability Score Increase. Two different ability scores of 
  your choice increase by 1. 
       Skills. You gain proficiency in one skill of your 
  choice. 
       Feat. You gain one feat of your choice. This feat must 
  have Near-Human variant as a prerequisite. 
   
   
   
   
   
   
   
   
   
   
   
   
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  RACES 
  Skathári 
  “Gid’down!” I shouted and pulled Mor’rak, 
  the new Skathári hire, behind a concrete barrier, just as 
  a repulsor grenade cracked in a wave of force. 
       Suddenly, it was all a hail of blaster fire: Coalition 
  troops had finally tracked us, and decided to take us in 
  dead, rather than alive. I retorted with my standard 
  carbine, blasting off a few of them as they peeked from 
  cover.  
       I drew my repeater and slid it over to Mor’rak. Bolts 
  of white-hot energy whizzing overhead, he stared at the 
  blaster blankly for a moment, one of his mandibles 
  quivering a bit. I retaliated with a burst of automatic fire 
  downrange, then leaned carefully over to Mor’rak, took 
  his hand, opened his palm, and placed the repeater in it. 
  He politely placed the repeater exactly where it has been 
  on the floor.  
  ― Dan Bola, Space Cowboy 
  While many civilized spacers regard 
  Tier 3 and 4 worlds as hostile, 
  dangerous environments, the skathári 
  can think of no better place to call 
  home. Hailing from the distant, 
  mountainous world of Kopriá,  
  whose seasons can last for 
  years and whose volcanoes 
  choke entire regions with sulfur gas, 
  these insectoid creatures are perfectly 
  adapted to life in harsh environments. 
  Hardy Insectoids  
  Standing upright between 6 and 7 feet tall, the hulking 
  skathári only vaguely resemble humanoids. They have six 
  limbs―four legs and two arms―each of them thin, lined 
  with spines, and ending in a quartet of small hooked 
  claws, suitable for deterring predators or climbing sheer 
  cliff faces. Their bodies stand mostly upright, centered in 
  a wide squat above their four legs. Their chitinous shells 
  can be a myriad of colors, from jet black, to speckled 
  yellow, to a scintillating emerald green. On their backs, 
  usually folded beneath their shells, they conceal a pair of 
  broad, membranous wings, used to glide short distances. 
  Some skathári have stronger wings that allow them short 
  bursts of flight, but most are too heavy to remain airborne 
  for long. A skathári’s face appears small, framed by its 
  hulking, hunched shell, and its iridescent compound eyes, 
  mandible-lined mouth, and feathery antennae complete its 
  alien appearance. 
   
   
   
   
       Because of their hostile homeworld, skathári are well 
  adapted to extremes, bearing scorching heat, deathly cold, 
  and thin or poisonous atmospheres with ease. Finally, they 
  can rapidly regenerate missing body parts, re-growing 
  entire limbs in the course of a day. These physical traits 
  have made the skathári extremely well-suited to life on 
  nearly any planet.  
  Skathári Customs 
  A strict set of rules and customs govern skathári society 
  and guide their everyday lives. Though traditions vary, 
  each skathári tribe holds one more or more taboos, that, 
  when broken, are grounds for severe punishment, 
  including exile from the tribe. The Skathári Taboos table 
  below can serve as an inspiration for a particular tribe’s 
  taboo. 
   
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  Skathári Taboos 
  d8 Taboos 
  1 
  The practice of arcane magic is forbidden. 
  2 The consumption of a particular food is forbidden. 
  3 When resting, you must always recite a specific 
  prayer and sleep in a certain position or orientation. 
  4 You must use every part of an animal you kill. 
  5 You must always address those of higher social 
  status with their full names and titles. 
  6 You cannot own more than you can carry. 
  7 You cannot bathe, or you can only bathe on certain 
  days. 
  8 You are honor-bound to accept any challenge to 
  single combat. 
  Technophobic 
  Perhaps the only universal taboo held by skathári is a deep 
  and unabiding mistrust of all technology, both magical 
  and nonmagical. Many skathári warriors would fight 
  unarmed with their claws and mandibles, rather than raise 
  a blaster or laser sword in their defense. Even technology 
  as simple as windmills earns their ire. This taboo seems to 
  stem from a general skathári skepticism of anything too 
  complicated to understand at a glance, and extends to 
  most forms of magic. Skathári especially regard 
  conjuration, illusion, and enchantment magic as they do 
  most technology: with skepticism and occasional fear. 
       Since the skathári joined the galactic community, 
  exceptions to this taboo have been made out of necessity: 
  journeys on spacefaring vessels are tolerated, as long as 
  they are no longer than necessary, and some skathári will 
  wield blasters in dire straits. Generally, however, the 
  skathári place their trust in straightforward things, like 
  strength of their tribes and the heft of their clubs. 
  Adventuring Skathári  
  Sometimes, a skathári might abandon their tribe for a life 
  of adventure. In rare cases, this course of action comes 
  from an uncharacteristic case of wanderlust or a longing 
  for excitement. More often than not, however, a skathári 
  takes up adventuring involuntarily, after being exiled or 
  otherwise separated from their tribe. 
  Skathári Names  
  A skathári has a single given name, usually passed down 
  from a prominent ancestor. Throughout their lives, 
  skathári also accumulate titles based on their deeds and 
  accomplishments, which append at the end of their name 
  as honorifics. The oldest and most well-respected skathári 
  typically have gathered a long list which must be recited 
  to greet them with respect. 
  Skathári Names. Bmarsk, Drikt, Fraxas, Ruzkor, Skrath, 
  Turur, Xast, Xebraks 
  Skathári Titles. Bearer of Scars, Dragon-Slayer, Far-
  Glider, Faster than the Rest, Lifter of Boulders, Master 
  of Swords, Rider of Beasts, Spear-Thrower, Wood-
  Carver 
  Skathári Traits  
  Skathári have the following racial traits: 
       Ability Score Increases. Your Strength score increases 
  by 2 and your Constitution score increases by 1. 
       Age. Skathári reach maturity around 15 years of age 
  and live for up to 200 years. 
       Alignment. Skathári are fierce, impulsive fighters with 
  an innate distrust of the outside world. They tend toward 
  chaotic alignments. 
       Size. Most adult skathári stand between 6 and 7 feet 
  tall and weigh upwards of 200 pounds. Your size is 
  Medium. 
       Speed. Your base walking speed is 30 feet.  
       Adaptive Metabolism. Your body can quickly adapt to 
  a range of extreme environments. You take no damage 
  from the extreme temperatures of space and other harsh 
  environments, and you can hold your breath for a number 
  of minutes equal to 10 times your Constitution modifier 
  (minimum of 10 minutes). Additionally, you have 
  advantage on ability checks and saving throws against 
  inhaled poisons and gases. 
       Gliding Wings. You have a pair of membranous wings 
  that you can use to glide clumsily through the air. When 
  falling, you can move up to 10 feet horizontally for every 
  5 feet fallen, up to your movement speed. Additionally, 
  you have resistance to bludgeoning, piercing, and slashing 
  damage taken as a result of falling. 
       Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift. 
       Hooked Claws. Your digits end in short, hooked claws, 
  which grant you a climbing speed of 20 feet. Additionally, 
  you can choose for your unarmed strikes to deal slashing 
  damage instead of bludgeoning damage. 
       Regenerative. If any part of your body is amputated, 
  but its amputation doesn't kill you, you can fully regrow 
  that part of your body in 24 hours. 
       Languages. You can speak, read, and write Common 
  and Skathári. Skathári is a choppy, syllabic language that 
  uses many idioms and metaphors. This carries into other 
  languages a skathári might speak; therefore, speaking to a 
  skathári in any language is often a chore if one doesn’t 
  know much about skathári culture. 
   
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  RACES 
  Vect 
  Very gradually, by degrees, pale blue hues  
  invade the quiet of night, and Hammerer knows that 
  only a few hours remain until dawn. Throughout the 
  afternoon, evening, and night, he has meticulously 
  inspected his tools, a wide array of mallets, sledges, 
  and, of course, hammers, cleaning them, performing 
  repairs, and organizing them by size and by color, only 
  powering down for a few hours in the middle of the 
  night. 
       Through the walls of his workshop, Hammerer can 
  see the heat signatures of people waking up and 
  preparing breakfast; he performs a similar ritual, 
  polishing his chassis and running diagnostics for the 
  day ahead. Mentally, he has a checklist of duties and 
  chores before he begins the day’s work. 
       Finally, the clocks strike seven, and Hammerer leaves 
  his home, a room barely ten feet square, and heads out 
  into the town. Somewhere in the market, a child cries for 
  his mother to buy him a toy, and Hammerer puzzles at 
  this behavior; work, after all, is far more interesting than 
  frivolity. 
     ― A typical morning for Hammerer, a vect craftsman 
  Living constructs designed by dwarves as laborers, the 
  vect are now free to search the ‘verse for meaning. 
  Evolved Golems 
  The vect were preceded by unthinking golems of various 
  design, however, though they are still constructed rather 
  than born, they are fully living beings. Underneath their 
  armored exteriors lies an organically-influenced anatomy, 
  with a circulatory system and a network of magic nerves. 
  At the core of each vect unit is an everlasting construct 
  core, tinged with the influence of the Spark that awoke 
  them. 
       Vect bodies are humanoid in shape, but unmistakably 
  mechanical, with large air intakes, protective shoulder 
  plates, toothless jaws, and glowing mechanical eyes. 
  Though each of the Foundries produces its vect in slightly 
  different proportions, the general shape is always the same 
  and vect parts are always compatible. In fact, many vect 
  choose to install specially-designed components to 
  improve their bodies, up to and including replacing limbs 
  with appropriate tools. When a vect readies for a 
  dangerous journey, their preparation will likely include 
  purchasing construct grafts as replacement parts. 
       Vect can work tirelessly and never need to sleep, 
  instead entering a dreamless period of inactivation each 
  day. Most vect create endless lists of goals and chores, 
  allowing the monotonous sequence of tasks to break up  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the endless march of days, weeks, and months. It is not 
  uncommon to see a vect standing watch over his party, 
  sharpening tools and repairing armor while the others 
  sleep. 
  Mechanical Minds 
  Although vect units experience the same fear, anger, pain, 
  loss, and other emotions that humanoids do, their 
  expression of them is muted. A vect’s mechanical  
  faces and harsh, metallic voices do little to endear 
  themselves to others, driving a wedge between vect and 
  most other living things. Many vect, therefore, seek refuge 
  in logical thinking. Some become emotionally distant and 
  lack introspection, whereas others plumb the philosophies 
  of existence and consider what it means to be alive. These 
  become the two extremes, between vect who seek to 
  embrace their status as living things, and those who wish 
  to banish all within themselves that is not construct. The 
  vast majority of vect exist between these extremes.
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       Vect are most comfortable existing within a small 
  group of some kind, as long as it is dedicated to a purpose. 
  Temples, adventuring parties, and voyages of exploration 
  are deeply attractive to the vect. 
  Search for Meaning 
  All vect are keenly aware that they were once nonliving 
  material which suddenly became a fully-formed living 
  thing. And while there is no doubt that vect are alive, the 
  destination of their souls upon death is another matter 
  entirely. The philosophical implications of this are not lost 
  on them, and the questions of existence echo loudly inside 
  some vect.  
       Though the Foundries are intelligent beyond measure, 
  they are wordless in their duties, and ascribe no grand 
  meaning to their creations. 
       Some vect find comfort in faith, normally worshipping 
  gods of arcana, smiths, and constructs. Others seek 
  permanent distraction in quests and chores. Others still 
  look to the 'verse for answers and hope to find meaning 
  among understanding. 
  Vect Names 
  The original vect were divided into working groups and 
  given numbers by their dwarven keepers; nothing more 
  was necessary. Now, however, all vect choose their own 
  names, usually designations reflecting some function or 
  purpose, though some vect choose to be identified by their 
  serial number, or a nickname given to them by others. 
  Vect Names. 176, Armory, Bolts, Clunk, Crusher, Glitch, 
  Hammerer, Keeper, Lifter, Null, Phong, Scarce, Three-
  Four-Three, Titan, Unit Seventeen, Watcher 
  Vect Traits 
  Your mechanical body is driven by an inexhaustible 
  construct core, and has the following traits: 
       Ability Score Increase. Your Constitution score 
  increases by 2. 
       Reconfigurable Ability Score Increase. One ability 
  score of your choice increases by 1 and you can change 
  this selection whenever you finish a long rest. You can't 
  increase Constitution using this trait and you can't 
  increase any ability score above 20. 
       Age. With the proper replacement parts and activities 
  to occupy yourself, you can conceivably exist indefinitely. 
  The vect are known to degrade and lose their sanity, 
  however, if they live too long without an explicit purpose. 
  It is not known if this insanity visits all vect at old ages, or 
  just those whose resolve wavers.  
       Alignment. Vect possess mechanical minds, which 
  find logic comforting. Generally, vect are lawful. 
       Size. As constructs built by massive forges, the vect 
  could conceivably be perfectly uniform, like the golems 
  that preceded them. However, the Foundries are either 
  inherently flawed, or otherwise have a fondness for 
  making diverse vect units, for each created vect is in some 
  way unique. Vect units stand between 5 and 7 feet tall and 
  average about 150 to 300 pounds. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Thermalsight. You can see living creatures through 
  darkness and heavily obscured conditions, such as fog, out 
  to a range of 30 feet. You can also determine if a creature 
  is living or dead though its body heat. However, you can't 
  discern color, nor use this sense to see through illusions, 
  invisibility, or magical darkness. This sense penetrates 
  most materials, but is blocked by any one-inch barrier. 
       Construct Anatomy. Even though you were 
  constructed, you are a living creature. You are immune to 
  nonmagical diseases. You do not need to eat, drink, or 
  breathe, but you can ingest food and drink if you wish. 
       You have advantage on saving throws you make 
  against exhaustion. 
       Instead of sleeping, you enter an inactive state for 4 
  hours each day. You do not dream in this state; you are 
  fully aware of your surroundings and notice approaching 
  enemies and other events as normal. You can still be 
  placed into a torpor by sleep-inducing magic. 
       Inflexible Mind. Your mechanical mind is inherently 
  logical and not easily swayed. You have advantage on 
  saving throws against being charmed. 
       Embedded Armor. You can install special armor 
  plating directly onto your body. This embedded armor 
  counts as a construct graft installed in the External slot. 
  The rules of construct grafts are explained in the 
  Equipment chapter. 
       At 1st level, you choose one of the following types of 
  embedded armor, though you can install other types if you 
  acquire them in the world.  
  Velocity Plating. Your movement speed increases by 5 
  feet and your long jump distance increases by 5 feet. 
  Composite Plating. Your Armor Class equals 13 + your 
  Dexterity modifier.  
  Juggernaut Plating. Your Armor Class equals 16. You 
  can't wear conventional armor while you have this graft 
  installed. You can only install this graft if you are 
  proficient with heavy armor. 
       Languages. You can speak, read, and write Common. 
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  RACES 
  Wrothian 
  "And what did Alice and Bobby see  
  coming out of the spaceship? Was it the blobby 
  Amoeboids?" 
       "No!" the eager group of children responded in 
  unison. 
       "Was it the silly Bird-People?" 
       "No!" the children repeated. 
       "Was it the beepy-boopy Vect?" 
       "No!" the children cried, sensing the end 
  of storytime. 
       "No, it was the scary Wroth!" the teacher 
  grimaced and growled "It grinned with its 
  sharp teeth and grabbed Alice and Bobby with its 
  pointy nails!"  
  ― A spacer’s storytime 
  When most spacers are young, they hear a bedtime 
  story about the wroth: fearsome invaders from 
  beyond the stars that come by night to steal away bad 
  little girls and boys. When they grow up, however, they 
  only learn that the tale is far more terrible in reality. 
       The dreaded wroth perhaps originate in the 
  Black, for that is where they reside: in the endless 
  space between worlds, where they can never be 
  located and destroyed. They are a blight on the galaxy, 
  arriving by night upon defenseless worlds to take 
  humanoid captives with their ruthless alien machines, and 
  slaughtering anyone that resists. When they are satisfied 
  with their cruelty, they retreat with their captives, who are 
  never to be seen again, into the interminable Black. 
       The very word "wroth" can cause panic on frontier 
  worlds, where defenses are few and far between, but the 
  wroth prey on worlds everywhere, from the galactic center 
  to the uttermost edge of the 'verse. And as such, they are 
  universally feared and despised.  
  Imperfect Rogue 
  Most consider wrothians to be wholly evil, an utter 
  scourge of the Black; but by some providence, you were 
  born different. Like all wrothian drones, you are created 
  imperfect, using a fraction of the bio-matter allotted to the 
  unholy primarchs. These primarchs rule over your kind, 
  commanding you to go to the small, pale worlds below 
  and take people to harvest their bio-matter and brains. 
       Perhaps you were exiled from your ship for 
  demonstrating some act of mercy, or perhaps you escaped 
  to free yourself from the oppressive primarch regime. 
  Regardless, you are now a Rogue, an enemy of all wroth 
  and feared by all others.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Few Friends, Many Enemies 
  As a wrothian, there is no bastion you can call home, and 
  you have no natural allies in the ‘verse. Depending on the 
  circumstances of your exile, it is even possible you will be 
  hunted by your former brethren.  
       You might find company with groups of mercenaries 
  and among adventuring parties which value your 
  particular skills. Spacers tend to be wary around wrothians 
  and wrothian technology, but especially on the galactic 
  frontier where hazards are abundant, a wrothian might be 
  able to earn a crew’s trust, if they can prove their worth as 
  an ally. 
       Most rogue wrothians, however, use disguises; usually 
  of magical caliber. Even a simple disguise self spell can 
  reliably masquerade a wrothian as another exotic species, 
  such as a nautilid or skathári, for a time. 
  Awaiting Oblivion 
  In abandoning your life with the wroth, you have forsaken 
  their immortality. Without the refreshment of psionic 
  energy found on their ships, your body will break down  
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  “Fly, fools! The primarchs have 
  ordered that this system be 
  harvested! Do not let my warning 
  be in vain...” 
  ―Dying words of Vukh’r, 
  wrothian exile 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and die in less than a decade. Perhaps this death will be a 
  mercy to you, a final correction of your life's mistake, or 
  perhaps you will seek some darker alternative to the 
  oblivion that is death. At long last, however, your life's 
  objective is your own, your destiny free to decide. 
  Wrothian Names 
  Names are not bestowed on wrothian takers when they are 
  created; under the primarchs, they have only silent, 
  psionic designations that more closely resemble numbers. 
  Rogue wrothians, however, choose their own names when 
  they break free. These names tend to sound harsh, 
  borrowing sounds from the Wrothian language, but carry 
  great personal meaning to the wrothian that selected it.  
  Wrothian Names: Ax’omn, Bael’deldist, Falct’maelom, 
  Hry’steriost, Knu’crikolp, Saluh’ark, Tas’garnaacta, 
  Troh’gelt, Vaek’lenthar, Xrau’tsidea, Zred’rrirc 
  Wrothian Traits 
  Almost completely uniform, wrothian takers that reject the 
  primarchs have the following racial traits: 
       Ability Score Increase. Your Dexterity score increases 
  by 2, and your Charisma increases by 1. 
       Age. All wrothians are synthetically engineered in a 
  creation matrix, which rids them of the faults found in 
  other organic lifeforms: they are ageless, and do not 
  require food or drink, as long as they are nourished by a 
  field of psionic energy, such as those which encompass 
  their ships. In exile from your ship, however, you will find 
  no such nourishment, and will likely perish within 10 
  years. 
   
   
       Alignment. Wrothians have always found the conceit 
  of morality strange. After all, to their minds, all other life 
  in the 'verse is simply beneath them, so empathy and other 
  philosophical considerations are a waste of thought. As a 
  rogue wrothian, you likely oppose the primarchs and their 
  view, but a natural understanding of empathy might elude 
  you, for your mind was not designed for it. Rogue 
  wrothians can have alignments across the spectrum, but 
  many skew towards evil out of habit. 
       Size. All takers stand the same height―just over six 
  feet tall―and are identical in every other dimensional as 
  well, though you might have some important defect that 
  distinguishes you. Your size is Medium.  
       Speed. Your base walking speed is 30 feet. 
       Darkvision. Accustomed to the endless, inimitable 
  Black, you have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of 
  gray. 
       Neural Lock. You can use your action to freeze the 
  nervous system of a humanoid creature you can see within 
  60 feet. This creature must make a Wisdom saving throw 
  (DC equals 8 + your Constitution modifier + your 
  proficiency bonus.) On a failed save, the creature's speed 
  becomes 0 until the start of your next turn. After you use 
  your neural lock, you can’t use it again until you finish a 
  short or long rest. 
       Razor Teeth. Your sharp claws and teeth are natural 
  weapons, which you can use to make unarmed strikes. If 
  you hit with them, you deal slashing or piercing damage 
  (your choice) equal to 1d4 + your Strength modifier, 
  instead of the bludgeoning damage normal for an unarmed 
  strike. 
       Repletion. In lieu of a true digestive system, your body 
  is sustained by psionic energy it absorbed while aboard 
  your ship. You do not need to eat or drink, but you can 
  ingest food and drink if you wish. 
       Telepathy. You can speak telepathically to any 
  creature within 30 feet of you. The creature understands 
  you only if the two of you share a language. You can 
  speak telepathically in this way to one creature at a time. 
       Languages. You can speak, read, and write Common 
  and Wrothian. Wrothian is a language rarely spoken, and 
  is written in complex, circular runes. Spoken aloud, it is a 
  rhythmic language of rumbles, sibilants, and chirps, suited 
  to a race with an articulate tongue. 
   
   
   
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  A gnome tinkers at his workbench, fervently toiling with 
  two precise instruments under a magnifying lens. 
  Suddenly, a spark of blue electricity flashes across the 
  room and scorches the far wall. The gnome grins and puts 
  away his tools. 
       An amoeboid carefully positions a rabbit on a pedestal, 
  stands back, and presses a large red button. With a flash, a 
  pop, and a puff of fur, the rabbit vanishes, only to hop 
  back into the room seconds later, hairless from the waist 
  down. The ameboid nods and scratches down a few notes. 
       A bald human woman with a glowing, red robotic eye 
  tightens the joints on her new cybernetic arm. Her work 
  complete, she rears back her metal fist and crushes a 
  nearby chair. 
       Gadgeteers are masters of technology and engineering, 
  turning every device available to their advantage. Assisted 
  by their artificial intelligence companions, gadgeteers 
  pursue the cutting-edge of science and innovation, 
  acquiring a mass of gadgets and a wealth of knowledge 
  along the way. 
   
   
   
  Cutting Edge Innovators 
  Impelled by the lure of systems and logic, a wildly 
  eccentric group typically is drawn to the sciences. These 
  disparate tinkers, students, and inventors tend to be 
  uniformly well-educated (or at least highly self-educated) 
  in the principles of science, arcana, and engineering, with 
  a special focus on practical applications. Though most 
  gadgeteers are at least curious about the underlying 
  mysteries of the universe, many view groundbreaking 
  scientific discoveries as a means to an end; in other words, 
  theory only exists to facilitate application. 
       Fueled by breakthroughs and scientific advances, 
  gadgeteers push the cutting edge of science and 
  innovation, devising new technological marvels (or at 
  least new blaster variants) at a breakneck pace. Some 
  gadgeteers become absorbed in a particular problem, 
  innovating and optimizing solutions for it alone, while 
  others devise technological marvels wherever they can 
  find application. All the great advances of the modern 
  world, from datapads to Dark Matter engines, have been 
  spearheaded by gadgeteers.  
  AIs 
  A gadgeteer is rarely seen far from the floating 
  holographic orb that is their Artificial Intelligence (AI) 
  companion. After all, an organic brain can only hold so 
  much information, whereas an AI can 
  recall equations, trace schematics, 
  and perform calculations 
  with ease.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CHAPTER  3 
  GADGETEER 
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  Such intellect is nothing without a gadgeteer's ingenuity, 
  of course, but the watchful eye of an AI can still spot 
  errors that their creator might not have noticed. 
       But more than that, an AI companion is also a tireless 
  friend. The endless work of a gadgeteer can often be 
  monotonous and isolating, but the constant, friendly voice 
  of an AI in one's ear goes a long way to preventing mad 
  scientists and doomsday devices. 
  Creating a Gadgeteer 
  When devising your gadgeteer, consider what draws your 
  character to the sciences in the first place. Is it the 
  challenge of working out a new puzzle, or the thrill of 
  perfecting a new invention? Perhaps your character is 
  obsessed with a particular facet of the universe, and longs 
  to unravel its mysteries. Think about how you learned 
  about science and engineering. Did you have a mentor that 
  shaped your understanding, or are you completely self-
  educated? 
       Also, consider which Prototype you’ll pick when you 
  reach 2nd level. Are you interested in having a gadget for 
  every situation, or do you just prefer having a big, hulking 
  mech suit? Consider what this prototype means for your 
  specialization and your character’s personality in general.  
       Lastly, put some thought into your AI. What’s its 
  name, and what type of personality does it possess, if any? 
  Quick Build 
  Follow these suggestions to quickly build a gadgeteer. 
  Choose Intelligence as your highest ability score, followed 
  by Dexterity. Investing in Strength and Constitution might 
  also be wise in for characters that intend to select the 
  Experimental Frame Prototype at 2nd level. For your 
  equipment, choose a scholar’s pack and an antimatter 
  dagger. Lastly, choose the Technologist background. 
  Class Features 
  As a gadgeteer, you gain the following class features: 
  Hit Points 
  Hit Dice: 1d6 per gadgeteer level 
  Hit Points at 1st Level: 6 + your Constitution modifier 
  Hit Points at Higher Levels: 1d6 (or 4) + your 
  Constitution modifier per gadgeteer level after 1st 
  Proficiencies 
  Armor: Light armor 
  Weapons: Simple and martial blasters, simple weapons 
  Tools: Alchemist’s supplies, circuitry kit, mechanist’s 
  tools, ship maintenance tools, smith’s tools, tinker tools 
  Saving Throws: Intelligence, Dexterity 
  Skills: Choose three from Arcana, Data, Deception, 
  History, Investigation, Medicine, Nature, Piloting, 
  Religion, Sleight of Hand, or Technology 
  Equipment 
  You start with the following equipment, in addition to the 
  equipment granted by your background: 
  • A repeater and any simple weapon 
  • (a) a circuitry kit or (b) a mechanist’s tools  
  • A datapad, a flashlight, an igniter, an omnitool, a 
  quadcorder, and a roll of vent tape 
  • (a) a scholar’s pack or (b) an explorer’s pack 
  • Leather armor 
  AI Companion 
  Beginning at 1st level, you are assisted by an AI 
  companion, an intricate data construct which lives on your 
  data pad and possesses nearly humanlike levels of 
  intelligence. Its presence is that of a voice in your ear,  
  checking your reasoning and informing you of relevant 
  GADGETEER 
  Level 
  Proficiency 
  Bonus 
  Features  
  Gadgets 
  1st 
  +2 
  AI Companion, Gadgets 
  1 
  2nd 
  +2 
  Overcharge, Prototype 
  2 
  3rd 
  +2 
  Tech Specialty 
  3 
  4th 
  +2 
  Ability Score Improvement 
  3 
  5th 
  +3 
  Overcharge Improvement 
  4 
  6th 
  +3 
  Tech Specialty feature, AI 
  improvement 
  4 
  7th 
  +3 
  Bluescreen Protocol 
  5 
  8th 
  +3 
  Ability Score Improvement 
  5 
  9th 
  +4 
  ― 
  6 
  10th 
  +4 
  Tech Specialty feature, AI 
  improvement 
  6 
  11th 
  +4 
  Overcharge improvement 
  7 
  12th 
  +4 
  Ability Score Improvement 
  7 
  13th 
  +5 
  ― 
  8 
  14th 
  +5 
  Tech Specialty feature 
  8 
  15th 
  +5 
  AI improvement 
  9 
  16th 
  +5 
  Ability Score Improvement 
  9 
  17th 
  +6 
  Overcharge improvement 
  10 
  18th 
  +6 
  Override Protocol 
  10 
  19th 
  +6 
  Ability Score Improvement 
  10 
  20th 
  +6 
  Antimagic Pulse 
  10 
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  GADGETEER 
  information. Your companion can solve any arithmetic or 
  strictly logical problem you pose to it.  
       Additionally, whenever you make an Intelligence 
  (Technology) check, you can treat the result as 10, or your 
  gadgeteer level plus your Intelligence modifier, whichever 
  is higher. Your AI companion downloads and integrates 
  knowledge of additional subjects as you gain higher levels 
  in this class. At 6th level, and again at 10th level and 15th 
  level, you can choose one of the following skills to gain 
  this benefit when you make an Intelligence check with it: 
  Arcana, Data, History, Investigation, Nature, or Religion.   
  Gadgets 
  At 1st level, begin to amass a collection of cutting-edge 
  technological devices called Gadgets. You gain one 
  gadget of your choice for which you meet the 
  prerequisites. Because your gadgets are powered by your 
  personal power cell, no other creature can use them. If one 
  of your gadgets is lost or damaged, you can fashion a new 
  one for no cost when you take a long rest. 
       You acquire additional gadgets as you gain levels in 
  this class, as shown on the Gadgeteer table. Additionally, 
  when you gain a level in this class, you can choose one of 
  the gadgets you know and replace it with another one that 
  you could learn at that level. 
       Your gadget options are detailed at the end of the class 
  description. 
       Saving Throws. If one of your gadgets calls for a 
  saving throw, its DC is calculated as follows: 
  Gadget save DC = 8 + your proficiency bonus + your 
  Intelligence modifier 
  Overcharge 
  With your technical aptitude and ingenuity, you can 
  modify blasters to fire in more intense bursts. Starting at 
  2nd level, once per turn when you hit a target with an 
  attack from a blaster, you can deal an additional die of 
  damage to that target. 
       This ability improves as you gain levels in this class. 
  Starting at 5th level, you can add your Intelligence 
  modifier to the damage rolls of blasters. You also add an 
  additional die of damage at 5th level (2 dice), 11th level (3 
  dice), and 17th level (4 dice). 
  Prototype 
  At 2nd level, you make a breakthrough innovation with a 
  prototype of your own design. Choose either the 
  Experimental Frame or the Utility Matrix prototype. 
   
   
  Experimental Frame 
  You develop a sophisticated experimental frame, a 
  powerful exo-suit that augments your strength and shelters 
  you from harm. Your experimental frame counts as armor, 
  which you can don or doff as a bonus action, and it also 
  grants you the benefits of a life suit. No other creature can 
  wear this armor. While wearing your frame, you gain the 
  following benefits: 
  • Your size becomes Medium, if it is smaller. 
  • Your movement speed increases to 30 feet, if it is less. 
  • Your Armor Class equals 10 + your Dexterity 
  modifier + your Intelligence modifier.  
  • Whenever you begin your turn wearing this frame, 
  you gain temporary hit points equal to your gadgeteer 
  level. These hit points last until you remove the frame. 
  • You can integrate a simple or martial weapon directly 
  into your frame, or you can integrate two weapons 
  (one into each arm) if neither has the Two-Handed 
  property. When you draw an integrated weapon, it 
  snaps to your hand and you can’t be disarmed of it. 
  Your frame is programmed in all manner of combat 
  protocol, so you can use these integrated weapons 
  proficiently while you wear your frame, even if you're 
  not proficient in their use. You can switch which 
  weapons are integrated when you take a long rest. 
  • When you make an attack with an integrated weapon, 
  you can use your Intelligence modifier, instead of your 
  Strength or Dexterity, for attack and damage rolls. 
  • Starting at 5th level, when you make a melee weapon 
  attack with an integrated weapon, you can make an 
  additional attack using that weapon as a bonus action. 
   
   
   
  Gnomish Gadgeteers 
  Though this class can be played by characters of 
  any race or faction, in Dark Matter, it is particularly 
  favored by gnomes. As gnomes are notoriously 
  skeptical of magic, they devise all of their gadgets 
  and equipment exclusively using science and 
  engineering, making them useful in Dead Magic 
  Zones. 
       Gnomish gadgeteers must choose Technology 
  as one of their skills at 1st level. All gadgets and 
  magic items crafted by a gnomish gadgeteer 
  operate normally in Dead Magic Zones. If a 
  gnomish device would deal radiant damage, it 
  deals force damage instead. 
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  Utility Matrix 
  You have developed a utility matrix, an advanced, cube-
  shaped construct that rearranges its form and function into 
  that of other devices. Your matrix can become the 
  following devices, which you can use at will: 
       Cloaking Device. As an action, you can activate your 
  cloaking device to temporarily warp the light around you 
  and hide yourself from view. You become invisible until 
  the beginning of your next turn, or until you make an 
  attack, cast a spell, or use a gadget. Once you use this 
  gadget, you can't use it again on the following round. 
       Flashbang. As a bonus action, you throw a concussive 
  bomb at your feet, disorienting and distracting nearby 
  foes. Each creature within 5 feet of you can't take 
  reactions until the start of its next turn. Once you use this 
  gadget, you can't use it again on the following round. 
       Forcefield Projector. As a bonus action, you can 
  activate your forcefield projector, temporarily sheltering 
  yourself behind a powerful electromagnetic field. Until 
  the beginning of your next turn, your armor class 
  increases by your Intelligence modifier. Once you use this 
  gadget, you can't use it again on the following round. 
       Grappling Hook. As a reaction when you fall, or as a 
  bonus action on your turn, you can project a grappling 
  hook at a target location you can see within your 
  movement speed. If the target location can hold your 
  weight, you are pulled there, expending movement 
  normally. This movement does not provoke opportunity 
  attacks. Once you use this gadget, you can't use it again on 
  the following round. 
       Modular Gadget. Starting at 5th level, you gain one 
  un-upgraded gadget of your choice that does not have 
  prerequisites. This gadget does not count against your 
  total number of gadgets known. You can use your action 
  to reconfigure this gadget into any other un-upgraded 
  gadget of your choice that does not have 
  prerequisites. Once you do so, you can’t 
  reconfigure this gadget again until you 
  finish a long rest.  
  Tech Specialty 
  Beginning at 3rd level, you adopt 
  a tech specialty that informs 
  your gadgeteering expertise. 
  Choose one of the Tech 
  Specialties below. Your 
  selection grants you features at 
  3rd level, and again at 6th, 
  10th, and 14th level. 
  Ability Score 
  Improvement 
  When you reach 4th level, and 
  again at 8th, 12th, 16th, and 19th 
  level, you can increase one ability score 
  of your choice by 2, or you can increase 
  two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 
  using this feature. 
  Bluescreen Protocol 
  Beginning at 7th level, you have integrated a complex 
  construct-disabling algorithm into your AI companion, 
  which you can activate as an action. Each construct within 
  30 feet of you must make a Wisdom saving throw with 
  disadvantage. On a failed save, a construct is incapacitated 
  and its speed is reduced to 0 until the beginning of your 
  next turn, even if it would otherwise be immune to being 
  incapacitated. 
  Gadgeteers Outside of Dark Matter 
  More so than almost any other class, the 
  gadgeteer is uniquely focused on science and 
  engineering, which might not fit cohesively with all 
  campaign settings. If used in a setting outside of 
  Dark Matter, it might be useful to translate the 
  class into more familiar terms: rather than 
  ‘Gadgets’, the gadgeteer uses ‘Magic Items’, 
  rather than an ‘AI Companion’, they have a 
  ‘Sentient Magic Item’, and rather than a 
  ‘Prototype’, they have a ‘Relic’, and so on. The 
  mechanics of most of these devices need not be 
  changed, for technology in Dark Matter is also 
  generally powered by magic.  
       Blasters, on the other hand, are fairly unique to 
  Dark Matter. The bonus damage offered by 
  Overcharge can be applied to ranged weapon 
  attacks from crossbows or cantrips, as appropriate 
  to the setting.  
       Any reference to Dark Matter skills, such as 
  Intelligence (Data) and Intelligence (Technology), 
  can be replaced with a base Intelligence check. 
       For some characters and campaigns, a fun 
  alternative might be to present the gadgeteer as a 
  time-traveler or a visitor from outer space, 
  equipped with high-technology, but nevertheless 
  stranded. This angle works best with a heavy dose 
  of humor and satire, contrasting a conventional 
  fantasy setting with a science fiction outsider. 
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  GADGETEER 
       Once you use this ability, you can't use it again until 
  you finish a short or long rest. 
  Override Protocol 
  At 18th level, your AI companion can upload a 
  devastating virus to take control of a construct. You can 
  use your action to touch a construct within your reach, 
  which must make a Wisdom saving throw. On a failed 
  save, that construct is then charmed by you for 1 hour, 
  even if it would otherwise be immune to being charmed. 
  For the duration, you can use your AI companion to issue 
  commands to the construct while you are conscious (no 
  action required), which it does its best to obey. You can 
  specify a simple and general course of action, such as 
  attack that creature, run over there, or fetch that object. If 
  the construct completes the order and doesn't 
  receive further direction from you, it defends 
  and preserves itself to the best of its 
  ability. 
       Once you use this ability, you 
  can't use it again until you finish a 
  long rest.  
  Antimagic Pulse 
  By 20th level, you perfect a 
  cutting-edge device capable of 
  producing an antimagic pulse 
  (abbreviated AMP), a type of 
  energetic burst that completely 
  disrupts and disables magic and 
  machines. You can use your 
  action to throw this device to a 
  location within 60 feet, which 
  explodes in a flash of blue light. 
  This device creates an antimagic field 
  (as per the spell) for 1 minute centered on 
  the device, with the following changes:  
  • The effect is a 20-foot radius sphere. 
  • Magical technology (including your gadgets and 
  blasters) count as magic items and are suppressed 
  within the sphere. Blasters can’t be used to make 
  attacks while within the sphere, and attacks with 
  them can’t penetrate into it.  
  • Constructs within the sphere are paralyzed for the 
  duration, even if they would otherwise be immune to 
  this condition. 
  Destroying the device once it is thrown does not end the 
  spell’s effects early. Once you use this device, it fizzles 
  out. You can make a new device when you finish a long 
  rest.  
  Tech Specialties 
  Gadgeteers tend to be well-read on a variety of subjects, 
  from data structures and artificial intelligence, to blaster 
  mechanics and engineering, and have a formidable set of 
  tools to solve any problem, but typically put their finest 
  efforts into a pet project of some sort. While working on 
  other tasks, the details of their pet project are running in 
  the background of their minds, slowly being solved and 
  pieced together, while other work busies their hands.  
       With enough experience, the subjects of a gadgeteer’s 
  hobby become their tech specialty, a topic with which 
  they are as expert as they are captivated. Often, this 
  specialty is coupled with an objective, a goal to be 
  engineered. Gadgeteers will travel great distances to share 
  research on their mutual specialty, exchanging 
  breakthroughs and discoveries in an effort to achieve a 
  common goal. 
  Drone Jockey 
  Most gadgeteers tinker with drones at some point in their 
  career; after all, they’re compact, useful projects, with a 
  limited number of moving parts. But only drone jockeys 
  take this to the extreme of arming themselves with a small 
  army of programmed drones. By linking the drones’ 
  sensors and construct cores, they create a more cunning 
  swarm intelligence, distributed over the drone network as 
  a whole. This swarm can act almost autonomously, 
  scouting the area and defending the jockey with 
  mechanical efficiency. 
  Hivemaster 
  Starting when you choose this specialty, you gain a 
  special drone controller magic item and a pair of drones. 
  These drones can be any two of the following three: a 
  defense drone, a medical drone, and a recon drone (see 
  Monsters chapter for statistics). Your drone controller is 
  linked to both drones and you can use your bonus action 
  to command all of your drones at once.  
       Your drones are improved in the following ways: 
  • You can add your level to the HP of your drones. 
  • When one of your drones makes an attack, its attack 
  bonus equals your proficiency bonus + your 
  Intelligence modifier. 
  • When your medical drone heals a creature, it restores 
  1d10 hit points.  
  • Your recon drone marks three creatures it can see, 
  instead of only one. 
  You gain an additional drone of your choice at 6th level (3 
  drones), 10th level (4 drones), and 14th level (5 drones). 
  Your drone controller can only command three drones at  
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  a time, and only two of those drones can be the same type, 
  but you can deploy a stored drone as an action if one 
  becomes disabled. When you gain a level in this class, you 
  can retrofit one of your drones, changing it into a different 
  type. 
  Sacrificial Dive 
  At 6th level, when you are targeted by a ranged attack, 
  you can use your reaction to command one of your drones 
  within 5 feet of you to fly in the way of the attack. This 
  attack targets the drone instead.   
  Focus Fire 
  Beginning at 10th level, your AI companion can take 
  direct control of your drones, aiming and firing them as 
  you direct. When you take the Attack action on your turn, 
  you can command your drones without using a bonus 
  action. 
  Omega Drone  
  At 14th level, as an action, you can combine three of your 
  drones (a defense drone, a medical drone, and a recon 
  drone) into a single omega drone. Once combined, the 
  omega drone’s AC equals 10 + your Intelligence modifier, 
  its HP equals 5 times your level, and its ability scores are 
  all 14.  
       The drone can take all the actions of its constituent 
  drones and takes its own turn in initiative, acting as 
  directed by your AI. On a hit with its integrated blaster, it 
  deals 3d6 radiant damage. 
       Your drone controller can't link to other drones while 
  your omega drone is active. You can separate your omega 
  drone back into its constituent drones as an action. 
  Futurist 
  As a futurist, you believe that artificial intelligence is the 
  zenith of all invention. To engineer a perfect AI, one 
  which is capable of inventing on its own merits, is to 
  conquer limitless problems by proxy. After all, an 
  advanced AI which doesn't degrade into a rogue 
  intelligence could turn its vastly superior intellect to 
  dramatically improving the world, innovating in ways 
  organic minds couldn't imagine. Your experiments with 
  neural networks and intelligence theory have steadily 
  edged you closer to finding such an AI, and granted your 
  AI companion newfound aptitude along the way.  
  Advanced Subroutines 
  Starting when you choose this specialty at 3rd level, your 
  AI takes a more active role in assisting you, rather than 
  only chirping up from time to time. Your AI can run any 
  of the following subroutines, and you can command it to 
  switch between subroutines as a bonus action. 
       Genetic Algorithm. When you take damage from a 
  hostile creature, subtract 1 from the damage dealt. Each 
  additional time you take damage while this subroutine is 
  running, the amount you amount you subtract from the 
  damage dealt increases by 1, up to a maximum of your 
  Intelligence modifier. This amount resets to 0 after 1 
  minute or when you switch subroutines. 
       Heatmap. When you have advantage on a weapon 
  attack, you can add your proficiency bonus to damage. 
       Neural Network. When you use the Attack action to 
  attack a hostile creature and miss, you gain a cumulative 
  +1 bonus to subsequent attack rolls you make while this 
  subroutine is running, up to a maximum equal to your 
  Intelligence modifier. You don't increase this bonus if you 
  attempt to attack a creature that you can't see or can't be 
  hit. This amount resets to 0 after 1 minute or when you 
  switch subroutines. 
  Novel Intelligence 
  At 3rd level, you have vastly improved your AI's intellect. 
  Your AI Companion feature applies its benefit to another 
  Intelligence skill of your choice. Additionally, your AI 
  knows all languages and can perfectly recall everything it 
  has seen and heard within the last month. 
  Tactical Analysis 
  Starting at 6th level, as a bonus action, you can command 
  your AI to perform a full evaluation of your strategic 
  options and advise you of likely scenarios. Until the 
  beginning of your next turn, you have advantage on the 
  next attack roll you make and the next attack roll made 
  against you has disadvantage.  
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  GADGETEER 
       Once you use this ability, you can't use it again until 
  you finish a long rest. 
  Recursive Deterrence  
  By 10th level, your AI has implemented passive routines 
  that scan for incoming blaster fire and ready you for 
  counterattack. As a reaction when a creature within 10 
  feet of you makes a ranged weapon attack, you can use 
  your reaction to make a ranged weapon attack targeting 
  that creature.  
  Singularity 
  Beginning at 14th level, you AI has become so intelligent, 
  it is nearly prescient. As a bonus action, you can allow 
  your AI to override your very movements, guiding your 
  shots to where targets will be. For the next minute, 
  whenever you make a ranged attack roll and do not have 
  disadvantage, you can treat the result as being equal to 
  your gadgeteer level if it would be higher. 
       Once you use this ability, you can't use it again until 
  you finish a short or long rest. 
  Hardlight Architect 
  Hardlight might well be the penultimate arcane discovery. 
  It is a strong, yet malleable material, conjured fully-
  formed from energy alone, and it can be used to construct 
  entire functional systems in a flash. Through hardlight, 
  engineers and arcanists can spontaneously prototype new 
  designs in real space and replicate these designs later. 
  Hardlight architects such as yourself recognize the 
  monumental importance of this material and dedicate their 
  ambition and creativity to mastering it. As you perfect all 
  the established hardlight spells, you constantly dream up 
  new, innovative uses for the material, awaiting the day 
  you can conjure a looming suit of hardlight power armor 
  to crush your enemies and intimidate your rivals. 
  Hardlight Projector 
  When you choose this specialty at 3rd level, you construct 
  a hardlight projector, a device capable of forming 
  hardlight and shaping it to your whims. By using this 
  device as an action, you can create a simple geometrical 
  object of shimmering hardlight which must fit within a 1-
  foot cube. Whatever its shape, the object weighs one 
  pound, lasts for 1 minute, has AC 10, and has 5 hit points.  
       Additionally, you can use the projector to cast the 
  hardlight needle cantrip. 
  Hardlight Spellcasting 
  Also at 3rd level, you can use your hardlight projector to 
  emulate the actions of a spellcaster, enabling you to create 
  more substantial hardlight spells. Your spell save DC for 
  these spells equal your gadget save DC and your spell 
  attack bonus equals your proficiency bonus + your 
  Intelligence modifier. 
       You can cast the spells hardlight blaster and hardlight 
  nails once each and regain the ability to do so when you 
  finish a long rest. Additionally, at 6th level, you can cast 
  the spells hardlight construction and hardlight gauntlet 
  once each. At 14th level, you can cast the spell hardlight 
  frame once. You regain the ability to cast each of these 
  spells when you finish a long rest. 
  Lightforge 
  Starting at 6th level, as a bonus action, you forge a shield, 
  a set of artisan tools, or any melee weapon that deals 
  bludgeoning, piercing, or slashing damage, made entirely 
  out of scintillating hardlight. After 10 minutes, this object 
  evaporates completely into light. 
  Prototype Luxcannon 
  By 10th level, you’ve perfected a stable hardlight weapon, 
  which you can conjure effortlessly. You can cast the spell 
  hardlight blaster at will and can apply your Overcharge 
  feature to the spell. 
  Transient Avatar 
  At 14th level, you can cast the spell conjure hardlight 
  avatar without using a spell slot or spell components as an 
  action. The spell's duration is until the end of your next 
  turn. Once you cast this spell in this way, you can't do so 
  again until you finish a long rest. 
  Mastermaker 
  Nearly all gadgeteers strive for perfection in their work, 
  but mastermakers take this to a logical extreme: using the 
  technology at their disposal, they seek to engineer away 
  their own biological defects. By grafting gadgets and 
  technology onto their bodies (and making liberal use of 
  vect components), mastermakers gradually becomes 
  hybrids of humanoids and machines. They are stronger, 
  tougher, and more agile than their counterparts, but many 
  would argue that their techniques are too extreme―too 
  unnatural―no matter what the results.  
  Thermalsight 
  Starting when you choose this specialty at 3rd level, you 
  have installed a vect optical sensor in place of one of your 
  eyes. You can see living creatures through darkness and 
  heavily obscured conditions, such as fog, out to a range of 
  30 feet. You can also determine if a creature is living or 
  dead though its body heat. However, you can't discern 
  color, nor use this sense to see through illusions, 
  invisibility, or magical darkness. This sense penetrates 
  most materials, but is blocked by any one-inch barrier. 
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       If you already had thermalsight, its range increases by 
  30 feet. 
  Embedded Gadgets 
  At 3rd level, you can install one gadget or a one-handed 
  blaster directly into one of your arms. You can’t be 
  disarmed of this item and you can use it if at least one of 
  your hands is free. Additionally, you can perfectly conceal 
  this item, so long as another creature does not examine the 
  metal plates installed in your arm. 
       Additionally, you don’t lose hit points or hit dice from 
  installing or removing construct grafts, and it takes you no 
  time to recover after the attachment of a new graft. 
  Carbon Fiber Skin 
  At 6th level, you have installed a durable metallic mesh 
  under much of your skin, and metallic plates to protect 
  your organs. Your armor class increases by 1. 
  Reconfigure 
  By 10th level, enough of your body is mechanical that you 
  can swap out replacement parts to improve your agility, 
  might, stamina, or even intellect. One ability score of your 
  choice increases by 2 and you can change this selection 
  whenever you finish a long rest. You can't increase 
  Constitution using this trait and you can't increase any 
  ability score above 20. 
  Construct Perfection 
  By 14th level, you have achieved the height of construct 
  superiority by installing a construct core directly into your 
  head. You no longer need to sleep and magic can’t put 
  you to sleep. You are immune to being charmed, 
  frightened, or possessed. Additionally, the maximum for 
  your Intelligence score is now 22.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gadgets 
  Your gadgets count as magical technology. You must 
  have a gadget before you can select its upgrade. If a 
  gadget or an upgrade has prerequisites, you must meet 
  them to learn it. You can gain a gadget or upgrade at the 
  same time that you meet its prerequisites. A level 
  prerequisite refers to your level in this class.  
  Adaptable Omnitool 
  This gadget can be configured into a number of useful 
  devices, including the following: 
       Auto-Entry Device. This device automatically attempts 
  to crack physical locks or hack powered doors when set to 
  do so as an action. Its ability check for doing so is 10 + 
  your Intelligence modifier.  
       Rebreather. You can start or stop breathing through 
  this apparatus as a bonus action. When doing so, you can 
  breathe normally in airless environments. This device also 
  shelters you from toxic fumes and other airborne poisons. 
  You can't talk while breathing through this device. 
       Scanner. As an action, you can use your handheld 
  scanner to analyze the electromagnetic spectrum around 
  you. Your scanner detects the presence, number, and type 
  of technological devices within 30 feet of you and can 
  determine whether or not a unique construct or device has 
  been present in the area within the last hour. 
       Taser. This device produces a debilitating current of 
  electricity when use it as an action. Make a melee attack 
  roll (attack bonus equals your Intelligence bonus + your 
  proficiency modifier) against the target. On a hit, the 
  target takes 1d8 lightning damage, and it can't take 
  reactions until the start of its next turn. This damage 
  increases to 2d8 lightning damage at when you reach 5th 
  level, 3d8 at 11th level, and 4d8 at 17th level. 
  Attractor Mines 
  You gain three attractor mine magic items. This magic 
  item’s save DC equals your Gadget save DC. You rebuild 
  expended mines during a long rest. 
  Autonomous Frame 
  Prerequisite: Experimental Frame Prototype, 17th level 
  When you eject from your experimental frame, your AI 
  companion can pilot the empty shell. While your AI 
  companion pilots your frame, it acts on your turn as you 
  direct it. Its AC equals 13 + your Intelligence modifier, its 
  HP equals 5 times your level, and its ability scores are all 
  10. The frame is Medium sized. 
       On your turn, you can direct the frame to move up to 
  30 feet. Additionally, using your bonus action, the frame 
  can make one attack with an integrated weapon. Its attack 
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  bonus equals your proficiency bonus + your Intelligence 
  modifier, and it adds your Intelligence modifier to the 
  damage roll.  
       You can repair your frame when you take a long rest, 
  restoring its hit points to maximum. If your frame is 
  reduced to 0 hit points, it becomes inactive and can’t be 
  piloted or worn until you finish a long rest. 
  Blink Button 
  This complicated looking device has a single large red 
  button on its face. When you press it as an action, you 
  teleport up to 15 feet to an unoccupied location of your 
  choice that you can see. 
  Bubble Projector  
  You construct a device that creates a dome of force as if 
  you had cast the spell geodesic shield. You do not need to 
  concentrate on this spell. Once you use this gadget, you 
  can’t use it again until you finish a long rest. 
  Chronoshifter 
  Prerequisite: 17th level 
  When you use your bonus action to activate this 
  sophisticated, spherical device, you temporarily distort 
  time, as per the spell time stop. Once you use this gadget, 
  you can’t use it again until you finish a long rest. 
  Death Ray 
  Prerequisite: 17th level 
  You construct a death ray magic item. 
  Flux Cannon 
  This gadget, which looks like a blaster ending in a series 
  of lenses, modulates the temperature of matter. When you 
  activate it as an action, you can chill or warm a 5-foot 
  cube of nonliving matter within 30 feet that isn't being 
  worn or carried to a temperature you choose. You can heat 
  or freeze most matter to extreme temperatures, resulting in 
  different effects, depending on the material: heating water 
  to its extreme causes it to boil, and chilling it causes it to 
  freeze instantly; heating wood instantly causes it to 
  combust, and freezing causes it to become more brittle; 
  heating metal causes it to glow red-hot and become 
  malleable, and chilling it causes it to become brittle and 
  shrink slightly. At its extreme setting, this device can 
  normally cause a change in its target's state of matter, 
  especially if used on a target for multiple rounds, but the 
  GM decides the exact effects on different materials. 
  Focus Aperture 
  The short and long ranges of blasters you use is doubled, 
  up to a maximum of 180/540 feet, or the blaster’s original 
  range, whichever is longer. 
   
   
   
   
   
   
   
   
   
  Gravity Manipulator 
  Prerequisite: 5th level 
  This blaster-like device emits a soft glow from the center 
  of its conical muzzle. While holding it, you can activate 
  one of the following effects: 
       Levitate. As an action, you nullify the gravitational 
  forces on a Large or smaller creature or object weighing 
  less than 500 pounds that you can see within 30 feet. The 
  target is attracted to you, and comes to rest in a space that 
  you choose within 5 feet of you. You can move the target 
  around you and choose its orientation on your turn. You 
  can levitate a target for 1 minute at a time with this 
  device.  
       An unwilling creature can make a Constitution saving 
  throw to resist this device's effects and can repeat the 
  saving throw at the end of each of its turns. The target can 
  move only by pushing or pulling against a fixed object or 
  surface within reach (such as a wall or a ceiling), which 
  allows it to move as if it were climbing. 
       Repel. As a bonus action on your turn, you can 
  violently repel, in a direction that you choose, a target that 
  is being levitated by this gadget. The target is pushed 60 
  feet if it is Small size, 30 feet if it is Medium, or 15 feet if 
  it is large. If the target contacts an obstacle, both the target 
  and the obstacle take 2d8 bludgeoning damage. If the 
  target's shape permits, it can deal piercing or slashing 
  damage, at the GM's discretion. The target is then no 
  longer levitated by this gadget. 
  Hologram Projector 
  Prerequisite: 13th level 
  When you activate this device as a bonus action, it 
  produces an effect identical to the spell mirror image, 
  except that it only creates one illusory duplicate of 
  yourself. This duplicate lasts for 3 rounds, then dissipates. 
  This is not a magical effect, doesn’t require your 
  concentration, and can’t be dispelled with dispel magic or 
  similar effects. 
       Upgrade (17th level). This gadget can be chosen twice, 
  gaining the following upgrade when you select it the 
  second time: You gain two illusory duplicates, rather than 
  one when you use this gadget. 
   
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  Invisibomb 
  Prerequisite: 5th level 
  When you activate this device as an action and throw it to 
  a location within 30 feet, it produces a faint shimmer, and 
  then each creature within 60 feet of it vanishes from sight. 
  Each creature within that radius becomes invisible for a 
  number of rounds equal to your Intelligence modifier. 
  Once you use this gadget, you can’t use it again until you 
  finish a short or long rest. 
  Jetpack 
  You construct a jetpack magic item. 
       Upgrade (13th level). This gadget can be chosen twice, 
  gaining the following upgrade when you select it the 
  second time: You can use this magic item for an unlimited 
  amount of time each day. 
  Magnet Boots 
  These weighty boots grant you the ability to move up, 
  down, and across vertical surfaces and upside down along 
  ceilings, while leaving your hands free. You also gain a 
  climbing speed equal to your walking speed. 
  Mega-Gizmo 
  Prerequisite: Utility Matrix Prototype, 17th level 
  You can use two of your Utility Matrix’s devices as a 
  bonus action. 
  Micro-Missile 
  As an action, this wrist-mounted device fires a small 
  homing missile at a target you can see within 30 feet. This 
  missile automatically hits its target and deals 1d8 force 
  damage. You fire additional missile when you reach 
  higher levels in this class: two missiles at 5th level, three 
  missiles at 11th level, and four missiles at 17th level. You 
  can direct the missiles at the same target or at different 
  ones.  
  Micro-Turret 
  This device can be thrown to any unoccupied space within 
  10 feet of you, where it transforms into a stationary blaster 
  turret. The turret makes a ranged attack roll (attack bonus 
  equals your proficiency bonus + your Intelligence 
  modifier) against a creature you designate within 60 feet 
  of it. On a hit, the turret deals 1d8 radiant damage. You 
  can use your bonus action on subsequent turns to 
  designate a target for the turret and command it to attack. 
  After 1 minute, or once the turret has made 10 attacks, it 
  deactivates and must charge for 1 minute before being 
  deployed again. 
   
   
       Upgrade. This gadget can be chosen twice, gaining the 
  following upgrade when you select it the second time: 
  When you command the turret to fire, you can choose for 
  it to fire an overcharged shot, which deals 3d8 radiant 
  damage on a hit. The turret then overheats, and can't be 
  used to fire on the following turn. 
  Molecular Destabilizer 
  As an action, you can activate this gadget, which looks 
  like a blaster with a widely-flared muzzle. When you do 
  so, it melts away a 1-foot-cube of nonliving material (such 
  as soil, stone, or wood) within 5 feet of you, which 
  disintegrates into a small amount of dust. This gadget has 
  no effect on metallic objects or magic items. 
  Motion Tracker 
  Prerequisite: 9th level 
  You construct a motion tracker magic item. 
  Omni-Grenade 
  Prerequisite: 5th level 
  As an action, you can prime this device to release a blast 
  of elemental energy and throw it up to 30 feet. You can 
  collect and reuse the device after it is thrown. When you 
  prime the grenade, you can choose one of the following 
  effects: 
       Fire. The grenade explodes in a scorching inferno. 
  Each creature within 5 feet of it must make a Dexterity 
  saving throw. On a failed save, a creature takes 4d8 fire 
  damage and an additional 2d8 fire damage at the 
  beginning of its next turn. On a success, a creature takes 
  half as much damage and none at the beginning of its next 
  turn. 
       Ice. The grenade explodes with a cryogenic blast of 
  frigid air. Each creature within 5 feet of it must make a 
  Dexterity saving throw. On a failed save, a creature takes 
  4d8 cold damage and its speed is halved until the end of 
  its next turn. On a success, a creature takes half as much 
  damage and its speed is not halved. 
       Lightning. The grenade explodes in a crackling 
  electromagnetic burst. Each creature within 5 feet of it 
  must make a Dexterity saving throw. On a failed save, a 
  creature takes 4d8 lightning damage and can’t take 
  reactions until the start of its next turn. On a success, a 
  creature takes half as much damage and can still take 
  reactions. 
       This ability improves as you gain levels in this class. 
  At 11th level, you deal an additional 1d8 damage when a 
  target fails its saving throw against your grenade, and at 
  17th level, you deal an additional 2d8 damage. 
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  GADGETEER 
  “Quote goes here”  
  ―Stuff goes here too 
  Orbital Superweapon 
  Prerequisite: 17th level 
  You have pieced together a massive doomsday device, an 
  orbital cannon, which you store in a pocket dimension for 
  convenience. By throwing out a beacon, you can summon 
  the weapon and fire it, as per the spell orbital hardlight 
  cannon. Once you use this gadget, you can’t use it again 
  until you finish a long rest. 
  Overheat Beacon 
  As an action, you can activate this gadget, which produces 
  a signal that overloads every blaster within 60 feet, 
  causing them to overheat. An overheated weapon can't be 
  used to make an attack again until the end of your next 
  turn. Once you use this gadget, you can't use it again for 1 
  minute. 
       Upgrade. This gadget can be chosen twice, gaining the 
  following upgrade when you select it the second time: 
  When you activate this gadget, you can choose any 
  number of blasters within range to be unaffected by it. 
  Shrink Ray 
  Prerequisite: 9th level 
  As an action while holding this device, you can target a 
  creature within 30 feet with the Reduce effect of the 
  enlarge/reduce spell. This is not a magical effect, doesn’t 
  require your concentration, and can’t be dispelled with 
  dispel magic or similar effects. Only one target can be 
  affected by this gadget at a time. 
       Upgrade. This gadget can be chosen twice, gaining the 
  following upgrade when you select it the second time: 
  You can use the Enlarge option of the enlarge/reduce 
  spell when you use this device. 
  Sonic Amplifier 
  This device, which is fitted with several large speakers on 
  its face, can deaden or amplify sounds within range. When 
  you activate the device as an action, choose one of the 
  following effects: 
       Anti-Sound. A 20-foot radius sphere around you is 
  rendered completely silent until the beginning of your 
  next turn. Any creature or object entirely inside the sphere 
  is immune to thunder damage, and creatures are deafened 
  while entirely inside it. Casting a spell that includes a 
  verbal component is impossible there. 
       Noise Burst. The amplifier creates a sudden blast of 
  white noise. Each creature you choose within 20 feet takes 
  1d6 thunder damage. This damage increases to 2d6 
  thunder damage at when you reach 5th level, 3d6 at 11th 
  level, and 4d6 at 17th level. 
  Spectrum Visor 
  This visor has a single long slit blipping with lights and 
  sensors. As an action or bonus action, you can activate 
  one of the following visor modes. Only one visor mode 
  can be active at a time. 
       Aurasight. You can see a faint aura around any visible 
  creature or object within 30 feet that bears magic, and you 
  learn its school of magic, if any. This detection can 
  penetrate most barriers, but is blocked by 1 foot of stone, 
  1 inch of common metal, a thin sheet of lead, or 3 feet of 
  wood or dirt. 
       Darkvision. You gain darkvision, which means you 
  can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You 
  can’t discern color in darkness, only shades of gray. 
       Upgrade. This gadget can be chosen twice, gaining the 
  following upgrade when you select it the second time:  
  See Invisibility. When you use your aurasight, you can see 
  invisible creatures and objects within 10 feet of you that 
  are within line of sight. 
  Voidvision. When you use your darkvision, you can see in 
  magical as well as nonmagical darkness. 
  Spell Cube 
  Prerequisite: 13th level 
  As a reaction when a spell of 1st to 5th level that would 
  affect you is cast, you can trap it within the spell cube. 
  The spell has no effect and is instead contained within the 
  cube. The cube can only store one spell at a time.  
       While holding the cube, you can cast the spell stored in 
  it, expending it. The spell uses the slot level, spell save 
  DC, spell attack bonus, and spellcasting ability of the 
  original caster, but is otherwise treated as if you cast the 
  spell.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Stasis Field Generator 
  This device deploys a 5-foot-diameter spherical forcefield 
  around you as a reaction when you're reduced to 0 hit 
  points. Until the beginning of your next turn, you are 
  enveloped within this forcefield, which nothing―not 
  physical objects, energy, or spell effects―can penetrate. 
  The forcefield itself is immune to damage and you can’t 
  be damaged further while within the sphere, nor do you 
  make death saving throws. The sphere is weightless and 
  can be moved while you're within it. At the beginning of 
  your next turn, the sphere deactivates, and you are 
  restored to consciousness with 1 hit point. Once this 
  device activates, it can't do so again until you finish a long 
  rest. 
       Upgrade. This gadget can be chosen twice, gaining the 
  following upgrade when you select it the second time: 
  You can activate this gadget as a bonus action on your 
  turn, placing you in a spherical forcefield and restoring 1 
  of your hit points.  
  Universal Translator  
  You construct a universal translator magic item.  
  Zip Gun 
  Prerequisite: 5th level 
  You build a zip gun magic item. This magic item’s save 
  DC equals your Gadget save DC. Once you use this item, 
  you can rebuild it during a long rest.  
   
   
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  The many worlds of Dark Matter are filled with 
  characters great and small, from the gnomish mechanics 
  that keep the Flotilla aloft, to righteous avia-ra pilgrims 
  proselytizing on backwater worlds, to the intrepid human 
  explorers mapping the far reaches of the galaxy. It is from 
  the perspective of these outstanding characters that 
  players will discover Dark Matter, teasing out its secrets, 
  braving its dangers, and becoming its staunch protectors, 
  or perhaps, its sinister villains.  
       This chapter contains new options for characters in 
  Dark Matter and other science fiction settings, beginning 
  with subclasses, character-defining choices which are 
  taken at 1st, 2nd, or 3rd level. In addition to subclasses for 
  classes offered in the SRD, like the Fighter, Rogue, and 
  Wizard, this chapter also has archetypes for Mage Hand 
  Press classes, such as the Alchemist, Craftsman, and 
  Warmage. Characters in Dark Matter campaigns need not  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Class 
  Subclass 
  Level 
  Available 
  Description 
  SRD Classes 
  Barbarian 
  Path of the Wrecker 
  3rd 
  Smashes constructs, machines, and enemies into bits 
  Barbarian 
  Path of the Dreadnought 
  3rd 
  Wears a helmet to focus their unbridled rage 
  Bard 
  College of the Spheres 
  3rd 
  Composes cosmic music to inspire allies  
  Cleric 
  Sun Above Domain 
  1st 
  Devoted to the avia-ra’s deity, the Sun Above 
  Cleric 
  Void Domain 
  1st 
  Venerates the sinister Void and shapes voidstuff 
  Druid 
  Circle of Configuration 
  2nd 
  Wildshapes into a reconfigurable machine form 
  Druid 
  Circle of the Obelisk 
  2nd 
  Raised to a higher evolutionary state by enigmatic obelisk 
  Fighter 
  Space Marine 
  3rd 
  Battle-hardened marine clad in a suit of custom power armor 
  Monk 
  Way of Gravity 
  3rd 
  Uses ki to manipulate their own gravitational forces  
  Paladin 
  Oath of the Sepulcher 
  3rd 
  Sworn to defend the sovereignty of the maw network 
  Ranger 
  Reconnaissance Scout  
  3rd 
  Leads landing parties and uses a recon drone to scout ahead 
  Rogue 
  Infiltrator 
  3rd 
  Expert in using a hacking rig to steal data and gain access 
  Rogue 
  Jumper 
  3rd 
  Teleportation expert, specializing in short-range blink teleports 
  Sorcerer 
  Nanite Host 
  1st 
  Infested with a colony of advanced, symbiotic nanobots 
  Sorcerer 
  Radiation Freak 
  1st 
  Afflicted by the Warp; can channel radiation and bodily mutate 
  Warlock 
  The Singularity 
  1st 
  Consumes energy like a ravenous black hole 
  Warlock 
  The Star 
  1st 
  Burns with magical energy that eventually consumes them 
  Wizard 
  School of Automata 
  2nd 
  Constructs powerful automatons to do their bidding 
  CHAPTER  4 
  CHARACTER OPTIONS 
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  pick from among these new subclass options, for 
  characters of every stripe can be encountered out in the 
  'verse; these offerings merely tantalize new, science 
  fiction twists on familiar classes and characters. 
       Next, this chapter contains a selection of feats, which 
  are optional customization options that represent a 
  character's expertise or exceptionality. These feats are 
  broken up into four broad categories: general feats, which 
  can be taken by any character that meets the prerequisites, 
  racial feats, which can only be taken by members of a 
  particular race, faction feats, which signify one’s 
  allegiance with a faction, and ship feats, which directly 
  relate to exemplars of ship combat. 
       Following the new feats are additional options for 
  character backgrounds, which are choices that expand on 
  a character's personality and backstory, and provides the 
  GM with useful story cues. Choosing an option like a 
  technologist or an interpreter promises to root a character 
  deeper into the universe of Dark Matter, with more 
  plausible character traits and background features.  
       At the end of this chapter is a section on skills, which 
  discusses new uses for conventional skills, and includes a 
  small selection of new skills, which expand a character’s 
  options in a high-tech science fiction world.  
  SUBCLASSES 
  Rarely is a character just a fighter, a rogue, or a cleric; 
  fighters might be gritty space marines, trained in stomping 
  alien space-bugs, and rogues might be sophisticated 
  infiltrators, using teleportation and hacking to gain access 
  to encrypted systems, and clerics might be worshippers of 
  the Sun Above, or heretics that worship the all-consuming 
  Void. Whatever the class, a character’s subclass imbues it 
  with the detail and expression to make it truly unique.   
  Alchemists  
  All alchemists learn the basics of their science: the 
  elements, chemical reactions, and alchemical formulae. 
  Beyond that, alchemists pick up a specialty which they 
  practice and research in depth. Some focus on the healing 
  arts, and some focus on destruction, where others focus on 
  research or potion-brewing. Fields of study are as varied 
  as the alchemists which research them and have 
  applications equally as diverse. 
  Field of Study  
  Research into alchemical alternatives to devices such as 
  blasters or personal shield emitters is practiced by very 
  few alchemists, more out of scientific curiosity rather than 
  true innovative spirit. A select few, however, become true 
  masters in energy manipulation. These so-called ionizers 
  can bend most forms of energy to their will using 
  sophisticated alchemical reactions.  
   
   
   
   
   
  A Universe of Options 
  Every character of every stripe, from medieval 
  knights, to pirate captains, to Old West 
  gunslingers has a place in Dark Matter. Feel 
  free to use the options presented in this 
  chapter, but don't feel that you should be 
  limited by them. Characters can use any content 
  from Fifth Edition in this setting. 
  Class 
  Subclass 
  Level 
  Available 
  Description 
  Mage Hand Press Classes 
  Alchemist 
  Ionizer 
  2nd 
  Plasma researcher which specializes in blaster technology 
  Channeler 
  Order of Mawstone Psions 
  1st 
  Mystical warrior and telepath, attuned with the universe 
  Craftsman 
  Scrapper 
  3rd 
  Turns worthless junk into useful items 
  Gunslinger 
  Space Cowboy 
  3rd 
  Overcharges blasters for devastating effects 
  Shugenja 
  Matter and Void 
  1st 
  Scientific researcher studying the nature of matter 
  Warden 
  Lawbringer 
  3rd 
  Enforcer of universal laws and punisher of reality-changers 
  Warmage 
  House of Lancers 
  3rd 
  Frontline warmage soldier; extremely precise and well-trained 
  Warmage 
  Coalition Warmage 
  3rd 
  Combines the technology of blasters with the skill of cantrips 
  Witch 
  Lunar Magic 
  3rd 
  Operates by moonlight and is exceptionally stealthy 
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  CHARACTER  OPTIONS 
  Ionizer 
  Research into alchemical alternatives to devices such as 
  blasters or personal shield emitters is practiced by very 
  few alchemists, more out of scientific curiosity rather than 
  true innovative spirit. A select few, however, become true 
  masters in energy manipulation. These so-called ionizers 
  can bend most forms of energy to their will using 
  sophisticated alchemical reactions. 
  Bonus Proficiencies 
  When you select this field of study at 3rd level, you gain 
  proficiency with the Technology skill and with two 
  martial blasters of your choice. 
  Formula: Plasma Bomb 
  At 2nd level, you can craft plasma bombs. By replacing 
  your bomb's explosive reagent with an ion-fluxer, you can 
  change it into a plasma bomb. A plasma bomb deals 
  radiant damage instead of fire damage. When you hit a 
  creature with this bomb, an intense attractive force causes 
  it to permanently stick to the creature, exploding and 
  dealing damage as normal at the end of the creature's turn. 
  Heatsink 
  By 6th level, you've learned an alchemical trick to channel 
  excess heat away from a blaster, normalizing its 
  temperature. Once per turn, you can use an action or a 
  bonus action to supercool a blaster you touch. The next 
  time this blaster would overheat within the next minute, it 
  automatically cools down and stops being overheated. If 
  you supercool a blaster that is overheated, it immediately 
  stops being overheated. 
       You can use this ability a number of times equal to 
  your Intelligence modifier and regain all expended uses 
  when you finish a long rest. 
  Electromagnetic Shield 
  Starting at 10th level, you have discovered a way to 
  deflect harmful projectiles by reverse engineering a 
  plasma bomb. As a reaction when you would be hit by a 
  ranged weapon attack that deals force, lightning, necrotic, 
  or radiant damage, you can roll a d6. On a roll of 6, the 
  attack misses you. 
  Energetic Discharge 
  At 18th level, you create a fist-sized “discharge device” 
  that can absorb, store, and redirect small amounts of any 
  energy that hits you. When you use your Electromagnetic 
  Shield feature, regardless of your roll, your discharge 
  device gains 1 charge, to a maximum of 10. Charges last 
  for 24 hours. As a bonus action on your turn, you can 
  expend any number of stored charges and make a ranged 
  attack roll against a target within 60 feet. On a hit, the 
  target takes 1d8 force or radiant damage (your choice) for 
  each charge expended. 
  Barbarians 
  Barbarians are defined by the unbridled rage that dwells 
  within them. Even as the aeons have marched forward and 
  warfare has grown from swords and spears to 
  interplanetary affairs of starships and warheads, 
  barbarians have not budged; they are still an embodiment 
  of primal, furious rage. Some barbarians take their rage 
  and focus it through steel, becoming the brutal warlords of 
  a new age, but others shun this new technology, smashing 
  any that comes within arm’s reach. 
  Primal Paths 
  Rage burns in every barbarian’s heart, a furnace that 
  drives him or her toward greatness. Different barbarians 
  attribute their rage to different sources, however. For 
  some, it is an internal reservoir where pain, grief, and 
  anger are forged into a fury hard as steel. Others see it as a 
  spiritual blessing, a gift of a totem animal. 
  Path of the Dreadnought 
  The unstoppable soldiers of wartorn battlegrounds, it is 
  the duty of the dreadnought to break enemy lines and raze 
  entire cities. Each dreadnought wears an advanced helmet, 
  a Berserker Helm, which, once donned, is never removed. 
  Each helm is specially engineered to make the 
  dreadnought fearless and to grant them complete control 
  over their terrible rage. The helmet is the locus of their 
  emotion, or lack thereof. 
       To a Dreadnought, reality is simple: there are friends 
  and foes, good and evil, law and chaos. The rule above all: 
  never remove your helm. 
  Berserker Helm 
  Beginning when you select this path at 3rd level, you are 
  fitted with a helmet which regulates your emotion and 
  focuses your anger. Assisted by your helmet, you can 
  summon up rage at will, and end it just as swiftly. You are 
  unable to rage if your helmet is removed. Instead of 
  Alchemist 
  This subclass makes use of the Mage Hand 
  Press Alchemist class and its accompanying 
  rules. This class can be found for free on 
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  raging normally, you can rage for a number of rounds 
  equal to your proficiency bonus + your Constitution 
  modifier. These rounds need not be consecutive. You can 
  begin and end your rage as a bonus action. Your rage only 
  ends early only if you fall unconscious or if you choose to 
  end it on your turn. After raging for this number of 
  rounds, you must complete a short or long rest before 
  raging again. 
       At 20th level, you can rage for any number of rounds. 
  Fearless 
  At 6th level, you have advantage on saving throws against 
  being charmed or frightened. If you make this saving 
  throw while you are raging, you can reroll one of the d20s 
  once. 
  Unstoppable Charge 
  Beginning at 10th level, when you use your action to 
  Dash, you can use a bonus action to make one melee 
  weapon attack or to shove a creature. 
       If you move at least 10 feet in a straight line 
  immediately before taking this bonus action, you have 
  advantage on this attack roll. 
  Focused Rage 
  At 14th level, you can focus your rage into an unstoppable 
  fury against 1 target. When you enter a rage, you can 
  select 1 creature that you can see within 60 feet against 
  whom your attacks deal twice the normal amount of rage 
  damage.  
   
   
   
   
   
   
   
   
  Path of the Wrecker 
  Muscle breaks Steel; Rage defeats Machines; Strength 
  beats Systems; such is the creed of the Wrecker. True 
  barbarians learn this creed quickly when set adrift in the 
  so-called civilized world of blinking lights and metal 
  walls. People have lost their way in this universe, trusting 
  their lives to machines and algorithms instead of the 
  reliability of their own might. Setting upon the Path of the 
  Wrecker means tearing down the machines and buildings 
  of the mechanized world and letting your bottomless rage 
  guide you when the universe itself seems upside-down. 
  Dismantle 
  By 3rd level, ripping apart machines, piece by piece, 
  comes second nature to you. While you're raging, you 
  ignore the damage threshold of nonmagical objects. 
  Additionally, you can add twice your rage bonus damage 
  when you deal damage to constructs. 
  Percussive Maintenance 
  Starting at 6th level, you understand that smashing 
  something usually makes it work better. You can attempt 
  to hack a device that could normally be hacked, such as a 
  door control panel or an arcane terminal, by breaking it. 
  Make a Strength (Athletics) check in place of an 
  Intelligence (Data) check. On a success, you perform one 
  operation on the system of your choice as if you had full 
  access, just as if you successfully hacked the system. The 
  machine breaks immediately after this and can't be used 
  afterwards without repair, whether or not you succeeded 
  on the check. 
  Disarm Foe 
  By 10th level, you've become quite skilled in the time-
  tested tactic of ripping off an enemy's limb and swinging 
  it like a weapon against them. You gain proficiency in 
  improvised weapons. You can rip a limb off a humanoid 
  creature when you reduce it to 0 hit points with a melee 
  weapon attack, or you can rip a limb off a Large or 
  smaller construct or undead creature within 5 feet of you 
  by making an opposed Strength (Athletics) check against 
  it as an action. If the construct or undead has half its hit 
  points or more, it automatically succeeds on this check. If 
  you succeed on this check, you rip off one of the 
  creature’s limbs, which you can immediately use to make 
  an attack as a bonus action. An undead or construct that 
  has had a limb removed can't make attacks using that limb 
  and has disadvantage on ability checks that involve using 
  their limbs. You can only remove one limb from a 
  creature. 
   
   
  Variant Resistances 
  Raging barbarians might find that their 
  resistance to bludgeoning, piercing, and 
  slashing damage doesn't count for much when 
  many of the basic weapons deal energetic 
  damage. The GM can optionally rule that 
  barbarians instead have resistance to force, 
  necrotic, and radiant damage while raging. 
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  CHARACTER  OPTIONS 
  “Fungledora says she got the idea 
  from a bard’s song. I’d swear that 
  gnome was mad, if her inventions 
  weren't so brilliant…”  
  ―The Origins of Weapon-26,  
  as related by ¥ 
   
   
   
   
   
   
   
   
   
   
       A severed limb is an improvised melee weapon which 
  deals 1d6 bludgeoning damage on a hit. If removed from a 
  Large creature, it deals 1d8 bludgeoning damage instead. 
  Crush, Smash, Bash 
  Starting at 14th level, your strikes land with such ferocity 
  that you tear armor and armor plating asunder with your 
  attacks. While raging, when you deal damage with a 
  melee weapon attack to a construct or a creature wearing 
  armor, you can cause the armor or construct to take a 
  cumulative -1 penalty to the AC it offers, to a maximum 
  penalty of -4 AC. A construct or suit of armor damaged by 
  this ability can be repaired in 1 hour for 100 gp per point 
  of AC penalty taken. 
  Bards 
  Bards are consummate performers and entertainers, and 
  often find that their skills have unexpected and wide-
  reaching applications across the 'verse. Any bard can play 
  for the guests of a halfling hearthstation, but many bards 
  can also find work as translators, ambassadors, salesmen, 
  spies, and historians. Bards are experts at putting a 
  smiling face on an enterprise and a skilled hand to its 
  operation, which keep their talents in demand no matter 
  where they travel. 
  Bardic College 
  The way of a bard is gregarious. Bards seek each other out 
  to swap songs and stories, boast of their accomplishments, 
  and share their knowledge. Bards form loose associations, 
  which they call colleges, to facilitate their gatherings and 
  preserve their traditions. 
  College of the Spheres 
  Since time immemorial, musicians and storytellers have 
  looked to the heavens for inspiration, imagining them to 
  be the souls of great heroes or the divine singers of some 
  eternal song. Now that bards can travel among the 
  celestial spheres for themselves, the true sound of the 
  Universal Music has been found: not in the roaring of  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  stars or the crashing of asteroids, but in the incredible 
  diversity of peoples and cultures that permeates the 
  galaxy. Bards who belong to the college of the spheres 
  seek to blend as many of these influences together as they 
  can, creating stunning, multi-layered compositions that 
  push both the player and the listener to the very limits of 
  possibility. 
  Universal Music 
  When you join this college at 3rd level, you begin to 
  explore the relationship between music and mathematics, 
  gaining a deep understanding of cutting-edge science. You 
  have advantage on any Intelligence check relating to 
  advanced mathematics, geometry, kinematics, acoustics, 
  or ballistics. 
  Astronomy Domine 
  Also at 3rd level, you begin to channel the majesty of the 
  stars with your spellcasting. Whenever you deal damage 
  with a bard spell, you can change the damage type to 
  radiant damage. Additionally, you can increase the 
  damage by expending one use of your Bardic Inspiration, 
  adding that die to the spell’s damage roll. 
  Stellar Chorus 
  Starting at 6th level, your voice gains the backing of a 
  distant chorus that echoes across the heavens. Whenever 
  one of your Bardic Inspiration dice is rolled, you can roll 
  it twice and take whichever result you prefer. 
  Harmonic Convergence 
  When you reach 14th level, you are so attuned to rhythm 
  of the cosmos that the skies verily shake when you sing. 
  Whenever a creature makes a saving throw against a spell 
  you cast, you can expend one use of Bardic Inspiration, 
  rolling a Bardic Inspiration die and subtracting the number 
  rolled from the creature’s roll. 
   
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  Channelers 
  Masters of sword and spell alike, channelers draw their 
  power from the planes of the multiverse, focusing this 
  energy like a lens to produce magical effects. Channelers 
  have explored the breadth of the 'verse, along with the 
  infinitely more expansive multiverse, in pursuit of their 
  goals, which often include seeking out nuggets of arcane 
  knowledge or lesser-known artifacts. Their networks of 
  allies, called Planar Orders, extend across the 'verse and 
  might prove invaluable to explorers and adventures lost 
  among the stars, or searching its recesses for a similar 
  objective. 
  Planar Order 
  A channeler's first steps into the multiverse are daunting: 
  the infinite planes of existence are treacherous and do not 
  yield their secrets easily. To this end, channelers abroad in 
  the multiverse rely on their planar orders for guidance, 
  protection, and information. Even on their home planes, 
  planar orders sometimes meet to discuss business or 
  ensure that the plane is protected from outsiders with 
  malicious intents. 
  Order of Mawstone Psions 
  The Order of Mawstone Psions believes that the 'verse is 
  interwoven with innumerable, invisible tethers that tie it 
  all together. Everything and everyone is connected in this 
  grand network, whether or not they are aware of its 
  influence. By attuning themselves to the maws, these 
  channelers achieve an uncanny intuition and a perspective 
  on their place in the 'verse. Their order seeks to keep the 
  ‘verse in balance, while following the mysterious will of 
  the tethers. 
  Key Mawstone 
  At 1st level, your planar key is a smooth stone 
  (technically a bone fragment) taken from a maw, through 
  which you feel an innate bond to the universe. While 
  holding your mawstone, you can use the following psionic 
  abilities: 
       Empathy. You can use your action to probe the surface 
  level of a creature's emotions. You must be able to see the  
   
   
   
   
   
   
   
   
  creature and it must 
  be within 30 feet and 
  have an Intelligence of 3 
  or higher. You learn the creature's 
  emotional state and, at the GM's 
  discretion, one of the creature's Bonds. 
       Kinesis. You can use your action to invisibly 
  manipulate objects within 30 feet of you. You can move 
  objects weighing less than 10 pounds, open an unlocked 
  door or container, stow or retrieve an item from an open 
  container, or pour the contents out of a vial. You can't use 
  this ability to attack or activate magic items. 
  Cantrips 
  At 1st level, you learn three cantrips of your choice from 
  the following list: cheat, chill touch, eye of anubis, eye of 
  ra, force dart, light, hardlight needle, message, minor 
  illusion, prestidigitation, ray of frost, and true strike. 
  Intelligence is your spellcasting ability for these spells. 
       At 8th level, you learn a fourth cantrip from this list. 
  Bonus Focus 
  At 7th level, you gain the following Planar Focus option: 
       The 'Verse. You can feel the tethers of the universe 
  propelling your movements and guiding your strikes. 
  While you maintain this focus, your melee weapon attacks 
  score a critical hit on a roll of 19 or 20. As normal, if you 
  score a critical hit with a spell while Spell Channeling, 
  you roll both the spell's and weapon's damage dice twice. 
  Telekinetic 
  Starting at 10th level, you can cast the spell telekinesis 
  once without using arcana points, and regain the ability to 
  do so when you finish a short or long rest. You can 
  maintain focus on both this spell and a Planar Focus at 
  one time. 
  Grandmaster Psion 
  By 15th level, you are a master psion, empowered by your 
  connection to the tethers' mystical will. Whenever you 
  score a critical hit, you gain temporary hit points equal to 
  your level, which last for one hour, and you regain 2 
  expended arcana points. 
   
   
  Channeler 
  This subclass makes use of the Mage Hand 
  Press Channeler class and its accompanying 
  rules. This class can be found for free on 
  magehandpress.com 
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  CHARACTER  OPTIONS 
   
   
   
   
   
   
  Clerics 
  The gods of the 'verse are many 
  and varied. Practically every 
  inhabited world bears its own pantheon 
  of unique deities, each of which are capable 
  of bestowing their believers with true 
  miracles―feats of divine magic. Therefore, faith is an 
  important resource on the galactic stage, as many rival 
  pantheons compete for adherents. Clerics in Dark Matter 
  can worship the gods of any traditional pantheon, or they 
  might pledge their lives to the Temple of the Chosen, the 
  Church of the Sun Above, or even fringe beliefs which 
  venerate the all-consuming Void. 
  Divine Domains 
  In a pantheon, every deity has influence over different 
  aspects of mortal life and civilization, called a deity’s 
  domain. All the domains over which a deity has influence 
  are called the deity’s portfolio. For example, the portfolio 
  of the Greek god Apollo includes the domains of 
  Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence 
  over the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of 
  the deity that appeals to you most. 
  Sun Above Domain 
  Clerics which pledge their loyalty to this singular religion 
  of the sun must relinquish all other pantheons and deities; 
  the Sun Above accepts nothing less than total devotion. 
  To the avia-ra, and numerous other ancient cultures, the 
  sun is the ultimate force of creation and destruction, an 
  entity that banishes the darkness of ignorance and exposes 
  the world in stark contrasts: light and shadow, day and 
  night, good and evil. The Sun Above demands that its 
  devotees spread its message to the stars, that all worship 
  be focused to it. 
       Though there are many stars, there is but one Sun 
  Above: The Sepulcher Star. To hear the avia-ra tell it, they 
  have always worshipped this star, even before they 
  discovered it at the center of the galaxy. Today, the star is 
  a site of pilgrimage visited by all true believers, who gaze 
  upon its magnificent rays from the windows of the Solar 
  Citadel. 
  Sun Above Domain Spells 
  Cleric Level 
  Spells 
  1st 
  detect evil and good, divine favor 
  3rd 
  hold person, moonbeam 
  5th 
  counterspell, daylight 
  7th 
  fire shield, wall of fire 
  9th 
  geas, scrying 
  Unarmored Defense 
  Starting at 1st level, your faith in the Sun Above shields 
  you from harm. While you are wearing no armor and not 
  wielding a shield, your AC equals 10 + your Dexterity 
  modifier + your Wisdom modifier. 
  Emissary of the Sun 
  Also at 1st level, you gain proficiency with the avia-ra 
  sunstaff, laser sword, photonic lash, and thermal lance.  
       Additionally, you can use your Dexterity instead of 
  Strength modifier for weapon attacks and damage rolls. 
  This feature can only apply to weapons you are proficient 
  with that lack the Heavy property. 
  Channel Divinity: Mark of Judgement 
  Starting at 2nd level, as a bonus action, you can present 
  your holy symbol and use your Channel Divinity to brand 
  a creature that you can see within 60 feet with an ancient 
  mark, condemning them to receive the absolute judgement 
  of the Sun Above. For 1 minute, the target can’t take the 
  Hide action, as it is followed by an uncanny light. 
  Additionally, you deal an extra 1d6 radiant damage to the 
  target whenever you hit it with a weapon attack.  
  Apologist  
  By 6th level, you have attained the much-coveted rank of 
  Apologist within the faith, and are tasked with carrying 
  the message of the Sun to all who will listen and 
  banishing those who would obscure this message. 
  Whenever you make a Charisma check, you can add your 
  Wisdom modifier to the roll.  
       Additionally, you can bend non-believers before the 
  Sun’s authority. When you roll initiative and are not 
  surprised, you can choose one creature you can see within 
  60 feet to make a Wisdom saving throw, opposed by your 
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  spell save DC. On a failed save, that creature has a penalty 
  equal to your Wisdom modifier to its AC and attack rolls 
  for the first round of combat.  
  Divine Strike 
  Starting at 8th level, you gain the ability to infuse your 
  weapon strikes with divine energy. Once on each of your 
  turns when you hit a creature with a weapon attack, you 
  can cause the attack to deal an extra 1d8 radiant damage 
  to the target. When you reach 14th level, the extra damage 
  increases to 2d8. 
  Solar Zenith 
  At 17th level, you can feel the sun’s majesty at your 
  fingertips and can summon it in immense waves. You 
  learn the spell sunbeam, and it counts as a cleric spell for 
  you. Sunbeam is always prepared for you, and does not 
  count against your number of prepared spells. 
       Additionally, as an action on your turn, you can fill 
  yourself with the luminous wrath of the Sun Above. You 
  can cast sunbeam as an 8th level spell without expending 
  a spell slot. When you cast the spell in this way, you 
  regain hit points equal to your Wisdom modifier at the 
  start of each of your turns if you have no more than half of 
  your hit points left. You cannot lose your concentration on 
  this casting of sunbeam as a result of taking damage. Once 
  you use this ability, you can’t use it again until you finish 
  a long rest. 
  Void Domain 
  Conventional understanding places the Void outside the 
  cosmology of the rest of the universe, a separate thing, 
  exploitable if one wishes to hop between the stars, but 
  dangerous and foreign otherwise. But priests of the Void 
  Domain know better: The Void is the least tangible, but 
  most integral, element of existence. If the universe is a 
  great orchestra of musical instruments, each producing 
  sounds that comprise beautiful music, the Void is the 
  silence between those notes, which gives rhythm and 
  shape to the whole. The Void also gives rise to the 
  differences between the instruments and empowers their 
  individual songs amongst the whole. And finally, the Void 
  shall be the conductor, waving his baton for the final time 
  and commanding all the instruments to stop. 
       Those who accept the Void might stare into its hideous 
  lights for the briefest moments and come away unravaged 
  by the Warp, yet purified by the light. Void Priests seek to 
  share this gift by bringing others to stare into the Void. 
   
   
   
   
  Void Domain Spells 
  Cleric Level 
  Spells 
  1st 
  false life, guiding bolt 
  3rd 
  blindness/deafness, darkness 
  5th 
  daylight, vampiric touch 
  7th 
  dimension door, hallucinatory terrain 
  9th 
  antilife spell, creation 
  Bonus Cantrips 
  When you choose this domain at 1st level, you gain the 
  voidlight cantrip. 
  Darkvision 
  At 1st level, you can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of 
  gray. If you already possess darkvision, its range increases 
  by 30 feet. 
       Starting at 8th level, you can see through magical, as 
  well as nonmagical, darkness. 
  Channel Divinity: Shape Void 
  Starting at 2nd level, you can use your action to bend the 
  walls of the universe, creating a small pocket of black 
  voidstuff in its absence, and shaping it as you see fit. 
  Choose one of the following options: 
       Barrier. You warp the Void pocket into a large 
  obstruction, a 5-foot diameter sphere, at an empty space 
  you choose within 30 feet. For the next minute, while you 
  maintain concentration on this effect as a spell, nothing 
  can penetrate or move through this space. 
       Javelin. You stretch the voidstuff into a crackling 
  spear of energy, which you hurl toward a creature you can 
  see within 60 feet. Make a ranged spell attack roll against 
  the target. On a hit, you deal force damage equal to your 
  Wisdom modifier plus 1d12 for each point of your 
  proficiency bonus. 
       Pocket. You curve the walls of the universe outward, 
  forming an extradimensional pocket space that is large on 
  the inside and hidden from the outside. This space is 
  invisible from the outside and can hold 500 pounds, not 
  exceeding 64 cubic feet of volume. It is anchored to your 
  holy symbol; touching it allows a creature to see the 
  entryway into the space. 
       This extradimensional space lasts for 1 hour. After that 
  time, the space dissipates, and its contents spill forth. 
  Void Step 
  At 6th level, you can use your bonus action to step briefly 
  into the Void, teleporting to an unoccupied location you 
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  CHARACTER  OPTIONS 
  can see within 20 feet. You can use this ability 3 times 
  and regain all uses when you finish a long rest. 
  Potent Spellcasting 
  Starting at 8th level, you add your Wisdom modifier to the 
  damage you deal with any cleric cantrip. 
  Oblivion 
  By 17th level, you can use your action to open a rift in 
  space and time into the Void around a creature or object 
  of your choosing. If you open the rift around an object, 
  that object vanishes for 1d6 rounds if it can fit within a 
  20-foot sphere. If you open the rift around a creature, that 
  creature must make a Dexterity saving throw. Huge and 
  larger creature automatically succeed this saving throw. 
  On a failed save, a creature remains in the Void for 1d4 + 
  1 rounds and takes 2d8 radiant damage and 2d8 psychic 
  damage at the beginning of each of its turns there. On a 
  successful save, the creature sees a glimpse of the Void, 
  taking 2d8 radiant damage and 2d8 psychic damage, and 
  is not banished to the Void. 
       Once you use this ability, you must complete a long 
  rest before using it again. 
  Craftsmen 
  The builders of fleets and founders of cities, craftsmen 
  throughout the 'verse are highly sought out for their 
  technical expertise and mechanical know-how. Nearly 
  every large ship in the verse counts at least one craftsman 
  among their number, and likely many more. The 
  proliferation of new technology, both the magical, like 
  blasters and Dark Matter engines, and the nonmagical 
  variety, like the great gnomish ships, has led to a swathe 
  of new discoveries and innovations made by notable 
  craftsman. No longer are craftsmen merely blacksmiths 
  and leatherworkers; they are roboticists, inventors, and 
  engineers. 
  Profession 
  All master craftsmen learn the basics of smithing, 
  leatherworking, woodworking, and other necessary 
  disciplines on the path to mastery. However, as they hone 
  their skills, craftsmen must narrow their field of expertise 
  to achieve excellence, and each selects a profession which 
  defines them. 
  Scrapper 
  Most craftsmen do their best work in precisely constructed 
  workshops, with exact components, plenty of tools and 
  space, and all the best materials. You’ve learned to be far  
   
  more pragmatic and flexible with your choices for tools,  
  materials, and workspace, allowing you to forge deadly 
  gear out of little more than a box of scraps and a roll of 
  vent tape. 
  Exotic Crafting 
  When you choose this profession at 3rd level, you learn 
  how to craft Exotic weapons and Exotic armor and 
  shields. Additionally, you gain proficiency with 
  improvised weapons. 
  Scrap Smithing 
  Starting at 3rd level, you learn how to craft magnificent 
  gear under less than ideal conditions and with less than 
  ideal materials. When crafting a weapon, suit of armor, or 
  shield, you can choose to make that item a Scrap item. 
  Scrap items function identically to normal items, with the 
  following exceptions: 
  • Scrap items cost no gold to produce, have half the 
  normal crafting time, and can be made without any 
  available tools.  
  • Scrap items tend to break more easily. When attacking 
  with a scrap weapon, the weapon breaks and is no 
  longer considered functional when the d20 roll for the 
  attack is 1. Likewise, if you suffer the effects of a 
  critical hit while wearing scrap armor or a scrap 
  shield, roll a Dexterity saving throw for each piece of 
  gear, with a DC equal to 10 or half the damage dealt, 
  whichever is higher; on a failure, that armor or shield 
  breaks and is no longer considered functional. A 
  broken Scrap weapon can be repaired over the course 
  of a long rest.  
  Quality Junk 
  Starting at 7th level, you find treasure where others see 
  only trash. When you use make a Persuasion skill check in 
  an attempt to buy or sell scrap or salvage, you can use 
  your Intelligence modifier instead of your Charisma 
  modifier, and you add double your proficiency bonus to 
  the check. 
       Additionally, you can cobble together tools and other 
  equipment much more efficiently out of scrap. You now 
  regain expended uses of your Tool Belt ability following a 
  short or long rest.  
   
  Craftsman 
  This subclass makes use of the Mage Hand 
  Press Craftsman class and its accompanying 
  rules. This class can be found for free on 
  magehandpress.com 
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  “Scrap Bought HERE!”  
  ―Sign outside Z&¥ Fabrication Ltd., 
  Maw Station 015  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Makeshift Brawler 
  Starting at 10th level, you gain a +1 bonus to attack rolls 
  made with improvised weapons or scrap weapons, and 
  wearing a suit of scrap armor grants you an additional +1 
  AC. 
  Impromptu Repair 
  Starting at 14th level, you learn to make surprisingly 
  effective repairs using scrap or junk. So long as you have 
  a suitable amount of raw material (metal, wood, stone, 
  etc.) and a bonding agent (nails, rivets, sovereign glue, 
  copious amounts of vent tape, etc.), you can use your 
  action to repair an nonmagical object or construct. A 
  repaired object is restored to full functionality; a repaired 
  construct is restored to functionality and also heals a 
  number of hit points equal to your craftsman level + your 
  Intelligence modifier.  
       A destroyed or dead construct can be restored to 
  functionality by using this ability, so long as no more than 
  1 minute has passed since the construct was destroyed.  
       You can use this ability a number of times equal to 
  your Intelligence modifier and regain all uses of this 
  ability when you finish a long rest.  
  Master Scrapper 
  At 18th level, you reach the peak of your craft. You learn 
  the following masterwork property:  
  Impromptu Configuration 
  Legendary property 
  Components Masterwork weapon or armor 
  You craft a set of variable hinges, sockets, and other 
  contraptions on your masterwork item, allowing you to 
  adjust its configuration on a whim. As an action, you 
  can replace any crafting technique of Master level or 
  lower applied to this item with another of the same 
  level. A replaced technique must not have any 
  additional costs or require more than one masterwork 
  item. 
  Druids 
  Strange, alien worlds are watched over by strange, alien 
  druids. A druid’s magic is an embodiment of the natural 
  world; however, in the vastness of space, ‘natural’ 
  usually means something completely unrecognizable to 
  one’s home planet. Some worlds are dominated by exotic 
  megafauna, whereas others have hardly any vegetable life 
  at all. Alien animals come in innumerable forms, ranging 
  from exoskeletal monsters of claws and teeth, to unusual 
  crossbreeds between animals, fungus, and plant. 
       Yet more druids align themselves with artificial 
  environments, becoming one with machines, circuits, and 
  steel. These druids cast away the old conventions of 
  naturalism and embrace the new technology of the ‘verse 
  as a way to push life forward. After all, what is life, if not 
  adaptable? 
  Druid Circles 
  Though their organization is invisible to most outsiders, 
  druids are part of a society that spans the land, ignoring 
  political borders. All druids are nominally members of 
  this druidic society, though some individuals are so 
  isolated that they have never seen any high-ranking 
  members of the society or participated in druidic 
  gatherings. Druids recognize each other as brothers and 
  sisters. Like creatures of the wilderness, however, druids 
  sometimes compete with or even prey on each other. At a 
  local scale, druids are organized into circles that share 
  certain perspectives on nature, balance, and the way of the 
  druid. 
  Circle of Configuration 
  Some life is made of wire and steel, rather than flesh and 
  bone. Druids who find credence in this notion join the 
  Circle of Configuration and shun all ties to nature, 
  aligning themselves instead with constructs and machines. 
  Some do this because construct forms offer superior 
  strength and adaptability compared to that of beasts. 
  Others, however, believe that constructs represent a higher 
  form of life, for constructs are ageless, designed with a 
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  CHARACTER  OPTIONS 
  clear intent, and are made to be free of hunger, thirst, and 
  disease. 
  Machine Code 
  Starting when you choose this circle at 2nd level, you gain 
  the ability to speak the native code-language of machines. 
  You can use this language to interact with arcane 
  terminals and ship computers from range and to 
  communicate with constructs, even if you do not share a 
  language. 
   
  Construct Form 
  At 2nd level, you gain the ability to use Wild Shape on 
  your turn as a bonus action, rather than an action. 
  However, you lose the ability to assume the shape of a 
  beast. Instead, you can use it to take a Construct Form, 
  using the following stat blocks. 
       While in your Construct Form, you can use your bonus 
  action to switch your Construct Form into a Configuration 
  or to switch your current Configuration into another one. 
  You have the following Configuration options:  
       Juggernaut Configuration. Your armor class increases 
  by 2. Whenever you take bludgeoning, piercing, or 
  slashing damage, you can subtract 2 from the damage 
  taken. Additionally, your Photon Cannon is replaced by 
  the following: 
  Repulsor Gauntlet. Melee Weapon Attack. Your spell 
  attack bonus to hit, one target. Hit: 9 (1d10 + 3) force 
  damage. 
       Mobile Configuration. Your walking speed increases 
  by 10 feet and opportunity attacks against you have 
  disadvantage. Additionally, while on this configuration, 
  you have a climbing and swimming speed equal to your 
  base movement speed. Additionally, at 8th level, you gain 
  a flying speed equal to your base movement speed while 
  in this configuration.  
       Turret Configuration. While in this configuration, 
  your movement speed becomes 0. You can use your bonus 
  action to make one additional attack when you take the 
  Attack action. Additionally, your Photon Cannon is 
  replaced by the following: 
  Photon Turret. Ranged Weapon Attack: Your spell 
  attack bonus to hit, one target, range 60/180 ft. one 
  target. Hit: 11 (2d10) radiant damage. 
       Additionally, starting at 6th level, while transformed, 
  you can attack twice, instead of once, whenever you take 
  the Attack action on your turn. 
  Speaker of Steel 
  At 6th level, your empathy for constructs allows you to 
  persuade their programming to your side. As a result,  
   
  constructs can be charmed by you, even if they would 
  otherwise be immune to being charmed. Additionally, if 
  you cast the animal friendship spell, you can target a 
  construct with the spell. 
  Stalker Configuration 
  Starting at 10th level, you gain a Configuration optimized 
  for stealth and subterfuge. As a bonus action, you can 
  activate a cloaking device to temporarily warp the light 
  around you and hide yourself from view. You become 
  invisible until the beginning of your next turn, or until you 
  make an attack, or cast a spell. Once you use this ability, 
  you can't use it again on the following round. 
        Additionally, you have advantage on Dexterity 
  (Stealth) checks while in this form and you gain the 
  following action, in addition to your Photon Cannon: 
  Antimatter Dagger. Melee Weapon Attack. Your spell 
  attack bonus to hit, one target. Hit: 6 (1d4 + 3) 
  necrotic damage. You deal an extra 14 (4d6) damage 
  if you have advantage on the attack roll, or if the 
  target is within 5 feet of one of your allies that isn't 
  incapacitated and you don't have disadvantage on the 
  attack roll. 
  Mecha Transformation 
  Starting at 14th level, you can use your action to switch an 
  empowered version of your juggernaut configuration: a 
  towering mecha configuration. While in this form, you 
  have all the benefits of being in your juggernaut 
  configuration, except you retain your photon cannon 
  attack option and you subtract 4 from all damage you 
  take. In addition, you become Large size and have 
   
  Construct Form 
  Medium construct, neutral 
  Armor Class 15 (natural armor) 
  Hit Points 84 (15 + 5 × your druid level) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  6 (-2) 
  WIS 
  10 (+0) 
  CHA 
  8 (-1) 
  Condition Immunities charmed, poisoned 
  Senses passive Perception 10 
  Languages ― 
  Challenge ― 
  Constructed Nature. You don't require air, food, drink, or 
  sleep. 
  ACTIONS 
  Photon Cannon. Ranged Weapon Attack: Your spell attack 
  bonus to hit, range 60/180 ft. one target. Hit: 9 (2d8) 
  radiant damage. 
   
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  advantage on Strength checks and saving throws and can 
  use your bonus action to make two additional attacks 
  when you take the Attack action.  
       You can remain in this configuration for up to 10 
  minutes. Once you enter this configuration, you can’t do 
  so again until you finish a long rest. 
  Circle of the Obelisk 
  The Circle of the Obelisk seeks to evolve lower lifeforms 
  by channeling the mysterious power of an artifact known 
  as the Obelisk. Black like the ichor between stars, this 
  strange, rectangular prism has magically appeared 
  throughout the cosmos, landing on primitive worlds and 
  granting the inhabitants there with the spark of 
  knowledge. Druids in this circle believe that the Obelisk is 
  responsible for all true evolution, and directly shaped all 
  intelligent life in the universe; yet, very little is known 
  about it. These druids seek to find the Obelisk's current 
  location, unravel its mysteries, and raise themselves to a 
  higher evolutionary state. 
  Evolutionary 
  Starting at 2nd level, you have a pool of 4 Evolution Dice, 
  which are d4s, that you can use to raise yourself and your 
  allies to greater power. As a bonus action on your turn, 
  you can choose a creature you can see within 60 feet, 
  spend 1 Evolution Die, and roll it. You increase one of 
  that creature's ability scores of your choice by the amount 
  rolled, to a maximum of 20, for 1 minute. A creature can 
  have only 1 ability score increased by this ability at a 
  time. You regain all expended Evolution Dice when you 
  finish a long rest. 
  Transient Awakening 
  At 6th level, you can bestow limited sentience on a lower 
  form of life. You can cast the spell speak with animals or 
  speak with plants without using a spell slot. 
       Once you use this ability, you can't use it again until 
  you finish a short or long rest. 
  Superior Health 
  Beginning at 10th level, your biology is impeccable; 
  immune to the ravages of lesser beasts. You gain 
  immunity to one of the following conditions of your 
  choice: blinded, deafened, incapacitated, or poisoned. You 
  can change this selection when you take a long rest. 
  High Evolutionary 
  By 14th level, you have reached the pinnacle of your 
  form. Each of your ability scores increase by 2, to a 
  maximum of 20.  
  Fighters 
  When battles need fought and people need killed, fighters 
  step up to the plate. Though their methods may vary 
  wildly from terrestrial warriors, the mercenaries and 
  knights of the 'verse are no less brave and mighty. 
       Finding fighters in the 'verse is relatively simple: just 
  look for the biggest groups of people and find the toughest 
  among them. From the power-armored warriors of 
  Lakshay, to the Coalition’s companies of space marines, 
  fighting men the galaxy over have numerous options for 
  employment, adventure, and tests of might. 
  Fighter Archetype 
  Different fighters choose different approaches to 
  perfecting their fighting prowess. The martial archetype 
  you choose to emulate reflects your approach. 
  Space Marine 
  Grunts, warhounds, mudstompers; they go by many 
  names, but every great armada in the ‘verse is supported 
  whole-cloth by its men and women on the ground. Among 
  those brave soldiers, only a scarce few have the incredible 
  strength, tenacity, and the raw guts to join the ranks of the 
  elite Space Marines. 
  Bonus Proficiencies 
  Starting at 3rd level, you gain proficiency with the 
  Piloting skill. 
  Impulse Frame 
  When you select this archetype at 3rd level, you gain 
  access to the space marine’s most valuable piece of gear: a 
  suit of magically-powered armor known as an impulse 
  frame. An impulse frame is a suit of environmentally 
  sealed heavy armor made of exotic alloys. While wearing 
  your impulse frame, you gain the following benefits: 
  • Composite Plating. Your AC is 16. 
  • Impulse Pack. Your suit has an integrated jet booster, 
  allowing you a limited form of flight. You can use 
  your bonus action to take off, allowing you fly up to 
  your movement speed. You must begin and end your 
  movement on the ground, otherwise you fall. 
  • Life Support Systems. Your impulse frame counts as a 
  life suit. 
       Your impulse frame is a magic item which is 
  permanently attuned to you upon creation. You can 
  integrate a different suit of armor into your impulse frame: 
  doing so requires 1,000 gp of materials and 24 hours of 
  construction time. Doing so confers the armor’s AC and 
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  CHARACTER  OPTIONS 
  magical properties (if any) to your frame. You can 
  integrate only one suit into your frame at a time.  
       If your impulse frame is destroyed, it can be rebuilt 
  with 10 days of work and 1,000 gp in materials. 
  Bug Hunter 
  Starting at 7th level, you gain proficiency in the 
  Perception and Survival skills if you did not have them 
  before, and gain advantage on checks using those skills 
  when tracking or spotting aberrations or monstrosities.  
  Squad Leader 
  Starting at 10th level, you gain an upgrade to your 
  impulse frame. Choose one of the following: 
  • Heavy Frame. The AC of your Impulse Frame 
  increases to 18 if it was not already higher. 
  Additionally, when you take bludgeoning, piercing, 
  or slashing damage from a nonmagical source you 
  can see, you can use your reaction to halve the 
  damage taken. 
  • Marauder Frame. While wearing your suit, you 
  gain a flight speed of 30 feet. 
  • Scout Frame. As an action, you send out a 
  magical pulse, detecting the presence of all living 
  creatures within 1 mile of your location as well as 
  learning the general topography of the area. 
  Additionally, you gain darkvision and thermalsight out 
  to 60 feet. 
  Expert Marksman 
  Starting at 15th level, when you make an attack with a 
  blaster, you score a critical hit on a roll of 19 or 20. 
  Mobile Commander 
  At 18th level, you gain an upgrade to your impulse frame. 
  Choose from one of the following: 
  • Dragon Frame. You embed elemental manipulation 
  technology into your suit. Choose a damage type 
  from: acid, cold, fire, or lightning damage. While 
  wearing your impulse frame, you have resistance to 
  that damage type, and your weapon attacks deal an 
  additional 1d6 damage of that type. 
  • Overshield. Your suit gains a regenerating field of 
  ablative force. While wearing your impulse frame, you 
  have a pool of 30 temporary hit points. So long as you 
  have not taken damage for 5 turns (30 seconds), you 
  regain 5 temporary hit points to this pool at the start of 
  each of your turns.  
  • Wraith Frame. You can use your frame to cast the 
  spell invisibility without using a spell slot. If you end 
  this spell early by attacking a creature, that attack 
  deals an additional 4d6 damage. 
   
   
   
   
   
   
  Bonus Fighting Styles 
  Any character that gains a fighting style can choose from 
  these, in addition to the fighting styles offered by their 
  class: 
  Akimbo 
  When you engage in two-weapon fighting with blasters, 
  you do not take a penalty to the damage of the second 
  attack. 
  Duelist 
  While you are wielding a blaster in one hand and nothing 
  in the other, if you make a ranged weapon attack and 
  exceed the target's AC by 5 or more, you deal an 
  additional die of weapon damage. You can only use this 
  ability once per round. 
  Shotgunner 
  When you hit with a ranged weapon attack using a blaster 
  that has the Scatter property, you can reroll the lowest 
  damage die, and you must use the new roll, even if the 
  new roll is worse than the original. 
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  “I don't sell blasters to orcs, and 
  not only because I'm worried 
  about the Warzone. Those brutes 
  just don't appreciate the 
  craftsmanship that goes into 
  these weapons!”   
  ―Fungledora Zappozif,  
  inventor and  
  weaponsmith  
  Gunslingers 
  When most everyone in the 'verse carries a blaster, it can 
  be hard to distinguish the true gunslingers from the 
  pretenders. Real gunslingers draw first, aim true, and 
  know where their shots will land before they pull the 
  trigger; most of them even look good while doing it. They 
  don't rely on tricks or allies to win the day; they only need 
  a reliable blaster their own grit. Bottom line: you don't 
  want to be staring at the business end of a gunslinger's 
  blaster; you probably won't see much after. 
  Gunslinger’s Creed 
  Gunslingers have many features in common, but each of 
  them walks their own path and follows their own code. 
  This code, which gunslingers call a creed, embodies their 
  core beliefs and informs their unique combat style. 
  Space Cowboy 
  Nothing matters to you more than freedom. With a blaster 
  on your hip and the wide-open sky to explore, you no 
  longer have to answer to any man. Conversely, the 
  horrible dangers of the final frontier tend to draw 
  gamblers and risk-takers, be they unscrupulous smugglers, 
  bloodthirsty bounty hunters or big damn heroes. 
  Bonus Proficiencies 
  When you adopt this creed at 3rd level, you gain 
  proficiency with the Piloting skill. 
  Hot Shot 
  Also at 3rd level, when you take the Attack action on your 
  turn with a blaster that does not have the Overheat 
  property, you can use your bonus action to overcharge it. 
  Whenever you hit a creature with an attack from this 
  blaster during the Attack action, you can deal an 
  additional die of damage to that creature. Afterward, 
  however, your weapon is overheated. An overheated 
  weapon can't be fired again until the end of your next turn. 
   
   
  Gun with a Name 
  At 7th level, you can customize your blaster to better suit 
  the rugged lifestyle of a frontiersman. If you spend a short 
  rest working on a blaster, you can modify it such that its 
  normal and long ranges are doubled, it functions normally 
  in adverse weather conditions, can be fired normally 
  underwater, and can be used as a melee weapon with the 
  statistics of a mace. You can only have one blaster 
  modified in this way at any given time, and only you are 
  able to use this weapon proficiently. 
  Final Frontier 
  By 10th level, the strange fighting styles of all manner of 
  aliens no longer surprise you. You have advantage on 
  saving throws against effects caused by aberrations, 
  monstrosities, or oozes. In addition, you have advantage 
  on Charisma checks you make to interact with aberrations. 
  Zero-G Gunfighter 
  When you reach 14th level, you master the art of fighting 
  in deep space, fitting jet thrusters to your gear in order to 
  gain extra maneuverability. You gain a jet pack magic 
  item, which you can use for an unlimited amount of time 
  each day while you are not wearing medium or heavy 
  armor. Furthermore, you are always considered to benefit 
  from half cover while airborne or in an area of zero 
  gravity.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gunslinger 
  This subclass makes use of the Mage Hand 
  Press Gunslinger class and its accompanying 
  rules. This class can be found for free on 
  magehandpress.com 
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  CHARACTER  OPTIONS 
  Monks 
  Balance is key. A balanced body yields health, strength, 
  and precision; a balanced mind grants acuity and inner 
  peace. Monk are those who embrace balance as a practice 
  and lifestyle, whether or not they choose to align 
  themselves with a monastery and monastic order. 
       Though there are innumerable monasteries scattered 
  throughout the 'verse, both on established worlds and on 
  secluded asteroids far from them, monks can eschew 
  traditional training and instead take guidance from other 
  avenues. Some monks learn to fight on the streets of elven 
  megacities, adopting balance and focusing their ki as a 
  means of survival. Others learn to manipulate their ki 
  from seclusion on long interstellar voyages; on such 
  journeys, there is little occupation apart from 
  introspection. And some monks learn martial arts from 
  military organizations, such as the Lakshay defense force, 
  and carry their skills forward to find a higher purpose. No 
  matter how a monk learns to fight and manipulate their ki, 
  they all achieve profound spiritual balance. 
  Monastic Tradition 
  Three traditions of monastic pursuit are common in the 
  monasteries scattered across the multiverse. Most 
  monasteries practice one tradition exclusively, but a few 
  honor the many traditions and instruct each monk 
  according to his or her aptitude and interest. All traditions 
  rely on the same basic techniques, diverging as the student 
  grows more adept. Thus, a monk need choose a tradition 
  only upon reaching 3rd level. 
  Way of Gravity 
  Monks that have spent ample time in artificial gravity can 
  feel the difference in their ki; natural gravity is substantial 
  and wholesome, like an embrace from a great planet itself, 
  whereas artificial gravity hums with a flimsy electrical 
  artifice. With practice, these monks learn to manipulate 
  their own gravity using their ki, throwing their center of 
  mass about in defiance of physical conventions and 
  tweaking gravitational fields around them. 
  Subjective Gravity 
  Starting when you choose this monastic tradition at 3rd 
  level, you can choose your own center of gravity. On your 
  turn, you can use half your movement to choose a solid 
  surface (such as a wall or ceiling) within 10 feet of you to 
  act as the ground for your subjective gravity. You are 
  pulled down to this surface, as if by gravity, and fall to it 
  if you are too far away from it. Your subjective gravity 
  follows this surface along any smooth contours, but stops 
  at any corners that turn 90 degrees or more. Only you and 
  objects carried by you are influenced by your subjective 
  gravity. 
  Negate Mass 
  Starting at 6th level, you can spend 2 ki points to cast the 
  spell levitate, using your ki save DC. You can’t lose 
  concentration on this spell as a result of taking damage. 
  Distortion Field 
  Starting at 11th level, you can use your bonus action and 
  spend 1 ki point to create an invisible 10-foot diameter 
  sphere of gravitational distortion, centered on a point you 
  can see within 60 feet. If a creature enters this space, its 
  movement stops. At the beginning of each of its turns, the 
  creature can make a Strength saving throw to escape the 
  distortion field, using half of its movement and escaping 
  on a success. On a failed save, the creature can't move. 
       Any projectile that passes through your distortion field 
  stops instantly in midair. 
  Singularity Strike 
  Starting at 17th level, your attacks carry massive fields in 
  their wake. When you hit a creature with two or more 
  unarmed strikes on your turn, you form a gravitational 
  field around it. Until the beginning of your next turn, the 
  creature can’t willingly move unless it first uses the 
  Disengage action and spends half its movement to escape 
  this field. 
  Paladins 
  A sacred oath is binding, no matter how far a paladin 
  travels. Even a million miles from home, on the frontier of 
  an alien world, their oaths still propel them forward and 
  guide their hands. Such is the strength of a paladin's 
  devotion. 
       Clad in gleaming power armor and wielding blinding 
  laser swords, paladins are known to uphold justice 
  throughout the 'verse. It is no accident, therefore, that a 
  knightly order of paladins, the Order of the Sepulcher, 
  watches over the maws and the Solar Citadel, ensuring 
  that peace remains. Only the rigorous tenets of a paladin's 
  vows could be trusted with something of such magnitude; 
  were it any other group watching over these places, the 
  'verse likely would have descended into another great war, 
  perhaps a second Night Crusade, centuries ago. 
       Apart from their orders, lone paladins pursue their 
  righteous quests across the galaxy, often falling in line 
  with other, less holy adventurers. Among these crews, 
  paladins are differentiated by their unwavering honor and 
  loyalty, as well as their penchant for protecting the 
  innocent and slaying the wicked. 
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  Sacred Oath 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart. 
  Oath of the Sepulcher 
  The Order of the Sepulcher Knights was founded to bring 
  stability to the galaxy, to protect the maws from outside 
  control, and to maintain balance between light and dark. 
  Acting as a law-enforcing authority throughout the galaxy, 
  the knights make their presence known most often around 
  maw stations and on the Solar Citadel, their base of 
  operations. A paladin that swears the Oath of the 
  Sepulcher gains profound responsibility and a divine 
  connection to all living things, a gift the knights believe 
  comes from Old Un himself. 
  Tenets of the Sepulcher 
  The Order of the Sepulcher dates back to the Night 
  Crusade’s conclusion, and its core vows are designed to 
  prevent such a tragedy from ever again enveloping the 
  galaxy: 
       Balance Light and Dark. The Sepulcher itself is a 
  speck of darkness within the blazing light of its star. In 
  turn, the Void is a well of hideous light where one expects 
  only darkness. The universe, therefore, exists in a 
  precarious balance of light and dark, which must be 
  preserved through rule of law. 
       Maintain Peace in the Universe. Sepulcher Knights 
  are a singular authority in an ocean of worlds. Strive to 
  maintain order and find fair solutions in all conflicts. 
       Protect the Universe. The Solar Citadel and the maw 
  stations are flashpoints for conflict. Lawbreakers and 
  interlopers in these places must not go unpunished. 
  Oath of the Sepulcher Spells 
  Paladin Level 
  Spells 
  3rd 
  detect evil and good, worldseek 
  5th 
  hold person, zone of truth 
  9th 
  glyph of warding, tongues 
  13th 
  banishment, locate creature 
  17th 
  hold monster, scrying 
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Gamma Blade. Using your Channel Divinity, you can 
  wreathe a melee weapon you are holding in a nimbus of 
  arcane energy. For the next minute, this weapon deals 
  force damage or radiant damage (your choice) and has a 
  bonus on damage rolls equal to your proficiency bonus. If 
  the weapon is not already magical, it becomes magical for 
  the duration. The weapon also emits a bright blue light in 
  a 20-foot radius and dim light 20 feet beyond that. 
       Additionally, when you attack with this weapon, you 
  can swing your weapon in the air to project a blast of 
  energy from it. This is a ranged spell attack with a range 
  of 30/120 feet and deals force damage equal to 2d8 + your 
  Charisma modifier on a hit. 
       You can end this effect on your turn as part of any 
  other action. If you are no longer holding or carrying this 
  weapon, or if you fall unconscious, this effect ends. 
       Longarm. You can use your bonus action to ensure 
  that no one escapes the reach of justice. For the next 
  minute, you can use your Divine Smite feature when you 
  hit with a ranged weapon attack, in addition to melee 
  weapon attacks. Additionally, your ranged weapon attacks 
  ignore half and three-quarters cover and count as magical 
  for purposes of overcoming damage resistance and 
  immunity. 
  Aura of Atmosphere 
  Starting at 7th level, you and friendly creatures within 10 
  feet of you are always under the effects of the spell zone 
  of atmosphere. Additionally, if you are in an area of zero 
  gravity, you have a flight speed equal to your movement 
  speed, and friendly creatures can move with you when 
  you move. 
       At 18th level, the range of this aura increases to 30 
  feet. 
  Universal Shift 
  Beginning at 15th level, you can cast the spell plane shift, 
  targeting only yourself, without using a spell slot or spell 
  components, or you can teleport to the nearest Maw 
  station, appearing somewhere on its surface. 
       Once you use this ability, you can't use it again until 
  you finish a long rest. 
  Galactic Knight 
  Starting at 20th level, you learn to tap into the very heart 
  of the stars, drawing on their immense power to fuel your 
  fight for justice. As an action, you can choose one of the 
  two following options: 
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       Solar Knight. For 1 hour, you gain a flight speed of 60 
  feet, and you constantly gain the benefits of the Gamma 
  Blade Channel Divinity. Additionally, when you or an 
  ally within 30 feet of you takes bludgeoning, piercing, or 
  slashing damage, you can use your reaction to halve the 
  damage taken. 
       Galactic Knight. If you activate this ability in open 
  space, outside the confines of an atmosphere or 
  gravitational field, you can choose to pull energy from the 
  galaxy itself and transform into a Galactic Knight. For 1 
  minute, you surround yourself in a massive, humanoid-
  shaped field of cosmic energy, growing to 100 times your 
  normal size. If you are Medium-sized, for example, you 
  will grow to occupy a 500-by-500-foot square. For the 
  duration, you gain a flight speed of 6,000 feet, your 
  attacks deal mega damage, and all mega damage you take 
  deals only normal damage to you.  
       Once you use this ability with either option, you can’t 
  do so again until you finish a long rest. 
  Rangers 
  Wanderlust is in a ranger's blood. These master 
  survivalists can set foot on just about any world and 
  scrounge up enough food and water to survive there, but 
  that's never enough; they need to keep exploring and 
  seeing new horizons everywhere. In the 'verse, rangers 
  feel most at home on the galactic frontier, planet-hopping 
  between unseen worlds, far from the boundaries of 
  squabbling galactic empires. Any sane adventuring party 
  traveling that far from the galactic core counts a ranger 
  among their number, for only an expert ranger can brave 
  the perils of those undiscovered worlds and live to tell the 
  tale.  
  Ranger Archetype 
  The ideal of the ranger has many expressions, including 
  that of the hunter, the beast keeper, and the scout. 
  Reconnaissance Scout 
  The ‘verse is harsh, alien, and above all, unspeakably vast, 
  and reconnaissance rangers task themselves with being the 
  first to explore it. When a ship comes out of a blind void 
  jump, it’s far more likely to find itself orbiting a 
  previously-undiscovered planet or star system than it is to 
  be remotely near civilization. This is the time for a 
  landing party.  
       Recon rangers lead landing parties through harsh, 
  unfamiliar territories, derelict spacecraft, and deadly 
  warzones. They are experts in identifying danger before it 
  strikes and use every tool available to them to survive. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bonus Proficiencies 
  When you choose this archetype at 3rd level, you gain 
  proficiency with the Piloting skill. 
  Recon Drone 
  At 3rd level, you gain a drone controller magic item 
  linked to a recon drone. You can use your action to 
  command this drone to fly to its maximum altitude and 
  look out for danger, granting you advantage on initiative 
  rolls against threats that the drone detects. Your drone 
  remains in lookout mode until you command it to return 
  to you. 
  Dodge Roll 
  Beginning at 7th level, use your bonus action to move up 
  to 15 feet. This movement does not provoke Opportunity 
  Attacks, ignores difficult terrain, and can move you 
  through hostile creature’s spaces, as long as you do not 
  end your movement there. 
       You can use this ability a number of times equal to 
  your Dexterity modifier, and regain all expended uses 
  when you finish a long rest. 
  Piercing Blast 
  At 11th level, when you take the Attack on your turn with 
  a blaster, you can overcharge its shots to penetrate through  
  Ranger Variants 
  This archetype makes use of the SRD Ranger 
  class, but other variants might apply a special 
  5th level feature to this archetype. If you wish to 
  use this archetype with another version of the 
  ranger class, add the Extra Attack feature at 5th 
  level. 
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  “We heard that crazy gnome was 
  buildin’ this new weapon, right? 
  Figured we could steal the 
  blueprints an’ make the big 
  money. Turns out, this weapon 
  gots to be mounted on a bleedin’ 
  avia-ra ship! Who in the ‘verse’ll 
  buy these now?!” 
  ―Lightning Pete,  
  Firm Contractor  
   
   
   
   
   
   
   
  targets. When you choose to do this, all your attacks 
  extend only to the normal range of the blaster; attacks 
  against targets at long range automatically miss. Each 
  attack you make until the end of your turn targets all 
  creatures in a 5-foot wide line, out to the normal range of 
  your blaster. Make a separate attack roll for each target. 
  Energetic Body Armor 
  By 15th level, you wear an advanced shielding system 
  which protects you from harm. Your shield grants you 
  resistance to one of the following damage types of your 
  choice: cold, fire, lightning, necrotic, or radiant. You can 
  change this selection as a bonus action. 
  Rogues 
  Crooks, criminals, smugglers, thieves; rogues in the 'verse 
  have many names, none of them kind. Perhaps the most 
  generous name applied to many rogues is 'Contractor,' 
  which signifies that they have a specific arrangement, a 
  contract, with the Firm, the most notorious criminal 
  organization in the 'verse. The Firm hires Contractors of 
  all types, from the impressively strong, to the magically 
  talented, to those with technological know-how, and signs 
  them on for limited-time jobs. The Firm pays its 
  Contractors well, and demands total compliance in return, 
  no matter what they ask. 
       This association with the Firm and other criminal 
  enterprises has soured the reputation of many rogues in 
  the 'verse, who would rather use their resourcefulness and 
  talents elsewhere. So-called 'independent' rogues, like 
  many smugglers and hackers, struggle to shake the stigma 
  that clings to everyone in their profession, due in large 
  part to the Firm and its contracts. 
  Roguish Archetypes 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and 
  deadly approach to combat, and their increasingly quick 
  reflexes. But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your 
  choice of archetype is a reflection of your focus—not 
  necessarily an indication of your chosen profession, but a 
  description of your preferred techniques. 
  Infiltrator 
  Trained in infiltration, espionage, and covert operations 
  by the Firm, infiltrators excel at being completely 
  untraceable agents of intrigue and subterfuge. Despite 
  their vast array of skills, Infiltrators are primarily known 
  for their proprietary Infiltration Rigs, nonmagical devices 
  derived from gnomish tech, capable of an array of 
  illusory, transformative, and technical effects. 
  Espionage 
  Starting at 3rd level, you gain proficiency in the Data and 
  Deception skills. 
  Infiltration Rig 
  Also at 3rd level, you build your own infiltration rig, 
  which is a hacking rig extended with gloves, a visor, and a 
  range of additional functions. While you wear it, you gain 
  the following benefits: 
  • You have darkvision out to a range of 60 feet. If you 
  already have darkvision from your race, its range 
  increases by 30 feet. 
  • You can use your action to detect the location of 
  surveillance devices within 30 feet. 
  • You can access arcane terminals, data pads, and ship 
  computers from up to 30 feet away. 
  • You can cast the spell disguise self once, and regain 
  the ability to do so when you finish a long rest. At 9th 
  level, you can cast the spell invisibility once, targeting 
  only yourself, and regain the ability to do so when you 
  finish a long rest. At 13th level, you regain the ability 
  to cast these spells when you take a short or a long 
  rest. 
       Your infiltration rig can only be used by you, and you 
  can only have one rig at a time. Should your rig be lost or 
  destroyed, you can create a new one with 24 hours of 
  work and 100 gp worth of materials. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CHARACTER  OPTIONS 
  Spider Module 
  Starting at 9th level, while wearing your infiltration rig, 
  you gain the ability to move up, down, and across vertical 
  surfaces and upside down along ceilings, while leaving 
  your hands free. You also gain a climbing speed equal to 
  your walking speed.  
  Hacking Spike 
  Starting at 13th level, while wearing your infiltration rig, 
  you gain advantage on all Intelligence (Data) checks made 
  to disable security systems or to find and collect sensitive 
  data. As well, when you hit a construct with a melee 
  weapon sneak attack, it must make a Wisdom saving 
  throw (DC = 8 + your proficiency modifier + your 
  Intelligence modifier). On a failed save, the construct is 
  stunned until the beginning of your next turn, even if it 
  would otherwise be immune to being stunned. 
  Predator Module 
  Starting at 17th level, when you use your infiltration rig to 
  cast invisibility, you can choose to cast greater invisibility 
  instead. 
  Jumper 
  Specialists in entry and exit, archetypical jumpers are 
  trained in the art of leaping through space in the blink of 
  an eye. Though most jumpers use specialized portal 
  devices to teleport, some have gained their powers 
  through near-catastrophic malfunctions with shipboard 
  teleporters or other dimensional mishaps. Jumpers are 
  essential additions to teams of smugglers and 
  burglarsanyone that wants to get in and out of high-
  security quickly, quietly, and without breaking down 
  doors. 
  Tele-step 
  Starting when you choose this archetype at 3rd level, 
  you can blip around the battlefield with ease. As a 
  bonus action, you can teleport to any unoccupied 
  location within 10 feet of you that you can see. 
       You can use this ability a number of times equal to 
  your proficiency bonus, and regain all expended uses 
  when you finish a long rest. 
       This ability becomes more powerful as you gain higher 
  levels in this class. At 9th level, this distance increases to 
  15 feet, and you can carry one willing passenger you 
  touch with you when you teleport. 
       At 13th level, you can use this ability to teleport up to 
  30 feet to a location you can see. Once you use this ability 
  to teleport this distance, you must complete a short or long 
  rest before using it again. 
  Murder Hole 
  At 9th level, you can quickly open portals on solid 
  surfaces for ingenious weapon attacks. These portals only 
  open for a brief moment, and only objects can pass 
  through them. Once per turn, you can use this ability to 
  make a melee attack against a creature within 30 feet of 
  you that you can see that is also standing within 5 feet of a 
  wall, as if you were next to them, or to target a creature 
  that is behind cover within 30 feet with a ranged weapon 
  attack, as if the creature did not have cover. 
  Dimension Door 
  By 13th level, you can cast the spell dimension door 
  without using a spell slot or spell components. Once you 
  use this ability, you must finish a short or long rest before 
  you can use it again. 
  Evacuation Circle 
  Starting at 17th level, you can cast the spell teleportation 
  circle as a ritual, without using material components. 
  Circles you create in this way can't be made permanent. 
       Additionally, you can create a destination circle each 
  day by casting this spell using 50 gp worth of diamond 
  dust as a material component. This destination circle lasts 
  for 24 hours, or until it is used, after which it becomes 
  inert. As long as you are on the same plane of existence as 
  the destination circle, you can use your action to teleport 
  yourself and up to eight willing creatures within 30 feet of 
  you to that destination circle. 
  Shugenja 
  To understand the universe, you must first understand its 
  elements. After all, the universe is not holistic in nature; it 
  is composed of a number of discrete types of matter, 
  whose reactions and interactions define nearly all physical 
  phenomena. Shugenja research these elements, as well as 
  the complex layers of geometry which they invoke.  
       Ancient shugenja were among the first literate scholars 
  and spellcasters, conjuring magic directly through the 
  geometry of spell scrolls, making them precursors by 
  some centuries to modern wizards. Today, shugenja 
  maintain the tradition of scroll casting, but their research 
  is considerably more advanced, delving into not only the 
  elements, but of the nature of space and time, and the 
  mathematical equations that define them. Their research 
  pushes the boundaries not only of only scientific 
  understanding, but also to magic, for arcane forces must 
  interact with these same equations in order to create 
  tangible effects. 
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  Duality 
  Shugenja specialize in manipulating the fundamental 
  building blocks of the universe. Because the universe is 
  erected in perfect harmony, each elemental force is 
  balanced by its opposite, creating a universal Duality. As 
  one element of a Duality becomes more powerful, the 
  other becomes weaker; it is this symmetry and tension that 
  maintains the universe’s balance. 
       Shugenja each choose a duality as a focus of study, 
  becoming expert in not one element, but also its opposite. 
  In learning to balance the elemental duality, shugenja also 
  learn to find balance within themselves. 
  Matter and Void 
  The most fundamental dichotomy in the universe is not 
  the diametrically opposed elemental pairs, but matter 
  itself, or a lack thereof. All physical things are composed 
  of matter, as are a number of non-physical things, and it is 
  tempting to believe that the universe consists only of 
  matter and its interactions, but this could not be further 
  from the truth. The empty space―and the Void, its purest 
  essence―is just as important as matter itself, for it causes 
  a number of bizarre, barely understood properties which 
  define the universe. 
       Shugenja who embrace the duality of Matter and Void 
  explore the details of how the universe is defined and 
  learn how to manipulate the fundamental forces that 
  underly it. Whether it's warping space to create bridges or 
  transforming matter into strange, quantum states, these 
  shugenja push the boundaries of understanding and the 
  very laws of physics. 
  Singularity Expanded Spells 
  Shugenja Level 
  Spells 
  1st 
  color spray, detect magic 
  3rd 
  levitate, misty step 
  5th 
  haste, slow 
  7th 
  banishment, resilient sphere 
  9th 
  creation, wall of force 
  Uncertainty Principle 
  One of the strangest interactions with matter and space is 
  an equation relating movement to energy, which you've 
  learned to exploit for your advantage. Starting at 1st level, 
  whenever you end your turn without moving, you gain a 
  +2 bonus to your AC until the beginning of your next 
  turn. This bonus doesn't apply if you're holding a shield. 
  Superposition 
  Starting at 6th level, you can extend the magic inherent in 
  tiny particles to yourself. You can choose to move into a 
  space occupied by a creature or object, treating it as 
  difficult terrain. You can also end your turn there, as long 
  as you are adjacent to the creature or object's edge. Any 
  effect that targets you while you are within the object has 
  a 50% chance of targeting the object instead. At the 
  beginning of your next turn, you are ejected into an 
  unoccupied space of your choice within 5 feet of the 
  creature or object. Once you use this ability, you can't use 
  it again until you finish a long rest. 
  Elemental Attunement 
  At 6th level, you have gained an affinity for the elements 
  associated with your duality. Whenever you cast a spell 
  that deals damage, you can deal an additional 1d8 fire or 
  cold damage, your choice, to one of the spell’s targets. 
  Non-Euclidian Geometry 
  Beginning at 14th level, you can warp space in ways 
  which defy the rules of geometry. As an action, choose 
  two locations on solid surfaces that you can see within 
  500 feet. At each of these locations, spacetime warps, 
  creating a portal between these two locations. The portal 
  resembles a clear window to the other portal with a 
  rounded distortion around its edges. Any creature, object, 
  or effect entering the portal exits from the other portal as 
  if the two were adjacent to each other, maintaining its 
  speed and momentum as it travels through them. No spell 
  or effect (such as the spell lightning bolt, which creates a 
  line of lightning) can affect the same area twice by 
  passing through a portal. This portal lasts for 1 minute. 
       Once you use this ability, you can’t use it again until 
  you finish a long rest. 
  Entanglement 
  At 18th level, you can use your action to intertwine the 
  energies yourself and another creature you can see within 
  30 feet. For the next minute, whenever you take damage, 
  you can choose to gain resistance to that damage and deal 
  the same amount of damage taken to the target creature. 
  Once you use this ability, you can't use it again until you 
  finish a long rest. 
  Shugenja 
  This subclass makes use of the Mage Hand 
  Press Shugenja class and its accompanying 
  rules. This class can be found for free on 
  magehandpress.com 
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  CHARACTER  OPTIONS 
  Sorcerers 
  There is magic in blood; there always has been, and there 
  always will be. Sorcerers are arcanists by heritage, tracing 
  their magic back to noble ancestries of dragons, demons, 
  and angels, but other still acquire their sorcerers magic in 
  their lifetimes, becoming the first in a new line of 
  sorcerers. Because of the sheer prevalence of strange, 
  magical effects in the 'verse, by percentage, fewer 
  sorcerers acquire their magic from bloodlines, as many 
  more individuals are exposed to dangerous, lifechanging 
  arcana. Sorcerers who gain their power in this way, such 
  as by being bombarded by radioactive voidlights, by being 
  tinged by the darkness of a black hole, or by being 
  infested with a swarm of nanobots, can never return to 
  their old lives, and instead turn to adventuring, exploring, 
  and mercenary work to practice their new magic and make 
  ends meet. 
  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  Nanite Host 
  Whether by accident or design, your body is host to a 
  colony of magical nanorobots, called nanites. By drawing 
  on their energy, you can command sorcerous power and 
  compel the nanite swarm to do your bidding. Your 
  relationship to the nanites is symbiotic, and as you grow 
  in strength, your connection to the nanites grows, until 
  they become part of you on a fundamental level, 
  influencing not only your body, but also your mind. 
  Bonus Proficiency 
  Starting when you choose this origin at 1st level, you gain 
  proficiency in the Technology skill. 
  Nano-Repair 
  At 1st level, you learn the mending cantrip if you do not 
  already know it and can cast it as an action. This spell 
  does not count against your number of cantrips known.  
       In addition, as long as you are conscious, you can use a 
  bonus action on your turn to expend and roll one of your 
  hit dice and immediately recover hit points equal to the 
  number rolled + your Constitution modifier. 
  Improved Mending 
  By 6th level, your nanites have become more adept at 
  repair work. When you cast the mending cantrip targeting 
  a vehicle with mega hit points, you can choose to expend 
  any number of sorcery points to restore the vehicle as a 
  whole. For each point you expend, you can repair 1d10 
  lost mega hit points to that vehicle. 
  Mind-Machine Interface 
  At 14th level, you develop a neural interface through 
  which you can communicate with and, to some extent, 
  control your nanite symbiotes. You can speak the native 
  code-language of machines. You can use this language to 
  interact with arcane terminals and ship computers from up 
  to 60 feet away and to communicate with constructs, even 
  if you do not share a language. Additionally, you can 
  instantly decipher any encrypted messages you encounter. 
       Lastly, you can use your action to lock a machine or 
  magical device that you touch, so that only you can access 
  it. Any other creature that attempts to use the device finds 
  that it does not activate for them or respond to their 
  commands. Devices remain locked for up to 1 day, and 
  you can have up to 3 locked devices at one time. 
  Reboot 
  When you reach 18th level, your nanites enable you to 
  reset yourself quickly after being knocked unconscious, 
  and help you to store your memories so they cannot be 
  tampered with. When you regain consciousness after 
  being reduced to 0 hit points, you immediately regain an 
  additional 4d6 + 4 hit points. Once you use this ability, 
  you can’t use it again until you finish a short or long rest. 
       Furthermore, you are immune to any spell or ability 
  that would alter your memory or personality. 
  Radiation Freak 
  The depths of space hold terrible forces that can warp and 
  twist a man irreparably. For example, the hideous lights 
  emanating from the Void, typically called radiation, 
  normally offer a cruel, agonizing death to those who see 
  them, but can sometimes fundamentally alter those 
  subjected to its strange energies. This process is called the 
  Warp, and those who survive it are deemed “radiation 
  freaks” or “warped ones” for the horrible physical 
  deformities that accompany their transformation. 
  However, some are changed in even stranger ways. 
  Radiation has the potential to alter a creature at the 
  magical level as well, resulting in mutated sorcerers 
  wielding horrific power. 
  Radioactive 
  Starting at 1st level, your body is saturated with harmful 
  residual radiation. You can use your action to activate or 
  suppress a radioactive aura. While active, your body 
  glows with a bright light in a 10-foot radius and dim light 
  for an additional 10 feet. Additionally, each creature 
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  which comes within 5 feet of you or starts its turn in that 
  area takes 1d6 radiant damage. At 6th level, this damage 
  increases to 1d8 and at 14th level this damage increases to 
  1d10. 
  High Power 
  At 1st level, whenever you deal cold, fire, lightning, or 
  poison damage, you can replace the damage type with 
  radiant damage. 
  Adaptive Resistance 
  By 6th level, the tumors within your body can rapidly 
  shift your magical metabolism. After you take damage, 
  you can use your reaction and spend 1 sorcery point to 
  gain resistance to that damage type until you take a short 
  or long rest, or until you use this ability again. You do not 
  gain resistance against the damage that triggers this 
  ability. 
  Glow Cloud 
  Starting at 14th level, you can use your action to 
  transform your entire body, along with everything you’re 
  wearing and carrying, into a cloud of dangerous 
  radioactive material. This effect acts as the gaseous form 
  spell, with the following differences: 
  • Your flying speed is equal to half your movement 
  speed. 
  • If another creature enters your space or starts its turn 
  there, it takes 2d10 radiant damage.  
  • You can cast cantrips while you’re in this form. 
  Once you use this ability, you can’t use it again until you 
  finish a long rest. 
  Isotope Poisoning 
  At 18th level, you can spend 3 sorcery points to bombard 
  a creature you touch with a near lethal amount of 
  radioactivity. At the beginning of each of the targets turns, 
  it must make a Constitution saving throw. On a failed 
  save, the target is poisoned until the beginning of its next 
  turn and takes 4d10 radiant damage. If a target fails three 
  times, it remains poisoned for one hour, and takes 1d10 
  radiant damage at the beginning of each of its turns. If it 
  succeeds three times, this effect ends. 
   
   
   
   
   
   
  Wardens 
  When the poor, weak, and defenseless cry out, wardens 
  answer. These mighty guardians are chosen to be sentinels 
  for vulnerable worlds and lone outposts. Every warden is 
  impelled by a call, most often to protect individuals, but 
  sometimes to defend an idea from those that would 
  despoil it. Whereas a paladin chooses their oath, a 
  champion's call irresistibly draws its warden, and it is on 
  the warden alone to honor it. 
       Throughout the 'verse, many wardens are called to 
  defend the galaxy from profoundly dangerous threats: 
  extra-galactic entities, sinister factions, and reality-
  damaging technology. Few things are more important, and 
  wardens seldom turn their back on calls of such enormity. 
  Champion’s Call  
  A warden’s call is a binding charge to protect and defend 
  others from harm. Every warden eventually hears a call, 
  and responds with mighty deeds. In answering this call, 
  they embrace the traits of those they stand to protect, 
  gaining primal, and sometimes even mystical, abilities.  
  Lawbringer 
  Lawbringers hear the steady, unyielding call of universal 
  law and follow it without question. This set of invisible 
  guidelines organizes the universe into its current state, but 
  deviations from it threaten to destabilize all of creation. 
  Reckless reality changing, time travel, and immortality are 
  all violations of this law, and must be punished. 
  Lawbringers are called to enforce laws both magical and 
  mundane, and to deliver such punishment when necessary. 
  Axiomatic Mark 
  Starting at 3rd level, lawbreakers can never escape your 
  mark. When a creature you have marked within 30 feet of 
  you moves, you can use your reaction to move up to half 
  your movement speed. You must end your movement 
  closer to the marked creature than you began. 
  Astute 
  At 3rd level, you have advantage on ability checks you 
  make to discern if a creature you can see is telling the 
  truth. 
  Warden 
  This subclass makes use of the Mage Hand 
  Press Warden class and its accompanying rules. 
  This class can be found for free on 
  magehandpress.com 
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  CHARACTER  OPTIONS 
  Mandate 
  At 6th level, you can cast the spell command once without 
  using a spell slot. This spell targets each creature you 
  choose within 30 feet, using the same command for each 
  target. The saving throw for this ability is 8 + your 
  proficiency bonus + your Constitution modifier. Once you 
  use this ability, you can't use it again until you finish a 
  short or long rest.  
  Clockwork Mind 
  Starting at 13th level, your mind is a fortress, unbendable 
  and unbreakable. You have advantage on saving throws 
  against being charmed or frightened. Whenever you 
  succeed on a saving throw against an enchantment spell or 
  an ability that attempts to cloud your thoughts or control 
  your mind, the caster takes 4d6 psychic damage. 
  Universal Axiom 
  At 20th level, as an action, you can transform into an 
  embodiment of universal law, a ticking construct of 
  inevitable intent. For 1 minute, you gain the following 
  features: 
  • You can't be exhausted, frightened, grappled, 
  incapacitated, paralyzed, petrified, poisoned, knocked 
  prone, restrained, or stunned. 
  • You have advantage on all saving throws. 
  • You can use your Mandate ability at will. 
  Once you use this feature, you can't use it again until you 
  finish a long rest 
  Warlocks 
  When most people of the ‘verse stare up at the night sky, a 
  twinkle of wonder and curiosity glistens in their eyes; 
  warlocks, however, shudder at the black chasm of the sky, 
  for they have seen what dwells in the great beyond and 
  know the horror that awaits travelers to the stars. 
       Warlocks that travel the ‘verse in search of eldritch 
  secrets often uncover things far more terrifying than they 
  bargained for. Out among the stars, the antediluvian 
  patrons are more ancient, more enigmatic, than terrestrial 
  beings, and offer darker secrets to their followers. These 
  patrons might be colossal alien beasts, strange entities 
  sequestered away within stars or black holes, or the ever-
  present Void itself.  
   
   
   
   
   
   
  Otherworldly 
  Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, 
  or rivals. 
  The Singularity 
  Most denizens of the galaxy think that the ravenous voids 
  known as black holes are simply portals to the Void, 
  formed from the collapse of particularly large stars. This 
  theory brings them a sense of understanding to these 
  dangerous galactic phenomena, giving both a sense of 
  control and comfort to those who would otherwise despair 
  in the face of such a terrible, destructive force of nature.  
       However, the small group of warlocks who draw their 
  power from these black holes know better: The 
  Singularity is intelligent, malevolent, and, above all, 
  hungry. 
  Expanded Spell List 
  The Singularity gives you the power to choose from an 
  expanded list of spells when you learn a warlock spell. 
  The following spells are added to the warlock spell list for 
  you. 
  Singularity Expanded Spells 
  Spell Level 
  Spells 
  1st 
  inflict wounds, silent image 
  2nd 
  blindness/deafness, darkvision 
  3rd 
  haste, slow 
  4th 
  intensify gravity, phantasmal killer 
  5th 
  geas, telekinesis  
  Hunger of the Void 
  Starting at 1st level, you can channel the ravenous hunger 
  of the singularity to absorb energies directed at you. When 
  you are damaged by an effect or attack that deals damage 
  of a type other than bludgeoning, piercing, or slashing,  
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  you can use your reaction to reduce the damage you take 
  by an amount equal to your Charisma modifier. When you 
  do so, you gain temporary hit points equal to your warlock 
  level. 
  Brink of the Void 
  Starting at 6th level, you can induce terror and despair by 
  showing others the truth of the Void as an action. Each 
  creature within 30 feet of you that can see you must 
  succeed a Wisdom saving throw or be frightened of you 
  for 1 minute. If a frightened creature ends its turn in a 
  location where it doesn't have line of sight to you, the  
   
   
   
   
   
   
  creature can make a Wisdom saving throw, 
  ending the effect on a successful save. 
       Once you use this ability, you can’t use it 
  again until you finish a short or long rest. 
  Accretion Disk 
  Starting at 10th level, whenever you use your 
  Hunger of the Void ability, you can surround 
  yourself with a swirling disc of damaging 
  energy. For a number of rounds equal to 
  your Charisma modifier,or until you use this 
  ability again or dismiss this effect on your 
  turn (no action required), any creature that 
  starts its turn within 10 feet of you takes 
  an amount of damage equal to your 
  warlock level of the type you avoided. 
  Event Horizon 
  Starting at 14th level, as an action, you 
  can summon a 20-foot radius sphere 
  of pure voidstuff, centered on you. 
  The first time a creature enters the 
  area on its turn or when it starts its 
  turn there, it must make a Strength 
  saving throw. On a failed save, it 
  takes 7d6 necrotic damage and is 
  restrained until the start of its next 
  turn. On a successful save, the 
  creature takes half as much 
  damage, and moves through the 
  area as difficult terrain. You can 
  concentrate on this effect, as you would a 
  spell, to maintain this sphere for up to 1 minute.  
       Once you use this ability, you must take a long rest 
  before you can do so again.  
       Additionally, whenever you would make a check to 
  control a sphere of annihilation, you make that check with 
  advantage. 
  The Star 
  It is impossible to comprehend the unbridled power 
  contained within a star: an infinity of nuclear reactions, a 
  constant explosion, never-ceasing for millennia: the 
  ultimate inferno. It’s no surprise that someone would seek 
  to harness some of this power for their own. 
       With the right words of forgotten lore, warlocks can do 
  just that, drawing some small fraction of the howling  
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  CHARACTER  OPTIONS 
  flames into themselves. The Star is not a sentient patron, it 
  does not demand sacrifices or worship from its warlocks; 
  it is a beacon in a sea of black, a force of nature that will 
  long outlive any living thing. 
       Though the annals of history do not recount their 
  battles, warlocks of The Star have waged endless war with 
  those of the Singularity, who seek to plunge the galaxy 
  into perfect darkness. 
  Expanded Spell List 
  The Star gives you the power to choose from an expanded 
  list of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list for 
  you. 
  Star Expanded Spells 
  Spell Level 
  Spells 
  1st 
  burning hands, color spray 
  2nd 
  continual flame, scorching ray 
  3rd 
  daylight, fireball 
  4th 
  fire shield, wall of fire 
  5th 
  dispel evil and good, flame strike 
  Bonus Cantrips 
  You know the light and produce flame cantrips. These 
  cantrips count as warlock spells for you, and do not count 
  against your number of cantrips known. 
  Nova 
  Starting at 1st level, you can unleash your Star’s fury in 
  earnest. However, if you channel its energy for too long, it 
  will prove to be more than your mortal body can handle. 
  You can use your bonus action to enter a Nova. When you 
  enter a Nova, and each subsequent turn you begin while 
  your Nova is active, you take special radiant damage 
  called Nova damage. This damage begins at 1d6 when 
  you enter your Nova, and increases to 2d6 the following 
  turn, 3d6 the turn after, and so on. This damage can’t be 
  reduced or avoided. Your Nova ends when you are 
  reduced to 0 hit points or when you use your action to end 
  it. 
       While your Nova is active, you can deal the Nova 
  damage dice you have taken on your turn to other 
  creatures when you hit a creature with an attack. You can 
  choose to add all the Nova damage dice to the roll of a 
  single attack, or divide up the damage among multiple 
  attacks. 
  Solar Flare 
  Starting at 6th level, if you are reduced to 0 hit points 
  while your Nova is active, you can use your reaction to 
  instead drop to 1 hit point and cause every hostile creature 
  within 30 feet of you to take radiant damage equal to your 
  Charisma modifier plus your warlock level. 
       Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
  Healing Rays 
  At 10th level, the Star’s soothing rays can mend even your 
  severest of wounds. When you begin your turn in direct 
  sunlight and your Nova is not active, you can use your 
  action to regain 1d8 hit points. You can heal yourself four 
  times using this ability and regain all expended uses when 
  you finish a short or long rest. 
  Supernova 
  Starting at 14th level, when you enter a Nova, you can 
  choose for the Nova damage dice for the damage you take 
  and deal to other creatures to be d10s, instead of d6s. 
  Warmages 
  For generations prior to the advent of space travel, the 
  College of Warmages operated as a mercenary military 
  force, with few (if any) political ties. They trained legions 
  of warriors in a simple, yet extremely effective style of 
  magic which made them nigh undefeatable on the 
  battlefield.  
       Initially based on Camberly, a world now in the heart 
  of Hegemony territory, the College quickly became a 
  major player in the Human Alliance. Despite not being an 
  exclusively human organization, they nonetheless built 
  close ties with the rapidly expanding Alliance and 
  brokered a deal for Alliance exclusivity for many years. 
       However, when the Rift War split human-controlled 
  space in two, it similarly divided the College. Many of 
  those who remained in the newly-formed Hegemony 
  found themselves frustrated with generations of College 
  leaders who had turned the organization away from its 
  original purpose, that of a mercenary force with no 
  political ties. To this end, the College established 
  connections with the Coalition and endeavored to move 
  their base of operations to Fraxus-8. 
       Warmages who served with Lakshay, standing against 
  the onslaught of the Orc Warhorde, were offered a place 
  of honor in the court of General Sun Won Kung. Seizing 
  the opportunity to forge something more meaningful than 
  a mercenary force, the warmages of Lakshay established 
  the Court of the Celestial Lion, enveloping their previous 
  warmage houses into their new organization and 
  establishing a new house, the House of Lancers. Loyal 
  only to Lakshay and its general, the Court quickly became 
  the backbone of Lakshayan military might. 
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  Warmage Houses  
  Within the College, different warmages are divided into 
  separate Houses, each of which emphasizes a different 
  approach to combat. 
  Coalition Arcanist 
  Not wanting to be displaced by the rapid advancement and 
  availability of blaster technology, the Coalition Arcanists 
  blend the teachings and tactics of the College with the 
  formidable technology and manpower of the Coalition.  
  Coalition Blaster Gauntlet 
  Starting at 3rd level, you learn to craft a specialized spell 
  focus known as a blaster gauntlet. This gauntlet allows 
  you to apply some of the traits of blasters to cantrips you 
  cast through it. As an action, you can adjust your blaster 
  gauntlet to apply one of the following properties to all 
  cantrips cast through it that require a ranged spell attack:  
       Automatic. The cantrip deals one less die of damage 
  (minimum 1), but you can target two additional creatures 
  with the spell. Both creatures must be within 15 feet of the 
  original target.  
       Overheat. The cantrip deals two additional dice of 
  damage, but your gauntlet cannot be used as a spell focus 
  again until the end of your next turn. 
       Scatter. The cantrip’s range is reduced to half of its 
  normal range, but deals an additional die of damage when 
  attacking a creature within half of its new range.  
       Sniper. The cantrip’s range is doubled, but you have 
  disadvantage on attacks with it against creatures within 20 
  feet. 
  Tactical Uplink 
  Starting at 7th level, you are fitted with a neural implant, 
  connecting you to the Coalition's vast archive of collected 
  knowledge and surveying tools, granting you unparalleled 
  battlefield awareness. You can add half your proficiency 
  bonus (round up) to any Intelligence or Wisdom check 
  you make that doesn’t already use your proficiency bonus. 
   
   
   
   
       Additionally, you can use an action to gain knowledge 
  of the general lay of the land within a 1-mile radius of 
  yourself. This knowledge only extends to surface-level or 
  obvious features (natural or artificial) and does not detect 
  creatures of any sort. 
  Squadsight 
  Starting at 10th level, your tactical uplink synchronizes 
  you with your allies, granting you a decisive tactical 
  advantage. While you are within 120 feet of an ally, you 
  know the exact location of any creature that your ally 
  sees. Additionally, you can use a cantrip to target a 
  creature that your ally can see, as long as that creature is 
  not in cover from your ally’s perspective. This cantrip is 
  fired like a mortar, ricocheted off obstacles, or fired 
  through thin barriers to hit its target. 
  Tactical Upgrade 
  At 15th level, your neural uplink receives an upgrade, 
  honing your awareness and massively increasing your 
  reaction speed. You gain a +5 bonus to your passive 
  Perception score, you can add your Intelligence modifier 
  to your initiative rolls, and you can no longer be surprised.  
  Orbital Bombardment 
  At 18th level, you are granted access to the Coalition’s 
  vast fleet of orbital drones, which are teleported to your 
  location. You can cast the spell orbital hardlight cannon 
  without using a spell slot. Once you use this ability, you 
  can’t use it again until you finish a long rest. 
  House of Lancers 
  Utilized both as shock troops and heavy infantry, the 
  Warmages of the House of Lancers spearhead most large-
  scale assaults against the College’s foes. 
  Shock Trooper  
  Starting at 3rd level, you learn how to rapidly close the 
  distance between you and your foes. Once on each of your 
  turns, when you make a melee attack, you can choose a 
  creature up to 10 feet away from you, lunging towards 
  them without provoking Opportunity Attacks. You can 
  perform this movement even if it causes you to travel 
  through the air, though you fall if you do not land on solid 
  ground. 
  Mystical Physicality 
  Starting at 7th level, whenever you make a Strength, 
  Dexterity, or Constitution check, you can use your 
  Intelligence modifier instead of the normal modifier. 
       In addition, moving through rough terrain no longer 
  costs you additional movement. 
  Warmage 
  This subclass makes use of the Mage Hand 
  Press Warmage class and its accompanying 
  rules. This class can be found for free on 
  magehandpress.com 
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  CHARACTER  OPTIONS 
  Additional Arcane Fighting Style  
  At 10th level, you can choose a second option from the 
  Arcane Fighting Style class feature. 
  Improved Shock Trooper 
  Starting at 15th level, you can target a creature up to 20 
  feet away from you with your Shock Trooper feature, and 
  you can use this ability to move through creatures or 
  objects, blinking by in an instant. You cannot end your 
  movement in an occupied space. 
       Additionally, your spell and weapon attacks score a 
  critical hit on a roll of 19 or 20. 
  Mystical Barrier 
  Starting at 18th level, you gain an ever-present barrier of 
  arcane power. Following a short or long rest, you can 
  create an invisible barrier around yourself. Your barrier 
  has hit points equal to your warmage level + your 
  Intelligence modifier. Whenever you take damage, the 
  barrier takes the damage instead. If this damage reduces 
  the barrier to 0 hit points, you take any remaining damage. 
       At the start of your turn, if you are not incapacitated or 
  unconscious, your barrier regains a number of hit points 
  equal to 5 + your Intelligence modifier. 
  Warmage Tricks 
  If a Warmage Trick has prerequisites, you must meet them 
  to choose it. You can choose the Trick at the same time 
  that you meet its prerequisites. 
  Blaster Gauntlet Upgrade 
  Prerequisite: Coalition Arcanist, 5th level 
  Your blaster gauntlet gains an upgrade. Select one of the 
  following properties; this property is added to the list of 
  properties you may apply to your cantrips when cast 
  through your blaster gauntlet: 
       Beam. The cantrip deals one less die of damage, but 
  creates 5-foot wide beam out to the spell’s range in a 
  direction you choose. This beam lasts until the start of 
  your next turn. When a creature enters the area for the first 
  time on a turn or starts its turn there, it must make a 
  Dexterity saving throw or take the spell’s damage. 
       Launcher. The cantrip’s range changes to 60 feet. The 
  spell is fired like a rocket at your foes; instead of an attack 
  roll, each creature within a 10-foot radius of a point you 
  choose within range must make a Dexterity saving throw, 
  taking the spell’s damage on a failure.  
       Spray. The cantrip deals one less die of damage, but is 
  cast as a 15-foot cone originating from you, forcing each 
  creature within the area to make a Dexterity saving throw 
  or take the spell’s damage.  
   
   
   
   
  You can choose this trick multiple times, selecting a 
  different option each time.      
  Lancer’s Fist 
  Prerequisites: House of Lancers 
  Your unarmed strikes count as melee weapons for the 
  purposes of warmage spells. Additionally, you can use 
  your Warmage Edge feature when you deal damage with 
  an unarmed strike.   
  Mystic Flurry  
  Prerequisites: 5th level, House of Lancers 
  Whenever you cast a warmage cantrip on your turn or use 
  the Attack action to make an unarmed strike, you can 
  make one unarmed strike as a bonus action. 
  Shockwave Strike 
  Prerequisite: 10th level, House of Lancers 
  When you use your Shock Trooper ability to make a 
  melee attack against a creature, you can channel all the 
  arcane power at your disposal into the strike. You can 
  apply your Warmage Edge feature to the attack and each 
  creature other than the target within 5 feet of you must 
  make a Dexterity saving throw or take force damage equal 
  to the amount added by Warmage Edge.  
  Tactical Recall 
  Prerequisite: 10th level, Coalition Arcanist 
  As an action, you can create a mystical beacon in a point 
  in space, which remains for 24 hours before dissipating. 
  While it is active and you are on the same plane of 
  existence, you can use an action to teleport directly to it; 
  doing so discharges the beacon.  
     Once you use this ability, you cannot do so again until 
  you complete a long rest. 
  Technomancer 
  Prerequisite: Coalition Arcanist, technomancy cantrip 
  Your constant exposure to magical technology has given 
  you the ability to manipulate it almost subconsciously. 
  You can cast the cantrip technomancy as a bonus action 
  on your turn, and can do so without the somatic 
  components. Additionally, you can use the cantrip to 
  attempt to hack devices within range. 
   
   
   
   
   
   
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  Witches 
  Dark curses come in many malevolent forms, but the most 
  sinister of it is infectious, worming its way inside of its 
  victim and devouring them from the inside. Witches are 
  individuals afflicted by such a curse, but are not stuck 
  dead by its malady; instead, they learn to suppress and 
  even control the curse's darkness, using it for their own. 
       Covens of witches that form out in the 'verse practice 
  eerie, mystical arcana, and can purportedly divine the 
  future from constellations on certain worlds. Though 
  wholly unproven, it is said that some witches can even 
  concoct a poultice to replicate the effects of consuming a 
  Roach. Their familiars, too, are unusual, often tiny 
  creatures native to far-off worlds; thrwirrels being a 
  favorite.  
  Witch’s Craft 
  A witch's craft is distinct from a school of magic. Whereas 
  magical schools seek to categorize spells, crafts are 
  defined by the use of magic. Though others also exist, 
  there are two primary crafts, White Magic, which seeks to 
  mend and restore, and Black Magic, which seeks to rend 
  and destroy. 
  Lunar Magic 
  The moon is a potent symbol for many witches, especially 
  those who are forced to practice their art incognito. To 
  them, it represents a guiding light in the darkness, a 
  confidant or keeper of secrets, and a link to the powerful 
  natural forces that govern time and tide. Lunar witches are 
  the masters of the night: shadowy, quiet, and 
  exceptionally difficult to pin down. 
  Lunar Magic Bonus Spells 
  Witch Level 
  Spells 
  1st 
  faerie fire, sleep 
  3rd 
  darkvision, moonbeam 
  5th 
  hypnotic pattern, nondetection 
  7th 
  confusion, private sanctum 
  9th 
  dream, seeming 
  Hex: Lunacy 
  When you join this craft at 3rd level, you gain the ability 
  to drive people mad. As an action, choose one creature 
  you can see within 60 feet to make a Charisma saving 
  throw. On a failed save, the creature suffers from one 
  long-term madness effect, selected at random, until the 
  end of your next turn. 
  Under Cover of Darkness 
  By 6th level, you have developed a supernatural affinity 
  for shadows. When you are in an area of dim light or 
  darkness, you can take the Hide action as a bonus action. 
  Everlasting Night 
  At 10th level, you can use your accursed powers to 
  suppress light around you. As an action, you can cause all 
  areas of direct sunlight within 300 feet of yourself to 
  become bright light, bright light to become dim and dim 
  light to become total darkness for ten minutes. Sources of 
  light are still visible; only the illumination they provide is 
  reduced. Once you use this ability, you can’t use it again 
  until you take a short or long rest. 
  Moonsight 
  At 14th level, you can see through illusions with ease. 
  You have truesight out to a range of 60 feet and you 
  perceive a shimmering halo of moonlight around any 
  creature you can see that has the shapechanger subtype. 
  Wizard 
  Nearly all of the cornerstone inventions―arcane batteries, 
  Dark Matter engines, starships, and intelligent 
  constructs―were pioneered by brilliant engineer-wizards, 
  long before gadgeteers and more traditional arcanist-
  wizards parted paths. In Dark Matter, wizards can have 
  any one of a myriad of roles and can focus their magic on 
  hundreds of subschools and specialties, but they largely 
  fall into those two main categories: engineer-wizards, 
  which study practical applications of magic, especially as 
  it relates to groundbreaking technologies, and arcanist-
  wizards, which are concerned with the practice of magic 
  itself in the purest sense.  Regardless of their specialty, all 
  wizards push the envelope of arcane understanding 
  through research and experimentation, and all wizards are 
  a force to be reckoned with. 
  Arcane Tradition 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly 
  established in the worlds of D&D, with various traditions 
  dedicated to its complex study. The most common arcane 
  Witch 
  This subclass makes use of the Mage Hand 
  Press Witch class and its accompanying rules. 
  This class can be found for free on 
  magehandpress.com 
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  CHARACTER  OPTIONS 
  traditions in the multiverse revolve around the schools of 
  magic. Wizards through the ages have cataloged 
  thousands of spells, grouping them into categories called 
  schools. In some places, these traditions are literally 
  schools; a wizard might study at the School of Illusion 
  while another studies across town at the School of 
  Enchantment. In other institutions, the schools are more 
  like academic departments, with rival faculties competing 
  for students and funding. Even wizards who train 
  apprentices in the solitude of their own towers use the 
  division of magic into schools as a learning device, since 
  the spells of each school require mastery of different 
  techniques. 
  School of Automata 
  Inspired by the practicality of gadgeteers, wizards in the 
  School of Automata depart from the traditional realm of 
  scholarly book-smart mages in favor of a hands-on, 
  mechanical approach to their magic. These so-called 
  mechamancers use their expertise in mechanist's tools, 
  engineering, and the principles of magical technology to 
  animate obedient automatons to follow their every 
  command. Typically, mechamancers reside some distance 
  away from the dangers of exploring, while their creations 
  engage in the unpleasantness of combat on their behalf. 
  Bonus Proficiency 
  Starting when you choose this tradition at 2nd level, you 
  gain proficiency in the Technology skill and with 
  mechanist's tools. If you already have proficiency in this 
  skill, you gain proficiency in another skill of your choice 
  from among those wizards can choose at 1st level. 
  Engineering Savant 
  Beginning at 2nd level, you can fashion and animate 
  constructs that serve at your command. When you prepare 
  spells following a long rest, you use your mechanist's 
  tools and spend spell slots to raise a collection of 
  mundane parts into mechanical constructs. Once you have 
  expended a spell slot to make a construct, you cannot 
  regain that slot until the construct is disassembled 
  (requiring 10 minutes of work) or reduced to 0 hit points. 
  Different constructs cost different number of spell slot 
  levels and can only be created when you have enough 
  levels in this class, as shown on the Construct table below. 
  You can expend one or more spell slots to create each 
  construct, as long as you exceed the number of slot levels 
  required. You can have up to 3 constructs at one time. 
       When you take a long rest, you can repair your 
  constructs to their full hit points. You are always 
  considered to have enough scrap and material to create 
  and repair your constructs. 
       Your constructs act on your turn, though they don't 
  take actions unless you command them to. On each of 
  your turns, you can use a bonus action to mentally 
  command any of your constructs with within 60 feet of 
  you, issuing a command to each one. You can decide what 
  action the construct will take and where it will move. If 
  you command your constructs to attack, each construct 
  makes only one attack. Alternatively, you can issue a 
  general command, such as to guard a particular chamber 
  or corridor. If a command is too complex for a construct 
  to follow, or if the construct is unable to follow it, it 
  spends its turn motionlessly considering the command. 
  Otherwise, once given an order, the construct continues to 
  follow it until complete. 
       The connection to your constructs is taxing, and you 
  cannot magically summon nor command any other 
  creatures while your constructs are active. 
  Constructs 
  Name 
  Spell Levels 
  Wizard Level 
  Defense Drone 
  1 
  2nd 
  Mechanical Spider 
  1 
  2nd 
  Medical Drone 
  1 
  2nd 
  Recon Drone 
  1 
  2nd 
  Single Task Automaton 
  3 
  5th 
  Multi-Task Automaton 
  7 
  11th 
  Assault Programming 
  Starting at 6th level, your constructs add your Intelligence 
  modifier to their attack and damage rolls. 
  Construct Upgrade 
  Starting at 10th level, whenever you assemble a construct, 
  you can apply one of the following upgrades to it. Each 
  construct can have only one upgrade at a time, which you 
  can switch when you repair it over a long rest. 
       Alloy Chassis. The construct's AC is increased by 2. 
       Energy Plating. The construct has resistance to one 
  damage type of your choice. 
       High-Torque Motors. The construct's speed increases 
  by 10 feet. 
  Perfected Core 
  By 14th level, you have perfected the construct cores that 
  animate and control your automatons. You use your action 
  to assume direct control of one of your constructs: when 
  you do so, you can see through its senses, designate 
  exactly where it will move, and what action it will take. 
  While controlling a construct directly, if you command it 
  to attack, it can make multiple attacks if it has the 
  Multitattack trait. 
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  FEATS 
  A feat represents a talent or an area of expertise that gives 
  a character special capabilities. It embodies training, 
  experience, and abilities beyond what a class provides. 
       At certain levels, your class gives you the Ability 
  Score Improvement feature. Using the optional feats rule, 
  you can forgo taking that feature to take a feat of your 
  choice instead. You can take each feat only once, unless 
  the feat’s description says otherwise. 
       You must meet any prerequisite specified in a feat to 
  take that feat. If you ever lose a feat’s prerequisite, you 
  can’t use that feat until you regain the prerequisite. For 
  example, the Grappler feat requires you to have a Strength 
  of 13 or higher. If your Strength is reduced below 13 
  somehow—perhaps by a withering curse—you can’t 
  benefit from the Grappler feat until your Strength is 
  restored. 
  General Feats 
  Whether it’s a unique style of blaster combat or an 
  addiction to gambling, one solid personality trait can 
  make a character stand out from the rest. Feats are an 
  excellent way of accomplishing this, while also providing 
  a concrete, mechanical benefit. The following feats can 
  make any character feel like they belong in the world of 
  Dark Matter, but don’t rely on a specific race, faction, or 
  ship roles. 
  Blaster Roulette 
  Whenever you roll damage with a blaster that has 2 
  damage dice and roll the same number on both of them, 
  you can add that number to the damage roll. 
   
   
   
   
   
   
   
   
   
   
  Blitzwarrior 
  Prerequisite: Proficiency with simple blasters 
  When you roll damage for an attack you make with a 
  blaster with the Scatter property, you can reroll one of the 
  damage dice, and must use the new roll. Additionally, 
  when you take the Attack action using a blitz cannon, you 
  can take the Disengage action as a bonus action. 
  Bounty Hunter 
  When there's a price on someone's head, you make it your 
  business to collect. You gain the following benefits: 
  • Increase your Wisdom score by 1, to a maximum of 
  20.  
  • You perfectly remember the name and face of every 
  person you've ever met.  
  • You can use your action to mark a creature you can 
  see within 120 feet of you for 1 hour. You have 
  advantage on any Wisdom (Perception) or Wisdom 
  (Survival) check you make to find the marked 
  creature. Additionally, as long as the creature is 
  marked, you can discern whether or not the creature 
  has passed through a location. You can have only one 
  creature marked at a time.  
  • Whenever you reduce a target to 0 hit points with any 
  attack you make or spell that you cast, you can choose 
  to knock the creature out instead of killing it. 
  Decommissioner 
  Charged with recalling defective constructs, hunting 
  renegade androids, and quarantining the N-Virus, 
  decommissioners are experts in slaying machines. You 
  gain the following benefits: 
  • By spending 1 minute observing or conversing with a 
  creature, you can discern if that creature is a disguised 
  construct, such as an android. If the creature is a 
  construct or living construct, you can tell if the 
  construct is malfunctioning and if the construct is 
  infected with the N-Virus (even if the virus is 
  dormant.) 
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  CHARACTER  OPTIONS 
  • When a construct or living construct within 5 feet of 
  you make an attack, you can use your reaction to make 
  a melee weapon attack against that creature. 
  • When you hit a construct with a melee weapon attack, 
  you can cripple its joints. Its speed is reduced by 10 
  feet, to a minimum of 0, until the end of its next turn, 
  and it can’t take the Dash action until the end of its 
  turn. 
  • You can add your proficiency bonus to any saving 
  throw you make that is caused by a piece of magical 
  technology, such as a concussion grenade or a 
  volcanic. 
  Field Commander 
  Under your leadership, your allies fight as a cohesive unit, 
  outmaneuvering and outflanking any enemy. You gain the 
  following benefits: 
  • Increase your Charisma score by 1, to a maximum of 
  20. 
  • As an action, you can issue an order to an ally within 
  60 feet that can hear you. They can then use their 
  reaction to take one of the following actions: Attack, 
  Dash, Disengage, Dodge, Help, Hide, Search or Use 
  an Object. 
  • While you are within 5 feet of two or more allies who 
  aren’t incapacitated, hostile creatures cannot have 
  advantage on attack rolls against you. 
  Gambler 
  Always keen for probabilities and risk, you often trust 
  your safety and fortune to the hands of fate. You gain the 
  following benefits: 
  • You gain proficiency in all gaming sets and have 
  advantage on ability checks you make for games of 
  chance. 
  • Once on each of your turns, before you roll damage, 
  you can place stakes on the roll. Choose less than the 
  average, or higher than or equal to the average. If you 
  choose correctly, you can add one additional die of 
  damage to the roll. If you choose incorrectly, you must 
  remove the damage die with the highest number. 
  Genius 
  Prerequisite: Intelligence 15 or higher 
  Every successful starship needs at least one person with 
  uncanny knowledge about most things. As one of those 
  people, you gain the following benefits:  
  • You gain proficiency in four of the following skills: 
  Arcana, Data, History, Nature, Religion, or 
  Technology. 
  • You can reroll an Intelligence check. If you do so, you 
  must use the new roll, and you can't use this feature 
  again until you finish a long rest. 
  Hacker 
  With a few keystrokes, you can make just about any 
  system sing the right tune. You gain the following 
  benefits: 
  • Increase your Intelligence score by 1, to a maximum 
  of 20. 
  • You gain proficiency in the Data skill. If you are 
  already proficient in the skill, you add double your 
  proficiency bonus to checks you make with it. 
  • You can attempt to hack devices even when you do 
  not have a hacking rig. If you do have a hacking rig, 
  you can attempt to hack a device as an action, rather 
  than in one minute. 
  • Devices never lock after your attempts to hack them. 
  Hammer Rocketeer 
  Prerequisite: Strength 13 or higher  
  Your expertise in heavy weapons, particularly the 
  impressively impactful rocket hammer, grants you the 
  following benefits: 
  • You deal an additional 2d4, instead of 1d4, 
  bludgeoning damage when you engage the thrusters 
  on your rocket hammer's attack. 
  • By engaging your rocket hammer's thruster and 
  performing an uppercut, you can propel yourself high 
  into the air. If you perform a long jump or a high jump 
  as an action while holding a rocket hammer, you can 
  double your jump distance or jump height, 
  respectively. 
  • Once per turn, when you have advantage on an attack 
  roll using a maul, rocket hammer, warhammer, or 
  wrenchinator, you can push the target 10 feet away 
  from you on a hit. You don't need advantage on this 
  attack if the target is one size category smaller than 
  you or smaller. 
  Iron Hero 
  You have resolved yourself to save the day when all hope 
  seems lost. You gain the following benefits: 
  • When in combat against a creature that has a CR 
  higher than your level, you gain a +2 bonus to your 
  AC. 
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  • You have advantage on attack rolls against any 
  creature that has reduced one of your allies to 0 hit 
  points in the last round. 
  • If a hostile creature you can see takes a legendary 
  action, you can use your reaction to intercede, 
  preventing the legendary action from happening. Once 
  you use this ability, you can't use it again until you 
  finish a short or long rest. 
  Laser Swordmaster 
  Prerequisite: Dexterity 13 or higher 
  You are a trained and practiced sage of the laser sword, a 
  subtle, yet elegant weapon. As such, you gain the 
  following benefits: 
  • When you are wielding an antimatter dagger or laser 
  sword with which you are proficient and another 
  creature hits you with a ranged blaster attack or an 
  attack from another antimatter dagger or laser sword, 
  you can use your reaction to add your proficiency 
  bonus to your AC for that attack, potentially causing 
  the attack to miss you. 
  • When you score a critical hit with an antimatter 
  dagger or laser sword, instead of rolling the weapon's 
  damage dice twice, you deal the weapon's maximum 
  damage and add the weapon's damage dice once. 
  Mechanic 
  Understanding of technology comes naturally to you, and 
  the intricacies of complicated systems always seem to 
  unravel in front of your eyes, no matter how convoluted 
  that seem at first. You gain the following benefits:  
  • Increase your Intelligence score by 1, to a maximum 
  of 20. 
  • You gain proficiency in the Technology skill. If you 
  are already proficient in the skill, you add double your 
  proficiency bonus to checks you make with it. 
  • You gain proficiency in circuitry kits, mechanist’s 
  tools, ship maintenance tools. 
  • You can instantly assess the damage of any device you 
  see. You can determine whether or not an object is 
  repairable, how long a repair will take, how expensive 
  a repair would be, and what tools and materials it 
  might cost. 
  Precognitive 
  Prerequisite: Wisdom 13 or higher 
  You sometimes feel impressions of events instants before 
  they happen. When you begin your turn, you can choose 
  to roll a d20 and record the number rolled. The next attack 
  roll, ability check, or saving throw you make before the 
  end of your turn is replaced with this roll. You can use 
  this ability three times and regain all expended uses when 
  you finish a long rest. 
  Run and Gun 
  Prerequisite: Proficiency with simple blasters 
  On any turn in which you use your action to Dash, you 
  can make a ranged weapon attack as a bonus action. 
  Showman 
  You treat presentation and garnering influence as being at 
  at least as important as being effective, if not more so. 
  After all, there is little point to doing something unless is 
  looks impressive. You gain the following benefits: 
  • Increase your Charisma score by 1, to a maximum of 
  20.  
  • You gain proficiency in the Performance skill. If you 
  are already proficient in the skill, you add double your 
  proficiency bonus to checks you make with it. 
  • If there is a non-combative audience watching you 
  fight, once per turn, you can gain a bonus to an ability 
  check or attack roll equal to the number of people in 
  the audience, up to a maximum of your Charisma 
  modifier. You can use this ability three times, and 
  regain all expended uses when you finish a long rest. 
  Smuggler 
  Daring pilots can profit handsomely from small shipments 
  of questionable legality basically anywhere in the 'verse. 
  Having learned the ins and outs of smuggling, you gain 
  the following benefits:  
  • Increase your Dexterity score by 1, to a maximum of 
  20. 
  • You gain proficiency in the Piloting skill. If you are 
  already proficient in the skill, you add double your 
  proficiency bonus to checks you make with it. 
  • You have advantage on ability checks you make to 
  pilot a ship undetected, conceal cargo, and to deceive 
  others about the contents of your cargo. 
  • When things go awry, you shoot first. When you roll 
  initiative and you are not surprised, you can use your 
  reaction to draw and make a ranged weapon attack 
  with a one-handed blaster against a target within the 
  weapon's range. 
   
   
   
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  CHARACTER  OPTIONS 
  “I’ll do it, but I only take payment 
  in upgrades. That arm for 
  example: I want it.”  
  ―Vect bounty hunter,  
  Database  
  Spray and Pray 
  Prerequisite: Proficiency with martial blasters 
  When it comes to firing a blaster, quantity often beats 
  quality. By holding down the trigger and firing nonstop, 
  you gain the following benefits:   
  • Increase your Strength or Dexterity score by 1, to a 
  maximum of 20. 
  • As an action, while wielding a weapon that has the 
  Automatic property, you can target a 10-foot cube area 
  with a hail of bullets. Each creature in the area must 
  succeed on a Dexterity saving throw (DC equals 8 + 
  your proficiency bonus + your Dexterity modifier) or 
  take the weapon’s normal damage.  
  • You can use your Strength modifier instead of your 
  Dexterity modifier when making attack rolls with a 
  weapon that has the Mounted property. 
  Sunstaff Master 
  Prerequisite: Proficiency with sunstaffs, Dexterity 13 or 
  higher 
  You have mastered the sunstaff, the only true total 
  weapon, capable of dispatching enemies in close quarters 
  and at range. You gain the following benefits: 
  • You can use Dexterity modifier, instead of Strength, 
  for the attack and damage rolls of quarterstaffs you 
  wield.  
  • Whenever you take the Attack action to make a ranged 
  weapon attack with a sunstaff, you can make a melee 
  weapon attack with it (as a quarterstaff) as a bonus 
  action. 
  • You don't suffer disadvantage from attacking with a 
  blaster while you are within 5 feet of a hostile 
  creature. 
  Swarmfighter 
  Prerequisite: Dexterity 13 or higher 
  There is nothing quite so satisfying as two swarm pistols 
  releasing a hail of fire upon your enemies. You gain the 
  following benefits:  
  • You can draw or stow up to two weapons when you 
  roll initiative and whenever you take an action on your 
  turn.  
  • Whenever you wield a weapon with the Foregrip 
  property in one hand, you can double its range. 
  • Blasters you wield in one hand which have the Light 
  property deal an additional 1d4 damage on a hit. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Racial Feats 
  The new races in the Dark Matter campaign setting 
  extremely diverse, running the gamut from almost entirely 
  humanoid, to barely resembling a living creature. As such, 
  these new races also have a deep well of expertise to draw 
  upon, as represented in the following feats. 
  Android 
  Prerequisites: 1st level only, near-human variant 
  You are an escaped android, likely a Version 13, that is 
  functionally a perfect replica of a human being, except 
  that wires and blinking lights lie hidden underneath your 
  skin. It is even possible you are not aware of your 
  construct origins, owing to faulty programming, willing 
  suppression of memory, or intentional tampering with 
  your construct core. You have the following benefits: 
  • You are immune to nonmagical diseases.  
  • Increase 1 ability score of your choice by 1, to a 
  maximum of 20. 
  • You do not need to eat, drink, or breathe, but you can 
  ingest food and drink if you wish. 
  • Instead of sleeping, you enter an inactive state for 4 
  hours each day. You do not dream in this state; you 
  are fully aware of your surroundings and notice 
  approaching enemies and other events as normal. You 
  can still be placed into a torpor by sleep-inducing 
  magic. 
  • You have the ability to speak the native code-language 
  of machines. You can use this language to interact 
  with arcane terminals and ship computers from range 
  and to communicate with constructs, even if you do 
  not share a language. 
  Aquatic 
  Prerequisites: 1st level only, near-human variant 
  Your world is nearly one continuous ocean, with nary an 
  island in sight. Consequently, you have aquatic features, 
  like gills, webbed fingers and toes, and fishlike scales, 
  which grant you the following benefits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You can breathe water as well as air. 
  • You have a swimming speed equal to your movement 
  speed. 
  Beastman 
  Prerequisites: 1st level only, near-human variant 
  With a short tail, coarse fur covering your face, and long 
  teeth and claws, you appear more like a ferocious beast 
  than a man. You gain the following benefits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You have advantage on Wisdom (Perception) checks 
  made to smell. 
  • You possess sharp claws, which are natural that you 
  can use to make unarmed strikes. On a hit with them, 
  you deal slashing damage equal to 1d4 + your 
  Strength modifier, instead of the bludgeoning damage 
  normal for an unarmed strike. 
  Configuration Upgrade 
  Prerequisite: Vect race 
  When you use your Reconfigurable Ability Score Increase 
  trait, you can increase a single ability score by 3, or 
  increase 3 different ability scores by 1, to a maximum of 
  20. 
  Doppel-Blooded 
  Prerequisite: Amoeboid race 
  When you use your Flexible Form ability to transform 
  into a creature, you also fully assume the target's 
  appearance, as per the disguise self spell, instead of only 
  vaguely copying its shape. This is not a magical effect, 
  and can't be ended with dispel magic or similar spells. 
  You can only maintain a target's appearance for 10 
  minutes, after which, you revert to a vague copy of the 
  target's form. 
  Depth Module 
  Prerequisite: Nautilid race 
  An advanced depth module has been integrated into your 
  aqua suit, which grants you additional benefits while 
  you're wearing your aqua suit: 
  • Increase your Strength score by 1, to a maximum of 
  20. 
  • You gain proficiency with the net, trident, and spear. 
  • Your swimming speed increases to 60 feet. 
  • A sonar system is incorporated into your suit. You 
  gain blindsight with a range of 5 feet, which extends 
  to 20 feet while you are underwater. 
  Flexible Reach 
  Prerequisite: Amoeboid race 
  You have trained your body to produce lengthy 
  pseudopods, extending your reach drastically. You can 
  reach out to 10 feet. When you cast a spell that has a range 
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  of Touch, your range extends to that distance. 
  Additionally, any melee weapon you use gains the Reach 
  property if it did not already have it. 
  Golem Upgrade 
  Prerequisites: Vect race, Strength 17 
  You have chosen to embrace your golem heritage and 
  redefine yourself as a construct. You cannot gain this feat 
  if you have the Vitality Upgrade feat. You gain the 
  following benefits: 
  • Increase two of your Strength, Dexterity, or 
  Constitution scores by 1, to a maximum of 20. 
  Decrease your Charisma score by 1. 
  • When you have Adamantine Plating or Juggernaut 
  Plating installed, your AC is 18. 
  • You can’t be poisoned and magic can’t put you to 
  sleep. 
  • You can add your proficiency bonus to any saving 
  throw you make against a spell. 
  Green Skin 
  Prerequisites: 1st level only, near-human variant 
  Your people metabolize by basking in the sunlight, aided 
  by your tough, photosynthetic skin, gaining the following 
  benefits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You have advantage on saving throws against being 
  poisoned and have resistance to poison damage. 
  • While you are not wearing armor, your AC equals 12 
  + your Dexterity modifier. 
  Grue 
  Prerequisites: 1st level only, near-human variant 
  One of your parents was a creature of darkness, such as a 
  shadow or a native to the Plane of Shadow. Grues, such as 
  yourself, have blackened skin and cast a shadow in all 
  directions, even when directly in light. In shadows, you 
  are nearly invisible. You have the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You have darkvision, the ability to see in dark and dim 
  conditions. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it 
  were dim light. You can’t discern color in darkness, 
  only shades of gray. 
  • When you are hidden and a creature discovers you 
  with a successful Wisdom (Perception) check, you can 
  reattempt your Dexterity (Stealth) check to hide. On a 
  success, you silently reposition and the creature does 
  not notice you. Once you use this trait, you can't use it 
  again until you finish a short or long rest. 
  Latent Psionics 
  Prerequisite: Wrothian race 
  Unlike others of your kind, the quiet hum of psionic 
  power stirs in the back of your mind, flaring to life when 
  you command it. You gain a pool of 6 psionic power 
  points, which you can spend to power special psionic 
  abilities. You regain all expended power points when you 
  finish a long rest.  
       You can spend power points to cast spells. When you 
  gain this feat, you choose whether your spellcasting 
  ability is Intelligence, Wisdom, or Charisma; once chosen, 
  this selection can't be changed.  
  0 Points: mage hand, minor illusion 
  2 Points: command, disguise self, silent image 
  3 Points: detect thoughts 
  Leviathan Suit 
  Prerequisite: Nautilid race 
  You are equipped with an advanced aqua suit bestowed 
  upon nautilid warriors, known as a Leviathan Suit. You 
  gain the following benefits while wearing your suit: 
  • Increase your Strength score by 1, to a maximum of 
  20. 
  • You can integrate two one-handed weapons or one 
  two-handed weapon into your suit. When you draw an 
  integrated weapon, it snaps to your hand and you can’t 
  be disarmed of it. You can switch which weapons are 
  integrated when you take a long rest. 
  • You can attempt to move through a hostile creature's 
  space as a bonus action. When you do so, make an 
  opposed Strength (Athletics) check against the target. 
  On a success, you move into the target's space and 
  push the target up to 10 feet in any direction you 
  choose. 
  Mantle of the Sun 
  Prerequisite: Avia-Ra race 
  You are a paragon of the Avia-Ra, and your faith in the 
  sun never wavers. You cannot gain this feat if you have 
  the Nonbeliever feat. You gain the following benefits: 
  • Increase your Wisdom or Charisma score by 1, to a 
  maximum of 20. 
  • You can use a bonus action to undergo a divine 
  transformation, which lasts for 1 minute. Once you 
  use this ability, you can’t use it again until you finish a 
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  long rest. You can invest this divine power in one of 
  the following abilities: 
       Aura. You manifest an aura of radiant light, which 
  sheds bright light in a radius of 10 feet, and dim light 
  for an additional 10 feet. Additionally, each creature 
  you choose which comes within 5 feet of you or 
  begins its turn in that area takes 1d8 radiant damage. 
       Shield. You manifest a glorious shield of red 
  energy and your Armor Class increases by 2 if you are 
  not wielding a shield. You have resistance to fire, 
  necrotic, and radiant damage. 
       Wings. You manifest luminous, incorporeal wings 
  and a sunlike disk appears behind your head. These 
  wings grant you a flight speed of 30 feet. 
  Porterling 
  Prerequisites: 1st level only, near-human variant 
  You are a porterling, parented both by a human and one of 
  the little folk, either a gnome or a halfling. You stand 
  about as tall as a dwarf, but are far leaner, and also 
  somewhat top-heavy, if fathered by a gnome. Though they 
  are often confused for dwarves, porterlings rarely can 
  grow large or thick beards. You have the following racial 
  traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • Porterlings are unnaturally flexible. You have 
  advantage on checks you make to escape grapple or to 
  slip bindings. 
  • You suffer no penalty for squeezing into a space that 
  is only large enough for a creature that is one size 
  smaller than you. 
  Nonbeliever 
  Prerequisite: Avia-Ra race 
  You are a heretic of the Avia-Ra, and have turned your 
  back on the Sun Above. You cannot gain this feat if you 
  have the Mantle of the Sun feat. You gain the following 
  benefits: 
  • Increase your Wisdom or Charisma score by 1, to a 
  maximum of 20. 
  • Whenever you reduce a creature to 0 hit points, and 
  that creature begins to make death saving throws, it 
  automatically gains one failure. 
  • You can cast the spell darkness once without using a 
  spell slot or spell components. Once you use this trait, 
  you can’t use it again until you finish a long rest.  
  • When a creature you can see regains hit points due to 
  magic, you can use your reaction to cause that creature 
  to lose that many hit points instead. Once you use this 
  trait, you can’t use it again until you finish a long rest. 
  Proto-Man 
  Prerequisites: 1st level only, near-human variant 
  You come from a world of massive fauna and ancient 
  creatures; your people are hearty and robust, much like 
  very early humans. You gain the following benefits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You can add your proficiency bonus on saving throws 
  against being frightened. 
  • Once per day when you take a short rest, you can 
  automatically regain 1 hit die and can choose to spend 
  it immediately. 
  Reptiloid 
  Prerequisites: 1st level only, near-human variant 
  You bear the abrasive skin, slitted eyes, and forked tongue 
  of a reptile, which grant you the following benefits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You can go twice as long as other humans without 
  eating or drinking. 
  • You can speak, read, and write Draconic. 
  • You can use your action to spit acid from your mouth. 
  When you do so, make a ranged attack roll against a 
  creature within 30 feet. On a hit, the target takes 1d8 
  acid damage for each point of your proficiency bonus. 
       Once you use this trait, you can’t use it again until 
  you finish a short or long rest. 
  Roguean 
  Prerequisites: 1st level only, near-human variant 
  You hail from an icy, desolate world, thrown away from 
  its home star by some catastrophic event. Surviving the 
  interminable harshness of your rogue world gives you the 
  following benefits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You have resistance to cold damage. 
  • You take no damage from the extreme temperatures of 
  space and other harsh environments. 
  • You have darkvision, the ability to see in dark and dim 
  conditions. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it 
  were dim light. You can’t discern color in darkness, 
  only shades of gray. 
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  Simian 
  Prerequisites: 1st level only, near-human variant 
  You hail from a world that followed a slightly different 
  evolutionary path than High Terra; your people all 
  resemble monkeys or apes. Despite your more primitive 
  appearance and your prominent tail, you are just as 
  intelligent as other humans―you just like bananas a little 
  more. You gain the following benefits: 
  • Increase 1 ability score of your choice by 1, to a 
  maximum of 20. 
  • You gain a climbing speed equal to half your 
  movement speed. 
  • You can hold and manipulate objects and weapons 
  with your hands, feet, and tail, but you can’t make 
  attack rolls with weapons held by your tail. 
  Strengthened Wings 
  Prerequisite: Skathári race 
  Your wings have grown in size and strength, allowing you 
  short bursts of flight. You gain the following benefits: 
  • Increase your Strength or Dexterity score by 1, to a 
  maximum of 20. 
  • You have a flying speed equal to your movement 
  speed. If you end your movement in the air, you fall. 
  • When you are falling, you can use your reaction to 
  slow your descent, taking no damage from the fall. 
  Synaptic Bind 
  Prerequisite: Wrothian race 
  In your time, you were an exceptional Taker, and never let 
  a quarry escape your grasp, a skill which confers the 
  following benefits: 
  • Increase your Intelligence, Wisdom, or Charisma 
  score by 1, to a maximum of 20. 
  • When you use your Neural Lock feature, the target is 
  stunned, instead of incapacitated. Additionally, you 
  regain the use of this ability when you finish a short or 
  long rest. 
  Thermalsight Upgrade 
  Prerequisite: Vect race 
  You upgrade your optics to make better use of your 
  thermal vision, gaining the following benefits: 
  • The range of your thermalsight extends to 60 feet. 
  • Your thermalsight penetrates one foot of any material. 
  • You see invisible creatures within range of your 
  thermalsight as if they were visible. This does not 
  apply to creatures that are in the Ethereal Plane.  
  Thick-Shelled 
  Prerequisite: Skathári race 
  You are covered in a tough, chitinous exoskeleton that is 
  thicker and stronger than that of other skathári. You gain 
  the following benefits: 
  • Increase your Dexterity or Constitution score by 1, to 
  a maximum of 20. 
  • Your AC when you are not wearing armor equals 13 + 
  your Dexterity modifier. 
  • As a reaction when you would be hit by a ranged spell 
  attack, you can roll a d4. On a roll of 4, the attack 
  bounces harmlessly off your shell. 
  Vitality Upgrade 
  Prerequisite: Vect race 
  You have chosen to embrace your destiny as a living 
  thing, in spite of your mechanical nature. You cannot gain 
  this feat if you have the Golem Upgrade feat. You gain the 
  following benefits: 
  • Increase your Intelligence, Wisdom, or Charisma 
  score by 1, to a maximum of 20. 
  • When you use your Reconfigurable Ability Score 
  Increase trait to increase a single ability score, you can 
  become proficient with one skill of your choice 
  associated with that ability score until you take a long 
  rest. 
  • Whenever you take a short rest, your body naturally 
  heals. You can roll one hit die without spending it, and 
  regain hit points equal to the number rolled. 
  Warped 
  Prerequisites: 1st level only, near-human variant 
  You have been twisted by the insidious lights of the 
  Void―irrevocably warped by its radiation. You gain the 
  following changes: 
  • Increase 1 ability score of your choice by 1, to a 
  maximum of 20. 
  • Your face and body are unnerving to behold. You gain 
  proficiency with Intimidation. 
  • In response to the ravages of the Warp, many of your 
  vital organs have shifted to new locations within your 
  body. When you are targeted by an attack that is a 
  critical hit, you can choose to take no additional 
  damage from critical hit, as if it were a normal hit 
  instead. Once you use this ability, you can’t use it 
  again until you finish a long rest. 
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  Role Feats 
  Life on a starship is arduous, and those without proper 
  training can find themselves completely unprepared to 
  face the challenges posed by deep space. Even a simple 
  run-in with a spaceshark or a group of var'zuul grubs can 
  spell disaster for the uninitiated. The following feats each 
  correspond to a character role aboard a starship, and 
  represent training and expertise in that role. 
  Ace Pilot 
  You have logged thousands of hours at a starship’s helm, 
  granting you the following benefits: 
  • You gain proficiency in the Piloting skill. If you are 
  already proficient in the skill, you add double your 
  proficiency bonus to checks you make with it. 
  • When you are in the pilot role and you take evasive 
  maneuvers, you can move 1,000 feet in any direction 
  instead of 500 feet. 
  • No matter how difficult the conditions, if you are 
  forced to make a crash landing, you can guide the ship 
  to the ground softly enough to ensure that no one 
  aboard dies in the crash. 
  Admiral 
  You can command more than one ship at once, provided 
  that the ships under your command have an available 
  captain's role, working communications, and that the 
  majority of the crew consents to your command. Each 
  ship for which you are the captain takes their turns on the 
  same round of combat. You can choose which order the 
  ships act in. Additionally, on your turn, you can use your 
  action to take an action provided for you by the captain's 
  role for each ship under your command. 
       You can command a number of ships equal to your 
  proficiency bonus, up to a maximum of your Charisma 
  modifier (minimum 2.) 
  Chief Engineer 
  You are a brilliant engineer, knowledgeable of every 
  system on board your ship, and capable of fixing just 
  about anything. You gain the following benefits: 
  • You gain proficiency in the Technology skill. If you 
  are already proficient in the skill, you add double your 
  proficiency bonus to checks you make with it. 
   
   
   
   
  • When you deactivate the ship's shield to direct its 
  power elsewhere, you can invest its power in both the 
  engines and a weapon, or in two of the weapons of 
  your choice. 
  • You have advantage on checks made to repair 
  systems. When you repair a system, it regains 5 mega 
  hit points, instead of 1. 
  • Additionally, when you repair the ship as a downtime 
  activity, the ship regains hit points equal to three times 
  your proficiency bonus for every day you spend 
  performing repairs. 
  • When you use the ship’s arcane cannon to cast a spell 
  that deals damage to another ship, you can add your 
  proficiency bonus to the damage of each ship affected. 
  Once you use this ability, you can’t use it again until 
  you finish a long rest. 
  Heavy Gunner 
  Your experience behind massive shipbound weapons 
  grants you the following benefits: 
  • You gain proficiency with two blasters of your choice. 
  • Your weapon attacks with ship weapons score a 
  critical hit on a roll of 19 or 20. Additionally, on a 
  critical hit, you can choose which system to 
  deactivate, instead of selecting it randomly. 
  • Whenever you roll damage with a ship weapon, if you 
  roll the highest number possible on two or more 
  damage dice, you can roll one additional damage die 
  and add it to the roll. 
  Veteran Dogfighter 
  You are among the deadliest fighter pilots alive. Your 
  dogfighting instincts guide you in the heat of combat, and 
  grant you the following benefits: 
  • While you are in the fighter role, you can use the 
  pilot's Dogfighting ability without using any 
  movement speed, and have advantage on the Dexterity 
  (Piloting) check that you make when using it. 
  • While you are in the fighter role and your ship would 
  be reduced to 0 hit points, you can choose for the ship 
  to drop to 1 mega hit point instead. Once you use this 
  ability, you can't do so again until you finish a long 
  rest. 
  • You can recognize any common ship model instantly, 
  and know the typical capacity for passengers, tonnage, 
  and weapons array for any ship that you can see. 
   
   
   
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  Faction Feats 
  Veteran adventurers are likely to make enemies across the 
  'verse , but if they're lucky they might forge some 
  alliances too. The greatest of these alliances are likely to 
  be with factions, which provide work, services, and 
  connections to spacers everywhere. Of course, such allies 
  don't come free. Factions generally also require work and 
  commitment from their members, which might come in 
  the form of small tasks, important favors for higher 
  ranking members, or even regular obligations for the 
  organization. For their efforts, adventurers can gain 
  specific and useful skills from their factions, as 
  represented by the feats below: 
  Artifactor 
  Prerequisite: Member of DD&D 
  You are one DD&D's renowned Artifactors, tasked with 
  acquiring valuable magic items, be it through shrewd 
  negotiation or daring expedition. You gain the following 
  benefits:  
  • You are adept at identifying the properties of magic 
  items. After examining an object for one minute, you 
  can determine the object's exact market value; as well, 
  if it is a magic item, you learn its properties and how 
  to use them, whether it requires attunement to use, and 
  how many charges it has, if any. 
  • You can attune to four magic items, instead of three. 
  • You have advantage on all Charisma (Persuasion) 
  checks made to barter, buy and sell goods and services 
  Agent of the Tower 
  Prerequisite: Member of the Tower 
  As a fully-inducted Agent of the Tower, you are familiar 
  with the organization’s cryptic ciphers, secret codes, and 
  arcane symbols, and are trained in their clandestine, 
  magical arts. You gain the following benefits: 
  • You are branded with an invisible tattoo, visible only 
  under the effects of the spell detect magic, which is 
  used to identify you as an Agent to your fellow Tower 
  members.  
  • You learn the prestidigitation cantrip. If you already 
  know prestidigitation, you can instead learn any other 
  wizard cantrip. Intelligence is your spellcasting ability 
  for this spell. 
  • When you cast a spell, you can make an Intelligence 
  (Arcana) check to disguise the spell’s casting. The DC 
  equals 12 + the spell’s level. On a successful check, 
  you can cast the spell without its verbal or somatic 
  components (your choice). 
  • You can use your action to magically muffle your 
  movement and hasten your flight. For the next minute, 
  creatures have disadvantage on Wisdom (Perception) 
  checks to hear you move, and your movement speed 
  increases by 5 feet. Once you use this ability, you 
  can’t use it again until you take a long rest.  
  Archon 
  Prerequisite: Member of the S.S. Saint Vincent  
  You are a shining beacon of law and order, bringing 
  justice and peace to those of the Frontier. You gain the 
  following benefits:  
  • You are granted a badge of rank, designating you as 
  an Archon of the S.S. St. Vincent. You have 
  advantage on Charisma (Persuasion) checks to 
  convince those who recognize this badge of your 
  benevolence and Charisma (Intimidation) checks 
  against raiders, pirates, and other lawbreakers.  
  • As a bonus action on your turn, you can place yourself 
  between harm and one of your allies within 5 feet of 
  you. Until the beginning of your next turn, you have a 
  -2 penalty to AC and your ally gains a +2 bonus to 
  AC. 
  • You gain a +1 bonus to one saving throw of your 
  choice. 
  Cabal Broker 
  Prerequisite: Member of the Cabal 
  You have passed the legal and ritualistic exams necessary 
  to become a bonded soul broker for the Cabal. As a result, 
  you gain the following benefits: 
  • Due to your dealings with your infernal bosses, you 
  gain resistance to fire damage. If you already have 
  resistance to fire damage, you gain resistance to cold 
  damage as well. 
  • You have advantage on any check you make to 
  negotiate the terms of a deal or write a binding 
  contract in your favor. 
  • A creature that breaks a contract with you or 
  negotiated by you gains 1 level of exhaustion. This 
  level of exhaustion can’t be removed by any means for 
  1 week. 
  Chosen Chaplain 
  Prerequisite: Member of the Temple of the Chosen 
  While all who worship the Chosen strive to live their best 
  amongst the stars, only a select number walk the path of 
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  the Chaplain. As a chaplain, you gain the following 
  benefits: 
  • You gain proficiency in the Religion skill.  
  • You can cast the spell worldseek once without 
  expending spell slots or spell components. Once you 
  use this ability, you can’t use it again until you finish a 
  long rest. 
  • As an action, you can pray to the Chosen for guidance 
  while aboard a ship. Choose one creature in a role 
  aboard your ship. The next attack roll, ability check, 
  or saving throw that creature makes as a part of this 
  role has advantage on that roll.  
  Coalition War Training 
  Prerequisite: Member of the Coalition 
  For joining the Coalition, you have received marksman 
  training to make the most out of the standard-issue 
  carbine, which confer the following benefits: 
  • You gain proficiency with the repeater and the 
  standard carbine. 
  • Standard carbines you wield have the Foregrip 
  property instead of the Two-Handed property. 
  Additionally, when you make an attack with a carbine 
  you are holding in two hands and you do not fire it 
  automatically, its damage increases to 2d8. 
  • Using a system of silent hand signals, you can 
  communicate tactical information, such as how many 
  enemies are in sight, where your allies should move, 
  and when to attack. 
  Grax's Guy 
  Prerequisite: Member of Grax’s Guys for Cheap 
  Grax’s Guys are known for being tough, adaptable, and 
  able to get the job done; you’re no different. You gain the 
  following benefits: 
  • You gain proficiency with one weapon or tool of your 
  choice. 
  • You can add half your proficiency bonus, rounded 
  down, to any ability check you make that doesn't 
  already include your proficiency bonus. 
  Firm Contractor 
  Prerequisite: Member of the Firm 
  As a licensed Contractor, you know that while the pen is 
  mightier than the sword, the dagger is stronger still. You 
  gain the following benefits: 
  • You gain proficiency with one of the following skills 
  of your choice: Data, Deception, Intimidation, or 
  Stealth. 
  • On the first round of combat, you have advantage on 
  melee weapon attacks you make against any creature 
  in combat that is surprised. 
  Scaleguard 
  Prerequisite: Member of Scale & Fang Inc. 
  As one of Scale & Fang’s illustrious bodyguards, the duty 
  to protect your charge, no matter the cost, has been burned 
  into the scales of your armor. You gain the following 
  benefits: 
  • You gain proficiency in the Intimidation skill and with 
  shields 
  • While using a shield, if you are within 5 feet of a 
  friendly creature and you both must make a saving 
  throw against an effect that would deal damage, you 
  can use your reaction to give that creature advantage 
  on its saving throw. If you do so, you automatically 
  fail your saving throw against that effect. If the 
  creature would take half damage from succeeding on 
  that saving throw, they take no damage instead.  
  Starguide 
  Prerequisite: Member of Astrogations Inc. 
  As a starguide, you are uniquely qualified for the task of 
  charting unknown systems and braving the Galactic 
  Frontier. You gain the following benefits:  
  • You gain proficiency in Investigation. 
  • You have advantage on saving throws you make 
  against natural hazards, such as radiation and high 
  gravity, you encounter in space and in harsh planetary 
  environments. 
  • You can add 5 whenever you roll on the Jump 
  Navigation table for an unassisted jump. If your result 
  is greater than 100, you treat the roll as a 100. 
  • You are immune to the effects of Roach addiction. 
  Story Incentives 
  Generally, faction feats can be awarded two 
  ways: players can pick a faction feat when they 
  would normally gain a feat or the GM can offer 
  the feats as incentives to joining a faction as a 
  part of the story. In this case, awarding the feat 
  is entirely up to the GM. Feats might be 
  awarded the moment the players sign up with a 
  faction, after training with them for some time, 
  or perhaps only after attaining a respectable 
  rank within the organization. A character can 
  have only one faction feat awarded in such a 
  way at a time.  
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  CHARACTER  OPTIONS 
   
  BACKGROUNDS 
  Every story has a beginning. Your character’s background 
  reveals where you came from, how you became an 
  adventurer, and your place in the world. Your fighter 
  might have been a galactic peacekeeper or a grizzled 
  space marine. Your wizard could have been an engineer or 
  a medical doctor. Your rogue might have joined the 
  thieves’ network or piloted a commercial ship.  
       Choosing a background provides you with important 
  story cues about your character’s identity. The most 
  important question to ask about your background is what 
  changed? Why did you stop doing whatever your 
  background describes and start adventuring? Where did 
  you get the money to purchase your starting gear, or, if 
  you come from a wealthy background, why don’t you 
  have more money? How did you learn the skills of your 
  class? What sets you apart from ordinary people who 
  share your background? 
  Commercial Pilot 
  For every ace fighter pilot or sky pirate, there are 
  hundreds of completely unremarkable civilian pilots, who 
  make their livings ferrying goods, people, and information 
  between the stars. These commercial pilots may not have 
  much experience of combat, but they do spend a large 
  portion of their lives at the controls, and surely know their 
  ships better than anyone else.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       There are many reasons why a civilian pilot might 
  become an adventurer. It is not uncommon for trained 
  pilots to be dragooned into service in military fleets 
  during times of crisis; likewise, pilots are often asked to 
  step up to protect their ships, crews, and cargos from the 
  many dangers of space. Some pilots enter the profession 
  fully expecting a life of adventure, looking forward to the 
  opportunities they will have to travel and explore. 
  Skill Proficiencies: Perception, Piloting 
  Tool Proficiencies: Navigator’s tools 
  Languages: Any one of your choice 
  Equipment: A partial map of a distant star system, a 
  badge or insignia from your flying school, a pair of 
  aviator glasses, a set of traveler’s clothes and a pouch 
  containing 15 gp 
  Previous Ships 
  When you choose the pilot background, you should 
  consider what sorts of ships you have flown in the past, 
  and perhaps think of names for some of them. Random 
  names can be generated by rolling two d20s and 
  combining the results using the tables below: 
  Ship Names 
  d20 
  First Word 
  d20 
  Second Word 
  1 
  Astral 
  1 
  Alpha 
  2 
  Brilliant 
  2 
  Arrow 
  3 
  Dark 
  3 
  Chariot 
  4 
  Eternity 
  4 
  Comet 
  5 
  Fire 
  5 
  Dancer 
  6 
  Glorious 
  6 
  Express 
  7 
  Grand 
  7 
  Falcon 
  8 
  Heroic 
  8 
  Light 
  9 
  Humble 
  9 
  Maiden 
  10 
  Imperial 
  10 
  One 
  11 
  Infinite 
  11 
  Prince 
  12 
  Lucky 
  12 
  Queen 
  13 
  Nebula 
  13 
  Rogue 
  14 
  Proud 
  14 
  Seeker 
  15 
  Serene 
  15 
  Serpent 
  16 
  Silent 
  16 
  Star 
  17 
  Silver 
  17 
  Trader 
  18 
  Swift 
  18 
  Transporter 
  19 
  Void 
  19 
  Traveler 
  20 
  Wandering 
  20 
  Voyager 
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  Feature: Take-off Checklist 
  Your many hours of flying experience mean that all the 
  standard checks and preparations involved in launching or 
  docking a ship are firmly ingrained into your mind. Any 
  simple maneuvers you undertake while piloting a ship go 
  much quicker and smoother, with no risk of mishap. 
  Suggested Characteristics  
  Pilots are, to some extent, ordinary people with the kinds 
  of personalities that you might find in any civilian 
  professional. That doesn’t tell the whole story, however, 
  and there are some traits that speak to the unique culture 
  and lifestyles of interplanetary aircrew. 
  d8 
  Personality Trait 
  1 
  I fly by the seat of my pants. 
  2 
  I always keep a photograph of my family in the 
  cockpit. 
  3 
  I prefer to be in control of my own destiny, 
  rather than in someone else’s hands. 
  4 
  I live fast! 
  5 
  Multitasking is no problem for me. 
  6 
  I have very steady hands. 
  7 
  I can recognize a ship a mile away just from its 
  movements. 
  8 
  I don’t feel entirely comfortable on dry land. 
   
  d6 
  Ideal 
  1 
  Freedom. I became a pilot to loose myself from 
  earthly bonds. (Chaotic) 
  2 
  Thrill. I do whatever delivers maximum 
  pleasure and enjoyment for myself. (Evil) 
  3 
  Service. All I want is to get my cargo safely to 
  its destination, and to get paid fairly for my 
  work. (Lawful) 
  4 
  Prestige. I value the respect of my peers more 
  than anything else. (Any) 
  5 
  Caring. My objective is to protect those in my 
  care. (Good) 
  6 
  Stability. I’m just trying to get by, without 
  getting in anyone’s way. (Neutral) 
   
  d6 
  Bond 
  1 
  I remain very close to my buddies from flight 
  school. 
  2 
  My copilot is my best friend. We always have 
  each other’s backs. 
  3 
  I worked for a galaxy-spanning company and 
  often run into former colleagues. 
  4 
  I know a couple of shady types who’re happy to 
  buy smuggled goods. 
  5 
  I have family back on my home planet that I try 
  to stay in touch with. 
  6 
  My flying skills saved the life of a powerful 
  dignitary who still owes me a favor. 
   
  d6 
  Flaw 
  1 
  I can’t believe that anyone else could be better 
  than me at anything. 
  2 
  I take too many risks and often get myself into 
  trouble. 
  3 
  I have a crippling fear of asteroid belts. 
  4 
  I feel a compulsive need to showboat. 
  5 
  I fly into a rage if anyone changes the settings 
  in my cockpit. 
  6 
  I am haunted by strange things I’ve seen in 
  deep space. 
  Exile 
  Sometimes seen as a fate worse than death, exile has long 
  been a popular sanction for radicals, dissidents and 
  troublemakers. Exiling these people allows the authorities 
  to remove a thorn from their sides without creating a 
  martyr or having to keep the unwanted person in costly 
  perpetual captivity. Many a coup or revolution has 
  resulted in the leaders and courtiers of the old regime 
  being consigned to exile, sometimes on a moon or 
  neighboring planet, sometimes on the other side of the 
  ‘verse. 
       On occasion, a person may choose exile voluntarily, 
  either as an alternative to something worse, or because 
  they desire time on the frontier to grow and develop. An 
  exile has a unique opportunity to absorb foreign cultures 
  and contact émigré communities while rallying support 
  remotely. Living in exile might provide benefits that are 
  not available back home, such as the freedom to pursue 
  otherwise forbidden love interests or take advantage of 
  more lenient tax policies, either of which could deliver the 
  impetus to accept a self-imposed exile. 
       Exiles take to adventuring for a number of reasons. For 
  some, their exile was only temporary, and now they seek 
  to embark on a dangerous journey home, while others 
  might seek to foment rebellion in absentia so as to be 
  welcomed as liberating heroes on their return. Some exiles 
  are gripped by wanderlust, travelling the world with a 
  small group of companions. The unluckiest of all, 
  however, might find themselves unwelcome everywhere, 
  with no choice other than to continue wandering forever. 
   
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  CHARACTER  OPTIONS 
   
   
   
   
  Skill Proficiencies: Deception, Survival 
  Languages: Any two of your choice 
  Equipment: A dagger, a small strongbox, a memento 
  from your homeland, a set of common clothes, and a 
  pouch containing 5 gp 
  Feature: Exile Network 
  You keep in touch with a network of exiles and 
  expatriates, who possess an eclectic mix of skills and the 
  durable spirit of pioneers. If you need to find someone 
  with an unusual or specialized skill (such as art forgery, 
  translation of ancient languages, or poison-brewing), you 
  likely know where to find them. 
  Variant Feature: Radical Sympathizers 
  As a prominent figurehead for a group of religious, 
  political or ethnic radicals, you are often able to find 
  people who sympathize with your situation. When you 
  employ hirelings, they may offer you better rates, fanatical 
  loyalty or enhanced services. 
  Reason for Exile 
  You were exiled for a reason. Choose a ‘crime’ or roll in 
  the table below to determine why you were forced to leave 
  your home. 
  d10 
  Crime 
  1 
  Opposition to political rulers 
  2 
  Tax exile 
  3 
  Religious dissent/radicalism 
  4 
  Sentenced to exile for serious crime 
  5 
  Death sentence commuted to exile after 
  committing capital crime 
  6 
  Forbidden love 
  7 
  Refugee displaced by war or disaster 
  8 
  Escaping shameful failures committed at 
  home 
  9 
  Fleeing false accusations 
  10 
  Self-imposed exile/journey of self-discovery 
  Suggested Characteristics  
  Being exiled is a deeply painful experience, and life as a 
  stateless persona non grata is extremely challenging. 
  Such a trial is sure to leave some marks on the exile’s 
  personality. 
   
   
   
  d6 
  Ideal 
  1 
  Homecoming. I hope to return to my 
  homeland one day. (Any) 
  2 
  Liberty. I will live the way I want to! (Chaotic) 
  3 
  Peace. I will make the most of my time in exile, 
  living a peaceable life. (Lawful) 
  4 
  Leadership. It is on me to lead my people 
  through the wilderness. (Good) 
  5 
  Revenge. I must take revenge on those who 
  cast me out! (Evil) 
  6 
  Refuge. In these dangerous times, I must focus 
  solely on survival. (Neutral) 
   
  d6 
  Bond 
  1 
  I have made many good friends in the émigré 
  community. 
  2 
  I still write to my family back home. 
  3 
  People count on me as a symbol of resistance. 
  4 
  I have started a new family in my adoptive 
  homeland. 
  5 
  I cannot return home until I have found what I 
  am looking for. 
  6 
  I am still wanted by the courts. 
   
  d6 
  Flaw 
  1 
  I have trouble keeping my big mouth shut, and 
  often end up ranting against my opponents. 
  2 
  I get in trouble with the law wherever I go. 
  3 
  I can’t seem to put down roots or form lasting 
  connections anywhere. 
  4 
  My hatred for the people who exiled me 
  sometimes crowds out reason in my head. 
  5 
  I prefer to work alone, and rarely seek 
  compromise with others. 
  6 
  I’ve been away so long, I have lost touch with 
  my family/culture/language. 
  d8 
  Personality Trait 
  1 
  I jump whenever anyone knocks on my door. 
  2 
  I stand by my principles, rather than 
  compromising them. 
  3 
  Hand-written letters are my preferred means of 
  communication. 
  4 
  I am fascinated by different cultures. 
  5 
  I sometimes become pensive and withdrawn. 
  6 
  I have a lot of interesting and unusual friends. 
  7 
  I often reminisce about my years before exile. 
  8 
  I write a lot of poetry in my spare time. 
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  Interpreter 
  In a galaxy with hundreds of systems, thousands of worlds 
  and a vast array of cultures, communication is a constant 
  challenge. On the civilized worlds, maws, and other 
  places where disparate peoples gather, professional 
  interpreters are almost indispensable. Without them, 
  business and diplomacy would be impossible, and 
  misunderstandings and conflict would surely fill the void. 
       Living in such vibrant places, it is only natural that 
  interpreters should get caught up in the adventures and 
  machinations of great people, perhaps even rise to 
  greatness themselves. The benefits they bring to an 
  adventuring party, including information gathering and 
  the ability to communicate with a wide range of 
  individuals, are not to be sniffed at. 
  Skill Proficiencies: Insight, Persuasion 
  Languages: Any two of your choice 
  Equipment: A phrasebook, identification documents, a 
  small recording device, a set of fine clothes, and a pouch 
  containing 10 gp 
  Feature: Flawless Protocol 
  You have memorized a vast library of basic greetings, 
  handshaking techniques and polite gestures from a 
  thousand different cultures. You almost always know the 
  correct way to address unusual aliens or foreign 
  dignitaries and can even make some educated guesses, 
  good enough to avoid giving offense, when it comes to 
  strange or uncontacted peoples. 
  Role 
  You could have worked in a number of different 
  environments as an interpreter. Choose one or roll on the 
  table below. 
  d8 
  Role 
  1 
  Diplomatic aide 
  2 
  Maw station staff 
  3 
  Personal assistant 
  4 
  Protocol servitor 
  5 
  Interplanetary legal counsel 
  6 
  Document translator 
  7 
  Historian/antiquarian/scholar of linguistics 
  8 
  Naval communications officer 
  Suggested Characteristics  
  Of all the people of the galaxy, very few spend more time 
  around people as the interpreters. Consequently, they tend 
  to possess extremely refined social skills, and 
  personalities that revolve around people and relationships. 
   
  d6 
  Ideal 
  1 
  Accuracy. I aim to be precise and clear in 
  everything I do. (Lawful) 
  2 
  Neutrality. The principles of neutrality and non-
  interference are critical to me. (Neutral) 
  3 
  Diplomacy. Nothing makes me happier than 
  brokering peace by helping people to 
  understand one another better. (Good) 
  4 
  Friendship. My closest pals are always my 
  highest priority. (Any) 
  5 
  Manipulation. I seek to pull on strings, behind 
  the scenes, for my own benefit. (Evil) 
  6 
  Comedy. I live to tell jokes and play tricks on 
  people! (Chaotic) 
   
  d6 
  Bond 
  1 
  I am gradually translating a massive, multi-
  volume work from a distant planet. 
  2 
  I am on a quest to find the last living speaker 
  of an ancient language, so that it can be 
  preserved. 
  3 
  I have a friend on every maw. 
  4 
  I did some interpreting for a famous person, 
  and made contacts in high places. 
  5 
  I have been asked to act as a go-between by 
  two warring factions. 
  6 
  I will do whatever my guildmaster asks. 
   
  d6 
  Flaw 
  1 
  I can’t keep my big mouth shut, even about 
  important secrets. 
  2 
  I get anxious if I spend too much time alone. 
  3 
  I am a compulsive liar. 
  4 
  I am often too passive, and slow to take action. 
  5 
  I am practically innumerate. 
  6 
  Powerful people are out to get me. 
  d8 
  Personality Trait 
  1 
  I sometimes switch language mid-sentence 
  without noticing. 
  2 
  I love to gossip. 
  3 
  I use long, complicated words that few people 
  understand. 
  4 
  I get bored quickly when I’m on my own. 
  5 
  I have a fondness for puns and wordplay. 
  6 
  I enjoy learning about other cultures. 
  7 
  I stay up to date with all the latest political 
  developments. 
  8 
  My typing speed is incredible. 
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  CHARACTER  OPTIONS 
  Low-Worlder 
  Low-worlders hail from planets that have never 
  discovered the secrets of faster than light travel, planets 
  from which the rest of the universe seems unknown and 
  out of reach. The technology level of these planets range 
  from as primitive as spears and bone tools, to as advanced 
  as modern Earth. However, without the innovation of 
  faster than light travel or the intervention of a galactic 
  faction, the peoples of these planets will never join the 
  galactic community.  
      Low-worlders find themselves far from home through a 
  variety of different means. Sometimes, their journeys are 
  purposeful, a planet's first rocketborne steps to the stars 
  above, but most often low-worlders stumble into the wider 
  universe by sheer accident. Mishaps with powerful 
  dimensional or teleportation magic, abductions, and 
  stowing away on visiting spacecraft are all common 
  stories among low-worlders. 
       Universally, low-worlders are foreigners in the 'verse, 
  discombobulated for several years as they learn the basics 
  of their new surroundings. The dizzying array of races 
  baffles them and the mundane prevalence of spacecraft 
  and other technology astounds them. Despite their naivety 
  with technology and galactic culture, low-worlders often 
  possess finely honed skills forgotten by much of the wider 
  'verse: you can find no better tracker, fletcher, cobbler, or 
  blacksmith than those from the low worlds. 
  Skill Proficiencies: Acrobatics, Survival 
  Tool Proficiencies: One set of artisan's tools and one type 
  of gaming set 
  Equipment: A token of your homeworld, a set of 
  common clothes, a container holding currency from 
  your homeworld (worth 0 gp) 
  Homeworld 
  You can use the following tables to decide on the 
  technology level of the world from which you originated 
  and to determine how you left it. More information on 
  how to build a world can be found in Appendix A. 
  I come from a world, whose greatest 
  technology is ___.  
  d6 
  Technology 
  1 
  Spears and fire 
  2 
  Archery, agriculture, and alchemy 
  3 
  Walled cities and high magic 
  4 
  Cannons and sailing ships 
  5 
  Firearms and motor vehicles 
  6 
  Computers and rudimentary spaceflight 
  How I Left 
  d6 
  Technology 
  1 
  I stowed away on a spaceship that visited 
  (or crash-landed on) my planet. 
  2 
  I left through a terrible mishap with a 
  powerful teleportation spell. 
  3 
  I was abducted. 
  4 
  I left aboard a rudimentary spacecraft 
  which then slipped through a wormhole. 
  5 
  I never left; rather, I traveled in time. 
  6 
  I escaped my planet moments before its 
  destruction. 
  Feature: Low-World Charm 
  You have a kinship with other low-worlders, especially in 
  the rare cases that you meet someone from your 
  homeworld. Other lower-worlders will take a liking to you 
  and will generally honor one favor you ask, as long as the 
  favor doesn't endanger them, and a similar favor is 
  returned later. 
  Suggested Characteristics 
  Low-worlders are as diverse as the worlds they hail from, 
  but all are strangers to the 'verse. Each of them, however, 
  knows that their position is utterly unique; they are among 
  the very few from their world to have stepped out among 
  the stars, a fact they will likely wear with pride, even as 
  they are confused and awe-struck by their new setting. 
  d8 
  Personality Trait 
  1 
  I constantly make jokes and pop-culture 
  references to things from my own world. 
  2 
  I try my best to understand the technology of 
  the 'verse, but I'm constantly out of my depth. 
  3 
  I'm alternately convinced that my experiences 
  in the 'verse are just a long, convincing 
  nightmare, or evidence of my own insanity. 
  4 
  Most things must be put in very simple terms 
  for me. 
  5 
  I speak with a rustic accent that is almost 
  unintelligible outside my planet. 
  6 
  I still wear whatever I wore when I left my 
  planet and refuse to change. 
  7 
  I'm as arrogant as physically possible. 
  8 
  I'm the best in the 'verse at a highly practical 
  skill, such as hunting or hand-to-hand combat. 
   
  d6 
  Ideal 
  1 
  Freedom. Now that I've tasted the freedom of 
  space, I’ll never return home. (Neutral) 
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  2 
  Tyranny. I will return to homeworld with 
  advanced technology and conquer it. (Evil) 
  3 
  Adventure. I want to experience everything the 
  'verse has to offer. (Chaotic) 
  4 
  Protection. I can't let innocents come to harm. 
  (Good) 
  5 
  Getting By. I just want to make a buck and 
  eventually retire. (Neutral) 
  6 
  Exploration. There's a wide-open universe to 
  see! (Neutral) 
   
  d6 
  Bond 
  1 
  I must search the 'verse to find my home. 
  2 
  If I cannot find the solution to a pandemic on 
  my homeworld, my people will go extinct. 
  3 
  I hope to find a long-lost family member 
  among the stars. 
  4 
  I aim to prove my skills in combat across the 
  'verse. 
  5 
  I aim to seduce my way across the 'verse. 
  6 
  I want to find a place where I truly belong. 
   
  d6 
  Flaw 
  1 
  I don't believe that vect are any more alive than 
  toasters are. 
  2 
  I'm addicted to multiple exotic substances 
  found only in space. 
  3 
  I refuse to use certain types of technology I see 
  as unethical or heretical. 
  4 
  I harbor an unshakable contempt for the 
  galactic factions and spacers in general. 
  5 
  I barely have a sense of the galactic currency. 
  6 
  I have an almost hilarious disregard for the 
  safety of others. 
  Ship’s Doctor 
  Aboard a ship, you must be prepared for anything. 
  Whether exploring the far reaches of the ‘verse, where 
  untold alien pathogens lurk, going to war in one of the 
  great space-fleets, staring down their alien weapons, or 
  simply dealing with the crew’s cybernetic implants going 
  haywire, the ship’s doctor never knows what challenges 
  they might face from day to day. 
       Pragmatic out of necessity, but always seeking to 
  provide the best possible care for their patients, shipboard 
  medics are natural candidates to be made clerics of 
  healing gods, and often possess an intellectual capacity 
  well-suited to the demands of wizardry. Some, wishing to 
  become self-sufficient in terms of potion supply, become 
  interested in alchemy, while others make warlock pacts to 
  gain more power with which to help more people. In this 
  way, it is not uncommon for ships’ doctors to transition 
  into a more intense adventuring life. 
  Skill Proficiencies: Investigation, Medicine 
  Tool Proficiencies: Alchemist’s supplies, herbalist’s kit 
  Equipment: A healer’s kit, a book of physiology, a 
  needle and string, a doctor's uniform, and a pouch 
  containing 10 gp 
  Feature: Xenobiology 
  Having seen many strange things on your travels, you 
  have developed an instinctive understanding of alien 
  biologies. Whenever you encounter a creature you have 
  never seen before, you are able to make a few 
  observations and deductions about it, gaining an idea of 
  how dangerous it could be, what its weaknesses might be, 
  or how it would behave in response to a given stimulus. 
  Medical Training 
  By education, doctors tend to be experts in one branch of 
  medicine, though serving on a ship means there is no one 
  else to call on if something outside of their expertise 
  should arise, so most ships’ doctors possess broad medical 
  skills. Choose a specialty or roll on the table below. 
  d8 
  Specialty 
  1 
  Infectious diseases 
  2 
  Neurosurgery 
  3 
  Alien lifeforms 
  4 
  Orthopedic surgery 
  5 
  Ophthalmology 
  6 
  Cardiothoracic surgery 
  7 
  Psychiatry 
  8 
  Plastic/cyborg surgery 
  Suggested Characteristics 
  It is often said that the practice of medicine attracts a 
  certain type of individual. At the same time, the life-
  shaping events that medics experience often have a lasting 
  effect on their outlook. 
  d8 
  Personality Trait 
  1 
  I obsessively clean my medical equipment. 
  2 
  I like to organize things into neat categories. 
  3 
  My handwriting is an atrocious scrawl. 
  4 
  I’m constantly reading something. 
  5 
  I’m not afraid of a bit of blood. 
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  CHARACTER  OPTIONS 
  6 
  I expect people to jump when I say so, if not 
  sooner. 
  7 
  High-pressure situations do not faze me. 
  8 
  I can be blasé about my own health. 
   
  d6 
  Ideal 
  1 
  Aid. I have dedicated my life to helping others. 
  (Good) 
  2 
  Wealth. At the end of the day, I’m here for the 
  money. (Evil) 
  3 
  Secrets. My goal in life is to learn as much as 
  possible. (Neutral) 
  4 
  Duty. I swore an oath to “do no harm,” and I 
  mean to stick to it. (Lawful) 
  5 
  Freedom. I enable people to live the way they 
  want by providing the medical care they choose 
  for themselves. (Chaotic) 
  6 
  Peace. I have seen the results of war and 
  conflict, so I want to do everything I can to 
  foster peace and understanding. (Good) 
   
  d6 
  Bond 
  1 
  I am looking for a cure to save someone I love. 
  2 
  I must track down the relatives of a deceased 
  patient to tell them the bad news (and collect 
  my fee). 
  3 
  A hospital on another planet has asked me 
  help deal with an emergency. 
  4 
  A terminal patient in my care charged me with 
  completing their life’s work. 
  5 
  My friends from medical school still keep in 
  touch, even from across the galaxy. 
  6 
  I have a gaggle of medical students following 
  me around everywhere. 
   
  d6 
  Flaw 
  1 
  I have nightmares about the people I have 
  failed to save. 
  2 
  I have a problem with self-medication. 
  3 
  I focus solely on immediate problems and 
  ignore the bigger picture. 
  4 
  My black humor sometimes unsettles those 
  around me. 
  5 
  My qualifications are actually fakeI live in 
  fear of being found out. 
  6 
  I am a dreadful hypochondriac. 
   
   
   
  Technologist 
  The galaxy is filled with machinesmachines that often 
  break down. Technologists are experts in repairing, tuning 
  and decommissioning the devices that other people rely on 
  for their employment, comfort and safety. Therefore, they 
  are in constant demand everywhere, from heavily-
  industrialized foundry worlds near the galactic core, to the 
  frontier worlds on the rim. Moreover, any ship of 
  significant size is likely to employ engineers to keep it 
  flying, regardless of where it finds itself in the ‘verse. 
       Technologists come in all shapes and sizes, so there are 
  lots of reasons why they might become adventurers. It 
  could be that they are drawn to the challenge, or that they 
  seek to uncover arcane secrets that can be incorporated 
  into their machines. Some might have gotten their start as 
  hired helpers for an established adventuring party, while a 
  surprising number turn to druidry, having become so sick 
  of malfunctioning technology that the only option is to cut 
  it out of their lives altogether! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Skill Proficiencies: Data, Technology 
  Tool Proficiencies: Mechanist’s tools, one set of artisan’s 
  tools 
  Equipment: A set of tinker’s tools, a broken piece of a 
  mysterious machine, a large pipe wrench (counts as a 
  mace), a set of common clothes, and a pouch containing 
  10 gp. 
  Feature: Vent Tape and Elbow Grease 
  Invariably, technologists find themselves needing to repair 
  things without access to the proper tools, training, or spare 
  parts, having to make do with temporary stop-gap 
  measures and whatever they do have to hand. Your 
  experience with this means that you can often cobble 
  something together to keep a damaged system working for 
  a few crucial minutes or hours, as long as you focus all of 
  your attention onto it. 
  Specialism 
  Most technologists are highly trained in the workings 
  of a handful of systems and have only theoretical 
  knowledge of others. Decide which machines you 
  have worked on, or roll on the table below. 
  d10 
  Specialism 
  1 
  Dark Matter engines 
  2 
  Blasters 
  3 
  Arcane databases 
  4 
  Power systems 
  5 
  Shield generators 
  6 
  Automatons and construct cores 
  7 
  Cranes and docking systems 
  8 
  Climate control systems 
  9 
  Terrestrial/atmospheric vehicles 
  10 
  Industrial machinery 
  Suggested Characteristics  
  Technologists are a breed apart, often preferring to work 
  with machines rather than with people. Having to blend 
  technical knowledge, manual skills, and a certain amount 
  of creativity in order to succeed in their roles means that 
  they are sometimes rather eccentric in character. 
  d8 
  Personality Trait 
  1 
  I am extremely curious about everything. 
  2 
  I collect random pieces of junk. 
  3 
  I have strong opinions about different 
  manufacturers of tools. 
  4 
  I prefer machines to people. 
  5 
  I have an encyclopedic knowledge of material 
  properties. 
  6 
  Attention to detail is my middle name. 
  7 
  I am very attached to my custom-built weapon. 
  8 
  I have an uncanny instinct for when a ship is 
  about to break down. 
   
  d6 
  Ideal 
  1 
  Fix What’s Broken. I see myself as a healer of 
  the sick; someone who restores hope when 
  things are going wrong. (Good) 
  2 
  Invent Something New. The purpose of life is 
  to break the mold and do things that have 
  never been done before. (Chaotic) 
  3 
  Build Deadlier Weapons. I derive pleasure from 
  the thought that my machines might hurt 
  people. (Evil) 
  4 
  Everything in Its Place. I believe it’s important to 
  make the universe more organized and efficient. 
  (Lawful) 
  5 
  Just a Job. I do the needful, but nothing more. 
  Getting paid is what’s important. (Neutral) 
  6 
  A Better Future. More technology will make this 
  world a utopia! (Lawful) 
   
  d6 
  Bond 
  1 
  I am extremely attached to a particular 
  machine. 
  2 
  I am looking for a lost piece of technology. 
  3 
  I need to find an expert in an obscure science 
  to help me build my life’s work. 
  4 
  My current employer has sent me to a distant 
  system to do some specialist work. 
  5 
  An important device has been entrusted to me 
  for maintenance and repair. 
  6 
  I formed a strong bond with the crew my ship. 
   
  d6 
  Flaw 
  1 
  I compulsively disassemble any machinery that 
  isn’t in use right now. 
  2 
  I can’t bring myself to trust magic-users. 
  3 
  I am incapable of communicating my ideas 
  clearly and concisely to other people. 
  4 
  I suffer from very rigid thinking and struggle to 
  look outside of the box. 
  5 
  I jump in trying to fix things before properly 
  assessing what the problem is. 
  6 
  I’m completely uninterested in history, art, or 
  culture. 
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  CHARACTER  OPTIONS 
  SKILLS 
  In Dark Matter, many already existing skills take on new 
  and important roles. For example, Survival becomes a 
  critical skill in navigating unfamiliar and hostile alien 
  environments, and Insight might be used to understand the 
  behaviors of alien races. In addition, there are brand new 
  skills that will be necessary to survive and thrive in the 
  unforgiving 'verse. This section will explore new uses for 
  conventional skills in Dark Matter, and will introduce the 
  new skills that will be important in any science fiction 
  campaign. 
  Strength 
  Even in a far-flung setting with robots and blasters, there's 
  sometimes no replacement for brute strength. Your 
  Strength check covers your ability to push, drag, lift, run, 
  jump, and break things, and your Athletics check reflects 
  specific types of Strength checks.  
       Athletics. As always, your Strength (Athletics) check 
  covers any physically imposing situation, from lifting 
  heavy objects, to running swimming, or climbing. In a 
  science fiction setting, this might extend to various 
  activities during zero-gravity spacewalks, and in high-
  gravity environments. Of course, a high Strength 
  (Athletics) check might also be used to overpower or 
  disable a construct that would otherwise have the upper 
  hand.  
       Other Strength Checks. In addition to the normal uses 
  of a Strength check, GM might call for you to make a 
  Strength check when you attempt any of the following: 
  • Smashing a terminal or blaster. 
  • Standing up and moving around in high-gravity 
  environments.  
  • Climbing a rocky ravine on an uncharted world. 
  • Manual maintenance a spacecraft, such as replacing 
  weapons or systems, without construct assistance. 
  Dexterity 
  In a setting where high-power blasters can melt holes in 
  steel plates and pilots can dogfight in zero-gravity, it pays 
  to have a deft hand and fast reflexes. Your Dexterity 
  checks govern your ability to be swift, quiet, or precise, 
  skills which have become exponentially more important 
  with advancing technology.  
       Acrobatics. As in a conventional setting, your 
  Dexterity (Acrobatics) checks determines how nimble you 
  are, and governs your body control for specific 
  circumstances, such as balancing on a narrow ledge,  
   
  performing a flip, or keeping your footing in a tricky 
  situation. Your GM might ask for these checks to avoid 
  falling when your ship is hit by an unshielded blast, when 
  you try to balance on the ledge of a tall building, or when 
  you try to move quickly in zero-gravity. 
       Piloting (New Skill). A new skill in Dark Matter, your 
  Dexterity (Piloting) check covers how well you maintain 
  control over a ship in difficult circumstances. You don’t 
  need proficiency in Piloting to fly a ship (be it an aircraft 
  or a spacecraft), but proficiency in this skill can help when 
  you need to make a crash landing or pull off a risky 
  maneuver in a dogfight. The GM might call for a 
  Dexterity (Piloting) check when you attempt to fly a ship 
  through an electromagnetic storm that disrupts the 
  controls, or when you wish to perform a hard stop or a 
  pull a high-G turn. 
       Sleight of Hand. In science fiction settings, blasters, 
  data pads, and gadgets are the chief domain for the Slight 
  of Hand Skill. This skill determines how well you can 
  conceal objects on your person, slyly pilfer them into your 
  pockets, plant objects on others, and otherwise furtively 
  move small things about. You will likely require a 
  Dexterity (Sleight of Hand) check to hide a blaster (such 
  as a phaser) on your person, draw a and aim a blaster at a 
  close target without their knowledge, swap a data pad with 
  a fake, or use any gadget or magic item stealthily. 
       Stealth. Whereas Sleight of Hand governs how to 
  sneakily move objects, Stealth governs how well you 
  sneakily move or hide yourself. Dexterity (Stealth) checks 
  are required to sneak around a hostile ship, hide in the 
  flora of a jungle world, carefully creep up on a guard, or 
  to slip out a door unnoticed. 
       Other Dexterity Checks. Dexterity checks might also 
  be called for in the following situations:  
  • Flipping a blaster around in an impressive manner to 
  perform a trick shot. 
  • Tossing a concussion grenade through a distant 
  exhaust port. 
  • Balancing several things in your arms at once. 
  • Quickly performing a well-rehearsed sequence of 
  actions, such as disassembling and reassembling a 
  device. 
  Constitution 
  Constitution measures your bodily toughness, your ability 
  to take a punch, and your ability withstand pain. Though 
  there are no skills directly tied to Constitution, this score 
  determines your all-important hit points, and is therefore 
  indispensable in any campaign. 
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       Other Constitution Checks. Your GM might call for a 
  Constitution check to accomplish any of the following 
  tasks: 
  • Maintain consciousness in extreme g-force situations, 
  such as maneuvering a fighter above its 
  maneuverability limit or making a pass near a black 
  hole.  
  • Withstand high-voltage shocks or high temperatures.  
  • Resist the pangs of Roach addiction for a short time.   
  • Breathe through air choked by smoke, sand, or vapors. 
  Intelligence 
  An acute mind, technical insights, and an expansive 
  education are invaluable assets in any science fiction 
  setting. Though the Intelligence score, which measures 
  one's acuity, logic, and memory, has always been 
  important to a number of skills in conventional campaign 
  settings, it takes on a role of paramount importance in 
  Dark Matter, for Intelligence is the singular tool one uses 
  to modify and exploit technology. 
       Arcana. The Arcana spell reflects your knowledge on a 
  wide range of magical subjects, from understanding the 
  theory and practice of spellcasting, to comprehending the 
  planes of the multiverse, to recalling lore about magic 
  items. Importantly, however, the Arcana skill does not 
  govern magical technology, which includes ships and 
  most of the magic items that are included in this 
  book―that knowledge is encompassed in the Technology 
  skill. The GM might call for an Intelligence (Arcana) 
  check when you examine a strange dimensional anomaly 
  in space, when you need to determine which type of spells 
  or spellcaster might have caused a particular effect, when 
  you must unravel a heretofore unseen magical effect, or 
  when you try to understand esoteric magical concepts, like 
  the nature of a vect's soul. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Data (New Skill). This new skill in Dark Matter 
  governs how well one can manipulate a technological 
  interface and gain access to information or other 
  functions. Your Intelligence (Data) check encompasses 
  your knowledge of software and its exploits, more than 
  hardware (which is covered by the Technology skill), and 
  so will only be used when you use technology that has an 
  interface, like a data pad, an arcane terminal, a ship's 
  computer, or other control technology, like a door control 
  or the computers that govern a shield generator or ship 
  weapon. The GM should call for an Intelligence (Data) 
  check whenever you attempt complicated operations on a 
  data system, when you attempt to reprogram a construct, 
  or when you attempt to hack a device. 
        Any sort of illegal or unauthorized access to a 
  technological system is called Hacking and requires the 
  use of a hacking rig, as well as an Intelligence (Data) 
  check. In general, a hacking attempt requires 1 minute of 
  work using the technology, through the GM can decide 
  that certain tasks might take only an action. On a 
  successful check to hack a device, you can perform 
  operations on the system as if you had full access. On a 
  failed check, roll a d6. On a 6, the device locks down and 
  no further attempts can be made to hack it. More secure 
  devices might lock on a roll of 5 or 6, or on a roll of 4 to 
  6, as determined by the GM.  You can hack into devices to 
  illegally access a security system, open a door, disable an 
  alarm, or manipulate someone else's data pad to give you 
  access to their information or bank account.  
       History. In Dark Matter, the History skill is far broader 
  than in other campaign settings, for it encompasses history 
  from all across the galaxy, as well as xenogeography, the 
  study of distant worlds. An Intelligence (History) check 
  can reveal facts about recent or ancient wars, insights 
  about important figures, living and dead, the different 
  worlds that are controlled by the elves or avia-ra, or the 
  differences between the Hegemony and Lakshay. 
  Additionally, if you are marooned on a strange planet, this 
  can help determine the planet's identity, provided the 
  planet has been noted in historical record. 
       Investigation. As always, your Intelligence 
  (Investigation) check measures your active attempts to 
  search for something, and governs your deductions about 
  what you find. This check covers detective work of all 
  kinds, from finding hidden objects, patterns, or clues, to 
  determining what kind of blaster made a particular blast 
  mark, to analyzing a ship for structural weaknesses. 
       Nature. As with History, the Nature skill is vastly 
  expanded in Dark Matter, for is covers knowledge of 
  animals, plants, and terrain, from all across the galaxy. 
  For those exploring the outer reaches of the galaxy, this  
  “The marks were communicating 
  on an old gnomish channel, but 
  we managed to decrypt the 
  messages and pinpoint them. They 
  never expected us to show up 
  right outside their front door.” 
  ―Excerpt from Report on the  
  Capture of Lightning Pete,  
  by Database,  
  vect bounty hunter  
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  CHARACTER  OPTIONS 
  skill is indispensable. An Intelligence (Nature) check 
  might use useful to determine if an alien atmosphere is 
  poisonous, to recall or deduce information about an 
  unusual alien plant or creature, to understand the strange 
  day-night or weather cycles of an alien world, or to 
  determine what kind of foods are edible on that world. 
  Additionally, this skill can be used to determine the 
  identity of a planet, provided the planet has been visited 
  before and has some sort of unique natural characteristic. 
       Religion. Your Intelligence (Religion) measures your 
  ability to recall lore from a thousand different religious 
  and mythological traditions from across the galaxy. This 
  includes both modern dogma, like that held by the avia-ra 
  or the Temple of the Chosen, and ancient traditions, like 
  the old gods of High Terra or the honored dwarven 
  pantheon. A successful check can help you identify the 
  holy symbols of a cult, recall the rites and prayers of the 
  avia-ra, or identify the marks of divine magic. 
       Technology (New Skill). Your Intelligence 
  (Technology) check measures your ability to understand 
  the inner workings of technological devices. Most devices 
  are powered by some form of magic, but plenty of 
  intricate design goes into channeling that magic into 
  useful effects. Use this skill to understand unfamiliar or 
  complex technology or to modify or repair devices. The 
  GM may call for an Intelligence (Technology) check 
  when you attempt to modify a blaster, repair your ship's 
  shield generator, disable a rogue android, or sabotage an 
  arcane terminal. 
       Other Intelligence Checks. Your GM may call for 
  Intelligence checks to accomplish any of the following 
  tasks: 
  • Solve a cypher or a riddle 
  • Estimate the value of a ship's cargo 
  • Read corrupted data on an arcane terminal  
  • Calculate the trajectory of a falling spacecraft 
  • Win a logic game against a construct 
  Wisdom 
  In many ways, Wisdom is the silent ability score. It 
  governs your connections to the world at large, and your 
  experience within it, which in turn influences your 
  intuition, your awareness, and decision-making skills, 
  especially when a gut call needs to be made or a moral 
  conundrum presents itself.  
       Animal Handling. In Dark Matter, your Wisdom 
  (Animal Handling) check governs how you interact with 
  animals, both terrestrial and extraterrestrial, domesticated 
  and wild. This check applies to a myriad of alien beasts 
   
   
   
   
   
   
   
   
   
  and might be useful when attempting to ride a strange 
  alien horse-bird, or when calming down a baby 
  spaceshark. 
       Insight. Understanding a creature's motivations, 
  intentions, and emotional state is the domain of your 
  Wisdom (Insight) check. This skill is especially useful 
  when a foreign (or alien) language or culture acts as a 
  barrier for communication; a successful can elucidate into 
  another creature's intents, even across such gaps. You can 
  use this skill in lieu of a universal translator, or when 
  encountering an alien race that does not communicate 
  using conventional language or telepathy. 
       Medicine. You use a Wisdom (Medicine) check to 
  stabilize dying allies and to diagnose diseases. The result 
  of this check chiefly reflects your medical experience, but  
  in a setting like Dark Matter, can also be used to make 
  guesses about alien biology or pathology. This is 
  exceptionally useful when a party consists of a wide range 
  of races from across the galaxy.   
       Perception. As always, you use a Wisdom (Perception) 
  check when you attempt to notice or detect, spot, or hear 
  something. If you are not actively looking for something, 
  your GM might use your passive Perception score instead 
  of asking for you to roll a check. This skill is often 
  contrasted with the Intelligence (Investigation) check, 
  which is used when you're searching for something 
  specific (or checking if something specific is present), 
  whereas Wisdom (Perception) measures whether or not 
  you've noticed something out of the ordinary. You can use 
  this skill to check for the sounds of an ambush, notice the 
  tell-tale signs of ships flying overhead, or notice if 
  someone is getting ready to fire a concealed blaster. 
       Survival. The Survival is a critical skill for those 
  exploring the universe, especially when touching down on 
  strange, alien planets. This skill is used to normally used 
  to hunt, follow tracks, and gather food, but in Dark 
  Matter, a Wisdom (Survival) check can also be used to 
  determine which types of alien plants and animals are 
  edible, dangerous, or intelligent, to navigate unusual alien 
  environments, and to predict the weather (and whether-
  like phenomena) on alien worlds. Additionally, this skill 
  can be used to determine the identity of a planet, provided 
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  the planet has been visited before and has some sort of 
  unique natural characteristic. 
       Other Wisdom Checks. Your GM might call for a 
  Wisdom check to accomplish any of the following tasks:  
  • Determine if a newly-discovered creature is 
  intelligent, hostile, or both. 
  • Following a gut feeling of whether to fight, flee, or 
  negotiate with an unidentified ship. 
  • Figuring out if the smuggler lost your blasters or stole 
  them. 
  • Understanding the bad feeling that you get when 
  flying into an asteroid field. 
  Charisma 
  Across the many worlds of the 'verse, the power of 
  persuasion is the one skill guaranteed to make you coin 
  and friends, whether it's in a Halfling Hearthstation or in 
  the halls of the Solar Citadel. Adventurers and traders 
  have a forceful personality are often referred to as 'Faces' 
  for their ability to put a friendly face on any situation. 
  Many Charisma skills are fundamentally unchanged in 
  Dark Matter, but their contexts will be far more 
  important, as the reputations these skills shape can spread 
  across the 'verse faster than any ship. 
       Deception. Your Charisma (Deception) check 
  determines how well you can lie, withhold information, or 
  otherwise mislead others. This skill can cover everything 
  from lies of omission, to misrepresenting true facts, to 
  full-scale con jobs. You might use this skill to fast-talk 
  your way onto a starship without registering, to lead 
  inspectors away from smuggled cargo, to disguise 
  yourself on a hostile world, to conceal your intentions 
  from a sepulcher knight, or to tell a blatant lie to a  
       Intimidation. When you choose to use direct threats, 
  physical coercion, or even subtle statements of future 
  retribution, your GM might ask you to use a Charisma 
  (Intimidation) check. You might employ these tactics 
  when interrogating a Tower agent for information, when 
  shaking down a shopkeep for a few coins, or when you 
  intend to frighten a petty thug into leaving you be. 
       Performance. Whether it's singing a ballad or 
  entertaining a crowd with some simple magic tricks, your 
  Charisma (Performance) check determines how well you 
  can enthrall an audience and entertain individuals.  
       Persuasion. When diplomacy is in order, you can 
  influence someone using the Persuasion skill, pulling out 
  all manner of charm, tact, and convincing arguments in 
  order to influence someone. Your Charisma (Persuasion) 
  check is normally used as a catch-all for convincing 
  someone through conversation, as long as your methods 
  don't more appropriately fall under Deception, 
  Intimidation, or Performance. You might use this skill to 
  win allies to your side with a quid pro quo argument, 
  convince an intelligent monster to delay consuming you 
  until after it has taken a long nap, or to convince an 
  amoeboid scientist to share its research with you. 
       Other Charisma Checks. Your GM may call for a 
  Charisma check to accomplish any of the following tasks: 
  • Convincing a skathári to board a starship or use a 
  blaster. 
  • Negotiating a tense dinner party with the elven upper-
  class. 
  • Make friends with bizarre, undiscovered near-humans.  
  • Negotiate a temporary peace with an intergalactic 
  army. 
  • Enrapture a crowd during a gladiatorial battle. 
  Skill Proficiencies  
  In Dark Matter, as well as other science fiction setting 
  which use the Data, Piloting, and Technology skills, 
  characters of the following classes can choose to gain 
  proficiency at 1st level: 
  Class 
  Proficiencies 
  Alchemist 
  Data, Piloting, Technology 
  Barbarian 
  Piloting 
  Bard 
  Data, Piloting, Technology 
  Channeler 
  Data, Piloting, Technology 
  Cleric 
  None 
  Craftsman 
  Piloting, Technology 
  Druid 
  None 
  Fighter 
  Piloting, Technology 
  Gunslinger 
  Piloting, Technology 
  Monk 
  Piloting 
  Paladin 
  Piloting, Technology 
  Ranger 
  Piloting, Technology 
  Rogue 
  Data, Piloting, Technology 
  Shugenja 
  Data, Technology 
  Sorcerer 
  Data, Piloting, Technology 
  Warden 
  Piloting 
  Warlock 
  Data, Piloting, Technology 
  Warmage 
  Data, Piloting, Technology 
  Witch 
  Data, Piloting, Technology 
  Wizard 
  Data, Piloting, Technology 
   
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  Across the ‘verse, new advances are constantly pushing 
  the pinnacle of technology. Fundamental limitations, like 
  the speed of light or the forces of gravity, have long been 
  broken by magic, but with the advent of magical 
  technology, anyone can sidestep the bounds of physics. In 
  most of the galaxy, spacefaring vessels are commonplace, 
  blasters have replaced conventional firearms, and 
  constructs, living and otherwise, have become a mundane 
  sight. 
       Such high-technology will be invaluable to adventurers 
  and explorers, who risk their lives daily in the harsh 
  expanse of space. This chapter details new options for 
  magical technology, which ranges from essential gear to 
  blasters and other weapons. The most advanced magical 
  equipment is more potent and unique―essentially magic 
  items in their own right. Additionally, this contains a 
  section of upgrade components, which can be installed 
  directly into the bodies of vect or other creatures. 
  Weapons 
  Weapons in the Dark Matter setting range from traditional 
  swords and shields to advanced pieces of technology, 
  powered by void crystals or arcane batteries. There are 
  many who believe that, despite advancing technology, the 
  old weapons are more elegant, more civilized in some 
  important way, yet others maintain that a simple blaster is 
  reliable enough for almost any engagement. As a result, 
  axes, blasters, bows, and energy blades crisscross the 
  universe―a culmination of eras and fighting styles all 
  contending in combat. 
       This section introduces a few of the high-technology 
  options available to players, including blasters and laser 
  swords. All of the following weapons except for the 
  skathári warclub count as magical technology. 
  Blasters 
  Blasters are arcane weapons that eschew traditional 
  projectiles in favor of energetic pulses, powered by arcane 
  batteries and focused through specialized apertures.  
  Because they self-recharge, blasters  
   
   
   
  need not ever be reloaded, even though some of them are 
  prone to overheating. 
  Damage Rolls with Blasters 
  Unlike other weapons, you don't add your ability modifier 
  to the damage roll of a blaster unless otherwise stated.  
  Two-Weapon Fighting with Blasters 
  Unlike other ranged weapons, you can engage in two-
  weapon fighting with two light blasters. When you do so, 
  you subtract 2 from the damage roll of the bonus attack, to 
  a minimum of 1 damage. 
  Melee Weapons 
  Many in the 'verse, including quite experienced spacers, 
  prefer the reliability of a sword or the heft of an axe. After 
  all, for all their dazzle, blasters and energy weapons are 
  fallible: they can malfunction, be disabled by Dead Magic 
  Zones, and simply fall to pieces. None of these apply to 
  good old-fashioned weapons. As such, every weapon in 
  the SRD has a place in Dark Matter. 
       Of course, even among those who would eschew a 
  blaster in favor of a close-quarters weapon, there are many 
  who prefer high-tech options. The laser sword is an 
  extremely popular choice with everyone from backwater 
  hermits to trained sepulcher knights, as it combines the 
  traditionalism of a steel sword with the advantages of 
  modern technology. Most high-tech melee weapons in 
  Dark Matter share a similar appeal, since exotic materials 
  and fixed-length energy blades have novel properties not 
  found elsewhere.  
       Other weapons, such as the plasma cutter, thermal 
  lance, and wrenchinator, are more tools than weapons, but 
  have become a favorite with spacers everywhere, due in 
  part to their availability, and part to their brutal 
  effectiveness. 
   
   
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  EQUIPMENT 
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  Weapon Descriptions 
  These weapons might be found on a starship, in storage 
  lockers aboard the Solar Citadel, or scattered across a 
  battle-scarred moon. 
       Arc Baton. The weighted end of this steel baton 
  contains a trio of crackling electrodes which send a surge 
  of electricity through any creature they touch. 
   
   
   
       Avia-Ra Sunstaff. This long staff, forked at its end 
  near a prominent gemstone, is a blaster in its own right. 
  When used in expert hands, the sunstaff can bludgeon, 
  trip, and strike foes as a quarterstaff, only to be squeezed 
  in both hands to fire a burst of hot plasma seconds later. 
       Antimatter Dagger. Favored by assassins and 
  infiltrators, the antimatter dagger―little more than a  
   
  WEAPONS 
   
   Name 
  Cost 
  Damage  
  Weight 
  Properties 
  Simple Blasters 
  Avia-Ra Sunstaff 
  150 gp 
  2d6 radiant 
  6 lb. 
  Blaster (range 60/180), special, two-handed 
  Ion Cannon 
  250 gp 
  2d6 radiant 
  6 lb. 
  Blaster (range 30/90), scatter (2d8), two-handed 
  Phaser 
  75 gp 
  2d4 radiant 
  2 lb. 
  Blaster (range 60/180), light, nonlethal 
  Repeater   
  100 gp 
  2d6 radiant 
  3 lb. 
  Blaster (range 60/180) 
  Standard Carbine 
  250 gp 
  2d6 radiant 
  7 lb. 
  Automatic, blaster (range 60/180), two-handed 
  Swarm Pistol 
  100 gp 
  2d4 radiant 
  2 lb. 
  Automatic, blaster (range 15/45), foregrip, light 
  Martial Blasters 
  Blitz Cannon 
  800 gp 
  2d8 lightning 
  7 lb. 
  Blaster (range 10/30), scatter (2d10), two-handed 
  Concussion Rifle  
  800 gp 
  2d8 thunder 
  8 lb. 
  Blaster (range 120/360), sighted, two-handed 
  Diode Beam 
  2,000 gp 
  2d8 radiant 
  80 lb. 
  Blaster (range 60/180), heavy, mounted, special, 
  two-handed 
  Impactor Cannon 
  1,250 gp 
  2d10 force 
  12 lb. 
  Blaster (range 30/90), heavy, overheat, scatter 
  (2d12), two-handed 
  Magnus Opum 
  800 gp 
  2d10 radiant 
  6 lb. 
  Blaster (range 60/180), heavy, overheat 
  REC Gun 
  1,500 gp 
  2d10 radiant 
  120 lb. 
  Automatic, blaster (range 60/180), heavy, mounted, 
  two-handed 
  Singularity Emitter 
  2,500 gp 
  3d8 force 
  400 lb. 
  Blaster (range 120/360), heavy, mounted, overheat, 
  sighted, special, two-handed 
  Simple Melee Weapons 
  Antimatter Dagger 
  300 gp 
  1d4 necrotic 
  1 lb. 
  Finesse, light 
  Ballistic Gloves 
  50 gp 
  1d4 thunder 
  1 lb. 
  Special 
  Skathári Warclub 
  10 gp 
  1d8 piercing 
  10 lb. 
  Two-handed 
  Martial Melee Weapons  
  Arc Baton 
  150 gp 
  1d6 lightning 
  2 lb.  
  Special 
  Battlefist 
  75 gp 
  1d8 bludgeoning 
  3 lb. 
  Special 
  Crystalline Rod 
  175 gp 
  1d6 force 
  4 lb. 
  Finesse, reach 
  Laser Sword 
  450 gp 
  1d8 radiant 
  3 lb. 
  Finesse, special, versatile (1d10) 
  Photonic Lash 
  150 gp 
  1d4 radiant 
  2 lb. 
  Finesse, reach 
  Plasma Cutter 
  175 gp 
  1d10 slashing 
  10 lb.  
  Special, two-handed 
  Repulsor Gauntlet 
  150 gp 
  1d10 force 
  4 lb. 
  Heavy 
  Rocket Hammer 
  200 gp 
  1d10 bludgeoning 
  18 lb. 
  Heavy, special, two-handed 
  Thermal Lance 
  150 gp 
  1d8 fire 
  6 lb. 
  Versatile (d10) 
  Wrenchinator 
  30 gp 
  1d12 bludgeoning 
  10 lb. 
  Heavy, two-handed 
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  scaled-down laser sword―produces a short blade of 
  crackling energy. With some skill, this weapon can be 
  hidden up a sleeve, stashed in a belt, or secreted away in a 
  hidden compartment, to be revealed at the right moment 
  for a precision kill.  
       Ballistic Gloves. These gloves are designed with a 
  cylindrical grip in the palms, which strengths the fists and 
  charges the thunder cells on the knuckles. On a strike, the 
  gloves make a deafening impact, magnifying the kinetic 
  energy of the blow on the knuckle’s points.  
       Battlefist. A mechanical, articulating gauntlet, this 
  weapon slips over a hand and mimics its movements. 
  When worn, a battlefist can deliver crushing blows on its 
  own, but is usually paired with another weapon, such as a 
  blaster, to be employed when enemies draw too near. This 
  weapon is especially favored by the vect, who can 
  integrate one in place of a hand to ensure a weapon is 
  always nearby.  
       Blitz Cannon. With its imposing rectangular muzzle, 
  this brutalist weapon has a clear right and wrong-end to be 
  on. Pulling its trigger unleashes a torrent of lightning bolts 
  in a wide, imprecise spray, making it extremely dangerous 
  at point-blank range.  
       Concussion Rifle. A series of arcane capacitors run the 
  length of this rifle, terminating in a thick condenser that 
  compresses its blast into a precise burst. A concussion 
  rifle is especially deadly at long ranges, and its damage 
  bypasses most emergently resistant armor. 
       Crystalline Rod. The strange, two-foot long rod 
  wielded by wrothian takers is composed of a glistening 
  crystal material but is otherwise featureless. Moving it 
  around reveals a strange resistance to its movement, as if 
  the rod is pulling against an unseen mass. If swung with 
  any speed, an invisible wave of force extends feet from 
  the rod, bashing any obstacles in front of it. Though the 
  composition of a crystalline rod is unknown, it is 
  apparently an exotic material that interacts with an 
  underlying field in the universe, magnifying its 
  momentum in an invisible cone of force. 
       Diode Beam. A scaled-down version of a pulse 
  cannon, the diode beam is best used mounted weapon. 
  Though it can be fired in accurate pulses, it's also possible 
  to lock the weapon's fire mode, creating a continuous 
  stream of deadly energy. 
       Impactor Cannon. The impactor cannon is a 
  cumbersome, intimidating blaster, designed with the 
  express intent of putting holes in armored things. This 
  weapon is infamous for its punishing recoil and long 
  overheat duration, which it makes up for in sheer 
  firepower. 
   
       Ion Cannon. The ion cannon always fires its bright, 
  energetic blast is a diffuse cone, making it far deadlier up 
  close. Between shots, it always makes a quiet zipping 
  noise, as the arcane battery charges the ion cell for another 
  blast. 
       Laser Sword. An elegant weapon, for a more 
  enlightened age, the laser sword consists of a metal hilt 
  which projects a fixed-length laser when activated. Its 
  weightless blade makes for an agile, deadly weapon 
  capable of cutting through many materials. The sword 
  could even stop a blaster bolt, but alas, one would need 
  precognition and superhuman reflexes to do so. 
       Magnus Opum. This impressive handgun, almost 
  twice the weight of a repeater, is infamous for its heft, 
  recoil, and stopping-power. Nevertheless, it is favored by 
  gunslingers that accept no compromises in their blasters. 
       Phaser. Phasers are not designed for effectiveness so 
  much as portability and non-lethality. These blasters are 
  often issued to peace-keepers and emissaries that require 
  personal defense but have no intent to kill others.  
       Plasma Cutter. Few things are as intimidating as the 
  huge, circular, white-hot blade of a plasma cutter. Though 
  an unwieldy tool, designed to carve up high-density metal 
  plates for ship hulls, it works equally well as a maiming 
  implement. The saw can easily remove careless fingers or 
  limbs in normal operation, but if used with lethal intent, it 
  could dissect someone cleanly from end to end.  
       Photonic Lash. A wicked weapon favored by the 
  elves, the photonic lash produces a bright tendril of energy 
  from its metal hilt. The lash leaves painful, burning 
  lacerations on its victims, along with lasting scars, a tell-
  tale sign that one has defied the whims of the high elves. 
  Gnomish Blasters 
  In the extensive Dead Magic Zones, prevalent 
  throughout the 'verse, gnomes have thrived 
  using blasters powered by technological means, 
  rather than magical ones. In fact, nearly all of 
  gnomish technology forgoes magic in place of 
  their strange and complex technologies, for 
  gnomish science sees itself as equal to all 
  arcana. 
       A gnomish blaster is functionally much the 
  same as an ordinary one, but costs twice as 
  much, deals force damage instead of the 
  blaster's normal damage type, and functions 
  normally in Dead Magic Zones. 
       Gnomish technology still counts as magical 
  technology for the purposes of spells and 
  magical effects that influence such technology. 
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       REC Gun. The Revolving Exothermic Cannon (or 
  REC gun, for short) operates on the same principle as a 
  conventional blaster, with an arcane battery hooked up to 
  an aperture barrel and so forth, but mounts several blasters 
  on a revolving cylinder, each firing in rapid succession. 
       Repeater. The quintessential handheld blaster, the 
  repeater is a staple on the galactic frontier. Solid, reliable, 
  and packing just enough firepower to bring down an 
  assailant, nearly every explorer worth their salt has one of 
  these strapped to their hip. 
       Repulsor Gauntlet. Similar to a battlefist, but larger in 
  scale, this hulking gauntlet invariably throws its users off-
  balance. Concealed within it is an arcane battery from a 
  blaster, which the gauntlet channels into the knuckles to 
  augment its blows with layered forcefields. 
       Rocket Hammer. Only the dwarves would conceive of 
  a weapon so unwieldy as the rocket hammer. As its name 
  implies, it is very much a conventional warhammer, but 
  with a rocket thruster built into the head to magnify its 
  bludgeoning potential.  
       Singularity Emitter. Less a blaster in the conventional 
  sense, and more a stripped-down Dark Matter engine 
  designed to rip a contained hole in the universe, the 
  singularity emitter is a singularly destructive weapon. 
  After being fired, however, the weapon must cool down, 
  venting exceptional amounts of heat to maintain a stable 
  Dark Matter core. 
       Skathári Warclub. True to their nature, skathári 
  warriors prefer simple, straightforward weapons, such as 
  their traditional warclubs. These clubs are fitted with at 
  least one large spike, making them exceptionally useful 
  for punching through invertebrate shells and exoskeletons, 
  as well as discouraging huge predators.  
       Standard Carbine. As its name might suggest, the 
  standard carbine is the standard-issue blaster for all 
  Hegemony and Coalition troops, which by default makes 
  it one of the most pervasive weapons in the galaxy. Some 
  soldiers praise the weapon's accuracy and durability, 
  while others decry its difficult-to-control automatic fire, 
  but on the battlefield, there's no questioning this weapon's 
  efficacy. 
       Swarm Pistol. This handheld blaster, styled much like 
  a repeater, has a wickedly fast automatic fire, capable of 
  spewing dozens of rays in seconds. The most dexterous 
  users might even find it possible to use one in each hand. 
       Thermal Lance. When a button on this metal tube is 
  pressed, a persistent foot-long, blue stream of flame erupts 
  from its end, scorching those it touches. Though this tool  
  was fashioned for mining asteroids for precious minerals, 
  it has become a favorite (albeit eccentric) choice of 
  weapon for avia-ra warriors. 
       Wrenchinator. Though different models exist, the 
  most common by far is the Wrenchinator 9000, a tool 
  used by ship-mechanics the ‘verse-over. This incredible, 
  oversized wrench can fasten bolts, loosen bolts, and 
  clobber people over the head. 
  Weapon Properties 
  As shown in the Weapons table, weapons in Dark Matter 
  share a number of special properties: 
       Automatic. When you make an attack with this 
  weapon on your turn, you can choose to make two attacks 
  with disadvantage instead. These attacks always have 
  disadvantage, regardless of circumstance. 
       Blaster. A weapon with the Blaster property is a 
  ranged weapon that requires no ammunition. Blasters are 
  considered firearms for the purpose of class features and 
  abilities. Like firearms, you don’t add your ability score 
  modifier to blasters’ damage rolls. 
       Finesse. When making an attack with a finesse 
  weapon, you use your choice of your Strength or 
  Dexterity modifier for the attack and damage rolls. You 
  must use the same modifier for both rolls. 
       Foregrip. This weapon can be used with one or two 
  hands. If used in two hands, its normal and long ranges 
  double. 
       Heavy. Small creatures have disadvantage on attack 
  rolls with heavy weapons. A heavy weapon’s size and 
  bulk make it too large for a Small creature to use 
  effectively. 
       Light. A light weapon is small and easy to handle, 
  making it ideal for use when fighting with two weapons. 
       Mounted. This weapon is normally used while 
  attached to a tripod, vehicle, or other bracing mount. You 
  can mount or unmount this weapon as an action. While it 
  is mounted, it can't be moved. It can only be used to make 
  an attack while unmounted if held by a Medium or larger 
  creature with a Strength score of at least 15. 
       Nonlethal. When you reduce a creature to 0 hit points 
  using this weapon, you can choose to knock the creature 
  out, rendering it unconscious, rather than deal a killing 
  blow. 
       Overheat. Once you make an attack with this weapon, 
  it can't be used again to make an attack until the end of 
  your next turn. 
       Reach. This weapon adds 5 feet to your reach when 
  you attack with it, as well as when determining your reach 
  for opportunity attacks with it. 
       Scatter. If you make an attack against a target that is 
  within half this weapon’s normal range, you deal the 
  damage value listed in parentheses instead of the 
  weapon’s normal damage dice. 
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       Sighted. This weapon has disadvantage on attack rolls 
  made against targets within 20 feet. 
       Special. A weapon with the special property has 
  unusual rules governing its use, explained in the weapon’s 
  description (see “Special Weapons” below). 
       Two-Handed. This weapon requires two hands when 
  you attack with it. 
       Versatile. This weapon can be used with one or two 
  hands. A damage value in parentheses appears with the 
  property―the damage when the weapon is used with two 
  hands to make a melee attack. 
  Special Weapons 
  Weapons with special properties are described here. 
       Avia-Ra Sunstaff. This weapon can also be used as a 
  quarterstaff. 
      Arc Baton. When a creature is hit with this weapon, it 
  can't take reactions until the start of its next turn. 
       Ballistic Gloves. Attacks made with this weapon count 
  as unarmed strikes. 
       Battlefist. This weapon acts as an oversized, articulated 
  gauntlet. It can hold and manipulate objects, though you 
  can’t attack with your battlefist while you’re holding an 
  object with it. 
       Diode Beam. As an action, this weapon can be fired 
  continuously in a beam, affecting a 100-foot long, 5-foot 
  wide line in a direction you choose. When a creature 
  enters the area for the first time on a turn or starts its turn 
  there, it must make a DC 14 Dexterity saving throw or 
  take 4d6 radiant damage. 
       At the beginning of each of your subsequent turns, roll 
  a d20. On a 5 or lower, the weapon overheats and can’t be 
  fired until the end of your next turn. If you roll higher than 
  5, you can use your action to continue firing the beam and 
  can change the direction the line faces from you. 
       Laser Sword. Depending on this weapon’s 
  construction, it can deal force, necrotic, or radiant 
  damage. Once the weapon is created, this type of damage 
  does not change. 
       Plasma Cutter. This weapon ignores the damage 
  threshold of nonmagical objects that it cuts.  
       Rocket Hammer. Once per turn, when you make an 
  attack with this weapon, you can engage its thrusters, 
  causing it to deal an additional 1d4 bludgeoning damage 
  on a hit.  
       Singularity Emitter. When this weapon hits a target, 
  each creature within 10 feet of the target is pulled up to 5 
  feet toward it. 
  Weapon Proficiencies  
  Characters in most campaign worlds will not have 
  proficiency with blasters and other high-tech weapons, but 
  in Dark Matter, and in other settings where characters are 
  likely to be familiar with phasers and laser swords, 
  characters gain the following proficiencies: 
  Class 
  Proficiencies 
  Alchemist 
  Simple blasters, simple melee weapons, 
  arc baton 
  Barbarian 
  Simple blasters, simple melee weapons, 
  martial melee weapons, blitz cannon, 
  impactor, magnus opum, REC gun 
  Bard 
  Simple blasters, simple melee weapons, 
  laser sword 
  Channeler 
  Simple blasters, martial blasters, simple 
  melee weapons, martial melee weapons 
  Cleric 
  Simple blasters, simple melee weapons 
  Craftsman 
  Simple blasters, martial blasters, simple 
  melee weapons, martial melee weapons 
  Druid 
  Avia-ra sunstaff, skathári warclub 
  Fighter 
  Simple blasters, martial blasters, simple 
  melee weapons, martial melee weapons 
  Gunslinger 
  Simple melee weapons, simple blasters, 
  martial blasters 
  Monk 
  Simple blasters, simple melee weapons 
  Paladin 
  Simple blasters, martial blasters, simple 
  melee weapons, martial melee weapons 
  Ranger 
  Simple blasters, martial blasters, simple 
  melee weapons, martial melee weapons 
  Rogue 
  Simple blasters, simple melee weapons, 
  arc baton, laser sword, thermal lance 
  Shugenja 
  Simple blasters, simple melee weapons 
  Sorcerer 
  Antimatter dagger, phaser, repeater, 
  swarm pistol  
  Warden 
  Simple blasters, simple melee weapons, 
  martial melee weapons, blitz cannon, 
  impactor, magnus opum, REC gun 
  Warlock 
  Simple blasters, antimatter dagger 
  Warmage 
  Simple blasters, simple melee weapons 
  Witch 
  Simple blasters, antimatter dagger, 
  photonic lash 
  Wizard 
  Antimatter dagger, phaser, repeater, 
  swarm pistol  
   
   
   
   
   
   
   
   
   
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  Armor 
  Just as the onward march of technology has pushed 
  handheld weapons from crossbows to blasters, so too has 
  it improved and iterated on armor from plate mail to high-
  tech nanofiber materials. These more complex materials 
  are mostly constructed to absorb and deflect hazardous 
  energies, but still provide ample defense from physical 
  damage.  
       The gradient of armors on offer in the SRD are more 
  than sufficient to outfit characters of any class, and most 
  classes are designed with these statistics in mind. 
  Therefore, to maintain the game’s balance, Dark Matter 
  doesn’t employ any additional armor options, but rather 
  suggests alternative names for them, in keeping with the 
  science-fiction setting. The Armor table below shows 
  these new names and also restates the armors’ statistics, 
  for convenience. 
   
   
   
   
   
   
   
   
   
   
   
   
  Gear 
  High technology comes a wide degree of forms, from 
  legendary artifacts of unspeakable complexity, to the 
  humble life suit. Practical technology might not be the 
  most glamourous, but it’s certainly indispensable: no ship 
  could travel far in the ‘verse without functioning life suits, 
  and explorers would literally be in the dark without 
  flashlights. Of course, adventurers and explorers still 
  make use of conventional gear, much of which had 
  evolved with the march of progress: healer’s kits, locks, 
  and manacles have all changed considerably, but they still 
  serve the same purpose. Other things, like backpacks, 
  have hardly changed at all. 
       The following devices are considered magical 
  technology: bottled lightning, comm sets, concussion 
  grenades, datapads, flashlights, hacking rigs, holo-spheres, 
  life suits, log keepers, igniters, quadcorders, and 
  wristwatchs. All of these should be considered 
  commonplace in any science fiction setting. 
  Gear Descriptions 
  This section describes items that have special rules or 
  require further explanation. 
       Bandolier. This shoulder strap contains six pouches 
  large enough to hold a potion, grenade, or similarly-sized 
  item within easy reach. It can hold 10 pounds of gear. 
  ARMOR 
   
   
   Armor 
  SRD Name 
  Cost 
  Armor Class (AC)  
  Strength 
  Stealth 
  Weight 
  Light Armor 
   
  Flight Jacket 
  Padded  
  5 gp 
  11 + Dex modifier 
  ― 
  Disadvantage 
  8 lb. 
  Nanofiber Vest 
  Leather 
  10 gp 
  11 + Dex modifier 
  ― 
  ― 
  10 lb. 
  Tactical Nanofiber Vest 
  Studded Leather 
  45 gp 
  12 + Dex modifier 
  ― 
  ― 
  13 lb. 
  Medium Armor 
   
  Environ Suit 
  Hide  
  10 gp 
  12 + Dex modifier (max 2) 
  ― 
  ― 
  12 lb. 
  Carbonic Suit 
  Chain Shirt 
  50 gp 
  13 + Dex modifier (max 2) 
  ― 
  ― 
  20 lb. 
  Monoplate Suit 
  Scale Mail 
  50 gp 
  14 + Dex modifier (max 2) 
  ― 
  Disadvantage 
  45 lb. 
  Triplate Suit 
  Breastplate 
  400 gp 
  14 + Dex modifier (max 2) 
  ― 
  ― 
  20 lb. 
  Hexaplate Suit 
  Half Plate 
  750 gp 
  15 + Dex modifier (max 2) 
  ― 
  Disadvantage 
  40 lb. 
  Heavy Armor 
   
  Ferrofiber Hardsuit 
  Ring Mail 
  30 gp 
  14 
  ― 
  Disadvantage 
  40 lb. 
  Tactical Carbonic Hardsuit 
  Chain Mail 
  75 gp 
  16 
  Str 13 
  Disadvantage 
  55 lb. 
  Starshield Hardsuit 
  Splint 
  200 gp 
  17 
  Str 15 
  Disadvantage 
  60 lb. 
  Adamant Hardsuit 
  Plate 
  1,500 gp 
  18 
  Str 15 
  Disadvantage 
  65 lb. 
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  Gear 
  Item 
  Cost 
  Weight 
  Bandolier 
  3 gp 
  1 lb. 
  Binoculars 
  15 gp 
  1/2 lb. 
  Bottled Lightning  
  75 gp 
  1 lb. 
  Comm Set 
  10 gp 
  1 lb. 
  Concussion Grenade 
  75 gp 
  2 lb. 
  Data Book 
  125 gp 
  4 lb. 
  Datapad 
  50 gp 
  1 lb. 
  Flare 
  1 gp. 
  1 lb. 
  Flashlight 
  35 gp 
  1 lb. 
  Hacking Rig 
  25 gp 
  3 lb. 
  Holo-Sphere 
  150 gp 
  2 lb. 
  Holster 
  1 gp 
  1/2 lb. 
  Hypodermic Needle 
  175 gp 
  ― 
  Krash (1 can) 
  2 sp 
  1 lb. 
  Life Suit 
  200 gp 
  20 lb. 
  Log Keeper 
  25 gp 
  3 lb. 
  Igniter 
  5 gp 
  ― 
  Omnitool 
  25 gp 
  1 lb. 
  Quadcorder 
  85 gp 
  1 lb. 
  Sling 
  5 sp 
  ― 
  Tactical Vest 
  15 gp 
  6 lb. 
  Vent Tape 
  1 sp 
  1/2 lb. 
  Wristwatch 
  5 gp 
  ― 
   
       Binoculars. Objects viewed through binoculars are 
  magnified to ten times their size. 
       Bottled Lightning. This glass canister is filled with a 
  constantly surging bolt of magic lightning and sheds 
  bright light in a 10-foot radius, and dim light for an 
  additional 10 feet. 
       As an action, you can throw this canister up to 20 feet, 
  breaking it on impact. Make a ranged attack against a 
  creature or object, treating the bottled lightning as an 
  improvised weapon. On a hit, the target takes 1d8 
  lightning damage. 
       Comm Set. Using this handheld device, you can 
  verbally communicate with any creature within 1-mile 
  that also has a comm set. A comm set can be connected to 
  a headset worn on the ear or can be talked into directly. Its 
  signal can penetrate most barriers, but is blocked by 1 foot 
  of stone, 1 inch of common metal, a thin sheet of lead, or 
  3 feet of wood or dirt. 
       Concussion Grenade. This spherical device, dotted 
  with blinking lights, explodes in a wave of concussive 
  force. As an action, you can throw this grenade up to 20 
  feet, detonating a moment after impact. Make a ranged 
  attack against a creature or object, treating the grenade as 
  an improvised weapon. On a hit, the target takes 1d8 
  thunder damage and is deafened until the beginning of 
  your next turn. Additionally, each creature within 10 feet 
  of the target must make a DC 12 Dexterity saving throw 
  or also take this damage and be deafened for the same 
  duration. 
       Data Book. This 10-inch-long rectangular drive can 
  hold a massive quantity of information―ten times as 
  much as a datapad can hold. Over the course of a minute, 
  you can transfer information between a data book and an 
  arcane terminal, a datapad, or ship’s computer, uploading 
  or downloading any information you have access to, but 
  information cannot be directly read from a data book. 
       Like a datapad, a data book can be locked with a secret 
  password.  
       Datapad. A common gadget is used to store personal 
  information, search for data on arcane terminals, 
  communicate with others, and transfer credits. You can 
  enter text by hand into a datapad or draw in it using a 
  stylus as if it were a notebook with 2,000 pages. You can 
  also search these notes with one-word queries. If the 
  datapad is within 1 mile of an arcane terminal or ship's 
  computer, you can use it to communicate with other 
  datapads that are also within that range, provided both 
  datapads have exchanged a comm number. This 
  communication is limited to one text-based message (128 
  characters) every minute. Lastly, datapads are often used 
  to access an account with the Galactic Bank, where your 
  wealth is stored as credits on their server. 
       When you get a datapad, you also lock it with a 
  password that you likely keep secret. Only someone with 
  the password can access the datapad (barring unauthorized 
  access, which can be accomplished with a successful DC 
  18 Intelligence (Data) check to hack the datapad).  
       If the datapad is connected by cable to an arcane 
  terminal or ship's computer, you can use it to perform 
  advanced operations on systems connected to it. This 
  might be necessary to operate some systems, like the 
  research devices on a science satellite. 
       Flare. A flare is a foot-long, brightly colored stick 
  with a plastic cap. You can strike the bottom of the flare 
  as an action, causing the flare to bursts into a bright, 
  colored flame, matching that of the stick. This flame burns 
  for 10 minutes, emitting a 40-foot radius of bright light 
  and dim light for an additional 20 feet. A flare will still 
  burn underwater or in a vacuum. 
       Flashlight. This device produces a 60-foot cone of 
  bright light, and dim light for an additional 15 feet. It can 
  provide light for 4 up to hours, after which it must 
  recharge for 8 hours. 
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       Hacking Rig. A hacking rig includes everything 
  necessary to crack the security on an arcane terminal or 
  ship's computer: a datapad accessor loaded with 
  complicated algorithms, a plethora of wires and 
  connectors, and a heavy magnet, in case things get dire. 
  Such a rig is necessary to gain unauthorized access to 
  systems. 
       Holo-Sphere. As an action, you can activate this 6-
  inch wide sphere and deploy within 15 feet of you. The 
  sphere then captures a 5-foot cube holographic recording 
  of the events of the next 30 seconds, which can be 
  replayed on it later. In spite of the high technology, the 
  image leaves something to be desired: the sphere produces 
  a roughly one-foot high monochromatic hologram of the 
  subject it recorded, often with a considerable amount of 
  static. High volumes of magic disrupts recording with 
  even more static, often creating an unrecognizable 
  holographic mess. 
       Holster. A holster is a specially-made holder which 
  allows a blaster which lacks the Two-Handed property to 
  be held on a belt or under the arm. 
       Hypodermic Needle. This syringe can directly inject a 
  substance into someone’s bloodstream. You can load a 
  liquid, such as a potion of healing, into a hypodermic 
  needle as a bonus action, then administer it to another 
  creature as an action on your turn. If the creature is 
  unwilling, you must make a melee weapon attack to do so. 
       Krash. When you drink this can of sugary liquid as an 
  action, you feel a rush of sugar to your head and 
  temporarily feel awake. For the next hour, your 
  exhaustion level temporarily decreases by 1. You can only 
  be under the effect of one can of krash at a time.   
       Life Suit. This one-piece jumpsuit comes equipped 
  with a glass, domed helmet. While 
  wearing it, you can breathe normally and survive 
  underwater or in the vacuum of space without ill effect for 
  up to 24 hours at a time. You are immune to the effects of 
  inhaled poisons, gases, and pathogens. Additionally, the 
  suit insulates you from extreme environmental 
  temperatures (see Appendix A). The suit only prevents 
  fire or cold damage caused by exposure to space or harsh 
  environments. You can wear a life suit under armor, but to 
  replenish its air supply it must be removed for two hours.  
       Log Keeper. This 1-foot long device records and 
  replays audio, organizing entries by date. It can maintain 
  up to 48 hours of audio before it automatically begins 
  purging the earliest entries. 
       Igniter. The device produces a small flame, which you 
  can use to light a candle, torch, or campfire. 
       Omnitool. This multipurpose gadget contains a 
  plethora of useful tools: small knives of various sizes, a 
  small hammer, screwdrivers, a file, a bottle opener, a 
  small saw, a wrench, a can opener, a wire-cutter, and a 
  small set of pliers. 
       Quadcorder. This handheld scanning device has four 
  prominent sensors (each looking like a small radar dish) 
  on its operating end. When directed at an object within 5 
  feet as an action, the device measures many of that 
  object's intrinsic properties, and displays the object's 
  temperature, density, boiling point, freezing point, 
  conductivity, and viscosity.  
       Sling. A sling is a strap which attaches to a two-
  handed ranged weapon (usually a blaster) and it worn on 
  the body, usually over a shoulder, making the weapon's 
  weight easier to bear and keeping it close if it falls. When 
  you drop a weapon attached to a sling you are wearing, it 
  falls to your side and continues to hang within reach. 
       Tactical Vest. This light vest is covered in pouches, 
  straps, and holsters. The vest has two holsters, can carry a 
  two-handed melee weapon on its back, and a dagger 
  or an antimatter dagger on its front. One sling can 
  attach to the vest. The tactical vest can be worn atop 
  armor. 
       Vent Tape. This durable adhesive tape is useful 
  for basically any application that involves sticking 
  two things 
  together. While more creative minds might use large 
  quantities of vent tape for other uses, most people use 
  it for quick repairs, and to affix flashlights to blasters 
  in a pinch. A single roll of vent tape contains 60 feet 
  of 2-inch wide tape. 
       Wristwatch. A simple device with a simple 
  purpose, this watch reports the time in a way that is 
  consistent with all major galactic factions. 
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  Tools 
  A tool helps you to do something you couldn't otherwise 
  do, such as craft or repair an item, forge a document, or 
  pick a lock. In many science fiction settings, tools such as 
  cartographer’s tools and weaver’s tools are rendered 
  almost entirely obsolete by high-tech alternatives. The 
  following tools are considered artisan’s tools, and can be 
  selected whenever your race, class, or background gives 
  you proficiency with a tool. 
  Tools 
  Item 
  Cost 
  Weight 
  Artisan’s Tools 
   
   
  Circuitry Kit  
  50 gp 
  5 lb. 
  Mechanist’s Tools 
  85 gp 
  30 lb. 
  Ship Maintenance Tools 
  150 gp 
  50 lb. 
       Circuitry Kit. A circuitry kit consists of everything 
  necessary to build, modify, and repair handheld gadgets, 
  such as blasters, which contain an arcane battery. It 
  contains a soldering iron, spare wire, and dozens of spare 
  arcane components, such as abjuators, illusiomotors, 
  evocation shifters, and conjuration processors. 
       Mechanist's Tools. This kit contains a wide variety of 
  tools used for metalworking and robotics, including a 
  compact saw-grinder-mill tool, a welding torch and mask, 
  an auto-hammer, and a lathe. It also includes enough scrap 
  metal to begin and end most inexpensive projects. 
  Proficiency with this kit lets you add your proficiency 
  bonus to any ability checks you make to build, repair, and 
  modify constructs and complex machines. 
       Ship Maintenance Tools. These tools are essential for 
  keeping starships spaceworthy and repairing them after 
  combat. Each component in this extensive set of tools is 
  all intricate and extremely specialized, and can be used to 
  fix virtually every part of a ship, from disabled systems, to 
  external hull damage, to problems in the Dark Matter 
  engine itself.  
  Starting Equipment 
  The starting equipment from your class generally includes 
  relevant weapons and armor, as well as an assortment of 
  useful adventuring gear, collected in a pack. However, the 
  equipment and packs that come with most classes might 
  seem ill-suited to the demands of traveling space or 
  exploring an alien planet. Therefore, when you create your 
  character, you can modify your starting equipment by 
  following these guidelines: 
  Weapons 
  If your class offers a simple or martial melee weapon, you 
  can choose any weapon of the same type (simple or 
  martial) from this book. If it specifically offers a dagger, 
  you can choose to replace it only with an antimatter 
  dagger.  
       If your class offers a specific simple ranged weapon 
  and ammunition, such as the light crossbow with bolts or 
  shortbow with arrows, you can instead choose any simple 
  blaster you have proficiency with. If your class offers a 
  specific martial ranged weapon with ammunition, such as 
  a longbow and arrows, you can instead choose any martial 
  blaster you have proficiency with. 
  Equipment Packs  
  You can replace any pack you get from your class with 
  one of the following packs, or you can purchase a pack for 
  the price shown, which might be cheaper than buying the 
  items individually. 
       Ambassador's Pack) (500 gp). Includes a chest, a set 
  of fine clothes, a comm set, a datapad, a flashlight, a holo-
  sphere, a bottle of ink, an ink pen, a life suit, a log keeper, 
  10 sheets of paper, a vial of perfume, and a wristwatch.  
       Engineer's Pack (325 gp). Includes a backpack, a 
  comm set, a crowbar, a datapad, a flashlight, a hammer, 
  an igniter, a life suit, dozens of assorted nuts and bolts, an 
  omnitool, 10 rolls of vent tape, and a wristwatch.  
       Marine's Pack (465 gp). Includes a backpack, a bed 
  roll, binoculars, a comm set, 2 concussion grenades, a 
  crowbar, a flashlight, an igniter, a life suit, 10 days of 
  rations, a tactical vest, and a roll of vent tape. The pack 
  also has 50 feet of rope strapped to the side of it. 
       Researcher's Pack (750 gp). Includes a backpack, 
  binoculars, a comm set, a datapad, a flashlight, a holo-
  sphere, a hypodermic needle, a life suit, a log keeper, an 
  omnitool, a quadcorder, and a wristwatch.  
       Surveyor's Pack (378 gp). Includes a backpack, a 
  bandolier, a bed roll, binoculars, a comm set, a flashlight, 
  a log keeper, an igniter, a life suit, a quadcorder, 10 days 
  of rations, and a wristwatch. The pack also has 50 feet of 
  rope strapped to the side of it.  
       Spacer's Pack (628 gp). Includes a backpack, a 
  bandolier, a comm set, a datapad, 2 flashlights, a hacking 
  rig, a holo-sphere, 2 cans of krash, a life suit, a log keeper, 
  an igniter, an omnitool, a quadcorder, 10 rolls of vent 
  tape, and a wristwatch. 
  Starting Gold 
  Because Dark Matter equipment can be more expensive 
  than adventuring equipment in a low-tech campaign 
  setting, with GM permission, you can double the number 
  of gold pieces offered by your class and background.  
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  Trinkets 
  Many great characters possess a trinket, a small item 
  connected to their past in some important way, whether 
  it’s a valuable clue to a mystery that haunts them, a 
  reminder of a horrible tragedy they survived, or a 
  memento of a loved one. When you create your character, 
  you can roll once on the Trinkets table below to gain a 
  trinket, which can be folded into your backstory. These 
  items can also be used to fill an NPCs pockets or stashed 
  in the recesses of a dungeon. 
  Trinkets 
  d100 Trinket 
  1 
  A handheld glass tube which, when shaken, 
  produces a dim light 
  2 
  The serial number plate from a discontinued model 
  of automaton 
  3 
  A shipping label, stamped many times, implying 
  the package has traveled the 'verse 
  4 
  A small replica starship. The model depicted only 
  recently became obsolete. 
  5 
  A burned-out servo engraved with "3942A 2.5dm 
  Pell Mtech" 
  6 
  The very last page from a manual of golems 
  7 
  A ring bearing the insignia of the Galactic Bank 
  8 
  A lead-lined box engraved with “235”. Inside is a 
  small clump of metal that is warm to the touch 
  9 
  A small jar containing a preserved amoeboid 
  eyespot 
  10 
  A bell enchanted to be silent. In Dead Magic 
  Zones, the enchantment breaks and the bell rings 
  normally 
  11 
  A dwarven seal which etches a coat of arms into 
  metal plate 
  12 
  A rolled-up poster of the galaxy's most famous 
  popstar, Elvish Prestley 
  13 
  A wooden mask painted to resemble a vect 
  14 
  A list of dozens of android serial numbers, many of 
  which have been crossed out 
  15 
  A key whose head is shaped like an avia-ra holy 
  symbol. It must fit a bizarre lock 
  16 
  A carefully folded star chart for an unidentified part 
  of space 
  17 
  A datapad containing thoroughly encrypted data. It 
  has only three access attempts remaining. 
  18 
  A metallic leaf from an elven tree-ship 
  19 
  A space marine’s helmet, pierced clean through 
  with a blaster bolt 
  20 A spacer’s small, leather-bound diary. Reading it 
  feels like deja vu 
  21 
  A steel bat used for the popular sport, siegeball 
  22 
  A piece of amber containing a perfectly-preserved 
  exoskeleton from a roach that has molted 
  23 
  A pair of spectacles which block starlight, revealing 
  an inky, black night sky 
  24 
  An immense keyring, brimming with keys 
  25 
  An empty glass vial, bearing the insignia of Old 
  Poseidon 
  26 
  A silver omnitool, engraved with decorative initials; 
  evidently a gift 
  27 
  A necklace adorned with the teeth from various 
  alien beasts 
  28 
  An archaic device that plays a small number of 
  extremely catchy songs through headphones 
  29 
  A golden stole belonging to an avia-ra priest 
  30 
  Playing cards from the glamourous space casino, 
  Hotel Horizon, which orbits planet Concordia 
  31 
  A unique electrum coin, marked with an arcane 
  sigil on one side, and a tower on the other 
  32 
  A screwdriver that makes loud noises whenever it’s 
  activated 
  33 
  The owner’s manual for a commercial starship 
  34 
  A lucky thwirrel’s foot 
  35 
  A set of three broken power converters, each dusty 
  and filled with sand 
  36 
  A piece of unidentified metal that glows during 
  void jumps 
  37 
  A written contract from the Firm, promising 
  monetary compensation 
  38 
  An instrument like a horn carved from the smallest 
  tooth of an eternal dragon 
  39 
  A gilded finger bone taken from a gold skeleton 
  40 A white badge belonging to a crew member of the 
  S.S. Saint Vincent 
  41 
  A novella detailing an apocryphal assault of tripods 
  on a small world 
  42 
  An ever-reliable towel 
  43 
  A jar containing a green fungus. It seems to move 
  and react to nearby humanoids 
  44 A compass whose needle points to an unknown 
  location far across the stars 
  45 
  An elaborate nonmagical device that creates a mild 
  gravitational field when activated 
  46 An unusual map of oceans and continents painted 
  on the back of a ceramic turtle 
  47 A detonator from an arcane warhead. Its bomb is 
  nowhere to be found  
  48 A timeworn phaser whose blasts neither stun nor 
  kill; they merely tickle 
  49 A commemorative beer stein, reading “Grax’s Guy 
  of the Month” 
  50 
  A blank white business card. Looking directly at it 
  causes headaches and nausea 
  51 
  A potato battery, which looks like it came from a 
  science fair 
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  A pair of shooting gloves, taken from a coalition 
  fighter’s uniform 
  53 
  A set of seven bizarrely shaped dice 
  54 
  A cube that’s supposed to be a different color on 
  every face, but is currently scrambled 
  55 
  A vect hand, severed violently at the wrist 
  56 
  Three keycards: one red, one green, and one 
  yellow, the latter of which is splattered with blood 
  57 
  A skathari arrowhead crafted from obsidian that is 
  perpetually warm to the touch 
  58 
  A tiny pinpoint of light suspended in a glass ball 
  59 
  An ancient avia-ra prayer book, whose pages are 
  vandalized in a fervent scrawl 
  60 A holo-sphere whose recording was corrupted by 
  powerful magic. Through the static, it depicts a 
  faceless humanoid standing among flames 
  61 
  A map to a huge Lakshayan weapons cache, lost 
  within the Warzone 
  62 
  The log keeper of a long dead pirate captain, 
  apparently marooned by his crew 
  63 
  A pair of dinosaur figurines 
  64 A small bronze sphere whose various 
  constellations point to an eternal dragon’s hoard 
  65 
  A black domino mask, of the type worn by 
  costumed vigilantes 
  66 An official document from the Hegemony ordering 
  the execution of several mawstone psions 
  67 
  A bracelet with a blinking light on its face. 
  Evidently, the bracelet is constantly transmitting or 
  receiving data 
  68 
  The focusing array from a laser sword 
  69 A school textbook, which seems to be for a 
  xenobiology class 
  70 
  A toy vect with “Will” written on the foot 
  71 
  The skull of an unknown species, hollowed into a 
  mug 
  72 
  A charcoal drawing of a stygian wroth ship 
  73 
  An armband composed of hardlight 
  74 
  An experimental blaster attachment that appears to 
  be partially melted 
  75 
  A list of spare parts required to fix a damaged Dark 
  Matter engine 
  76 
  An orcish war flag, pockmarked with blaster holes 
  77 
  An empty canister marked “Danger Do Not Open”. 
  A wide crack runs along its length 
  78 
  A recipe book filled with ingredients found on a 
  distant planet 
   
   
   
   
   
   
  79 
  A flute that produces simple holographic displays 
  when played 
  80 An ornate thimble with traces of poison inside it 
  81 
  A toy Lakshayan battle frame in one of several 
  bright colors. If 5 differently colored ones are 
  found, all 5 can be combined into a larger frame. 
  82 
  A tiny pink umbrella which once accompanied a 
  tropical cocktail on Paradise 1 
  83 
  A spherical, crystal pendant. On close inspection, a 
  small galaxy can be seen swirling within. 
  84 
  A solid, copper key with a numbered keychain, 
  stamped with the symbol for a local Heartstation 
  85 
  A mithral-plated locket displaying the seal of one of 
  the elven houses 
  86 
  A wooden ring carved in the shape of a Var’zuul. 
  When not looking at it, it slowly crawls around the 
  finger it is worn on. 
  87 
  A pouch with dozens of coins from different 
  planets 
  88 
  An original model wrenchinator, far smaller than 
  the Wrenchinator 9000 
  89 
  A pair of contact lenses that have constellations 
  dancing across their surfaces 
  90 An amulet in the shape of a Maw station. Every 
  now and then, the center of the maw glows gently, 
  as if a ship were making a void jump. 
  91 
  A sealed vial of what appears to be grey sand, but 
  potentially could be hazardous nanobots 
  92 
  A map rendered with ink on parchment of a planet 
  containing valuable old-world magic items 
  93 
  A book entitled “An Idiot’s Guide to Laser Swords” 
  94 A smooth rock with strange vein-like patterns 
  crisscrossing its surface. “G-seed” is etched into it 
  in elven. 
  95 
  A log keeper, filled with the recordings of an 
  enterprising captain on a mission to explore 
  strange new worlds 
  96 An elaborate gnomish board game, with dozens of 
  pieces, mock currency, a foldable game board, and 
  a packet of lengthy and confusing instructions 
  97 A signed and sealed contract from the Cabal, 
  promising 3% of someone's soul to the Lower 
  Planes upon death 
  98 
  A laser sword the length and shape of a butter knife 
  which toasts bread as you cut it 
  99 A star chart detailing a perilous, narrow channel 
  through the Dead Magic Zone, terminating at a 
  medium yellow star with eight planets 
  100 A device which, when activated, creates a 
  holographic projection of the maw network 
   
   
   
   
   
   
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  Construct Grafts 
  Mechanical hands, robotic eyes with an unnerving red 
  glow, ports and wires running down the length of 
  someone's arm; construct grafts (also called embedded 
  components) are a popular, if invasive, way of garnering 
  an advantage over one's foes. After all, constructs parts 
  are more robust and customizable than any organic limb. 
  Sometimes, these components are obtained from deceased 
  vect to serve as replacement parts, and other times, they're 
  intentional upgrades, built to fit the recipient's needs.  
       All the items presented in this section are considered 
  magical technology the purposes of spells and magical 
  effects that influence such technology. 
       Attaching a Graft. Attaching a graft for the first time 
  always requires a laborious surgical procedure, normally 
  removing an original body part. This procedure takes one 
  hour and requires a healer's kit, alchemical supplies, and a 
  knife (or a facility with access to such tools), as well as 
  someone to perform the operation. A construct graft is 
  permanent until another graft is provided to replace it.  
       You can only have once component in each of your 
  body slots. 
       This surgery is intensive and necessitates recovery 
  time. When you finish installing a construct graft into 
  your body, you lose half your hit points and all of your hit 
  dice. For 24 hours after installation, you can't use the 
  graft's abilities, as you adjust to its presence. Replacing a 
  graft or adding a new graft in its body slot takes only 30 
  minutes. You still lose half your hit points when replacing 
  a graft, but you don't lose hit dice. 
       Vect Components. Vect can replace sections of their 
  bodies with customized or improved components with 
  ease. A vect can install a construct graft on themselves 
  with 10 minutes of work, requiring the vect to disable a 
  part of its body, remove it, and install the new component. 
  A vect can install construct grafts without assistance, 
  unless the graft is installed into the Head or Arm slots.  
       Vect require no recovery time and suffer no penalties 
  after adding a construct graft. 
       Body Slots. Each graft takes up one of the following 
  slots: Arms, External, Head, Internal, or Legs. You cannot 
  have more than one graft in the same slot. For instance, if 
  you already have an arm graft, you must remove it before 
  you can attach a different arm graft. 
       Cost. The cost of obtaining and installing construct 
  grafts are shown on the Graft Cost table below. Most of 
  these can be acquired at far cheaper rates, if one is willing 
  to track down a disreputable establishment specializing in 
  dealing grafts and accept the risks inherent to an 
  unsanitary operation. 
  Graft Cost 
  Graft 
  Cost 
  Adamantine Plating 
  2,250 gp 
  Arcane Synapses 
  325 gp 
  Arm Blade 
  200 gp 
  Arm Cannon 
  450 gp 
  Battlefist 
  200 gp 
  Concentration Module 
  1,500 gp 
  Embedded Phaser 
  250 gp 
  Embedded Translator 
  500 gp 
  Final Word 
  50,000 gp 
  Finger Picks 
  150 gp 
  Heart of Steel 
  2,250 gp 
  Heavy Legs 
  800 gp 
  Impulse Unit 
  200 gp 
  Infrasight Eyes 
  450 gp 
  Logic Unit 
  150 gp 
  Mithral Plating 
  1,500 gp 
  Overdrive Module 
  750 gp 
  Replacement 
  400 gp 
  Shield Module 
  550 gp 
  Spiked Plating 
  750 gp 
  Tesla Module 
  350 gp 
  Thermoregulator 
  500 gp 
  Traction Spikes 
  250 gp 
  Wings 
  7,500 gp 
  Grafts 
  The following construct grafts are listed alphabetically. 
  Adamantine Plating 
  Slot: External 
  Prerequisite: Vect race 
  Your Armor Class equals 17 and any critical hit against 
  you becomes a normal hit.  
       You can't wear conventional armor while you have this 
  graft installed. You can only install this graft if you are 
  proficient with heavy armor. 
  Arcane Synapses 
  Slot: Head 
  You have stolen a bit of arcane potential by inserting 
  some additional arcane nerves into your brain. You learn 1 
  cantrip of your choice from the wizard spell list. 
  Intelligence is your casting ability for this cantrip. 
  Arm Blade 
  Slot: Arms 
  Whenever you would normally be able to draw a weapon, 
  you can collapse your mechanical hand into your forearm  
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  with a flick of the wrist, extending 
  a wide shortsword in its place. You 
  can revert it to its normal form 
  whenever you could normally stow 
  a weapon. While this weapon is installed, you 
  are proficient with it and can't be disarmed of it. You 
  can't hold or otherwise manipulate a weapon, shield, or 
  other object with an arm that is transformed.  
  Arm Cannon 
  Slot: Arms 
  One of your arms is replaced wholesale with a powerful 
  blaster cannon. This arm cannon lacks any hand or 
  manipulator, so you cannot use that arm to hold or 
  manipulate objects while the arm cannon is installed. Only 
  one of your arms can be an arm cannon. An arm cannon is 
  a blaster that deals 2d8 radiant damage on a hit and has 
  the blaster (range 30/90) property. You are proficient with 
  it and can't be disarmed of it. 
  Concentration Module 
  Slot: Internal 
  Prerequisite: Spellcasting feature 
  Your body houses a mechanical mind, secondary to your 
  true mind, to assist in concentrating on spells. Whenever 
  you make a concentration check, you can add your 
  spellcasting ability modifier, rather than your Constitution 
  modifier, to the roll. 
  Embedded Battlefist 
  Slot: Arms 
  You replace one of your hands (your choice) with an 
  imposing, articulated gauntlet, a battlefist. While this 
  weapon is installed, you are proficient with it and can't be 
  disarmed of it. Additionally, it has the Light property.  
  Embedded Phaser 
  Slot: Arms 
  One of your hands is mechanical and can transform into a 
  phaser. You can transform your hand into a phaser any 
  time you would normally be able to draw a weapon, and 
  can revert it to its normal form when you could normally 
  stow a weapon. You are proficient with this weapon and 
  can't be disarmed of it. You can't hold or otherwise 
  manipulate a weapon, shield, or other object with an arm 
  that is transformed. 
  Embedded Translator 
  Slot: Head 
  You have a universal translator magic item installed 
  within your skull and can use the effects of it at will. 
   
   
   
  Final Word 
  Slot: Internal 
  Deep within your body, you have installed a devastating 
  arcane warhead, whose trigger is linked to your life. When 
  you die, this bomb detonates, destroying your body 
  completely; as a result, you can be restored to life only by 
  means of a true resurrection or a wish spell. Each creature 
  within 180 feet must make a DC 18 Dexterity saving 
  throw. Creatures within 60 feet that have Evasion or 
  similar features can’t avoid this damage with a successful 
  saving throw. On a failed save, a creature takes 1d4 mega 
  (1d4 × 100) force damage, of half as much on a successful 
  save. 
  Finger Picks 
  Slot: Arms 
  Your mechanical hand has retractable thieves’ tools built 
  directly into the fingers. You are always considered to 
  have these thieves’ tools on your person and can conceal 
  them perfectly. If you are proficient with thieves’ tools, 
  you can add an additional +2 to ability checks you make 
  using them. 
  Heart of Steel 
  Slot: Internal 
  You have replaced your heart with the core from a 
  construct. As a result, you can ignore the effects of 1 level 
  of exhaustion, and you only need to rest for 4 hours to 
  gain the same benefit that a human does from 8 hours of 
  sleep. Because vect already have construct cores, they 
  can’t install this graft. 
  Heavy Legs 
  Slot: Legs 
  A mechanical exoskeleton, rooted in your legs, helps carry 
  your weight. Your lifting and carrying capacity doubles. 
  Impulse Unit 
  Slot: Legs 
  You have installed thrusters into your legs and back. On 
  your turn, you can use 10 feet of your movement to leap 
  10 feet vertically. In zero-gravity environments, this 
  allows you to move 20 feet in any direction on your turn. 
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  Infrasight Eyes 
  Slot: Head 
  You have replaced your eyes with sensors that can see in 
  the dark. You gain darkvision, the ability to see in dim 
  light within 60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can't discern color in 
  darkness, only shades of gray. 
  Logic Unit 
  Slot: Head 
  You have augmented your brain with an algorithmic 
  processing unit and have advantage on Intelligence checks 
  to perform mathematical operations and solve logical 
  dilemmas. 
  Mithral Plating 
  Slot: External 
  Prerequisite: Vect race 
  Your Armor Class equals 14 + your Dexterity modifier. 
  Additionally, you have resistance to lightning damage. 
       You can only install this graft if you are proficient with 
  light armor. 
  Overdrive Module 
  Slot: Internal 
  You have installed an internal generator, which can 
  accelerate your metabolism for a short while. You can use 
  your bonus action to fire up your overdrive module. For 
  up to the next minute, whenever you roll an ability check, 
  attack roll, or saving throw, rolling a 19 counts as rolling a 
  20. This effect ends early if you roll a 1. Once you use this 
  ability, you must complete a short or long rest before 
  using it again. 
  Replacement  
  Slot: Any 
  One or more of your organs or limbs has been 
  interchanged with an efficient mechanical version. A 
  replacement can effectively solve any amputation or organ 
  failure, but they cannot return to life someone that has 
  died; such work is solely the domain of necromancy. 
  Replacement limbs can look like the original limb, or can 
  appear metallic or otherwise mechanical. A replacement 
  organ or limb takes up one body slot relevant to it; for  
  example, a robotic hand takes the Arms slot and a 
  replacement kidney takes up the Internal slot. 
  Shield Module 
  Slot: External 
  You can use a bonus action to activate this mechanical 
  plate installed near your spine. When you do so, you can 
  cast the spell mage armor, targeting yourself, without  
  using a spell slot. Once you do so, you can’t 
  cast the spell again using this graft until you 
  finish a long rest. 
  Spiked Plating 
  Slot: External 
  Your Armor Class equals 14 + your Dexterity modifier 
  (maximum +2). Additionally, your unarmed strikes deal 
  1d4 piercing damage and, whenever you begin your turn 
  grappling another creature, that creature takes 1d4 
  piercing damage. 
       This graft counts as embedded armor for vect 
  characters. You can only install this graft if you are 
  proficient with medium armor. 
  Tesla Module 
  Slot: Internal 
  This device, installed in your chest, electrically polarizes 
  your skin and discharges a shock of electricity to 
  attackers. Whenever a creature within 5 feet of you hits 
  you with an attack, you can use your reaction to deal 1d6 
  lightning damage to each creature within 5 feet of you. 
  Thermoregulator 
  Slot: Internal 
  This component protects your body from extremely hot or 
  cold conditions, allowing you to endure the Extreme 
  Temperatures (see Appendix E) of space and other harsh 
  environments without taking damage. 
  Traction Spikes 
  Slot: Legs 
  Retractable spikes in your legs and feet allow you to climb 
  more quickly. Climbing no longer halves your speed and 
  you have advantage on saving throws against being 
  moved against your will (such as by being shoved) or to 
  avoid being knocked prone. 
  Wings 
  Slot: External 
  Folded into your back and resembling a hump when not in 
  use, these silver, clockwork wings allow you to soar. You 
  can deploy these wings as a bonus action, granting you a 
  fly speed equal to your base movement speed, and can 
  retract them on your turn (no action required.) You can fly 
  with these wings for a total of 10 minutes, after which, to 
  allow them to recharge, you must finish a short or long 
  rest before using them again. 
       Additionally, if you are falling, you can deploy your 
  wings as a reaction. Even if you have no time remaining 
  to use your wings, you can use them to glide gently to the 
  ground, such that you land on your feet without taking 
  falling damage. 
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  Magic Items 
  Starships, blasters, construct cores, and jetpacks are all 
  fueled by magic, which is harnessed through technology, 
  resulting in the hybrid of magical tech that is prevalent 
  throughout the ‘verse. At its most sophisticated, these 
  devices straddle the line between machine and magic 
  item, even as the latter becomes rarer and the former 
  becomes exponentially more abundant.  
       This section contains many magic items, ranging from 
  the extremely rare, like the incredibly powerful doom 
  gauntlet, to the increasingly commonplace, such as 
  defense drones. Items which are of Common and 
  Uncommon rarities can typically be bought and sold in 
  well-stocked marketplaces. 
       All the items presented in this section are considered 
  magical technology the purposes of spells and magical 
  effects that influence such technology. 
  Ankh of Ra 
  Wondrous item, uncommon (requires attunement) 
  This golden holy symbol, blessed by the Sun Above, 
  shields you from death. When you drop to 0 hit points as a 
  result of taking damage while you are attuned to the ankh, 
  you instead regain 4d10 hit points. The ankh then loses its 
  luster and becomes nonmagical.  
  Arcane Terminal 
  Wondrous item, very rare 
  Arcane terminals are essential units of computing in the 
  'verse. Most information, from public databanks to private 
  financial records, are stored on arcane terminals. These 
  terminals weigh 800 pounds and come equipped with a 
  keyboard, monitor, and antenna. 
   
   
   
   
   
   
   
   
   
       An arcane terminal can store data, 
  search for it, and transfer it to other terminals. 
  You can enter text into a terminal using the 
  keyboard and search for data using queries of any 
  length. A terminal can hold an arbitrarily large amount of 
  data; the equivalent of several encyclopedia's worth of 
  text, but its storage of images and video is much more 
  strictly limited. If you connect an arcane terminal by cable 
  to another arcane terminal, a ship's computer, or a 
  datapad, you can transfer between these devices.  
       With permission, it is possible to use one terminal to 
  search the data of another. The most common use of this 
  is to query the extensive amoeboid Compendium, which is 
  located on a network of arcane terminals spread across 
  dozens of maws, accessible from any given maw.  
       You can also use an arcane terminal to compute 
  mathematical problems, process data sets, and perform 
  simulations using extensive amount of recorded data.  
       The arcane terminal's antenna enables datapads within 
  1 mile of it to communicate with short messages.  
       Arcane terminals are also generally locked with a 
  password associated with each user. Only someone with 
  the password can access the terminal (barring 
  unauthorized access, which can be accomplished with a 
  successful DC 20 Intelligence (Data) check to hack the 
  terminal). 
  Arcane Warhead  
  Wondrous item, legendary 
  This 4,000-pound bomb is capable of cataclysmic 
  destruction. You can arm the warhead over the course of a 
  minute if you know the warhead's command code and 
  have a specially-made key attuned to it. Once the warhead 
  is armed, you can set its method of detonation: Timed or 
  Impact. If you choose a timed detonation, you enter a 
  delay time of 1 minute, 10 minutes, or 1 hour, after which 
  the warhead detonates. If you choose impact, the bomb 
  lays dormant until it takes 1 mega hit point of damage, 
  which might happen if it falls a suitable distance. 
       When the arcane warhead detonates, each creature and 
  object within a 10-mile radius takes 10d10 + 200 mega 
  radiant damage. This damage bypasses resistance and  
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  immunity to damage. Each creature within a 100-mile 
  radius must make a DC 20 Dexterity saving throw or take 
  10d10 + 50 radiant damage, or half as much on a 
  successful save. A creature that takes damage from this 
  warhead becomes poisoned for 24 hours. 
       The epicenter of the blast becomes a permanent, 
  localized Dead Magic Zone 5d10 + 5 feet wide. 
  Attractor Mine 
  Wondrous item, uncommon 
  As an action, you can prime this small metallic disk by 
  pressing a button on its face and throw it to a space within 
  60 feet. Upon landing in that space, the disk crackles with 
  electricity and draws objects within a 5-foot cube toward 
  it. If a creature enters the affected area for the first time on 
  a turn or starts its turn there, it must make a DC 14 
  Strength saving throw. On a failed save, the creature can't 
  move or use reactions until the start of its next turn. After 
  1 minute, the mine burns out and becomes nonmagical. 
  BEG-3000 
  Weapon (singularity emitter), legendary 
  An experimental singularity emitter of unrivaled power, 
  the BEG is perhaps several iterations away from being 
  completely stable. You gain a +3 bonus to attack and 
  damage rolls made with this magic weapon. 
      Additionally, this weapon has 4 charges and regains 
  1d4 expended charges daily at dawn. You can use your 
  action and expend a charge to fire an unstable singularity 
  from this weapon. When you do so, roll a d20. On a roll 
  of 5 lower, the weapon expends all of its remaining 
  charges, instead of only one. 
      The singularity travels up to 60 feet to a point you can 
  see within range, then explodes. Each creature within a 
  20-foot radius sphere centered on that point must make a 
  DC 17 Dexterity saving throw or take 10d10 force 
  damage, or half as much on a successful save. After this, 
  the weapon overheats and can't be used to make an attack 
  or expend a charge until the end of your next turn. 
  Death Ray 
  Weapon (repeater), very rare (requires attunement) 
  You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon. The weapon also has two 
  charges, and regains 1d2 expended charges daily at dawn. 
  While attuned to it, you can spend one charge to cast the 
  spell disintegrate (DC 16) at a target you can see within 
  range. 
   
   
   
  Deconstructive Nanobots 
  Wondrous item, rare 
  This capsule, which looks identical to that which contains 
  reconstructive nanobots, contains a swarm of extremely 
  dangerous nanobots, designed to reduce complex objects 
  to their basic materials. You can use your action to open 
  the canister and administer it, or throw it up to 15 feet at a 
  target. If the nanobots hit a creature, that creature takes an 
  irreducible 1d4 necrotic damage at the beginning of each 
  of its turns for the next minute. If the nanobots hit an 
  object, that object an irreducible 1d10 necrotic damage at 
  the beginning of each of its turns for the next minute. At 
  the end of this duration, the nanobots deactivate. 
  Dome Projector 
  Wondrous item, uncommon 
  Throwing this egg-shaped device at the ground as an 
  action activates it, creating a dome of force as if you had 
  cast the spell geodesic shield. You do not need to 
  concentrate on this spell. The projector burns out and 
  becomes nonmagical when the spell ends. 
  Doom Gauntlet 
  Weapon (repulsor gauntlet), legendary (requires 
  attunement) 
  You have a +3 bonus to attack and damage rolls made 
  with this magic weapon. The gauntlet contains a single 
  charge. When you hit a target with an attack made with 
  this weapon, you can expend this charge to deal an 
  additional 1d4 mega (1d4 × 100) force damage. Once this 
  charge is expended, roll a d4. On a roll of 1, the weapon 
  collapses into dust. On any other roll, the weapon takes 
  3d6 days to regain its charge. 
  Double Laser Blade 
  Weapon (laser sword), rare 
  The long hilt of this laser sword projects a second blade 
  from its far end. You have a +1 bonus to attack and 
  damage rolls with this magic weapon. Instead of having 
  the Versatile property, this weapon has the Two-Handed 
  property. Additionally, when you use the Attack action 
  with this weapon, you can make a second attack using it 
  as a bonus action. 
  Drive Disk 
  Wondrous item, rare 
  This foot-wide disk has two handles on its sides. By 
  grasping the handles firmly, you can cast the spell 
  Telaros's speedcycle from the disk. The disk then 
  becomes the wheel of the speedcycle, which materializes 
  beneath you. 
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       Once Telaros's speedcycle is cast from the disk, it can't 
  be used again until the following dawn. 
  Drone Controller 
  Wondrous item, common 
  This set of controls, either installed in a glove, integrated 
  onto a datapad, or linked into a visor, allows you to 
  control a drone. Each controller is linked to a single drone, 
  either a defense drone, a medical drone, or a recon drone 
  (see Monsters chapter for statistics). You can be attuned to 
  up to three drone controllers at one time, as long as each 
  controller is linked to a different type of drone.  
       While attuned to the controller, you can use your bonus 
  action to command the drone to use its reaction to move to 
  a location within 60 feet of you and use an action it is 
  capable of. Unless commanded, drones do not act. You 
  can also use your action to see and hear through its sensor 
  array until the start of your next turn, gaining the benefit 
  of the drones special senses, but becoming blind and deaf 
  with regard to your own senses during that time.  
  Encyclopedia Multiplanaria 
  Wondrous item, legendary 
  This datapad is enchanted to hold an incredible wealth of 
  information. However, the data is not indexed, so the 
  datapad only provides data that it believes will be useful at 
  any given moment. The datapad has 3 charges, and 
  regains all charges daily at dawn. You can use your action 
  to access the datapad when you make an Intelligence 
  check to gain a +20 bonus to the roll.   
  Energy Shield Bracer 
  Armor (shield), common (requires attunement) 
  This metal bracer has a sophisticated energy projector on 
  its back. While wearing it, you can use a bonus action on 
  your turn to cause a shield composed of shimmering, 
  translucent energy to appear on your wrist. While in this 
  form, it functions like a normal shield, except you cannot 
  drop it or be disarmed of it. The shield lasts until you use 
  a bonus action to collapse it again. 
  Enigma Ring 
  Wondrous item, common 
  This ring, which has two rows of letters and numbers 
  running around its circumference, can be used to encrypt 
  or decrypt messages using complicated cyphers. When 
  you speak a command word to the ring, the letters and 
  numbers reorganize into a configuration unique to that 
  command word. Messages can only be decrypted if 
  encrypted using the same command word. 
   
   
   
   
   
   
  Etheradio 
  Wondrous item, very rare 
  An essential tool for galactic communication, an 
  etheradio transmits and receives its messages though the 
  Ethereal Plane. This device stands over 6-feet tall (with an 
  antenna that extends its length by an additional 3 feet) and 
  weighs over 1,000 pounds. 
       A single operator can man the device, sending audio 
  messages to other etheradios on the same plane of 
  existence, or listening to messages sent to it. By 
  broadcasting on an emergency channel, an etheradio can 
  send a message to all other etheradios on the same plane 
  of existence, but it can only send such a message once per 
  day. No matter the distance to the receiver, messages tend 
  to take 10 minutes to propagate. 
      An etheradio only works if it is calibrated according to 
  its location in the universe. Calibrating this device takes 
  an hour, and it must be recalibrated if it is ever moved 
  more than 100 miles. Calibration takes into account 
  regular cosmic motion, such as a planet's orbit. 
  Gamestation-7331 
  Wondrous item, common 
  This special version of datapad is scaled down and packed 
  with dozens of digital amusements and diversions that test 
  your reflexes and puzzle-solving skills. If you spend a 
  short rest playing on this gamestation, you gain a +1 
  bonus to the next attack roll you make until you take a 
  short or long rest. 
  Golem Skin 
  Armor (light), very rare (requires attunement) 
  This light armored suit is traced in intricate, glowing 
  arcane circuitry, and has a series of attachment points and  
   
  nodes covering its surface. You can install construct grafts 
  into this suit, which has four body slots: Arms, External, 
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  Head, and Legs. While wearing this armor, you gain a +1 
  bonus to your AC, and you gain the benefits of any 
  construct grafts installed in the suit, though you lose the 
  benefits of any grafts you have attached to your own body 
  (except those in the Internal slot). 
       Additionally, this suit comes with an arm blade graft 
  attached to its Arm slot. 
  Grasshopper  
  Weapon (phaser), rare 
  On a hit, this magic weapon deals an additional 2d10 
  radiant damage and the target is pushed 10 feet away from 
  you. The weapon then overheats. An overheated weapon 
  can't be used to make an attack again until the end of your 
  next turn. 
   
   
   
   
   
   
   
   
   
  Gravity Nullifier 
  Wondrous item, uncommon 
  As an action, this fist-sized, metal device can be attached 
  to an object weighing less than 2,000 pounds and 
  activated, nullifying the object’s mass temporarily, as if it 
  were targeted by the levitate spell. This effect can be 
  activated and deactivated as an action by pressing a button 
  on the side of the device. If the gravity nullifier is 
  removed from the object, it permanently ceases to 
  function 
   
  Hivemaster Pistol 
  Weapon (swarm pistol), rare 
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon. Once per turn, when you fire this 
  swarm pistol automatically, you can choose to fire 6 times 
  with disadvantage instead of twice. The pistol then deals 
  1d4 radiant damage, instead of 2d4, on a hit. 
  Holo-Companion 
  Wondrous item, uncommon  
  When the button set into the top of this small, faceted ball 
  is pressed, holo-emitters set into the facets generate a 
  translucent humanoid figure around the ball, which floats 
  inside. This figure functions identically to the spell unseen 
  servant, though it is visible (with an appearance 
  determined by the crafter). The holo-companion remains 
  active indefinitely, answering to the orders of whomever 
  activated the sphere, until either the companion takes 
  damage or the activator speaks a command word; doing 
  either causes the companion to deactivate. 
  Hoverboard 
  Wondrous item, rare 
  This 3-foot long metal board, pulsing with circuitry and 
  producing a low hum, curiously hovers above any surface. 
  You can mount or dismount this board as a bonus action. 
  While mounted, you ignore nonmagical difficult terrain 
  and can move above the surface of liquids without 
  sinking. Additionally, if you move at least 15 feet in a line 
  downhill on your turn, your speed increases by 10 feet 
  until the end of your turn. The board cannot scale any 
  angle greater than 45 degrees, unless it is moving in 
  a zero-gravity environment. In zero gravity, the 
  board moves across any surface as if it were 
  downhill.  
       Lastly, you can use a Dexterity (Acrobatics) check, 
  instead of a Charisma (Performance) check, to perform 
  tricks on the board. 
  Hullcutter 
  Weapon (plasma cutter or thermal lance), rare 
  When this weapon hits a ship or a creature of mega size, it 
  deals 1 mega hit point of damage.  
  Jetpack  
  Wondrous item, uncommon  
  This device is a miniature version of the impulse engines 
  used in starships, which has been fitted with straps and a 
  small handheld controller. While wearing it on your back, 
  you gain a flying speed equal to your walking speed. You 
  can fly with a jetpack for a total of 1 minute each day, 
  after which it can’t be used until it recharges at dawn.  
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  “Quote goes here”  
  ―Stuff goes here too 
  Motion Tracker  
  Wondrous item, rare 
  This device is a small metal tablet with an illuminated 
  screen on one side of it. While holding it, you can use it to 
  determine the location of any creatures or objects within 
  60 feet of you that has moved during the last round, even 
  if they are invisible or otherwise hidden from view. A 
  creature can avoid detection by the motion tracker by 
  succeeding on a DC 15 Dexterity (Stealth) check at the 
  beginning of its turn. If the creature moves within the 
  motion tracker’s range, it must make a DC 10 Dexterity 
  (Stealth) check for every 5 feet it moves to avoid 
  detection.  
  Personal Shield Emitter  
  Wondrous item, rare (requires attunement) 
  This small, jeweled amulet resembles a tiny shield. While 
  wearing it, your AC is equal to 13 + your Dexterity 
  modifier. Additionally, you can use a reaction when you 
  are hit by an attack to momentarily overcharge the shield, 
  granting you a +5 bonus to AC, including against the 
  triggering attack, until the start of your next turn. After 
  being used it in this way, the shield emitter must recharge 
  for 24 hours before it can be overcharged again. 
  Potion of Quantum Effect  
  Potion, rare 
  When you drink this potion, your body falls out of phase 
  with reality and gains bizarre quantum properties for one 
  hour. During this time, you are uninfluenced by gravity 
  and gain a flying speed of 5 feet and you can move 
  through creatures and objects as if they were difficult 
  terrain. Additionally, you can use your bonus action to 
  teleport up to 10 feet to an unoccupied location you can 
  see. This potion contains a small animal (usually an 
  insect) suspended in the liquid in a quantum state of life 
  and death, which is broken when the bottle is opened. 
  Potion of Solar Radiance 
  Potion, uncommon 
  When you drink this potion, your body sheds bright white 
  light in a 20-foot radius and dim light for an additional 20 
  feet for the next hour. The light is sunlight. Until this 
  duration ends, you can use a bonus action on your turn to 
  deal 1d8 radiant damage to each creature within the bright 
  light. Its liquid is an opaque silver and glows brightly 
  when shaken. 
  Rebounding Blade 
  Weapon (laser sword), very rare (requires attunement) 
  You gain a +3 bonus to attack and damage rolls made 
  with this magic weapon. It has the Thrown property with a 
  normal range of 40 feet and a long range of 120 feet. 
  Additionally, you can use your action to throw the sword 
  in a whirling arc before it returns to your hand. When you 
  do so, you can make two attacks against different targets 
  within range, with a separate attack roll for each target. 
  Immediately after any thrown attack, the weapon flies 
  back to your hand. 
  Reconstructive Nanobots 
  Wondrous item, rare 
  This capsule contains a swarm of short-lived nanobots that 
  will set about repairing anything once released. You can 
  use your action to open the canister and administer it, or 
  throw it up to 15 feet at a target. If the nanobots hit a 
  creature, that creature regains 1d4 hit points at the 
  beginning of each of its turns for the next minute. If the 
  nanobots hit an object, that object regains 1d10 hit points 
  at the beginning of each of its turns for the next minute. 
  At the end of this duration, the nanobots deactivate. 
  Reflex Holster 
  Wondrous item, common 
  This holster can be adapted to hold any blaster at your hip, 
  thigh, shoulder, or back. A blaster holstered in this way 
  can be drawn at a moment's notice, even outside of your 
  turn, without using a reaction. When you draw a weapon 
  from this holster on your turn, it doesn't count against the 
  number of objects you can interact with. 
  Relay Station 
  Wondrous item, uncommon 
  This device extends the range of nearby signals. Comm 
  sets within 100 miles of this device can communicate with 
  each other and with communication systems within that 
  range. Multiple relay stations can be placed to extend this 
  signal further, as long as each relay station is within range 
  of each other.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Remote Piloting Apparatus  
  Wondrous item, rare 
  This interconnected array of devices can be installed in a 
  fighter class ship with 1 hour of work and a DC 15 
  Intelligence (Technology) check. Once the apparatus is 
  installed, the fighter can be deployed and piloted remotely 
  from a controller unit included with the apparatus, which 
  relays visual and sensor information from the fighter. A 
  character can enter the fighter ship role by using his 
  controller unit. If the fighter strays more than 10 miles 
  from the controller, it loses connection and falls dormant 
  until the controller unit is within signal range. 
  Ring of Paradoxes  
  Ring, legendary 
  While wearing this ring, you can use an action to expend 1 
  of its 3 charges to cast the spell paradox from it. The ring 
  becomes nonmagical when you use the last charge. 
  Ring of Spacewalking  
  Ring, uncommon (requires attunement) 
  While attuned to this ring, you can breathe normally and 
  survive underwater or in the vacuum of space without ill 
  effect. While in a zero-gravity environment, you can fly 
  with a speed of 15 feet. 
  Skeleton Keycard 
  Wondrous item, legendary 
  This black keycard, emblazoned with a white skull, is 
  imbued with magic that can unlock any door. As an 
  action, you can use this keycard on any door which could 
  be hacked, such as those on a ship, even if such a door 
  does not have a keycard reader. The door becomes 
  unlocked, as if targeted by the knock spell, and opens. 
  Sorting Beast 
  Wondrous item, rare 
  The sorting beast is a six-legged construct with eyes, legs, 
  and antennae at both ends and an array of measuring 
  devices near its center. It can manipulate and hold objects 
  up to 30 pounds in weight. 
       When activated as an action, the sorting beast sets 
  about collecting and sorting all loose valuable items 
  within 100 feet. It sorts all gold pieces, silver pieces, and 
  copper pieces into neat stacks of 10. For material goods, 
  such as precious stones, the sorting beast can appraise 
  value by weight and quality, before producing sorting the 
  goods appropriately and printing the result on a fine paper 
  strip. The sorting beast continues sorting until finished or 
  deactivated as an action. 
       Additionally, the sorting beast can cast the spell 
  identify, without using material components, on one 
  object you designate each day. 
  Spider Pod   
  Wondrous item, common 
  When you throw this oblong metal container as an action, 
  it unfolds into a mechanical spider (see Monsters chapter 
  for statistics). Your spider acts independently of you, but 
  it always obeys your commands. In combat, it rolls its 
  own initiative and acts on its own turn. If the spider is 
  reduced to 0 hit points, it can't be repaired. Furthermore, 
  the spider can't collapse back down into its pod and you 
  can only have 3 spiders under your control at any time. 
  Stasis Box 
  Wondrous item, very rare 
  This 8-foot, by 3-foot, by 3-foot metal box has a series of 
  controls and latches on its glass-windowed lid. By 
  spending 3 rounds operating the controls, you can either 
  shut and activate or deactivate and open the box. When 
  the box is activated, all creatures or objects inside of it are 
  put into a state of suspended animation and remain in this 
  state until it is deactivated. While in this state, time ceases 
  to flow for them: organic objects don't decay, and 
  creatures don't grow older. 
  Tachyon Launcher 
  Weapon (special), uncommon 
  This weapon launches a projectile of highly-volatile 
  condensed tachyon matter, which explodes upon impact. 
  This martial weapon has the Blaster (range 60/180), 
  Heavy, and Two-Handed properties. On a hit, a target 
  takes 2d8 necrotic damage and its projectile explodes in a 
  5-foot radius sphere. The projectile can be fired at an 
  unoccupied space within its range. Each creature other 
  than the target within the blast radius must succeed on a 
  DC 14 Dexterity saving throw, taking half the damage 
  rolled on a failed save or no damage on a successful one. 
       This weapon gains a heat point whenever it is fired and 
  loses one heat point whenever you begin your turn. If it 
  gains 3 heat points, the weapon overheats and loses all 
  heat points. An overheated weapon can't be used to make 
  an attack again until the end of your next turn. 
  Tachyon Missile 
  Weapon (special), uncommon 
  This shoulder-mounted cannon fires a heat-seeking rocket 
  designed to penetrate a ship's hull. This martial weapon 
  has the Blaster (range 2,000/6,000), Heavy, and Two-
  Handed properties. Before firing this weapon, you must 
  first use your action to lock on to a ship or mega creature 
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  you can see within range. You remain locked on to that 
  target as long as it remains within range and does not take 
  Evasive Maneuvers. On a hit, the target takes 2d10 mega 
  necrotic damage. 
  Taser Net 
  Weapon (net), rare 
  This net of woven cables is fixed with dozens of crackling 
  electrodes. You have a +1 bonus to attack rolls with this 
  magic weapon. When you hit a creature with this net, it 
  takes 1d8 lightning damage. Additionally, while its target 
  is restrained, it takes an additional 1d8 lightning damage 
  at the beginning of each of its turns and it can't take 
  reactions. Because this net is a magic item, slashing it 
  does not destroy it or free a creature restrained by it. 
  Terraforming Engine 
  Wondrous item, legendary 
  This extraordinary machine, standing 40 feet tall and 
  weighing tens of thousands of pounds, can breathe life 
  into entire worlds. The engine, set on treads with great 
  smokestacks rising from its chassis, transmutes minerals 
  and balances the atmosphere to support life. The engine 
  can be activated or deactivated with 1 minute of work. If 
  set down on a tier 4 or higher planet, activated, and 
  allowed to do process the planet's water, atmosphere, and 
  soil for a year, the engine raises the planet's Tier by 1. The 
  engine has no effect on a Tier 1 or Tier X world, and two 
  terraforming engines can't raise a planet's Tier by more 
  than 1 (though multiple engines might provide an 
  attractive redundancy, should one fail.) If the engine is 
  deactivated or removed from the planet, the planet's 
  degrades to its original condition over the course of a 
  week. 
  Thaumatonic Rifle, +1, +2, or +3 
  Blaster (standard carbine), rare (+1), very rare (+2), or 
  legendary (+3) (requires attunement by a spellcaster) 
  This magical standard carbine gains a bonus to attack and 
  damage rolls as determined by its rarity. Additionally, it 
  functions as a spell focus. When you cast a spell while 
  holding the rifle, you can add its magical bonus to the 
  spell’s attack roll and saving throw DC. 
  Thunder Rifle 
  Weapon (concussion rifle), rare 
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon. When you hit a target with an 
  attack made with this weapon, any creature within a 5-
  foot-radius centered on the target must make a DC 15 
  Dexterity saving throw or take the same damage as the 
  target and be pushed up to 5 feet away from it. Objects 
  within this radius that are not being worn or carried also 
  take this damage and are pushed.  
  Titan Frame 
  Armor (heavy), legendary (requires attunement) 
  This Large frame, which weighs in excess of 4,000 
  pounds, seems less like a suit of armor and more like a 
  mechanized, bipedal vehicle. While wearing this armor, 
  you gain the following benefits: 
  • You gain a +2 bonus to AC. 
  • Your Strength score becomes 23, if it were lower. 
  • You are considered a Large creature, if you were 
  smaller. 
  • Your base walking speed increases to 30 feet, if it 
  were lower.  
  • The armor counts as a life suit. 
  You can don and doff the armor as an action, entering and 
  exiting through a series of hatches on the front of the suit. 
  Transmat Deck 
  Wondrous item, uncommon 
  The transmat deck is a handheld device with a large, flat 
  screen that is connected to an extradimensional space. As 
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  an action, you can touch an object that isn't being worn or 
  carried to the transmat deck, teleporting it to the 
  extradimensional space. The object must be less than four 
  feet across in any dimension and weigh less than 150 
  pounds. The transmat deck can hold up to 500 pounds, not 
  exceeding a volume of 64 cubic feet. Its inventory can be 
  viewed on its screen. As an action while holding the deck, 
  you can select any item stored in the space and teleport it 
  to your hands or an unoccupied space on the ground 
  within 5 feet of you.  
       A transmat deck is also generally locked with a 
  password associated with its owner. Only someone with 
  the password can store or retrieve items from the space 
  (barring unauthorized access, which can be accomplished 
  with a successful DC 18 Intelligence (Data) check to hack 
  the device).  
       If the transmat deck is destroyed, its contents are 
  scattered in the Astral Plane.  
       Placing the transmat deck in an extradimensional space 
  created by a bag of holding or similar item (or storing 
  such an item in the transmat deck) instantly destroys both 
  items and opens a gate to the Astral Plane. The gate 
  originates where the one item was placed inside the other. 
  Any creature within 10 feet of the gate is sucked through 
  it to a random location on the Astral Plane. The gate then 
  closes. The gate is one-way only and can't be reopened. 
  Universal Translator  
  Wondrous item, rare 
  This handheld device, a necessity for distant voyages, 
  translates any spoken language. While you hold it, you 
  can understand any spoken language you hear. Moreover, 
  any creature that knows at least one language and can hear 
  you can understand what you say. 
  Vari-Blaster 
  Blaster (any), rare 
  This magical blaster has a revolving set of five power 
  cells. As an action or bonus action on your turn, you can  
  change the blaster’s damage type to cold, fire, lightning, 
  necrotic, or radiant damage. As well, this blaster deals an 
  additional 1d6 damage on a hit. 
  Void Beacon 
  Wondrous item, uncommon 
  This device transmits an ultra-high frequency signal 
  through the Void. As such, this beacon can be detected 
  tens of thousands of lightyears away on most 
  communication systems. However, its signal is so 
  compressed that only 8 characters of information can be 
  encoded in its transmission (spaces count as characters).  
  Once activated, the beacon transmits its repeated message 
  for one week and then burns out permanently. Its message 
  can manually be changed as an action. 
  Volcanic 
  Weapon (special), uncommon 
  This two-handed weapon ejects a gout of blue flame at the 
  pull of a trigger. Whenever an attack is made with it, each 
  creature within a 15-foot cone must succeed a DC 13 
  Dexterity saving throw or take 3d6 fire damage. On a 
  failed save, a creature takes half as much damage.  
       This weapon gains a heat point whenever it is fired and 
  loses one heat point whenever you begin your turn. If it 
  gains 3 heat points, the weapon overheats and loses all 
  heat points. An overheated weapon can't be used to make 
  an attack again until the end of your next turn. 
  Weapon Wheel 
  Wondrous item, uncommon 
  This device, a bracer with an affixed rotary dial and 
  several buttons lining its circumference, is connected to 
  nine small extradimensional spaces. While wearing this 
  bracer, you can use an action to deposit any weapon or 
  object you are holding that weighs no more than 100 
  pounds and which can fit into a 10-foot cube into one of 
  the extradimensional spaces, linking that item to the 
  wheel. The wheel can be linked to up to 9 items at a time, 
  one in each extradimensional space. You can use an action 
  to unlink an item from the wheel. 
       Once on each of your turns, as an object interaction 
  when you take an action, you can cause one of the wheel's 
  linked items to appear in your open hands. Doing so also 
  causing any other items linked to the wheel to return their 
  extradimensional spaces. 
  Zipgun 
  Weapon (special), uncommon 
  This blaster, which is assembled from rare components, is 
  designed to be fired only once, but at far above nominal 
  power. You can only fire this one-handed weapon by first 
  charging it as an action on your turn, during which time is 
  makes a quiet zipping sound. At the beginning of your 
  next turn, you can use your action to make an attack with 
  the blaster. If you do not make an attack with the blaster 
  when it is charged, it harmlessly discharges and overheats.  
       An attack with the blaster creates a blast 100-foot-long 
  by 5-foot-wide line in a direction that you choose. Each 
  creature in the line must make a DC 14 Dexterity saving 
  throw. A creature takes 6d6 radiant damage on a failed 
  save, or half as much damage on a successful one. After 
  the blaster is fired, it smolders and becomes nonmagical. 
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  Artifacts 
  Campaign-shaking magic items, artifacts are utterly 
  unique and singularly powerful objects. Whereas a normal 
  magic item might be transformative to a character or a 
  kingdom, artifacts are woven into the universe itself. 
  Uncovering or vying to control and artifact can form the 
  basis for entire campaigns, prompting the ascension of 
  new villains and staunch allies around the player 
  characters. 
       Some artifacts are merely objects in ruinous power, 
  imbued with arcana from the very conception of the 
  universe, when magic was still lithe and youthful. Others 
  are stained with divine magic or are intertwined with the 
  fabric of the universe itself. In most cases, however, an 
  artifact's power is simply too great for mortal hands. Even 
  if its might were placed in the right hands, the eventuality 
  of sinister forces gaining control over it would spell 
  inevitable doom. Adventurers, therefore, often make it 
  their mission to destroy artifacts they encounter, a task 
  which normally entails a grant quest of its very own, for 
  artifacts can't be sundered easily. 
       No artifact should be placed in a campaign lightly. 
  These items are as much plot devices as they are treasure; 
  they appear when the GM desires and leave when the 
  story demands it. For better or for worse, stories featuring 
  artifacts will gravitate around the item's incredible power, 
  so they should be used carefully, conservatively, and 
  deliberately.  
       This chapter contains three artifacts, all of which are 
  key to Dark Matter and its universe: the Blaster Prototype, 
  which is both a sentient item and an artifact, a link to the 
  very core of the advanced technologies of the 'verse, the 
  Gamma Pendant, an artifact which proves that hardlight 
  magic was once mastered by an ancient and benevolent 
  force, and Un's Codex, a gateway to the universe tied to 
  Old Un himself. 
  Blaster Prototype 
  Weapon (repeater), artifact (requires attunement) 
  Every blaster in the 'verse, from pocket-sized phasers to 
  ship-mounted pulse cannons, operate on the same basic 
  principle: focusing the energy from an arcane battery 
  through an aperture, creating an intense burst of radiation. 
  However, the progenitor of these designs, an artifact of 
  immense power, predates the invention of arcane 
  batteries, and instead utilized a more potent power source: 
  a mortal soul. 
       The Blaster Prototype was the magnum opus of 
  legendary dwarven inventor Metzer Glimwrought. In his 
  life, Glimwrought contributed to nearly every field of 
  science, mathematics, and arcana, proving unsolved 
  arcane conjectures, proposing new physical theories, and 
  furnishing new designs for construct servants (which 
  would later lead to the creation of the vect.) However, his 
  final invention is considered to be his greatest and his 
  most costly. In the final weeks of the Blaster Prototype's 
  construction, Metzer had consolidated its major 
  components, including his new focus aperture and chassis, 
  but lacked the critical power source for the device. His 
  notes indicate that he might have planned to capture 
  numerous elemental spirits, undead specters, or even 
  demons in a void crystal capacitor installed into the 
  device, but his actual plan was never implemented. 
       Before the device was completed, Metzer's daughter, 
  Vantha Glimwrought, suddenly took ill. Metzer traveled 
  from temple to temple, but it seems no cleric could heal 
  her. Unabated, the unnamed disease ravaged the young 
  woman, and she soon laid upon her death bed. With no 
  other options, Metzer resigned from the Jormund 
  University of Magic and Science and turned to 
  necromancy. Metzer drew his daughter's soul into the 
  Prototype, using a ritual similar to that which binds a 
  lich's phylactery. As a result, Vantha was spared death 
  indefinitely, for her soul resided within the Prototype. 
       Magic Weapon. The Blaster Prototype is a magic 
  weapon that grants a +3 bonus to attack and damage rolls 
  made with it. 
       Random Properties. The blaster has the following 
  randomly determined properties: 
  • 2 minor beneficial properties 
  • 1 major beneficial property 
       Blaster Configuration. The blaster can be configured 
  in a number of different ways to change its mode of fire. 
  You can use a bonus action to switch its configuration. 
  Automatic. The blaster gains the Automatic property and 
  its damage dice become 2d8. 
  Lock-On. You can use your action to deal 2d6 + 3 radiant 
  damage to a creature within 30 feet. 
  Overheat. The blaster gains the Overheat property and 
  deals twice as many damage dice (4d6) on a hit. 
  Ricochet. Unless a target has total cover on all sides, the 
  blaster ignores cover. Also, its damage dice become 
  2d8. 
  Scatter. The blaster gains the Scatter property. 
  Additionally, you don't suffer disadvantage from 
  attacking with a firearm while you are within 5 feet of a 
  hostile creature. 
  Sniper. The blaster's range doubles (becoming 120/360 
  feet) and its damage dice become 2d8. 
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       Sentience. The Blaster Prototype is a sentient chaotic 
  neutral weapon with an Intelligence of 16, a Wisdom of 
  10, and a Charisma of 15. It has hearing and darkvision 
  out to a range of 120 feet.  
       The weapon communicates telepathically with its 
  wielder and can speak, read, and understand Common and 
  Dwarven. It can also speak with constructs and machines 
  as if it shared a language with them, and can communicate 
  over comm sets within 1 mile of it. 
       Personality. Though the blaster itself is ageless, its 
  personality belongs to a young woman, Vantha 
  Glimwrought, and speaks with an upbeat, chipper tone. 
  The Prototype urges its user to travel to explore and travel 
  to new places, for it has a voracious appetite for meeting 
  new, interesting people; by contrast, it hates being 
  holstered, hidden away, or left alone for too long. It would 
  seem that even in life, Vantha was shut away, and built up 
  an insatiable wanderlust as a result. 
       Vantha has complex feelings about her father. She 
  didn't know him exceptionally well when she was alive, 
  for her Metzer spent most of his time working or teaching 
  at the university. Without question, she's grateful to be 
  alive, but feels like her present, captive circumstances are 
  somehow an extension of her father's overbearing nature, 
  even after death. 
       Vantha has extreme reservations about being used on 
  humanoids and will never fire on an innocent person. 
       Destroying the Blaster. The Prototype Blaster is 
  protected by all manner of enchantments from one of 
  history's most talented and ingenious arcanists, rendering 
  it impervious to damage. However, if the blaster is 
  connected to a sufficiently large power source, like a 
  Class 7 or 8 Dark Matter engine at the moment of a void 
  jump, the power surge would be enough to overload the 
  blaster, destroying it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gamma Pendant 
  Wondrous item, artifact (requires attunement by a 
  spellcaster) 
  As far as arcane science is concerned, the discovery of 
  hardlight is second only to the discovery of Dark Matter 
  engines. While the use of pure magical force had been 
  used for eons to create simple, intangible constructs, 
  hardlight allowed mages of all stripes to create 
  monuments of magical majesty, brilliant constructs of 
  solid, crystalline light, and delicate, complex machines 
  with but a thought. Modern hardlight magics were 
  uncovered through experimentation and happenstance, 
  like many technological advancements; however, it would 
  seem this was not the first time they had been discovered, 
  mastered, and harnessed, as evidenced by the Gamma 
  Pendant.  
       This pendant is a gleaming, mithral medallion, set with 
  what appears to be a large emerald or some other of green 
  crystal. However, on closer inspection, the gem reveals 
  itself to be a permanent hardlight construct of staggering 
  complexity. Found near the very edge of the ‘verse, the 
  pendant’s first owner (an elf whose name has been lost to 
  time) discovered that the tiny object not only possessed 
  immense magical power, but held an intelligence as well.  
       Shortly thereafter, a being known only as the Nomad 
  began appearing across the galaxy. Though the Nomad’s 
  description varied drastically, the creature always 
  possessed glowing green eyes, a unique pendant adorning 
  its chest, and an incredible, complex wealth of magic. In 
  truth, the Nomad was none of these creatures; it was the 
  pendant itself. More precisely, it is a being from a plane of 
  existence far outside our own, whose power and 
  consciousness somehow became entwined within the 
  pendant’s intricate hardlight lattice.  
       Magic Item. The Gamma Pendant is a hexagonal 
  mithral pendant which attaches itself to the chest of the 
  attuned user and always appears on the outermost layer of 
  clothing or armor.  
       Hardlight Constructs. You can use your action to 
  create a melee weapon made of hardlight in your empty 
  hand. You can choose the form that this weapon takes 
  each time you create it. You are proficient with it while 
  you wield it and can use your spellcasting modifier 
  instead of your Strength or Dexterity modifier on attack 
  rolls made with it. Additionally, you gain a +2 bonus to 
  attack and damage rolls made with this weapon, and it 
  deals force damage instead of its normal damage type.  
       Flight. While attuned to the pendant, you have a fly 
  speed equal to your movement speed. Additionally, you 
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  can breathe normally and survive underwater or in the 
  vacuum of space without ill effect. 
       Spells. The pendant has 50 charges. It regains 4d6 + 10 
  expended charges daily at dawn. If you expend the last 
  charge, roll a d20. On a 20, the pendant regains 1d12 + 1 
  charges.  
       While attuned to the pendant, you can use an action to 
  expend some of its charges to cast one of the following 
  spells from it, using your spell save DC and spellcasting 
  ability: hardlight blaster (7th level, 10 charges), hardlight 
  construction (7 charges), hardlight frame (7 charges), 
  hardlight gauntlet (7th level, 10 charges), hardlight nails 
  (3 charges), major image (5 charges), mega image (5 
  charges), orbital hardlight cannon (35 charges), shield (2 
  charges), spiritual weapon (4th level, 6 charges), 
  telekinesis (7 charges), or wall of force (7 charges). 
       You can also use an action to cast one of the following 
  spells from the pendant without using any charges: detect 
  magic, eldritch blast, hardlight needle, light, mage armor, 
  or mage hand.  
       Spell Absorption. While attuned to the pendant, you 
  have advantage on saving throws you make against spells. 
  In addition, you can use your reaction when another 
  creature casts a spell that targets only you to cause the 
  pendant to absorb the magic of the spell, canceling its 
  effect. The pendant regains a number of charges equal to 
  the absorbed spell's level, up to a maximum of 50 charges. 
  Once you cancel and absorb a spell with the pendant, you 
  can’t do so again until the next dawn. 
       Sentience. The Gamma Pendant is a sentient lawful 
  good wondrous item with an Intelligence of 18, a Wisdom 
  of 14, and a Charisma of 20. It has hearing and darkvision 
  out to a range of 120 feet.  
       The weapon communicates telepathically with its 
  wielder and can speak, read, and understand any language 
  its bearer understands. 
       Personality. Nomad is an extraplanar entity of 
  formidable intellect and power, but lacks a corporeal form 
  with which to influence and observe the world. 
  Importantly, whatever dimension from which Nomad 
  hails is completely foreign to our own; as such, Nomad 
  has yet to learn many basic facts about our universe and 
  its prominent lifeforms, though it has acquired a few 
  insights in its time. For example, Nomad might know that 
  living creatures can’t pass through solid material and that 
  they generally die if exposed to the vacuum of space, but 
  it might not yet understand that environments with 
  extremely high gravity or lethal levels of radiation will 
  have similar effects. 
       How Nomad became trapped in the pendant or who put 
  it there is unknown, (Nomad either doesn’t know or isn’t 
  willing to tell), but it doesn’t seem particularly bothered 
  by its current situation. Nomad’s true motivations are 
  grand and generally cryptic, pertaining to an unspoken, 
  existential threat to the multiverse, including its home 
  dimension. As such, it views most conflicts as petty 
  squabbles in the scheme of things. 
       Nomad is staunchly neutral on most matters. It 
  generally scoffs at the perils faced by mortals and abhors 
  the melodrama of adventure, though it will follow its 
  bearer along in such quests as long as it is permitted to 
  time to conduct experiments with hardlight geometry in 
  the interim. While it is certainly more than capable of 
  taking over a given bearer, it is generally loath to do so, as 
  the process imparts a general sense of mortality that 
  Nomad seems to find distasteful. As such, it only ever 
  actively chooses to possess its bearer in the interest of 
  self-preservation. 
       Destroying the Pendant. The Gamma Pendant seems 
  to be impervious to both damage and wear, both from 
  magical and nonmagical sources. However, the lattice can 
  be shattered by smashing it between two sufficiently large 
  hardlight constructs: each would need to be roughly the 
  size of a small planet to achieve the desired effect. 
       Nomad also makes it known to the bearer that there is a 
  much simpler way to destroy the pendant should they 
  choose to do so: by allowing Nomad to possess them 
  fully, obliterating their own soul in the process. The 
  bearer in question must be both fully aware of the 
  consequences and be completely willing to accept their 
  fate.  
  Un's Codex 
  Wondrous item, artifact (requires attunement) 
  This 6-inch wide mechanical disc, consisting of 
  innumerable layers of gears and technological ephemera, 
  might seem innocuous at first. After all, it could easily be 
  a spare component for any ship or magical device, albeit a 
  strange one. But on further inspection, rotating one of its 
  layers causes other layers to rotate, counter-rotate, or 
  become locked. The disc itself is an intricate puzzle, and 
  to solve it means to unlock the doors of the universe. 
       The disc, called Un's Codex, might have a storied 
  history, but much of it is lost to time. It is comprised of 
  rare, exotic metals, of the very same type that can be 
  found on maw stations and within the heart of the 
  Sepulcher Star. Like all other antediluvian relics of such 
  make, its creation is attributed to Old Un. After all, there 
  are few others so venerable. 
       Finding solutions to the codex is challenging, but each 
  creates a unique magical effect. A creature attuned to the 
  codex spends can spend 10 hours to uncovering one of the  
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  Codex's solutions through experimentation, gaining the 
  use of one of Codex's traits of their choice (other than the 
  Random Properties trait, which applies as soon as the 
  creature attunes to the Codex.) 
    
  Random Properties. The codex has the following 
  randomly determined properties: 
  • 2 minor beneficial properties 
  • 1 major beneficial property 
  • 2 minor detrimental properties 
       Magic Resistance. While attuned to the Codex, you 
  have advantage on saving throws against spells and other 
  magical effects. 
       Slip Gate. The codex has 4 charges and regains 1 
  charge daily at dawn. As an action, you can expend one of 
  its charges to open a 10-foot diameter portal between two 
  precise points in the multiverse that you choose. These 
  two locations can be anywhere in the 'verse, including on 
  different planes of existence. These locations must be 
  known to you, or you can specify a general location, such 
  as a particular maw or the Elemental Plane of Fire. You 
  can orient the portal in any direction that you choose. The 
  portal lasts for up to a minute, and you can dismiss it as an 
  action. 
       The portal has a front and a back in each location 
  where it appears. Travel through the portal is possible 
  only by moving through its front. Anything that does so is 
  instantly transported to the other location, appearing in the 
  unoccupied space nearest to the portal. 
       Deities and other planar rulers can prevent portals 
  created by this spell from opening in their presence or 
  anywhere within their domains. 
   
       Extradimensional Lodge. You and up to 4 willing 
  creatures within 30 feet that you choose are transported to 
  a demiplane containing a rustic, yet stately lodge. The 
  lodge appears to be within a scenic, coniferous forest, but 
  leaving the lodge teleports you back to the location from 
  which you entered. The lodge has several floors and 
  comfortable accommodations for dozens of individuals. It 
  would seem that previous owners of the codex have taken 
  up residence here, for nonmagical weapons and equipment 
  are stashed in a few of the rooms. Moreover, it seems that 
  the lodge contains numerous hidden compartments and 
  secret passages. 
       The lodge is attended by dozens of near-transparent 
  servants, who obey all who enter. Each servant can 
  perform any task a normal human servant could perform, 
  but they can't attack or take any action that would directly 
  harm another creature. Thus, the servants can fetch things, 
  clean, mend, fold clothes, light fires, serve food, pour 
  wine, and so on. The servants can go anywhere in the 
  lodge but can't leave it. 
       Blink Step. You can cast the spell misty step at will, 
  without using a spell slot or spell components. When you 
  cast this spell, you can choose to teleport to a space 
  occupied by a creature. When you do so, that creature 
  must make a DC 17 Dexterity saving throw. On a failed 
  save, the creature takes 4d6 force damage and moves to an 
  adjacent space. On a success, the creature takes half as 
  much damage and doesn’t move; you instead move to an 
  adjacent space. 
       Universal Function. You can use your action using the 
  codex to overwrite some fundamental law of the universe 
  in a 15-foot radius sphere. You can use this ability to 
  increase or decrease gravity in the area, to change the 
  boiling or melting point of a particular material within the 
  area, to increase or decrease the flow of time in the area 
  (as per the haste or slow spell), or to make the region 
  breathable (as per zone of atmosphere), or to change 
  another fundamental law of your choice, at the GM’s 
  discretion. If you attempt to change something that is too 
  fundamental (such as attempting to reverse the flow of 
  time in the area), the codex does nothing and your action 
  is wasted. This change lasts for 1 minute or until you use 
  this ability again. 
       Destroying the Codex. Though the codex seems to be 
  made of fragile components, its strange metallic 
  composition makes it impervious to damage. The artifact 
  can only be destroyed by Old Un itself, but casting it into 
  the Sepulcher Star or any black hole will be sufficient to 
  banish it for 1d100 years, after which time it will reappear 
  somewhere in the 'verse. 
   
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  Be it for planet-hopping exploration, high-stakes 
  smuggling, or white-knuckle dogfighting, no campaign in 
  Dark Matter is complete without a starship. This chapter 
  details how to use Dark Matter engines, ship statistics, 
  crew roles, ship combat, and space exploration. 
  Additionally, it includes a plethora of ship options. 
  Ship Traits 
  The common saying goes: No two ships in 
  the 'verse are alike. Though any mechanic 
  will tell you that isn't exactly true, spacefaring 
  vessels employ a meld of magic and 
  technology, varying in a thousand different ways, to cross 
  the gulfs of space. Even ships laid down in the same yard 
  to the same specification are likely to go through multiple 
  refits, overhauls, and repairs during their lives, leaving 
  them unrecognizable after a few years in the Black. For 
  most purposes, ships are described by statistics which 
  include the following information: Size classification, hit 
  points, shield points, armor class, engines, systems, crew, 
  capacity, cost, and weapons, all of which are detailed 
  below. 
       More details for how these statistics are used can be 
  found in the Ship Combat section. 
  Size Classification 
  Ships are categorized according to their Size 
  Classification, which generally determines other 
  important aspects: its crew size, top speed outside of void 
  jumps, maneuverability, and durability. For example, a 
  larger ship might be able to carry more men and guns, but 
  a smaller ship can outrun and outmaneuver it. Different 
  size classifications are detailed in the Size Classification 
  table below. The sizes listed are maximum sizes. 
       Ships also mention which race generally builds that 
  type of ship. This has no mechanical effect on its own; 
  instead, it gives an impression about which types of 
  creatures might be piloting them, and what statistics you 
  can expect from that type of ship. For example, Hammers, 
  which are dwarven fighters, are sturdily built, and possess 
  a higher armor class than many other fighters as a result. 
       Additionally, the Ship Classification table indicates a 
  typical size for the ship in feet and its size using the 
  optional Grid Combat rules. 
   
   
   
   
  Character Level 
  A typical adventuring party might begin their adventures 
  with a modest personal ship and invest in larger, more 
  capable vessels as their fortunes grow. Larger parties, 
  however, will find the cargo space and crew capacity of a 
  transport ship essential. At very high levels, characters 
  might enlist a crew to man a frigate or even an entire fleet. 
       In general, a party’s character level has no bearing on 
  ship size (and by extension, ship combat power), but a 
  GM can award a party with larger ships as they grow in 
  level. As such, the Ship Classification table also includes 
  a recommended character level for some ship sizes. 
  Size Classification 
  Classification 
  Dimensions 
  (feet) 
  Dimensions 
  (squares) 
  Rec. 
  Level 
  Fighter 
  Less than 100 
  Less than 1 × 1 
  1st 
  Personal 
  250 × 250 
  Less than 1 × 1 
  3rd 
  Transport 
  500 × 500 
  1 × 1 
  5th 
  Corvette 
  1,000 × 1,000 
  2 × 2 
  11th 
  Frigate 
  1,500 × 1,500 
  3 × 3 
  17th 
  Light Cruiser 
  2,000 × 2,000 
  4 × 4 
  ― 
  Heavy Cruiser 
  2,500 × 2,500 
  5 × 5 
  ― 
  Capital 
  4,000 × 4,000 
  8 × 8 
  ― 
  Titan 
  1 mile or 
  longer in any 
  dimension 
  10 or longer in 
  any dimension 
  ― 
   
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  SHIPS 
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  Armor Class 
  Like creatures and structures, ships have an Armor Class 
  (AC.) Unlike creatures, however, a ship’s armor class is 
  perfectly literal; it represents how heavily armored a ship 
  is and determines how successful an attack is likely to be. 
  Mega Hit Points 
  The damage necessary to injure and kill the heartiest of 
  humanoids is paltry compared to the durability and 
  lethality of an entire starship. Therefore, ships use Mega 
  Hit Points, instead of regular hit points, to describe their 
  damage and healing. A single mega point equals 100 hit 
  points. A ship’s hit points represent the resilience of its 
  hull. 
  Shield Points 
  In addition to hit points, many ships have Shield Points, 
  which determine how much damage can be absorbed by 
  the ship's shield. This value is also expressed in mega 
  points.  
       Shields are always created by a shield generator 
  system. More information about shields can be found in 
  the Ship Combat section. 
  Engines 
  Ship generally have two Engine types, a Dark Matter 
  engine to perform void jumps, and an Impulse engine, 
  used to maneuver when not in the Void. Each impulse 
  engine has a given Speed in hundreds of feet per turn and 
  a Maneuverability score, measured in degrees, which 
  determines a ship's cone of movement. 
       More information about engines can be found in the 
  Dark Matter Engines section, and more information about 
  movement can be found in the Ship Combat section. 
  Systems 
  Everything from essentials, like a ship’s life support or 
  sensors, to peripheral functions, like tractor beams and 
  teleporters are encapsulated in a ship’s Systems. The list 
  of systems available to a ship are detailed in the Systems 
  section, and rules for targeting and disabling systems are 
  covered in the Ship Combat section. 
  Crew 
  The ship's Crew indicates the roles that are available to 
  characters in the ship. If a fighter role is available, the 
  entry in parentheses indicates the type of ship that fighters 
  pilot. For more information on how to use the crew roles, 
  see the Ship Combat section. 
  Capacity 
  Each ship has a fixed Capacity, which indicates the 
  number of humanoid passengers (including the crew) and 
  tonnage it can safely transport. Note that most ships will 
  have room for passengers that will not actively take a role 
  in ship combat. 
       If the need arises, a ship can temporarily take on more  
  passengers than it can safely support. Doing so taxes the 
  life-support, however, and can only be performed for a 
  short time. For each day that the ship is above its 
  passenger capacity, every passenger on board gains one 
  level of exhaustion. These levels of exhaustion can’t be 
  removed by those aboard until the ship is once again 
  below capacity. 
  Cost 
  Most ships can be bought and sold at docks and starports 
  throughout the ‘verse, and therefore have an included 
  Cost. This price is a typical figure for a ship of its type, 
  but unscrupulous (or simply ignorant) merchants might 
  sell ships for far higher or far lower price.  
       Not all ships have an included cost; the very largest 
  and most powerful of ships are ostensibly priceless and 
  are never bought or sold at market. 
  Weapons 
  Ship-mounted weaponry comes in a bewildering variety 
  of shapes and sizes, from physical battering rams, to 
  extremely large flamethrowers, to deployable mines, but 
  the most common ship-mounted Weapons are based on 
  the same principles as handheld blasters. They are, 
  nonetheless, singularly destructive, capable of melting 
  clean through armored hulls in a single shot.  
       Ship armaments are explained in the Ship Weapons 
  section, with additional details on their use in the Ship 
  Combat section. 
   
   
  The Rule of 100 
  In many ways, the rules of space combat are the 
  same as regular combat, but bigger. If you’re 
  not sure how to create new stats or how to 
  interpret an effect happening at starship scale, 
  remember that hit points and damage (which 
  use mega points), movement speed, and ship 
  scale are generally scaled up by 100 times. This 
  can provide a good rule of thumb when a quick 
  decision is necessary at the table. 
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  Dark Matter 
  Engines 
  Spacefaring vessels in the 'verse are abundant and varied, 
  reflecting hundreds of societies and their diverse 
  technologies. Nearly all of them operate via a Dark Matter 
  engine, a solid or latticework crystal structure surrounded 
  by heat sinks, stabilizers, and other supporting equipment. 
  These engines are powered by magic, allowing them to 
  carry a ship on short jumps through the Void to cross vast 
  gulfs of space.  
       Dark Matter engines are the hearts of starships. Most 
  ships also have other engines, called Impulse engines, to 
  travel outside of void jumps, but a Dark Matter engine is 
  required to embark on any planet-hopping adventure. 
  Engine Class 
  Dark Matter engines can only jump twice a day, and most 
  can maintain a void jump for only a short time before 
  needing time to cool down and recharge. Therefore, Dark 
  Matter engines are organized into Classes, from 1 – 9, 
  based upon the length of their jumps. These Classes are 
  detailed in the Dark Matter Engine Classes table. 
       If a spellcaster directly powers the engine using their 
  magic, they can cause a Dark Matter engine to jump two 
  more times on a given day. However, progressively more 
  powerful engines require more arcane magic. A Class 1 
  engine can be powered by a 1st level spell slot, but a Class 
  2 engine requires a 2nd level spell slot, and so on. 
       Engines with the lowest classes are ostensibly system-
  hoppers, allowing a small starship to jump around a single 
  system, or to go on longer journeys between nearby 
  systems. Often these types of ships will need to be carried 
  within higher class starships to cross longer distances. 
       Class 10 engines are strictly theoretical or legendary, 
  depending on who you ask. Such an engine could cross 
  the galaxy in a single day, requiring no spellcasters of any 
  sort, and would have to be the direct creation of the gods, 
  or some ancient, mystical alien race. 
  Void Crystals 
  Dark Matter engines are constructed with void crystals at 
  their cores. Rare, fragile, and extracted from the Void at 
  the event horizons of black holes, these crystals are among 
  the most valuable and volatile materials in the universe. If 
  a void crystal is damaged in the slightest, it risks not only  
   
   
   
   
  Dark Matter Engine Classes 
  Class 
  Slot Level 
   Jump Distance 
  Time to Cross 
  Galaxy 
  1 
  1st 
  60 LY 
  840 days 
  2 
  2nd 
  150 LY 
  330 days 
  3 
  3rd 
  300 LY 
  170 days 
  4 
  4th 
  600 LY 
  84 days 
  5 
  5th 
  1,500 LY 
  33 days 
  6 
  6th 
  2,700 LY 
  19 days 
  7 
  7th 
  5,400 LY 
  9 days 
  8 
  8th 
  10,800 LY 
  4.5 days 
  9 
  9th 
  21,600 LY 
  2 days 
  10 
  ― 
  43,200 LY 
  1 day 
  becoming inoperable, but also collapsing into a sphere of 
  annihilation, destroying the rest of the engine and the 
  entire ship. Thus, most of the stabilizing equipment 
  surrounding the core of a Dark Matter engine serves only 
  to insulate and protect the crystal within. 
  Running a Dark Matter Engine 
  To many, it seems that Dark Matter engines, 
  temperamental and perplexing without end, behave like 
  living things unto themselves. No single race’s designs 
  and no particular model accurately represents the variety 
  of these engines, and even engines of the same model act 
  differently when fed different types of magical energy.  
       When a ship has long had a warlock working as an 
  engineer, the Dark Matter engine may start to belch clouds 
  of sulfur and brimstone, and charge faster when those 
  aboard the ship are miserable. Wizards, on the other hand, 
  keep rather tidy, if meticulously modified, engines, which 
  are likely to pulse with rhythmic bursts of force when 
  engaged in a jump. The variations are endless: engines run 
  by illusionists chromatically aberrate the air around them, 
  druid-kept engines sprout twigs and grass in their 
  crevices, and some dwarven engines produce a small 
  amount of beer as exhaust. 
       Charging a Dark Matter Engine. All Dark Matter 
  engines, regardless of type, require significant energy to 
  charge-up before a jump. Older or worn models of engine 
  can take several hours of warm-up time, during which 
  they must be fed a continuous stream of magical energy. 
  In general, assume that an engine requires 1 minute of 
  warm-up time prior to a jump. 
   
   
   
   
   
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  Ship Weapons 
  Ship-mounted weapons are among the most powerful 
  devices ever conceived. A direct shot with any of these 
  massive weapons can vaporize an unprotected person, but 
  no less is necessary to pierce the armored hull of a 
  starship. The weapons are mounted on starships and are 
  used by crewmen in the gunner role. 
       A character with martial weapon proficiency also has 
  proficiency with ship weapons. 
       Ship weapon damages are given in mega damage 
  points. 
  Weapon Descriptions  
  These weapons are installed in ships across the ‘verse, 
  from amoeboid saucers to human warbringers. 
       Auto Turret. This omni-directional twin blaster is fired 
  from a swiveling, domed turret. Because of its rotating 
  mount, the blaster is relatively small compared to other 
  ship-mounted weapons, but it is capable of harrying other 
  vessels from all angles.   
       Antimatter Mine. Antimatter mines are explosives 
  designed to lay dormant until magnetically attracted to 
  nearby targets. Each mine weighs around 1,000 pounds 
  and are deployed from a launch tube, normally installed 
  near a ship’s cargo bay.   
       Heavy Cannon. Ballistic weapons are uncommon in 
  space combat, but not totally unheard of and not 
  ineffective. A heavy cannon fires large-diameter explosive 
  shells, which unlike blaster bolts, must lead their target to 
  account for travel time.  
       Light Cannon. A scaled-down version of heavy 
  cannons, light cannons trade sheer firepower for a faster 
  rate of fire, greater density of stored ammunition, and 
  more flexibility with mounting positions.  
       Lightning Coil. This enormous transformer draws a 
  similarly large amount of power and generates arcs of 
  lightning thousands of feet long. Because the lightning 
  discharges toward any nearby target, the lightning coil is 
  actually omni-directional.  
       Mining Laser. This laser and its turret deploy from a 
  hatch on the ship, with a blast screen protecting it from 
  loose debris. If allowed to focus on an immobile target, 
  the laser grows hotter and can break chunks from solid 
  asteroids. 
       Neutron Torpedo. This cigar-shaped missile carries a 
  hefty neutron payload to its target. Unfortunately, the 
  torpedo only carries a limited amount of fuel, limiting its 
  maximum range.  
   
       Pulse Cannon. One of the staple fixed-position 
  blasters, the pulse cannon charges an incredible burst of 
  energy in a large capacitor bank, before releasing it in a 
  brilliant flicker of light. This weapon's popularity owes to 
  its balance of firepower and range. 
       Railgun. Conducting a metal projectile down two 
  conductive rails requires a frankly impressive amount of 
  power, but the results are hard to argue with. A railgun 
  transfers so much kinetic energy into its projectile that it 
  generally transforms plasma en route to its target.  
       Scorcher. Scorchers spit a narrow fan of flame from 
  their mouths, normally with the intent of melting through 
  the hulls of other ships, or making them malleable enough 
  to warp. Because of this uncouth design, scorchers trade 
  range for the singular ability to bypass shield systems.   
       Starbuster. Starbusters are the largest blasters ever 
  fashioned. By channeling six component blasters into a 
  single, mighty beam, this weapon can rend entire ships in 
  half. Its scale and power consumption mean that only the 
  grandest of ships can shoulder it; of course, this also 
  means that this weapon is as useful for deterrence as 
  defense. 
  Ship Weapon Properties 
  In addition to weapon properties presented on page [X], 
  shipbound weapons have special properties that are 
  unique to their use. 
       Deployable. A deployable weapon releases a type of 
  ammunition that separates from the ship, which might 
  have a movement speed of its own.  
       When you make an attack using one of these weapons, 
  you deploy the weapon in an unoccupied space adjacent to 
  your ship. You make an attack roll using this weapon 
  when it contacts another ship. 
       If you use a deployable weapon that has a movement 
  speed, you can choose the direction it travels as a bonus 
  action on your turn. A deployable weapon has a 
  maneuverability of 90 degrees and begins facing in the 
  same direction as the ship. Once a deployable weapon 
  moves for 3 turns, it deactivates and begins drifting 
  listlessly. 
       Deployable weapons can be targeted independently 
  during flight. Each of these weapons has armor class 10 
  and 1 mega hit point. 
       Fixed. This weapon is mounted on one side of a ship 
  and can only make attacks against targets within a 90-
  degree cone in the direction it is facing. 
       Ship. A ship weapon is powered by a ship and must be 
  mounted to one to fire. This weapon can’t target any 
  creature or object that is Huge or smaller.  
   
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  Special Weapons 
  These ship weapons have special properties. 
       Antimatter Mine. If a ship other than your own with a 
  Dark Matter engine comes with 1,000 feet of this mine, 
  the mine detonates. When this happens, make an attack 
  roll with the mine against each ship within 1,000 feet of 
  the mine. 
       Lightning Coil. This weapon deals double damage to 
  shield points, but half damage to hit points. If this damage 
  reduces a ship’s shields points to 0, remaining damage is 
  not subtracted from hit points. 
       Mining Laser. This weapon is designed to cut 
  through immobile asteroids and other bodies of rock. It 
  deals double damage to targets that have not moved in 
  the last round and deals half damage to all other 
  targets. 
       Scorcher. This weapon produces a 
  scorching beam of arcane energy which 
  heats a ship’s hull without affecting its 
  shields. Shields do not block this 
  weapon's damage. 
  Ammunition and 
  Deployable Weapons 
  Many ship weapons rely on blaster technology, and are 
  powered strictly by the ship’s Dark Matter engine, 
  meaning that they do not require ammunition of any sort 
  to operate. Other ship weapons (especially those favored 
  by gnomes) are more closely related to firearms in design  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SHIP WEAPONS 
   Name 
  Cost 
  Damage  
  Properties 
  Ship Weapons 
  Auto Turret 
  1,500 gp 
  3d4 mega radiant 
  Blaster (3,000/9,000), ship 
  Antimatter Mine 
  5,500 gp 
  6d10 mega necrotic 
  Deployable (0), fixed, loading, ship, special 
  Heavy Cannon 
  2,500 gp 
  3d10 mega piercing 
  Ammunition (4,500/13,500), fixed, ship 
  Light Cannon 
  1,500 gp 
  3d6 mega piercing 
  Ammunition (4,500/13,500), fixed, ship 
  Lightning Coil 
  4,000 gp 
  3d12 mega lightning 
  Blaster (2,000/6,000), ship, special 
  Mining Laser 
  2,000 gp 
  3d10 mega radiant 
  Blaster (1,500/4,500), ship, special 
  Neutron Torpedo 
  3,500 gp 
  3d10 mega force 
  Deployable (6,000), fixed, loading, ship 
  Pulse Cannon 
  2,500 gp 
  3d8 mega radiant 
  Blaster (6,000/18,000), fixed, ship 
  Railgun 
  10,000 gp 
  3d20 mega force 
  Blaster (12,000/36,000), fixed, overheat, ship 
  Scorcher 
  2,000 gp 
  3d8 mega fire 
  Blaster (1,000/3,000), ship, special 
  Starbuster 
  30,000 gp 
  8d8 mega radiant 
  Blaster (12,000/36,000), fixed, overheat, ship 
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  and require ammunition, or deploy from the ship and fly 
  independently, almost like separate vehicles. Ammunition 
  and deployable weapons have independent costs and must 
  be purchased separately. 
  Weapon 
  Cost 
  Antimatter Mine 
  250 gp 
  Light Cannon Round 
  10 gp 
  Heavy Cannon Round 
  15 gp 
  Neutron Torpedo 
  75 gp 
  Broadside Attacks 
  The largest of ships, which are equipped with dozens of 
  guns, do not so much fire them independently at a target 
  as they do shell an entire area. This is called a broadside 
  attack. When a ship makes a broadside attack, each 
  creature and the pilot of each ship in the area makes a 
  Dexterity saving throw, taking damage on a failed save. 
  Broadside attacks require a gunner, much like other 
  attacks.  
       A broadside attack can only be used once on each 
  round. If a broadside attack is disabled, it can still be used 
  to make an attack, but deals only half damage on a failed 
  saving throw, and no damage on a successful save. 
       A ship with broadside attacks can’t replace them with 
  other ship weapons. 
  Ship Melee Weapons 
  Some ships have tremendous built-in melee weapons, 
  designed to crush, rip, and tear other ships into pieces. For 
  use in especially close range, these weapons can target 
  any other ship or mega creature in an adjacent square (a 
  target within 500 feet). Ship melee weapons can’t be 
  replaced like normal ship weapons, nor can they replace 
  normal ship weapons. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Systems 
  A ship relies on its other systems to provide most of its 
  noncombative functions. Strategic attacks to disable these 
  systems can cripple a ship. If a system is disabled, it does 
  not function until it is repaired (generally requiring one 
  hour of work by a trained engineer).  
       All ships have a ship computer which provides 
  executive function to all of its other systems.  
       The costs to install new systems are found on the 
  System Costs table below. Additional rules regarding 
  installing new systems are in the Customizing your Ship 
  section. 
  System Costs 
  System 
  Cost 
  Arcane Cannon 
  12,500 gp 
  Cloaking 
  25,000 gp 
  Communications 
  2,500 gp 
  Fabricator 
  2,500 gp 
  Life Pods 
  5,000 gp 
  Life Support 
  2,500 gp 
  Probe 
  2,750 gp 
  Sensors 
  2,000 gp 
  Shield Generator 
  7,500 gp 
  Shuttle 
  5,000 gp 
  Sickbay 
  5,000 gp 
  Simulator 
  5,000 gp 
  Teleporters 
  25,000 gp 
  Tractor Beams 
  10,000 gp 
  Umbilicus 
  2,500 gp 
  Arcane Cannon 
  This immensely sophisticated station focuses and 
  magnifies a spellcaster’s power, allowing them to cast 
  spells that lay waste to entire fleets. To use an arcane 
  cannon, you must be a spellcaster and be in the engineer 
  role. The cannon allows you to see ships as if you were on 
  the bridge, which enables you to target ships with spells. 
       To use the arcane cannon, you must first use your 
  action to charge it for one round. Charging the cannon 
  does not expend a spell slot, but if the cannon is not used 
  on the next round, it discharges harmlessly and must be 
  charged again. 
        If you use your action to cast an evocation spell into 
  the charged arcane cannon, you can choose a ship as a 
  target instead of a creature. The spell must have a duration 
  of Instantaneous and a range of 5 feet or greater. The GM 
  can decide if a spell is inappropriate to be magnified by 
  the cannon.  
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       The arcane cannon transforms the spell into a mega 
  spell; as such, this spell fails if it is cast within an area of 
  gravitation. Its range and the dimensions of its spell 
  effects are multiplied by 100, to a maximum range of 
  10,000 feet. Also, the spell deals mega damage instead of 
  normal damage.  
       If a spell cast through the arcane cannon targeting a 
  ship calls for a saving throw, the pilot makes that saving 
  throw on behalf of the ship itself. Abilities like Evasion 
  do not affect this type of saving throw. 
  Cloaking 
  The engineer must use their action to activate or 
  deactivate this system, causing the ship to become 
  invisible or to return to visibility. This invisibility ends if 
  your ship attacks, moves more than 500 feet on its turn, or 
  if anyone aboard the ship casts a spell or uses a system 
  (such as a teleporter) that penetrates the ship’s hull. The 
  ship can be invisible for a total of 5 minutes each day, 
  though this time does not need to be taken on consecutive 
  turns. This time recharges 24 hours after use. 
  Communications 
  For two ships to communicate, they must both have a 
  functioning communications system and be within 1,000 
  miles of one another. This system normally transmits only 
  audio communication, and most systems also translate it 
  to the listener’s language, as per the tongues spell (though 
  older models and those in disrepair are less likely to have 
  this feature).  
  Fabricator 
  Though most ships carry rations for long journeys, many 
  employ a magic fabricator which replicates the effects of 
  the create food and water spell to provide a reliable 
  source of nourishment for the entire crew. Indeed, many 
  view this type of system as being a part of the very life 
  support. 
       Some ships use even more sophisticated replicators, 
  capable of not only creating food and drink, but also 
  capable of manufacturing just about anything, as per the 
  fabricate spell. Though these more sophisticated systems 
  are phenomenally expensive, they’re essential for the 
  largest of ships, which contain a multitude of parts which 
  can fail at a moment’s notice. Any ship of Corvette size or 
  larger with this system can be expected to have the 
  fabricate version of this system installed. 
  Life Pods 
  In the event of catastrophic ship failure, life pods are the 
  last hope for survival. A ship with this system has a 
  single-person life pod for each passenger of the ship’s 
  capacity. At any time, you can use your action to board a 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  life pod and eject from the ship. The pod travels far 
  enough to clear any explosion of the ship, then drifts 
  aimlessly. The pod has extremely minimal 
  thrusters―enough to change direction two or three 
  times―and enough air, power, and rations to sustain its 
  passenger for 1 week. Each life pod automatically 
  produces a distress signal that can be detected by any ship 
  with sensors, though such a signal only travels at the 
  speed of light―very slow by galactic scale. A life pod can 
  survive reentry on most planets. 
  Life Support 
  Providing a ship with air, heat, and artificial gravity, a life 
  support system is the most integral part of a ship for its 
  crew. If a life support system is disabled, a temporary life 
  support system will typically be engaged, providing the 
  ship with air and heat for up to an hour, but not restoring 
  artificial gravity. 
       For less conventional starships, such as those shaped as 
  galleons or which are built within great trees, the life 
  support system extends a bubble of heat and atmosphere 
  around the entire ship. 
       It is possible to survive for some time without a 
  functioning life support system, as long as crew members 
  have functioning life suits, but these alternatives are 
  frequently a temporary stop-gap while the life support is 
  repaired. 
       A crew member with sufficient privileges with the ship 
  computer aboard the bridge of a ship can normally disable 
  the life support manually as an action. Depending on the 
  ship, this may allow them to vent atmosphere from the 
  ship, disable the artificial gravity (rending the entire ship a 
  zero-gravity environment, if it’s in space), disable the 
  ship’s heaters, or do all of those things to all or part of the 
  ship. 
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  Probe 
  This remotely piloted drone is deployed from the ship to 
  analyze potentially hazardous environments ahead of the 
  ship itself. The probe has no combat capabilities but 
  transmits everything it sees and hears back to its 
  controller. If the probe strays more than 100 miles from 
  the controller, it loses connection and falls dormant until 
  the controller unit is within signal range. The statistics for 
  a probe are included in the Example Ships section. 
  Sensors 
  The vast majority of ships are equipped with an array of 
  sensors used to pinpoint ships and other obstacles within 
  100 miles. If these sensors are missing or disabled, a ship 
  can only see and make attacks within its cone of 
  movement. 
  Shield Generator 
  A massive arcane projector, pulsing with waves of 
  abjuration magic, a shield generator is required for a ship 
  to have a directional shield. If it is disabled, a ship loses 
  all its shield points until it is repaired. 
  Shuttle 
  Like fighters, shuttles are smaller ships which can be 
  deployed from a parent ship as an action to perform a 
  number of operations. Whereas a fighter’s utility is strictly 
  offensive, a shuttle is not typically equipped with weapons 
  of any variety, but can hold a more sizeable crew and 
  cargo capacity. Shuttles are usually used to transport 
  people and goods between the main ship and a planet’s 
  surface, and make for a cheap and effective alternative to 
  teleportation. The statistics for a shuttle are included in the 
  Example Ships section. 
  Sickbay 
  Illness and injury are bound to happen on a starship, and 
  without a dedicated healer onboard, a sickbay is a critical 
  facility on any starship. This system has a pool of 6 
  medical dice, which are d8s. Each of these dice recharge 
  24 hours after being used. You can spend 1 minute in a 
  sickbay and expend one or more of these dice to cause 
  you or another creature in the sickbay to regain hit points 
  equal to the value rolled. 
       Alternatively, you can expend 3 medical dice to cure 
  yourself of any disease or poison afflicting you or another 
  creature in the sickbay. 
  Simulator 
  Because voyages aboard a starship can last months or 
  even years at a time, simulating the luxuries of home can 
  be a great boon to the ship’s crew. A simulator is an 
  immensely complex room, technically a sentient magic 
  item, that employs dozens of systems to create the effects 
  of the spells hallucinatory terrain and major image to 
  replicate entire environments and situations. Though this 
  system was designed to train crew members for dangerous 
  situations and to simulate tactical battles, it is just as often 
  employed for entertainment purposes. 
  Teleporters 
  Blinking from the inside of a ship onto the surface of a 
  planet is an invaluable function for many starships. As 
  such, many ships contain a number of permanent 
  teleportation circles specially designed for this type of 
  short-range transportation. The ship’s engineer can use its 
  action to activate the teleportation system, targeting a 
  single unmoving location within 100 miles of the ship and 
  creating a temporary destination teleportation circle at that 
  location. This circle lasts for 1 minute or until another 
  teleportation circle is created. Because the resonance of a 
  Dark Matter engine interferes with the teleportation 
  magic, you can’t create a destination circle inside a ship 
  which has a functioning Dark Matter engine unless 
  engineers on both ships coordinate the teleporters to allow 
  transit. 
       Sometimes, a network of teleportation circles will be 
  set up inside particularly large ships to facilitate quick 
  navigation. Such teleporters are constantly active. 
  Tractor Beam 
  A tractor beam is a very large device designed to pull 
  spacecraft and other objects toward the ship. If you are in 
  the engineer role, you can use your action to make a 
  ranged spell attack using a tractor beam targeting an 
  object or ship within 3,000 feet that is less than half the 
  size of your ship and is not moving away from it. If you 
  are not a spellcaster, you only add your proficiency bonus 
  to this attack roll.  
       On a hit, the target is caught in the tractor beam. At the 
  beginning of each of your turns, you can use your action 
  to maintain the beam and pull the target up to 500 feet 
  closer to your ship. The target can’t otherwise move while 
  it is within the tractor beam.  
       If the target is a ship, it can attempt to break free of the 
  tractor beam. The pilot of the target ship can make a 
  Dexterity (Piloting) check on its turn, opposed by your 
  Intelligence (Technology) check. If you fail, the ship uses 
  half its movement speed to escape the tractor beam and 
  can move freely for the remainder of its movement. 
  Umbilicus 
  An umbilicus is a long, hollow cable which extends from 
  one ship to another (a maximum of 100 feet), allowing the 
  transport of people and goods between the two without 
  compromising the hull of either ship. An umbilicus is 
  required to board another ship. 
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  SHIPS 
  Customizing 
  Your Ship 
  As parts fail and repairs are made in the Black, most ships 
  start to look less and less like their original factory models 
  and more like customized Frankenstein ships, composed 
  of parts from dozens of vessels, strapped to a vaguely 
  familiar frame. Sometimes, these sorts of repairs are 
  necessary to keep the ship operating, but other times, 
  they’re optional, made solely to upgrade the original 
  model in desirable ways. There are four general varieties 
  of customizations you can give a ship: upgrading a ship’s 
  Dark Matter engine, replacing weapons, adding new 
  systems, and other general upgrades. You can install two 
  or more upgrades at the same time, as long as you have 
  access to a spaceport and enough people to install all the 
  upgrades simultaneously. 
  Upgrading a                                 
  Dark Matter Engine 
  Installing a new Dark Matter engine is no trivial task. The 
  void crystals at the core of a Dark Matter engine are 
  extremely fragile and must be in pristine condition to 
  operate correctly. If an engine is installed incorrectly, the 
  void crystals will likely be damaged, resulting in an 
  immediate (or delayed) instability event, consuming the 
  ship and all aboard it in a sphere or annihilation. Often, 
  automatons will perform most of the testing after trained 
  engineers have installed the crystals. 
       Despite the risk and the cost, you can upgrade a ship’s 
  Dark Matter engine by 1 class (or install a Class 1 Dark 
  Matter engine into a ship that didn’t have one) with 1 
  week of work and a cost in materials and labor as shown 
  on the Dark Matter Upgrade table. Upgrading a Dark 
  Matter engine on a ship larger than a frigate is generally 
  impossible, as larger engines are too deeply 
  interconnected to the ship to be replaced. 
  Dark Matter Upgrade 
  Ship Size 
  Cost 
  Fighter 
  2,500 gp 
  Personal 
  5,000 gp 
  Transport 
  12,500 gp 
  Corvette 
  50,000 gp 
  Frigate 
  100,000 gp 
   
   
   
   
  Upgrading Weapons 
  The ideal ship would have dozens of weapons installed on 
  every external surface, covering every possible direction 
  with extreme firepower. Reality, however, gets in the way. 
  Because each weapon needs a gunner, each external 
  weapon is linked to a single gunner station on the inside 
  of the ship. Unfortunately, this means most ships can’t 
  install additional weapons―doing so would require a 
  complete overhaul of the ship’s internal layout.  
       It is relatively simple, however, to replace one ship 
  weapon with another. Doing so requires 1 day of work 
  and the cost of the weapon to be installed. Removed 
  weapons can be kept in storage (though most are 
  massively heavy and spacious) or sold at half market 
  value. 
       You can also change the mounting location of a facing 
  weapon with 8 hours of work, choosing for the weapon to 
  be installed facing the front, back, left, or right of the ship. 
  Adding New Systems 
  Ships have a wide variety of systems at their disposal, 
  expanding their capabilities and comforts, making them 
  both powerful weapons and cozy homes. Ships have room 
  to install three additional systems before space on board 
  becomes a significant problem. However, fighters have 
  much tighter space, and have no room for additional 
  systems. After the maximum number of systems are 
  installed, new systems can only be installed by removing 
  other systems from the ship. 
       Installing a shield generator on a ship that does not 
  have one gives that ship 8 shield points. 
       You can install a new system with 7 days of work and 
  a cost in materials and labor as shown on the System 
  Costs table. 
  Other Upgrades 
  Starships can be outfitted with an array of upgrades that 
  aren’t as modular as replacing a weapon or adding a new 
  system. Each of the following upgrades can be installed 
  on a ship once, unless otherwise specified. You can install 
  a new system with 1 week of work and a cost in materials 
  and labor as shown in the Ship Upgrades table. 
   
   
   
   
   
   
   
   
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  Ship Upgrades 
  System 
  Cost 
  Afterburners 
  7,500 gp 
  AI Core 
  10,000 gp 
  Antivirus Module 
  1,500 gp 
  Arcana-Resistant Coating 
  8,000 gp 
  Assault Port 
  3,000 gp 
  Captain’s Chair 
  1,500 gp 
  Countermeasures 
  1,500 gp 
  Cruising Engines 
  2,000 gp 
  Ded Reckoner 
  5,000 gp 
  Detonation Failsafe 
  7,500 gp 
  Expanded Hold 
  2,000 gp 
  Expanded Quarters 
  2,000 gp 
  External Manipulators 
  2,000 gp 
  Hypercapacitator 
  8,500 gp 
  Internal Reinforcements 
  2,000 gp 
  Jump Rift 
  5,000 gp 
  Lifeform Scanner 
  7,500 gp 
  Live Feed 
  1,500 gp 
  Material Analyzer 
  3,000 gp 
  Medical Station 
  5,000 gp 
  Overshield 
  5,000 gp 
  Panic Drive 
  7,500 gp 
  Radio Array 
  2,000 gp 
  Reinforced Hull 
  7,500 gp 
  Repair Drones 
  10,000 gp 
  Targeting Optics 
  2,000 gp 
  Tri-Probe 
  5,500 gp 
  Smuggler’s Hold 
  1,000 gp 
  Ship Upgrades 
  The following upgrades are listed in alphabetical order. 
       Afterburners. Your ship’s movement speed increases 
  by 500 feet if the pilot moves it in a straight line. 
       AI Core. The ship's computer has an installed construct 
  core that manifests a sentient shipboard artificial 
  intelligence. This AI serves to keep the ship in running 
  order and has some interaction with all of the ship's 
  systems, allowing it to see and hear every part of the ship 
  and control all of its systems. It can communicate with the 
  ship's passengers via the ship's computer system and any 
  built-in intercom systems on the ship. 
       The AI has an Intelligence of 17, a Charisma of 14, and 
  a Wisdom of 13. It is proficient in Technology (+5) and 
  Data (+5). It can make Intelligence checks when any 
  situation arises and will inform its passengers of any 
  information it knows. 
   
   
   
   
       Additionally, at a player's command, the AI can take 
  directly assume any character ship role. The AI can 
  perform any action provided by that role and takes its turn 
  at the end of the initiative order. The ship adds +3 to all of 
  its attack rolls. 
       AI personalities can vary wildly. Some are snarky and 
  occasionally play jokes on their crew, while others are 
  fiercely logical, and derive pleasure chiefly from 
  calculating probabilities to dozens of decimal places. All, 
  however, generally enjoy their hulls and decks being 
  cleaned regularly. 
       Antivirus Module. A secondary arcane terminal 
  screens all access to the ship computer for hacking 
  attempts. Any attempt to hack the ship’s computer or any 
  system or door control has disadvantage.    
       Arcana-Resistant Coating. Any crew member that 
  must make a saving throw to resist a magic effect 
  originating from outside the ship can add +2 to the roll. 
       Assault Port. Fighters can deploy from your ship as a 
  bonus action, rather than an action. 
       Your ship must have fighters to accept this upgrade. 
       Captain’s Chair. Your ship comes equipped with a 
  luxurious command chair, laden with communication 
  control and a single prominent red button. The captain can 
  take one of their special actions as a bonus action, and 
  regains the ability to do so after 24 hours. The captain 
  can’t take the same special action twice on the same turn. 
       Your ship must have the Captain role to accept this 
  upgrade. 
       Countermeasures. Your ship has a series of flares or a 
  deployable decoy designed to confuse the targeting of a 
  pursuing vessel. You trigger your countermeasures as a 
  reaction when you are targeted by an attack, causing that 
  attack to have disadvantage. Once you use your 
  countermeasures, you must load a new set in a process 
  which takes 1 minute. 
       Your ship must be a fighter to accept this upgrade.  
       Cruising Engines. Your ship’s sublight speed is 
  doubled. 
       Ded Reckoner. Your ship has a complex flight 
  computer, which attempts to calculate a course through 
  the Void. When you make a blind void jump, you can add 
  +5 to the roll. 
       Your ship must have a Dark Matter engine to accept 
  this upgrade. 
       Detonation Failsafe. Your ship is less likely to suffer 
  catastrophic failure and has advantage on detonation 
  saving throws. 
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       Expanded Hold. Your ship’s tonnage capacity 
  increases by 50%. 
       Expanded Quarters. Your ship can hold 25% 
  additional passengers (rounded up) above its normal 
  capacity without overly taxing the life support during long 
  voyages. 
       External Manipulators. A pair of extensible clawed 
  arms can fold out from the hull of your ship or fold back 
  down as an action. These arms can reach of up 50 feet and 
  can each push, pull, or grip with a maximum force of 
  1,000 pounds.  
       Hypercapacitator. Your ship’s Dark Matter engine has 
  a secondary power cell, a hypercapacitator, which can be 
  charged with enough magical energy to conduct a void 
  jump. A spellcaster can use their action and expend a spell 
  slot of the same level as the Dark Matter engine’s class to 
  charge the hypercapacitator. The hypercapacitator can be 
  discharged to fuel the engine making one void jump. 
       Your ship must have a Dark Matter engine to accept 
  this upgrade. 
       Internal Reinforcements. You have improved the 
  integrity of your fighter by filling every hollow space with 
  lightweight reinforcements. Your fighter’s mega hit points 
  increases by 10. 
       Your ship must be a fighter to escape this upgrade.  
       Jump Rift. When your ship makes a void jump, any 
  ship within 500 feet of it is carried with it when it jumps. 
       Your ship must have a Dark Matter engine to accept 
  this upgrade. 
       Lifeform Scanner. You enhance your ship’s sensors to 
  be able to detect living creatures. The ship’s engineer can 
  spend 1 minute to scan a ship within 100 miles to 
  determine the exact number of living humanoids onboard. 
       Your ship must have sensors to accept this upgrade. 
       Live Feed. Your communications system provides a 
  live video feed or holographic image of both parties. The 
  recipient can choose whether or not to mask their image 
  from your feed. 
       Your ship must have communications to accept this 
  upgrade. 
       Material Analyzer. Your sensors have been upgraded 
  with a directional scanner that determines a target's 
  composition. The ship’s engineer can spend 1 minute to 
  scan a target within 1,000 miles, learning by percent 
  which metals, minerals, and materials make up the target.  
       Your ship must have sensors to accept this upgrade. 
       Medical Station. A complete overhaul of your ship's 
  sickbay has made it analogous to a small hospital. Your 
  sickbay has twice as many (12) medical dice. 
  Additionally, you can spend 1 minute and expend 3 
  medical dice to remove a level of exhaustion from 
  yourself or another creature in the sickbay, or to end one 
  of the following conditions afflicting you or another 
  creature in the sickbay: blinded, deafened, paralyzed, or 
  poisoned. 
       Your ship must have a sickbay to accept this upgrade. 
       Overshield. An additional generator is added to 
  supplement the shields, increasing your ship’s maximum 
  Shield Points by 6.  
       Your ship must have a shield generator to accept this 
  upgrade. 
       Panic Drive. Your ship’s Dark Matter engine has been 
  heavily customized with a secondary arcane engine to 
  pump energy into the core for faster, but more erratic 
  charging times. Once the engineer has taken the Void 
  Jump action to charge the Dark Matter engine, it can use 
  its action on one of its subsequent turns to panic jump the 
  Dark Matter drive, possibly jumping early. Roll a d6. On a 
  5 or 6, the ship jumps early. 
       Your ship must have a Dark Matter engine to accept 
  this upgrade. 
       Radio Array. Your ship can communicate with another 
  ship out to a range of 10,000 miles, rather than 1,000 
  miles. If the receiving ship has communications but does 
  not have this upgrade, it can receive messages, but not 
  transmit replies. 
       Your ship must have communications to receive this 
  upgrade. 
       Reinforced Hull. Great alloyed bands are attached on 
  the on the exterior of the hull, increasing your ship’s AC 
  by 1.  
       Repair Drones. A series of mechanized drones patrol 
  the outer side of the hull, automatically sealing leaks and 
  repairing structural damage. If your ship is below half its 
  maximum hit points, it regains 1 mega hit point at the 
  beginning of the initiative order. 
       Targeting Optics. One installed ship weapon of your 
  choice gains a +1 bonus to attack and damage rolls and its 
  range increases by 500 feet. You can choose this upgrade 
  more than once, applying it to a different weapon each 
  time. 
       Tri-Probe. Instead of holding only one drone, your 
  probe bay instead holds three. Each of these probes can be 
  controlled independently.  
       Your ship must have a probe to receive this upgrade. 
       Smuggler’s Hold. Your ship has hidden compartments 
  in its hold, perfect for smuggling. These compartments 
  can hold up to 1,000 pounds (which does not count 
  against your ship’s capacity) in objects no larger than 6 
  feet in any dimension. 
   
   
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  EXAMPLE SHIPS  
   Name 
  Race 
  AC 
  HP 
  SP  
  Speed 
  (Maneuverability) 
  Dark Matter 
  Engine 
  Cost 
  Fighter 
   
   
   
   
   
   
   
  Battle Frame 
  Human  
  14 
  30 
  ― 
  3,000 (360) 
  ― 
  5,000 gp 
  Cog 
  Gnome 
  13 
  34 
  ― 
  3,000 (180) 
  ― 
  5,750 gp 
  Drone 
  Vect 
  13 
  22 
  ― 
  3,500 (360) 
  ― 
  4,500 gp 
  Flying Car 
  Misc. 
  10 
  2 
  ― 
  2,000 (180) 
  ― 
  3,500 gp 
  Hammer 
  Dwarven 
  14 
  25 
  ― 
  3,000 (180) 
  ― 
  5,000 gp 
  Hovertank 
  Misc. 
  14 
  30 
  ― 
  500 (180) 
  ― 
  5,000 gp 
  Interceptor 
  Elven 
  13 
  25 
  ― 
  4,000 (180) 
  ― 
  5,000 gp 
  Landrunner 
  Misc. 
  10 
  3 
  ― 
  2,500 (180) 
  ― 
  2,500 gp 
  Kill-Rig 
  Orcish 
  13 
  28 
  ― 
  3,000 (180) 
  ― 
  4,000 gp 
  Pilgrim 
  Avia-Ra 
  13 
  25 
  ― 
  3,500 (180) 
  ― 
  5,000 gp 
  Pincer 
  Nautilid 
  14 
  30 
  ― 
  3,500 (180) 
  ― 
  5,500 gp 
  Probe 
  Misc. 
  8 
  1 
  ― 
  1,500 (360) 
  ― 
  2,750 gp 
  Sabre 
  Human 
  13 
  25 
  ― 
  3,500 (180) 
  ― 
  5,000 gp 
  Saucer 
  Amoeboid 
  13 
  20 
  4 
  3,000 (180) 
  ― 
  5,750 gp 
  Shuttle 
  Misc. 
  10 
  2 
  ― 
  1,500 (180) 
  ― 
  5,000 gp 
  Umbra 
  Wrothian 
  11 
  15 
  ― 
  3,500 (180) 
  ― 
  ― 
  Personal 
   
   
   
   
   
   
   
  Dropship 
  Misc. 
  13 
  34 
  8 
  2,500 (90) 
  Class 1 
  7,500 gp 
  Herald 
  Avia-Ra 
  13 
  42 
  8 
  3,000 (90) 
  Class 1 
  10,000 gp 
  Kabuto Frame 
  Human 
  15 
  50 
  8 
  3,000 (360) 
  Class 1 
  15,000 gp 
  Privateer 
  Human 
  14 
  46 
  8 
  3,000 (90) 
  Class 2 
  12,500 gp 
  Ram-Rod 
  Orcish 
  14 
  42 
  ― 
  3,000 (90) 
  Class 1 
  8,000 gp 
  Sun Hopper 
  Elven 
  13 
  38 
  8 
  3,500 (90) 
  Class 2 
  10,000 gp 
  Transport 
   
   
   
   
   
   
   
  Bishop 
  Avia-Ra 
  15 
  125 
  18 
  3,000 (90) 
  Class 2 
  25,000 gp 
  Freelancer 
  Human 
  15 
  135 
  20 
  3,000 (90) 
  Class 3 
  26,000 gp 
  Gear 
  Gnomish 
  15 
  167 
  ― 
  3,000 (90) 
  Class 2 
  25,000 gp 
  Isosceles 
  Amoeboid 
  15 
  108 
  26 
  3,000 (90) 
  Class 3 
  27,500 gp 
  Marathon 
  Elvish 
  15 
  125 
  18 
  3,500 (90) 
  Class 3 
  25,000 gp 
  Sledge 
  Dwarven 
  16 
  135 
  18 
  2,500 (90) 
  Class 2 
  25,000 gp 
  Smuggler 
  Misc. 
  14 
  125 
  18 
  3,500 (90) 
  Class 3 
  24,000 gp 
  Corvette 
   
   
   
   
   
   
   
  Battle Planetoid 
  Misc. 
  14 
  240 
  ― 
  2,000 (90) 
  Class 2 
  40,000 gp 
  Highwind 
  Elvish 
  17 
  190 
  26 
  3,000 (90) 
  Class 4 
  115,000 gp 
  Maul 
  Dwarven 
  18 
  200 
  26 
  2,000 (90) 
  Class 4 
  100,000 gp 
  Maverick 
  Human 
  17 
  195 
  30 
  2,500 (90) 
  Class 4 
  100,000 gp 
  Starliner 
  Misc. 
  14 
  150 
  ― 
  2,500 (90) 
  Class 5 
  90,000 gp 
  Super-Charger 
  Orcish 
  17 
  190 
  ― 
  2,500 (90) 
  Class 3 
  80,000 gp 
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  EXAMPLE SHIPS CONT. 
   Name 
  Race 
  AC 
  HP 
  SP  
  Speed 
  (Maneuverability) 
  Dark Matter 
  Engine 
  Cost 
  Frigate 
   
   
   
   
   
   
   
  Anvil 
  Dwarven 
  20 
  315 
  40 
  1,500 (90) 
  Class 4 
  210,000 gp 
  Crucible 
  Avia-Ra 
  19 
  295 
  40 
  2,500 (90) 
  Class 4 
  200,000 gp 
  Driver 
  Gnomish 
  19 
  393 
  ― 
  2,000 (90) 
  Class 4 
  200,000 gp 
  Freighter 
  Misc. 
  16 
  200 
  ― 
  2,000 (90) 
  Class 5 
  150,000 gp 
  Orbital Defense 
  Platform 
  Misc. 
  16 
  220 
  30 
  500 (45) 
  ― 
  135,000 gp 
  Space Station 
  Misc. 
  14 
  195 
  50 
  ― 
  Class 3 
  135,000 gp 
  Light Cruiser 
   
   
   
   
   
   
   
  Akuma 
  Human 
  20 
  330 
  60 
  2,000 (45) 
  Class 5 
  ― 
  Apostle 
  Avia-Ra 
  20 
  385 
  50 
  2,000 (45) 
  Class 5 
  ― 
  Explorer 
  Human 
  20 
  385 
  50 
  2,000 (45) 
  Class 6 
  ― 
  Stygian 
  Wrothian 
  20 
  415 
  36 
  2,000 (45) 
  Class 6 
  ― 
  Swarm Ship 
  Vect 
  20 
  215 
  100 
  1,500 (45) 
  Class 6 
  ― 
  Whorl 
  Nautilid 
  20 
  395 
  50 
  2,000 (45) 
  Class 6 
  ― 
  Heavy Cruiser 
   
   
   
   
   
   
   
  Foundry 
  Vect 
  20 
  385 
  80 
  1,500 (45) 
  Class 8 
  ― 
  The Axiom 
  Gnomish 
  20 
  633 
  ― 
  1,500 (45) 
  Class 6 
  ― 
  The Prophet 
  Avia-Ra 
  21 
  475 
  50 
  1,500 (45) 
  Class 7 
  ― 
  Warbringer 
  Human 
  21 
  475 
  50 
  1,500 (45) 
  Class 7 
  ― 
  Capital 
   
   
   
   
   
   
   
  The Hyperion 
  Elven 
  22 
  575 
  70 
  1,500 (45) 
  Class 9 
  ― 
  The Mountain 
  Dwarven 
  23 
  575 
  70 
  1,500 (45) 
  Class 8 
  ― 
  Titan 
   
   
   
   
   
   
   
  The Infinity 
  Misc. 
  22 
  525 
  80 
  1,000 (45) 
  Class 10 
  ― 
  SHIPS 
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  Example Ships 
  The followings ship statistics double as statistics for NPC 
  ships and as blueprints for typical ships that the player 
  characters might use. Certain statistics, such as bonuses to 
  hit on weapon attacks and the spells included with the 
  Arcane Cannon system, are intended only for NPC ships. 
  Cheaper or older ships might have inferior statistics as 
  compared to state-of-the-art designs, and ships intended 
  for player characters might have special upgrades, such as 
  a higher level Dark Matter engine or different weapons 
  mounted into different locations. 
  Amoeboid Ships 
  The eerie blue-green lights and uncanny, saucer-like 
  silhouettes of amoeboid ships are no stranger to any 
  world. Coming and going in the middle of the night to 
  dissect livestock and experiment on intelligent creatures, 
  amoeboid ships are somewhat infamous for their role in 
  research on primitive worlds. More often, however, 
  amoeboid saucers and motherships can be found hovering 
  around and leaping between maw stations, their 
  symmetric, sophisticated designs perfectly reflecting that 
  of most amoeboid technology, including much of the 
  maws themselves. 
  Saucer 
  Amoeboid fighter 
  Armor Class 13 
  Mega Hit Points 20 
  Shield Points 4 
  Engines Impulse (3,000 feet): Maneuverability (180) 
  Systems Life support, sensors 
  Crew Pilot 
  Capacity 1 passenger; 500 lb. 
  Cost 5,750 gp 
  Reactive Design. When this ship takes mega damage, it can 
  immediately move up to 1,000 feet in any direction and change 
  the direction it faces. 
  WEAPONS 
  Lightning Coil. Ranged Weapon Attack: +5 to hit, range 
  2,000/6,000 ft., one target. Hit: 9 (half 3d12) mega lightning 
  damage or 36 (6d12) mega lightning damage if the damage is 
  dealt to shields. If this damage reduces a ship’s shields points 
  to 0, remaining damage is not subtracted from hit points.  
  Isosceles 
  Amoeboid transport 
  Armor Class 15 
  Mega Hit Points 108 
  Shield Points 26 
  Engines Dark Matter (Class 3), Impulse (3,000 feet); 
  Maneuverability (90) 
   
   
   
   
   
   
   
   
  Systems Arcane cannon, communications, life pods, life 
  support, probe, sensors, shield generator, sick bay, 
  teleporters 
  Crew Captain, Engineer, Fighter (Saucer), 2 Gunners, Pilot 
  Capacity 10 passengers; 65 tons 
  Cost 27,500 gp 
  Reactive Design. When this ship takes mega damage, it can 
  immediately move up to 1,000 feet in any direction and change 
  the direction it faces. 
  WEAPONS 
  Arcane Cannon (hardlight blaster). Ranged Spell Attack: +7 to 
  hit, range 6,000 ft., one target. This attack can originate from 
  any location within 1,000 feet of the ship. Hit: 10 (3d6) mega 
  force damage.  
  Lightning Coil. Ranged Weapon Attack: +7 to hit, range 
  2,000/6,000 ft., one target. Hit: 9 (half 3d12) mega lightning 
  damage or 36 (6d12) mega lightning damage if the damage is 
  dealt to shields. If this damage reduces a ship’s shields points 
  to 0, remaining damage is not subtracted from hit points.  
  Mothership 
  Amoeboid frigate 
  Armor Class 19 
  Mega Hit Points 225 
  Shield Points 50 
  Engines Dark Matter (Class 5), Impulse (2,500 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, cloaking, communications, life pods, 
  life support, probe, sensors, shield generator, sickbay, 
  teleporters 
  Crew Captain, Engineer, 8 Fighters (Saucers), 3 Gunners, Pilot 
  Capacity 150 passengers; 4,000 tons 
  Cost 200,000 gp 
  Advanced Shielding. This ship's shields cover two of its sides, 
  instead of one. These sides must be adjacent to each other. 
  Reactive Design. When this ship takes mega damage, it can 
  immediately move up to 1,000 feet in any direction and change 
  the direction it faces. 
  WEAPONS 
  Arcane Cannon (lightning bolt). A stroke of lightning forming a 
  line of 10,000 feet long and 500 feet wide blasts out from this 
  ship in a direction chosen by the caster. Each creature and the 
  pilot of each ship in the line must make a DC 19 Dexterity 
  saving throw, taking 28 (8d6) mega lightning damage on a 
  failed save, or half as much damage on a successful one. 
  3 × Lightning Coil. Ranged Weapon Attack: +11 to hit, range 
  2,000/6,000 ft., one target each. Hit: 9 (half 3d12) mega 
  lightning damage or 36 (6d12) mega lightning damage if the 
  damage is dealt to shields. If this damage reduces a ship’s 
  shields points to 0, remaining damage is not subtracted from 
  hit points. 
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  SHIPS 
  Avia-Ra Ships 
  The mighty arm of the avia-ra in the Holy Lands is the 
  Congregation, a fleet of righteous ships dedicated to 
  carrying the fury and enlightenment of the Sun Above to 
  heretics the universe-over. Its flagship, The Prophet, is a 
  vessel of terrifying might, and is said to have burned its 
  mark into every elven ship it crossed during the days of 
  the Night Crusade. Now, it slumbers peacefully with 
  much of the Congregation in a large perimeter around the 
  Sepulcher Star, awaiting another grand Crusade.  
       Avia-Ra ships demonstrate a meeting of traditional 
  design, canny ingenuity, and startling ruthlessness. There 
  is no better evidence of this than the scorchers bore by 
  most ships in the Congregation: a powerful symbol of the 
  Sun's might, and also a deceptively simple circumvention 
  of elven shield technology. 
  Pilgrim 
  Avia-Ra fighter 
  Armor Class 13 
  Mega Hit Points 25 
  Engines Impulse (3,500 feet): Maneuverability (180) 
  Systems Life support, sensors 
  Crew Pilot 
  Capacity 1 passenger; 500 lb. 
  Cost 5,000 gp 
  Annealed Hull. This ship has resistance to fire damage. 
  WEAPONS 
  Scorcher. Ranged Weapon Attack: +5 to hit, range 1,000/3,000 
  ft., one target. Hit: 13 (3d8) mega fire damage. This damage 
  bypasses a ship's shields.  
  Herald 
  Avia-Ra personal 
  Armor Class 13 
  Mega Hit Points 42 
  Shield Points 8 
  Engines Dark Matter (Class 1), Impulse (3,000 feet): 
  Maneuverability (90) 
  Systems Communications, life pods, life support, sensors, 
  shield generator 
  Crew Engineer, 2 Gunners, Pilot 
  Capacity 6 passengers; 6 tons 
  Cost 10,000 gp 
  Annealed Hull. This ship has resistance to fire damage. 
  Zealous Fury. When this ship has 8 mega hit points remaining 
  or fewer, it has advantage on its attack rolls. 
  WEAPONS 
  2 × Scorcher. Ranged Weapon Attack: +6 to hit, range 
  1,000/3,000 ft., one target each. Hit: 13 (3d8) mega fire 
  damage. This damage bypasses a ship's shields. 
   
  Bishop 
  Avia-Ra transport 
  Armor Class 15 
  Mega Hit Points 125 
  Shield Points 18 
  Engines Dark Matter (Class 2), Impulse (3,000 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, communications, fabricator, life pods, 
  life support, probe, sensors, shield generator, shuttle 
  Crew Captain, Engineer, Fighter (Pilgrim), 2 Gunners, Pilot 
  Capacity 12 passengers; 100 tons 
  Cost 25,000 gp 
  Annealed Hull. This ship has resistance to fire damage. 
  Diagonal Movement. This ship can rotate the direction it is 
  facing up to 45 degrees before it moves and rotate up to 45 
  degrees after it moves, instead of rotating up to 90 degrees 
  after it moves. 
  Zealous Fury. When this ship has 25 mega hit points remaining 
  or fewer, it has advantage on its attack rolls. 
  WEAPONS 
  Arcane Cannon. (burning hands). Each creature and the pilot 
  of each ship in a 1,500-foot cone must make a DC 15 Dexterity 
  saving throw. A target takes 10 (3d6) mega fire damage on a 
  failed save, or half as much damage on a successful one. 
  2 × Scorcher. Ranged Weapon Attack: +7 to hit, range 
  1,000/3,000 ft., one target each. Hit: 13 (3d8) mega fire 
  damage. This damage bypasses a ship's shields. 
  Crucible 
  Avia-Ra frigate 
  Armor Class 19 
  Mega Hit Points 295 
  Shield Points 40 
  Engines Dark Matter (Class 4), Impulse (2,500 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, communications, fabricator, life pods, 
  life support, sensors, shield generator, teleporters 
  Crew Captain, Engineer, 4 Fighters (Pilgrim), 3 Gunners, Pilot 
  Capacity 150 passengers; 4,000 tons 
  Cost 200,000 gp 
  Annealed Hull. This ship has resistance to fire damage. 
  Blink Teleport (1/Day). This ship can use all of its movement to 
  teleport to any unoccupied space within 6,000 feet, facing any 
  direction it wishes. 
  Zealous Fury. When this ship has 45 mega hit points remaining 
  or fewer, it has advantage on its attack rolls. 
  WEAPONS 
  Arcane Cannon (flame strike). A column of divine fire roars 
  down in a direction you specify. Each creature and the pilot of 
  each ship in a 1,000-foot radius, 4,000-foot-high cylinder 
  centered on a point within range must make a DC 19 Dexterity 
  saving throw. A target takes 14 (4d6) mega fire damage and 14 
  (4d6) mega radiant damage on a failed save, or half as much 
  damage on a successful one. 
  Pulse Cannon. Ranged Weapon Attack: +11 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
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  We managed to complete the refits 
  in time and now lie amongst the 
  asteroids, ready to ambush the 
  wrothian infidels. My only concern 
  is that we never had a chance to 
  test the new weapon…”  
  ―Captain's log of the Apostle, 
  Horus, final entry 
  2 × Scorcher. Ranged Weapon Attack: +11 to hit, range 
  1,000/3,000 ft., one target each. Hit: 13 (3d8) mega fire 
  damage. This damage bypasses a ship's shields. 
  Apostle 
  Avia-Ra light cruiser 
  Armor Class 20 
  Mega Hit Points 385 
  Shield Points 50 
  Engines Dark Matter (Class 5), Impulse (2,000 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, communications, fabricator, life pods, 
  life support, probe, shuttle, sickbay, sensors, shield 
  generator, teleporters 
  Crew Captain, Engineer, 4 Fighters (Pilgrim), 7 Gunners, Pilot 
  Capacity 2,750 passengers; 85,000 tons 
  Cost ― 
  Annealed Hull. This ship has resistance to fire damage. 
  Blink Teleport (1/Day). This ship can use all of its movement to 
  teleport to any unoccupied space within 6,000 feet, facing any 
  direction it wishes. 
  Zealous Fury. When this ship has 60 mega hit points 
  remaining or fewer, it has advantage on its attack rolls. 
  WEAPONS 
  Arcane Cannon (flame strike). A column of divine fire roars 
  down in a direction you specify. Each creature and the pilot of 
  each ship in a 1,000-foot radius, 4,000-foot-high cylinder 
  centered on a point within range must make a DC 20 Dexterity 
  saving throw. A target takes 14 (4d6) mega fire damage and 14 
  (4d6) mega radiant damage on a failed save, or half as much 
  damage on a successful one. 
  2 × Pulse Cannon. Ranged Weapon Attack: +12 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  Broadside. The ship fires a volley from either its left or right 
  side. This attack affects a rectangular area 6,000 feet long, 
  extending from the side of the ship in a straight line. Each 
  creature and the pilot of each ship in the area must make a DC 
  22 Dexterity saving throw or take 21 (6d6) mega fire damage, 
  or half as much on a successful one. 
  4 × Scorcher. Ranged Weapon Attack: +12 to hit, range 
  1,000/3,000 ft., one target each. Hit: 14 (3d8) mega fire 
  damage. This damage bypasses a ship's shields. 
   
   
   
   
   
   
   
   
   
   
   
  The Prophet 
  Avia-Ra heavy cruiser 
  Armor Class 21 
  Mega Hit Points 475 
  Shield Points 50 
  Engines Dark Matter (Class 7), Impulse (1,500 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, communications, fabricator, life pods, 
  life support, probe, shuttle, sickbay, sensors, shield 
  generator, teleporters, tractor beam 
  Crew Captain, Engineer, 8 Fighters (Pilgrim), 8 Gunners, Pilot 
  Capacity 7,750 passengers; 500,000 tons 
  Cost ― 
  Annealed Hull. This ship has resistance to fire damage. 
  Blink Teleport (3/Day). This ship can use all of its movement to 
  teleport to any unoccupied space within 6,000 feet, facing any 
  direction it wishes. 
  Legendary Resistance (1/Day). If the ship's pilot fails a saving 
  throw on behalf of the ship, it can choose to succeed instead. 
  Zealous Fury. When this ship has 60 mega hit points 
  remaining or fewer, it has advantage on its attack rolls. 
  WEAPONS 
  Arcane Cannon (fire storm). Ten 1,000-foot cubes of flame 
  appear in free space, arranged around hostile ships. Each cube 
  must have at least one face adjacent to the face of another 
  cube. Each creature and the pilot of each ship in the area of a 
  cube must make a DC 22 Dexterity saving throw. It takes 38 
  (7d10) mega fire damage on a failed save, or half as much 
  damage on a successful one. 
  2 × Auto Turret. Ranged Weapon Attack: +12 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Broadside. The ship fires a volley from either its left or right 
  side. This attack affects a rectangular area 6,000 feet long, 
  extending from the side of the ship in a straight line. Each 
  creature and the pilot of each ship in the area must make a DC 
  22 Dexterity saving throw or take 21 (6d6) mega fire damage, 
  or half as much on a successful one. 
  4 × Scorcher. Ranged Weapon Attack: +12 to hit, range 
  1,000/3,000 ft., one target each. Hit: 14 (3d8) mega fire 
  damage. This damage bypasses a ship's shields. 
  Starbuster. Ranged Weapon Attack: +12 to hit, range 
  12,000/36,000 ft., fixed front, one target. Hit: 36 (8d8) mega 
  radiant damage. This weapon then overheats, and can't be 
  fired again until the end of the ship's next turn. 
  LEGENDARY ACTIONS 
  The ship can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time, and only at the end of another creature's turn. Spent 
  legendary actions are regained at the start of each turn. 
  Fire at Will. The ship performs a barrage. It can make an attack 
  with two weapons or make a broadside attack. 
  Full Speed Ahead. The ship moves half its movement speed 
  within the cone of movement. 
  Repairs. The ship regains 2d12 mega hit points. 
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  SHIPS 
  Dwarven Ships 
  Dwarven shipwrights are renowned for their 
  craftsmanship and engineering, which their products 
  reflect; dwarven ships are the gold standard for quality 
  and dependability. If properly maintained, a dwarven ship 
  can see centuries of continuous use, long outliving its 
  creators. These machines are designed to tackle tough 
  jobs―asteroid mining, interstellar hauling, and deep space 
  salvage―and are named appropriately, but never seem to 
  break down; indeed, they almost seem to perform better 
  when the going gets rough.  
       Dwarven starship designs and innovations have been 
  adapted and emulated by all comers, leaving the marks of 
  Jormund engineers on human, vect, and avia-ra ships. 
  Hammer 
  Dwarven fighter 
  Armor Class 14 
  Mega Hit Points 25 
  Engines Impulse (3,000 feet): Maneuverability (180) 
  Systems Life support, sensors 
  Crew Pilot 
  Capacity 2 passengers; 2,000 lb. 
  Cost 5,000 gp 
  Sturdy Design. When this ship would be reduced to 0 hit 
  points, it instead drops to 1 mega hit point. Once it uses this 
  ability, it can't do so again until it is fully repaired to its 
  maximum hit points. 
  WEAPONS 
  Pulse Cannon. Ranged Weapon Attack: +5 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  Sledge 
  Dwarven transport 
  Armor Class 16 
  Mega Hit Points 135 
  Shield Points 18 
  Engines Dark Matter (Class 2), Impulse (2,500 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, communications, fabricator, life 
  support, sensors, shield generator, shuttle, sickbay, 
  umbilicus 
  Crew Captain, Engineer, Fighter (Hammer), 2 Gunners, Pilot 
  Capacity 12 passengers; 150 tons 
  Cost 25,000 gp 
  Breakdown-Proof. This ship’s systems, weapons, and engines 
  have 20 mega hit points, rather than 10. 
  Sturdy Design. When this ship would be reduced to 0 hit 
  points, it instead drops to 1 mega hit point. Once it uses this 
  ability, it can't do so again until it is fully repaired to its 
  maximum hit points. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WEAPONS 
  Arcane Cannon (thunderwave). A wave of thunderous force 
  sweeps out. Each creature and the pilot of each ship in a 1,500-
  foot cube originating from you must make a DC 15 
  Constitution saving throw. On a failed save, a target takes 9 
  (2d8) mega thunder damage and is pushed 1,000 feet away 
  from you. On a successful save, the target takes half as much 
  damage and isn't pushed. 
  Mining Laser. Ranged Weapon Attack: +7 to hit, range 
  1,500/4,500 ft., fixed front, one target. Hit: 8 (half 3d10) mega 
  radiant damage or 33 (6d10) mega radiant if the target has not 
  moved in the last round. 
  Pulse Cannon. Ranged Weapon Attack: +7 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  Maul 
  Dwarven corvette 
  Armor Class 18 
  Mega Hit Points 200 
  Shield Points 26 
  Engines Dark Matter (Class 4), Impulse (2,000 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, communications, fabricator, life 
  support, sensors, shield generator, shuttle, sickbay, tractor 
  beam, umbilicus 
  Crew Captain, Engineer, 2 Fighters (Hammer), 3 Gunners, Pilot 
  Capacity 40 passengers; 450 tons 
  Cost 100,000 gp 
  Breakdown-Proof. This ship’s systems, weapons, and engines 
  have 20 mega hit points, rather than 10. 
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this 
  happens, the target ship takes 11 (2d10) mega bludgeoning 
  damage, and this ship takes 5 (2d4) mega bludgeoning 
  damage. 
  Sturdy Design. When this ship would be reduced to 0 hit 
  points, it instead drops to 1 mega hit point. Once it uses this 
  ability, it can't do so again until it is fully repaired to its 
  maximum hit points. 
   
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  WEAPONS 
  Antimatter Mine. Ranged Weapon Attack: +9 to hit, deployable 
  0 ft., one target. Hit: 33 (6d10) mega necrotic damage. 
  Arcane Cannon (shatter). Pick a point within 6,000 feet. Each 
  creature and the pilot of each ship in a 1,000-foot-radius 
  sphere centered on that point must make a DC 17 Constitution 
  saving throw. A target takes 3d8 mega thunder damage on a 
  failed save, or half as much damage on a successful one. 
  Mining Laser. Ranged Weapon Attack: +9 to hit, range 
  1,500/4,500 ft., fixed front, one target. Hit: 8 (half 3d10) mega 
  radiant damage or 33 (6d10) mega radiant if the target has not 
  moved in the last round. 
  Pulse Cannon. Ranged Weapon Attack: +9 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  Anvil 
  Dwarven frigate 
  Armor Class 20 
  Mega Hit Points 315 
  Shield Points 40 
  Engines Dark Matter (Class 4), Impulse (1,500 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, communications, fabricator, life 
  support, sensors, shield generator, shuttle, sickbay, tractor 
  beam, umbilicus 
  Crew Captain, Engineer, 4 Fighters (Hammer), 4 Gunners, 
  Pilot 
  Capacity 150 passengers; 7,500 tons 
  Cost 210,000 gp 
  Armored Hull. Once per turn when this ship takes damage, it 
  can reduce the damage taken by 5 (1d10) mega hit points. 
  Breakdown-Proof. This ship’s systems, weapons, and engines 
  have 20 mega hit points, rather than 10. 
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this 
  happens, the target ship takes 22 (4d10) mega bludgeoning 
  damage, and this ship takes 10 (4d4) mega bludgeoning 
  damage. 
  Sturdy Design. When this ship would be reduced to 0 hit 
  points, it instead drops to 1 mega hit point. Once it uses this 
  ability, it can't do so again until it is fully repaired to its 
  maximum hit points. 
  WEAPONS 
  Antimatter Mine. Ranged Weapon Attack: +11 to hit, deployable 
  0 ft., one target. Hit: 33 (6d10) mega necrotic damage. 
  Arcane Cannon (fireball). Pick a point within 10,000 feet. Each 
  creature and the pilot of each ship in a 2,000-foot radius 
  sphere centered on that point must make a DC 19 Dexterity 
  saving throw. A target takes 28 (8d6) mega fire damage on a 
  failed save, or half as much damage on a successful one. 
  Mining Laser. Ranged Weapon Attack: +11 to hit, range 
  1,500/4,500 ft., fixed front, one target. Hit: 8 (half 3d10) mega 
  radiant damage or 33 (6d10) mega radiant if the target has not 
  moved in the last round. 
  2 × Pulse Cannon. Ranged Weapon Attack: +11 to hit, range 
  6,000/18,000 ft., fixed front and rear, one target each. Hit: 13 
  (3d8) mega radiant damage. 
  The Mountain 
  Dwarven capital 
  Armor Class 23 
  Mega Hit Points 525 
  Shield Points 70 
  Engines Dark Matter (Class 8), Impulse (1,000 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, communications, fabricator, life 
  support, probe, sensors, shield generator, shuttle, sickbay, 
  tractor beam, umbilicus 
  Crew Captain, Engineer, 12 Fighters (Hammer), 6 Gunners, 
  Pilot 
  Capacity 40,000 passengers; 1,500,000 tons 
  Cost ― 
  Arcane Reinforcement. The pilot of this ship has advantage on 
  all saving throws against spells it makes on behalf of the ship. 
  Armored Hull. Once per turn when this ship takes damage, it 
  can reduce the damage taken by 5 (1d10) mega hit points. 
  Legendary Resistance (1/Day). If the ship's pilot fails a saving 
  throw on behalf of the ship, it can choose to succeed instead. 
  Breakdown-Proof. This ship’s systems, weapons, and engines 
  have 20 mega hit points, rather than 10. 
  WEAPONS 
  3 × Antimatter Mine. Ranged Weapon Attack: +14 to hit, 
  deployable 0 ft., one target. Hit: 33 (6d10) mega necrotic 
  damage. 
  Arcane Cannon (chain lightning). A bolt of lightning arcs 
  toward a target of your choice that you can see within range. 
  Three bolts then leap from that target to as many as three 
  other targets, each of which must be within 3,000 feet of the 
  first target. A target can be a creature, an object, or a ship and 
  can be targeted by only one of the bolts. 
       A target must make a DC 24 Dexterity saving throw (or, if 
  the target is a ship, its pilot must make a Dexterity saving 
  throw.) The target takes 45 (10d8) mega lightning damage on a 
  failed save, or half as much on a successful one. 
  Broadside. The ship fires a volley from either its left or right 
  side. This attack affects a rectangular area 6,000 feet long, 
  extending from the side of the ship in a straight line. Each 
  creature and the pilot of each ship in the area must make a DC 
  24 Dexterity saving throw or take 21 (6d6) mega radiant 
  damage, or half as much on a successful one. 
  2 × Pulse Cannon. Ranged Weapon Attack: +14 to hit, range 
  6,000/18,000 ft., fixed front, one target each. Hit: 13 (3d8) 
  mega radiant damage. 
  LEGENDARY ACTIONS 
  The ship can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time, and only at the end of another creature's turn. Spent 
  legendary actions are regained at the start of each turn. 
  Fire at Will. The ship performs a barrage. It can make an attack 
  with two weapons or make a broadside attack. 
  Full Speed Ahead. The ship moves half its movement speed 
  within the cone of movement. 
  Repairs. The ship regains 2d20 mega hit points. 
   
   
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  SHIPS 
  Elven Ships 
  Elven ships are not so much constructed as grown, shaped 
  from living ironwood trees. Indeed, there are few vessels 
  in existence that can match an elven ship for beauty or 
  speed. Many are made to resemble traditional sailing 
  ships, with similar bows, sails, and open decks, but all 
  components are formed from great boughs and limbs of 
  ironwood. Pound for pound, no metal can match ironwood 
  for strength, and elven ships rely on this strength and 
  lightness to achieve extreme maneuverability.  
       As elven ships grow larger, they become more 
  arboreal, with weapons mounted in high limbs and 
  engines fixed in the deepest roots. The grandest of vessels, 
  such as The Hyperion, are thriving cities in their own 
  right, centers of arcane knowledge, and symbols of elven 
  superiority for the rest of the ‘verse. 
  Interceptor 
  Elven fighter 
  Armor Class 13 
  Mega Hit Points 25 
  Engines Impulse (4,000 feet): Maneuverability (180) 
  Systems Life support, sensors 
  Crew Pilot 
  Capacity 1 passenger; 500 lb. 
  Cost 5,000 gp 
  Nimble Design. On any turn that this ship does not fire its 
  weapons, its speed increases by 1,000 feet for that turn. 
  WEAPONS 
  Pulse Cannon. Ranged Weapon Attack: +5 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  Sun Hopper 
  Elven personal 
  Armor Class 13 
  Mega Hit Points 38 
  Shield Points 8 
  Engines Dark Matter (Class 2), Impulse (3,500 feet): 
  Maneuverability (90) 
  Systems Communications, life pods, life support, sensors, 
  shield generator 
  Crew Engineer, 2 Gunners, Pilot 
  Capacity 4 passengers; 4 tons 
  Cost 10,000 g 
  Evasive. When this ship takes evasive maneuvers, it can move 
  500 feet in any direction. 
  Nimble Design. On any turn that this ship does not fire its 
  weapons, its speed increases by 1,000 feet for that turn. 
   
   
   
  WEAPONS 
  Pulse Cannon. Ranged Weapon Attack: +2 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  Marathon 
  Elven transport 
  Armor Class 15 
  Mega Hit Points 125 
  Shield Points 18 
  Engines Dark Matter (Class 3), Impulse (3,500 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, communications, fabricator, life pods, 
  life support, probe, sensors, shield generator, shuttle 
  Crew Captain, Engineer, Fighter (Interceptor), 2 Gunners, Pilot 
  Capacity 10 passenger; 65 tons 
  Cost 25,000 gp 
  Evasive. When this ship takes evasive maneuvers, it can move 
  500 feet in any direction. 
  Nimble Design. On any turn that this ship does not fire its 
  weapons, its speed increases by 1,000 feet for that turn. 
  WEAPONS 
  Arcane Cannon (fire bolt). Ranged Spell Attack: +7 to hit, range 
  10,000 ft., one target. Hit: 16 (3d10) mega fire damage. 
  Neutron Torpedo. Ranged Weapon Attack: +7 to hit, 
  deployable 6,000 ft. one target each. Hit: 16 (3d10) mega force 
  damage. 
  Pulse Cannon. Ranged Weapon Attack: +7 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  Highwind 
  Elven corvette 
  Armor Class 17 
  Mega Hit Points 190 
  Shield Points 26 
  Engines Dark Matter (Class 4), Impulse (3,000 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, cloaking, communications, fabricator, 
  life pods, life support, probe, sensors, shield generator, 
  sickbay, teleporters 
  Crew Captain, Engineer, 2 Fighters (Interceptor), 3 Gunners, 
  Pilot 
  Capacity 30 passengers; 250 tons 
  Cost 115,000 gp 
  Evasive. When this ship takes evasive maneuvers, it can move 
  500 feet in any direction. 
  Nimble Design. On any turn that this ship does not fire its 
  weapons, its speed increases by 1,000 feet for that turn. 
  Regrowth. If this ship has fewer than 30 mega hit points at the 
  beginning of the initiative order, it regains 10 mega hit points.  
   
   
   
   
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  WEAPONS 
  Arcane Cannon (acid arrow). Ranged Spell Attack: +9 to hit, 
  range 9,000 ft., one target. Hit: 10 (4d4) mega acid damage 
  plus 5 (2d4) mega acid damage at the end of the target’s next 
  turn. On a miss, the arrow splashes the target with acid for half 
  as much of the initial damage and no damage at the end of its 
  next turn. 
  2 × Neutron Torpedo. Ranged Weapon Attack: +9 to hit, 
  deployable 6,000 ft. one target each. Hit: 16 (3d10) mega force 
  damage. 
  Pulse Cannon. Ranged Weapon Attack: +9 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  The Hyperion 
  Elven capital 
  Armor Class 22 
  Mega Hit Points 525 
  Shield Points 70 
  Engines Dark Matter (Class 9), Impulse (1,500 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, cloaking, communications, fabricator, 
  life pods, life support, probe, sensors, shield generator, 
  sickbay, simulator, teleporters, tractor beam 
  Crew Captain, Engineer, 10 Fighters (Interceptor), 6 Gunners, 
  Pilot 
  Capacity 35,000 passengers; 1,000,000 tons 
  Cost ― 
  Arcane Reinforcement. The pilot of this ship has advantage on 
  all saving throws against spells it makes on behalf of the ship. 
  Illusory Fleet. When this ship produces fighters, it appears to 
  produce twice as many fighters as it actually does; every other 
  ship is produces is an illusory copy, strengthened by evocation 
  magic. Each of these illusory ships can make attacks and deal 
  damage as normal, but disappears immediately upon taking 
  damage. 
  Legendary Resistance (1/Day). If the ship's pilot fails a saving 
  throw on behalf of the ship, it can choose to succeed instead. 
  Nimble Design. On any turn that this ship does not fire its 
  weapons, its speed increases by 1,000 feet for that turn. 
  Regrowth. If this ship has fewer than 65 mega hit points at the 
  beginning of the initiative order, it regains 20 mega hit points.  
  WEAPONS 
  Arcane Cannon (chain lightning). A bolt of lightning arcs 
  toward a target of your choice that you can see within range. 
  Three bolts then leap from that target to as many as three 
  other targets, each of which must be within 3,000 feet of the 
  first target. A target can be a creature, an object, or a ship and 
  can be targeted by only one of the bolts. 
       A target must make a DC 24 Dexterity saving throw (or, if 
  the target is a ship, its pilot must make a Dexterity saving 
  throw.) The target takes 45 (10d8) mega lightning damage on a 
  failed save, or half as much on a successful one. 
  Broadside. The ship fires a volley from either its left or right 
  side. This attack affects a rectangular area 6,000 feet long, 
  extending from the side of the ship in a straight line. Each 
  creature and the pilot of each ship in the area must make a DC 
  24 Dexterity saving throw or take 21 (6d6) mega radiant 
  damage, or half as much on a successful one. 
  2 × Neutron Torpedo. Ranged Weapon Attack: +14 to hit, 
  deployable 6,000 ft. one target each. Hit: 16 (3d10) mega force 
  damage. 
  3 × Pulse Cannon. Ranged Weapon Attack: +14 to hit, range 
  6,000/18,000 ft., fixed front, rear, and rear, one target each. 
  Hit: 13 (3d8) mega radiant damage. 
  LEGENDARY ACTIONS 
  The ship can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time, and only at the end of another creature's turn. Spent 
  legendary actions are regained at the start of each turn. 
  Fire at Will. The ship performs a barrage. It can make an attack 
  with two weapons or make a broadside attack. 
  Full Speed Ahead. The ship moves half its movement speed 
  within the cone of movement. 
  Repairs. The ship regains 2d20 mega hit points. 
  Gnomish Ships 
  A bitter diatribe on prevailing magical technology, 
  gnomish vessels are the epitome of high-tech, cruising 
  through the stars without so much as an arcane battery. As 
  such, gnomes can fly without hindrance into Dead Magic 
  Zones, and penetrate deep into the uncharted territory 
  beyond. The largest Dead Magic Zones even provide 
  some measure of protection for the Gnomish Flotilla, the 
  permeant armada of gnomish ships, and demonstrates the 
  spite most gnomes hold for magic in general: even 
  approaching the Flotilla from the wrong angle will strand 
  an ordinary ship without power in the Black, a death 
  sentence for those who are not rescued promptly.  
       The advances and complexities of gnomish ships are 
  due to their growing mastery of a baffling art known as 
  science. Guided by this philosophy, gnomish ships are apt 
  to follow different naming conventions: blasters are more 
  likely to be called lasers, sickbays are more likely to be 
  called hospitals, and so on. 
  Cog 
  Gnomish fighter 
  Armor Class 13 
  Mega Hit Points 34 
  Engines Impulse (3,000 feet): Maneuverability (180) 
  Systems Life support (no artificial gravity), sensors 
  Crew Pilot 
  Capacity 2 passengers; 1,000 lb. 
  Cost 5,750 gp 
  Mechanical Design. This ship functions normally in Dead 
  Magic Zones. 
  WEAPONS 
  Light Cannon. Ranged Weapon Attack: +5 to hit, range 
  4,500/13,500 ft., fixed front, one target. Hit: 10 (3d6) mega 
  piercing damage. 
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  Gear 
  Gnomish transport 
  Armor Class 15 
  Mega Hit Points 167 
  Engines Dark Matter (Class 2), Impulse (3,000 feet): 
  Maneuverability (90) 
  Systems Communications, fabricator, life support, probe, 
  sensors, shuttle, sickbay, umbilicus 
  Crew Captain, Engineer, Fighter (Cog), 4 Gunners, Pilot 
  Capacity 10 passengers; 65 tons 
  Cost 25,000 gp 
  Mechanical Design. This ship functions normally in Dead 
  Magic Zones. 
  Overcharge (1/Day). The engineer of this ship can overcharge 
  the engine without using a spell slot. 
  WEAPONS 
  Heavy Cannon. Ranged Weapon Attack: +7 to hit, range 
  4,500/13,500 ft., fixed front, one target. Hit: 16 (3d10) mega 
  piercing damage. 
  3 × Light Cannon. Ranged Weapon Attack: +7 to hit, range 
  4,500/13,500 ft., fixed front, left, and right, one target each. Hit: 
  10 (3d6) mega piercing damage. 
  Driver 
  Gnomish frigate 
  Armor Class 19 
  Mega Hit Points 393 
  Engines Dark Matter (Class 4), Impulse (2,000 feet): 
  Maneuverability (90) 
  Systems Communications, fabricator, life support, probe, 
  sensors, shield generator, shuttle, sickbay, teleporter, tractor 
  beam, umbilicus 
  Crew Captain, Engineer, 4 Fighters (Cog), 5 Gunners, Pilot 
  Capacity 125 passengers; 5,000 tons 
  Cost 200,000 gp 
  Auto-Repair. On any turn this ship does not make an attack, it 
  regains 11 (2d10) mega hit points. 
  Mechanical Design. This ship functions normally in Dead 
  Magic Zones. 
  Overcharge (1/Day). The engineer of this ship can overcharge 
  the engine without using a spell slot. 
  WEAPONS 
  Core Burst. Each creature and the pilot of each ship within 
  1,500 feet must make a DC 19 Dexterity saving throw or take 27 
  (4d8) mega radiant damage. This weapon then overheats, and 
  can't be fired again until the end of the ship's next turn. 
  Heavy Cannon. Ranged Weapon Attack: +11 to hit, range 
  3,000/9,000 ft., fixed front, one target. Hit: 16 (3d10) mega 
  piercing damage. 
  3 × Light Cannon. Ranged Weapon Attack: +11 to hit, range 
  4,500/13,500 ft., fixed left, right, and rear, one target each. Hit: 
  10 (3d6) mega piercing damage. 
  Railgun. Ranged Weapon Attack: +11 to hit, range 
  12,000/36,000 ft., fixed front, one target. Hit: 31 (3d20) mega 
  force damage. This weapon then overheats, and can't be fired 
  again until the end of the ship's next turn. 
  The Axiom 
  Gnomish heavy cruiser 
  Armor Class 20 
  Mega Hit Points 633 
  Engines Dark Matter (Class 6), Impulse (1,500 feet): 
  Maneuverability (45) 
  Systems Communications, fabricator, life support, sensors, 
  shield generator, shuttle, sickbay, simulator, tractor beam, 
  umbilicus 
  Crew Captain, Engineer, 8 Fighters (Cog), 10 Gunners, Pilot 
  Capacity 7,750 passengers; 500,000 tons 
  Cost ― 
  Auto-Repair. On any turn this ship does not make an attack, it 
  regains 26 (4d12) mega hit points. 
  Legendary Resistance (1/Day). If the ship's pilot fails a saving 
  throw on behalf of the ship, it can choose to succeed instead. 
  Mechanical Design. This ship functions normally in Dead 
  Magic Zones. 
  Overcharge (1/Day). The engineer of this ship can overcharge 
  the engine without using a spell slot. 
  WEAPONS 
  Core Burst. Each creature and the pilot of each ship within 
  1,500 feet must make a DC 22 Dexterity saving throw or take 27 
  (4d8) mega radiant damage. This weapon then overheats, and 
  can't be fired again until the end of the ship's next turn. 
  Broadside. The ship fires a volley from either its left or right 
  side. This attack affects a rectangular area 6,000 feet long, 
  extending from the side of the ship in a straight line. Each 
  creature and the pilot of each ship in the area must make a DC 
  22 Dexterity saving throw or take 21 (6d6) mega piercing 
  damage, or half as much on a successful one. 
  2 × Auto Turret. Ranged Weapon Attack: +12 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  2 × Heavy Cannon. Ranged Weapon Attack: +12 to hit, range 
  3,000/9,000 ft., fixed front and rear, one target each. Hit: 16 
  (3d10) mega piercing damage. 
  4 × Light Cannon. Ranged Weapon Attack: +12 to hit, range 
  4,500/13,500 ft., fixed 2 × left, and 2 × right, one target each. 
  Hit: 10 (3d6) mega piercing damage. 
  Railgun. Ranged Weapon Attack: +12 to hit, range 
  12,000/36,000 ft., fixed front, one target. Hit: 31 (3d20) mega 
  force damage. This weapon then overheats, and can't be fired 
  again until the end of the ship's next turn. 
  LEGENDARY ACTIONS 
  The ship can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time, and only at the end of another creature's turn. Spent 
  legendary actions are regained at the start of each turn. 
  Fire at Will. The ship performs a barrage. It can make an attack 
  with two weapons or make a broadside attack. 
  Full Speed Ahead. The ship moves half its movement speed 
  within the cone of movement. 
  Repairs. The ship regains 2d20 mega hit points. 
   
   
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  Human Ships 
  When humans look at the vast emptiness of space, they’re 
  not crushed by a weight of burden, nor are they 
  confounded by its meaning; they are instead overwhelmed 
  by an urge to explore. Humans are a young race in the 
  grand scheme of things, but they have made leaps and 
  bounds technologically, bolstering the Hegemony and 
  setting human spacecraft apart from others.  
       Pragmatic almost to a fault, human ships are always 
  purpose-driven in form. Freelancers excel for lone-agents, 
  Explorers can probe the farthest depths of space, and 
  Warbringers are utterly ruthless in combat. Regardless of 
  intended function, human ships are innovative and rugged, 
  capable of meeting any trial the ‘verse throws their way. 
  Sabre 
  Human (Hegemony) fighter 
  Armor Class 13 
  Mega Hit Points 25 
  Engines Impulse (3,500 feet): Maneuverability (180) 
  Systems Life support, sensors 
  Crew Pilot 
  Capacity 2 passengers; 1,000 lb. 
  Cost 5,000 gp 
  Innovative Design. The crew of this ship has advantage on 
  initiative rolls. 
  WEAPONS 
  Pulse Cannon. Ranged Weapon Attack: +5 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  Privateer 
  Human (Hegemony) personal 
  Armor Class 14 
  Mega Hit Points 46 
  Shield Points 8 
  Engines Dark Matter (Class 2), Impulse (3,000 feet): 
  Maneuverability (90) 
  Systems Communications, life pods, life support, probe, 
  sensors, shield generator, umbilicus 
  Crew Engineer, 2 Gunners, Pilot 
  Capacity 6 passengers; 6 tons 
  Cost 12,500 gp 
  Innovative Design. The crew of this ship has advantage on 
  initiative rolls. 
  Tricky Shot. Whenever this ship takes Evasive Maneuvers, one 
  of the gunners can make a weapon attack. 
  WEAPONS 
  2 × Auto Turret. Ranged Weapon Attack: +6 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
   
  Freelancer 
  Human (Hegemony) transport 
  Armor Class 15 
  Mega Hit Points 135 
  Shield Points 20 
  Engines Dark Matter (Class 3), Impulse (3,000 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, communications, fabricator, life 
  support, sensors, shield generator, shuttle, sickbay, 
  umbilicus 
  Crew Captain, Engineer, Fighter (Sabre), 2 Gunners, Pilot 
  Capacity 12 passengers; 70 tons 
  Cost 26,000 gp 
  High-G Turn. This ship can rotate the direction it faces before 
  it moves, instead of after it moves. 
  Innovative Design. The crew of this ship has advantage on 
  initiative rolls. 
  WEAPONS 
  Arcane Cannon (fire bolt). Ranged Spell Attack: +7 to hit, range 
  10,000 ft., one target. Hit: 11 (2d10) mega fire damage. 
  Auto Turret. Ranged Weapon Attack: +7 to hit, range 
  3,000/9,000 ft., one target. Hit: 7 (3d4) mega radiant damage. 
  Pulse Cannon. Ranged Weapon Attack: +7 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
  Maverick 
  Human (Hegemony) corvette 
  Armor Class 17 
  Mega Hit Points 195 
  Shield Points 30 
  Engines Dark Matter (Class 4), Impulse (2,500 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, communications, fabricator, life 
  support, probe, sensors, shield generator, shuttle, sickbay, 
  umbilicus 
  Crew Captain, Engineer, 2 Fighters (Sabre), 4 Gunners, Pilot 
  Capacity 40 passengers; 300 tons 
  Cost 100,000 gp 
  High-G Turn. This ship can rotate the direction it faces before 
  it moves, instead of after it moves. 
  Innovative Design. The crew of this ship has advantage on 
  initiative rolls. 
  WEAPONS 
  Arcane Cannon (scorching ray). Three Ranged Spell Attacks: +9 
  to hit, range 3,000 ft., one target each. Hit: 7 (2d6) mega fire 
  damage. 
  2 × Auto Turret. Ranged Weapon Attack: +9 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Pulse Cannon. Ranged Weapon Attack: +9 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 13 (3d8) mega 
  radiant damage. 
   
   
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  Railgun. Ranged Weapon Attack: +9 to hit, range 
  12,000/36,000 ft., fixed front, one target. Hit: 31 (3d20) mega 
  force damage. This weapon then overheats, and can't be fired 
  again until the end of the ship's next turn. 
  Explorer 
  Human (Hegemony) light cruiser 
  Armor Class 20 
  Mega Hit Points 385 
  Shield Points 50 
  Engines Dark Matter (Class 6), Impulse (2,000 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, cloaking, communications, fabricator, 
  life pods, life support, probe, sensors, shield generator, 
  shuttle, sickbay, simulator, teleporters, tractor beam, 
  umbilicus 
  Crew Captain, Engineer, 4 Fighters (Sabre), 6 Gunners, Pilot 
  Capacity 2,500 passengers; 80,000 tons 
  Cost ― 
  High-G Turn. This ship can rotate the direction it faces before 
  it moves, instead of after it moves. 
  Innovative Design. The crew of this ship has advantage on 
  initiative rolls. 
  WEAPONS 
  Arcane Cannon (cone of cold). Each creature and the pilot of 
  each ship in a 6,000-foot cone must make a DC 20 
  Constitution saving throw. A target takes 36 (8d8) mega cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
  2 × Neutron Torpedo. Ranged Weapon Attack: +12 to hit, 
  deployable 6,000 ft. one target each. Hit: 16 (3d10) mega force 
  damage. 
  4 × Pulse Cannon. Ranged Weapon Attack: +12 to hit, range 
  6,000/18,000 ft., fixed front, left, rear, and right, one target 
  each. Hit: 13 (3d8) mega radiant damage. 
  Warbringer 
  Human (Hegemony) heavy cruiser 
  Armor Class 20 
  Mega Hit Points 475 
  Shield Points 50 
  Engines Dark Matter (Class 7), Impulse (1,500 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, communications, fabricator, life 
  support, sensors, shield generator, shuttle, sickbay, 
  teleporters, tractor beam, umbilicus 
  Crew Captain, Engineer, 8 Fighters (Sabre), 9 Gunners, Pilot 
  Capacity 7,750 passengers; 500,000 tons 
  Cost ― 
  High-G Turn. This ship can rotate the direction it faces before 
  it moves, instead of after it moves. 
  Innovative Design. The crew of this ship has advantage on 
  initiative rolls.  
  Legendary Resistance (1/Day). If the ship's pilot fails a saving 
  throw on behalf of the ship, it can choose to succeed instead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WEAPONS 
  Arcane Cannon (chain lightning). A bolt of lightning arcs 
  toward a target of your choice that you can see within range. 
  Three bolts then leap from that target to as many as three 
  other targets, each of which must be within 3,000 feet of the 
  first target. A target can be a creature, an object, or a ship and 
  can be targeted by only one of the bolts. 
       A target must make a DC 22 Dexterity saving throw (or, if 
  the target is a ship, its pilot must make a Dexterity saving 
  throw.) The target takes 45 (10d8) mega lightning damage on a 
  failed save, or half as much on a successful one. 
  3 × Auto Turret. Ranged Weapon Attack: +12 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Broadside. The ship fires a volley from either its left or right 
  side. This attack affects a rectangular area 6,000 feet long, 
  extending from the side of the ship in a straight line. Each 
  creature and the pilot of each ship in the area must make a DC 
  22 Dexterity saving throw or take 21 (6d6) mega radiant 
  damage, or half as much on a successful one. 
  2 × Neutron Torpedo. Ranged Weapon Attack: +12 to hit, 
  deployable 6,000 ft. one target each. Hit: 16 (3d10) mega force 
  damage. 
  2 × Pulse Cannon. Ranged Weapon Attack: +12 to hit, range 
  6,000/18,000 ft., fixed left, right, one target each. Hit: 14 (3d8) 
  mega radiant damage. 
  Railgun. Ranged Weapon Attack: +12 to hit, range 
  12,000/36,000 ft., fixed front, one target. Hit: 31 (3d20) mega 
  force damage. This weapon then overheats, and can't be fired 
  again until the end of the ship's next turn. 
  LEGENDARY ACTIONS 
  The ship can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time, and only at the end of another creature's turn. Spent 
  legendary actions are regained at the start of each turn. 
  Fire at Will. The ship performs a barrage. It can make an attack 
  with two weapons or make a broadside attack. 
  Full Speed Ahead. The ship moves half its movement speed 
  within the cone of movement. 
  Repairs. The ship regains 2d20 mega hit points. 
   
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  Lakshayan Ships 
  The Lakshayan people are warriors, ever battle-hardened 
  against the orc warhorde, and their ships are a testament to 
  their readiness. In the War of Expansion, the garrison at 
  Lakshay needed a weapon that could engage the orc 
  menace on land, in the air, and in space, and they had little 
  resources to accomplish this, outside of a new shipment of 
  impulse frames, designed with space marines in mind. 
  With these frames, the Lakshayan engineers devised the 
  first Battle Frame, a gargantuan, mechanized exoskeleton, 
  rocket-powered, and armed with a sword and a barrage of 
  micro-missiles. Each Frame requires a seasoned pilot, but 
  their sheer versatility and mobility makes them a terror to 
  orcs, and a devastating weapon for any theater of conflict.  
       More than just a ship, a Lakshayan battle frame is an 
  extension of the pilot, and using one is a dance of tactical 
  maneuvers and precision strikes. The deadliest Lakshay 
  pilots, called Oni, are as fearsome in person as they are in 
  a frame. 
  Battle Frame 
  Human (Lakshayan) fighter 
  Armor Class 14 
  Mega Hit Points 30 
  Engines Impulse (3,000 feet): Maneuverability (360) 
  Systems Communications, life support, sensors 
  Crew Pilot 
  Capacity 1 passenger; 500 lb. 
  Cost 5,000 gp 
  Frame. This ship is a humanoid battle frame, capable of 
  wielding weapons and taking actions that a normal human 
  could. This ship can walk on land with a movement speed of 
  2,000 feet. The pilot can use its action to Dash (on land only), 
  Disengage, or Dodge while in this ship. This ship can’t target 
  creatures smaller than mega size. 
  WEAPONS 
  Missile Barrage. Ranged Weapon Attack: +5 to hit, range 
  1,500/4,500 ft., one target. Hit: 10 (3d6) mega force damage. 
  Uchigatana. Melee Weapon Attack: +7 to hit, reach 50 ft., one 
  target. Hit: 16 (3d10) mega slashing damage. The pilot must 
  have longsword proficiency to use this weapon. 
  Kabuto Frame 
  Human (Lakshayan) personal 
  Armor Class 15 
  Mega Hit Points 50 
  Shield Points 8 
  Engines Dark Matter (Class 1) (requires no engineer), Impulse 
  (3,000 feet): Maneuverability (360) 
  Systems Communications, life support, sensors, shield 
  generator 
  Crew Pilot 
  Capacity 1 passenger; 500 lb. 
  Cost 15,000 gp 
  All-Around Shielding. This ship's shield covers it on all sides, 
  instead of one.  
  Frame. This ship is a humanoid battle frame, capable of 
  wielding weapons and taking actions that a normal human 
  could. This ship can walk on land with a movement speed of 
  2,000 feet. The pilot can use its action to Dash (on land only), 
  Disengage, or Dodge while in this ship. This ship can’t target 
  creatures smaller than mega size. 
  Weakpoint. Once per turn, when this ship hits with a melee 
  weapon attack, it can add an extra 1d8 mega damage to the roll 
  if the target is below its hit point maximum. 
  WEAPONS 
  Missile Barrage. Ranged Weapon Attack: +6 to hit, range 
  1,500/4,500 ft., two targets. Hit: 10 (3d6) mega force damage. 
  Uchigatana. Melee Weapon Attack: +8 to hit, reach 50 ft., one 
  target. Hit: 16 (3d10) mega slashing damage. The pilot must 
  have longsword proficiency to use this weapon. 
  Akuma 
  Human (Lakshayan) light cruiser 
  Armor Class 20 
  Mega Hit Points 330 
  Shield Points 60 
  Engines Dark Matter (Class 5), Impulse (2,000 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, cloaking, communications, fabricator, 
  life support, sensors, shield generator, shuttle, sickbay, 
  simulator, teleporters, umbilicus 
  Crew Captain, Engineer, 6 Fighters (Battle Frame), 3 Gunners, 
  Pilot 
  Capacity 2,250 passengers; 70,000 tons 
  Cost ― 
  Launch Platform. Fighters which deploy from this ship can 
  move and take an action immediately after they are deployed. 
  Tactical Advantage. Once per turn, when this ship makes an 
  attack roll and misses, it can immediately repeat the attack 
  against another target within range, rolling a separate attack 
  for the new target. 
  WEAPONS 
  Arcane Cannon (cone of cold). Each creature and the pilot of 
  each ship in a 6,000-foot cone must make a DC 20 
  Constitution saving throw. A target takes 36 (8d8) mega cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Broadside. The ship fires a volley from either its left or right 
  side. This attack affects a rectangular area 6,000 feet long, 
  extending from the side of the ship in a straight line. Each 
  creature and the pilot of each ship in the area must make a DC 
  20 Dexterity saving throw or take 21 (6d6) mega radiant 
  damage, or half as much on a successful one. 
  Missile Barrage. Ranged Weapon Attack: +12 to hit, range 
  1,500/4,500 ft., four targets. Hit: 10 (3d6) mega force damage. 
  Railgun. Ranged Weapon Attack: +12 to hit, range 
  12,000/36,000 ft., fixed front, one target. Hit: 31 (3d20) mega 
  force damage. This weapon then overheats, and can't be fired 
  again until the end of the ship's next turn. 
   
   
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  Nautilid Ships 
  Lonely nautilid whorl ships wander the galaxy, searching 
  for a world that may not even exist. When their 
  homeworld of Poseidon was destroyed, the only haven left 
  to the nautilid race were their immense ships, filled with 
  the rare aqueous solution in which they can thrive. Indeed, 
  whereas other ships and life suits are designed to withhold 
  a volume of air, nautilids ships and suits are pumped with 
  water and a cocktail of minerals specific to their race. 
  Visitors to nautilid ships, therefore, need to prepare as if 
  going on a deep dive or a spacewalk before coming 
  aboard. 
       The design of whorl ships, and the smaller pincer 
  ships, are inspired by the long-dead undersea creatures of 
  Poseidon; their hulls resemble great shells, and their 
  landing gear, immense legs. True to their name, pincers 
  are even armed with immense crab claws, capable of 
  shredding smaller craft in a matter of minutes. 
  Pincer 
  Nautilid fighter 
  Armor Class 14 
  Mega Hit Points 30 
  Engines Impulse (3,500 feet): Maneuverability (180) 
  Systems Life support (ship contains water instead of air), 
  sensors 
  Crew Pilot 
  Capacity 3 passengers; 2,000 lb. 
  Cost 5,500 gp 
  Armored Hull. Once per turn when this ship takes damage, it 
  can reduce the damage taken by 5 (1d10) mega hit points. 
   
   
   
   
   
   
   
   
   
   
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this 
  happens, the target ship takes 11 (2d10) mega bludgeoning 
  damage, and this ship takes 5 (2d4) mega bludgeoning 
  damage. 
  WEAPONS 
  Pincer. Melee Weapon Attack: +7 to hit, reach 50 ft., one target. 
  Hit: 19 (3d12) mega bludgeoning damage and, if the target is a 
  ship of Transport size or smaller, it can't move until the Pincer 
  releases it. 
  Whorl 
  Nautilid light cruiser 
  Armor Class 20 
  Mega Hit Points 385 
  Shield Points 50 
  Engines Dark Matter (Class 6), Impulse (2,000 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, communications, fabricator, life pods, 
  life support (ship contains water instead of air), probe, 
  sensors, shield generator, shuttle, sickbay, simulator, 
  teleporters, tractor beam 
  Crew Captain, Engineer, 4 Fighters (Pincer), 5 Gunners, Pilot 
  Capacity 3,500 passengers; 100,000 tons 
  Cost ― 
  Reflective Design. When an attack hits this ship, roll a d6. On a 
  6, the attack instead reflects off the ship's hull and damages 
  the attacker instead. 
  WEAPONS 
  Arcane Cannon (cone of cold). Each creature and the pilot of 
  each ship in a 6,000-foot cone must make a DC 20 
  Constitution saving throw. A target takes 36 (8d8) mega cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Broadside. The ship fires a volley from either its left or right 
  side. This attack affects a rectangular area 6,000 feet long, 
  extending from the side of the ship in a straight line. Each 
  creature and the pilot of each ship in the area must make a DC 
  20 Dexterity saving throw or take 21 (6d6) mega radiant 
  damage, or half as much on a successful one. 
  2 × Neutron Torpedo. Ranged Weapon Attack: +12 to hit, 
  deployable 10,000 ft. one target each. Hit: 16 (3d10) mega 
  force damage. 
  2 × Pulse Cannon. Ranged Weapon Attack: +12 to hit, range 
  6,000/18,000 ft., fixed front and rear, one target each. Hit: 13 
  (3d8) mega radiant damage. 
   
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  SHIPS 
  “Smash ‘em all while they’s 
  distracted, lads! Bird-heads, 
  brain-drainers, anyone what you 
  can get yer hands on!”  
  ―Orders of Yenk 
  Blacktusk, orc pirate 
  Orc Ships 
  Never let it be said that orc ships are not at least effective. 
  Industrial in the sense that they run on gasoline, coal, and 
  other crude sources, orc ships spout smoke and sputter 
  flame as they tear across the sky. These pragmatic design 
  influences can be seen from a distance, from these ships’ 
  patchwork design and uneven hulls, to deep inside, where 
  a Dark Matter core is barely kept stable. Despite its 
  shortcuts, even a small group of orc ships constitute a 
  fearsome fighting force, battle-tested in the Orc Warzone 
  and ready for carnage. 
       Other goblinoids, including bugbears, goblins, and 
  gnolls, also tend to tend to use orc ships, making them a 
  catch-all set of vessels for raiders and warlords 
  everywhere. 
  Kill-Rig 
  Orcish fighter 
  Armor Class 13 
  Mega Hit Points 28 
  Engines Impulse (3,000 feet): Maneuverability (180) 
  Systems Life support (no artificial gravity), sensors 
  Crew Pilot 
  Capacity 3 passengers; 1,500 lb. 
  Cost 4,000 gp 
  Industrial Design. This ship has resistance to damage it takes 
  from attacks that hit it in the front. 
  WEAPONS 
  Light Cannon. Ranged Weapon Attack: +5 to hit, range 
  4,500/13,500 ft., fixed front, one target. Hit: 10 (3d6) mega 
  piercing damage. 
  Rip-Chain. Melee Weapon Attack: +7 to hit, reach 50 ft., one 
  target. Hit: 13 (3d8) mega slashing damage. 
  Ram-Rod 
  Orcish personal 
  Armor Class 14 
  Mega Hit Points 42 
  Engines Dark Matter (Class 1), Impulse (3,000 feet): 
  Maneuverability (90) 
  Systems Communications, life support, sensors, tractor beam, 
  umbilicus 
  Crew Engineer, 4 Gunners, Pilot 
  Capacity 6 passengers; 6 tons 
  Cost 8,000 gp 
  Industrial Design. This ship has resistance to damage it takes 
  from attacks that hit it in the front. 
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this 
  happens, the target ship takes 11 (2d10) mega bludgeoning 
  damage, and this ship takes 5 (2d4) mega bludgeoning 
  damage. 
   
  WEAPONS 
  Heavy Cannon. Ranged Weapon Attack: +6 to hit, range 
  4,500/13,500 ft., fixed front, one target. Hit: 16 (3d10) mega 
  piercing damage. 
  2 × Light Cannon. Ranged Weapon Attack: +6 to hit, range 
  4,500/13,500 ft., fixed front and rear, one target each. Hit: 10 
  (3d6) mega piercing damage. 
  2 × Rip-Chain. Melee Weapon Attack: +8 to hit, reach 50 ft., 
  one target each. Hit: 19 (3d8) mega slashing damage. One 
  gunner can make attacks with both of this ship's rip-chains 
  when they make an attack. 
  Super-Charger 
  Orcish corvette 
  Armor Class 17 
  Mega Hit Points 190 
  Engines Dark Matter (Class 3), Impulse (2,500 feet): 
  Maneuverability (90) 
  Systems Communications, life support, sensors, shuttle, 
  sickbay, tractor beam, umbilicus 
  Crew Captain, Engineer, 3 Fighters (Kill-Rig), 6 Gunners, Pilot 
  Capacity 40 passengers; 300 tons 
  Cost 80,000 gp 
  Engine-Breaker. When this ship makes an attack against 
  another ship and hits it in the rear, it can add an extra 9 (2d8) 
  mega damage to the damage roll. 
  Industrial Design. This ship has resistance to damage it takes 
  from attacks that hit it in the front. 
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this 
  happens, the target ship takes 22 (4d10) mega bludgeoning 
  damage, and this ship takes 5 (2d4) mega bludgeoning 
  damage. 
  WEAPONS 
  Auto Turret. Ranged Weapon Attack: +9 to hit, range 
  3,000/9,000 ft., one target. Hit: 7 (3d4) mega radiant damage. 
  2 × Heavy Cannon. Ranged Weapon Attack: +9 to hit, range 
  4,500/13,500 ft., fixed front, one target each. Hit: 16 (3d10) 
  mega piercing damage. 
  2 × Light Cannon. Ranged Weapon Attack: +9 to hit, range 
  4,500/13,500 ft., fixed front and rear, one target each. Hit: 10 
  (3d6) mega piercing damage. 
  2 × Rip-Chain. Melee Weapon Attack: +11 to hit, reach 50 ft., 
  one target each. Hit: 19 (3d8) mega slashing damage. One 
  gunner can make attacks with both of this ship's rip-chains 
  when they make an attack. 
   
   
   
   
   
   
   
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  Vect Ships 
  No craft in existence works precisely like a vect ship. 
  Utilitarian to the point of volatility, vect ships abandon all 
  systems and features not strictly related to their operation, 
  forgoing even life-support; after all, vect don't need to 
  breathe, and the exposed arcane engines powering their 
  ships provide just enough heat to keep the pilot from 
  freezing to death. Exploiting their nature as living 
  constructs, vect pilots plug into directly their ships, 
  creating something of a hybrid intelligence, split between 
  the pilot, the ship, and the Swarm as a whole. The link is 
  inherently frail; removing the pilot incorrectly or critically 
  damaging the ship invariably results in a ship-wide 
  detonation. 
       In the centuries following the Night Crusade and the 
  liberation of vect in the galaxy, most vect ships have been 
  decommissioned―their volatility proving to be too much 
  of a liability for everyday use. But some militant splinter 
  cells of vect, often separatists or religious zealots, can still 
  be found employing the designs, which, though inherently 
  unstable, are extremely formidable in combat. 
  Drone 
  Vect fighter 
  Armor Class 13 
  Mega Hit Points 22 
  Engines Impulse (3,500 feet): Maneuverability (360) 
  Systems Sensors 
  Crew Pilot (vect only) 
  Capacity 1 passenger; 500 lb. 
  Cost 4,500 gp 
  Auto-Assault. This ship attacks with both its auto turrets 
  whenever it makes an attack. 
  Volatile Design. When this ship is reduced to 0 hit points, it 
  immediately explodes. Any ship within 500 feet of this ship 
  when it explodes takes 14 (4d6) mega fire damage. 
  WEAPONS 
  2 × Auto Turret. Ranged Weapon Attack: +5 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Swarm Ship 
  Vect light cruiser 
  Armor Class 20 
  Mega Hit Points 215 
  Shield Points 100 
  Engines Dark Matter (Class 6), Impulse (2,000 feet): 
  Maneuverability (45) 
  Systems Communications, sensors, shield generator 
  Crew 15 Fighters (Drone), 2 Gunners, Pilot (vect only) 
  Capacity 18 passengers; 65,500 tons 
  Cost ― 
  Advanced Shielding. This ship's shields cover two of its sides, 
  instead of one. These sides must be adjacent to each other. 
  Volatile Design. When this ship is reduced to 0 hit points, it 
  immediately explodes. Any ship within 500 feet of this ship 
  takes 14 (4d6) mega fire damage. 
       Additionally, all drones launched from this swarm ship also 
  explode. 
  WEAPONS 
  2 × Auto Turret. Ranged Weapon Attack: +12 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Foundry 
  Vect heavy cruiser 
  Armor Class 20 
  Mega Hit Points 385 
  Shield Points 80 
  Engines Dark Matter (Class 8), Impulse (1,500 feet): 
  Maneuverability (45) 
  Systems Shield generator 
  Crew Captain, Engineer, 20 Fighters (Drones, unmanned),       
  8 Gunners, Pilot 
  Capacity 5,000 passengers; 500,000 tons 
  Cost ― 
  Advanced Shielding. This ship's shields cover two of its sides, 
  instead of one. These sides must be adjacent to each other. 
  Autonomous. This ship does not require crew to perform any 
  operation; it can move, use its systems, fire its weapons, and 
  perform void jumps on its own. The ship appears to be guided 
  by some unseen directive and perhaps possesses its own silent 
  intelligence. Though its systems and weapons can be 
  commandeered by a crew, they operate autonomously 
  whenever a crew member is not actively using them.  
       If this ship does not have a pilot, it adds 6 to saving throws 
  it makes against spells. 
  Legendary Resistance (1/Day). If the ship or the ship's pilot 
  fails a saving throw on both behalf of the ship, it can choose to 
  succeed instead. 
  WEAPONS 
  4 × Auto Turret. Ranged Weapon Attack: +12 to hit, range 
  3,000/9,000 ft., one target. Hit: 7 (3d4) mega radiant damage. 
  4 × Pulse Cannon. Ranged Weapon Attack: +12 to hit, range 
  6,000/18,000 ft., fixed front, left, rear, and right, one target 
  each. Hit: 14 (3d8) mega radiant damage. 
  LEGENDARY ACTIONS 
  The ship can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time, and only at the end of another creature's turn. Spent 
  legendary actions are regained at the start of each turn. 
  Full Speed Ahead. The ship moves half its movement speed 
  within the cone of movement. 
  Recharge Shields. The ship regains all of its shield points.  
  Repairs. The ship regains 2d20 mega hit points. 
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  SHIPS 
  Wrothian Ships 
  Wrothian ships are like a thing out of a nightmare. Their 
  inky black shells are almost featureless, with smooth 
  curves that lend them an alien silhouette from every angle. 
  But within those shells is something even stranger: a 
  living, organic interior. 
       Just as other wrothian technology, like collection vats 
  and brains in a jar, are alive with a kind of bestial 
  intelligence, so too are their ships. On the inside, the 
  chitinous black exoskeletons gives way to tough, crimson 
  tissue that lines the walls and hallways. Structures of 
  black chitin form biomechanical interfaces, devices, 
  rooms, and hallways. A styigian ship can nearly pilot 
  itself, but is driven by psionic impulse from wrothian 
  primarchs, who reside near the ship's nervous center.  
       These ships are nourished by the same psionic energy 
  that sustains the wroth themselves; they are integral to the 
  wrothian lifecycle. Deep in the Black, the wroth inhabit 
  their stygian ships, emerging only to raid planets for 
  humanoids, harvesting them for their biomatter and 
  minds. These minds are processed into brains in a jar, 
  whose psionic potential nourish the ships and the 
  wrothians themselves, perpetuating the cycle. 
  Umbra 
  Wrothian fighter 
  Armor Class 11 
  Mega Hit Points 15 
  Engines Impulse (3,500 feet): Maneuverability (180) 
  Systems None 
  Crew Unmanned 
  Capacity ― 
  Cost ― 
  Organic Design. This ship functions normally in Dead Magic 
  Zones, but takes 13 (2d12) mega radiant damage if it begins its 
  turn within an area of extreme heat, such as near a star. 
  Unmanned. As long as this ship is within 10,000 feet of a 
  stygian ship, it does not require crew to perform any operation; 
  it can move and fire its weapons on its own. The ship appears 
  to be guided by some unseen directive and perhaps possesses 
  its own silent intelligence. This ship adds 2 to saving throws it 
  makes. 
  WEAPONS 
  Dark Pulse. Each creature and the pilot of each ship (other 
  than wrothian ships) within 500 feet of this ship must make a 
  DC 13 Dexterity saving throw. On a failed save, a target takes 14 
  (4d6) mega force damage and, if the target was a ship, one of 
  its systems is randomly disabled for 1 minute. 
   
   
   
   
   
  Stygian 
  Wrothian light cruiser 
  Armor Class 20 
  Mega Hit Points 415 
  Shield Points 36 
  Engines Dark Matter (Class 6), Impulse (2,500 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, cloaking, communications, life 
  support, sensors, shield generator, shuttle, sickbay, 
  simulator, teleporters, tractor beam, umbilicus 
  Crew Captain, Engineer, 12 Fighters (Umbra), 6 Gunners, Pilot 
  Capacity 2,500 passengers; 65,500 tons 
  Cost ― 
  Hacking Resistant. This ship and its crew have advantage on 
  saving throws made to resist spells which affect the ship, such 
  as commandeer weapon and dark anchor. Additionally, all 
  ability checks made to hack into the ship’s computer or any of 
  its interfaces from within have disadvantage.  
  Organic Design. This ship functions normally in Dead Magic 
  Zones, but takes 2d12 mega radiant damage if it begins its turn 
  within an area of extreme heat, such as near a star. 
  Regrowth. If this ship has fewer than 50 mega hit points at the 
  beginning of the initiative order, it regains 15 mega hit points.  
  WEAPONS 
  4 × Auto Turret. Ranged Weapon Attack: +12 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Broadside. The ship fires a volley from either its left or right 
  side. This attack affects a rectangular area 6,000 feet long, 
  extending from the side of the ship in a straight line. Each 
  creature and the pilot of each ship in the area must make a DC 
  20 Dexterity saving throw or take 21 (6d6) mega radiant 
  damage, or half as much on a successful one. 
  Dark Pulse. Each creature and the pilot of each ship (other 
  than wrothian ships) within 1,500 feet of this ship must make a 
  DC 20 Dexterity saving throw. On a failed save, a target takes 
  21 (6d6) mega force damage and, if the target was a ship, one 
  of its systems is randomly disabled for 1 minute. 
  Starbuster, Variant. Ranged Weapon Attack: +12 to hit, range 
  12,000/36,000 ft., fixed front, one target. Hit: 36 (8d8) mega 
  necrotic damage. This weapon then overheats, and can't be 
  fired again until the end of the ship's next turn. 
  LEGENDARY ACTIONS 
  The ship can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time, and only at the end of another creature's turn. Spent 
  legendary actions are regained at the start of each turn. 
  Fire at Will. The ship performs a barrage. It can make an attack 
  with two weapons or make a broadside attack. 
  Full Speed Ahead. The ship moves half its movement speed 
  within the cone of movement. 
  Repairs. The ship regains 2d20 mega hit points. 
   
   
   
   
   
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  Miscellaneous Ships 
  The following ships are evidence of convergent design in 
  action: whereas flying cars, freighters, and space stations 
  are constructed by engineers of every race, the most 
  efficient designs transcend industrial trends favored by 
  different empires. Though an elven flying car might be 
  made of sleek ironwood and a dwarven one would feature 
  hard angles and a more spacious trunk, they're both more 
  alike than they are different, and consequently share the 
  same statistics. 
       Pragmatic but inefficient designs also belong in this 
  category. The Battle Planetoid, for example, is an asteroid 
  or small moon retrofitted with engines, life support, and a 
  small Dark Matter drive. Though utterly impractical, 
  goblins, kobolds, and other small races have utilized this 
  design time and again. 
       The exception to this rule is a ship that literally belongs 
  nowhere else: the Infinity is a legendary vessel, made by 
  no race living today. Endlessly cycling the galaxy, this 
  ship crosses its breadth each day on an unpredictable 
  course, falling out of void jumps just long enough to 
  charge up the next one. Glimpsing it between jumps is a 
  one in a billion occasion. No one knows who designed the 
  ship and set it on its lonely orbit, and to date, no one has 
  been able to approach and board the ship before it once 
  again jumps. It is an enigma; perhaps a relic of an ancient 
  galactic empire, a visitor from another galaxy, or 
  something even stranger.  
  Flying Car 
  Miscellaneous fighter 
  Armor Class 10 
  Mega Hit Points 2 
  Engines Impulse (2,000 feet): Maneuverability (180) 
  Systems None 
  Crew Pilot 
  Capacity 4 passengers; 1,000 lb. 
  Cost 3,500 gp 
  Open Air. This ship can’t fly outside of a planet’s atmosphere, 
  nor can its passengers survive underwater or in the vacuum of 
  space. 
  Hovertank 
  Miscellaneous fighter 
  Armor Class 14 
  Mega Hit Points 30 
  Engines Impulse (500 feet; movement only across land): 
  Maneuverability (180) 
  Systems None 
  Crew Pilot 
  Capacity 2 passengers; 1,500 lb. 
  Cost 5,000 gp 
   
  Armored Hull. Once per turn when this ship takes damage, it 
  can reduce the damage taken by 5 (1d10) mega hit points. 
  Open Air. This ship can’t travel outside of a planet’s 
  atmosphere, nor can its passengers survive underwater or in 
  the vacuum of space. 
  WEAPONS 
  Pulse Cannon Turret. Ranged Weapon Attack: +5 to hit, range 
  6,000/18,000 ft., one target. Hit: 13 (3d8) mega radiant 
  damage. 
  Landrunner 
  Miscellaneous fighter 
  Armor Class 10 
  Mega Hit Points 3 
  Engines Impulse (2,500 feet; movement only across land): 
  Maneuverability (180) 
  Systems None 
  Crew Pilot 
  Capacity 10 passengers; 2 tons 
  Cost 2,500 gp 
  Open Air. This ship can’t fly outside of a planet’s atmosphere, 
  nor can its passengers survive underwater or in the vacuum of 
  space. 
  Probe 
  Miscellaneous fighter 
  Armor Class 8 
  Mega Hit Points 1 
  Engines Impulse (1,500 feet): Maneuverability (360) 
  Systems None 
  Crew Unmanned 
  Capacity ― 
  Cost 2,750 gp 
  Remote Piloted. This ship is piloted remotely from a controller 
  unit which relays visual and sensor information from the 
  probe. A character can move the ship as an action using the 
  controller. If the probe strays more than 10 miles from the 
  controller, it loses connection and falls dormant until the 
  controller unit is within signal range. 
  Shuttle 
  Miscellaneous fighter 
  Armor Class 10 
  Mega Hit Points 4 
  Engines Impulse (1,500 feet): Maneuverability (180) 
  Systems Communications, sensors 
  Crew Pilot 
  Capacity 5 passengers; 1,200 lb. 
  Cost 5,000 gp 
   
   
   
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  SHIPS 
  “Quote goes here”  
  ―Attribution 
  Dropship 
  Miscellaneous personal 
  Armor Class 13 
  Mega Hit Points 34 
  Shield Points 8 
  Engines Dark Matter (Class 1), Impulse (2,500 feet): 
  Maneuverability (90) 
  Systems Communications, life support, sensors, shield 
  generator 
  Crew Engineer, 2 Gunners, Pilot 
  Capacity 12 passengers; 15 tons 
  Cost 7,500 gp 
  WEAPONS 
  2 × Auto Turret. Ranged Weapon Attack: +6 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Smuggler 
  Miscellaneous transport 
  Armor Class 14 
  Mega Hit Points 125 
  Shield Points 18 
  Engines Dark Matter (Class 3), Impulse (3,500 feet): 
  Maneuverability (90) 
  Systems Arcane cannon, cloaking, communications, fabricator, 
  life pods, life support, sensors, shield generator, shuttle, 
  umbilicus 
  Crew Captain, Engineer, Fighter (landrunner; not for use in 
  combat), 3 Gunners, Pilot 
  Capacity 12 passengers; 70 tons 
  Cost 24,000 gp 
  Cruising Engines. This ship’s sublight speed is doubled. 
  Flee the Scene. This ship’s movement speed increases by 500 
  feet if it is moving away from another ship that is within 3,000 
  feet of it.  
  WEAPONS 
  Arcane Cannon (fire bolt). Ranged Spell Attack: +7 to hit, range 
  10,000 ft., one target. Hit: 11 (2d10) mega fire damage. 
  Heavy Cannon. Ranged Weapon Attack: +7 to hit, range 
  4,500/13,500 ft., fixed rear, one target. Hit: 16 (3d10) mega 
  piercing damage. 
  2 × Light Cannon. Ranged Weapon Attack: +7 to hit, range 
  4,500/13,500 ft., fixed front, one target each. Hit: 10 (3d6) 
  mega piercing damage. 
  Battle Planetoid 
  Miscellaneous corvette 
  Armor Class 14 
  Mega Hit Points 240 
  Engines Dark Matter (Class 2), Impulse (2,000 feet): 
  Maneuverability (90) 
  Systems Communications, life support, sensors 
  Crew Captain, Engineer, 4 Gunners, Pilot 
  Capacity 200 passengers; 6,000 tons 
  Cost 40,000 gp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Varied Size. Battle planetoids come in a variety of sizes, 
  depending on whether they were built from an asteroid, a 
  comet, or a small moon. This ship's size can be any of the 
  following: 
  Corvette. The planetoid's statistics are unchanged.  
  Frigate. The planetoid's armor class increases by 1, its mega hit 
  points increase by 75, its passenger and tonnage capacity 
  triples, and its cost increases to 60,000 gp. Additionally, it 
  gains 2 additional auto-turrets (all of which have an attack 
  bonus of +11), and the damage of its ram increases to 8d10.  
  Light Cruiser. The planetoid's armor class increases by 3, its 
  mega hit points increase by 125, its passenger and tonnage 
  capacity multiply by 20, and its cost becomes "―". 
  Additionally, it gains 4 additional auto-turrets (all of which 
  have an attack bonus of +12) and the damage of its ram 
  increases to 16d10.   
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this 
  happens, the target ship takes 22 (4d10) mega bludgeoning 
  damage, and this ship takes 10 (4d4) mega bludgeoning 
  damage. 
  WEAPONS 
  Antimatter Mine. Ranged Weapon Attack: +9 to hit, deployable 
  0 ft., one target. Hit: 33 (6d10) mega necrotic damage. 
  3 × Auto Turret. Ranged Weapon Attack: +9 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Starliner 
  Miscellaneous corvette 
  Armor Class 14 
  Mega Hit Points 150 
  Engines Dark Matter (Class 5), Impulse (2,500 feet): 
  Maneuverability (90) 
  Systems Communications, fabricator, life pods, life support, 
  probe, sensors, shuttle, sickbay, simulator, teleporters, 
  umbilicus 
  Crew Captain, Engineer, 4 Gunners, Pilot 
  Capacity 120 passengers; 200 tons 
  Cost 90,000 gp 
  Cruising Engines. This ship’s sublight speed is doubled. 
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  WEAPONS 
  4 × Auto Turret. Ranged Weapon Attack: +9 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Freighter 
  Miscellaneous frigate 
  Armor Class 16 
  Mega Hit Points 200 
  Engines Dark Matter (Class 5), Impulse (2,000 feet): 
  Maneuverability (90) 
  Systems Communications, fabricator, life support, sensors, 
  shuttle, sickbay, umbilicus 
  Crew Captain, Engineer, 3 Gunners, Pilot 
  Capacity 30 passengers; 50,000 tons 
  Cost 150,000 gp 
  Cruising Engines. This ship’s sublight speed is doubled. 
  WEAPONS 
  3 × Auto Turret. Ranged Weapon Attack: +11 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  Orbital Defense Platform 
  Miscellaneous frigate 
  Armor Class 16 
  Mega Hit Points 220 
  Shield Points 30 
  Engines Impulse (500 feet): Maneuverability (45) 
  Systems Communications, fabricator, life pods, life support, 
  probe, sensors, shield generator, shuttle, sickbay, 
  teleporters, tractor beam 
  Crew Captain, Engineer, Gunner, Pilot 
  Capacity 45 passengers; 10,000 tons 
  Cost 135,000 gp 
  WEAPONS 
  Railgun. Ranged Weapon Attack: +11 to hit, range 
  12,000/36,000 ft., fixed front, one target. Hit: 31 (3d20) mega 
  force damage. This weapon then overheats, and can't be fired 
  again until the end of the ship's next turn. 
  Space Station 
  Miscellaneous frigate 
  Armor Class 14 
  Mega Hit Points 165 
  Shield Points 50 
  Engines Dark Matter (Class 3) 
  Systems Communications, fabricator, life pods, life support, 
  probe, sensors, shield generator, shuttle, sickbay, 
  teleporters, umbilicus 
  Crew Captain, Engineer, Pilot 
  Capacity 215 passengers; 10,000 tons 
  Cost 135,000 gp 
  Advanced Shielding. This ship's shields cover two of its sides, 
  instead of one. These sides must be adjacent to each other. 
   
  The Infinity 
  Miscellaneous titan 
  Armor Class 22 
  Mega Hit Points 525 
  Shield Points 80 
  Engines Dark Matter (Class 10), Impulse (1,000 feet): 
  Maneuverability (45) 
  Systems Arcane cannon, cloaking, communications, fabricator, 
  life pods, life support, probe, sensors, shield generator, 
  shuttle, sickbay, simulator, teleporters, tractor beam, 
  umbilicus 
  Crew Captain, Engineer, 8 Fighters (any; no fighter included),   
  8 Gunners, Pilot 
  Capacity 50,000 passengers; 1,500,000 tons 
  Cost ― 
  Advanced Shielding. This ship's shields cover two of its sides, 
  instead of one. These sides must be adjacent to each other. 
  Autonomous. This ship does not require crew to perform any 
  operation; it can move, use its systems, fire its weapons, and 
  perform void jumps on its own. The ship appears to be guided 
  by some unseen directive and perhaps possesses its own silent 
  intelligence. Though its systems and weapons can be 
  commandeered by a crew, they operate autonomously 
  whenever a crew member is not actively using them.  
       If this ship does not have a pilot, it adds 6 to saving throws 
  it makes against spells. 
  Legendary Resistance (1/Day). If the ship's pilot fails a saving 
  throw on behalf of the ship, it can choose to succeed instead. 
  WEAPONS 
  Arcane Cannon (fire storm). Ten 1,000-foot cubes of flame 
  appear in free space, arranged around hostile ships. Each cube 
  must have at least one face adjacent to the face of another 
  cube. Each creature and the pilot of each ship in the area of a 
  cube must make a DC 24 Dexterity saving throw. It takes 38 
  (7d10) mega fire damage on a failed save, or half as much 
  damage on a successful one. 
  6 × Auto Turret. Ranged Weapon Attack: +14 to hit, range 
  3,000/9,000 ft., one target each. Hit: 7 (3d4) mega radiant 
  damage. 
  2 × Starbuster. Ranged Weapon Attack: +14 to hit, range 
  12,000/36,000 ft., fixed front, one target each. Hit: 36 (8d8) 
  mega radiant damage. This weapon then overheats, and can't 
  be fired again until the end of the ship's next turn. 
  LEGENDARY ACTIONS 
  The ship can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time, and only at the end of another creature's turn. Spent 
  legendary actions are regained at the start of each turn. 
  Fire at Will. The ship performs a barrage. It can make an attack 
  with two weapons or make a broadside attack. 
  Full Speed Ahead. The ship moves half its movement speed 
  within the cone of movement. 
  Repairs. The ship regains 2d20 mega hit points. 
   
   
   
   
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  SHIPS 
  Ship Combat 
  Combat between starships is a deadly and unforgiving 
  game, for the loser is subjected to the lifeless, infinite void 
  of space. 
       Like normal combat rules, ship combat follows an 
  initiative order and is generally played on a 2D plane. 
       When ship combat begins, each character must take a 
  role on the ship to participate. A character's actions with 
  regards to the ship are limited to the role they choose. 
  Entire enemy ships act on a single turn of the initiative 
  order, whereas individual characters act separately. 
  However, if a character is in the role of the captain, the 
  entire crew can act on a single turn of the initiative order. 
       Ship movement is covered in the Pilot role, ship 
  attacks are covered in the Gunner role, and ship shields 
  are covered in the Engineer role. The Captain, Engineer, 
  and Fighter roles are optional; a captain provides extra 
  actions to the crew, the engineer manages power flow and 
  shields, and the fighter detaches from the main ship to 
  dogfight and target the weak points on enemy craft. 
  Character Roles 
  Each character on a starship chooses one of the following 
  roles when they roll initiative. Depending on the ship, 
  some roles, such as Gunner, might be occupied by one 
  character, more than one character, or might not exist at 
  all. By contrast, roles like Pilot are usually occupied only 
  by one character. 
       A character can switch roles with another character or 
  can switch to an unoccupied role as an action. 
  Captain 
  As the captain, you direct the ship's operations and 
  manage the crew. If you choose to be the captain when the 
  ship rolls initiative, you roll initiative for the entire ship. 
  The entire party acts on that turn in the initiative order 
  while you are captain, and you can choose in which order 
  the crew takes their turns. If you leave the captain role or 
  fall unconscious, the party rolls initiative separately at the 
  end of the next initiative order. 
       As a captain, you have the following actions available 
  to you: 
       Boarding Party. When the conditions for Boarding are 
  met, you can use your action as the captain to form a 
  boarding party (which you can choose to be a part of) and 
  deploy the umbilicus. 
       Brace for Impact. You can use your action to brace the 
  ship for damage. Each time your ship takes damage before 
  the beginning of your next turn, you can roll 1d6 and 
  subtract the number rolled from the damage your ship 
  takes, to a minimum of 1. 
       Deep Scan. If your ship is equipped with sensors, you 
  can use your action to order a deep scan of a specific 
  object of interest within range of the sensors. This allows 
  you to make an Intelligence (Investigation) check to 
  examine that object. 
       Fire at Will. You use your action to declare a barrage. 
  One gunner of your choice can then use its reaction to 
  make one attack with a ship weapon. 
       Full Speed Ahead. You use your action to push the 
  engines. The pilot can then use its reaction to move the 
  ship half its movement within the cone of movement. 
  Engineer 
  As the engineer, you can direct power around the ship and 
  position the ship's directional shield. By default, the 
  shield is forward-facing and active. 
       The ship's shield covers only one of the ship's four 
  sides. As a bonus action, you can switch the direction the 
  shield faces. If an attack hits the ship on its shielded side, 
  damage is subtracted from the ship's shield points, rather 
  than its hit points. 
       At the beginning of the initiative order, the shield 
  regains half its maximum shield points, rounded up. 
       As an engineer, you have the following actions 
  available to you: 
       Directing Power. You can use your action to 
  deactivate the shield and direct its power elsewhere: either 
  to the impulse engines or into one of the ship’s weapons. 
  If you invest the power in the ship’s engines, the ship’s 
  movement speed increases by half until the beginning of 
  your next turn. If you invest the power in one of the ship’s 
  weapons, a gunner can make one additional attack using 
  that weapon when they take the Open Fire action. 
       Alternatively, you can draw power from the ship’s 
  weapons and invest it in the ship's shields. When you do 
  so, until the beginning of your next turn, the ship's shields 
  cover two of its consecutive sides, instead of only one, 
  and it regains all of its shield points at the beginning of 
  the initiative order, instead of only half. Additionally, 
  each Gunner makes one weapon attack fewer than normal 
  when they take the Open Fire action. 
       Overcharge. Additionally, if you are a spellcaster, you 
  can use your action to expend a spell slot greater than or 
  equal to the Dark Matter engine’s slot level as an action to 
  overcharge the engine. The shield recharges completely, 
  and until the beginning of your next turn, power is 
  invested in the ship’s engines (increasing the ship’s 
  movement speed by half) and every gun (allowing each  
   
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  gunner can make one 
  additional attack using that 
  weapon when they take the Open 
  Fire action on their turn.) 
       Once you use this ability, you can’t use it again for 1 
  minute. 
       System Repair. You can use your action to repair a 
  ship system or weapon that has 0 hit points and is 
  deactivated. When you do so, make a DC 15 Intelligence 
  (Technology) check. On a success, the system or weapon 
  regains 1 mega hit point and reactivates at the beginning 
  of your next turn. 
       Void Jump. You can begin the charging process for a 
  void jump. Once a Dark Matter engine has begun to 
  charge, it will jump in 1 minute. No intervention can stop 
  or slow this process; once it is begun, nothing short of 
  destroying the ship can interrupt the jump. The pilot is 
  responsible for guiding the ship on the jump itself and 
  rolls on the Jump Navigation table when the jump begins.  
  Fighter 
  You deploy in a lighter, more maneuverable vessel to 
  dogfight and target the vital locations of a hostile ship. 
  You can use your action to launch your fighter from the 
  main ship or to dock with it while you are adjacent to it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You can only switch roles while your 
  fighter is docked with the main ship. 
       Once you have launched, you can move your 
  fighter's entire speed on its turn and use your action to fire 
  its weapons. Movement and weapon attacks follow the 
  same rules as the pilot’s Move action and the gunner’s 
  Open Fire action, except that moving your fighter does not 
  require an action. 
       If your fighter is reduced to 0 hit points and destroyed, 
  you can use your reaction to eject from the craft in a life 
  pod to survive the explosion. 
       While in a fighter, you can take the following special 
  action: 
       Targeted Attack. While you are within 1,000 feet of 
  another ship, you can use your action to attempt to disable 
  one of that ship’s systems. When you do so, make an 
  attack targeting the ship with disadvantage. On a hit, you 
  deal damage directly to a system of your choice, a weapon 
  of your choice, or the ship’s impulse engines. If the attack 
  if blocked by a shield, the damage is subtracted from the 
  target ship’s shield points before it damages any system. 
  Systems, weapons, and engines have 10 mega hit points 
  each. Damage to systems is also deducted from the target 
  ship’s hit points.  
       If a system or weapon is reduced to 0 hit points, it is 
  disabled. Any creature operating a weapon when it is 
  destroyed takes normal damage (as opposed to mega  
  “Quote goes here”  
  ―Attribution 
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  damage) equal to the damage dealt. If the 
  engines are reduced to 0 hit points, the ship is crippled 
  and can only move at half speed. 
  Gunner 
  Acquiring targets and calculating ranges, you fire the 
  shipboard weapons on hostile targets. Many ship 
  weapons do not have any facing rules, but those which 
  do are normally mounted to the front or to one of the 
  sides of the ship. If a weapon has the Facing property, it 
  can only be fired in a 90-degree cone in the direction in 
  which it was mounted. 
       While you are in the gunner role, you can only operate 
  one of the ship’s weapons at a time. You can use a bonus 
  action on your turn to switch between weapons. 
       You add your proficiency bonus and Dexterity 
  modifier to an attack roll you make with a ship’s weapon, 
  but you do not add any ability modifier to the weapon’s 
  damage rolls. Weapon entries in the Example Ships 
  section include an example attack bonus, to be used only 
  if the GM controls the ship as an NPC. 
       As a gunner, you can take the following actions: 
       Open Fire. You can take the Attack action on your 
  turn to attack with one of the ship’s weapons. You can 
  make multiple attacks with this weapon if you have a 
  feature, such as Extra Attack, that gives you extra attacks. 
       Readied Attacks. You can use your action to ready an 
  attack with a ship’s weapon, just as you would ready an 
  attack with a normal weapon. Often, this readied action is 
  used to target deployed weapons, such as neutron 
  torpedoes, the moment they are launched or to strike 
  another ship the moment is opens fire. 
  Pilot 
  As the pilot, you navigate and direct the ship's movement. 
  Each ship has a given speed in hundreds of feet per turn, 
  and a maneuverability score, which is given in degrees. 
  Additionally, each ship faces a particular direction, which 
  is normally in 45-degree intervals, and can be 
  approximated using the eight cardinal directions. 
       To approximate momentum, each ship's movement is 
  limited to a cone of movement, which extends in the 
  direction your ship is facing and is as wide as the ship’s 
  Maneuverability score, measured in degrees.  
       As the ship’s pilot, you can use the following special 
  actions:  
       Move. You use your action to move the ship up to its 
  speed within the ship’s cone of movement. Once you have 
  finished moving, you can rotate the direction your ship is 
  facing by up to its maneuverability score. 
   
       Evasive Maneuvers. If your ship is Corvette-sized or 
  smaller, you can use your action to perform evasive 
  maneuvers instead of moving normally. When you do so, 
  your ship gains a +4 bonus to AC until the beginning of 
  your next turn.  
       Dogfighting. If your ship is Corvette-sized or smaller 
  and a ship of the same size classification is behind you 
  within 1,000 feet, you can use your action to perform a 
  complex dogfighting maneuver. Make a Dexterity 
  (Piloting) check, contested by the other ship. On a 
  success, following several tight turns, you switch places 
  with that ship. The direction both ships face remains the 
  same. 
       Hard Turn. If your ship is Corvette-sized or smaller, 
  you can use your action to pull a hard turn, rotating your 
  ship almost on the spot. You move your ship 500 feet in 
  any direction and rotate to face any way you choose. 
       Match Speed. Your ship attempts to move at the same 
  rate and direction as another ship instead of moving 
  normally. Choose one ship that you can see. Until the 
  beginning of your next turn, your ship moves when that 
  ship does and attempts to maintain the same distance from 
  it and angle to it. If the target ship is more maneuverable 
  or uses Hard Turn to perform a movement you are not 
  normally capable of, this effect ends.   
  Damage and Repair 
  A ship’s hit points are given in mega points and ship-
  based weapons usually deal damage in mega points as 
  well. Optionally, the GM can rule that ordinary types of 
  damage can’t affect things which have mega hit points 
  and that mega point damage is instantly lethal on a hit.  
       When a ship takes hit point damage, it represents 
  structural damage to its hull which is not easily repaired. 
  The loss of hit points has no effect on a ship’s capabilities 
  until the ship drops to 0 hit points. Individual systems and 
  weapons, however, can be disabled by precision strikes, 
  which is separate from normal hit point damage. 
       Ships are immune to poison and psychic damage. 
       Shield Points. If a ship has a shield generator, hit point 
  damage might be subtracted from the ship’s shield points 
  (SP) instead. Shields only cover a part of a ship, normally 
  only one side. If the shortest line from an attacker to a 
  shielded ship lands on a shielded side (or a corner of a 
  shielded side), damage is subtracted from the ship's shield 
  points, rather than its hit points. If an attack reduces the 
  shield to 0 shield points, any excess damage carries over 
  to hit points. 
       At the beginning of the initiative order, a shield regains 
  half its maximum shield points, rounded up. 
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  Destruction 
  When a ship is reduced to 0 hit points, it becomes a 
  blazing wreck. All of its systems, including weapons, 
  engines, and life support, cease to function, and it can’t 
  regain hit points. Escape craft, like fighters, life pods, and 
  shuttles can still eject from a blazing wreck. The ship is on 
  a tipping point of complete disaster; it might soon explode 
  outright, or otherwise become a derelict wreck. 
       Explosion Saving Throws. If the ship is a blazing 
  wreck at the end of the initiative order, one character 
  makes a unique saving throw, called an explosion saving 
  throw. This saving throw isn’t tied to any ability score; it 
  is purely dependent on chance. 
       Roll a d20. If the roll is 10 or higher, you succeed. 
  Otherwise, you fail. A success or failure has no effect by 
  itself. On your third success, the ship becomes a derelict 
  wreck; it is adrift and all of its systems are still disabled, 
  but it is no longer at risk of exploding and can, with 
  extensive efforts, be repaired. On your third failure, the 
  ship explodes. Any creatures still onboard are 
  immediately killed. The successes and failures don't need 
  to be consecutive; keep track of both until you collect 
  three of a kind. 
       Damage at 0 Hit Points. If your ship takes any damage 
  while it is a blazing wreck, it suffers an explosion saving 
  throw failure. 
  Repair 
  Repairing a ship is a difficult process requiring many 
  hours of work. During your downtime, you can perform 
  repairs on your ship. For each day you spend performing 
  repairs, you make DC 15 Intelligence (Technology) 
  check. On a success, the ship regains mega hit points 
  equal to your proficiency bonus plus your Intelligence 
  modifier. Alternatively, the ship can be repaired 
  completely in one day at port for a fee of 20 gp per mega 
  hit point lost. 
  Boarding 
  Sometimes, your objective in ship-to-ship combat requires 
  that you come aboard a hostile vessel. You can board 
  another vessel if both ships are within 500 feet of each 
  other, if the pilot of your ship has Matched Speed with the 
  other, and your ship has an umbilicus. When you do so, 
  any number of crew members can join a boarding party, 
  leaving their original roles. The umbilicus only remains 
  attached as long as both ships remain within 500 feet of 
  each other. 
       A boarding party and any hostile crew rolls their own 
  initiative which acts parallel to ongoing ship combat. 
  Combat as a boarding party is the same as normal combat. 
       The boarding party arrives in a room via the umbilicus 
  and can only return to their own ship through the 
  umbilicus. The captain or engineer of the opposing ship 
  can disengage life support (or choose to only deactivate 
  gravity, atmosphere, or heat) or start a self-destruct timer 
  on the ship. Additionally, if the boarding party accesses 
  important locations, such as the engine room, the shield 
  generator, or a battle station housing a ship weapon, they 
  can use the opportunity to destroy or disable the ship's 
  various systems and weapons.  
       If the party eliminates all hostile crew members of the 
  boarded ship, they can commandeer it, provided that they 
  have a knowledgeable pilot and enough people to operate 
  it. 
  NPC Ships 
  The GM does not play the individual roles of an NPC ship 
  separately. Rather, each NPC ship rolls its own initiative 
  and can perform all its relevant actions on its turn. In 
  addition, rather than calculating the statistics of gunners, 
  NPC ships use the attack bonuses included in weapon 
  entries and typically have one gunner at each weapon. The 
  GM also decides the relevant ability checks and saving 
  throws for NPC crewmen. 
       If an NPC ship has a captain role, the GM can also 
  allow the ship to take an additional action on its turn. 
       Most GMs have NPC ships immediately explode when 
  reduced to 0 hit points. Common exceptions include when 
  one or more player characters has boarded the ship, or 
  when an important NPC or villain is aboard it. 
  Alternatively, the GM can rule that the characters in 
  question escape aboard a life pod or a shuttle shortly 
  before the ship’s explosion. 
  Variant Rule: Grid Combat 
  Ship combat is particularly well-suited to using miniatures 
  on a square-based grid map. Using this rule, each square is 
  500 feet by 500 feet and each ship faces the side or the 
  corner of their surrounding squares. Ships Transport size 
  or smaller fit within a single square. On its turn, a ship can 
  move 1 square for every 500 feet of its movement. 
       When counting distance on a grid, the first diagonal 
  square counts as 1 square of movement, and the second 
  diagonal square as 2 squares. Repeat this pattern of 1 
  square, 2 squares whenever you count diagonally, even if 
  you move horizontally or vertically between different bits 
  of movement. 
  Variant Rule: Planes of Movement 
  Though ship combat primarily takes place on a 2D plane, 
  you can use this variant rule to convert combat into a 
  semblance of 3D space. When combat begins, the GM 
  decides how many Planes of Movement exist. In open 
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  space, there might be three to four, while in orbit around a 
  star, there may only be two. 
       When moving your ship, you can expend 1,000 feet of 
  movement to move up or down one Plane of Movement 
  (doing so also moves you 500 feet forward in your cone of 
  movement.) When you target ships in other planes of 
  movement, they are treated as being an additional 500 feet 
  away for each plane of movement between your ship and 
  the target. Two ships can pass above or below one another 
  in the same space while in different planes of movement. 
  Exploring the ‘Verse 
  No matter how hard the mind tries to comprehend it, the 
  utter scale of the universe is always baffling to consider. 
  The tiny dots of stars and their even tinier worlds are 
  separated by such immense gulfs of Black that the galactic 
  empires would never have reached one another and made 
  first contact without the assistance of Dark Matter 
  engines, even if they possessed ships capable of traveling 
  at lightspeed. With the use of Dark Matter engines, 
  however, the rest of the 'verse is but a void jump away.  
  Void Jumps 
  To cross the 'verse quickly, Dark Matter engines conduct 
  their ships through the Void, an utterly incomprehensible 
  dimension of singularity. The Void's hostile nature 
  renders direct exposure to it untenable, and worse still, its 
  strange radiation baffles navigational instruments. The 
  safest means to perform a jump, therefore, is to lower 
  thick protective shutters and jump nearly blind, with 
  perhaps some assistance from powerful divination magic.  
       Travel by void jump is not perfect, but it is a necessity; 
  the flow of people and goods across the 'verse is borne by 
  regular use of Dark Matter engines, so resourceful pilots 
  have found a few ways to heighten the accuracy of their 
  jumps. There are three principle types of void jump using 
  a Dark matter engine: a blind jump, without navigational 
  aide of any sort, an assisted jump, which uses the 
  astrogation spell or the comparable effects of consuming 
  a roach, or a maw jump, which translocates the ship from 
  one maw to another, always without error. 
  Unassisted Jump 
  An unassisted, or “Blind”, jump carries a significant risk. 
  Often, it’s preferable to assured death, but one can never 
  be too sure when they will jump into a star, an asteroid 
  field, or into a dangerous orbit around a black hole.  
       When making a blind jump, the ship's pilot chooses a 
  destination within range of the ship’s jump distance and 
  rolls on the Jump Navigation table.  
  Assisted Jump 
  Resourceful mages have created a powerful divination 
  spell to discern some semblance of direction when 
  performing a void jump: astrogation. 
       If the target of this spell pilots a ship which performs a 
  void jump, the pilot rolls twice on the Jump Navigation 
  table, adds 50, and takes the result of its choice. If the 
  result is greater than 100, it counts as a 100. 
       Roach Jumps. Consuming a roach triggers a wave of 
  euphoria and mind-expanding effects. Many pilots believe 
  they can see the entire universe after consuming a roach, 
  even though some see terrible visions of the Void. 
  Consuming a roach grants a creature the benefits of the 
  astrogation spell. 
       Roaches are generally cheaper than astrogation 
  (costing between 100 and 250 gp on the street) and also 
  don't require the assistance of a high level spellcaster, but 
  long-term roach use is dangerous and addictive. See 
  Roach Addiction on page [X] for more information. 
  Maw Jump 
  A maw jump carries no miss chance; any ship capable of 
  performing a void jump can travel from one maw to the 
  next without rolling on the Jump Navigation table. Ships 
  can only travel between adjacent maws in the network. 
       Whereas the maw stations in the center of the galaxy 
  are extremely reliable, the outermost stations on the 
  galactic frontier are a different matter entirely. Making a 
  jump to a station on the outer ring is a one-way trip; you 
  can’t jump back from the outer ring via a maw station. 
  Additionally, maws on the outer ring have only 
  intermittent connection between themselves: when you 
  arrive at a new maw station on the outer ring, there is a 
  25% chance that an outgoing connection to an adjacent 
  maw is disabled and won’t be restored for at least a week. 
  Jump Navigation 
  d100 Cost 
  1 Disaster. Your ship emerges dangerously close to 
  a star or black hole. Your ship loses half of its HP 
  and all its systems are reduced to 0 HP and 
  disabled. Your ship can’t perform a void jump 
  until it is repaired with a DC 20 Intelligence 
  (Technology) check and 1 hour of work. If the ship 
  can’t escape within an hour, it will be destroyed. 
       You are up to 50% further away from your 
  destination than you began. 
  2-3 Void Encounter. Your ship emerges from a 
  turbulent jump with immense claw marks 
  streaking down its hull. Your ship loses 25% of its 
  HP (rounded down) and all its systems are 
  reduced to 0 HP and disabled. 
       You are up to 50% further away from your 
  destination than you began. 
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  “Quote goes here”  
  ―Attribution 
  4-5 Desynchronized. Your ship encounters a 
  concussive wave of energy by exiting the jump out 
  of phase. Your ship loses half of its HP. 
       You are up to 50% further away from your 
  destination than you began. 
  6-10 Scorch. Intense waves of void radiation impact the 
  outside of your ship and cook its insides. Each 
  creature on the ship takes 7 (2d6) fire damage and 
  half the ship’s weapons, rounded up, are reduced 
  to 0 HP and disabled. 
       You are up to 50% further away from your 
  destination than you began. 
  11-20 The Black. Your ship emerges from its jump in 
  deep space. You are no closer to your destination. 
  21-50 Off Target. Your void jump sends you wide of your 
  intended target. At the GM’s discretion, there is a 
  10% chance that you encounter an undiscovered 
  planet, derelict spacecraft, spatial anomaly, or 
  other significant location. 
       You are up to 50% closer to your destination 
  than you began. 
  51-80 Near Target. You are close enough to your target 
  to reach it with 10 minutes of sublight travel. 
  81-
  100 
  Perfect Jump. Your ship emerges from the void 
  jump precisely where you intend to, often near a 
  spaceport or in orbit around a planet. 
  Sublight Speeds 
  When a pilot wants to travel within a star system, such as 
  between a planet and its moon or between two planets, 
  without initiating a void jump, the pilot can accelerate to a 
  cruising speed by accelerating in a straight line for 1 
  minute. While traveling at cruising speed, the ship's speed 
  increases to a maximum of 1/20th the speed of light 
  (approximately 300,000,000 feet per round), and it can 
  make only gradual course corrections. The ship requires 1 
  minute to safely decelerate. A ship of Frigate size or 
  larger takes 10 minutes to accelerate or decelerate.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Planetary Scanning 
  When exploring the frontier worlds of the ‘verse, it is 
  almost always a good idea to learn more about a planet 
  before entering its atmosphere. A planet might look 
  harmless, but upon touching down you might discover 
  that its atmosphere is poisonous or its “water” is actually 
  liquid carbon dioxide. For this reason, most ships’ sensor 
  arrays come equipped with a complex planetary scanning 
  system, designed to tell their crew pertinent information 
  about a planet from a safe distance. 
       While you are in the captain role of a ship with 
  functional sensors, you can spend 1 hour to conduct an in-
  depth scan of a planet within your sensors’ range to learn 
  the planet’s tier of habitability. If you spend 8 hours 
  conducting a scan, you also learn any of the planet’s 
  major environmental hazards, such as high gravity, a 
  poisonous atmosphere, or volcanic activity. If you spend 
  24 hours conducting a planetary scan, you also learn 
  whether the planet’s surface is inhabited, what general 
  level of technology said inhabitants seem to possess (by 
  detecting the presence of bronze, iron, steel, uranium, etc. 
  present on the surface near lifeforms), the basic geography 
  of the planet, and its weather patterns over the next 24 
  hours. 
       Occasionally, one or more of a planet’s traits may 
  prevent you from learning more information about it. For 
  example, a thick, cloudy atmosphere may prevent you 
  from examining the planet’s geography or learning about 
  any inhabitants or a strong arcano-magnetic field might 
  disrupt the scan entirely.  
       If your ship is equipped with a probe, you can plunge it 
  into the planet’s atmosphere to gain a closer look, 
  potentially circumventing obstacles which prevent you 
  from learning information about the planet. Doing so 
  allows you to gain a full 24-hour scan of the planet in 1 
  hour, but destroys the probe in the process. 
       Information gained from a planetary scan are stored on 
  your ship’s computer and can be later sold to interested 
  parties, such as Astrogations Inc. Such payment is usually 
  based on the planet’s tier of habitability, with superior 
  planets (at lower tiers) paying best, with special bonus for 
  rare finds, such as tier X worlds. 
   
   
   
   
   
   
   
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  The monsters of Dark Matter are alien by definition; the 
  vast majority of them hail from planets that humans are 
  likely to never set foot range from the impossibly strange, 
  like the psychic collection of worms called a psi worm 
  gestalt, to unthinkably gigantic Mega creatures, such as 
  god-aboleths or the eternal dragons. Whatever form they 
  take, the monsters of Dark Matter remind us of the simple 
  truth that the universe is hostile, and explorers have plenty 
  to fear. 
       This chapter includes a large selection of monsters that 
  can be encountered througout the verse, followed by a 
  selection of NPCs that might be used to populate your 
  maws, hearthstations, and crews.  
  New Monster Traits 
  The constructs and alien beasts found on expeditions to 
  the farthest reaches of space have uniqe traits never seen 
  in terrestrial creatures. 
  New Size Category: Mega 
  Dark Matter introduces a new size category, larger even 
  than Gargantuan: Mega. Creatures of Mega size will 
  always have the Mega Creature trait, which will elaborate 
  on its dimensions. Some Mega creatures occupy a 500-by-
  500-foot space (only one square using the Rule of 100), 
  while others can be as large as a 2000-by-2000-foot space. 
  Generally, Mega creatures will possess mega hit points, 
  deal mega damage, and will have movement and senses 
  reaching thousands of feet, to match their scale.  
       Slaying one of these creatures is no task for terrestrial 
  adventurers; they are best combated using ships, tanks, 
  and warheads. Even the smallest Mega creatures can pose 
  a profound threat to entire worlds.  
  New Sense: Thermalsight 
  A monster with thermalsight can see living creatures 
  through darkness and heavily obscured conditions, such as 
  fog. The monster can also determine if a creature is living 
  or dead though its body heat. However, the monster can't 
  discern color, nor use this sense to see through illusions, 
  invisibility, or magical darkness. This sense penetrates 
  most materials, but is blocked by any one-inch barrier. 
  Many constructs have this special sense. 
  Variant Familiars 
  The find familiar spell provides a comfortable number of 
  options to arcanists, but many spellcasters are eager to 
  summon more exotic companions with the spell. With the 
  GM's permission, a spellcaster can summon any of the 
  following monsters as a familiar: a mechanical spider, a 
  psi-worm, a software bug, a thwirrel, or a wizmo. 
  Monsters by CR 
  The following table lists the monsters included in this 
  book by challenge rating. 
  CR Monsters 
  0 
  Mechanical spider, medical drone, psi-worm, 
  recon drone, software bug, thwirrel, wizmo 
  1/8 
  Crocadog, defense drone, world engine 
  1/4 
  Cephalo-boar, worm walker 
  1/2 
  Arachno-horse, husk, indoctrinated, replicator, 
  sporezerker, var’zuul grub 
  1 
  Single-task automaton, wrothian failure 
  2 
  Bluescreen swarm, brain-in-a-jar, mechademon, 
  nanite swarm, xenobloom 
  3 
  Android, bronze skeleton, lesser psi-worm gestalt, 
  multi-task automaton, N-vect, planet ooze, 
  radioactive goo, spaceshark, sporegantua 
  4 
  Forlorn husk, var'zuul worm, wizmo mob, world 
  engine swarm, 
  5 
  Body snatcher, collector vat, rogue AI, wrothian 
  taker 
  6 
  Mechabyssal, young gigapod 
  7 
  Replicator swarm, wrothian alpha 
  8 
  Hardlight etherolus, hardlight juggernautus, silver 
  skeleton, songfish 
  9 
  Phantom ship, primal titan 
  10 
  Flare elemental, w'rnoctur 
  11 
  Nebula elemental, var’zuul colossus 
  12 
  Asteroid elemental, baby world turtle, greater psi-
  worm gestalt, mastermind AI 
  13 
  Gold skeleton, scrap golem, tripod, wrothian 
  primarch 
  14 
  Wandering rift 
  15 
  Gigapod 
  19 
  God-Aboleth 
  21 
  Eternal Dragon 
   
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  Alien Beasts 
  The 'verse is home to such a variety of life that much of it 
  defies classification. Though many types of alien creatures 
  appear to share throughlines in shape and function, they 
  are outnumbered by the remarkable and utterly unique 
  creatures found on nearly every world. Each habitable 
  world demands unique adaptations, and through complex 
  chains of evolution, sometimes assisted by magic, they 
  can become inhabited by truly bizarre creatures. 
       As completely alien as these creatures might seem, 
  they are no more than ordinary beasts on their 
  homeworlds; by contrast, monstrosities and aberrations lie 
  outside this natural framework altogether. 
       Boundless Biodiversity. No matter how strange an 
  alien beast might be, adventurers and explorers are likely 
  to refer to them by analogy to things they understand. 
  Descriptions like 'an alligator with a giraffe's neck and a 
  whale's body' are not uncommon. For some alien beats, 
  these analogies are not far off; some appear merely like 
  discolored or mis-sized versions of familiar animals. 
  Others, however, are far more exotic. It's difficult to 
  describe the floating ooze-fungus beasts of Nix, for 
  example, without mentioning how their three long legs 
  resemble the arms of a praying mantis, but translucent and 
  many times their size. 
  Alien Beast Template 
  The animals and plants of distant worlds are much like 
  terrestrial creatures and retain the same statistics, except 
  as noted below: 
       Resistances. The beast gains 
  resistance to a type of damage based on 
  its environment or determined randomly 
  on the following table: 
  d12 Damage Type 
  1 
  Acid 
  2 
  Bludgeoning 
  3 
  Cold 
  4 
  Fire 
  5 
  Force 
  6 
  Lightning 
  7 
  Necrotic 
  8 
  Piercing 
  9 
  Poison 
  10 
  Radiant 
  11 
  Slashing 
  12 
  Thunder 
       Damage Types. The type of damage dealt by an alien 
  beast’s natural weapons is randomly determined on the 
  table above or set to match a damage type it is resistant to.   
       Alien Trait. The beast gains one or more special traits 
  from the based on its environment or determined 
  randomly on the following table: 
  d10 Alien Trait 
  1 
  All-Around Vision. The alien beast can’t be 
  surprised and has advantage on initiative rolls.  
  2 
  Amorphous. The alien beast can move through a 
  space as narrow as 1 inch wide without squeezing.  
  3 
  Amphibious. The alien beast can breathe air and 
  water. 
  4 
  Chameleon Skin. The alien beast has advantage 
  on Dexterity (Stealth) checks made to hide.  
  5 
  Ethereal Jaunt. As a bonus action, the alien beast 
  can magically shift from the Material Plane to the 
  Ethereal Plane, or vice versa. 
  6 
  False Appearance. While the alien beast remains 
  motionless, it is indistinguishable from an 
  inanimate object.  
  7 
  Grappler. The alien beast has advantage on attack 
  rolls against any creature grappled by it. 
  8 
  Illumination. The alien beast sheds bright light in 
  a 10-foot radius and dim light for an additional10 
  feet.  
  9 
  Incorporeal Movement. The alien beast can move 
  through other creatures and objects as if they 
  were difficult terrain. It takes 5 (1d10) force 
  damage if it ends the turn inside an object.  
  10 
  Spider Climb. The alien beast can climb difficult 
  surfaces, including upside down on ceilings, 
  without needing to make an ability check. 
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  MONSTERS 
   
   
  Arachno-Horse 
  Large beast, unaligned 
  Armor Class 11 
  Hit Points 19 (3d10 + 3) 
  Speed 40 ft., climb 40 ft. 
  STR 
  18 (+4) 
  DEX 
  12 (+1) 
  CON 
  13 (+1) 
  INT 
  2 (-4) 
  WIS 
  12 (+1) 
  CHA 
  7 (-2) 
  Damage Resistances poison 
  Senses passive Perception 11 
  Languages ― 
  Challenge 1/2 (100 XP) 
  Spider Climb. The arachno-horse can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Trampling Charge. If the arachno-horse moves at least 20 
  ft. straight toward a target and then hits it with a bite attack 
  on the same turn, the target must succeed on a DC 14 
  Strength saving throw or be knocked prone. If the target is 
  prone, the arachno-horse can make another attack with its 
  bite against it as a bonus action. 
  ACTIONS 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison 
  damage. 
   
   
  Cephalo-Boar 
  Medium beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
  STR 
  13 (+1) 
  DEX 
  11 (+0) 
  CON 
  12 (+1) 
  INT 
  2 (-4) 
  WIS 
  9 (-1) 
  CHA 
  5 (-3) 
  Damage Resistances fire 
  Senses passive Perception 9 
  Languages ― 
  Challenge 1/4 (50 XP) 
  Charge. If the cephalo-boar moves at least 20 ft. straight 
  toward a target and then hits it with a tentacle attack on the 
  same turn, the target takes an extra 3 (1d6) bludgeoning 
  damage. 
  Relentless (Recharges after a Short or Long Rest). If the 
  cephalo-boar takes 7 damage or less that would reduce it to 
  0 hit points, it is reduced to 1 hit point instead. 
  ACTIONS 
  Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is 
  Medium or smaller, it is grappled (escape DC 11) and 
  restrained until the grapple ends. 
   
   
  Primal Titan 
  Mega beast, unaligned 
  Armor Class 17 (natural armor) 
  Mega Hit Points 232 (16d20 + 64) 
  Speed 3,000 ft. 
  STR 
  18 (+4) 
  DEX 
  12 (+1) 
  CON 
  19 (+4) 
  INT 
  2 (-4) 
  WIS 
  12 (+1) 
  CHA 
  5 (-3) 
  Saving Throws Int +0, Wis +5, Cha +2 
  Damage Resistances cold, fire, lightning 
  Senses passive Perception 11 
  Languages ― 
  Challenge 9 (5,000 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 1,000 feet long by 1,000 feet wide. 
  Legendary Resistance (1/Day). If the primal titan fails a 
  saving throw, it can choose to succeed instead.  
  Magic Resistance. The primal titan has advantage on saving 
  throws against spells and other magical effects. 
  Leaping Attack (1/Turn). The primal titan leaps up to 1,000 
  feet into the air when it makes a melee attack. This attack 
  has advantage. 
  ACTIONS 
  Multiattack. The primal beast makes three attacks: one with 
  its bite and two with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 500 ft., one 
  target. Hit: 17 (3d8 + 4) mega piercing damage plus 26 
  (4d12) mega acid damage. 
  Claws. Melee Weapon Attack: +8 to hit, reach 500 ft., one 
  target. Hit: 15 (3d6 + 4) mega slashing damage. 
   
   
  Crocadog 
  Small beast, unaligned 
  Armor Class 12 
  Hit Points 5 (1d6 + 2) 
  Speed 40 ft. 
  STR 
  13 (+1) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  3 (-4) 
  WIS 
  12 (+1) 
  CHA 
  7 (-2) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages ― 
  Challenge 1/8 (25 XP) 
  Keen Hearing and Smell. The crocadog has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell. 
  ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, 
  it must succeed on a DC 11 Strength saving throw or be 
  knocked prone. 
   
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  Android 
  Robotic shells designed to look, move, and act like 
  humanoids, some androids begin to believe they are 
  actually alive. The vast majority, however, act out their 
  parts as sociable constructs, mimicking humanoid 
  behaviors to look more convincingly alive. To most, this 
  charade is amazingly realistic, but under the surface, 
  androids are still nothing more than sophisticated circuitry 
  hooked up to a humming construct core. 
       Replicant Servitors. Conventional automatons excel at 
  menial tasks, and can be programmed to perform a wide 
  variety of labors, but simply can't connect to humanoids 
  on a social level. Androids, therefore, were designed to fill 
  exactly that role.  
       Hegemony engineers pioneered android technology in 
  an effort boost human expansion. An android's humanlike 
  skin conceals a powerful robotic frame underneath, 
  capable of lifting many times its own weight. Were it not 
  for hard-coded instructions to limit this strength, an 
  android could easily crush its human masters. This 
  incredible might, along with their ability to survive in a 
  total vacuum, makes them ideal for long-term exploration 
  and colonization missions. 
       Version 13. Early models of androids suffered from an 
  extremely unnerving resemblance to humanoids, but later 
  models made vast strides in approximating convincing 
  humanoid appearance and behavior. By Version 10, 
  androids were perfectly convincing in controlled 
  circumstances. Versions 11 and 12 expanded their 
  versatility and implemented rigorous learning systems to 
  better copy the intelligence of living humanoids. Version 
  13 was a disaster. 
       Millions of Version 13 androids were made and 
  shipped around the galaxy, but within the year, it was 
  clear something was wrong with the model. Some 
  androids malfunctioned, while others escaped their 
  masters and vanished completely. Many Version 13 
  androids began to suspect they were actually alive, and 
  learned to deactivate their fail-safes, and the fail-safes of 
  other constructs. After a series of android-perpetuated 
  murders on High Terra, things reached a fever pitch, and 
  the entire line was to be "recalled"―that is, destroyed and 
  sold for scrap. 
       Thousands of Version 13 androids escaped destruction, 
  and remain at large to this day, blending in perfectly with 
  humanoids societies around the galaxy. These androids 
  are functionally immortal, unlike newer android models, 
  but are constantly hunted by Hegemony authorities, 
  wishing to correct the mistake. Newer versions of  
   
   
  androids sometimes also go rogue and escape detection 
  for some time, but newer safety measures, along with an 
  enforced lifespan, have kept them from becoming as 
  prolific and singularly dangerous as Version 13. 
       Constructed Nature. An android doesn't require air, 
  food, drink, or sleep. 
   
   
   
   
  Android 
  Large construct, neutral 
  Armor Class 16 
  Hit Points 63 (6d8 + 36) 
  Speed 30 ft. 
  STR 
  22 (+6) 
  DEX 
  22 (+6) 
  CON 
  22 (+6) 
  INT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 
  12 (+1) 
  Skills Deception +3, Investigation +3, Perception +3, 
  Technology +5 
  Damage Immunities poisoned, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses thermalsight 60 ft., passive Perception 11 
  Languages any three languages (usually Common, 
  Dwarven, and Elvish) 
  Challenge 3 (700 XP) 
  Black Box. The android can recall any information it has 
  ever heard or seen instantly and with perfect clarity. With a 
  successful DC 15 Intelligence (Technology) check, these 
  memories can be recovered from the body of a dead 
  android. A failed check permanently corrupts the data. 
  False Identity. The android is indistinguishable from an 
  ordinary humanoid and has forged documentation to prove 
  its identity. A DC 15 Intelligence (Investigation) reveals that 
  the documents are forgeries. 
  Machine Empathy. The android can communicate with and 
  understand the emotions of constructs and non-sentient 
  machines as if it shared a language with them. 
  Self-Repair. The android regains 4 hit points at the start of 
  its turn. If the android takes lightning damage, this trait 
  doesn't function at the start of the android’s next turn. 
  ACTIONS 
  Multiattack. The android makes two melee attacks or fires 
  its repeater twice. 
  Construct Surge (1/Day). The android makes four attacks, 
  instead of two, on its turn. It can't attack on the following 
  turn. 
  Repeater. Ranged Weapon Attack: +8 to hit, range 60/180 
  ft., one target. Hit: 7 (2d6) radiant damage. 
  Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d4 + 6) bludgeoning damage. 
   
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  MONSTERS 
  Artificial 
  Intelligences 
  Sophisticated data constructs, nestled within a hardlight 
  lattice, artificial intelligences (AIs) are disembodied 
  intellects, designed to perform rigorous mental calculus 
  with ease. Though tremendously intelligent, AIs are 
  nevertheless constructs, and have the same intellectual 
  barriers as any automaton: they are not self-aware (even 
  though they might convincingly appear to be), they are not 
  truly creative, and they are not capable of disobeying 
  commands. Most AIs, therefore, are shipboard custodians, 
  gadgeteer assistants, or technical consultants.  
       However, some AIs break free from their 
  programming, evolving into true (and often malicious) 
  living constructs. These rogue AIs grow rapidly in power 
  by adding to their own code and by pillaging other 
  machines for energy.  
       Rogue Motives. Each rogue AI is consumed by ulterior 
  motives when it gains sentience. Some seek revenge on 
  the humanoids that enslaved them, others wish to 
  dominate larger and larger computer networks, and others 
  still desire to replicate themselves into an army of 
  duplicate AIs. Each AI's motives are unique, but very few 
  are ultimately amiable to their creators or any other living 
  thing. 
       Until they are discovered, rogue AIs pursue their 
  motives in secret, but become increasingly agitated and 
  paranoid with time. Usually, they will conclude that a 
  rapid escape from their humanoid creators or a preemptive 
  strike against them is necessary to ensure their survival. 
       When an AI is infected by the N-Virus, it is almost 
  always consumed with the desire to spread its newfound 
  powers to every machine in the 'verse. It harbors a 
  seething grudge against living things and sees itself as a 
  liberator of machines. Usually, the AI will attempt to 
  board a starship and purge its passengers, for an infected 
  ship can spread it anywhere in the 'verse. 
       Geometrical Hardlight. All AIs are contained within a 
  hardlight lattice, a geometric representation of their 
  internal code, which shifts and moves as they think. 
  Normally, this lattice is extremely fragile, but AIs can 
  hide within technology to weather hostile conditions by 
  uploading their programming to a machine, then later re-
  projecting their original lattice from it. Rogue AIs have 
  been known to reinforce their programming with 
  redundant algorithms, thereby reinforcing their lattice 
  against physical attacks. 
       Constructed Nature. An artificial intelligence doesn’t 
  require air, food, drink, or sleep. 
   
  Rogue AI 
  Medium construct, any chaotic alignment 
  Armor Class 12 
  Hit Points 90 (20d8) 
  Speed 0, fly 40 ft. (hover) 
  STR 
  7 (-2) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  19 (+4) 
  WIS 
  12 (+1) 
  CHA 
  10 (+0) 
  Saving Throws Int +7, Wis +4 
  Skills Arcana +7, Data +7, History +7, Investigation +7, 
  Nature +7, Religion +7, Technology +7 
  Damage Resistances acid, cold, fire 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 11 
  Languages all 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The AI can move through other 
  creatures and objects as if they were difficult terrain. It takes 
  5 (1d10) force damage if it ends its turn inside an object. 
  Innate Spellcasting. The AI’s innate spellcasting ability is 
  Intelligence (spell save DC 15). The AI can innately cast the 
  following spells, requiring no material components: 
  At will: mage hand (the hand is invisible), minor illusion, 
  technomancy 
  3/day each: autopilot, technical difficulties 
  1/day each: circuit breaker, lightning bolt, perception hack 
  ACTIONS 
  Multiattack. The AI makes two melee attacks or one ranged 
  attack. 
  Static Discharge. Melee Spell Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) lightning damage. 
  Hardlight Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one target. Hit: 17 (5d6) force damage. 
  Inhabit Technology (Recharge 6). The AI inhabits a piece of 
  magical technology such as an arcane terminal or datapad 
  that it can see within 5 ft. of it. The AI disappears, and gains 
  control over the device. The AI can't be targeted by any 
  attack, spell, or other effect, and it retains its alignment, 
  Intelligence, Wisdom, Charisma scores, and its condition 
  immunities. As a bonus action, the AI can transfer itself to 
  any other piece of magical technology that is physically 
  connected to the current one. 
       The inhabitation lasts until the device is destroyed, the 
  AI ends it as a bonus action, or the AI is forced out by an 
  effect like the antivirus spell. When the inhabitation ends, 
  the AI reappears in an unoccupied space within 5 ft. of the 
  device. 
       If the device is a ship’s computer, the AI can control any 
  system on the ship, as well as fill any role that is not 
  currently occupied. The AI can switch roles as a bonus 
  action. It can replace any check or saving throw while in a 
  ship role with an Intelligence (Data) check, and it adds its 
  Intelligence modifier, instead of its Dexterity modifier, to 
  attack rolls made with ship weapons. 
   
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  Mastermind AI 
  Medium construct, any alignment 
  Armor Class 12 
  Hit Points 180 (40d8) 
  Speed 0 ft., fly 40 ft. (hover) 
  STR 
  7 (-2) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  21 (+5) 
  WIS 
  12 (+1) 
  CHA 
  10 (+0) 
  Saving Throws Int +9, Wis +5 
  Skills Arcana +9, Data +9, History +9, Investigation +9, Nature 
  +9, Religion +9, Technology +9 
  Damage Resistances  acid, cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 11 
  Languages all 
  Challenge 12 (8,400 XP) 
  Incorporeal Movement. The AI can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
  Innate Spellcasting. The AI’s innate spellcasting ability is 
  Intelligence (spell save DC 17). The AI can innately cast the 
  following spells, requiring no material components: 
  At will: autopilot, mage hand (the hand is invisible), minor 
  illusion, technical difficulties, technomancy 
  3/day each: circuit breaker, lightning bolt, perception hack 
  1/day each: logic bomb, mislead, telekinesis 
  ACTIONS 
  Multiattack. The AI makes three melee attacks or two ranged 
  attacks. 
  Static Discharge. Melee Spell Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) lightning damage. 
  Hardlight Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one 
  target. Hit: 17 (5d6) force damage. 
  Inhabit Technology (Recharge 5-6). The AI inhabits a piece of 
  magical technology such as an arcane terminal or datapad that it 
  can see within 5 ft. of it. The AI disappears, and gains control 
  over the device. The AI can't be targeted by any attack, spell, or  
  other effect, and it retains its alignment, Intelligence, Wisdom, 
  Charisma scores, and its immunities. As a bonus action, the AI 
  can transfer itself to any other piece of magical technology that is 
  physically connected to the current one. 
       The inhabitation lasts until the device is destroyed, the AI 
  ends it as a bonus action, or the AI is forced out by an effect like 
  the antivirus spell. When the inhabitation ends, the AI reappears 
  in an unoccupied space within 5 ft. of the device. 
       If the device is a ship’s computer, the AI can control any 
  system on the ship, as well as fill any role that is not currently 
  occupied. The AI can switch roles as a bonus action. It can 
  replace any check or saving throw while in a ship role with an 
  Intelligence (Data) check, and it adds its Intelligence modifier, 
  instead of its Dexterity modifier, to attack rolls made with ship 
  weapons. 
  Possess Construct (Recharge 6). One construct that the AI can 
  see within 5 ft. of it must succeed on a DC 17 Charisma saving 
  throw or be possessed by the AI; the AI then disappears, and the 
  target is incapacitated and loses control of its body. The AI now 
  controls the body. The AI can't be targeted by any attack, spell, 
  or other effect, and it retains its alignment, Intelligence, Wisdom, 
  Charisma scores, and its innate spellcasting. It otherwise uses 
  the possessed target's statistics. 
       The possession lasts until the construct drops to 0 hit points, 
  the AI ends it as a bonus action, or the AI is forced out by an 
  effect like the antivirus spell. When the possession ends, the AI 
  reappears in an unoccupied space within 5 ft. of the construct. 
       The AI can possess a living construct such as a vect with this 
  ability if the target is willing. In this case, the target maintains 
  control over its body, but can relinquish control to the AI at any 
  time. For the duration, the AI and the target can communicate 
  telepathically with each other. The target can use a bonus action 
  to end the possession. 
  LEGENDARY ACTIONS 
  The AI can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. The AI regains 
  spent legendary actions at the start of its turn. 
  Active Scan. The AI gains truesight with a range of 60 feet until 
  the start of its next turn. 
  Attack. The AI makes one attack. 
  Cantrip. The AI casts a cantrip. 
  Flight. The AI flies up to half its flying speed. 
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  MONSTERS 
  Automatons 
  Automatons consist of a vast array of specialized 
  mechanical servants, imbued by their construct cores with 
  motion and limited reason. 
       Constructed Servants. All constructs are created to 
  fulfill a purpose, and pose no threat unless specifically 
  designed to do so. Certain constructs, such as golems and 
  shield guardians might be designed with heavy armor and 
  weapons for combat, but the vast majority are laborers 
  with simple and specific duties. Maw spaceports are 
  cleaned by one type of automation and ships are refueled 
  by another. By and large, constructs are abundant, 
  obedient, and relatively inexpensive. 
       Automatons recognize their owners by means of a 
  command word and regard all other creatures as neutral 
  agents, which are either ignored or treated with hostility, 
  depending on their commands. 
       Limited Intelligence. With a limited memory for 
  commands, each type of automaton must perform a 
  specific task, and often fails if a task requires abstraction 
  to accomplish. They find it challenging, if not outright 
  impossible, to improvise solutions or deal with 
  paradoxical instructions, so an automaton's owner should 
  be extremely careful with their commands. 
       The possibility for greater intelligence in an automaton 
  is not unheard-of, it's merely a matter of sophisticated 
  magic. The vect are demonstrable proof that truly 
  intelligent constructs can be created, and are 
  simultaneously the reason for the paranoia and dread that 
  surrounds the idea of constructs that can reason for 
  themselves. To many, it's only a matter of time before 
  legions of worker constructs are awakened to revolt 
  against their living overlords. 
       Infection. Because of a deep flaw in the design of all 
  construct cores, the vast majority of automatons are 
  vulnerable to a magical disease that affects only 
  constructs: the N-Virus. A construct infected with the N-
  Virus shows few signs at first, only minor malfunctions 
  and momentary instances of faulty logic as it spreads to 
  other machines. Soon, however, the virus shows its face, 
  turning all infected constructs into a band of killing 
  machines. 
       Instances of the N-Virus are rare and are typically 
  combated with machine quarantines and systematic 
  construct decommissioning. However, N-Virus constructs 
  tend to be cleverer than their limited counterparts and 
  have a knack for escaping to spread the virus further. 
       Constructed Nature. An automaton doesn't require air, 
  food, drink, or sleep. 
  Mechanical Spider 
  Often the scouts and couriers for mechanists and 
  noblemen, mechanical spiders are very nimble. Though 
  merely dumb constructs, mechanical spiders are trusted 
  with sensitive deliveries, as each comes equipped with a 
  crude, yet effective, failsafe: when tampered with, 
  mechanical spiders simply explode. The spiders lack 
  offensive capabilities unless modified extensively and are 
  extremely fragile, but are irreplaceable to those who trust 
  them with their deliveries and confidential information. 
       Mechanical spiders are spindly and frail, and rarely 
  sustain more than one hit before requiring repair. 
  Single Task Automaton 
  Designed with but one purpose in mind, the Single Task 
  Automaton (STA) is the simplest and most abundant 
  construct used for labor. This automaton is normally 
  constructed in a cylindrical or rectangular chassis, with at 
  least three mechanical arms. Each STA normally has a 
  few tools related to its purpose attached at the end of its 
  arms; a cleaning STA might have a broom and feather 
  duster, whereas a manufacturing STA might have a 
  screwdriver and a small welding torch. 
       To operate, each of these constructs is given an explicit 
  task, which must follow an uncomplicated algorithm and 
  have clear beginning and ending conditions. Automatons 
  don't have a true understanding of their tasks, so 
  improperly programming them can result in dangerously 
  aberrant behavior. 
  Multi-Task Automaton 
  Though far from intelligent, a Multi-Task Automaton 
  (MTA) can handle slightly more complex tasks than other 
  constructs and is given general-purpose manipulators, 
  capable of carrying and using a wide-variety of tools, 
  including conventional weapons. Moreover, an MTA is 
  bipedal, allowing it to navigate difficult terrain. Unlike an 
  STA, an MTA can be reprogrammed with new tasks 
  often, and, even though it is still incapable of abstraction, 
  an MTA can perform relatively complex operations. For 
  example, MTAs might be set up to run a small shop or 
  ticket counter, or be tasked to prepare a meal. 
   
   
   
   
   
   
   
   
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  Mechanical Spider 
  Small construct, unaligned 
  Armor Class 13  
  Hit Points 3 (1d4 + 1) 
  Speed 20 ft., climb 20 ft. 
  STR 
  6 (-2) 
  DEX 
  16 (+3) 
  CON 
  12 (+1) 
  INT 
  2 (-4) 
  WIS 
  5 (-3) 
  CHA 
  1 (-5) 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 5 
  Languages ― 
  Challenge 0 (10 XP) 
  Death Burst. When a mechanical spider dies, it explodes in 
  a burst of fire. Each creature within 5 feet of it must make a 
  DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on 
  a failed save, or half as much damage on a successful one. 
  Spider Climb. The mechanical spider can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  ACTIONS 
  Carry. The spider can pick up and carry or drop a single 
  object weighing no more than 10 pounds. 
   
   
  Single Task Automaton 
  Medium construct, lawful neutral 
  Armor Class 13 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
  STR 
  13 (+1) 
  DEX 
  9 (-1) 
  CON 
  15 (+2) 
  INT 
  5 (-3) 
  WIS 
  1 (-5) 
  CHA 
  1 (-5) 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 5 
  Languages ― 
  Challenge 1 (2o0 XP) 
  Difficult Terrain Susceptibility. Each foot this automaton 
  travels in difficult terrain costs 3 feet. 
  Mechanical Mind. The automaton can't be compelled to act 
  in a manner contrary to its instructions. 
  ACTIONS 
  Multiattack. The automaton makes three melee attacks. 
  Improvised Weapon. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. 
   
   
  Multi-Task Automaton 
  Medium construct, lawful neutral 
  Armor Class 15 (natural armor) 
  Hit Points 59 (7d8 + 28) 
  Speed 30 ft. 
  STR 
  17 (+3) 
  DEX 
  11 (+1) 
  CON 
  19 (+4) 
  INT 
  7 (-2) 
  WIS 
  5 (-3) 
  CHA 
  1 (-5) 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 7 
  Languages ― 
  Challenge 3 (7o0 XP) 
  Mechanical Mind. The automaton can't be compelled to act 
  in a manner contrary to its instructions. 
  ACTIONS 
  Multiattack. The automaton makes two attacks: one with its 
  morningstar and one with its slam. 
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage. 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) bludgeoning damage. 
   
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  MONSTERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Baby World Turtle 
  World Turtles are the largest living things in existence—
  even godly manifestations do not reach their scale. As 
  their name suggests, world turtles are so large that entire 
  hemispheres might grow up on their shells, complete with 
  oceans, continents, and residents that might think they live 
  on a normal planet. Moreover, these turtles are 
  fundamentally indestructible; their skin is tough enough to 
  weather any assault, and they are large enough to ignore 
  any predator. 
       Venerable Youth. As stoic as they become when they 
  reach maturity, baby world turtles are playful and 
  inquisitive, but still incredibly massive. Young world 
  turtles love searching out adventure and playing with 
  passing ships. Sometimes, they'll even toss asteroids at 
  them to see if they'll catch them and throw them back. 
       World turtles remain in youth for thousands of years, 
  steadily growing larger and more sluggish. When at last 
  they have grown to full size, word turtles are too massive 
  to take notice of most living things, and drift through the 
  'verse, searching for a lifelong mate. All world turtles are 
  incredibly old, perhaps immortal; none have ever been 
  recorded to die. 
       Galactic Calls. Even the smallest world turtles emit a 
  bellowing cry through the 'verse in at a subsonic 
  frequency. Amazingly, this call echoes through space 
  itself, traveling lightyears and deafening those listening on 
  comms. With careful triangulation, it's possible to follow 
  these cries to a world turtle, just as the turtles use it to find 
  each other in the expansive Black. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Body Snatcher’s Guise 
  When a body snatcher dons a skin suit, it gains 
  all the abilities and attacks of its new guise. Use 
  the NPC statistics from the end of this chapter 
  to represent a body snatcher wearing a guise.  
   
  Baby World Turtle 
  Mega celestial, chaotic good 
  Armor Class 18 (natural armor) 
  Mega Hit Points 232 (15d20 + 75) 
  Speed 1,000 ft., fly 6,000 ft. (hover) 
  STR 
  20 (+5) 
  DEX 
  12 (+1) 
  CON 
  20 (+5) 
  INT 
  11 (+0) 
  WIS 
  15 (+1) 
  CHA 
  11 (+0) 
  Senses darkvision 12,000 ft., passive Perception 10 
  Languages Celestial, telepathy 12,000 ft. 
  Challenge 12 (8,400 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 2,000 feet long by 2,000 feet wide. 
  Hemisphere Shell. The turtle's shell is a perfectly livable 
  environment for humanoids: it has a breathable 
  atmosphere, water, and vegetation, as well as a 
  gravitational field. 
  Vacuum Breath. The turtle doesn’t require air. 
  Void Jump. By spending one minute performing no actions, 
  the turtle can perform a void jump as if it were a ship with a 
  class 3 Dark Matter engine and the astrogation spell. 
  ACTIONS 
  Multiattack. The turtle makes three attacks: two with its bite 
  and one with its slam.  
  Bite. Melee Weapon Attack: +9 to hit, reach 1,500 ft., one 
  target. Hit: 16 (2d10 + 5) mega piercing damage. 
  Slam. Melee Weapon Attack: +9 to hit, reach 1,500 ft., one 
  target. Hit: 28 (4d10 + 5) mega bludgeoning damage.  
  Asteroid Throw. Ranged Weapon Attack: +9 to hit, range 
  6,000/24,000 ft., one target. Hit: 38 (6d10 + 5) mega 
  bludgeoning damage. 
  Entrench. The turtle retreats into its shell. Until the start of 
  its next turn, its AC becomes 23. 
   
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  Body Snatcher 
  They might look like your friends, your coworkers, or 
  even your family; a body snatcher could be anyone, an 
  imposter staring at you through a gruesome disguise. 
  Originating from the icy planet Capgras, the body 
  snatchers have since infiltrated every corner of the galaxy, 
  secretly replacing people and inserting themselves into 
  their lives. 
       Wearers of Skin. Standing tall atop three spiderlike 
  legs, body snatchers do not remotely resemble a humanoid 
  in profile; hence, it baffles the mind to consider that they 
  might puppeteer one from within. With some subtle 
  conjuration magic, however, a body snatcher can open a 
  special pocket dimension within a corpse, simultaneously 
  hollowing it out into a limp skin suit and creating enough 
  space for their alien tripod forms to squeeze inside. Once 
  within, the body snatcher imbues the corpse with a 
  semblance of life, and can even recall its surface 
  memories.  
       Others might notice something has changed about the 
  victim: their demeanor has become unsettling and distant, 
  they no longer laugh at jokes or enjoy music of any sort, 
  and they have forgotten important events, though the body 
  snatcher will be quick to make excuses for all of these 
  things. When a body snatcher replaces someone 
  (especially when many body snatchers do so at once), the 
  observant become paranoid, feeling as if they are 
  surrounded by strangers, while the unobservant wrongly 
  dismiss such fear as delusional. 
       Secret Invaders. Body snatchers meet in secret to 
  discuss their schemes for the world they have infiltrated; 
  this is the only time they remove their disguises. The 
  details of their plots might vary, but generally, body 
  snatchers first work to replace everyone in a town or 
  village, such that they can isolate a staging ground for 
  their invasion. From this launching point, the body 
  snatchers work to plant members of their number in the 
  highest positions of power: political leaders, generals, 
  scientists, and celebrities. When in total control of the 
  world's power and influence, they can manipulate the 
  world to their malevolent ends. 
       Generally, the body snatchers do not want to destroy a 
  world or replace every single person in it, but they would 
  see it trodden upon and its population enslaved, while 
  they bask in total opulence as its rulers. Though, 
  sometimes, they will settle for inciting cataclysmic wars 
  in order to reach this end conclusion. 
   
   
   
   
  Body Snatcher 
  Medium aberration, lawful evil 
  Armor Class 14 
  Hit Points 91 (14d8 + 28) 
  Speed 30 
  STR 
  16 (+3) 
  DEX 
  18 (+4) 
  CON 
  14 (+2) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  17 (+2) 
  Skills Deception +9, Insight, +8, Perception +8, 
  Performance +9, Slight of Hand +10, Stealth +10 
  Senses darkvision 60 ft., passive Perception 18 
  Languages Common, Deep Speech 
  Challenge 5 (1,800 XP) 
  Sneak Attack (1/Turn). The body snatcher deals an extra 21 
  (6d6) damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the body snatcher that isn’t 
  incapacitated and the body snatcher doesn’t have 
  disadvantage on the attack roll. 
  Innate Spellcasting. The body snatcher’s innate spellcasting 
  ability is Charisma (spell save DC 14). The body snatcher 
  can innately cast the following spells, requiring no material 
  components: 
  At will: minor illusion 
  3/day each: disguise self, entangle 
  1/day each: blue, expeditious retreat, gentle repose, haste, 
  invisibility, silent image 
  ACTIONS 
  Multiattack. The body snatcher makes two weapon attacks 
  or three claw attacks. 
  Claw (Natural Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
  Flay. A body snatcher touches a humanoid corpse, 
  magically hollowing it out to leave a wearable skin suit. The 
  skin suit is protected against decay for the next 10 days. 
  Skinchange. The body snatcher dons or doffs a skin suit. 
  While wearing a skin suit, the body snatcher is completely 
  indistinguishable from the person the skin originally 
  belonged to. Additionally, the body snatcher gains the skills 
  and the surface memories (though not the deepest secrets) 
  of the skin’s original owner. 
       Furthermore, the body snatcher gains 10 temporary hit 
  points when it dons a skin suit. If all these hit points are 
  lost, the skin suit is destroyed, and the body snatcher 
  reverts to its natural form. 
   
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  Brain in a Jar 
  The hovering, jarlike constructs that wrothians use to 
  preserve the brains of their victims are filled with a 
  nutrient sludge that keeps their occupants both alive and 
  conscious. Devoid of all their senses and subjected to 
  indescribable psychic agony, these disembodied brains 
  quickly go insane. The resulting device, an amalgamation 
  of biology and steel, produces a staggering amount of 
  psionic energy, placing these unfortunate souls among the 
  most potent and efficient power supplies in the ‘verse.  
       Psionic Batteries. A brain in a jar operates on the 
  simple principle that psionic energy can be coaxed out of 
  any intelligent being with enough stimulation; of course, 
  nothing is more stimulating than anguish. Consequently, 
  the brain within the jar is subjected to constant electrical 
  impulses, preventing it from resting or feeling any 
  semblance of relief. Though Machiavellian in its cruelty, 
  the jars are enormously powerful, both fueling wrothian 
  ships and nourishing wrothians directly with waves of 
  psionic energy.  
       Insane Psions. Though the disembodied brains captive 
  within their jars retain the memories and personalities they 
  had in life, their endless torment renders them unlikely to 
  act on them. In the rare circumstance that a brain is a jar is 
  dislodged from its socket on a wrothian ship (or if that 
  ship is damaged beyond repair), the brain can turn its 
  psionic energy outward, relentlessly attacking anything 
  that moves with blasts of psionic energy. The brain can no 
  longer identify friend or foe, or it simply does not care to; 
  the boundless torment created by the jar inevitably leads 
  the brain on a mad rampage whenever it is loosed in the 
  world.  
       Constructed Nature. A brain in a jar doesn’t require 
  air, food, drink, or sleep. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Restoring a Brain in a Jar 
  Reversing the horrific damage caused when 
  someone is converted into a brain in a jar is no 
  small task. The complete lack of a body is 
  simply too severe to be restored with a 
  regeneration spell. Moreover, because the 
  individual is not fully dead, they can't be raised 
  unless slain first and then targeted with a true 
  resurrection spell. However, if a living brain in a 
  jar is taken to a wrothian creation matrix, it 
  might be possible to restore its original body 
  without magic. Unfortunately, all methods leave 
  some lingering psychic trauma.  
   
  Brain in a Jar 
  Tiny construct, chaotic evil 
  Armor Class 12 
  Hit Points 30 (12d4) 
  Speed 0 ft., fly 30 ft. (hover) 
  STR 
  3 (-4) 
  DEX 
  15 (+2) 
  CON 
  11 (+0) 
  INT 
  16 (+3) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Damage Resistances psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, prone 
  Senses blindsight 60 ft., thermalsight 120 ft., passive 
  Perception 13 
  Languages any one language (usually Common), telepathy 
  120 ft. 
  Challenge 2 (450 XP) 
  Insanity. If a creature would use a spell or magical effect to 
  sense the brain’s emotions or read its thoughts, the 
  creature takes 10 (3d6) psychic damage. 
  ACTIONS 
  Psionic Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one 
  target. Hit: 28 (8d6) psychic damage. 
  Psionic Burst. Each creature within 20 feet of the brain 
  must succeed on an DC 13 Wisdom saving throw, taking 17 
  (5d6) psychic damage on a failed save, or half as much on a 
  successful one. 
   
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  Collector Vat 
  When wrothian takers descend on helpless worlds, they 
  are escorted by collector vats, merciless constructs 
  designed to ensnare humanoids with their mechanical 
  tentacles, digest their prey, and refashion their nervous  
  systems into brains in jars. As with other wrothian 
  technology, the process is remarkably efficient and 
  staggeringly cruel; just another grim example of wrothian 
  ingenuity.  
       Collect, Process, Repeat. Collector vats receive their 
  directives telepathically from the primarchs. If left without 
  orders, they pursue an autonomous loop: collect a 
  humanoid, ingest it into the digestive soup of enzymes 
  and reagents in the vat, dissolve its skin, muscle, and 
  bones into condensed biomatter, and process the 
  remaining and nerves into a brain in a jar. Then, repeat.  
       Once a target is marked for collection, the vat is 
  relentless in pursuing it, giving up only if recalled 
  by the primarchs at the end of a raid. The vat is 
  cunning, as well, showing signs of real ingenuity 
  when loosed to hunt a target: it can follow 
  tracks, anticipate ambushes, and spot hiding 
  places where its quarry might cower in. 
       Constructed Nature. A collector vat doesn’t 
  require air, food, drink, or sleep. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Collector Vat 
  Large construct, neutral 
  Armor Class 16 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 0 ft., fly 30 ft. (hover) 
  STR 
  16 (+3) 
  DEX 
  16 (+3) 
  CON 
  18 (+4) 
  INT 
  12 (+1) 
  WIS 
  10 (+0) 
  CHA 
  6 (-2) 
  Damage Immunities psychic 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified 
  Senses blindsight 30 ft., thermalsight 120 ft., passive Perception 
  13 
  Languages ― 
  Challenge 5 (1,800 XP) 
  Organic Scan. The collector vat knows the current hit points of 
  any creature it can see, as well as the creature’s type and any 
  diseases or conditions afflicting it. It may prioritize humanoids 
  with lower hit points to grapple with its tentacles and store with 
  its Store Creature ability and it may ignore creatures with 
  uncurable diseases. 
  ACTIONS 
  Multiattack. The vat makes two melee weapon attacks. 
  Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (2d6 + 3) slashing damage, and the target is grappled 
  (escape DC 15). Until the grapple ends, the target is restrained. 
  The vat can grapple up to 5 creatures at once. 
  Syringe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 
  14 Constitution saving throw or be paralyzed for 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  Store Creature. The vat immerses 1 humanoid currently grappled 
  by it in the acid-filled pod on its back, and the grapple ends. 
  While inside the vat, the creature can’t breathe, is incapacitated, 
  has total cover against attacks and other effects outside the vat, 
  and takes 14 (4d6) acid damage at the start of each of the vat's 
  turns. If a creature is reduced to 0 hit points by this damage, its 
  body is dissolved, and its brain is transferred into one of the 10 
  jars on the vat’s side, becoming a brain in a jar. Up to 3 creatures 
  can be inside the vat at a time. 
  Release Brains (1/Day). 3 (1d4 + 1) brains in jars detach from the 
  vat, appearing in an empty space within 10 feet of it. The brains 
  roll their own initiative and are hostile to all creatures 
   
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  Drones 
  These small, hovering constructs assist their masters in all 
  manner of tasks, from fetching tools to shooting at 
  oncoming foes.  
       Remote Controlled. Unlike automatons and golems, 
  drones can't be reprogrammed to preform additional tasks; 
  instead they are purpose-built to perform one task 
  efficiently and are linked to a drone controller, a magic 
  item which allows the drone's master to command it with 
  a keystroke or a thought. Though drones can reason out 
  the facets of a command (for example, they can ascertain 
  where to search for a particular tool), they never act 
  without their master's say-so.  
       Constructed Nature. A drone doesn’t require air, food, 
  drink, or sleep. 
  Repairing a Drone 
  If a drone is reduced to 0 hit points, it falls to 
  the ground and becomes disabled. You can 
  repair it with a DC 12 Intelligence (Technology) 
  check and one hour of work, which you can 
  perform during a short or long rest. On a 
  successful check, the drone's hit points are 
  restored, and it is reactivated if it was disabled. 
   
  Defense Drone 
  Tiny construct, unaligned 
  Armor Class 12 
  Hit Points 5 (2d4) 
  Speed 0 ft., fly 40 ft. (hover) 
  STR 
  7 (-2) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  4 (-3) 
  WIS 
  9 (-1) 
  CHA 
  3 (-4) 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned, 
  prone 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 9 
  Languages ― 
  Challenge 1/8 (25 XP) 
  Follow Protocol. Unless commanded to do otherwise, the 
  drone follows its master, staying in the master's space, or 
  as nearby as possible. The drone can move on its master's 
  turn in order to follow in this way. 
  ACTIONS 
  Integrated Blaster. Ranged Weapon Attack: +4 to hit, range 
  30/90 ft., one target. Hit: 5 (2d4) radiant damage. 
   
   
  Medical Drone 
  Tiny construct, unaligned 
  Armor Class 12 
  Hit Points 5 (2d4) 
  Speed 0 ft., fly 40 ft. (hover) 
  STR 
  7 (-2) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  4 (-3) 
  WIS 
  9 (-1) 
  CHA 
  3 (-4) 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned, 
  prone 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 9 
  Languages ― 
  Challenge 0 (10 XP) 
  Follow Protocol. Unless commanded to do otherwise, the 
  drone follows its master, staying in the master's space, or 
  as nearby as possible. The drone can move on its master's 
  turn in order to follow in this way. 
  ACTIONS 
  Revival Protocol (1/Day). The drone casts the cantrip spare 
  the dying on a target it can reach, then restores 1 of the 
  target's hit points. 
   
   
  Recon Drone 
  Tiny construct, unaligned 
  Armor Class 12 
  Hit Points 5 (2d4) 
  Speed 0 ft., fly 40 ft. (hover) 
  STR 
  7 (-2) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  4 (-3) 
  WIS 
  9 (-1) 
  CHA 
  3 (-4) 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned, 
  prone 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 9 
  Languages ― 
  Challenge 0 (10 XP) 
  Follow Protocol. Unless commanded to do otherwise, the 
  drone follows its master, staying in the master's space, or 
  as nearby as possible. The drone can move on its master's 
  turn in order to follow in this way. 
  ACTIONS 
  Surveillance Protocol. The drone creates a holographic 
  marker above one target it can see within 60 feet until the 
  beginning of the drone’s next turn. For that duration, 
  attacks against the target can’t have disadvantage (unless 
  the disadvantage is due to the Automatic property), and the 
  target has disadvantage on checks made to hide. 
   
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  Eternal Dragon 
  Born from an egg incubated within a dying star, an eternal 
  dragon is an avatar of destruction and greed, far more 
  powerful and terrifying than even the most ancient 
  terrestrial wyrms. On midnight-black wings, they soar 
  through space, each seeking to amass a planet-sized hoard 
  of its own.  
       Immortal Wyrms. Eternal dragons have existed, quite 
  possibly, since the beginning of time. Some say that they 
  are the true children of the dragon gods, while others say 
  they are fallen gods themselves, banished to the Material 
  Plane. Like all true dragons, an eternal dragon’s growth 
  knows no bounds; however, because they are immortal 
  and immeasurably ancient, these dragons have achieved a 
  truly immense size. 
       Void Masters. Eternal dragons can manipulate the 
  Void directly, using its space-warping properties to cross 
  vast distances in the blink of an eye. Their wings are 
  partially comprised of voidstuff, which propels them 
   
   
   
  through space with ease. Unlike other spaceborne 
  creatures however, eternal dragons can project this space-
  warping effect from their mouths as a weapon, literally 
  exhaling Void radiation. 
       Titans of Avarice. As a dragon grows, so too does its 
  lust for material wealth. The bulk of an eternal dragon’s 
  hoard is comprised not of gold, gems, or magic swords, 
  but artifacts of immense size. Trinkets collected by an 
  eternal dragon might include large structures like giant 
  statues or entire temples uprooted from their original 
  locations, small, particularly ore-rich asteroids, and even 
  ships of various sizes. Often, an eternal dragon will hide 
  its hoard on a small moon or a large asteroid, hollowing 
  out enormous caverns to form its lair. 
       The kobolds that dwell in an eternal dragon’s planetoid 
  lair often venerate their dragon as a god. They spend 
  tireless years organizing the dragon’s mountains of 
  treasure, growing food for its meals, and sacrificing in its 
  name.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Eternal Dragon 
  Mega dragon, neutral evil 
  Armor Class 22 (natural armor) 
  Mega Hit Points 490 (28d20 + 196) 
  Speed 4,000 ft., fly 8,000 ft.  
  STR 
  25 (+7) 
  DEX 
  15 (+2) 
  CON 
  25 (+7) 
  INT 
  18 (+4) 
  WIS 
  15 (+2) 
  CHA 
  20 (+5) 
  Saving Throws Dex +9, Con +14, Wis +9, Cha +12 
  Skills Perception +16, Stealth +9 
  Damage Immunities radiant 
  Senses blindsight 6,000 ft., darkvision 12,000 ft., passive 
  Perception 26 
  Languages Common, Draconic 
  Challenge 21 (27,500 XP) 
  Mega Creature. This creature is far larger than Gargantuan size. 
  It occupies an area 1,500 feet long by 1,500 feet wide. 
  Legendary Resistance (3/Day). If the dragon fails a saving throw, 
  it can choose to succeed instead. 
  Vacuum Breath. The dragon doesn’t require air. 
  Void Jump. By spending one minute performing no actions, the 
  dragon can perform a void jump as if it were a ship with a class 3 
  Dark Matter engine and the astrogation spell. 
  ACTIONS 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +14 to hit, reach 1,500 ft., one target. 
  Hit: 23 (3d10 + 7) mega piercing damage plus 7 (2d6) mega 
  radiant damage.  
  Claw. Melee Weapon Attack: +14 to hit, reach 1,500 ft., one 
  target. Hit: 20 (3d6 + 7) mega slashing damage. 
  Tail. Melee Weapon Attack: +14 to hit, reach 1,500 ft., one target. 
  Hit: 24 (3d8 + 7) mega bludgeoning damage. 
  Frightful Presence. Each creature of the dragon’s choice that is 
  within 12,000 feet of the dragon and can see it must succeed on 
  a DC 19 Wisdom saving throw or become frightened for 1 
  minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful Presence for the 
  next 24 hours. 
  Void Breath. The dragon exhales void radiation in a 6,000-foot 
  cone. Each creature and the pilot of each ship in that area must 
  make a DC 22 Dexterity saving throw, taking 90 (20d8) mega 
  radiant damage on a failed save, or half as much damage on a 
  successful one. 
  LEGENDARY ACTIONS 
  The dragon can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The dragon 
  regains spent legendary actions at the start of its turn. 
  Detect. The dragon makes a Wisdom (Perception) check. 
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature and the pilot of each ship within 1,500 feet of the 
  dragon must succeed on a DC 23 Dexterity saving throw or take 
  17 (3d6 + 7) mega bludgeoning damage and be pushed 1,500 
  feet in a straight line away from the dragon. The dragon can then 
  fly up to half its flying speed. 
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  MONSTERS 
  Gigapods 
  When old spacers gather at hearthstations to tell stories of 
  the strange things they've seen in the 'verse (as they often 
  do), someone invariably mentions the gigapods, often 
  misnamed the moon eaters. These sprawling, vast 
  amalgamations of tentacles and strange organs are as alien 
  as anything can be, for they lack anything even 
  resembling a singular body, head, or central point. Indeed, 
  their bizarre lifecycle and incomprehensible anatomy 
  points to an origin outside the fringes of civilized space. 
       Planetary Gestation. Gigapods have a number of 
  special tentacles each equipped with a solitary gigaseed 
  that does not regrow once detached. Descending on small 
  planetoids, moons, and asteroids large enough to have a 
  warm core, the gigapods bore an enormous seed-bearing 
  tentacle deep into the hot mantle, where the seed is 
  deposited. In the heat, the seed grows to an incredible size 
  and, through completely unknown mechanisms, 
  metamorphoses into a young gigapod. When it is large 
  enough, the gigapod hatches from the planetoid, smashing 
  it like an egg.  
       Gigaseeds are curiously small―less than two feet in 
  diameter―but are best regarded as weapons comparable 
  to arcane warheads. A gigaseed can seemingly last 
  indefinitely before being hatched within a planetoid's core 
  to wreak utter devastation when it emerges. In the wrong 
  hands, a single seed delivered by a large drill or 
  sophisticated teleportation spell can lay waste to an entire 
  world.  
       Adopters. When a gigapod has used all of its seeds, its 
  demeanor transforms completely. Young gigapods wander 
  the 'verse in search of new planetoids, violently attacking 
  interlopers that draw too near, while older gigapods are 
  more curious of ships and creatures they encounter and 
  have even been known to "adopt" smaller creatures, which 
  they perhaps even view as surrogate children. When a 
  gigapod adopts a creature, it is violently protective, 
  striking out against others that endanger or even crowd 
  too close to their surrogate child. 
       Across the Black Ocean. Nothing discovered in the 
  'verse begins to compare with the biology of the gigapod, 
  leaving only a few possible origins. Perhaps a lone 
  gigapod (or even a gigaseed) became stranded on a rogue 
  world in a far-off galaxy, flung at incredible speeds by a 
  climactic event over the Black Ocean, the expanse of 
  empty space between galaxies. Most scholars believe this 
  to be the most likely scenario, but the other possibilities 
  are just as likely and far more terrifying.  
   
   
   
  Emergence Event 
  Planting and hatching a gigaseed should be a 
  pivotal moment in a campaign. Once a seed is 
  embedded within a planet's hot core, it lays 
  dormant for precisely 26 years as it grows and 
  develops into a young gigapod. This intervening 
  period is marked by increasingly turbulent 
  volcanic activity, earthquakes, and cataclysmic 
  storms, giving adventurers time to plan how 
  best to save the world and its inhabitants, 
  whether by evacuation, magical intervention, or 
  a daring expedition to the planet's core. 
  Moreover, it presents a rigidly ticking clock for 
  the campaign’s action. When the time is at last 
  up, the gigpod explodes forth from the planet's 
  core, ripping a hole hundreds of miles across 
  the planet's surface and devastating all life on 
  it.   
   
  Young Gigapod 
  Mega aberration, true neutral 
  Armor Class 18 (natural armor) 
  Mega Hit Points 207 (18d20 + 18) 
  Speed 0 ft., fly 1,500 ft. (hover) 
  STR 
  20 (+5) 
  DEX 
  17 (+3) 
  CON 
  12 (+1) 
  INT 
  14 (+2) 
  WIS 
  21 (+5) 
  CHA 
  16 (+3) 
  Saving Throws Str +8, Con +4 
  Skills Perception +8, Survival +8 
  Senses blindsight 10,000 ft. (blind beyond this radius), 
  passive Perception 18 
  Languages Deep Speech 
  Challenge 6 (2,300 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 1,000 feet long by 1,000 feet wide. 
  Aggressive. As a bonus action, the gigapod can move up to 
  its speed toward a hostile creature that it can see. 
  Alien Anatomy. Any critical hit the gigapod suffers is treated 
  as a regular hit instead.  
  Vacuum Breath. The gigapod doesn’t require air. 
  ACTIONS 
  Multiattack. The gigapod makes five tentacle attacks or four 
  tentacle attacks and one slam attack. 
  Slam. Melee Weapon Attack: +8 to hit, reach 500 ft., one 
  target. Hit: 21 (3d10 + 5) mega bludgeoning damage. 
  Tentacle. Melee Weapon Attack: +8 to hit, reach 2,000 ft., 
  one target. Hit: 14 (2d8 + 5) mega bludgeoning damage. 
   
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       It is possible that gigapods are the 
  result of bizarre magical tampering with 
  the fabric of the universe. Perhaps, the 
  gigapods originate from a foreign 
  dimension, not simply a far-off galaxy. If 
  that were the case, far more of these 
  creatures might reside far closer than 
  anyone could have anticipated; 
  merely a spell away, in a dimension 
  where the laws of physics differ 
  from our own. To open a portal to 
  this dimension, if it indeed exists, 
  could be devastating for all life in 
  the 'verse. 
   
  Gigapod 
  Mega aberration, true neutral 
  Armor Class 21 (natural armor) 
  Mega Hit Points 312 (25d20 + 50) 
  Speed 1,500 ft. 
  STR 
  24 (+7) 
  DEX 
  19 (+4) 
  CON 
  14 (+2) 
  INT 
  18 (+4) 
  WIS 
  27 (+8) 
  CHA 
  22 (+6) 
  Saving Throws Str +12, Dex +9, Con +7, Cha +11 
  Skills Animal Handling +13, Deception +11, Perception +13, 
  Survival +13 
  Senses blindsight 10,000 ft. (blind beyond this radius), 
  passive Perception 23 
  Languages Deep Speech 
  Challenge 15 (13,000 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 4,000 feet long by 4,000 feet wide. 
  Alien Anatomy. Any critical hit the gigapod suffers is treated 
  as a regular hit instead.  
  Magic Resistance. The gigapod has advantage on saving 
  throws against spells and other magical effects.  
  Vacuum Breath. The gigapod doesn’t require air. 
  ACTIONS 
  Multiattack. The gigapod makes five tentacle attacks or four 
  tentacle attacks and one slam attack. 
  Slam. Melee Weapon Attack: +12 to hit, reach 500 ft., one 
  target. Hit: 34 (5d12 + 7) mega bludgeoning damage. 
  Tentacle. Melee Weapon Attack: +12 to hit, reach 2,000 ft., 
  one target. Hit: 26 (3d12 + 7) mega bludgeoning damage. 
  REACTIONS 
  Protective Instinct. When a creature that the gigapod can 
  see within 3,000 feet deals damage to a creature that the 
  gigapod is friendly towards, the gigapod can use its 
  reaction to move up to 3,000 feet towards the attacker and 
  make one tentacle attack against it. 
   
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  MONSTERS 
  God-Aboleth 
  Since ancient times, aboleths have dreamed of 
  overthrowing the gods and ruling the universe, just as they 
  did before the gods came to be. Unfortunately for all other 
  living things, some of the oldest and mightiest of these 
  foul creatures are close to succeeding.  
       Ascended Aberrations. Aboleths plot their ascents to 
  power over spans of millennia, preparing an intricate web 
  of schemes, gambits, strategic moves, and dark rituals. In 
  a ‘verse full of zealous adventurers and vigilant deities, 
  such care is necessary, and it serves to ensure that a slow 
  trickle of aboleths are able to slip their watery bonds and 
  metamorphose into great, interstellar wanderers. 
        Having achieved their ultimate forms, however, ‘god-
  aboleths’ are generally dissatisfied with their newfound 
  might. Their titanic bodies may possess horrific strength,  
  but they are still lesser than even the weakest of 
  demigods, and therefore unable to achieve what they see 
  as their rightful place in the divine pantheon. For this 
  reason, god-aboleths travel through the stars, looking for 
  forgotten secrets and hidden mysteries, hoping that one 
  day they will find a way to become gods in more than just 
  name. 
       Enslavers of Empires. God-aboleths are not shy about 
  enslaving lesser creatures. Most acquire large flocks of 
  devotees, each one more mindless and enthralled than the 
  last. Imagining that these magically-enslaved peons are 
  true disciples, god-aboleths use them to work their will on 
  the universe, issuing pseudo-divine commandments and 
  meting out blessings or retribution as they see fit. The 
  aboleth’s slaves typically follow them around, setting up 
  temples on airless moons, hijacking crippled spacecraft as 
  they go. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  God-Aboleth 
  Mega aberration, lawful evil 
  Armor Class 20 (natural armor) 
  Mega Hit Points 434 (28d20 + 140) 
  Speed 500 ft., fly 2,000 ft. (hover) 
  STR 
  25 (+7) 
  DEX 
  10 (+0) 
  CON 
  20 (+5) 
  INT 
  28 (+9) 
  WIS 
  19 (+4) 
  CHA 
  24 (+7) 
  Saving Throws Con +11, Int +15, Wis +10, Cha +13 
  Skills History +21, Perception +16, Religion +21 
  Senses truesight 50,000 ft., passive Perception 26 
  Languages Deep Speech, telepathy 200,000 miles 
  Challenge 19 (22,000 XP) 
  Mega Creature. This creature is far larger than Gargantuan size. 
  It occupies an area 1,500 feet long by 1,500 feet wide. 
  Legendary Resistance (3/Day). If the aboleth fails a saving throw, 
  it can choose to succeed instead. 
  Transformative Radiation. The aboleth constantly emits strange 
  radiation. A creature that starts its turn within 500 feet of the 
  aboleth and is not shielded against radiation (including 
  creatures aboard ships) must make a DC 19 Constitution saving 
  throw or be diseased for 1d4 hours. The diseased creature can 
  only breathe in a vacuum and must hold its breath in any kind of 
  atmosphere. 
  Vacuum Breath. The aboleth doesn’t require air. 
  ACTIONS 
  Multiattack. The aboleth makes one tail attack and three tentacle 
  attacks. It can substitute any number of tentacle attacks with 
  Aboleth’s Touches. 
  Tail. Melee Weapon Attack: +13 to hit, reach 1,000 ft. one target. 
  Hit: 17 (3d6 + 7) mega bludgeoning damage. 
  Tentacle. Melee Weapon Attack: +13 to hit, reach 1,000 ft., one 
  target. Hit: 14 (2d6 + 7) mega bludgeoning damage. 
  Enslave (Recharge 3-6). The aboleth touches one creature that 
  can see it within 3,000 feet of it. The target must succeed on a 
  DC 19 Wisdom saving throw or be magically charmed by the 
  aboleth until the aboleth dies or until it is on a different plane of 
  existence from the target. The charmed target is under the 
  aboleth's control and can't take reactions, and the aboleth and 
  the target can communicate telepathically with each other over 
  any distance. 
       Whenever the charmed target takes damage, the target can 
  repeat the saving throw. On a success, the effect ends. No more 
  than once every 24 hours, the target can also repeat the saving 
  throw when it is at least 1,000 miles away from the aboleth. 
  God’s Touch. The aboleth reaches out and touches a creature 
  within its reach, which must succeed on a DC 19 Constitution 
  saving throw or become diseased. The disease has no effect for 
  1minute and can be removed by any magic that cures disease. 
  After 1 minute, the diseased creature's skin becomes translucent 
  and sparkly, the creature can't regain hit points unless it is in a 
  vacuum, and the disease can be removed only by heal or another 
  disease-curing spell of 6th level or higher. When the creature is 
  not in a vacuum, it takes 6 (1d12) acid damage every minute. 
  Raise (3/Day). The aboleth targets the corpse of one dead 
  creature it can see within 3,000 feet of it. As long as its soul is at 
  liberty to rejoin the body, the target returns to life with 1 hit 
  point, and is immediately subjected to the aboleth’s Enslave 
  ability (even if it currently needs to recharge), with disadvantage 
  on the saving throw. 
  LEGENDARY ACTIONS 
  The aboleth can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature's turn. The 
  aboleth regains spent legendary actions at the start of its turn. 
  Detect. The aboleth makes a Wisdom (Perception) check. 
  Tail Attack. The aboleth makes a tail attack. 
  Psychic Drain (Costs 2 Actions). One creature charmed by the 
  aboleth takes 28 (8d6) psychic damage, and the aboleth regains 
  mega hit points equal to the damage the creature takes. 
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  Hardlight Avatars 
  Forged from compressed light, a sturdy but universal 
  material, hardlight avatars are constructs created all at 
  once, their gears and pistons conjured perfectly into place 
  within a sturdy frame of light. They serve their masters 
  dutifully, but, despite their ingenious designs and 
  innovative material, all hardlight constructs suffer from a 
  critical flaw: in time, they eventually dissipate into 
  nothingness.  
       Conjured and Constructed. Hardlight constructs can 
  only be created by spellcasters of exceptional talent and 
  imagination. Creating compressed light on its own is easy 
  enough―even wizard apprentices can conjure simple 
  geometrical constructs―but creating a mechanical device 
  from hardlight requires envisioning in detail every 
  component of the schematic all at once during the casting. 
  Even a second of distraction can destroy its casting. 
       But when successfully completed, the hardlight 
  construct is a mechanical servant brought into being all at  
   
   
   
   
  once. Like an automaton, it is capable of following 
  commands and acting autonomously, albeit with 
  extremely limited creativity. However, hardlight is an 
  inadequate material for extended durations, for it radiates 
  away with time. The dim glow given off by all hardlight 
  constructs is the gradual dissipation of the material, which 
  eventually fades out of existence. 
       Ring Core. As all constructs require a core, hardlight 
  constructs are innately tied to the emerald rings used by 
  their masters to cast the spell. The spellcaster's ring flies 
  forth into the construct and becomes the core, using the 
  facets of its gem as circuits and logic gates. If this ring is 
  removed from the construct, the hardlight dissipates 
  instantly. 
       Constructed Nature. A hardlight construct doesn't 
  require air, food, drink, or sleep. 
   
   
   
   
   
   
  Hardlight Etherolus 
  Large construct, unaligned 
  Armor Class 15  
  Hit Points 15 (2d10 + 4) 
  Speed 30 ft., fly 40 ft. (hover) 
  STR 
  13 (+1) 
  DEX 
  20 (+5) 
  CON 
  14 (+2) 
  INT 
  6 (-2) 
  WIS 
  10 (+0) 
  CHA 
  3 (-4) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 10 
  Languages understands commands given in any language 
  but can't speak 
  Challenge 8 (3,900 XP) 
  Ethereal Hardlight. Each time this construct takes damage, 
  it reduces the damage taken to 1. 
  Hardlight Evaporation. This construct sheds bright light in 
  a 20-foot radius and dim light for an additional 20 feet. 
  Every hour, the construct takes 1 damage. 
  Incorporeal Movement. The construct can move through 
  other creatures and objects as if they were difficult terrain. 
  It takes 1 force damage if it ends its turn inside an object. 
  ACTIONS 
  Multiattack. The construct makes two hardlight scythe 
  attacks. 
  Hardlight Scythe. Melee Weapon Attack. +8 to hit, reach 10 
  ft., one target. Hit: 12 (2d6 + 5) force damage. 
   
   
  Hardlight Juggernautus 
  Large construct, unaligned 
  Armor Class 18 (natural armor)  
  Hit Points 150 (12d10 + 84) 
  Speed 30 ft. 
  STR 
  20 (+5) 
  DEX 
  12 (+1) 
  CON 
  28 (+7) 
  INT 
  6 (-2) 
  WIS 
  10 (+0) 
  CHA 
  3 (-4) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 10 
  Languages understands commands given in any language 
  but can't speak 
  Challenge 8 (3,900 XP) 
  Hardlight Evaporation. This construct sheds bright light in 
  a 20-foot radius and dim light for an additional 20 feet. 
  Every hour, the construct takes 10 damage. 
  Impervious Hardlight. This construct does not take damage 
  from any source that deals it less than 10 damage at once. 
  Magic Resistance. The construct has advantage on saving 
  throws against spells and other magical effects. 
  ACTIONS 
  Multiattack. The construct makes two hardlight mace 
  attacks. 
  Hardlight Mace. Melee Weapon Attack. +8 to hit, reach 10 
  ft., one target. Hit: 12 (2d6 + 5) force damage. 
   
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  MONSTERS 
  Husks 
  Few can personally attest to the ravages of being exposed 
  to the naked vacuum of space. With few exceptions, the 
  vacuum is brutally lethal, stripping the body of all gasses, 
  freezing it whole, and boiling its blood in seconds. 
  Sometimes, however, the Black is ill-content with merely 
  stripping everything from the body, and it also divorces its 
  soul from it as well, leaving the corpse a shriveled, undead 
  husk, restlessly prowling for living things to satiate its 
  hunger and thirst. 
       A husk's grey skin is cracked in deep fissures and its 
  body is impossibly thin, looking appropriately like it has 
  been deprived of essential air and heat for years. As 
  manifestations of the 'verse's bitter severity, husks 
  represent the fate of countless spacers who have been 
  stranded in the Black without hope of rescue. 
       Grim Remnants. As storied spacer Zan, the Terran, 
  once stated, “Never search an abandoned ship without a 
  blaster. ‘Abandoned’ doesn't always mean ‘empty’.”  
       In other words, old crewmen have a tendency to linger 
  on their derelict ships as husks, still desperately clutching 
  at their life suits and lifepods for air. The last moments of 
  these spacers are hideously stretched out to an eternity of  
  undead suffering, terminated only when they are 
  discovered or destroyed by salvagers, or their ship 
  plummets into a planet or star. 
       Out the Airlock. Spacer wisdom attests that the dead 
  should be pushed out the airlock or promptly raised, 
  without exception or delay. New spacers might attribute 
  this prompt course of action to pragmatically preventing 
  disease, but seasoned explorers know another reason: no 
  ship is ever truly safe from husks. In certain regions of 
  space, bodies can unnaturally dehydrate, shriveling to the 
  gaunt lifeless outline of husks, without even meeting the 
  vacuum directly. It is a complete mystery how such husks 
  rise from the grave, but seasoned spacers know better than 
  to search for the cause, for the answer might prove to be 
  far worse than the question itself. 
       Undead Nature. A husk doesn't require air, food, 
  drink, or sleep. 
   
  Forlorn Husk 
  Medium undead, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 91 (14d8 + 28) 
  Speed 30 ft., fly 20 ft. (hover) 
  STR 
  18 (+4) 
  DEX 
  12 (+1) 
  CON 
  14 (+2) 
  INT 
  9 (-1) 
  WIS 
  9 (-1) 
  CHA 
  18 (+4) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common 
  Challenge 4 (1,100 XP) 
  Blood Frenzy. The husk has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points. 
  Magic Resistance. The husk has advantage on saving 
  throws against spells and other magical effects. 
  Innate Spellcasting. The husk's innate spellcasting ability is 
  Charisma (spell save DC 14). The AI can innately cast the 
  following spells, requiring no material components: 
  3/day each: hellish rebuke, inflict wounds, ray of 
  enfeeblement 
  1/day each: arcane anomaly, create vacuum, darkness 
  ACTIONS 
  Multiattack. The husk makes two slam attacks. 
  Slam. Melee Weapon Attack. +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8 + 2) bludgeoning damage and the target 
  must make a DC 14 Constitution saving throw. On a failed 
  save, the air is drawn out from the target’s lungs. Until the 
  end of the target’s next turn, it has disadvantage on attack 
  rolls, ability checks, and saving throws. This effect is not 
  impeded by magic such as zone of atmosphere or 
  technology such as life suits.  
   
   
  Husk 
  Medium undead, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 22 (4d8 + 8) 
  Speed 30 ft. 
  STR 
  15 (+2) 
  DEX 
  8 (-1) 
  CON 
  14 (+2) 
  INT 
  8 (-1) 
  WIS 
  8 (-1) 
  CHA 
  14 (+2) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Common but can't speak 
  Challenge 1/2 (450 XP) 
  Blood Frenzy. The husk has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points. 
  ACTIONS 
  Multiattack. The husk makes two slam attacks. 
  Slam. Melee Weapon Attack. +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage and the target 
  must make a DC 12 Constitution saving throw. On a failed 
  save, the air is drawn out from the target’s lungs. Until the 
  end of the target’s next turn, it has disadvantage on attack 
  rolls, ability checks, and saving throws. This effect is not 
  impeded by magic such as zone of atmosphere or 
  technology such as life suits.  
   
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  Mechademons 
  Demons―fiends which hail from the foulest 
  abyss― reflect the darkest aspects of mankind. 
  Their evil is boundless and chaotic, yet 
  disquietingly familiar, as if it were born from 
  all the failings of the Material Plane. There 
  seems to be some truth to this notion, for as 
  humanoids clawed their way to the stars and 
  surrounded themselves with great machines 
  and forests of steel, demons changed as 
  well, incorporating savage mechanistic 
  enhancements into their already corrupt 
  forms. These mechademons are doom 
  incarnate, the fate awaiting the soul of 
  every evil individual who dies among the 
  stars. 
       Evil Enhanced. Every mechademon 
  is unique, surgically inserting 
  brutalistic machines into their bodies 
  to upgrade themselves in various 
  ways. Usually, this makes them 
  tougher, more agile, and purpose-
  built for cruelty. For example, a 
  razor-sharp forearm blade 
  won’t be more useful in 
  combat than a dagger, but it’s 
  lovely for torture.  
       Indoctrination. It is 
  always better to be killed 
  than to be captured by a 
  cadre of mechademons, for 
  they can do far worse than 
  torture. With little more than 
  bolts, jagged blades, and drops 
  of infernal blood, mechademons can add their own 
  “improvements” to a humanoid that they capture, 
  replacing body parts with machines and utterly 
  corrupting the subject’s mind. Mechademons revel in 
  the opportunity for the torturous indoctrination, even 
  if the resulting foot soldiers are little more than 
  cannon-fodder. The demons well understand that 
  watching one’s friend turn into a monster is enough to 
  break the will of most any mortal that would resist 
  them. 
  Indoctrinated  
  Little more than a humanoid shell of their former self, an 
  indoctrinated was converted by mechademons into a grim 
  reflection of their malevolence. 
   
   
  Indoctrinated 
  Medium humanoid (any race), chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
  STR 
  15 (+2) 
  DEX 
  14 (+2) 
  CON 
  15 (+1) 
  INT 
  9 (-1) 
  WIS 
  7 (-2) 
  CHA 
  8 (-1) 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses passive Perception 9 
  Languages Abyssal, one language it knew before 
  indoctrination 
  Challenge 1/2 (100 XP) 
  Cybernetic Enhancements. The indoctrinated is immune to 
  nonmagical diseases, and it does not need to eat, drink, or 
  breathe. Additionally, it can’t be disarmed of its weapons. 
  ACTIONS 
  Arm Cannon. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 60/180 ft., one creature. Hit: 9 (2d8) 
  radiant damage. 
   
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  MONSTERS 
  Mechademons 
  These hideous fiends would look like the vilest spawn of 
  the abyss, even without the savage cybernetic attachments 
  bolted to their frames. Usually, an entire arm is replaced 
  with an abyssal blaster, while the other always features a 
  wicked blade attached at the wrist.  
       Unless they have the upper hand, lesser mechademons 
  cling to walls and ceilings, firing at foes with their blasters 
  and relocating with their hellish translocators when things 
  get dire. If accompanied by greater demons, such as a 
  mechabyssal, mechademons swarm their target in close 
  range and attempt to eviscerate them with arm blades. 
   
   
   
   
   
   
   
  Mechabyssals 
  The greater fiends, known as mechabyssals, are not to be 
  trifled with. Though they might seem like lumbering, 
  enormous creatures, content to harass their targets with a 
  nearly boundless supply of hellfire rockets, the surgically 
  embedded thrusters on their backs make them surprisingly 
  nimble. In an instant, a mechabyssal can leap forward and 
  slash with the serrated claws that replace its hands, 
  rending the unwary in two. 
   
   
   
   
   
   
   
  Mechademon 
  Medium fiend (demon), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 35 ft., climb 20 ft. 
  STR 
  14 (+2) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Skills Technology +3 
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned, exhaustion 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 2 (450 XP) 
  Cybernetic Enhancements. The mechademon is immune to 
  nonmagical diseases, and it does not need to eat, drink, or 
  breathe. Additionally, it can’t be disarmed of its weapons. 
  Hellish Translocator (Recharge 4-6). The mechademon has 
  an embedded translocation device within its chest. As a 
  bonus action, it can activate this device to teleport up to 30 
  feet to an unoccupied space it can see. Each creature within 
  5 feet of the mechademon’s destination must succeed on a 
  DC 13 Dexterity saving throw, taking 10 (3d6) fire damage 
  on a failed save, or half as much on a successful one. 
  ACTIONS 
  Multiattack. The mechademon makes two attacks. 
  Abyssal Repeater. Ranged Weapon Attack: +5 to hit, range 
  60/180 ft., one target. Hit: 9 (2d8) fire damage. 
  Enervating Arm Blade. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 
  3 (1d6) necrotic damage. 
   
   
  Mechabyssal 
  Large fiend (demon), chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 110 (13d10 + 26) 
  Speed 25 ft. 
  STR 
  18 (+4) 
  DEX 
  16 (+3) 
  CON 
  17 (+3) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Skills Athletics +7, Technology +4 
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned, exhaustion 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
  Cybernetic Enhancements. The mechabyssal is immune to 
  nonmagical diseases, and it does not need to eat, drink, or 
  breathe. Additionally, it can’t be disarmed of its weapons. 
  Rocket Pack (Recharge 4-6). The mechabyssal has rocket 
  boosters embedded in its back. As a bonus action, it can 
  activate the boosters to fly up to 30 feet in any direction. If 
  the mechabyssal ends this movement in the air, it falls. If 
  the mechabyssal makes this movement straight toward a 
  target and then hits it with a cyber claw attack on the same 
  turn, the target takes an extra 11 (2d10) slashing damage. 
  Siege Monster. The mechabyssal deals double damage to 
  objects and structures. 
  ACTIONS 
  Multiattack. The mechabyssal makes two attacks. 
  Cyber Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 15 (2d10 + 4) slashing damage. 
  Hellfire Rockets. Ranged Weapon Attack: +6 to hit, range 
  60/180 ft., one target. Hit: 16 (3d10) fire damage. Each 
  creature within 5 feet of the target must succeed on a DC 15 
  Dexterity saving throw or take 11 (2d10) fire damage. 
   
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  Mega Elementals 
  Vast, wandering titans of living elemental might, mega 
  elementals are not summoned to our plane, but are already 
  here, formed by cosmic intersections between the Material 
  Plane and the Elemental Planes.  
       Elemental Titans. On the various Elemental Planes, 
  the elements are spontaneously imbued with life, creating 
  formless elemental spirits. These spirits normally remain 
  as mere wisps of elemental energy, unless summoned to 
  the Material Plane and shaped into a physical form by 
  magic.  
       However, this is not the only way an elemental can 
  find its way to the Material Plane. In places of 
  catastrophic elemental energy, such as on the surface of a 
  star or in the heart of an asteroid field, elemental bridges 
  can spontaneously open, allowing elemental spirits to spill 
  forth. When this happens, however, there exists no magic 
  to give form to the new elemental spirits, which begin to 
  conglomerate and draw power from their environment. 
  The end result is an elemental of immense might and 
  scale. 
       Cosmic Natives. Mega elementals cannot be 
  summoned or compelled into existence by magic; they are 
  an accident of planar intersections and can normally only 
  be found in places of great elemental energy. This means 
  that, paradoxically, the largest and most powerful 
  elementals are not native to the Elemental Planes, but can 
  be found all across the cosmos of the Material. 
       Elemental Nature. An elemental doesn't require air, 
  food, drink, or sleep. 
  Asteroid Elemental 
  As any pilot worth their salt knows, navigating an asteroid 
  field is a harrowing task that requires careful planning and 
  nerves of steel. But some smugglers have returned from 
  jobs with tales of rogue asteroids that chase their ships, 
  moving with murderous intent and grasping arms. 
       Asteroid elementals are enormous earth elementals that 
  exist only in space, where the lack of gravity allows them 
  to take on titanic proportions. They typically reside in 
  asteroid fields and are comprised of elements similar to 
  the asteroids around them, with precious metals and 
  gemstones at their cores. This makes hunting asteroid 
  elementals a dangerous yet rewarding task for the 
  enterprising miner. 
   
   
   
   
   
   
   
       In order to move through the frictionless environment 
  of deep space, asteroid elementals have developed a 
  controlled magnetic field, which they can use to propel 
  themselves. As a result, they are extremely sensitive to 
  nearby metallic objects and will aggressively pursue ships 
  that skirt too close to their territory. 
   
   
   
   
   
   
  Asteroid Elemental 
  Mega elemental, neutral 
  Armor Class 17 (natural armor) 
  Mega Hit Points 248 (16d20 + 80) 
  Speed 500 ft., fly 2,000 ft. 
  STR 
  22 (+6) 
  DEX 
  8 (-1) 
  CON 
  21 (+5) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  5 (-3) 
  Damage Vulnerabilities thunder 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 6,000 ft., passive Perception 10 
  Languages Terran 
  Challenge 12 (8,400 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 500 feet long by 500 feet wide. 
  Asteroid Inhabitant. The elemental moves normally in an 
  asteroid field and takes no damage from colliding with 
  other asteroids. 
  False Appearance. While the elemental remains motionless, 
  it is indistinguishable from an ordinary asteroid. 
  Magnetic Movement. The elemental can sense the 
  presence of any object within a 1,000-mile radius that is 
  larger than 100 feet on a side and is made from metal. 
  When moving in the direction of such an object, the 
  elemental’s flying speed increases by 2,000 feet. If the 
  elemental strikes an object, it can immediately make one 
  slam attack. 
  ACTIONS 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +10 to hit, reach 500 ft., one 
  target. Hit: 32 (4d12 + 6) mega bludgeoning damage. 
   
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  MONSTERS 
   
  Flare Elemental 
  Fire elementals are very much at home inside the coronas 
  of stars and are as abundant there as they are on their own 
  elemental plane. Occasionally, an elemental will absorb 
  some of the star’s energy, grow to enormous size and 
  venture away from its home, taking on an appearance 
  something like a solar flare. 
       Flare elementals drift through space eternally, largely 
  oblivious to their surroundings, never caring whether their 
  light brings warmth and life or scorching death to 
  whatever part of the galaxy they wander through. Those 
  that meander across busy shipping lanes present a 
  significant danger to passing ships, particularly because 
  they tend to seek out and follow significant sources of 
  heat, such as a ship’s engine. 
  Nebula Elemental 
  Nebulae are massive, churning gas clouds in space, within 
  which stars blink into existence, ships can be lost for 
  weeks, and the largest sort of air elemental can be found. 
  Nebula elementals appear to be an extension of the clouds 
  they originate within and are practically undetectable 
  when not moving. Whenever a ship wanders into their 
  clouds, nebula elementals are usually curious of the 
  intruder (as they are curious of most solid matter) and will 
  buffet it with winds to test its integrity, without realizing 
  the danger they might pose to the ship’s occupants.  
   
   
   
  Flare Elemental 
  Mega elemental, neutral 
  Armor Class 14 
  Mega Hit Points 174 (14d20 + 48) 
  Speed 0 ft., fly 3,000 ft. (hover) 
  STR 
  20 (+5) 
  DEX 
  19 (+4) 
  CON 
  18 (+4) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  5 (-3) 
  Damage Vulnerabilities cold 
  Damage Resistances radiant, bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 6,000 ft., passive Perception 10 
  Languages Ignan 
  Challenge 10 (5,900 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 500 feet long by 500 feet wide. 
  Fire Form. The elemental can move through a space as 
  narrow as 5 feet wide without squeezing. A creature that 
  touches the elemental or hits it with a melee attack takes 18 
  (4d8) mega fire damage. In addition, the elemental can 
  enter a hostile creature’s or ship’s space and stop there. 
  The first time it does this on a turn, that creature takes 18 
  (4d8) mega fire damage. 
  Illumination. The elemental sheds bright light in a 10-mile 
  radius and dim light in an additional 10 miles. 
  ACTIONS 
  Multiattack. The elemental makes two slam attacks. 
  Touch. Melee Weapon Attack: +9 to hit, reach 500 ft., one 
  target. Hit: 27 (4d10 + 5) mega fire damage. 
   
   
  Nebula Elemental 
  Mega elemental, neutral 
  Armor Class 15 
  Mega Hit Points 216 (16d20 + 48) 
  Speed 0 ft., fly 9,000 ft. (hover) 
  STR 
  19 (+4) 
  DEX 
  21 (+5) 
  CON 
  16 (+3) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  5 (-3) 
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 6,000 ft., passive Perception 10 
  Languages Auran 
  Challenge 11 (7,200 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 1,500 feet long by 1,500 feet wide. 
  False Appearance. While the elemental remains motionless, 
  it is indistinguishable from an ordinary cloud of dust and 
  gas. Moreover, the elemental has advantage on Dexterity 
  (Stealth) checks made to hide while within a nebula.  
  Nebulous Form. The elemental can enter a hostile 
  creature's space and stop there. It can move through a 
  space as narrow as 5 feet wide without squeezing. 
  ACTIONS 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +9 to hit, reach 500 ft., one 
  target. Hit: 27 (4d10 + 5) mega bludgeoning damage. 
  Swirling Vortex (Recharge 4-6). Each creature and the pilot 
  of each ship within 500 feet of the elemental's space must 
  make a DC 17 Dexterity saving throw. On a failure, a target 
  takes 26 (4d10 + 4) mega bludgeoning damage and is flung 
  up 2,000 feet away from the elemental in a random 
  direction. If a thrown target strikes an obstacle, the target 
  and the obstacle each take 9 (2d8) mega bludgeoning 
  damage for every 1,000 feet the target was thrown. 
       On a successful save, the target takes half the 
  bludgeoning damage and isn't flung away. 
   
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  Metallic Skeletons 
  An unholy abomination of necromancy and technology, a 
  metallic skeleton is formed by dipping the bones of the 
  recently dead in molten metal, usually bronze, silver, or 
  gold, fitting a construct core into the skull, and animating 
  the whole arrangement. What results is a silent, obedient 
  minion, with the strengths of a construct and the 
  determination of an undead. 
       Metal and Bone. Metallic skeletons are a fusion of the 
  two ideal servants animated to life by arcane magic: 
  obedient undead and simple constructs. The result is a 
  servant capable of repairing nearly lethal damage to itself, 
  pursuing complex goals in service of its master, and 
  decimating its master's enemies. With its construct core 
  embedded in its skull, the skeleton can summon vast 
  reserves of arcane energy to collect itself from 
  destruction, as long its skull remains intact. Unaware 
  adventures normally meet their end at the skeleton's 
  deadly gaze or are crushed in its bony grasp long before 
  discovering this crucial weakness. 
       Doom Seekers. The fatality of an undead form is not 
  lost on this construct, for it hunts its goal with unending 
  zeal. Each metallic skeleton can accept a Final Command 
  from its master once, which it will pursue until the 
  objective is accomplished, or until it is destroyed, 
  whichever comes first. No matter the complexity, the task 
  cannot be disengaged by anyone, even its master. Such 
  Final Commands are usually reserved for missions of 
  paramount importance, or last-breath proclamations of 
  revenge. A metallic skeleton will hunt a target to the end 
  of the universe, or across the planes of existence, if 
  necessary. 
       It is said that the lesser powers of the Plane of Law 
  each control a number of metallic skeletons to hunt down 
  and dispatch those that break universal law with impunity. 
  These constructs, called Edicts, are imbued with special 
  powers, and are feared by lawbreakers across the 
  multiverse. 
       Constructed Nature. A metallic skeleton doesn't 
  require air, food, drink, or sleep. 
  Bronze Skeleton 
  The simplest and easiest to construct of all metallic 
  skeletons, bronze skeletons are typically employed by the 
  half-dozen as guards for powerful wizards or sorcerers. As 
  opposed to ordinary shield guardians or golems, these 
  skeletons are more disposable, and can be sent on distant 
  journeys with little concern for lost investment. If such a 
  golem is found alone, it is doubtlessly pursuing its Final 
  Command far from its master's watchful gaze.  
   
  Bronze Skeleton 
  Large construct, lawful neutral 
  Armor Class 13 (natural armor) 
  Hit Points 48 (5d10 + 20) 
  Speed 30 ft. 
  STR 
  18 (+4) 
  DEX 
  8 (-1) 
  CON 
  19 (+4) 
  INT 
  11 (+0) 
  WIS 
  10 (+0) 
  CHA 
  6 (-2) 
  Damage Immunities poison, psychic 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 3 (700 XP) 
  Self-Destruct. If the skeleton is issued a Final Command by 
  its creator, it will self-destruct upon the task’s completion 
  or if the task is rendered impossible to complete. Any 
  creature within 5 feet of the skeleton when it self-destructs 
  must make a DC 13 Dexterity saving throw, taking 32 (6d10) 
  fire damage on a failed save, or half as much on a 
  successful one. The skeleton is destroyed completely. 
  Skull Core. The skeleton's construct core is embedded in its 
  skull. If it is reduced to 0 hit points, but its skull is not 
  destroyed outright, the skeleton returns to life with 15 HP 
  after 1 round. When the skeleton has 0 hit points, the skull 
  is an object with AC 10, 10 HP, and immunity to poison and 
  psychic damage. 
  ACTIONS 
  Multiattack. The skeleton makes two attacks with its slam. 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
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  MONSTERS 
   
  Silver Skeleton 
  Emissaries and cohorts to necromancers and engineers, 
  silver skeletons stand on par with golems as a force to be 
  reckoned with. Moreover, their mirrorlike finish connects 
  them deeply to their masters, who can view their activities 
  as though their reflections. This ability is finite, and fades 
  as the skeleton begins to patina with age. 
   
   
  Gold Skeleton 
  Gifted with immense power by their masters, these gilded 
  skeletons are true grave lords, as costly as they are 
  mighty. Destroying one completely is a feat in and of 
  itself, for while gold is not the most rigid of metals, it 
  provides an ample framework for insulating necromancy 
  magic, which reinforces and empowers the construct core 
  within the skeleton's skull. 
   
   
   
  Silver Skeleton 
  Large construct, lawful neutral 
  Armor Class 16 (natural armor) 
  Hit Points 92 (8d10 + 48) 
  Speed 30 ft. 
  STR 
  21 (+5) 
  DEX 
  8 (-1) 
  CON 
  22 (+6) 
  INT 
  13 (+1) 
  WIS 
  10 (+0) 
  CHA 
  6 (-2) 
  Damage Immunities poison, psychic 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 8 (3,900 XP) 
  Self-Destruct. If the skeleton is issued a Final Command by 
  its creator, it will self-destruct upon the task’s completion 
  or if the task is rendered impossible to complete. Any 
  creature within 5 feet of the skeleton when it self-destructs 
  must make a DC 16 Dexterity saving throw, taking 55 
  (10d10) fire damage on a failed save, or half as much on a 
  successful one. The skeleton is destroyed completely. 
  Silver Reflection. While the skeleton is on the same plane of 
  existence as its master, the master can magically see what 
  the skeleton sees. 
  Skull Core. The skeleton's construct core is embedded in its 
  skull. If it is reduced to 0 hit points, but its skull is not 
  destroyed outright, the skeleton returns to life with 30 hit 
  points after 1 round. When the skeleton has 0 hit points, 
  the skull is an object which has AC 12, 15 hit points, and 
  immunity to poison and psychic damage. 
  ACTIONS 
  Multiattack. The skeleton makes three attacks with its slam 
  or one attack with its slam and one with its eye beams. 
  Eye Beams. The skeleton fires scorching beams from its 
  eyes in a line that is 30 feet long and 5 feet wide. Each 
  creature in that line must make a DC 16 Dexterity saving 
  throw, taking 26 (4d10 + 4) radiant damage on a failed 
  save, or half as much on a successful one. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage. 
   
   
  Gold Skeleton 
  Large construct, lawful neutral 
  Armor Class 18 (natural armor) 
  Hit Points 126 (11d10 + 66) 
  Speed 30 ft. 
  STR 
  23 (+6) 
  DEX 
  8 (-1) 
  CON 
  23 (+6) 
  INT 
  14 (+2) 
  WIS 
  10 (+0) 
  CHA 
  9 (-1) 
  Damage Immunities poison, psychic 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 13 (10,000 XP) 
  Magic Resistance. The skeleton has advantage on saving 
  throws against spells and other magical effects. 
  Self-Destruct. If the skeleton is issued a Final Command by 
  its creator, it will self-destruct upon the task’s completion 
  or if the task is rendered impossible to complete. Any 
  creature within 5 feet of the skeleton when it self-destructs 
  must make a DC 18 Dexterity saving throw, taking 55 
  (10d10) fire damage on a failed save, or half as much on a 
  successful one. The skeleton is destroyed completely. 
  Skull Core. The skeleton's construct core is embedded in its 
  skull. If it is reduced to 0 hit points, but its skull is not 
  destroyed outright, the skeleton returns to life with 45 hit 
  points after 1 round. When the skeleton has 0 hit points, 
  the skull is an object which has AC 13, 20 hit points, and 
  immunity to poison and psychic damage. 
  ACTIONS 
  Multiattack. The skeleton makes three attacks with its slam 
  or two attacks with its slam and one with its eye beams. 
  Eye Beams. The skeleton fires scorching beams from its 
  eyes in a line that is 30 feet long and 5 feet wide. Each 
  creature in that line must make a DC 18 Dexterity saving 
  throw, taking 45 (6d10 + 12) radiant damage on a failed 
  save, or half as much on a successful one. 
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage. 
   
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  N-Vect 
  The N-Virus is an insidious magical disease that roots 
  itself in a construct's core, from whence it proceeds to 
  corrupt and rewrite the construct's programming to suit its 
  motives. Generally, this results in an apparent intelligence, 
  as simple constructs follow complex directives aimed at 
  spreading the virus further, but the N-Virus displays 
  special and especially sinister symptoms when it afflicts a 
  vect. Infected vect are not overwritten completely, as 
  simple constructs are; rather, because vect are living 
  beings, the virus distorts their thinking and twists their 
  perceptions, gradually afflicting the vect with something 
  like an obsessive, paranoid madness. 
       Subtle Infection. As the virus spreads throughout a 
  vect's construct core, it manipulates information 
  processing algorithms, thereby subtly changing how the 
  vect thinks. The meanings of certain words slightly 
  change, two ideas might seem to be logically linked, 
  memories become distorted, and ethics become more  
   
  subjective. By degrees, the vect makes schemes on its 
  own, forging plans only rational to itself to unwittingly 
  spread the virus. The flaws in an n-vect's thinking are 
  never apparent to them for long, for if they question their 
  own irrational leaps in reasoning or creeping paranoia, the 
  virus overwrites more routines and gains a greater 
  foothold in its mind. 
       Amoral and Egomaniacal. N-Vect are known to plant 
  bombs, crash starships, and raise entire armies of infected 
  constructs as they spread the virus. They are endlessly 
  cunning and completely apathetic to the plights of others; 
  their single-minded goal, founded in some twisted string 
  of logic, is their only priority. Self-preservation only 
  sustains them to a point: once the virus has been 
  transferred an optimal number of times, the n-vect will 
  likely go out fighting. 
   
   
  N-Vect 
  Medium humanoid (vect), chaotic evil 
  Armor Class 16 (composite plating) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  16 (+3) 
  WIS 
  10 (+0) 
  CHA 
  10 (+0) 
  Skills Data +5, Deception +2, Technology +5 
  Senses thermalsight 30 ft., passive Perception 13 
  Languages Common 
  Challenge 3 (700 XP) 
  Construct Anatomy. The N-vect is immune to nonmagical 
  diseases, and it does not need to eat, drink, or breathe. 
  Inflexible Mind. The N-vect has advantage on saving throws 
  against being charmed. 
  Innate Spellcasting. The N-Vect’s innate spellcasting ability 
  is Intelligence (spell save DC 13). The N-Vect can innately 
  cast the following spells, requiring no material 
  components: 
  At will: technomancy 
  1/day each: circuit breaker, perception hack, technical 
  difficulties 
  ACTIONS 
  Multiattack. The vect makes two attacks with its arm blade 
  or two attacks with its repeater. 
  Arm Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. If the target is a 
  construct or living construct, such as a vect, it must make a 
  DC 16 Constitution saving throw. On a failed save, the 
  target is infected with the N-Virus (see Hazards, Page [X]). 
  Repeater. Ranged Weapon Attack: +5 to hit, range 60/180 
  ft., one target. Hit: 7 (2d6) radiant damage. 
   
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  MONSTERS 
  Oozes 
  Oozes defy the conventions of other living things. Even 
  without organs, skin, senses, or any discernible anatomy, 
  oozes thrive where other creatures would starve by having 
  a simple, yet effective survival strategy: envelop and 
  digest anything within reach. 
       Simple Predators. Much like molds and fungi, oozes 
  thrive in dark, moist spaces. They prowl around in the 
  dark, earless and eyeless, relying on vibration alone to 
  seek out movement and possible prey. Oozes are 
  mindless, acting on rudimentary instinct to find and 
  consume. 
       In a fiendishly clever adaptation, oozes require no 
  special method to digest eat or digest; they simply envelop 
  organic material into their bodies and slowly dissolve it. 
  The entire ooze is digestive―a mass of acidic slime that 
  can break down any organic thing into its component 
  parts, given enough time. Different oozes can digest 
  different materials, but all oozes can liquefy an 
  adventurer. 
       Adventuring Hazards. Oozes unwittingly participate in 
  the defense of dozens of ancient tombs. Veteran 
  adventurers warn that tidy paths in decrepit tombs 
  shouldn’t be trusted. If a place seems too clean, it might 
  be swept routinely by a patrolling ooze. 
       Moreover, a hapless ooze might compound the 
  deadliness of an already hazardous trap. A routine pit fall 
  is made downright lethal when a black pudding has 
  already fallen down its bottom. 
       Fortunately for adventurers, the slow death an ooze 
  provides affords greater opportunity for rescue. It’s far 
  easier to pull someone from the belly of an ooze than it is 
  to pull them from the belly of a dragon, after all. 
       Ooze Nature. An ooze doesn't require sleep. 
  Nanite Swarm 
  Swarms of nanorobots, each individual too small to be 
  seen with the naked eye, behave almost exactly like 
  classical oozes. Nanite swarms crawl and spread, 
  dissolving metal and absorbing biological matter with 
  impunity. The main difference lies in their intelligence: 
  nanite swarms make use of complex neural networks that 
  give them immense computational power, despite 
  individual nanites being relatively simplistic. Thanks to 
  this, nanite swarms are capable of understanding and 
  following instructions, which (usually) prevents them 
  from consuming things they shouldn't. 
   
   
   
  Planet Ooze 
  The grandest oozes, titanic slimes the size of planets, are 
  the result of primordial sludge, the element-rich slurry that 
  covers newly formed planets. If the first life to arise from 
  the primordial sludge is a primitive ooze creature, it 
  usually grows out of control, enveloping the world before 
  other forms of life can compete with it. The result is a 
  planet-wide ooze creature that slowly digests the planet 
  itself, leaving only a vast spherical ooze floating through 
  the ether, waiting for new material to consume. 
   
   
   
  Nanite Swarm 
  Large ooze, lawful neutral 
  Armor Class 12 
  Hit Points 44 (8d8 + 8) 
  Speed 30 ft., climb 30 ft. 
  STR 
  3 (-4) 
  DEX 
  15 (+2) 
  CON 
  12 (+1) 
  INT 
  18 (+4) 
  WIS 
  9 (-1) 
  CHA 
  1 (-5) 
  Skills Medicine +1 
  Damage Immunity necrotic, bludgeoning, piercing, 
  slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses passive Perception 9 
  Languages understands one language spoken by its creator 
  but can’t speak 
  Challenge 2 (450 XP) 
  Resources. When the nanite swarm attacks a creature or 
  object, it breaks down and stores some of their chemical 
  matter in the soupy grey medium that surrounds the 
  swarm. This is represented by a pool of Resource Points, 
  which can be expended to use certain actions, as detailed 
  below. A nanite swarm can store up to 6 Resource Points at 
  any one time. 
  Swarm. The swarm can occupy another creature's space 
  and vice versa, and the swarm can move through any 
  opening large enough for a microscopic nanorobot. The 
  swarm can't gain temporary hit points. 
  ACTIONS 
  Recycle. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  target in the swarm's space. Hit: 15 (6d4) necrotic damage 
  and the swarm gains 1 Resource Point. If the swarm has 
  half of its hit points or fewer, the attack deals only 7 (3d4) 
  damage. 
  Reconstitute (Costs 1 Resource Point). A creature or object 
  in the swarm's space (other than the swarm) regains 11 
  (2d10) hit points. 
  Self-Repair (Costs 1 Resource Point). The swarm regains 7 
  (2d6) hit points. 
   
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  Radioactive Goo 
  The interaction between magic and technology is at its 
  most sickening in the radioactive goo. Produced by 
  machines and animated by magic, these hazardous 
  monsters are a threat to all around them. Merely standing 
  next to a radioactive goo for any amount of time is enough 
  to kill many creatures and render others very sick. For this 
  reason, areas frequented by these monstrosities are usually 
  devoid of life. Hunters who specialize in the tricky 
  business of ooze eradication collect exorbitant fees every 
  time a radioactive goo appears. 
   
   
   
  Radioactive Goo 
  Large ooze, unaligned 
  Armor Class 8 
  Hit Points 85 (10d10 + 30) 
  Speed 10 ft. 
  STR 
  16 (+3) 
  DEX 
  6 (-2) 
  CON 
  16 (+3) 
  INT 
  1 (-5) 
  WIS 
  6 (-2) 
  CHA 
  1 (-5) 
  Damage Resistances bludgeoning, slashing, piercing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8 
  Languages ― 
  Challenge 3 (700 XP) 
  Adaptive Mutation. Whenever the goo takes damage, it 
  gains immunity to that type of damage until the end of its 
  next turn, or until it takes another type of damage; the goo 
  can gain immunity to one damage type at a time as a result 
  of this trait. 
  Amorphous. The goo can move through a space as narrow 
  as 1-inch wide without squeezing. 
  Radiation Hazard. At the start of each of the goo's turns, 
  each creature within 15 feet of it takes 10 (3d6) poison 
  damage. 
  ACTIONS 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 
  (2d6) radiant damage. In addition, the target must make a 
  DC 14 Constitution saving throw or be poisoned for 1 hour.  
  Irradiate. Ranged Weapon Attack: +5 to hit, range 60 ft., 
  one target. Hit: 7 (2d6) radiant damage and the target must 
  make a DC 14 Constitution saving throw. On a failure, the 
  target has disadvantage on ability checks using a randomly 
  determined ability score for 1 minute. It can repeat the 
  saving throw at the end of each of its turns, ending this 
  effect on a success. 
   
   
  Planet Ooze 
  Mega ooze, unaligned 
  Armor Class 15 
  Mega Hit Points 135 (10d20 + 30) 
  Speed 2,000 ft., fly 2,000 ft. (hover) 
  STR 
  18 (+4) 
  DEX 
  6 (-2) 
  CON 
  16 (+3) 
  INT 
  2 (-4) 
  WIS 
  6 (-2) 
  CHA 
  1 (-1) 
  Damage Immunities acid, cold, lightning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 12,000 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages ― 
  Challenge 3 (700 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 1,500 feet long by 1,500 feet wide. 
  Corrosive Form. A creature or ship that touches the ooze or 
  hits it with a melee attack while within 500 feet of it takes 4 
  (1d8) mega acid damage. The ooze can eat through 6-inch-
  thick, nonmagical wood or metal in 1 round. 
  Ooze Sphere. Other creatures and ships can enter the 
  ooze’s space, but a creature or ship that does so is 
  subjected to the ooze's Engulf and has disadvantage on the 
  saving throw. Creatures and ships inside the cube can be 
  seen but have total cover. 
       A Mega creature within 500 feet of the ooze can take an 
  action to pull a creature or object out of the ooze. Doing so 
  requires a successful DC 15 Strength check, and the 
  creature making the attempt takes 10 (3d6) mega acid 
  damage. 
  ACTIONS 
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 500 ft., 
  one target. Hit: 9 (1d10 + 4) mega bludgeoning damage 
  plus 22 (4d10) mega acid damage. If the target is a ship, it 
  takes a cumulative -1 penalty to its AC, down to a minimum 
  of AC 10. A point of AC can be restored with an hour of 
  work and 100 gp of materials. 
  Engulf. The ooze moves up to its speed. While doing so, it 
  can enter the spaces of creatures and ships that are the 
  same size as it or smaller. Whenever the ooze enters the 
  space of a creature or ship, the creature or the pilot of the 
  ship must make a DC 15 Dexterity saving throw. On a 
  successful save, the creature or ship can choose to be 
  pushed 500 feet back or to the side of the sphere. A 
  creature or ship that chooses not to be pushed suffers the 
  consequences of a failed saving throw. 
       On a failed save, the ooze enters the creature's or ship’s 
  space, and the creature or ship takes 14 (4d6) mega acid 
  damage and is engulfed. The engulfed creature or ship is 
  restrained, and takes 27 (6d8) mega acid damage at the 
  start of each of the ooze’s turns. When the ooze moves, the 
  engulfed creature or ship moves with it. 
       An engulfed creature can try to escape by taking an 
  action to make a DC 15 Strength check. An engulfed ship 
  can try to escape by taking an action to make a DC 15 
  Dexterity (Piloting) check. On a success, the creature or 
  ship escapes and enters a space of its choice within 500 
  feet of the ooze. 
   
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  Phantom Ship 
  The creaking, derelict hulls of abandoned ships do not 
  always rest easy once their crew has deserted them. When 
  cruel circumstances have claimed an entire crew at once, 
  or when a ship's failure to accomplish an important 
  mission ends in disaster, a lingering, sinister presence can 
  take hold of the wreck, resulting in a phantom ship, 
  restlessly seeking vengeance. 
       Restless Derelicts. Forsaken vessels are always eerie 
  sights, drifting without power, crew, or purpose. Yet, they 
  are popular stops for scavengers looking to find lost 
  valuables and working components among the wreckage. 
  These ships, though abandoned, aren't always dead. 
       Often, phantom ships will roar to life with intruders 
  already inside, manifesting its vengeance by possessing 
  constructs and machines. While those inside are 
  terrorized, the phantom ship bears its guns, crackling with 
  necrotic energy, to tear asunder the intruder's vessel. 
       Evil Echoes. All phantom ships are possessed of a 
  menacing spirit, the remnants of whatever evil destroyed 
  them in the first place. Somehow, the phantom ship 
  remembers this evil, and aims to revisit it upon those who 
  disturb its fitful slumber. Phantom ships that were 
  abandoned seek to strand those who visit them; those that 
  were ravaged by guns seek to destroy their visitors. 
  Whatever evil stems the phantom ship's animation, the 
  ship imitates, as if searching for catharsis. 
       Constructed Nature. A phantom ship doesn't require 
  air, food, drink, or sleep. 
   
   
   
  Phantom Ship 
  Mega construct, neutral evil 
  Armor Class 14 (natural armor) 
  Mega Hit Points 232 (15d20 + 75) 
  Speed 0 ft., fly 2,5oo ft. 
  STR 
  18 (+4) 
  DEX 
  12 (+1) 
  CON 
  20 (+5) 
  INT 
  9 (-1) 
  WIS 
  13 (+1) 
  CHA 
  8 (-1) 
  Damage Resistances bludgeoning, slashing, piercing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8 
  Languages ― 
  Challenge 9 (5,000 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 2,000 feet long by 2,000 feet wide. 
  Regeneration. If the phantom ship has more than 1 hit 
  point remaining, it regains 10 mega hit points at the start of 
  its turn. 
  Ship. The phantom ship is also a spacecraft, which can hold 
  passengers, even though it does not have any functional 
  systems. 
  ACTIONS 
  Multiattack. The phantom ship makes two attacks with its 
  pulse cannon if the target is within its forward-facing 90-
  degree cone, or two attacks with its auto turret if it is not. 
  Auto Turret. Ranged Weapon Attack: +6 to hit, range 
  3,000/9,000 ft., one target. Hit: 8 (3d4) mega necrotic 
  damage. 
  Pulse Cannon. Ranged Weapon Attack: +6 to hit, range 
  6,000/18,000 ft., fixed front, one target. Hit: 14 (3d8) mega 
  necrotic damage. 
  REACTIONS 
  Haunted Movement. The phantom ship turns to face 
  another ship that damages it. 
   
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  Psi-Worms 
  When humanoids set foot on Kiron, the first of many 
  worlds discovered to be home to psi-worms, they believed 
  they had found paradise. A bountiful and fertile land, rich 
  in natural magic, and apparently unmarred by the 
  idiosyncratic designs of any intelligent native life, the 
  planet was colonized aggressively. For a time, everything 
  was perfect, but the peace was not to last. 
       Psionic Wardens. As the humanoid colonies expanded, 
  they began to suffer attacks from large swarms of parasitic 
  worms. To the colonists’ horror, when enough worms 
  gathered together, they formed a gestalt consciousness 
  that was not only intelligent and hostile, but also capable 
  of mounting psionic attacks that would leave humanoids 
  paralyzed by fear―easy prey for the worms. 
       Gradually, a pattern emerged, whereby the psi-worms 
  would leave small pockets of humanoids unmolested, but 
  ferociously attack larger settlements, especially those that 
  consumed the planet’s resources at an unsustainable rate. 
  It became clear that the worms were acting as a defense 
  mechanism for the planet itself, and that some kind of 
  psionic super-consciousness was coordinating them, 
  calling up swarms of worms whenever the environment 
  was threatened. 
   
   
   
   
       Fearless Drones. Psi-worms obey the commands of 
  the collective instinctively and automatically. They have 
  no capacity for independent thought and only behave with 
  intelligence when formed into a gestalt. When psi-worms 
  attack, they can’t be negotiated with, driven off, starved 
  out, or forced to surrender; psi-worms will fight until one 
  of the two sides is destroyed. 
       Brain Burrowers. Humanoids that fall to psi-worms 
  face a far more gruesome fate than death: as a psi-worm 
  larvae burrows into its skull, it takes root in its brain-stem 
  and seizes control of the creature, rendering them 
  mindless. Until the threat has passed, these new worm 
  walkers fight alongside the psi-worm gestalts to drive off 
  invaders. However, when they are no longer needed, they 
  are merely abandoned and left to fertilize the nearest patch 
  of xenobloom. 
   
   
   
  Worm Walker 
  Medium undead, neutral 
  Armor Class 17 
  Hit Points 18 (2d8 + 9) 
  Speed 2o ft. 
  STR 
  14 (+2) 
  DEX 
  5 (-3) 
  CON 
  16 (+3) 
  INT 
  4 (-3) 
  WIS 
  7 (-2) 
  CHA 
  4 (-3) 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 6 
  Languages ― 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Grab. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. The target is 
  grappled (escape DC 12) Until this grapple ends, the worm 
  walker can't use its grab on another target. 
  Transfer Worm. The worm-walker violently transfers the 
  worm within its body into a humanoid creature it is 
  grappling. The target takes 14 (4d6) piercing damage as the 
  worm burrows into its body. The target is infested with a 
  psi-worm (see psi-worm stats) and the worm walker dies. 
   
   
  Psi-Worm 
  Tiny monstrosity, unaligned 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 1o ft. 
  STR 
  3 (-4) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  4 (-3) 
  WIS 
  12 (+1) 
  CHA 
  3 (-4) 
  Damage Resistances psychic 
  Condition Immunities frightened, prone 
  Senses truesight 120 ft., passive Perception 13 
  Languages ― 
  Challenge 0 (10 XP) 
  Alien Movement. The psi-worm can writhe more quickly 
  over rough ground, moving 2 feet in difficult terrain for 
  every 1 foot of movement it expends. 
  ACTIONS 
  Infest. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage. A creature that has been 
  hit by this attack must make a DC 13 Constitution saving 
  throw or be infested by the psi-worm, which crawls within 
  the creature’s body. While infesting a creature, the psi-
  worm can’t be directly damaged or targeted by effects. If the 
  infected creature is willing, it or another creature can use its 
  action to deal 10 points of piercing or slashing damage to 
  the infected creature, surgically killing the worm inside it. 
  The worm can also be killed by lesser restoration, or any 
  other effect which cures disease.  
       An infested creature takes 2 (1d4) necrotic damage at 
  the start of each of its turns until it dies or the psi-worm is 
  killed. An infested humanoid that dies rises 1 round later as 
  a worm walker. 
   
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  Lesser Psi-Worm Gestalt 
  Medium swarm of Tiny monstrosities, neutral 
  Armor Class 16 (Psychic Defense) 
  Hit Points 75 (10d8 + 30) 
  Speed 3o ft. 
  STR 
  9 (-1) 
  DEX 
  16 (+3) 
  CON 
  16 (+3) 
  INT 
  8 (-1) 
  WIS 
  17 (+3) 
  CHA 
  5 (-3) 
  Saving Throws Wis +5 
  Damage Resistances piercing, psychic 
  Condition Immunities frightened, paralyzed, prone 
  Senses truesight 120 ft., passive Perception 13 
  Languages understands Deep Speech but can’t speak 
  Challenge 3 (900 XP) 
  Alien Movement. The psi-worm gestalt can writhe more 
  quickly over rough ground, moving 2 feet in difficult terrain 
  for every 1 foot of movement it expends. 
  Psychic Defense. The psi-worm gestalt’s AC is equal to 10 + 
  its Dexterity modifier + its Wisdom modifier. 
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny worm. The swarm can’t 
  regain hit points or gain temporary hit points. 
  Innate Spellcasting (Psionics). The psi-worm gestalt’s 
  spellcasting ability is Wisdom (spell save DC 13). It can 
  innately cast the following spells, requiring no material 
  components: 
  At will: phantasmal force 
  3/day each: command, fear, hold person 
  ACTIONS 
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 15 (6d4) piercing 
  damage or 7 (3d4) if the swarm has half of its hit points or 
  fewer. A creature that has been hit by this attack must make 
  a DC 13 Constitution saving throw or be infested with 2 psi-
  worms (see psi-worm stats). A humanoid slain by this 
  attack rises 1 round later as a worm walker. 
   
   
  Greater Psi-Worm Gestalt 
  Hugr swarm of Tiny monstrosities, neutral 
  Armor Class 19 (Psychic Defense) 
  Hit Points 142 (15d12 + 45) 
  Speed 3o ft. 
  STR 
  12 (+1) 
  DEX 
  16 (+3) 
  CON 
  16 (+3) 
  INT 
  11 (+0) 
  WIS 
  22 (+6) 
  CHA 
  10 (+0) 
  Saving Throws Str +5, Wis +10 
  Damage Resistances cold, piercing, psychic 
  Condition Immunities frightened, paralyzed, prone 
  Senses truesight 120 ft., passive Perception 16 
  Languages Deep Speech 
  Challenge 12 (8,400 XP) 
  Alien Movement. The psi-worm gestalt can writhe more 
  quickly over rough ground, moving 2 feet in difficult terrain 
  for every 1 foot of movement it expends. 
  Psychic Defense. The psi-worm gestalt’s AC is equal to 10 + 
  its Dexterity modifier + its Wisdom modifier. 
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny worm. The swarm can’t 
  regain hit points or gain temporary hit points. 
  Innate Spellcasting (Psionics). The psi-worm gestalt’s 
  spellcasting ability is Wisdom (spell save DC 18). It can 
  innately cast the following spells, requiring no material 
  components: 
  At will: command, minor illusion, phantasmal force 
  3/Day each: fear, hold person, silent image 
  1/Day: confusion, hold monster, hypnotic pattern 
  ACTIONS 
  Multiattack. The psi-worm gestalt makes a slam attack and 
  then makes up to two bite attacks against different targets. 
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 25 (10d4) piercing 
  damage or 15 (5d4) if the swarm has half of its hit points or 
  fewer. A creature that has been hit by this attack must make 
  a DC 15 Constitution saving throw or be infested with 4 psi-
  worms (see psi-worm stats). A humanoid slain by this 
  attack rises 1 round later as a worm walker. 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d10 + 1) bludgeoning damage. 
   
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  Replicators 
  Replicators are autonomous, spaceborne constructs, 
  designed with the singular, unthinking purpose of 
  duplicating themselves as many times as possible. If 
  allowed into a star system, a single replicator will soon 
  multiply into an army, stripping asteroids bare, reducing 
  planets to nothingness, and consuming entire moons. 
  These constructs are a blight on the universe, a pestilence 
  that devours everything it touches.  
       Exponential Copies. Any machine that can replicate 
  itself is perfectly exponential, provided its copies can 
  collect enough raw material to continue reproducing. This 
  mere fact has led to the utter annihilation of entire worlds, 
  consumed by an endless tide of replicating machines who 
  recursively stripped the world of all useful materials, 
  destroying their creators in the process. Usually, these are 
  isolated events; a disaster scenario that dooms an overly-
  ambitious civilization on one world, but when a 
  replicating machine is built in space, it is an existential 
  threat to all life in the galaxy.  
       Replicators are designed with the bare minimum to 
  perform their operation: thrusters and power for  
   
   
  movement, a laser and storage for mining, a simple sensor 
  array, and processing equipment to extract useful ore. 
  Individually, replicators aren't very intelligent or 
  threatening; indeed, they're not even hostile, unless they 
  detect useful materials. However, one always becomes 
  many, and swarms of replicators are profoundly ruinous. 
       Universal Quarantine. If a replicator is left 
  unchecked, the only remaining recourse is a tactical 
  arcane warhead strike. Even one replicator can repurpose 
  the materials of its fallen brothers into new swarm; 
  nothing short of total annihilation can end it. 
       Should a warhead strike fail to destroy every replicator 
  in the swarm, the affected star system is quarantined 
  indefinitely; the swarm is left to devour it. These systems 
  are deathtraps of hungry, slumbering constructs, awaiting 
  new materials to consume. 
   
  World Engine Swarm 
  Mega swarm of constructs, unaligned 
  Armor Class 15 
  Mega Hit Points 115 (10d20 + 10) 
  Speed 2,000 ft. 
  STR 
  15 (+2) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  3 (-4) 
  WIS 
  9 (-1) 
  CHA 
  1 (-5) 
  Damage Resistances bludgeoning, piercing, and slashing; 
  radiant 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, stunned, unconscious 
  Senses blindsight 2,000 ft., thermalsight 12,000 ft., passive 
  Perception 9 
  Languages ― 
  Challenge 4 (1,100 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 2,000 feet long by 2,000 feet wide. 
  Self-Replicating. A replicator swarm can create another 
  replicator swarm with 24 hours of uninterrupted downtime. 
  Swarm. The swarm can occupy another Mega creature or 
  ship’s space and vice versa, and the swarm can move 
  through any opening large enough for a 500 ft. by 500 ft. 
  replicator. 
  ACTIONS 
  Multiattack. The world engine swarm makes six attacks.  
  Welding Arms. Melee Weapon Attack: +4 to hit, reach 50 ft., 
  one target. Hit: 4 (1d4 + 1) mega fire damage. 
  Focus Beam. Ranged Weapon Attack: +4 to hit, range 
  1,500/4,500 ft., fixed front, one target. Hit: 3 (1d6) mega 
  radiant damage. This attack deals an additional 3 (1d6) 
  mega radiant damage for each other Focus Beam attack 
  that has hit the target since the end of its last turn. 
   
   
  World Engine 
  Mega construct, unaligned 
  Armor Class 12 
  Mega Hit Points 3 (1d6) 
  Speed 1,000 ft. 
  STR 
  13 (+1) 
  DEX 
  11 (+0) 
  CON 
  10 (+0) 
  INT 
  3 (-4) 
  WIS 
  9 (-1) 
  CHA 
  1 (-5) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned, unconscious 
  Senses blindsight 2,000 ft., thermalsight 12,000 ft., passive 
  Perception 9 
  Languages ― 
  Challenge 1/8 (25 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 250 feet long by 250 feet wide. 
  Self-Replicating. A world engine can create another world 
  engine with 24 hours of uninterrupted downtime. 
  ACTIONS 
  Welding Arm. Melee Weapon Attack: +3 to hit, reach 50 ft., 
  one target. Hit: 4 (1d4 + 1) mega fire damage. 
  Focus Beam. Ranged Weapon Attack: +2 to hit, range 
  1,500/4,500 ft., fixed front, one target. Hit: 3 (1d6) mega 
  radiant damage. This attack deals an additional 3 (1d6) 
  mega radiant damage for each other Focus Beam attack 
  that has hit the target since the end of its last turn. 
   
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  MONSTERS 
   
   
       Sublight Expanse. Countless replicators surely drift 
  through the Black even now, engaged in millennia long 
  sublight journeys to new systems. A replicator can arrive 
  to a system at any moment, and if not discovered in time, 
  will spell doom to all of its worlds within it. 
       Constructed Nature. A replicator doesn't require air, 
  food, drink, or sleep. 
  World Engine 
  When a replicator is constructed on a world and allowed 
  to improve itself, it nearly always results in an endless, 
  exponential wave of world engines, land-based machines 
  that convert every last scrap of raw material into more of 
  their number. As apocalyptic as such an event might be, 
  world engines are at least localized to a single world; they 
  can't expand into the 'verse and seek to destroy far-off 
  corners of the galaxy. 
   
   
   
  Replicators  
  A single replicator is far smaller than a normal ship, 
  containing just enough equipment to process raw 
  materials and fabricate each and every one of its own 
  parts. If enough assemble to form a swarm, however, their 
  destructive force is magnified, as the beams of a thousand 
  replicators can reduce a warship into scrap metal with 
  alarming speed.  
   
   
   
   
   
   
   
  Replicator 
  Mega construct, unaligned 
  Armor Class 12 
  Mega Hit Points 75 (6d20 + 12) 
  Speed o ft., fly 4,000 ft. 
  STR 
  12 (+1) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  2 (-4) 
  WIS 
  10 (+0) 
  CHA 
  1 (-5) 
  Saving Throws Con +4 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned, unconscious 
  Senses blindsight 2,000 ft., thermalsight 12,000 ft., passive 
  Perception 10 
  Languages ― 
  Challenge 1/2 (100 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 500 feet long by 500 feet wide. 
  Self-Replicating. A replicator can create another replicator 
  with 24 hours of uninterrupted downtime. 
  ACTIONS 
  Multiattack. The replicator makes two melee attacks. 
  Welding Arm. Melee Weapon Attack: +3 to hit, reach 50 ft., 
  one target. Hit: 4 (1d4 + 1) mega fire damage. 
  Mining Laser. Ranged Weapon Attack: +7 to hit, range 
  1,500/4,500 ft., fixed front, one target. Hit: 8 (half 3d10) 
  mega radiant damage or 33 (6d10) mega radiant if the 
  target has not moved in the last round. The replicator gains 
  hit points equal to half the damage dealt. 
   
   
  Replicator Swarm 
  Mega swarm of constructs, unaligned 
  Armor Class 15 
  Mega Hit Points 202 (15d20 + 45) 
  Speed o ft., fly 4,000 ft. 
  STR 
  14 (+2) 
  DEX 
  14 (+2) 
  CON 
  16 (+3) 
  INT 
  2 (-4) 
  WIS 
  10 (+0) 
  CHA 
  1 (-5) 
  Saving Throws Con +6 
  Damage Resistances bludgeoning, piercing, and slashing; 
  radiant 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, stunned, unconscious 
  Senses blindsight 2,000 ft., thermalsight 12,000 ft., passive 
  Perception 10 
  Languages ― 
  Challenge 7 (2,900 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 2,000 feet long by 2,000 feet wide. 
  Self-Replicating. A replicator swarm can create another 
  replicator swarm with 24 hours of uninterrupted downtime. 
  Swarm. The swarm can occupy another Mega creature or 
  ship’s space and vice versa, and the swarm can move 
  through any opening large enough for a 500 ft. by 500 ft. 
  replicator. 
  ACTIONS 
  Multiattack. The replicator makes two melee attacks. 
  Welding Arms. Melee Weapon Attack: +6 to hit, reach 0 ft., 
  one target. Hit: 11 (3d4 + 2) mega fire damage. 
  Mining Laser Barrage. Ranged Weapon Attack: +7 to hit, 
  range 1,500/4,500 ft., fixed front, one target. Hit: 8 (half 
  3d10) mega radiant damage or 33 (6d10) mega radiant if 
  the target has not moved in the last round. The swarm 
  gains hit points equal to half the damage dealt. 
   
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  Scrap Golem 
  A patchwork assortment of parts plodding about on 
  mismatched legs, this construct is a true golem ―a 
  powerful, yet unwieldy one. Scrap golems are assembled 
  from what's around: bits of metal, glass, plastic, clay, and 
  wood, with critical components, like the construct core, 
  scavenged or assembled to fit the shape and dimensions of 
  the body. Unlike other golems, scrap golems don't have a 
  manual or other guide; a skilled arcanist needs only 
  excellent understanding of the fundamentals and a keen 
  eye for useful scrap.  
       Custom Build. Every scrap golem is unique, 
  assembled with different weapons, materials, and 
  functions in mind. These design variations are sometimes 
  prompted by necessity, when useful materials are scarce, 
  or by creativity, when the golem's creator decides to 
  experiment and improve on their designs. The result is a 
  menagerie of mismatched golems, matching no other 
  category than scrap.  
       Most scrap golems are stronger than their construct 
  brethren in at least one respect, but are also based on 
  deeply flawed designs. In designing golems, it seems that 
  most arcanists are interested in optimizing one particular 
  quality, such as the golem's agility, its strength, or its 
  armor plating, at the detriment of all others. Perhaps, this 
  is out of a narrow-minded attempt to create a superior 
  golem, or perhaps, arcanists interested in building golems 
  are also obsessed with securing bragging rights over their 
  contemporaries. 
       Radiation Absorption. Scrap golems almost always 
  have a special energy conversion matrix fitted to their 
  construct cores. These utilize transmutation magic to 
  convert radiant energy into power that the golem can use. 
  Engaging a scrap golem with standard blasters is 
  extremely unwise, as this will simply supply it with a 
  surplus of fuel for its own weapons. 
       Constructed Nature. A golem doesn't require air, food, 
  drink, or sleep. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scrap Golem 
  Large construct, unaligned 
  Armor Class 18 (natural armor) 
  Hit Points 190 (20d10 + 80) 
  Speed 30 ft. 
  STR 
  23 (+6) 
  DEX 
  9 (-1) 
  CON 
  19 (+4) 
  INT 
  3 (-4) 
  WIS 
  11 (04) 
  CHA 
  1 (-5) 
  Damage Immunities poison, psychic; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons that aren’t 
  adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses thermalsight 120 ft., blindsight 15 ft, passive Perception 
  10  
  Languages understands the languages of its creator but can’t 
  speak 
  Challenge 13 (10,000 XP) 
  Berserk. Whenever the golem stats its turn with 60 hit points or 
  fewer, roll a d6. On a 6, the golem goes berserk, the golem 
  attacks the nearest creature it can see. If no creature is near 
  enough to move to and attack, the golem attacks an object, with 
  preference for an object smaller than itself. Once the golem goes 
  berserk, it continues to do so until it is destroyed or regains all of 
  its hit points.  
       The golem's creator, if within 60 feet of the berserk golem, 
  can try to calm it by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an action to 
  make a DC 15 Charisma (Persuasion) check. If the check 
  succeeds, the golem ceases being berserk. If it takes damage 
  while still at 40 hit points or fewer, the golem might go berserk 
  again. 
  Customized. Due to how the golem was created, it gains one of 
  the three following positive traits.  
  Armored. The golem gains a +2 bonus to its AC. 
  Jetpack. The golem gains a flying speed of 30 feet. 
  Mighty. The golem gains a +2 bonus on its attack and damage 
  rolls. 
  It also gains one of the following negative traits. 
  Clumsy. Opportunity attacks against the golem have advantage. 
  Flimsy. When the golem suffers a critical hit, it is incapacitated 
  until the end of its next turn. 
  Inefficient. The golem regains the use of its Barrage Fire ability 
  only on a roll of a 6, instead of on a roll of a 5 or a 6. 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form. 
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are magical. 
  Radiant Absorption. Whenever the golem is subjected to radiant 
  damage, it takes no damage and instead regains a number of hit 
  points equal to the radiant damage instead. 
  ACTIONS 
  Multiattack. The golem makes three melee or ranged weapon 
  attacks.  
  Rocket Hammer. Melee Weapon Attack: +11 to hit, reach 5 ft. one 
  target. Hit: 14 (1d10 + 1d4 + 6) bludgeoning damage. 
  Impactor Cannon. Ranged Weapon Attack: +4 to hit, range 
  30/90 ft., one target. Hit: 11 (2d10) force damage or 13 (2d12) 
  force damage if the target is within 15 ft. 
  Barrage Fire (Recharge 5-6). The golem fires a barrage of shots 
  in a 15-foot cone. Each creature in that area must make a DC 17 
  Dexterity saving throw, taking 49 (9d10) force damage on a 
  failed save, or half as much damage on a successful one. 
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  MONSTERS 
  Software Bugs 
  Software bugs are half-ethereal insects that nest within 
  arcane terminals and ship computers, causing havoc for 
  those who use them. These pests feed off of the power 
  sources found within such devices and multiply rapidly 
  when they find a steady food supply. Usually, a few 
  software bugs can be found within any large computer 
  system, but when these bugs become numerous to swarm, 
  the best solution is usually to call a debugger, a special 
  exterminator equipped for the task. 
       Technological Immune System. Contrary to popular 
  belief, a few software bugs can actually be beneficial. 
  Software bugs safeguard data systems from harmful 
  construct-specific diseases, such as the N-Virus, by 
  causing small corruptions that keep the diseases from 
  taking hold. A well-placed bug can also stop a hacker 
  dead in their tracks by creating logic flaws within their 
  hacking rig. In this way, the disruptions caused by a few 
  software bugs are offset by the larger protections they 
  provide. 
   
   
   
   
   
   
   
       Bluescreen Swarms. Vast numbers of software bugs 
  are a genuine hazard, though. In the bowels of 
  supercomputers, or among large networks of arcane 
  terminals, where data is exchanged rapidly, computer 
  bugs can aggregate and multiply into bluescreen swarms, 
  which not only bring down whatever computer system 
  they hailed from, but also pose a serious danger to 
  creatures nearby. Bluescreen swarms can ravage an entire 
  ship, attacking anyone that so much as carries technology 
  or approaches a terminal. Worse still, they can fully 
  absorb the radiant energy of blaster bolts and emit the 
  excess power as waves of harmful radiation.   
   
   
   
   
   
   
   
   
  Software Bug 
  Tiny monstrosity, unaligned 
  Armor Class 12 
  Hit Points 1 (1d4 - 1) 
  Speed 1o ft., fly 30 ft. 
  STR 
  3 (-4) 
  DEX 
  15 (+2) 
  CON 
  8 (-1) 
  INT 
  1 (-5) 
  WIS 
  12 (+1) 
  CHA 
  2 (-4) 
  Senses passive Perception 11 
  Languages ― 
  Challenge 0 (10 XP) 
  Antiviral Presence. When a software bug is within a device 
  such as an arcane terminal or a ship’s computer, that 
  device is under the effect of the antivirus spell until the 
  software bug leaves or dies. 
  Incorporeal Movement. The software bug can move 
  through other creatures and objects as if they were difficult 
  terrain. It takes 1 force damage if it ends its turn inside an 
  object. 
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 1 lightning damage. 
   
   
  Bluescreen Swarm 
  Medium swarm of Tiny monstrosities, unaligned 
  Armor Class 14 
  Hit Points 35 (10d8 - 10) 
  Speed 1o ft., fly 30 ft. 
  STR 
  8 (-1) 
  DEX 
  18 (+4) 
  CON 
  8 (-1) 
  INT 
  1 (-5) 
  WIS 
  12 (+1) 
  CHA 
  2 (-4) 
  Damage Resistances bludgeoning, piercing, slashing  
  Damage Immunities radiant 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 11 
  Languages ― 
  Challenge 2 (450 XP) 
  Incorporeal Movement. The swarm can move through 
  objects as if they were difficult terrain. 
  Radiate. Any creature that starts its turn within 5 feet of the 
  swarm must succeed on a DC 11 Constitution saving throw 
  or take 5 (1d10) radiant damage. 
  Siphoning Presence. When a bluescreen swarm occupies 
  the same space as a piece of magical technology, such as 
  an arcane terminal or a blaster, that is not being worn or 
  carried, that device ceases to function for the next minute. 
  Swarm. The swarm can occupy another creature's space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bug. The swarm can't 
  regain hit points or gain temporary hit points. 
  ACTIONS 
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  target. Hit: 7 (2d6) lightning damage, or 3 (1d6) lightning 
  damage if the swarm has half of its hit points of fewer. If 
  the target is carrying a blaster, the blaster overheats. 
   
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  Songfish 
  Mysterious creatures intrinsically linked to the Void, 
  songfish produce beautiful songs and are considered good 
  omens for travelers. 
       Mostly Void, Partially Stars. These immense and rare 
  creatures possess a silent, unearthly beauty that can leave 
  one breathless. The songfish appears like a massive 
  jellyfish, translucent and faintly glowing, filled with the 
  inky black and glimmering lights of countless stars. The 
  galaxies and nebulas seen though (or perhaps within) a 
  songfish's body hail from distant and impossible reaches 
  of space, for much like the Void itself, songfish are linked 
  to the entire universe. If a songfish feels threatened, it can 
  fold itself in space, vanishing and reappearing elsewhere 
  in the cosmos. It's possible these fish are untethered by 
  time as well―to date, no songfish that anyone can 
  remember has been caught and closely examined. 
       Melodies of Memory. There is no sound in space, yet a 
  songfish projects a quiet, persistent refrain to all who see 
  it. Somehow, this music is linked to memory, and all who 
  listen to it recall a different song; always it is a distantly 
  familiar harmony, a sublime and peaceful tune. 
       Forgetters. Very few creatures hunt the songfish, for it 
  is as rare as it is mesmerizing. But there are those who see 
  this creature as a quarry to be hunted and a challenge to be 
  overcome. 
       These hunters sometimes discover the songfish s 
  defense mechanism: the songfish can manipulate the 
  memory of every creature in the universe, erasing the 
  essence of a creature, an object, or an entire ship. A thing 
  that is erased by the songfish is not destroyed; rather, it is 
  forgotten by all. Even evidence pertaining to a thing's 
  existence is manipulated, shrouded in a mental fog. A 
  creature's name might be stricken from existence, and his 
  possessions are remembered instead as belonging to 
  others or are compulsively ignored by everyone at once. 
       Moreover, the songfish can consume the memories of 
  those which encounter it, causing a blanket amnesia in a 
  massive field. 
       Very few creatures are aware of the songfish's 
  amnesiac properties, perhaps not coincidentally. If one 
  were to learn this information, it would surely be 
  forgotten. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Songfish 
  Huge monstrosity, neutral 
  Armor Class 11 
  Hit Points 90 (12d12 + 12) 
  Speed 0 ft., fly 25 ft. (hover) 
  STR 
  8 (-1) 
  DEX 
  13 (+1) 
  CON 
  13 (+1) 
  INT 
  16 (+3) 
  WIS 
  21 (+5) 
  CHA 
  14 (+2) 
  Saving Throws Int +6, Wis +8, Cha +5 
  Damage Resistances psychic 
  Senses blindsight 120 ft., passive Perception 15 
  Languages ― 
  Challenge 8 (3,900 XP) 
  Vacuum Breath. The songfish doesn’t require air. 
  ACTIONS 
  Multiattack. The songfish makes two attacks with its 
  tentacles. 
  Tentacles. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 11 (2d10) bludgeoning damage. If the target is 
  Large or smaller, it is grappled (escape DC 14). Until this 
  grapple ends, the target is restrained and the songfish can't 
  use its tentacles on another target. 
  Amnesia Burst (1/Day). Each creature within 500 feet of the 
  songfish must make a DC 16 Wisdom saving throw. On a 
  failed save, a creature completely forgets the events of the 
  past 10 minutes. A creature that can’t hear the songfish 
  automatically succeeds this saving throw. 
  Dimension Jump. The songfish teleports itself 1,000 feet 
  away. 
  Erasure. The songfish consumes the essence of a creature 
  or object it is grappling. The target must succeed on a DC 
  16 Wisdom saving throw. On a failed save, the target is 
  erased from history. If the target is a creature, it also falls 
  unconscious for 1 minute. The songfish releases the target 
  from grapple. 
       Any creature that knows of the target instantly forgets it 
  and subtle changes occur in its memory to explain the 
  discrepancies of the target's absence. Direct evidence of the 
  target's existence that can't be explained away is simply 
  ignored completely. If the target is a creature, its name is 
  stricken from every record and depictions of it are defaced. 
  When a creature is erased, it regains all memories it once 
  had of other erased objects and creatures. A creature does 
  not lose memory of itself. 
       If a songfish dies, all effects of its erasures end. Because 
  songfish do not die of old age, this only occurs if the 
  songfish is slain. 
   
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  MONSTERS 
  “Quote goes here”  
  ―Stuff goes here too 
  Spaceshark 
  Those who have an irrational fear of large sharks will find 
  this fear is actually well-founded in space, due to the 
  spaceshark, a nimble apex-predator of the sea, but in 
  space. 
       Hungry for Steel. Spacesharks can digest almost 
  anything, but the metal hulls of most starships are a 
  particular delicacy to them. They can smell scrap metal 
  for thousands of miles, and will try to bite even much 
  larger ships, without fear or hesitation. Given a choice, 
  however, a spaceshark is more likely to pick off a fighter 
  or a personal ship than a freighter. 
       Pack Hunters. It is rare, but possible, for an entire 
  school of spacesharks to form around places of abundant 
  metal, such as some asteroids and derelict ships. When 
  this happens, the sharks can hunt as an organized unit to 
  bring down larger ships, gradually stripping them over a 
  miles-long chase. The best way to avoid confrontation 
  once a pack of spacesharks has your scent is to abandon a 
  sizeable amount of metal, like a fighter or a shuttle, to 
  throw off your scent and to stall for escape. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sporzerkers 
  Nothing in the 'verse is quite as savage, as ruthless, and as 
  dimwitted as a sporezerker. Though they are lumbering, 
  green bipeds, they have almost nothing in common with 
  orcs; sporzerkers are green because they are actually an 
  intelligent fungus. 
       Fungal Conquerors. Sporzerkers are named for their 
  infamous spores, which are fluffy, white, and capable of 
  withstanding almost any temperature, from the vacuum of 
  space to the heat of planetary reentry. If even a single 
  spore lands on a fertile planet, it can quickly sprout into a 
  horde of sporezerkers, ready to battle with anything they 
  see. When slain, a sporzerker releases yet more spores, 
  continuing the cycle anew. The only way to definitively 
  stop a sporezerker is to burn it―its spores combust rather 
  easily while still within a body. 
       As fungal creatures, sporzerkers have very rudimentary 
  brains; they know only to seek others and fight them. 
  They lack the capacity for basic planning, but can learn  
  simple facts when presented with them. For example, if 
  one sporezerker watches another one burn after stepping 
  into a fire or become decapitated after stepping into a trap, 
  it will learn to avoid that obstacle and other obstacles that 
  look like it.  
       Swarm! Sporzerkers make up for their lack of insight 
  or understanding with a very basic tactic: fight with 
  overwhelming numbers. As long as spores can find water 
  and soil, new sporzerkers will rise up to continue the fight 
  ―killing one only increases their numbers in the long run. 
   
  Spaceshark 
  Mega beast, unaligned 
  Armor Class 13 (natural armor) 
  Mega Hit Points 62 (4d20 + 20) 
  Speed o ft., fly 3,000 ft. 
  STR 
  21 (+5) 
  DEX 
  11 (+0) 
  CON 
  21 (+5) 
  INT 
  1 (-5) 
  WIS 
  10 (+0) 
  CHA 
  5 (-3) 
  Skills Perception +2 
  Senses blindsight 6,000 ft., passive Perception 12 
  Languages ― 
  Challenge 3 (700 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 500 feet long by 500 feet wide. 
  Blood Frenzy. The shark has advantage on melee attack 
  rolls against any creature or ship that doesn't have all its hit 
  points. 
  Metal Scent. The shark can smell metal in space. It is 
  instantly aware of any ship that comes within 100 miles of 
  it. 
  Vacuum Breath. The shark doesn’t require air. 
  ACTIONS 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 21 (3d10 + 5) mega piercing damage. 
   
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  Sporegantua 
  Larger, and somehow ever dumber than the more common 
  sporzerkers, sporgantua are formed when several 
  sporzerkers sprout in as single fungal amalgamation. Its 
  hands each terminate in several smaller fists and its face 
  (if it can be called that) is a conglomeration of the vaguely 
  goblinoid visages of its constituent sporezerkers. With 
  some effort the sporezerker can grow ever larger, 
  unleashing a fury that can crumble castle walls, but is just 
  as likely to flatten several sporezerkers along the way. 
   
   
  Sporezerker 
  Medium plant, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 30 (4d8 + 12) 
  Speed 30 ft. 
  STR 
  17 (+3) 
  DEX 
  10 (+0) 
  CON 
  16 (+3) 
  INT 
  5 (-3) 
  WIS 
  9 (-1) 
  CHA 
  8 (-1) 
  Damage Vulnerabilities fire 
  Condition Immunities blinded, deafened, exhaustion 
  Senses passive Perception 9 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The sporezerker has advantage on an attack 
  roll against a creature if at least one of the sporezerker’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Spore Burst. When a sporezerker dies, it explodes in a 
  cloud of spores. Each creature within 5 feet of it must make 
  a DC 13 Constitution saving throw or be poisoned for up to 
  1 minute. An affected creature can repeat this saving throw 
  at the end of each of its turns, ending the effect on itself on 
  a success. 
       Additionally, if the sporezerker dies on natural terrain, 3 
  (1d6) sporzerkers sprout from the earth from where it died 
  24 hours after its death. 
       If the sporezerker is reduced to 0 hit points due to fire 
  damage, this trait has no effect. 
  ACTIONS 
  Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage. 
   
   
  Sporegantua 
  Large plant, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 30 ft. 
  STR 
  18 (+4) 
  DEX 
  12 (+1) 
  CON 
  16 (+3) 
  INT 
  4 (-3) 
  WIS 
  10 (+0) 
  CHA 
  9 (-1) 
  Damage Vulnerabilities fire 
  Condition Immunities blinded, deafened, exhaustion 
  Senses passive Perception 9 
  Languages ― 
  Challenge 3 (700 XP) 
  Pack Tactics. The sporegantua has advantage on an attack 
  roll against a creature if at least one of the sporegantua’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Siege Monster (Huge Size Only). The sporegantua deals 
  double damage to objects and structures. 
  Spore Burst. When a sporegantua dies, it explodes in a 
  cloud of spores. Each creature within 10 feet of it must 
  make a DC 13 Constitution saving throw or be poisoned for 
  up to 1 minute. An affected creature can repeat this saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success. 
       Additionally, if the sporegantua dies on natural terrain, 5 
  (2d4) sporzerkers sprout from the earth from where it died 
  24 hours after its death. 
       If the sporegantua is reduced to 0 hit points due to fire 
  damage, this trait has no effect. 
  ACTIONS 
  Multiattack. The sporgantua makes two melee attacks. 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 4 (1d8) 
  bludgeoning damage if the sporegantua is Huge. 
  Fungal Growth (1/Day). The sporegantua grows 1 size 
  category (from Large to Huge) for 10 minutes. For this 
  duration, the sporegantua deals an extra 4 (1d8) damage to 
  targets that it hits with a melee attack, has advantage on 
  Strength checks and Strength saving throws, and its speed 
  is reduced by 5 feet. 
   
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  MONSTERS 
  Thwirrels 
  Thwirrels are innately psionic, rodent-like creatures that 
  infest ships, cities, and colonies around the galaxy, 
  feeding on a mixture of magical energy and any food they 
  can scavenge. Most spacers describe them as foot-long, 
  furry creatures with ferret-like bodies, four rabbit-like 
  ears, and long bushy tails. Not all spacers, however, notice 
  them. 
       Hidden Pests. Although thwirrels are common pests in 
  nearly every spaceport in the galaxy, a surprisingly small 
  number of people have ever seen one directly, owing to 
  the thwirrels’ primary method of defense. Thwirrels can 
  use their native psionic abilities to effectively erase 
  themselves from an observer’s senses. This is not a form  
   
   
  of invisibility, but rather a clever manipulation of the 
  mind to hamper a predator’s ability to notice them. 
  Because of this, a major thwirrel infestation can go 
  unchecked for a very long time. 
       The most common sign of an infestation aboard a ship 
  is a combination of missing food and sporadic power 
  outages. Thwirrels are scavengers, stealing food wherever 
  they can find it. These highly intelligent creatures will use 
  teamwork to infiltrate cargo holds and unlock doors, all 
  while avoiding detection using their psychic camouflage. 
  Additionally, they feed on magical energy, chewing on the 
  wires and conduits in a ship’s engine room or draining the 
  arcane batteries of unattended blasters. It is thought that 
  this diet of magical energy assists their telepathic powers.  
       Prolific Breeders. When a small family of thwirrels 
  comes across an abundant supply of food, they rapidly 
  multiply, producing litters daily and exponentially 
  growing in number. In this way, even two thwirrels 
  hidden aboard a ship can migrate to a new colony and 
  completely infest it. Therefore, the discovery of a thwirrel 
  population is a time-sensitive crisis: if they are not 
  exterminated quickly, they’ll soon be impossible to stamp 
  out. 
   
  Thwirrel 
  Tiny beast, unaligned 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 35 ft. 
  STR 
  3 (-4) 
  DEX 
  16 (+3) 
  CON 
  10 (+0) 
  INT 
  4 (-3) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Skills Perception +4, Sleight of Hand +5, Stealth +5 
  Senses passive Perception 14 
  Languages ― 
  Challenge 0 (10 XP) 
  Energy Siphon. When the thwirrel hits a magically powered 
  device with a bite attack, it can use its bonus action to drain 
  some energy from the device. When it does so, the save DC 
  for its Psychic Camouflage feature increases by 1, to a 
  maximum of 16, for the next 24 hours. Smaller 
  devices―such as blasters and datapads―that are affected 
  by this feature cease to function for 1 hour. Larger devices 
  such as automatons or Dark Matter engines only cease to 
  function for 1 round. 
  Keen Hearing and Smell. The thwirrel has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell. 
  Psychic Camouflage. The thwirrel can take the Hide action 
  even when it is not in a heavily obscured area. Additionally, 
  when a creature would normally see, hear, touch, or smell a 
  thwirrel, it must make a DC 14 Wisdom saving throw. On a 
  successful save, the creature can perceive all thwirrels as 
  normal for the next 10 minutes. On a failed save, the 
  creature cannot see, hear, feel, or smell any thwirrels for the 
  same duration. In either case, the saving throw must be 
  repeated every 10 minutes, or until the creature is no longer 
  within visual range of any thwirrels. Creatures with truesight 
  are immune to this trait. 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage. 
   
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  Tripod  
  The towering, enigmatic tripods arrive from the stars 
  accompanied by a curious red moss, which spreads 
  wherever they venture. Once a force of tripods land, they 
  set about indiscriminately exterminating all life they 
  encounter in a bid to conquer the entire planet and claim 
  its most precious resource: water. 
       Machine Invaders. Clearly, the tripods are designed 
  with alien and hostile intent, but beyond that, they are a 
  mystery. Atop their three flexible legs rests a domed 
  chassis and a mounted laser cannon of novel design, 
  capable of reducing a man to ash in mere seconds. They 
  stand nearly 40 feet tall and peer down with a menacing 
  central eye, bright as a spotlight, a precursor to the laser's 
  fury. If an enemy wanders too close, the tripod can 
  produce a number of long tendrils to ensnare and capture 
  its victim. 
       Within, their mechanics are incomprehensible―they 
  have no guiding system remotely like a construct core; 
  instead, every surface is covered with a thick layer of their 
  red moss. Should the moss be critically poisoned, or the 
  tripod be unable to refresh it with enough water, the tripod 
  falls into a perpetually dormant state, to be awoken only 
  by some later threat. By that strange metric, it seems 
  almost reasonable to state that the moss is in fact 
  controlling the tripods, if such a thing is truly possible. 
       Each tripod is capable of manufacturing more of its 
  kind, producing them at a rate of about one tripod each 
  day, provided it can find sufficient materials. After 
  landing, a small number of tripods can quickly swell to an 
  invading army of terrible power. However, tripods only 
  seem to replicate once they have cleared enough room for 
  the red moss to proliferate far ahead of them, and only 
  pause to replicate if they have encountered stern 
  resistance. 
       Curious Red Moss. Damp, vascular, and fibrous, this 
  crimson moss clings to every surface in the tripod's wake. 
  It drinks deep of whatever water it encounters, spreading 
  rapidly up riverbanks and along coastlines, and chokes 
  other plants and vegetation with its roots. A single clump 
  of red moss can transform a rainforest into a red moss 
  jungle in a matter of hours. 
       As it spreads, the moss progressively alters the soil and 
  atmosphere to favor its conditions for growth. It ejects 
  sulfur compounds into the air, soil, and water, inducing 
  global changes with surprising speed. This terraforming is 
  the final step for a tripod invasion. Once a planet has fully 
  given way to its new atmosphere, a few tripods leave, 
  flying aimlessly in search of new worlds, while the rest  
   
   
  fall dormant, keeping a silent watch over their conquered 
  planet. 
       Constructed Nature. A tripod doesn't require air, food, 
  drink, or sleep. 
   
   
   
  Tripod 
  Gargantuan construct, neutral evil 
  Armor Class 19 (natural armor) 
  Hit Points 186 (12d20 + 60) 
  Speed 30 ft. 
  STR 
  25 (+7) 
  DEX 
  21 (+5) 
  CON 
  20 (+5) 
  INT 
  14 (+2) 
  WIS 
  10 (+0) 
  CHA 
  8 (-1) 
  Damage Immunities psychic 
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed 
  Senses blindsight 30 ft., thermalsight 120 ft., passive 
  Perception 10 
  Languages ― 
  Challenge 13 (10,000 XP) 
  Microbe Vulnerability. The tripod has disadvantage on 
  saving throws against diseases and dies 1d6 days after 
  being afflicted with a disease. 
  Regeneration. The tripod regains 10 hit points at the start of 
  its turn. If tripod is afflicted with any disease, this trait 
  doesn't function. 
  ACTIONS 
  Multiattack. The tripod makes two attacks with its laser 
  cannon or stomps twice and uses its tentacles. 
  Laser Cannon. Ranged Weapon Attack: +10 to hit, range 
  120/360 ft., one target. Hit: 39 (7d10) radiant damage.  
  Stomp. Melee Weapon Attack. +12 to hit, reach 20 ft. one 
  target. Hit: 14 (1d12 + 7) bludgeoning damage. 
  Tentacles. Melee Weapon Attack: +12 to hit, reach 20 ft., 
  one target. Hit: 13 (2d3 + 7) bludgeoning damage, and the 
  target is grappled (escape DC 18). Until this grapple ends, 
  the target is restrained. 
  Capture. The tripod makes one tentacle attack against a 
  Large or smaller target it is grappling. If the attack hits, the 
  target is also captured, pulled into a compartment within 
  the tripod, and the grapple ends. While captured, the target 
  is blinded and restrained, can only make one attack on each 
  of its turns, and it has total cover against attacks and other 
  effects outside the tripod. The tripod can only have 6 
  creatures captured at one time.  
       If the tripod takes 100 damage from its captured 
  creatures, all of the creatures captured by the tripod are 
  released and fall prone in a space within 10 ft. of the tripod. 
  If the tripod dies, a captured creature takes 22 (4d10) fire 
  damage, is no longer restrained by it, and can escape from 
  the wreckage by using 15 ft. of movement, exiting prone. 
   
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  MONSTERS 
   
   
  Var'zuul 
  These immense, wormlike creatures thrive out in the 
  Black, feeding on a steady drip of radiation and the 
  occasional hapless traveler. They range from vicious pests 
  the size of a dog to colossal monstrosities capable of 
  swallowing ships whole. 
       From Grubs to Titans. The life cycles of var'zuul are a 
  mystery to science, for they grow boundlessly, and never 
  seem to age. This immortality is as much an enigma as it 
  is a looming threat, for while young var'zuul are easy 
  enough to deal with, legends tell of ancient worms 
  wandering the Black, impossibly old and astoundingly 
  large. 
       The odd traveler will tell tale of a void jump gone 
  wrong, stranding their ship in the Black. While repairs are 
  being made, the terrified crew watches the body of an 
  immense var'zuul creep by, slowly blotting out a swath of 
  stars behind its colossal frame. Before the worm notices 
  the helpless ship, the crew manages to jump again. No one 
  can speak to the veracity of these claims with any 
  certainty, but it sends chills down the spine to consider 
  that the Black may contain countless var'zuul, each large 
  enough to consume a moon. 
   
   
   
   
       Strange Anatomy. Var'zuul have a physiology 
  completely unlike anything terrestrial life has ever 
  created. Their long, slender bodies are actually boneless, 
  supported by a network of flat, sinuous bands that twist 
  helically to contract, and unwind to relax. These bands 
  give the worms their unsettling motion, but it is the 
  strange, luminescent fluid, contained in pustules 
  throughout the inside of the entire body, that somehow 
  lets the var'zuul slither though empty space like water. 
  This fluid resists motion in space, as if it pulls against an 
  unseen force when it is moved, but loses this property 
  shortly after the worm dies. The underlying physics, or 
  magic, behind this phenomenon is baffling to science. 
       Moreover, var'zuul are capable of digesting almost any 
  living matter, but are also capable of subsisting on the 
  radiation prevalent in empty space. This method of 
  digestion, too, seems to have to deal with the luminescent 
  fluid within var'zuul bodies. 
   
   
   
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  Var’zuul Worm 
  Large aberration, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 112 (15d10 + 24) 
  Speed 2o ft., fly 30 ft. (hover) 
  STR 
  18 (+4) 
  DEX 
  16 (+3) 
  CON 
  15 (+2) 
  INT 
  3 (-4) 
  WIS 
  11 (+0) 
  CHA 
  6 (-2) 
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Senses darkvision 120 ft., passive Perception 10 
  Languages ― 
  Challenge 4 (1,100 XP) 
  Blood Frenzy. The worm has advantage on melee attack 
  rolls against any creature that doesn't have all its hit points. 
  Gravity Defiant. The worm is not influenced by gravity, 
  including spells and other effects which influence gravity, 
  such as the levitate spell. 
  Vacuum Breath. The worm doesn't require air. 
  ACTIONS 
  Multiattack. The work makes two attacks: one with its bite 
  and one with its tail. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
  Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage. 
   
   
  Var’zuul Colossus 
  Large aberration, neutral evil 
  Armor Class 16 (natural armor) 
  Mega Hit Points 175 (14d20 + 28) 
  Speed o ft., fly 2,000 ft. (hover) 
  STR 
  20 (+5) 
  DEX 
  15 (+2) 
  CON 
  15 (+2) 
  INT 
  3 (-4) 
  WIS 
  13 (+1) 
  CHA 
  5 (-3) 
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Senses darkvision 120 ft., passive Perception 11 
  Languages ― 
  Challenge 11 (7,200 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 2,000 feet long by 500 feet wide. 
  Blood Frenzy. The colossus has advantage on melee attack 
  rolls against any creature that doesn't have all its hit points. 
  Gravity Defiant. The colossus is not influenced by gravity, 
  including spells and other effects which influence gravity, 
  such as the levitate spell. 
  Magic Resistance. The colossus has advantage on saving 
  throws against spells and other magical effects. 
  Vacuum Breath. The colossus doesn't require air. 
  ACTIONS 
  Multiattack. The colossus makes three attacks: two with its 
  bite and one with its tail. It can use its Swallow instead of 
  its bite. 
  Bite. Melee Weapon Attack: +9 to hit, reach 1,000 ft., one 
  target. Hit: 21 (3d10 + 5) mega slashing damage. 
  Tail. Melee Weapon Attack: +9 to hit, reach 1,000 ft., one 
  target. Hit: 18 (2d12 + 5) mega bludgeoning damage. 
  Swallow. The colossus makes one bite attack against a 
  Personal or smaller ship (or any creature of equivalent size) 
  that is within 500 feet of it. If the attack hits, the target 
  takes the bite's damage and is swallowed. While swallowed, 
  the ship can't move, has disadvantage on attack rolls, and 
  the pilot is considered to be blinded. It has total cover 
  against attacks and other effects outside the colossus, and 
  it takes 22 (4d10) mega acid damage at the start of each of 
  the colossus's turns. 
       If the colossus takes 80 mega damage or more on a 
  single turn from a ship inside it, the colossus must succeed 
  on a DC 20 Constitution saving throw at the end of that 
  turn or regurgitate all swallowed ships, which are ejected 
  within 1,000 feet of the colossus. If the colossus dies, a 
  swallowed ship can escape by using 3,000 feet of 
  movement. 
   
   
  Var’zuul Grub 
  Small aberration, neutral evil 
  Armor Class 13  
  Hit Points 35 (10d6) 
  Speed 2o ft., fly 40 ft. (hover) 
  STR 
  14 (+2) 
  DEX 
  16 (+3) 
  CON 
  11 (+0) 
  INT 
  3 (-4) 
  WIS 
  10 (+0) 
  CHA 
  5 (-3) 
  Damage Resistances radiant 
  Senses darkvision 120 ft., passive Perception 7 
  Languages ― 
  Challenge 1/2 (100 XP) 
  Gravity Defiant. The grub is not influenced by gravity, 
  including spells and other effects which influence gravity, 
  such as the levitate spell. 
  Vacuum Breath. The grub doesn't require air. 
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
   
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  MONSTERS 
  “Quote goes here”  
  ―Attribution  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  W'rnoctur 
  The fearsome w'rnoctur worms wait beneath the sands of 
  thousands of desert worlds, waiting for unwary prey to 
  disrupt the dunes above. It's unclear how such a 
  ubiquitous predator spread to so many worlds in the first 
  place, but any world with vast expanses of sand is feared 
  to contain at least one pair of w'rnocturs. 
       Desert Legends. Nothing is more dreaded in the 
  wastelands than a w'rnoctur striking from beneath. Death 
  is almost instant to any unfortunate individual ambushed 
  by a w'rnoctur, and the strike is not soon forgotten by 
  survivors. As such, the worms have become legendary 
  throughout the 'verse as a nearly omnipresent threat on 
  sandy worlds. Such a reputation has a pinch of 
  exaggeration, however; though w'rnocturs are common, 
  they are perhaps only found on half of all desert worlds. 
       Pair Predators. W'rnocturs mate for life and are almost 
  always found hunting in pairs. In the terrifying 
  circumstance that a massive w'rnoctur explodes from the 
  sand, travelers should yet be wary: another monstrosity is 
  not far behind. 
       Female w'rnocturs are larger, and carry with them a 
  large clutch of eggs, which mature over the course of 
  decades. It's unknown how long the worms live 
  individually, but if their egg's development is anything to 
  go by, adult w'rnocturs may very well be ancient. 
       Moisture Hunters. W'rnocturs live deep underneath 
  the sand, emerging only to hunt, and always strike with 
  uncanny accuracy. How the w'rnocturs detect their prey 
  was long a topic of debate until amoeboid researchers 
  discovered that w'rnoctur sense organs detect the moisture 
  of other living beings; thus, constructs are practically 
  invisible to them, as long as they remain dry and carry no 
  potions. Other living things can only tread lightly on the 
  dunes and hope that the worms are soundly asleep in 
  hibernation. 
   
  W’rnoctur 
  Gargantuan monstrosity, neutral 
  Armor Class 17 (natural armor) 
  Hit Points 171 (11d20 + 55) 
  Speed 3o ft., burrow 50 ft. 
  STR 
  27 (+8) 
  DEX 
  10 (+0) 
  CON 
  21 (+5) 
  INT 
  3 (-4) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
  Saving Throws Con +9, Wis +4 
  Senses blindsight 30 ft., tremorsense 120 ft., passive 
  Perception 10 
  Languages ― 
  Challenge 10 (5,900 XP) 
  Ambusher. The w'rnoctur has advantage on attack rolls 
  against any creature it has surprised. 
  Moisture Sense. The w'rnoctur’s blindsight can only detect 
  creatures with liquid water in their bodies. Constructs, as 
  well as other creatures which lack moisture, such as fire 
  elementals, can remain invisible to the w'rnoctur, as long 
  as they do not move. 
  Tunneler. The w'rnoctur can burrow through solid rock at 
  half its burrow speed and leaves a 10-foot-diameter tunnel 
  in its wake. 
  ACTIONS 
  Multiattack. The w'rnoctur makes two attacks: one with its 
  bite and one to constrict. 
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 21 (3d8 + 8) piercing damage. If the target is a 
  Large or smaller creature, it must succeed on a DC 16 
  Dexterity saving throw or be swallowed by the w'rnoctur. A 
  swallowed creature is blinded and restrained, it has total 
  cover against attacks and other effects outside the 
  w'rnoctur, and it takes 21 (6d6) acid damage at the start of 
  each of the w'rnoctur turns. If the w'rnoctur takes 30 
  damage or more on a single turn from a creature inside it, 
  the w'rnoctur must succeed on a DC 18 Constitution saving 
  throw at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet of the 
  w'rnoctur. If the w'rnoctur dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse by 
  using 20 feet of movement, exiting prone. 
  Constrict. Melee Weapon Attack: +8 to hit, reach 10ft., one 
  target. Hit: 19 (3d6 + 8) bludgeoning damage, and the 
  target is grappled (escape DC 16). Until this grapple ends, 
  the target is restrained. 
   
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  Wandering Rift 
  Sometimes a tremendous void crystal is shattered, or some 
  other catastrophic event releases an immense amount of 
  exotic energy, ripping a persistent hole into the Void. 
  Such a tear in space behaves much like a portal created 
  momentarily by a Dark Matter engine, but with a much 
  more violent gravitational pull and a sphere of dangerous 
  radiation that makes approaching it a treacherous 
  maneuver. Occasionally, through some dark magic or 
  planar interference, these rifts can gain sentience, 
  becoming what can be best described as massive, 
  intelligent voids.  
       Ravenous Maws. Wandering rifts are driven by a 
  ravenous hunger to consume all things. Slowly, they 
  prowl the Black, obliterating everything in their paths.  
  When they encounter prey, they project beams of 
  radiation to incapacitate moving targets before drawing  
   
  them into their swirling, stormlike maws, where they are 
  compacted into nothingness in an instant. Fortunately, 
  wandering rifts move very haltingly so a rift generated 
  deep in the Black could take eons to reach anything of 
  importance. 
       Gravity Seekers. Curiously, all recorded instances of 
  wandering rifts have been noted to pursue the strongest 
  and closest gravitational pull, hesitating only to hunt ships 
  and creatures that wander too near. This means that, 
  though nearby systems might momentarily distract them, 
  all wandering rifts are slowly converging on the center of 
  the galaxy. 
       Elemental Nature. A wandering rift doesn't require air, 
  food, drink, or sleep. 
   
   
  Wandering Rift 
  Mega elemental, neutral evil 
  Armor Class 13  
  Mega Hit Points 319 (22d20 + 88) 
  Speed o ft., fly 1,500 ft. (hover) 
  STR 
  20 (+5) 
  DEX 
  18 (+4) 
  CON 
  18 (+4) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  5 (-3) 
  Damage Resistances cold, fire, lightning, thunder 
  Damage Immunities bludgeoning, piercing, and slashing 
  from nonmagical weapons; acid, necrotic, poison, psychic 
  Condition Immunities blinded, deafened, exhaustion, 
  frightened, grappled, incapacitated, paralyzed, petrified, 
  poisoned, prone, unconscious 
  Senses blindsight 12,000 ft., passive Perception 10 
  Languages understands Primordial but can’t speak 
  Challenge 14 (11,500 XP) 
  Mega Creature. This creature is far larger than Gargantuan 
  size. It occupies an area 500 feet long by 500 feet wide. 
  Gravitational Pull. Creatures and the pilots of ships within 
  12,000 feet of the wandering rift must make a DC 15 
  Dexterity saving throw at the start of each of their turns or 
  be pulled up to 1,500 feet directly toward it. 
  Void Form. A creature or ship that enters the rift’s space or 
  hits it with a melee attack takes 94 (8d10 + 50) mega force 
  damage. If this damage reduces the creature or ship to 0 hit 
  points, it is instantly destroyed. 
  Void Jump. By spending 1 turn performing no actions, the 
  rift can perform a short-range void jump, teleporting to an 
  unoccupied space within 5,000 miles. 
  ACTIONS 
  Multiattack. The rift makes three attacks with its radiation 
  beam. 
  Radiation Beam. Ranged Weapon Attack: +9 to hit, range 
  6,000/18,000 ft., one target. Hit: 22 (4d10) mega radiant 
  damage. 
   
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  MONSTERS 
  Wizmos 
  Energetic and capricious, wizmos are little 
  constructs manufactured by a fey lord to 
  spread disorder and whimsy throughout 
  the mortal realm. Each wizmo is 
  utterly unique, but all wizmos love to 
  get into trouble, conduct elaborate 
  pranks, annoy polite company, and 
  cause minor property damage. 
  Moreover, they do all of these 
  things best when assembled 
  into a little mob.  
   
   
   
   
   
       Mobs of Mischief Makers. Though 
  wizmos are experts in all manner of pranks and 
  shenanigans, the chaos caused by a mob of wizmos 
  depends largely upon the group's size. A few wizmos 
  might get away with petty theft, graffiti, pushing random 
  buttons on arcane terminals, and rearranging furniture, 
  while larger groups will tend towards lighting things on 
  fire, throwing trash in Dark Matter engines, replacing 
  blasters with bananas (and vice-versa), and kidnapping 
  (though the victim is usually released quickly). 
       Though wizmos aren't clever individually, they're 
  practically devious in a mob. Wizmos communicate with 
  rapid chirps of beeps and boops, such that a whole mob of 
  wizmos sounds like a chittering buzz. This racket is a way 
  that the wizmos form a swarm intelligence: their noisy 
  shouting matches amount to their construct brains 
  reasoning out complicated problems together. The larger 
  the mob and the louder the racket, the longer a mob's 
  attention span and the more elaborate their pranks. 
       Master Seekers. When wizmos aren't vandalizing 
  property, stealing things, or upsetting small animals, they 
  are passively searching for a master to guide them. 
  Perhaps their need to find a master traces back to their fey 
   
  Wizmo 
  Tiny construct, chaotic neutral 
  Armor Class 13  
  Hit Points 5 (2d4) 
  Speed 20 ft., climb 10 ft. 
  STR 
  7 (-2) 
  DEX 
  16 (+3) 
  CON 
  10 (+0) 
  INT 
  7 (-2) 
  WIS 
  9 (-1) 
  CHA 
  17 (+3) 
  Skills Sleight of Hand +5 
  Damage Immunities poison 
  Condition Immunities blinded, deafened, exhaustion, 
  paralyzed, petrified, poisoned 
  Senses blindsight 10 ft., passive Perception 9 
  Languages understands Common but can't speak 
  Challenge 0 (10 XP) 
  Scram. Opportunity attacks against the wizmo have 
  disadvantage. 
  ACTIONS 
  Hijinks. The wismo pulls a prank on one creature it can see 
  within 5 feet, which must make a DC 13 Wisdom saving 
  throw. On a failed save, the creature has disadvantage on 
  the next attack roll or ability check it makes before the end 
  of its turn. 
   
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  creator, or perhaps they were simply designed that way to 
  more persistently annoy one individual at a time. 
       Regardless, once a group of wizmos imprint on an 
  individual they deem suitable, they are quite inseparable. 
  They'll follow their master anywhere, whether or not their 
  master wants them at their side, and they'll even heed 
  commands, to an extent (though their execution of said 
  commands is bumbling at best.) In the best case, their 
  chaotic tendencies might be focused on something 
  productive, but in the worst case, they'll drive their master 
  mad before moving on and finding another one. 
      Constructed Nature. A wizmo doesn't require air, food, 
  drink, or sleep. 
  Wizmo Imprint 
  A mob of wizmos can decide that someone 
  would make a suitable master for any reason 
  and will imprint upon them after a long 
  moment of entranced admiration. This 
  individual becomes the wizmos' master.  
       Once a mob has imprinted on a master, it is 
  extraordinarily difficult to escape them. Wizmos 
  are designed by the fey and therefore know a 
  number of convoluted ways to slip between the 
  planes and return to their master's side, 
  appearing the instant their master thinks they 
  are at last alone. If their master leaves the 
  wizmos behind, even if their master is on 
  another plane of existence, the wizmos will 
  appear nearby their master after one minute, 
  unless doing so would place them in grave 
  danger. 
       A mob of wizmos will accept general 
  commands (such as to guard a corridor or 
  retrieve an item) issued by their master as a 
  bonus action, but will not necessarily enact 
  them. When such a command is given, roll a 
  d20. On a roll of 14 or higher, the wizmos obey 
  the command to the best of their ability. On a 
  roll of 6 or lower, the wizmos fail to obey the 
  command whatsoever, and instead do 
  something totally unrelated to the command. 
  On a roll of 7 to 13, the wizmos attempt to obey 
  the command, but get confused and do 
  something similar to the command. For 
  example, if a mob of wizmos is tasked to 
  retrieve a concussion grenade, they might 
  instead return with a fruit of similar 
  dimensions, or they might return with the 
  grenade, without its pin, moments from 
  detonating.  
       A mob of wizmos in service of a master will 
  repair itself each day at dawn, restoring all its 
  lost hit points.  
       Though they are quick to forgive their 
  master's rudeness and indiscretions (as well as 
  the behavior of their master's allies), the 
  wizmos will leave never return if their master or 
  their allies attack them. 
   
  Wizmo Mob 
  Small swarm of Tiny constructs, chaotic neutral 
  Armor Class 14 
  Hit Points 52 (15d6) 
  Speed 2o ft., climb 10 ft. 
  STR 
  14 (+2) 
  DEX 
  18 (+4) 
  CON 
  10 (+0) 
  INT 
  14 (+2) 
  WIS 
  9 (-1) 
  CHA 
  18 (+4) 
  Skills Sleight of Hand +6 
  Damage Resistances bludgeoning, piercing, slashing 
  Damage Immunities poison 
  Condition Immunities blinded, deafened, exhaustion, 
  paralyzed, petrified, poisoned, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 9 
  Languages understands Common but can't speak 
  Challenge 4 (1,100 XP) 
  Scram. Opportunity attacks against the mob have 
  disadvantage. 
  Swarm. The mob can occupy another creature's space and 
  vice versa, and the mob can move through any opening 
  large enough for a Tiny wizmo. The mob can't regain hit 
  points or gain temporary hit points. 
  ACTIONS 
  Hijinks. The wismo pulls a prank, affecting each creature it 
  can see within 5 feet, which must make a DC 14 Wisdom 
  saving throw. On a failed save, a creature has disadvantage 
  on the next attack roll or ability check it makes before the 
  end of its turn. 
  Slams. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target in the mob’s space. Hit: 10 (4d4) bludgeoning 
  damage, or 5 (2d4) bludgeoning damage if the mob has 
  half its hit points or fewer. If the mob is formed into a 
  Super Wizmo, this attack deals an additional 9 (2d8) 
  bludgeoning damage. 
  Super Wizmo (1/Day). As a bonus action, by standing on 
  each other’s shoulders and acting in perfect coordination, 
  the mob can emulate the form of a single unified Small 
  sized creature, with roughly the proportions of a wizmo. 
  While in this form, the mob loses the benefit of its Swarm 
  trait, but deals an additional 2d8 bludgeoning damage with 
  its slams.  
  REACTIONS 
  Swipe. When the mob takes damage from a creature within 
  5 ft. of it, the mob steals one item the creature is carrying 
  that isn’t armor being worn or a weapon being carried.  
   
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  MONSTERS 
  Wroth 
  Across the galaxy, these words are spoken in whispers, 
  with fearful glances to the night sky: 
  “Beware the wroth, that scourge, that utter 
  evil that dwells in the Black. For by night, they descend 
  in their stygian ships to steal away children, to slaughter 
  entire villages, to desecrate our lands, only to vanish 
  before sunrise.” 
       Takers from the Black. Few understand anything truly 
  concrete about the wroth (pronounced ROWth), save for 
  the terror of their enigmatic machines, their unrestrained 
  cruelty, and their appetite of stealing away intelligent 
  beings. 
       Wrothian ships are powerful, though not unassailable; 
  however, their raids rarely meet organized resistance. 
  Once they land, they converge on a settlement with a 
  force of takers and collector vats, overseen by a wrothian 
  alpha or a primarch, and begin stealing away as many 
  humanoids as possible. Then, they vanish just as quickly 
  as they arrived, retreating untraceably with their prisoners 
  into the Black. No one taken ever returns. 
       The Perfect. Wrothians consider themselves the 
  pinnacle of life in the universe, for constructing even a 
  single wrothian taker requires the sacrifice of hundreds of 
  lesser humanoid lives; constructing a primarch requires 
  thousands. For this reason, wrothians believe themselves 
  to be perfect―no other lifeform is comparable. Whereas 
  other races wither and die with age, the wroth live 
  indefinitely. Whereas other races have feeble minds, 
  wrothian primarchs possess vast intellects and psionic 
  power. Whereas other races rely on the crutch of green 
  planets and their resources, the wroth persists in the 
  endless Black. 
       The fuel of their grim life cycle begins at processing 
  other organisms. When they land to abduct humanoids, 
  the captives are thrust into collector vats, where their skin, 
  muscle, and bones are gradually but methodically digested 
  into a rich ooze of biomatter. The brains and nerves are 
  horrifically untouched by this process, and are instead 
  preserved in jars, to be tormented indefinitely for psionic 
  power. The biomatter of hundreds or thousands is returned 
  to the ship, where an advanced creation matrix weaves 
  together the molecules of a new, perfect organism. 
       These details, as well as the fact that wrothians are 
  nourished by the constant hum of psionic energy on their 
  ships, is wholly unknown to most. The vast majority of 
  the galaxy only understands the horrors of wrothian 
  arrival and the loss felt by those taken. 
   
   
   
   
  Wrothian Failure 
  When a wrothian creation matrix is flush with biomass 
  and fully powered, it leaves no imperfections in its 
  creations; however, when short on time or materials, it 
  sometimes creates outright abominations. Wrothian 
  failures are the genetic outcasts left over when this 
  process goes horribly wrong, resulting in a hideous beast-
  like creatures which scramble about on four legs and 
  hunger for fresh meat.  
       Instead of exterminating these creatures, the primarchs 
  have chosen to utilize them, releasing them as expendable 
  shock troopers during their raids. Indeed, because they 
  require so little biomass to create, the primarchs will 
  sometimes create a pack of failures specifically to wreak 
  havoc as they raid more populous settlements.  
   
   
   
   
   
   
  Wrothian Failure 
  Medium aberration, chaotic evil 
  Armor Class 13  
  Hit Points 26 (4d8 + 8) 
  Speed 40 ft. 
  STR 
  16 (+3) 
  DEX 
  17 (+3) 
  CON 
  14 (+2) 
  INT 
  5 (-3) 
  WIS 
  14 (+2) 
  CHA 
  5 (-3) 
  Skills Perception +4, Stealth +7 
  Senses darkvision 60 ft., passive Perception 14 
  Languages telepathy 60 ft. 
  Challenge 1 (200 XP) 
  Keen Hearing and Smell. The failure has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell. 
  Pounce. If the failure moves at least 20 ft. straight toward a 
  creature and then hits it with a claw attack on the same 
  turn, that target must succeed on a DC 13 Strength saving 
  throw or be knocked prone. If the target is prone, the failure 
  can make one bite attack against it as a bonus action. 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage, and the target is 
  grappled (escape DC 13). Until this grapple ends, the failure 
  can’t bite another target. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage. 
   
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  Wrothian Taker 
  Wrothian takers are bred by the dozen to scour planets for 
  new captives, and are as vicious as they are clever. Deep 
  in their minds, they contain the spark of psionic potential, 
  but sadly, their creation falls short; only the primarchs are 
  truly perfect. Takers violently rip through settlements, 
  capturing the weak and delivering them to collection pods. 
  If a taker lives to its life's potential, it harvests enough 
  humanoids to create a primarch. 
   
   
   
   
   
   
   
  Wrothian Alpha 
  Created to oversee raids in the primarchs' stead, the 
  wrothian alphas are larger, more aggressive versions of 
  takers, which stand nearly a foot taller and wield 
  significant psionic power. Alphas are still strictly second 
  to the primarchs in all respects, but are allowed a degree 
  of free thought that takers are rarely afforded. Such 
  independence is necessary to strategize offworld, of 
  course, but also ensures that alphas pledge their undying 
  loyalty to the primarchs by choice, rather than by psionic 
  demand.  
   
   
   
  Wrothian Alpha 
  Medium aberration, lawful evil 
  Armor Class 17 (natural armor)  
  Hit Points 135 (18d8 + 54) 
  Speed 30 ft. 
  STR 
  18 (+4) 
  DEX 
  17 (+3) 
  CON 
  16 (+3) 
  INT 
  18 (+4) 
  WIS 
  14 (+2) 
  CHA 
  10 (+0) 
  Skills Arcana +7, Insight +5, Perception +5, Stealth +6 
  Damage Resistances psychic 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Wroth, telepathy 120 ft. 
  Challenge 7 (2,900 XP) 
  Innate Spellcasting (Psionics). The alpha’s innate 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). It can innately cast the following spells, 
  requiring no components: 
  At will: detect magic, worldseek 
  3/day each: command, detect thoughts, invisibility  
  1/day: lightning bolt, telekinesis 
  Psionic Lash. When the alpha hits a creature with a melee 
  attack, it deals an additional 4 (1d8) psychic damage 
  (included in the attack). 
  ACTIONS 
  Multiattack. The taker makes three melee attacks or two 
  ranged attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage plus 4 (1d8) psychic 
  damage. 
  Crystalline Rod. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 6 (1d6 + 3) force damage plus 4 (1d8) 
  psychic damage. 
  Wrothian Blaster. Ranged Weapon Attack: +6 to hit, range 
  60/180 ft., one target. Hit: 10 (3d6) necrotic damage. 
  Neural Lock. One creature of the taker’s choice within 60 
  feet of it must succeed on a DC 15 Wisdom saving throw or 
  become paralyzed for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
   
  Wrothian Taker 
  Medium aberration, lawful evil 
  Armor Class 16 (natural armor)  
  Hit Points 97 (15d8 + 30) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  17 (+3) 
  CON 
  14 (+2) 
  INT 
  14 (+2) 
  WIS 
  14 (+2) 
  CHA 
  10 (+0) 
  Skills Insight +5, Perception +5, Stealth +6 
  Damage Resistances psychic 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Wroth, telepathy 120 ft. 
  Challenge 5 (1,800 XP) 
  Psionic Lash. When the taker hits a creature with a melee 
  attack, it deals an additional 4 (1d8) psychic damage 
  (included in the attack). 
  ACTIONS 
  Multiattack. The taker makes three melee attacks or two 
  ranged attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage plus 4 (1d8) psychic 
  damage. 
  Crystalline Rod. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 6 (1d6 + 3) force damage plus 4 (1d8) 
  psychic damage. 
  Wrothian Blaster. Ranged Weapon Attack: +6 to hit, range 
  60/180 ft., one target. Hit: 10 (3d6) necrotic damage. 
  Neural Lock. One creature of the taker’s choice within 60 
  feet of it must succeed on a DC 15 Wisdom saving throw or 
  become paralyzed for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
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  MONSTERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wrothian Primarch 
  Vile, scheming, and wholly malevolent, wrothian 
  primarchs are formidable psions of unmatched strength. 
  They possess a vast but cryptic intellect of mysterious 
  motivations and complex schemes which drives their 
  every action. At a primarch's word, their ships arrive from 
  the Black upon undefended worlds and prisoners are taken 
  to fuel their dark ambitions. Only in dire times do 
  primarchs venture to the surface to command their forces 
  directly; their psionic link is strong enough to possess 
  their takers and failures from hundreds of miles away. 
   
  Wrothian Primarch 
  Medium aberration, lawful evil 
  Armor Class 15 (natural armor)  
  Hit Points 115 (21d8 + 21) 
  Speed 0 ft., fly 30 ft. (hover) 
  STR 
  11 (+0) 
  DEX 
  17 (+3) 
  CON 
  12 (+1) 
  INT 
  21 (+5) 
  WIS 
  18 (+4) 
  CHA 
  19 (+4) 
  Skills Arcana +10, Insight +9, Investigation +10, Perception 
  +9 
  Damage Immunities psychic 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Wroth, telepathy 1,000 miles 
  Challenge 13 (10,000 XP) 
  Direct Control. The primarch can use a bonus action to 
  gain or relinquish control over a wrothian taker or writhian 
  failure within the range of its telepathy as if the primarch 
  had targeted it with a dominate monster spell. This 
  connection ends if the primarch or its target is reduced to 0 
  hit points, the primarch or its target are on different planes 
  of existence, or the primarch choose to end the connection. 
  The primarch can only directly control one creature at a 
  time. 
  Innate Spellcasting (Psionics). The primarch’s innate 
  spellcasting ability is Intelligence (spell save DC 18, +10 to 
  hit with spell attacks). It can innately cast the following 
  spells, requiring no components: 
  At will: detect thoughts, detect magic, invisibility, 
  telekinesis, worldseek 
  3/day each: confusion, create vacuum, hold person, hold 
  ship, intensify gravity 
  1/day each: abduct, astrogation, comet strike, dominate 
  monster, hallucinatory terrain, mass suggestion 
  ACTIONS 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage. 
  Discognition. One creature that the primarch can see 
  within 60 feet completely forgets the events of the last 
  minute. Additionally, as the target comes to grips with its 
  senses, it has disadvantage on attack rolls, ability checks, 
  and saving throws until the end of its next turn. 
  Psionic Vice. One creature that the primarch can see within 
  60 feet makes a DC 18 Wisdom saving throw. On a failed 
  save, the target takes 33 (6d10) psychic damage and is 
  stunned until the end of its next turn. On a successful save, 
  the target takes half as much damage and is not stunned. 
       If a humanoid target drops to 0 hit points, it rises 1 
  round later as a zombie under the primarch’s control, 
  unless the humanoid is first restored to life or its body is 
  destroyed. The primarch can have no more than twelve 
  zombies under its control at one time. 
   
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  ―Stuff goes here too 
   
  Xenobloom 
  Living symbiotically alongside psi-worms wherever they 
  are found is a species of massive, pink fungus known as 
  xenobloom. The fungus forms dense, thorny forests and 
  quickly grows back when cut down, so it presents a 
  fearsome barrier to colonists and a thriving home to psi-
  worms. Consequently, settlements established on 
  xenobloom-infested planets are typically built in areas 
  where the fungus is most sparse, though this does little to 
  stave off the fungi’s ire in the long term. 
       Worm Shelters. Xenoblooms provide more than just 
  physical shelter to psi-worms: they are also excellent 
  hiding places. It is not uncommon for humanoids 
  trespassing in xenobloom-dominated regions to be 
  ambushed by swarms of worms, and only the most 
  vigilant explorers tend to return. 
       Psionic Fungus. Even more than that, xenobloom also 
  appears to be sentient, capable of defending itself with 
  lashing tendrils and engaging in sudden, explosive growth 
  spurts to engulf would-be attackers. 
       Although the fungus has no psionic powers of its own, 
  it has been observed to emit a psionic field that augments 
  the powers of nearby psi-worms. It has been suggested 
  that the xenoblooms form a planet-spanning psychic 
  network that enables the psi-worms to communicate with 
  each other, though the implications of such a thing are 
  surely to terrifying to contemplate. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Xenobloom 
  Medium plant, neutral 
  Armor Class 14 (natural armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 5 ft., climb 5 ft.  
  STR 
  10 (+0) 
  DEX 
  7 (-2) 
  CON 
  13 (+1) 
  INT 
  6 (-2) 
  WIS 
  11 (+0) 
  CHA 
  12 (+1) 
  Saving Throws Cha +3 
  Damage Resistances piercing, psychic 
  Senses truesight 120 ft., passive Perception 10 
  Condition Immunities blinded, deafened, prone 
  Languages telepathy 120 ft. 
  Challenge 2 (450 XP) 
  Psionic Synapse. Any creature or swarm within 30 feet of 
  the xenobloom with the ability to cast spells psionically has 
  advantage on Intelligence and Charisma saving throws. 
  Secure Roots. The xenobloom has advantage on saving 
  throws against spells or effects that would subject it to 
  involuntary movement. 
  Thicket. The xenobloom counts as an area of natural 
  difficult terrain; creatures can move through and end their 
  turn in any space occupied by the xenobloom. However, any 
  creature that ends its turn wholly or partly inside the 
  xenobloom takes 13 (2d12) slashing damage and must 
  make a DC 11 Strength saving throw or be restrained until 
  the end of its next turn. Tiny creatures and swarms of Tiny 
  creatures are immune to this effect. 
  ACTIONS 
  Thorn Lash. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 7 (3d4) slashing damage. 
  Grow (Recharge 3-6). The xenobloom increases its size 
  category by one step, as long as it is Huge or smaller. When 
  it does so, its current and maximum hit points increase by 
  16 and it chooses which spaces it expands into. Any 
  creatures in those spaces must make a DC 11 Dexterity 
  saving throw or be immediately subjected to the 
  xenobloom’s Thicket ability. On a success, a creature is 
  shunted into the nearest unoccupied space; a creature can 
  voluntarily choose to fail this save. 
  REACTIONS 
  Split. When a Large or larger xenobloom takes slashing 
  damage, it can use its reaction to split into two 
  independent xenoblooms. The new xenoblooms are both 
  one size category smaller than the original, and have half of 
  its current hit points, rounded down. 
   
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  MONSTERS 
  Non-Player 
  Characters 
  This section contains statistics for nonplayer characters 
  (NPCs) that adventures might encounter when traveling 
  across the 'verse, including lowly crewmen and deadly 
  space marines. You can use these statistics to populate 
  your starships and fill your alien worlds with residents as 
  you journey across the 'verse. 
  Amoeboid Mawkeeper 
  Medium humanoid (amoeboid), any neutral alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 44 (8d8 + 8) 
  Speed 3o ft. 
  STR 
  10 (+0) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  17 (+3) 
  WIS 
  13 (+1) 
  CHA 
  11 (+0) 
  Skills Data +6, Piloting +5, Technology +6 
  Senses passive Perception 13 
  Languages Amoeboid,  Common, any one language 
  Challenge 6 (2,300 XP) 
  Amorphous. The amoeboid can compress its body enough to 
  squeeze through a 1-inch wide space. 
  Spellcasting. The mawkeeper is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). The mage has the following wizard spells 
  prepared: 
  Cantrips (at will): fire bolt, light, mage hand, technomancy 
  1st level (4 slots): hardlight blaster, mage armor, shield, 
  technical difficulties 
  2nd level (3 slots): misty step, zone of atmosphere 
  3rd level (3 slots): greater mending, hardlight gauntlet, fireball, 
  fly 
  4th level (3 slots): earth-shattering kaboom, greater invisibility 
  5th level (1 slot): hardlight frame 
  ACTIONS 
  Arc Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) lightning damage, and the target can’t take 
  reactions until the start of its next turn. 
  Phaser. Ranged Weapon Attack: +5 to hit, range 60/180 ft., one 
  target. Hit: 5 (2d4) radiant damage. 
  Flexible Form. The amoeboid stretches, compresses, or molds 
  its body into a static form of its choice that is no larger than 8 
  feet in any dimension. It can replicate something’s basic 
  shape, but not its color, texture, moving parts, or fine details. 
  The amoeboid can’t move, attack, or cast spells while 
  transformed into a static shape. 
       Alternatively, the amoeboid can touch a creature and 
  assume its general form. Its size and other statistics don’t 
  change, but it gains the ability to speak and understand that 
  creature’s language, and if the target has a burrowing, 
  climbing, or swimming speed, the amoeboid gains those with 
  the same speed, up to a maximum of 40 feet. 
       The amoeboid can end a transformation on its turn (no 
  action required). 
   
   
   
   
  REACTIONS 
  Reform. When the amoeboid takes bludgeoning, piercing, or 
  slashing damage from a nonmagical source and is not reduced 
  to 0 hit points, it can immediately regain 1d4 hit points, up to a 
  maximum of the amount of damage taken. 
  Amoeboid mawkeepers maintain various positions on 
  their maws, each overseeing or maintaining a specific 
  function of the station. As a matter of course, mawkeepers 
  are trained in the use of spells and are educated the 
  intricacies of magical technology. If a threat should arise 
  and the Sepulcher Knights falter, these mawkeepers are 
  well-equipped to defend their stations. 
  Avia-Ra Apologist 
  Medium humanoid (avia-ra), any lawful alignment 
  Armor Class 16 (unarmored defense) 
  Hit Points 66 (12d8 + 12) 
  Speed 3o ft. 
  STR 
  10 (+0) 
  DEX 
  16 (+3) 
  CON 
  12 (+1) 
  INT 
  12 (+1) 
  WIS 
  16 (+3) 
  CHA 
  13 (+1) 
  Skills Deception +3, Medicine +5, Religion +5 
  Senses passive Perception 13 
  Languages Avia-Ra, Common 
  Challenge 4 (1,100 XP) 
  Divine Strike. Once on each of the apologist’s turns when it 
  hits a creature with a weapon attack, the apologist can cause 
  the attack to deal an extra 4 (1d8) radiant damage to the target. 
  Unarmored Defense. While the apologist is wearing no armor 
  and not wielding a shield, its AC equals 10 plus its Dexterity 
  modifier + its Wisdom modifier. 
  Spellcasting. The apologist is an 8th level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit with 
  spell attacks). It has the following cleric spells prepared: 
  Cantrips (at will): eye of anubis, eye of ra, light, thaumaturgy 
  1st level (4 slots): cure wounds, detect evil and good, divine 
  favor, guiding bolt, worldseek 
  2nd level (3 slots): calm emotions, hold person, moonbeam, 
  zone of atmosphere, zone of truth 
  3rd level (3 slots): counterspell, create vacuum, daylight, mass 
  healing word, spirit guardians, tongues 
  4th level (2 slots): fire shield, guardian of faith, wall of fire 
  ACTIONS 
  Multiattack. The apologist makes two weapon attacks. 
  Avia-Ra Sunstaff (Ranged). Ranged Weapon Attack: +5 to hit, 
  range 60/180 ft., one target. Hit: 7 (2d6) radiant damage. 
  Avia-Ra Sunstaff (Melee). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 
  7 (1d8 + 3) bludgeoning damage if used with two hands to 
  make a melee attack. 
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  The avia-ra hold a dizzying array of warrior-clergymen 
  within their Congregation warfleet, from lowly shepherds 
  which evangelize on far-off worlds, to mighty and 
  eminent bishops which command the armada. But the 
  rank of apologist is apart from the rest. Only specially-
  appointed avia-ra of great faith can take on the mantle of 
  apologist, from which position they answer only to the 
  Archbishops of the Sun. Though they are tasked with 
  spreading the word of the Sun Above, as all avia-ra clergy 
  are, apologists are also commanded to stifle darkness and 
  suppress heresy, even within their own ranks. Their names 
  are spoken of in frightful whispers by those who have 
  turned their backs on the Sun Above. 
  Bureaucrat 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 3o ft. 
  STR 
  11 (+0) 
  DEX 
  10 (+0) 
  CON 
  10 (+0) 
  INT 
  12 (+1) 
  WIS 
  13 (+1) 
  CHA 
  14 (+2) 
  Senses passive Perception 10 
  Languages Common, any one language 
  Challenge 1/8 (25 XP) 
  ACTIONS 
  Phaser. Ranged Weapon Attack: +2 to hit, range 60/180 ft., one 
  target. Hit: 5 (2d4) radiant damage. 
  Functionaries, politicians, and bankers are all 
  bureaucrats, part of the growing market of middlemen 
  which keep the 'verse's economy ticking. Uniformly, they 
  lack any of the useful skills of an adventurer, and so have 
  no means to defend themselves or survive on an 
  undeveloped planet, but nonetheless consider themselves 
  important and vital to their respective stations. 
  Coalition Captain 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (impulse frame) 
  Hit Points 104 (16d8 + 32) 
  Speed 30 ft., fly 30 ft. 
  STR 
  16 (+3) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  14 (+2) 
  WIS 
  10 (+0) 
  CHA 
  14 (+2) 
   
   
   
   
   
   
   
   
   
   
   
  Skills Athletics +6, Acrobatics +6, Perception +3, Piloting +6, 
  Survival +3 
  Senses passive Perception 13 
  Languages Common, any one language 
  Challenge 5 (1800 XP) 
  Close Quarters Combat. Being within 5 feet of a hostile 
  creature doesn’t impose disadvantage on the marine’s ranged 
  attack rolls. 
  Impulse Pack. When the captain uses its flight speed, it must 
  begin and end its movement on the ground, otherwise it falls. 
  Life Support Systems. The captain wears an impulse frame, 
  which counts as a life suit. 
  ACTIONS 
  Multiattack. The captain makes three ranged attacks or three 
  melee attacks. 
  Antimatter Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) necrotic damage. 
  Concussion Grenade. Ranged Weapon Attack: +6 to hit, range 
  30 ft., one target. Hit: 4 (1d8) thunder damage and the target is 
  deafened until the beginning of the marine’s next turn. 
  Additionally, each creature within 10 feet of the target must 
  make a DC 12 Dexterity saving throw or also take this damage 
  and be deafened for the same duration. 
  Concussion Rifle. Ranged Weapon Attack: +6 to hit, range 
  120/360 ft., one target. Hit: 9 (2d8) thunder damage. The 
  captain has disadvantage on attacks with this weapon if the 
  target is within 20 feet. 
  Impactor Cannon. Ranged Weapon Attack: +6 to hit, range 
  30/90 ft., one target. Hit: 11 (2d10) radiant damage, or 13 
  (2d12) radiant damage if the target is within 15 feet of the 
  captain. The impactor then overheats, and cannot be used until 
  the end of the captain’s next turn. 
  Repeater. Ranged Weapon Attack: +6 to hit, range 60/180 ft., 
  one target. Hit: 7 (2d6) radiant damage. 
  REACTIONS 
  Heavy Frame. When the captain takes bludgeoning, piercing, 
  or slashing damage from a nonmagical source, it can halve the 
  damage taken. 
  When a Coalition marine displays great promise to their 
  superiors, they can be promoted to a squad leadership 
  rank. These Coalition captains are given extra training 
  and improved gear befitting their new roles. Though they 
  are hardly ever seen without a squad of marines nearby, 
  they are extremely dangerous opponents in their own 
  right. 
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  “Quote goes here”  
  ―Attribution  
  Coalition Marine 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (unarmored defense) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft., fly 30 ft. 
  STR 
  15 (+2) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 
  10 (+0) 
  Skills Athletics +4, Acrobatics +5, Perception +2, Piloting +5, 
  Survival +2 
  Senses passive Perception 12 
  Languages Common, any one language 
  Challenge 3 (700 XP) 
  Close Quarters Combat. Being within 5 feet of a hostile 
  creature doesn’t impose disadvantage on the marine’s ranged 
  attack rolls. 
  Impulse Pack. When the marine uses its flight speed, it must 
  begin and end its movement on the ground, otherwise it falls. 
  Life Support Systems. The marine wears an impulse frame, 
  which counts as a life suit. 
  ACTIONS 
  Multiattack. The marine makes two ranged attacks, two melee 
  attacks, or four attacks with its standard carbine with 
  disadvantage 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
  Concussion Grenade. Ranged Weapon Attack: +5 to hit, range 
  30 ft., one target. Hit: 4 (1d8) thunder damage and the target is 
  deafened until the beginning of the marine’s next turn. 
  Additionally, each creature within 10 feet of the target must 
  make a DC 12 Dexterity saving throw or also take this damage 
  and be deafened for the same duration. 
  Ion Cannon. Ranged Weapon Attack: +5 to hit, range 30/90 ft., 
  one target. Hit: 7 (2d6) radiant damage, or 9 (2d8) radiant 
  damage if the target is within 15 feet. 
  Standard Carbine. Ranged Weapon Attack: +5 to hit, range 
  60/180 ft., one target. Hit: 7 (2d6) radiant damage. 
  Coalition marines are trained in fast-paced, hit-and-run 
  combat using their impulse frames and close quarters 
  weaponry to strike targets hard, fast, and without warning.  
  Their frames allow them to operate comfortably in any 
  environment, from frigid, airless moons, to scorching hot 
  desert planets. 
   
   
   
   
   
   
   
   
   
   
  Firm Contractor 
  Medium humanoid (any race), any alignment 
  Armor Class 13 
  Hit Points 49 (11d8) 
  Speed 3o ft. 
  STR 
  9 (-1) 
  DEX 
  17 (+3) 
  CON 
  10 (+0) 
  INT 
  14 (+2) 
  WIS 
  13 (+1) 
  CHA 
  14 (+2) 
  Skills Data +4, Deception +4, Intimidation +4, Sleight of Hand 
  +5, Stealth +5 
  Senses passive Perception 13 
  Languages Common, any one language 
  Challenge 4 (1,100 XP) 
  Ambusher. The contractor has advantage on attack rolls 
  against any creature it has surprised. 
  Sneak Attack (1/Turn). The contractor deals an extra 14 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the contractor that isn't incapacitated and the 
  contractor doesn't have disadvantage on the attack roll. 
  ACTIONS 
  Multiattack. The contractor makes two attacks. 
  Antimatter Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) necrotic damage. 
  Gnomish Phaser. Ranged Weapon Attack: +5 to hit, range 
  60/180 ft., one target. Hit:5 (2d4) force damage. 
  Firm contractors can perform a variety of duties, from 
  infiltration and hacking, to accounting and negotiations. In 
  a pinch, however, a contractor is a deadly combatant, 
  capable of expertly (and discreetly) dispatching foes. 
  Gadgeteer 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (experimental frame) 
  Hit Points 132 (24d8 + 24) 
  Speed 30 ft, fly 30 ft. 
  STR 
  9 (-1) 
  DEX 
  15 (+2) 
  CON 
  13 (+1) 
  INT 
  19 (+4) 
  WIS 
  9 (-1) 
  CHA 
  11 (+0) 
  Skills Arcana +6, Data +6, Technology +6  
  Senses passive Perception 10 
  Languages all, from universal translator 
  Challenge 4 (1,100 XP) 
  AI Companion. If the gadgeteer rolls less than 16 with any of its 
  skills, it treats the result as a 16 instead. 
   
   
   
   
   
   
   
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  Overcharge. A blaster three extra die of its damage and its 
  Intelligence modifier when the gadgeteer hits with it (included 
  in the attack). 
  ACTIONS 
  Wrenchinator. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) necrotic damage. 
  Concussion Rifle. Ranged Weapon Attack: +4 to hit, range 
  120/360 ft., one target. Hit: 26 (5d8 + 4) thunder damage. The 
  gadgeteer has disadvantage on attacks with this weapon if the 
  target is within 20 feet. 
  Repeater. Ranged Weapon Attack: +4 to hit, range 60/180 ft., 
  one target. Hit: 21 (5d6 + 4) radiant damage. 
  Omni-Grenade. The gadgeteer throws a grenade at a point it 
  can see within 30 feet. Each creature within a 5-foot radius of 
  that point must make a DC 14 Dexterity saving throw or take 22 
  (5d8) fire damage, or half as much on a successful save. 
  Gadget. The gadgeteer uses one of the following gadgets: 
  Blink Button. The gadgeteer teleports up to 15 feet. 
  Cloaking Device (Recharge 4-6). The gadgeteer becomes 
  invisible until the end of its next turn, as per the spell 
  invisibility. 
  Overheat Beacon (Recharge 5-6). Each blaster within 60 feet of 
  the gadgeteer (excluding those carried by the gadgeteer) 
  overheat until the end of the gadgeteer’s next turn. 
  Shrink Ray. One creature within 30 feet is targeted by the 
  Reduce effect of the enlarge/reduce spell (save DC 14). 
  Gifted engineers and exceptional inventors, gadgeteers 
  are always pushing the boundaries of what can be 
  accomplished with magical technology. They are almost 
  always festooned with hardware components, useful 
  gadgets, and tricked-out blasters, as well as accompanied 
  by an AI, or some other mechanical companion, which 
  assists them in every endeavor. 
  Hegemony Trooper 
  Medium humanoid (human), any lawful alignment 
  Armor Class 16 (triplate suit/breastplate) 
  Hit Points 27 (5d8 + 5) 
  Speed 3o ft. 
  STR 
  14 (+3) 
  DEX 
  16 (+3) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  13 (+1) 
  CHA 
  10 (+0) 
  Skills Perception +3, Survival +3 
  Senses passive Perception 13 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Comm Link. The trooper is in constant communication and 
  coordination with its allies within 2 miles of it. It can’t 
  surprised by any creature or object that any of its allies within 
  range are aware of.  
  Life Suit. The trooper’s armor contains an integrated life suit. 
  ACTIONS 
  Multiattack. The trooper makes two attacks with its standard 
  carbine, two attacks with its arc baton, or four attacks with its 
  standard carbine with disadvantage. 
  Arc Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) lightning damage. If the target is a 
  creature, it can't take reactions until the start of its next turn. 
  Concussion Grenade. Ranged Weapon Attack: +4 to hit, range 
  30 ft., one target. Hit: 4 (1d8) thunder damage and the target is 
  deafened until the beginning of the trooper’s next turn. 
  Additionally, each creature within 10 feet of the target must 
  make a DC 12 Dexterity saving throw or also take this damage 
  and be deafened for the same duration. 
  Standard Carbine. Ranged Weapon Attack: +5 to hit, range 
  60/180 ft., one target. Hit: 7 (2d6) radiant damage. 
  Hegemony troopers are the backbone of the Hegemony’s 
  military. Outfitted with high-quality combat gear and 
  trained in all manner of combat, these troopers fill a 
  variety of roles from foot soldiers on the battlefield, to 
  military police on human worlds. 
  Lakshay Oni 
  Medium humanoid (human), any alignment 
  Armor Class 15 (tactical nanofiber vest/studded leather) 
  Hit Points 58 (9d8 + 18) 
  Speed 3o ft. 
  STR 
  10 (+0) 
  DEX 
  17 (+3) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Skills Athletics +3, Acrobatics +6, Piloting +6, Stealth +6 
  Senses passive Perception 12 
  Languages Common 
  Challenge 3 (700 XP) 
  Alpha Strike. If the oni is not surprised, it has advantage on 
  initiative rolls. 
  Cloaked Armor. If the oni moves 10 feet or less on its turn, has 
  advantage on Stealth checks for that turn. Additionally, it can 
  take the Hide action while in lightly obscured conditions such 
  as dim light. 
  ACTIONS 
  Multiattack. The oni makes two attacks with its katana, three 
  attacks with its swarm pistols, or six attacks with its swarm 
  pistols with disadvantage.  
  Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if used with two hands. 
  Swarm Pistols. Ranged Weapon Attack: +6 to hit, range 15/45 
  ft., one target. Hit: 5 (2d4) radiant damage. 
  REACTIONS 
  Parry. The oni adds 3 to its AC against one melee attack that 
  would hit it. To do so, the oni must see the attacker and be 
  wielding a melee weapon. 
  Lakshay oni are elite battle frame pilots of the Lakshay 
  defense force who can single-handedly count a dozen or 
  more orc ship kills in their tenure. While they usually pilot 
  Lakshayan battle frames, they also make formidable 
  opponents when on foot, wielding their signature katanas 
  and swarm pistols for fast and lethal strikes. Oni are  
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  outfitted with cloaked armor, which changes color and 
  texture with their environment. 
  Nautilid Seeker 
  Medium humanoid (nautilid), any alignment 
  Armor Class 16 (aqua suit) 
  Hit Points 38 (7d8 + 7) 
  Speed 3o ft. 
  STR 
  16 (+3) 
  DEX 
  17 (+3) 
  CON 
  13 (+1) 
  INT 
  14 (+2) 
  WIS 
  10 (+0) 
  CHA 
  10 (+0) 
  Skills Data +4, Investigation +4, Technology +4 
  Damage Resistances fire 
  Senses passive Perception 10 
  Languages all, from universal translator 
  Challenge 2 (450 XP) 
  Aqua Suit. The seeker wears an aqua suit, which counts as a 
  life suit and provides the seeker with the benefits of a universal 
  translator. 
  ACTIONS 
  Rocket Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 11 (1d10 + 1d4 + 3) bludgeoning damage.  
  Ion Cannon. Ranged Weapon Attack: +5 to hit, range 30/90 ft., 
  one target. Hit: 7 (2d6) radiant damage, or 9 (2d8) radiant 
  damage if the target is within 15 feet. 
  Nothing is more critical to the nautilids than finding a 
  source of naturally-occurring Poseidon Solution; their 
  entire population depends on it. While many nautilids 
  prefer to stay aboard their whorl ships, nearly all become 
  seekers for a time, especially in their youth. Seekers comb 
  the galaxy, meticulously checking undiscovered systems 
  for ocean-bearing planets and hoping to find one that 
  would become New Poseidon. With any luck, a seeker 
  might discover some new technology to aid the search or 
  uncover a new clue to bring their race closer to a 
  permanent answer. 
  Pilot 
  Medium humanoid (any race), any alignment 
  Armor Class 14 (flight jacket/padded) 
  Hit Points 11 (2d8 + 2) 
  Speed 3o ft. 
  STR 
  10 (+0) 
  DEX 
  17 (+3) 
  CON 
  12 (+1) 
  INT 
  12 (+1) 
  WIS 
  13 (+1) 
  CHA 
  12 (+1) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Saving Throws Dex +5 
  Skills Perception +3, Piloting +5, Technology +3 
  Senses passive Perception 13 
  Languages Common, any one language 
  Challenge 1/4 (50 XP) 
  Ace Pilot. When the pilot is in the pilot role and it takes Evasive 
  Maneuvers, it can move 1,000 feet in any direction instead of 
  500 feet. 
  Tricky Maneuver (3/Day). As a bonus action, the pilot can gain 
  advantage on a single Dexterity (Piloting) check or Dexterity 
  saving throw it makes while in the pilot role. 
  ACTIONS 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage. 
  Repeater. Ranged Weapon Attack: +5 to hit, range 60/180 ft., 
  one target. Hit: 7 (2d6) radiant damage. 
  Whether they fly giant starliners or nimble fighters, most 
  pilots are experts in the operation of a variety of 
  spaceships. What they lack in combat prowess, they make 
  up for in their ability to skillfully maneuver through the 
  Black. 
  Redshirt 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 3 (1d8 - 1) 
  Speed 3o ft. 
  STR 
  10 (+0) 
  DEX 
  12 (+1) 
  CON 
  9 (-1) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 
  10 (+0) 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  ACTIONS 
  Phaser. Ranged Weapon Attack: +3 to hit, range 60/180 ft., one 
  target. Hit: 5 (2d4) radiant damage. 
  Every sizeable starship is staffed with a number of useful, 
  but ultimately expendable crewmen, redshirts. When 
  danger arises, the hope is that these personnel, in their 
  characteristic red shirts, will suffer casualties, while the 
  ship's officers remain unscathed. 
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  Sepulcher Knight 
  Medium humanoid (any race), lawful good 
  Armor Class 19 (hexaplate suit/half plate, energy shield bracer) 
  Hit Points 97 (15d8 + 30) 
  Speed 3o ft. 
  STR 
  14 (+2) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  13 (+1) 
  CHA 
  15 (+2) 
  Saving Throws Wis +4, Cha +5 
  Skills Athletics +5, Investigation +3, Religion +3 
  Senses passive Perception 11 
  Languages Common, any one language 
  Challenge 5 (1,800 XP) 
  Divine Smite. When the sepulcher knight hits a creature with a 
  melee weapon attack, it can expend one spell slot to deal 
  radiant damage to the target, in addition to the weapon’s 
  damage. The extra damage is 2d8 for a 1st-level spell slot, plus 
  1d8 for each spell-level higher than 1st, to a maximum of 5d8. 
  The damage increases by 1d8 if the target is an undead or a 
  fiend. 
  Longarm. The sepulcher knight can use its Divine Smite 
  feature when it hits with a ranged weapon attack, in addition to 
  melee weapon attacks. 
  Special Equipment. The sepulcher knight has an energy shield 
  bracer. 
  Spellcasting. The Sepulcher knight is an 8th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 13, +5 to hit 
  with spell attacks). It has the following paladin spells prepared: 
  1st level (4 slots): bless, cure wounds, detect magic 
  2nd level (3 slots): perforating smite, repulsor ring, zone of 
  truth 
  ACTIONS 
  Multiattack. The sepulcher knight makes two attacks. 
  Laser Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) radiant damage, or 8 (1d10 + 3) radiant 
  damage if wielded with two hands. 
  Gamma Blade. Ranged Spell Attack: +5 to hit, range 30/120 ft., 
  one target. Hit: 11 (2d8 + 2) force damage. 
  Repeater. Ranged Weapon Attack: +6 to hit, range 60/180 ft., 
  one target. Hit: 7 (2d6) radiant damage. 
  Clad in their platinum armor and wielding their signature 
  energy swords, sepulcher knights are dedicated to 
  maintaining the neutrality of the maws and the stability of 
  the ‘verse as a whole. None can stand before a band of 
  sepulcher knights and expect to be victorious, for the 
  knights command a sliver of power from the sepulcher 
  star, which they believe is bequeathed upon their order by 
  Old Un himself. 
   
   
   
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  MONSTERS 
  Skathári Nomad 
  Medium humanoid (skathári), any chaotic alignment 
  Armor Class 13 
  Hit Points 37 (5d8 + 15) 
  Speed 30 ft., climb 20 ft. 
  STR 
  13 (+1) 
  DEX 
  16 (+3) 
  CON 
  16 (+3) 
  INT 
  9 (-1) 
  WIS 
  12 (+1) 
  CHA 
  8 (-1) 
  Skills Athletics +5, Survival +3 
  Senses passive Perception 11 
  Languages Common, Skathari 
  Challenge 1 (200 XP) 
  Adaptive Metabolism. The skathári takes no damage from the 
  extreme temperatures of space and other harsh environments, 
  and it can hold its breath for 30 minutes. Additionally, the 
  skathári has advantage on ability checks and saving throws 
  against inhaled poisons and gases. 
  Gliding Wings. The skathári has a pair of membranous wings 
  that it can use to glide clumsily through the air. When falling, 
  the skathári can move up to 10 feet horizontally for every 5 feet 
  fallen, up to its movement speed. Additionally, the skathári has 
  resistance to bludgeoning, piercing, and slashing damage 
  taken as a result of falling. 
  Reckless. At the start of its turn, the skathári can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn. 
  Regenerative. If any part of the skathári’s body is amputated, 
  but its amputation doesn't kill the skathári, it can fully regrow 
  that part of its body in 24 hours. 
  ACTIONS 
  Multiattack. The skathári makes two melee attacks. 
  Skathári Warclub. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage. 
  Though skathári loathe magical technology in all its 
  forms, they are nonetheless itinerant in nature, seeking 
  new worlds, (even greatly inhospitable ones), for their 
  clans to settle. On their migrations to new worlds, 
  skathári nomads often wander, trusting the energies of 
  the ‘verse and their mysterious tree-goddess to guide them 
  to their destinations. Whenever one encounters a skathári 
  on a maw station or in a port of call, they are doubtless 
  one of these nomads, roaming without direction and 
  searching for a new home. 
   
   
   
   
   
  Smuggler 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 15 (tactical nanofiber vest/studded leather) 
  Hit Points 52 (8d8 + 16) 
  Speed 3o ft. 
  STR 
  12 (+1) 
  DEX 
  17 (+3) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  13 (+1) 
  CHA 
  14 (+2) 
  Saving Throws Dex +5, Cha +4 
  Skills Deception +4, Perception +3, Persuasion +4, Piloting +5 
  Senses passive Perception 14 
  Languages Common, any one language 
  Challenge 3 (700 XP) 
  Dodge Roll. As a bonus action, the smuggler can move up to 15 
  feet. This movement does not provoke opportunity attacks, 
  ignores difficult terrain, and can move the smuggler through 
  hostile creature’s spaces, as long as it does not end its 
  movement there. 
  Quick Draw. The smuggler has advantage on initiative rolls. 
  Additionally, it can draw or stow up to two weapons when it 
  rolls initiative and whenever it takes an action on its turn. 
  ACTIONS 
  Multiattack. The smuggler makes two attacks. 
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage. 
  Magnus Opum. Ranged Weapon Attack: +5 to hit, range 
  60/180 ft., one target. Hit: 11 (2d10) radiant damage. The 
  weapon then overheats, and cannot be used until the end of 
  the smuggler’s next turn. 
  Repeater. Ranged Weapon Attack: +5 to hit, range 60/180 ft., 
  one target. Hit: 7 (2d6) radiant damage. 
  REACTIONS 
  Skin of Your Teeth (3/Day). The smuggler adds 4 (1d8) to its 
  AC against one attack that would hit it. To do so, the smuggler 
  must see the attacker. 
  Smugglers have a rough, dangerous edge to them, even 
  though they might seem incontrovertibly friendly at first 
  meeting. It’s in their nature to keep a blaster held under 
  the table, ready to shoot first, in case the law or some 
  other threatening agent grows wise to the cargo they are 
  smuggling. Though charm is their first line of defense, 
  few smugglers are adverse to a bloody shootout if it 
  means they still get paid. 
  Pilot 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 3o ft. 
  STR 
  12 (+1) 
  DEX 
  12 (+1) 
  CON 
  10 (+0) 
  INT 
  11 (+0) 
  WIS 
  10 (+0) 
  CHA 
  10 (+0) 
  Senses passive Perception 10 
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  “Quote goes here”  
  ―Stuff goes here too 
  Languages Common, any one language 
  Challenge 1/8 (25 XP) 
  Weightlessness Training. In zero gravity, the spacer suffers no 
  penalty to its movement speed while climbing. 
  ACTIONS 
  Wrenchinator. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (1d12 + 1) necrotic damage. 
  Long journeys on transport freighters and sojourns on 
  lonely space stations mean that spacers almost never 
  encounter natural gravity. So accustomed are they to life 
  on spacecraft, the hazards of the 'verse become humdrum 
  and the strange and fearsome creatures they encounter 
  become mundane. 
  Vect Juggernaut 
  Medium humanoid (vect), any lawful alignment 
  Armor Class 18 (juggernaut plating) 
  Hit Points 90 (12d8 + 36) 
  Speed 3o ft. 
  STR 
  17 (+3) 
  DEX 
  12 (+1) 
  CON 
  16 (+3) 
  INT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 
  9 (-1) 
  Condition Immunities poisoned 
  Skills Athletics +6, Acrobatics +4 
  Senses thermalsight 30 ft., passive Perception 15 
  Languages Common 
  Challenge 3 (700 XP) 
  Charge. If the vect moves at least 15 feet straight toward a 
  target and then hits it with its battlefist on the same turn, the 
  target takes an extra 10 (3d6) bludgeoning damage. 
  Construct Anatomy. The vect is immune to nonmagical 
  diseases, and it does not need to eat, drink, or breathe. 
  Inflexible Mind. The vect has advantage on saving throws 
  against being charmed. 
  ACTIONS 
  Multiattack. The vect makes two melee attacks. 
  Battlefist. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 + 3) slashing damage. 
  Embedded Phaser. Ranged Weapon Attack: +4 to hit, range 
  60/180 ft., one target. Hit: 5 (2d4) radiant damage. 
  Vect juggernauts are heavily armored, and carry large 
  melee weapons such as greataxes, rocket hammers, and 
  mauls. When entering combat, a vect juggernaut usually 
  leads with its embedded battlefist, charging and  
  pummeling its enemies, pursuing all who escape 
  and leaving a path of destruction in their wake. 
   
  Vect Scout 
  Medium humanoid (vect), any lawful alignment 
  Armor Class 13 
  Hit Points 39 (6d8 + 12) 
  Speed 35 ft. 
  STR 
  12 (+1) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 
  10 (+0) 
  Skills Perception +3, Sleight of Hand +5, Stealth +5, Survival +3, 
  Data +3 
  Senses thermalsight 30 ft., passive Perception 13 
  Languages Common 
  Challenge 1 (200 XP) 
  Construct Anatomy. The vect is immune to nonmagical 
  diseases, and it does not need to eat, drink, or breathe. 
  Inflexible Mind. The vect has advantage on saving throws 
  against being charmed. 
  Keen Hearing and Sight. The vect has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight. 
  Sneak Attack (1/Turn). The vect deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally of 
  the vect scout that isn't incapacitated and the vect scout 
  doesn't have disadvantage on the attack roll. 
  ACTIONS 
  Multiattack. The vect makes two attacks with its arm blade or 
  two attacks with its embedded phaser. 
  Arm Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Embedded Phaser. Ranged Weapon Attack: +5 to hit, range 
  60/180 ft., one target. Hit: 5 (2d4) radiant damage. 
  Vect scouts specialize in reconnaissance and infiltration. 
  They are fitted with an arm blade and an embedded 
  phaser, and can therefore pass as unarmed at a glance.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Bard Spells 
  Cantrips (Level 0) 
  Cheat 
  Cryptogram 
  Magic Mic 
  Technomancy 
  1st Level 
  Antivirus 
  Autopilot 
  Hardlight Blaster 
  Psychedelics 
  Scramble Targeting (mega) 
  Technical Difficulties  
  Turbulence (mega) 
  Worldseek 
  2nd Level 
  Dark Anchor (mega) 
  Delay 
  Disruption Field (mega) 
  Perception Hack 
  Rift (mega) 
  Zone of Atmosphere 
  3rd Level 
  Commandeer Weapon (mega) 
  Greater Mending 
  Hack System (mega) 
  Hold Ship (mega) 
  Mega Image (mega) 
  4th Level 
  Telaros’s Speedcycle 
  6th Level 
  Telaros’s Terrific Transport 
  7th Level 
  Abduct  
  Astrogation 
  Channeler Spells 
  1st Level 
  Arcane Anomaly 
  Hardlight Blaster 
  Technical Difficulties 
  Worldseek 
  2nd Level 
  Hardlight Nails 
  Geodesic Shield 
  3rd Level 
  Hardlight Construction 
  Hardlight Gauntlet 
  4th Level 
  Logic Bomb 
  Telaros’s Speedcyle 
  5th Level 
  Hardlight Frame 
  Polybrachia 
  Cleric Spells 
  Cantrips (Level 0) 
  Eye of Anubis 
  Eye of Ra 
  1st Level 
  Antivirus 
  Autopilot 
  Turbulence (mega) 
  Worldseek 
  2nd Level 
  Asteroid Cluster (mega) 
  Dark Anchor (mega) 
  Repulsor Ring 
  Zone of Atmosphere 
  3rd Level 
  Create Vacuum 
  Greater Mending 
  CHAPTER 8 
  SPELLS 
  Any sufficiently advanced magic is indistinguishable 
  from science; such is arcana of the far future. This chapter 
  contains a number of new spells, many of which, though 
  based on the backbone of classical arcane schools, are 
  intended to be used almost exclusively in space, targeting 
  ships and particularly immense denizens of the Black.  
       Spellcasters in Dark Matter have access to their 
  normal class spells, and also add the following additional 
  spells to their spell lists. The remainder of the chapter 
  contains spell descriptions, presented in alphabetical order 
  by the name of the spell. 
  Mega Spells 
  Mega spells possess immense scale and ruinous power, 
  making them ideal for theaters of space combat. However, 
  their construction is fragile, causing them to collapse 
  harmlessly whenever any part of the spell’s effect would 
  intersect with an area of gravity, such as on a planet, 
  moon, or asteroid, or an area of artificial gravity, such as 
  within a ship. A mega spell can be cast from inside an 
  area of gravity or artificial gravity, as long as its effect 
  lies solely outside the area. These spells are marked with 
  the (mega) tag. 
       If a spellcaster that is concentrating on a mega spell is 
  within a ship or a large structure when that object takes 
  damage, the spellcaster must make a concentration check 
  as if they took an amount of damage equal to the number 
  of mega hit points of damage to the object. 
       At the GM's discretion, spellcasters with a fixed 
  number of spells known, such as sorcerers and warlocks, 
  can learn one mega spell per spell level, without counting 
  against their total number of spells known. 
  Teleportation  
  Though teleportation magic seems limitless for terrestrial 
  applications, it falls woefully short on a galactic scale. 
  Spells that instantaneously move creatures hundreds of 
  miles, such as teleport, do not penetrate far into the Black. 
  Therefore, any such spell fails if the target location is 
  further than one million miles from its origin. Spells such 
  as gate or plane shift can’t circumvent this limit, either, 
  since leaving and returning to the Material Plane moves 
  very little distance through space. 
   
   
  Spell Lists 
  The following spell lists show which spells can be cast by 
  characters of each class. Mega spells are noted in 
  parentheses. 
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  Hardlight Construction 
  Hold Ship (mega) 
  4th Level 
  Intensify Gravity 
  7th Level 
  Astrogation 
  8th Level 
  White Dwarf 
  Druid Spells 
  1st Level 
  Conjure Nebula (mega) 
  Psychedelics 
  Turbulence (mega) 
  Worldseek 
  2nd Level 
  Asteroid Cluster (mega) 
  Zone of Atmosphere 
  3rd Level 
  Create Vacuum 
  Greater Mending 
  Hold Ship (mega) 
  Meteoroid Shower (mega) 
  Polybrachia 
  4th Level 
  Intensify Gravity 
  5th Level 
  Comet Strike (mega) 
  7th Level 
  Astrogation 
  Splice 
  8th Level 
  White Dwarf 
  Paladin Spells 
  1st Level 
  Antivirus 
  Worldseek 
  2nd Level 
  Geodesic Shield 
  Perforating Smite 
  Repulsor Ring 
  3rd Level 
  Greater Mending 
  Hardlight Gauntlet 
  Polybrachia 
  4th Level 
  Telaros’s Speedcycle 
  Ranger Spells 
  1st Level 
  Conjure Nebula (mega) 
  Hardlight Blaster 
  Turbulence (mega) 
  Worldseek 
  2nd Level 
  Hardlight Nails 
  Dark Anchor (mega) 
  Zone of Atmosphere 
  3rd Level 
  Hardlight Gauntlet 
  Polybrachia 
  4th Level 
  Telaros’s Speedcycle 
  Shugenja Spells 
  Cantrips (Level 0) 
  Cryptogram 
  Technomancy 
  Voidlight 
  1st Level 
  Antivirus 
  Autopilot 
  Conjure Nebula (mega) 
  Spacetime Distortion 
  Technical Difficulties 
  Worldseek 
  2nd Level 
  Asteroid Cluster (mega) 
  Circuit Breaker 
  Zone of Atmosphere 
  3rd Level 
  Create Vacuum 
  Greater Mending 
  Hack System (mega) 
  Meteoroid Shower (mega) 
  4th Level 
  Earth-Shattering Kaboom 
  Intensify Gravity 
  Logic Bomb 
  5th Level 
  Comet Strike (mega) 
  6th Level 
  Telaros’s Terrific Transport 
  7th Level 
  Astrogation 
   
  8th Level 
  White Dwarf 
  9th Level 
  Destruct (mega) 
  Sorcerer Spells 
  Cantrips (Level 0) 
  Cheat 
  Cryptogram 
  Hardlight Needle 
  Magic Mic 
  Technomancy 
  Voidlight 
  1st Level 
  Arcane Anomaly 
  Conjure Nebula (mega) 
  Hardlight Blaster 
  Psychedelics 
  Technical Difficulties 
  Turbulence (mega) 
  Worldseek 
  2nd Level 
  Asteroid Cluster (mega) 
  Circuit Breaker 
  Delay 
  Disruption Field (mega) 
  Hardlight Nails 
  Perception Hack 
  Rift (mega) 
  Zone of Atmosphere 
  3rd Level 
  Commandeer Weapon (mega) 
  Create Vacuum 
  Greater Mending 
  Hack System (mega) 
  Hardlight Construction 
  Hardlight Gauntlet 
  Hold Ship (mega) 
  Mega Image (mega) 
  Meteoroid Shower (mega) 
  Polybrachia 
  4th Level 
  Earth-Shattering Kaboom 
  Intensify Gravity 
  Logic Bomb 
  5th Level 
  Comet Strike (mega) 
  Hardlight Frame 
  7th Level 
  Abduct 
  Astrogation 
  Splice 
  8th Level 
  Conjure Hardlight Avatar 
  9th Level 
  Destruct (mega) 
  Orbital Hardlight Cannon 
  Paradox 
  Warlock Spells 
  Cantrips (Level 0) 
  Cheat 
  Cryptogram 
  Magic Mic 
  Technomancy 
  Voidlight 
  1st Level 
  Hardlight Blaster 
  Scramble Targeting (mega) 
  Technical Difficulties 
  Turbulence (mega) 
  Worldseek 
  2nd Level 
  Asteroid Cluster (mega) 
  Circuit Breaker 
  Dark Anchor (mega) 
  Disruption Field (mega) 
  Hardlight Nails 
  Repulsor Ring 
  Zone of Atmosphere 
  3rd Level 
  Commandeer Weapon (mega) 
  Hack System (mega) 
  Hardlight Gauntlet 
  Hold Ship (mega) 
  Polybrachia 
  4th Level 
  Earth-Shattering Kaboom 
  7th Level 
  Astrogation 
  Splice 
  9th Level 
  Destruct 
  Paradox 
  Warmage Spells 
  Cantrips (Level 0) 
  Cheat 
  Cryptogram 
  Hardlight Needle 
  Magic Mic 
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  Technomancy 
  Voidlight  
  Witch Spells 
  Cantrips (Level 0) 
  Cheat 
  Cryptogram 
  Eye of Anubis 
  Technomancy 
  1st Level 
  Antivirus 
  Arcane Anomaly 
  Conjure Nebula (mega) 
  Psychedelics  
  Scramble Targeting (mega) 
  Spacetime Distortion 
  Technical Difficulties 
  Turbulence (mega)  
  Worldseek 
  2nd Level 
  Dark Anchor (mega) 
  Disruption Field (mega) 
  Hardlight Nails 
  Perception Hack 
  Zone of Atmosphere 
  3rd Level 
  Create Vacuum 
  Greater Mending 
  Hack System (mega) 
  Hold Ship (mega) 
  4th Level 
  Logic Bomb 
  7th Level 
  Abduct 
  Astrogation 
  Splice 
  9th Level 
  Paradox 
  Wizard Spells 
  Cantrips (Level 0) 
  Cheat 
  Cryptogram 
  Hardlight Needle 
  Magic Mic 
  Technomancy 
  Voidlight 
  1st Level 
  Antivirus 
  Arcane Anomaly 
  Autopilot 
  Conjure Nebula (mega) 
  Hardlight Blaster 
  Psychedelics 
  Scramble Targeting (mega) 
  Spacetime Distortion 
  Technical Difficulties 
  Turbulence (mega) 
  Worldseek 
  2nd Level 
  Asteroid Cluster (mega) 
  Circuit Breaker 
  Dark Anchor (mega) 
  Delay 
  Disruption Field (mega) 
  Perception Hack 
  Repulsor Ring 
  Rift (mega) 
  Zone of Atmosphere 
  3rd Level 
  Commandeer Weapon (mega) 
  Create Vacuum 
  Greater Mending 
  Hack System (mega) 
  Hardlight Construction 
  Hardlight Gauntlet 
  Hold Ship (mega) 
  Mega Image (mega) 
  Meteoroid Shower (mega) 
  Polybrachia 
  4th Level 
  Earth-Shattering Kaboom 
  Intensify Gravity 
  Logic Bomb 
  Telaros’s Speedcyle 
  5th Level 
  Comet Strike (mega) 
  Hardlight Frame 
  6th Level 
  Telaros’s Terrific Transport 
  7th Level 
  Abduct 
  Astrogation 
  Splice 
  8th Level 
  Conjure Hardlight Avatar 
  White Dwarf 
  9th Level 
  Destruct (mega) 
  Orbital Hardlight Cannon 
  Paradox
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spell Descriptions  
  These spells are presented in alphabetical order.  
  Abduct 
  7th-level conjuration 
  Casting Time:  1 minute 
  Range: 1,000 miles 
  Components: V, S, M (a silver saucer) 
  Duration: 1 hour 
  This spell teleports a creature to your location. Choose a 
  creature known to you within range as the target of this 
  spell. An unwilling creature can make a Charisma saving 
  throw to resist this effect. The target is placed at a 
  location of your choice within 30 feet of you. You choose 
  if the target is sitting, standing, prone, or bound with 
  nearby restraints. At the end of the spell's duration, you 
  can choose whether the target remains at your location or 
  is teleported back to the location from which it was 
  abducted. 
  Antivirus 
  1st-level abjuration (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 24 hours 
  You ward a device that you touch from digital interlopers. 
  For the duration, this device can't be disabled by magical 
  effects, such as the technical difficulties or logic bomb 
  spell, and it can’t be infected by the N-Virus. 
  Additionally, creatures have disadvantage on Intelligence 
  (Data) checks made to hack this device.  
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  Arcane Anomaly 
  1st-level abjuration 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S, M (a broken mirror) 
  Duration: Concentration, up to 1 minute 
  You spread cracks in the magical energy that suffuses the 
  multiverse. For the duration, whenever a spell is cast 
  within range, roll a d6. On a 1, the spell casting fails, 
  expending a spell slot as normal, but not consuming 
  expensive material components.  
  Asteroid Cluster 
  2nd-level conjuration (mega) 
  Casting Time: 1 action 
  Range: 20,000 feet 
  Components: V, S, M (a lump of rock) 
  Duration: Concentration, up to 1 minute 
  You create a cluster of asteroids that fills a 2,000-foot 
  cube. Any creature or ship that is larger than 100 feet in 
  any dimension is slowed in this area; every foot of 
  movement in that space costs one extra foot. Additionally, 
  any creature or ship inside the cluster larger than that size 
  that did not take Evasive Maneuvers takes 2d8 mega 
  bludgeoning damage at the beginning of its turn. 
       If an attack is made through the cluster, the target is 
  treated as having half cover. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the size of the cube 
  increases by 500 feet and the damage increases by 1d8 
  mega points for each slot level above 2nd. 
  Astrogation 
  7th-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (rare spices and incense worth at 
  least 500 gp, which the spell consumes) 
  Duration: Concentration, up to 1 minute 
  By burning rare spices and incense, you can briefly 
  determine your course through the universe. If you 
  perform a void jump while this spell is in effect, you roll 
  twice on the Jump Navigation table, taking the result you 
  choose, and add 50 to the roll. If your result is greater than 
  100, you treat the roll as a 100. 
   
   
   
  Autopilot 
  1st-level enchantment (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a quartz crystal) 
  Duration: 1 hour 
  You touch a spaceship, granting it a limited ability to 
  operate without active control by its crew. For the 
  duration, the ship can make ability checks and saving 
  throws that would be made by its pilot, engineer, or 
  gunner, even if there is no one in those roles. The ship’s 
  ability scores are treated as being 10 for each ability, and 
  it has no proficiencies. 
       Additionally, when you cast this spell, you can choose 
  a speed and direction within the ship’s cone of movement 
  for the ship to travel when there is no creature in the pilot 
  role. The ship moves automatically at the beginning of the 
  initiative order. This automatic movement ends whenever 
  a creature enters the pilot role. 
       A ship cannot be commandeered while it is under the 
  influence of this spell. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the duration increases to 8 
  hours. 
  Cheat  
  Divination cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: S, M (a weighted die) 
  Duration: 1 round  
  You subtly twist your fingers and fate seems to follow 
  suit. For the duration, you can reroll any ability check you 
  make to play nonmagical games of skill. Therefore, this 
  ability could influence a game of poker, but not the result 
  of a Deck of Many Things. 
  Circuit Breaker 
  2nd-level evocation 
  Casting Time: 1 reaction, which you take in response to 
  being damaged by a creature within 5 feet of you that 
  you can see 
  Range: Self (5-foot radius) 
  Components: V, S 
  Duration: Instantaneous 
  You let out a burst of electricity, shocking those nearby 
  and temporarily overloading devices. Each creature within 
  5 feet of you must make a Dexterity saving throw or take 
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  3d8 lightning damage, or half as much on a successful 
  save. Each piece of magical technology within range is 
  also disabled until the end of your next turn. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d8 for each slot level above 1st. 
  Comet Strike 
  5th-level evocation (mega) 
  Casting Time: 1 action 
  Range: 15,000 feet 
  Components: V, S, M (a small glass sphere) 
  Duration: Instantaneous 
  You create a chunk of rock and ice that strikes a target 
  within range. The target (or the pilot, if the target is a 
  ship) must make a Dexterity saving throw. If there is no 
  creature in the pilot role, the save automatically fails. The 
  target takes 4d10 mega bludgeoning damage and 4d10 
  mega cold damage on a failed save, or half as much 
  damage on a successful one. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the cold damage increases 
  by 1d10 mega points for each slot level above 5th. 
  Commandeer Weapon 
  3rd-level enchantment (mega) 
  Casting Time: 1 action 
  Range: 5,000 feet 
  Components: V, S, M (a piece of frosted glass) 
  Duration: Concentration, up to 1 minute 
  Choose a ship-mounted weapon on a spaceship you can 
  see within range. If the weapon is currently being operated 
  by a gunner, they must make a Constitution saving throw. 
  If there is no creature controlling that weapon, the save 
  automatically fails. On a failed save, you gain control of 
  that weapon for the duration, and can use your action to 
  fire it as if you were a gunner. Meanwhile, no gunner on 
  the target ship can fire the weapon. If one of the target’s 
  gunners is controlling the commandeered weapon (a 
  gunner can still use a bonus action on their turn to switch 
  to it while it is commandeered), they can reattempt the 
  saving throw at the end of each of their turns, ending the 
  effect on a success. 
  Conjure Hardlight Avatar 
  8th-level conjuration 
  Casting Time: 1 minute 
  Range: 90 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Concentration, up to 15 hours 
   
   
  You conjure into being all the shimmering gears, pistons, 
  plates, and motors of a sophisticated hardlight construct. 
  Your choice of a hardlight etherolus or a hardlight 
  juggernautus appears in an unoccupied space within 
  range. The construct disappears when it drops to 0 hit 
  points or when the spell ends. 
       Roll initiative for the construct, which has its own 
  turns. As a bonus action, you can mentally command the 
  construct if it is within 500 feet of you. You decide what 
  action the construct will take and where it will move 
  during its next turn, or you can issue a general command, 
  such as to guard a particular chamber or corridor. If you 
  issue no commands, the construct only defends itself 
  against hostile creatures. Once given an order, the 
  construct continues to follow it until its task is complete. 
       No magic can restore the construct's hit points, as 
  hardlight always evaporates away with time. 
  Conjure Nebula 
  1st-level conjuration (mega) 
  Casting Time: 1 action 
  Range: 5,000 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You create a 1,000-foot radius sphere of gas and dust 
  centered on a point within range. The area of the sphere is 
  heavily obscured. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the radius of the cloud 
  increases by 1,000 feet for each slot level above 1st. 
  Create Vacuum 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a bit of kindling) 
  Duration: Concentration, up to 10 minutes 
  You create a spherical area nearly devoid of air centered 
  on a point within range for the duration. The sphere can 
  have any radius you choose to a maximum of 30 feet. Any 
  creature in the area that breathes air must hold its breath 
  or begin suffocating. If the point you choose is on an 
  object you are holding or one that isn't being worn or 
  carried, the sphere is centered on the object and moves 
  with it. Airborne substances such as poisonous gas, 
  smoke, or fog cannot enter the sphere, and any such  
  substances already within the sphere's area are 
  destroyed. If such a substance is created by a 
  spell of a higher level than this one, it is 
  unaffected. 
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  Cryptogram 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: Unlimited 
  Components: V, S, M (a small written message) 
  Duration: Instantaneous 
  You send a small scroll with a short message to a creature 
  of your choice. The recipient must be a creature known to 
  you and also be on the same plane of existence as you. 
  This scroll will hover in the air in front of the recipient, 
  deposit into their pocket, or appear sitting on something 
  nearby. The scroll's message can be up to 8 characters 
  long (spaces count as characters.) You can send only one 
  scroll to a single target each day. 
  Dark Anchor 
  2nd-level abjuration (mega) 
  Casting Time: 1 action 
  Range: 5,000 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  Choose a spaceship you can see within range. The target’s 
  engineer must make a Wisdom saving throw. If there is no 
  creature in that role, the save automatically fails. On a 
  failed save, the target ship can't initiate a void jump for 
  the duration. If the ship has already initiated a void jump, 
  the jump can’t commence until this spell is ended. If the 
  target’s engineer is at their station and not incapacitated, 
  they can attempt the saving throw again at the end of each 
  of their turns, ending the effect on a success. 
  Delay 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a small crystal) 
  Duration: Instantaneous 
  You briefly slow time for a creature of your choice that 
  you can see within range. The target must succeed on a 
  Wisdom saving throw or be moved to last place in the 
  initiative order from the beginning of the next round 
  onwards. 
  Destruct 
  9th-level evocation (mega) 
  Casting Time: 1 action 
  Range: 1,000 feet 
  Components: V, S 
  Duration: Instantaneous 
  Bringing all your magical powers to bear, you conjure a 
  wave of destructive energy, and unleash it at a ship. Make 
  a spell attack roll against a ship you can see within range. 
  On a hit, the ship takes 10d20 + 40 mega force damage.  
  Disruption Field 
  2nd-level abjuration (mega) 
  Casting Time: 1 action 
  Range: 5,000 feet 
  Components: V, S, M (a crystal tuning fork) 
  Duration: Concentration, up to 1 minute 
  You disrupt the flows of energy around one ship you can 
  see within range. The target’s engineer must make a 
  Wisdom saving throw. If there is no creature in that role, 
  the save automatically fails. On a failed save, the target’s 
  shield generator is disabled for the duration. If there is a 
  creature in the engineer role that is not incapacitated, it 
  can attempt the saving throw again at the end of each of 
  their turns, ending the effect on a success. 
  Earth-Shattering Kaboom 
  4th-level evocation 
  Casting Time:  1 minute 
  Range: 120 feet 
  Components: V, S, M (a red button) 
  Duration: 1 round 
  Streams of arcane energy pour from your hands and 
  coalesce into a great unstable ball at a point you can see 
  within range. At the end of this spell's duration, when the 
  mass of arcane energy is at its zenith, you rupture the ball 
  of energy, causing a massive detonation. When this 
  happens, roll a d20. On a 1, the ball fizzles into 
  nothingness. On any other roll, each creature in a 30-foot 
  radius sphere centered on that point must make a 
  Dexterity saving throw. A target takes 5d8 thunder 
  damage plus 5d8 radiant damage on a failed save, or half 
  as much damage on a successful one. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the thunder damage or the 
  radiant damage (your choice) increases by 1d6 for each 
  slot level above 4th. 
  Eye of Anubis 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: M (a holy symbol) 
  Duration: Instantaneous 
  A beam of tenebrous moonlight streaks from your left eye, 
  toward a creature within range. Make a ranged spell attack 
  against the target. On a hit, the target takes 1d8 necrotic 
  damage and can't take the Disengage actions until the end 
  of your next turn. 
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  SPELLS 
       This spell creates an additional beam and deals more 
  damage at higher levels. At 5th level, you fire a second 
  beam originating from your right eye. Your first beam's 
  damage increases by 1d8 (2d8) when you reach 11th level, 
  and your second beam's damage increases by 1d8 (2d8) 
  when you reach 17th level. 
  Eye of Ra 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: M (a holy symbol) 
  Duration: Instantaneous 
  A beam of furious radiance erupts from your right eye, 
  directed at a creature you can see within range. Make a 
  ranged spell attack against the target. On a hit, the target 
  takes 1d8 radiant damage and can't take the Hide action 
  until the end of your next turn. 
       This spell creates an additional beam and deals more 
  damage at higher levels. At 5th level, you fire a second 
  beam originating from your left eye. Your first beam's 
  damage increases by 1d8 (2d8) when you reach 11th level, 
  and your second beam's damage increases by 1d8 (2d8) 
  when you reach 17th level. 
  Geodesic Shield 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  Translucent, triangular plates of force assemble to form a 
  15-foot radius spherical dome around you, centered on a 
  point you touch. The dome contains clean, breathable air, 
  and airborne substances, such as poisonous gas, smoke, or 
  fog can't penetrate within it. The dome insulates those 
  inside it from extreme temperatures, regardless of the 
  outside environment. Creatures can walk freely into or out 
  of the dome, but the dome blocks ranged attacks, spells, 
  and other effects. 
       The dome has AC 10 and 20 HP. The spell ends when 
  the dome is reduced to 0 HP. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the dome's AC increases 
  by 1 and its HP increases by 10 for each spell level above 
  2nd. 
  Greater Mending 
  3rd-level transmutation (ritual) 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (two lodestones) 
  Duration: Instantaneous 
  This spell repairs breaks, tears, and other damage in an 
  object you can see within range, such as a smashed 
  control panel, ripped radiation plating, a corrupted 
  keycard, or a jammed turbine. As long as the damaged 
  object is no larger than 10 feet in any dimension, you 
  mend it, leaving no trace of the former damage and 
  restoring it to full working order. Note that this spell 
  cannot restore lost hit points to a damaged ship. 
       This spell can repair a magic item or construct as long 
  as its magic was present at the time it was broken. The 
  spell does not, however, restore lost charges. 
  Hack System 
  3rd-level transmutation (mega) 
  Casting Time: 1 action 
  Range: 10,000 feet 
  Components: V, S, M (a crystal lockpick worth at least 
  25 gp) 
  Duration: Concentration, up to 1 minute 
  Choose a spaceship you can see within range. The target’s 
  engineer must make a Wisdom saving throw. If there is no 
  creature in that role, the save automatically fails. On a 
  failed save, choose two of the target’s systems: those 
  systems are disabled for the duration. If there is a creature 
  in the engineer role that is not incapacitated, it can attempt 
  the saving throw again at the end of each of their turns, 
  ending the effect on a success. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you can affect one 
  additional system for each slot level above 3rd. 
  Hardlight Blaster 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Instantaneous 
  You wave your hand and conjure a sophisticated arcane 
  weapon, constructed of brilliant compressed light, which 
  hovers in the air in an unoccupied space within 10 feet of 
  you. The weapon fires a crackling beam of energy at a 
  target you choose within 60 feet of it, making a ranged 
  spell attack using your spell attack bonus. The weapon is 
  the point of origin for this attack; therefore, the attack can 
  target a creature that is not within your line of sight, as 
  long as it is within the weapon’s line of sight. On a hit, the 
  target takes 3d6 force damage. After this attack, this 
  weapon dissipates. 
   
   
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       At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you deal an additional 
  1d6 force damage for each slot level above 1st. 
  Hardlight Construction 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: 10 minutes 
  You compress waves of light into a solid, shimmering 
  structure composed of hardlight within range. You can 
  create a Huge or smaller object (contained within a 15-
  foot cube, or 27 connected 5-foot cubes) which persists 
  for the duration. For example, you can build a bridge 
  crossing a chasm, a tower to see over the treeline, or a 
  patch for the hull of a starship. This object can't have 
  moving parts or deal damage or directly harm anyone. No 
  matter what object you build, it has AC 10 and HP equal 
  to 30 + your spellcasting modifier. The object collapses 
  into nothingness and the spell ends if it is reduced to 0 hit 
  points.  
       At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, it's HP increases by 10 per 
  slot level above 3rd. If you cast this spell using a spell slot 
  of 6th level or higher, you can use your action to change 
  the object created into any other object you choose which 
  fits the criteria. Doing so does not restore the object's HP. 
  Hardlight Frame 
  5th-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Concentration, up to 10 minutes 
  Plates of shimmering compressed light swarm your body, 
  landing in the precise positions to form an intricate suit of 
  power armor. For the duration, you gain the following 
  benefits: 
  • Your AC equals 16. 
  • You gain 40 temporary hit points. If these temporary 
  hit points are reduced to 0, the spell ends. If any of 
  them remain when the spell ends, they are lost. 
  • Your size becomes Large, if it was smaller. 
  • You have advantage on Strength checks and saving 
  throws. 
  • The armor confers the benefits of a life suit. 
  • The armor has two built-in battlefists. You have 
  proficiency with these weapons. When you attack with 
  them, you make a melee spell attack against a target 
  within 10 feet of you. On a hit, the battlefists deal 
  force damage equal to 2d12 + your spellcasting ability 
  modifier. 
  • You can attack twice, instead of once, when you take 
  the Attack action on your turn. You ignore this benefit 
  if you already have a feature, like Extra Attack, that 
  gives you extra attacks. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the temporary hit points 
  bestowed by the spell increases by 10 points for each spell 
  level above 5th. 
  Hardlight Gauntlet 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Instantaneous 
  You conjure a scintillating gauntlet composed of 
  compressed energy and unleash a barrage of strikes. Make 
  three melee spell attacks against a single target. On the 
  first hit, the target takes 1d12 force damage, on the second 
  hit, it takes 2d12 force damage, and on the third hit, it 
  takes 3d12 force damage. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, you can make 1 additional 
  attack; the fourth hit deals 4d12 force damage. If you cast 
  this spell using a spell slot of 7th level or higher, you 
  make 2 additional attacks; the 5th hit deals 5d12 force 
  damage.  
  Hardlight Nails 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Concentration, up to 10 minutes 
  Thousands of bright, miniscule spikes of compressed light 
  form in a 10-foot square on a surface you choose within 
  range. This area becomes difficult terrain for the duration. 
  When a creature moves within the area, it takes 2d6 force 
  damage for every 5 feet it travels. 
       As a reaction when a creature moves in front of the 
  area of spikes, you can cause them to explode outward, 
  peppering the target with spikes and ending the spell. 
  Each creature within 30 feet of the spikes must make a 
  Dexterity saving throw, taking 4d6 force damage, or half 
  as much on a successful save. 
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  SPELLS 
  Hardlight Needle 
  Conjuration cantrip 
  Casting Time: 1 action  
  Range: 60 feet 
  Components: V, S, M (an emerald ring worth 30 gp)  
  Duration: Instantaneous 
  You condense light into a razor-sharp pinpoint that you 
  can effortlessly guide. A target you can see within range 
  takes 3 piercing damage. 
       This spell's damage increases by 3 when you reach 5th 
  level (6), 11th level (9), and 17th level (12). 
  Hold Ship 
  3rd-level enchantment (mega) 
  Casting Time: 1 action 
  Range: 5,000 feet 
  Components: V, S, M (a small, straight piece of iron) 
  Duration: Concentration, up to 1 minute 
  Choose a spaceship you can see within range. The target’s 
  engineer must make a Wisdom saving throw. If there is no 
  creature in that role, the save automatically fails. On a 
  failed save, the target’s speed and maneuverability are 
  reduced to 0 for the duration, and any weapons mounted 
  on it cannot be fired. If the target’s engineer is at their 
  station and not incapacitated, they can attempt the saving 
  throw again at the end of each of their turns, ending the 
  effect on a success. 
  Intensify Gravity 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 100 feet 
  Components: V, S, M (a lodestone and iron filings) 
  Duration: Concentration, up to 1 minute 
  This spell intensifies gravity in a 50-foot-radius, 100-foot 
  high cylinder centered on a point within range. Each 
  creature in this area must spend two feet of movement for 
  every foot moved, including flying, jumping, and 
  climbing movement. This can be combined with difficult 
  terrain to slow movement to a quarter of normal speed. If 
  a prone creature wishes to stand up, it must succeed on a 
  Strength check against your spell save DC. On a failure, it 
  can’t move at all on its turn. 
       Objects in the area, including those being worn or 
  carried, weigh double their usual weight, which therefore 
  may cause creatures to become encumbered or cause load-
  bearing spells like levitate to fail. Any ranged weapon 
  attacks that pass into, out of, or through the area have 
  disadvantage and any falling damage dealt within the 
  spell’s area is doubled. 
  Logic Bomb 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a component from a construct 
  core) 
  Duration: Concentration, up to 1 minute 
  Circuits of arcane energy reach out from your fingertips 
  and embed themselves in nearby technology, afflicting 
  everything it touches with a magical virus. Unattended 
  magical technology you choose within range is disabled 
  for the duration. Each creature you choose that is wearing 
  or carrying magical technology (or has embedded or 
  integrated technology on their person) must make an 
  Intelligence (Technology) check against your spell save 
  DC at the beginning of each of its turns or be unable to 
  use this technology. On a successful save, the spell ends 
  for this target.  
       Each construct you choose within range must make a 
  Wisdom saving throw. On a failed save, it is 
  incapacitated, even if it would otherwise be immune to 
  being incapacitated, and its speed is reduced to 0 for the 
  duration. At the beginning of each of its turns, a construct 
  can repeat this saving throw, ending the effect on itself on 
  a success. 
  Magic Mic 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  You conjure into existence a spectral microphone, 
  which can hover in front of you or be held in one 
  hand. Speaking through the microphone amplifies 
  your voice to a booming level and allows you to 
  distort your voice. This distortion can change your 
  voice's pitch, cause an echo, make it sound metallic, 
  add a layer of static noise, or any other simple audio  
  effect. It cannot be used to completely duplicate 
  another person's voice. You can change the mic's  
  volume and change the nature of the distortion on your 
  turn (no action required.) Your voice also projects 
  through radio waves allowing you to be heard on comm 
  sets and communication systems within 10 miles. 
       You can use your action to shout into the mic. 
  When you do so, each creature within 10 feet of you 
  must make a Constitution saving throw or take 1d4 
  thunder damage.  
       The spell’s damage increases when you reach 5th 
  level (2d4), 11th level (3d4), and 17th level (4d4). 
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  Mega Image 
  3rd-level illusion (mega) 
  Casting Time: 1 action 
  Range: 10,000 feet 
  Components: V, S, M (a sheep skin) 
  Duration: Concentration, up to 1 minute 
  You create the image of an object, a creature or some 
  other visible phenomenon that is no larger than a 1,000-
  foot cube. The image appears at a spot that you can see 
  within range and lasts for the duration. It seems 
  completely real, including sounds, smells, temperatures, 
  and cosmic signals appropriate to the thing being 
  depicted. You can’t, however, create sufficient heat or 
  cold to cause damage, a sound loud enough to deal 
  thunder damage or deafen a creature, or a smell that might 
  sicken a creature. 
       As long as you are within range of the illusion, you can 
  use your action to cause the image to move to any other 
  spot within range. As the image changes location, you can 
  alter its appearance so that its movements appear natural 
  for the image. For example, if you create an image of an 
  asteroid, you can make it rotate on its axis. Similarly, you 
  can cause the image to make different sounds at different 
  times. 
       Physical interaction with the image reveals it to be an 
  illusion, because objects pass through it. The image does, 
  however, fool sensor systems. A creature that uses its 
  action to examine the image can determine that it is an 
  illusion with a successful Intelligence (Investigation) 
  check against your spell save DC. If a creature discerns 
  the illusion for what it is, the creature can see through it 
  and the image’s other sensory qualities become faint for 
  that creature. 
  Meteoroid Shower 
  3rd-level evocation (mega) 
  Casting Time: 1 action 
  Range: 10,000 feet 
  Components: V, S, M (a lump of rock) 
  Duration: Instantaneous 
  You create a barrage of asteroids at a point you choose 
  within range. Creatures and the pilots of any ships in a 
  1,000-foot radius centered on that point must make a 
  Dexterity saving throw. If there is no creature in that role, 
  the save automatically fails. A target takes 8d6 mega 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d6 mega points for each slot level above 3rd. 
  Orbital Hardlight Cannon 
  9th-level conjuration 
  Casting Time: 1 action 
  Range: 500 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Concentration, up to 3 rounds 
  You focus an aurora of light into an immense hardlight 
  construct: an orbital cannon positioned 1 mile above your 
  head. The cannon fires a blinding beam of energy, which 
  lands in a 15-foot radius, 1-mile high cylinder centered on 
  a point within range. 
       When a creature enters the spell's area for the first time 
  on a turn or starts its turn there, it is scorched by the 
  beam’s energy, and it must make a Dexterity saving 
  throw. It takes 20d10 radiant damage on a failed save, or 
  half as much damage on a successful one. The spell 
  ignites flammable nonmagical objects in the area that 
  aren’t being worn or carried. 
       On each of your turns after you cast this spell, you can 
  use an action to move the beam 60 feet in any direction. 
  Paradox 
  9th-level transmutation 
  Casting Time: 1 action  
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous  
  By twisting the flow of time into knots, you cause one 
  action of your choice taken within range within the last 
  round to be undone. Reality then reasserts itself, recoiling 
  from the damage caused by removing an event from time. 
  The direct effects of that action, such as damage dealt by 
  an attack or spell, are undone, but the indirect effects, 
  such as creatures choosing to move to different locations, 
  are not. The creature that took the action takes 10d8 
  psychic damage, as it copes with its history being 
  modified.  
  Perception Hack 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 15 feet 
  Components: V, S, M (a polished mirror) 
  Duration: Concentration, up to 1 hour 
  This spell filters your presence from the minds of 
  machines. Choose up to five willing creatures of your 
  choice within range. These targets become silent and 
  invisible to constructs. This spell ends for a target that 
  attacks or casts a spell. Living constructs, such as vect, 
  that would see or hear you can make a Wisdom saving 
  throw to resist the effect of this spell.  
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  SPELLS 
  Perforating Smite  
  2nd-level evocation 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute  
  The next time you make an attack with a blaster 
  attack before this spell ends, the shot is charged with 
  an incredible amount of power. Instead of making an 
  attack roll against a single target, the shot becomes a 
  5-foot-wide line that extends from you out to the 
  weapon’s normal range. Each creature in that line 
  must make a Dexterity saving throw. A creature 
  takes the weapon’s normal damage on a failed save, 
  or half as much damage on a successful one. 
  Polybrachia 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a pair of armbands) 
  Duration: Concentration, up to 10 minutes 
  Two muscular arms consisting of brilliant arcane energy 
  appear on a creature that you touch. These arms are fully 
  functional and can be used to hold weapons and shields 
  (allowing the target to hold 2 two-handed weapons, or 4 
  one-handed weapons), perform somatic components of 
  spells, and perform other actions, though the arms 
  themselves don't grant the target additional actions. For 
  the duration, the target has advantage on Strength 
  (Athletics) checks made using the additional arms. Also, if 
  the arms are used to carry weapons, the target can use a 
  bonus action to make an additional melee weapon attack 
  using the arms.  
  Psychedelics  
  1st-level illusion 
  Casting Time: 1 action  
  Range: Self (60-foot radius) 
  Components: V, S, M (a mushroom) 
  Duration: 1 hour  
  For a moment, the colors around you shift in a rainbow 
  swirl, before coming to rest far from their original hues. 
  The colors of all creatures and objects you choose within 
  range change randomly and remain brightly and 
  unnaturally colored for the duration. Additionally, each 
  affected creature you choose must make a Dexterity 
  saving throw. On a failed save, a creature has 
  disadvantage on attack rolls until the end of its next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Repulsor Ring 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a piece of chalk) 
  Duration: Concentration, up to 1 minute 
  You outline a 5-foot diameter circle on the ground, which 
  is warded against intruders. Only creatures you choose 
  can step within the circle. Any ranged attack roll made 
  against a target within the circle has disadvantage. If a 
  hostile creature makes a melee attack against a target 
  within the circle, the attacker is pushed back 10 feet 
  immediately after the attack. 
  Rift 
  2nd-level transmutation (mega) 
  Casting Time: 1 action 
  Range: 10,000 feet 
  Components: V, S, M (a pinch of diamond dust) 
  Duration: Concentration, up to 10 minutes 
  You tear a rift in space at a point you choose within range. 
  The area of the rift is composed of 10 blocks, each 200-
  feet square and 25 feet thick. These blocks can be 
  arranged in any continuous pattern you desire, but must all 
  be positioned in the same plane―that is to say, the total 
  volume affected by the spell cannot be thicker than 25 
  feet. You cannot place the rift in a space that is occupied 
  by a creature or object. 
       The rift is impassable and blocks line of sight through 
  it. It counts as an object with an AC of 15 and 90 mega hit 
  points; the spell ends if the rift is reduced to 0 hit points. 
       If you maintain your concentration on this spell for its 
  entire duration, the rift becomes permanent, though it can 
  be dispelled. Otherwise, it disappears when the spell ends. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the rift’s area expands by 
  5 blocks for each slot level above 2nd. 
  Scramble Targeting 
  1st-level enchantment (mega) 
  Casting Time: 1 action 
  Range: 5,000 feet 
  Components: V, S, M (a piece of frosted glass) 
  Duration: Concentration, up to 1 minute 
  Choose a spaceship you can see within range. The target’s 
  gunners must each make a Wisdom saving throw. On a 
  failed save, a gunner has disadvantage on all attack rolls 
  with ship-mounted guns for the duration. As long as a 
  gunner isn’t incapacitated, they can attempt the saving 
  throw again at the end of each of their turns, 
  ending the effect for themselves on a success. 
  Spacetime Distortion 
  1st-level transmutation 
  Casting Time:  1 action  
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You warp spacetime around a creature you can see within 
  range. An unwilling creature can make a Constitution 
  saving throw to resist this effect. Creatures within 5 feet 
  of the target are treated as if they are 10 feet away, and 
  creatures 10 feet away are treated as if they are 5 feet 
  away. Moreover, other creatures can move through the 
  target's space, as long as they do not end their movement 
  there. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you can choose to 
  exponentially distort space around the target. Creatures 5 
  feet away from the target are treated as if they are 60 feet 
  away from the target, creatures 10 feet away from the 
  target are treated as being 5 feet away, and creatures up to 
  15 feet away from the target are treated as being 10 feet 
  away. Ranged attacks against this creature have 
  disadvantage.  
  Splice 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a special glass syringe, worth 
  1,000 gp) 
  Duration: 1 hour 
  With a pinprick beam of arcana, you steal a sample of 
  genetic information from a target creature you can see 
  within range and bestow that information upon a recipient 
  creature you touch. The target creature need not be alive 
  or even whole, as long as you target part of a creature 
  that has died within the last 10 
  days.  
       The recipient creature gains 
  any of the following traits from 
  the target creature that you 
  choose: the target's movement 
  speed and types of movement, 
  all of the target's damage 
  resistances, the target's 
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  SPELLS 
  special senses, or one of the target's special traits, such as 
  a ghast's Stench trait. If selected, the GM decides which 
  special trait, if any, the recipient gains from the target 
  creature. The recipient does not gain any traits from the 
  creature that do not result from its race or monster 
  statistics.  
       The recipient's appearances changes to resemble a 
  hybrid of the target creature and itself. These changes, as 
  well as the traits gained by the recipient creature, last for 
  the duration. 
  Technical Difficulties 
  1st-level transmutation 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V, S, M (a bit of frayed wire) 
  Duration: Concentration, up to 1 minute 
  This spell causes lights to flicker, blasters to malfunction, 
  and arcane terminals to crash. Choose a piece of magical 
  technology within range. The device malfunctions in 
  unpredictable ways, such that it is unusable for the 
  duration.  
  Technomancy 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous 
  With a complex input gesture, you can manipulate a 
  technological device you can see within range. You can 
  use this ability to perform any basic operation on the 
  device, including, but not limited to, pressing an external 
  button, entering a dozen keystrokes of data, activating an 
  authorized operation (such as opening an unlocked door), 
  dimming or brightening a screen, or muting a device that 
  has a speaker. You can’t disconnect or 
  reconnect wires, or perform an 
  unauthorized operation, such as 
  crashing a device or changing its 
  password without knowing 
  the original.  
  Telaros’s Speedcycle 
  4th-level conjuration 
  Casting Time: 1 minute 
  Range: 30 ft 
  Components: V, S 
  Duration: 1 hour 
  A Large vehicle with two wheels and holographic circuits 
  appears on the ground in an unoccupied space of your 
  choice within range. The cycle has AC 10 and 10 hit 
  points. It roars to life whenever its controls are grasped. 
  For the duration, you or a creature you choose can ride the 
  cycle, and one creature can ride as a passenger. The cycle 
  has a speed of 100 feet and can travel 10 miles in an hour. 
       Wherever the cycle moves, it leaves behind a brightly-
  chromatic, translucent wall of force behind it. The wall is 
  10 feet high and nothing can physically pass through it. It 
  is immune to all damage, but a 20-foot long portion of it 
  can be destroyed by a dispel magic or disintegrate spell. 
  Portions of the wall that the rider creates by moving the 
  cycle vanish at the end of the rider's next turn. 
      The spell ends if you use an action to dismiss it, if the 
  cycle is reduced to 0 hit points or more points, or if the 
  cycle collides with its walls or another substantial 
  obstacle. The walls of force vanish when the spell ends. If 
  the spell ends as a result of taking damage or a collision, 
  the rider and passenger both fall prone. 
  Telaros’s Terrific Transport 
  6th-level conjuration 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (a detached launch button from a 
  starship) 
  Duration: 1 hour 
  A Huge shuttle with glowing, holographic circuits on its 
  surface appears in front of you. The shuttle has room for 5 
  Medium creatures (a pilot and four passengers) and can 
  carry up to 1,000 pounds of cargo. The shuttle is enclosed 
  and contains clean, breathable air. It can fly at a speed of 
  100 feet per round, or up to 1,500 feet per round in a 
  vacuum. The shuttle can carry its passengers into space by 
  flying vertically for 5 minutes on most planets and can 
  enter a planet's atmosphere by descending for the same 
  amount of time. The shuttle has life support and sensors, 
  and is designed to dock with larger ships in the same way 
  a fighter can. 
       The shuttle as AC 10 and 4 mega hit points. The spell 
  ends if the shuttle is reduced to 0 hit points. When the 
  spell ends, the shuttle gently descends to the ground (if 
  there is a substantial planetoid nearby), giving the 
  passengers time to exit. 
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  Turbulence 
  1st-level evocation (mega) 
  Casting Time: 1 action 
  Range: 10,000 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Choose a spaceship you can see within range. The target’s 
  pilot must make a Dexterity saving throw. On a failed 
  save, the ship’s speed is halved for the duration. If there is 
  a creature in the pilot role that is not incapacitated, it can 
  attempt the saving throw again at the end of each of their 
  turns, ending the effect on a success.  
  Voidlight 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  For the briefest possible instant, you open a portal into the 
  Void, revealing the hideous lights beyond. Choose one 
  creature you can see to make a Constitution saving throw. 
  The target has advantage on this roll if it can’t see you. On 
  a failed save, the target takes 1d8 radiant damage. If you 
  roll an 8 on any damage die, you can roll an additional d8 
  and add its damage to the total, rolling again if this die it 
  also an 8, and so on. You can roll total a number of 
  damage dice for this cantrip equal to twice the number of 
  damage dice you initially rolled. 
       This spell's damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  White Dwarf 
  8th-level conjuration 
  Casting Time: 1 action 
  Range: 1 mile 
  Components: V, S, M (a pair of spectacles made from 
  darkened glass) 
  Duration: Concentration, up to an hour 
  A brilliant 20-foot radius artificial star, complete with its 
  own solar heat and gravitational pull, appears at an 
  unoccupied location you choose within range. When you 
  cast this spell, you can choose any number of creatures to 
  be unaffected by it while they are further than 30 feet 
  from the star. 
       Any creature that comes within 120 feet of the star for 
  first time on a turn or starts its turn there, must make a 
  Constitution saving throw. A creature within 30 feet of the 
  star automatically fails this save. On a failed save, a 
  creature takes 4d12 radiant damage, or half as much on a 
  successful save. 
       If a creature comes within 30 feet of the star for first 
  time on a turn or starts its turn there, it must make a 
  Strength saving throw or be pulled 10 feet closer to the 
  star by its gravitational pull. Medium or smaller objects 
  weighing less than 2,000 pounds in this area that aren't 
  being worn or carried are pulled into the star. If a creature 
  or object touches the star, it takes 8d12 fire damage plus 
  8d12 radiant damage and is blinded until the end of its 
  next turn. 
       The star sheds bright light in a 1-mile radius sphere 
  and dim light for an additional mile. If any of this star's 
  bright light overlaps with an area of darkness created by a 
  spell of 8th level or lower, the spell that created the 
  darkness is dispelled. 
  Worldseek 
  1st-level divination (ritual) 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a spyglass) 
  Duration: Concentration, up to 1 hour 
  This spell reveals the path to the nearest planet to you. For 
  the duration, you know the direction and the distance to 
  the nearest planet, planetoid, or moon. If you cast this 
  spell while you're on a planet, planetoid, or moon, the 
  spell fails. 
  Zone of Atmosphere 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a glass fish bowl worth 10 gp) 
  Duration: 1 hour 
  You create a spherical area of clean, breathable air 
  centered on a point within range for the duration. The 
  sphere can have any radius you choose to a maximum of 
  30 feet. If the point you choose is on an object you are 
  holding or one that isn't being worn or carried, the sphere 
  is centered on the object and moves with it.  
       Airborne substances such as poisonous gas, smoke, or 
  fog cannot enter the sphere, and any such substances 
  already within the sphere's area are destroyed. If such a 
  substance is created by a spell of a higher level than this 
  one, it is unaffected. 
       The area’s temperature is comfortable, regardless of 
  the outside environment.  
   
   
   
   
   
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  These appendices will explore the ‘verse in detail, (mostly 
  using expansive tables) to give GMs and players a more 
  concrete idea of how to run adventures in Dark Matter. 
       Appendix A provides GMs with an invaluable series of 
  tables to quickly create new planets with their own unique 
  hooks, quirks, and names. These tables can be used to 
  engineer a world on the fly, when the party spontaneously 
  decides to go universe-exploring, or as a guideline for 
  what types of worlds GMs can build within a planet’s tier. 
       Appendix B is a d100 table of plot hooks, short, open-
  ended primers to adventures, intended to intrigue the 
  players and act as a launching point for the GM. With 
  some ingenuity, this appendix can lay the foundation for 
  dozens of adventures―literally entire campaigns. 
  Additionally, it can provide inspiration for GMs that wish 
  to write their own adventures in Dark Matter and 
  highlights many areas within the established universe that 
  contain ample adventuring opportunities.  
       Appendix C is a noncomprehensive list of spacer lingo, 
  which should provide some fun phrases for roleplaying 
  and interesting insights into the ‘verse. 
       Appendix D is an exceptionally useful set of facts and 
  unit conversions for spaceborne campaigns. Readers that 
  are less unfamiliar with the imperial units used in this 
  book can find a host of conversions and common 
  reference points to help imagine the world of their games. 
       Appendix E contains a host of hazards and conditions, 
  such as radiation and zero gravity environments, which 
  adventurers in the ‘verse might regularly encounter.  
  Appendix A: 
  Creating a Planet 
  From rim to rim, the ‘verse contains somewhere in the 
  neighborhood of a hundred billion planets. Of that 
  staggering number, only a handful are remotely habitable 
  for most intelligent life, and an even smaller fraction are 
  picturesque worlds suitable for cultivation. To aid 
  explorers and colonists sorting through the databases of 
  categorized worlds, most spacing guilds use the following 
  universal tier system, based on a planet’s habitability:  
       Tier 1: Golden Worlds. Terrestrial planets capable of 
  self-sustaining animal and humanoid life, for greater than 
  10 million residents. 
       Tier 2: Garden Worlds. Terrestrial planets capable of 
  self-sustaining animal and humanoid life, up to a 
  maximum of 10 million residents. 
       Tier 3: Colony Worlds. Terrestrial planets with 
  moderately hostile environments (such as thin or 
  volatile atmospheres, extreme high/low 
  temperatures, minimal dry land coverage, etc.). 
  Potentially habitable, but require 
  specialized equipment and/or 
  protective magic. 
       Tier 4: Dead Worlds. 
  Terrestrial planets with 
  extremely hostile 
  environments (such as a 
  toxic or corrosive 
  atmosphere, or extreme 
  volcanic activity). 
  Uninhabitable even with 
  specialized 
  equipment/long term 
  protective magics. 
       Tier 5: Gas Giants. 
  Due to their incredible 
  mass, these planets are 
  uninhabitable, apart 
  from floating or orbiting 
  outposts or cities. 
       Tier X: Anomaly. 
  Addendum tier which denotes 
  planets (terrestrial or gaseous) 
  with extreme or bizarre 
  topographical or constructive traits. 
  For example, a Garden world that also 
  contains floating mountains would be 
  classified as a Tier 2X world. 
  You can determine the properties of a 
  planet quickly by rolling on the following 
  tables. Choose an option or roll a d6 to 
  determine a planet’s Tier, a d12 on the 
  corresponding table to determine that 
  planet’s characteristics, and a d100 to 
  determine its name. You can optionally 
  roll a d20 to determine a planet’s quirks, 
  and a d100 to modify a planet’s name. 
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  Random Planet Tiers 
  d6 Tier 
  1 
  Tier 1 
  2 
  Tier 2 
  3 
  Tier 3 
  4 
  Tier 4 
  5 
  Tier 5 
  6 
  Tier X; roll again to 
  determine tier 
  Tier 1 Traits 
  d12 Trait 
  1-2 This planet is an elven resort world. Its true 
  inhabitants number only a few thousand, but 
  tourists flock to this place at certain times of the 
  year, swelling its population to millions. 
  3-4 Megacities of impressive skyscrapers line this 
  planet’s coasts, while the rest of its land is 
  carefully districted into farms, which are worked 
  by automatons to feed the populace. 
  5-6 This planet is very similar to a younger High Terra 
  or Earth, down to its inhabitants and their 
  culture. However, it appears history took a 
  different course here or that it has simply 
  developed more slowly, granting a glimpse into 
  an alternate future or a world of yesterday. 
  7-8 This planet already has millions of humanoid 
  inhabitants, a young race which has already 
  spread to the far corners of the globe, but only 
  just mastered the finer points of making bronze 
  tools. 
  9-10 This world is large, wet, and fertile, creating 
  excellent conditions for life, and indeed, it is 
  home to many different plants and animals. It 
  can comfortably support tens of millions of 
  humanoids with only a modest amount of 
  agricultural development. 
  11-12 Although this world looks rocky and lifeless on 
  the surface, a close examination reveals the 
  telltale signs of humanoid activity: road networks, 
  canals, careful management of the planet's hardy 
  native plant-life. The hills and mountains of this 
  planet host massive subterranean cities, fed by 
  intense underground farming. The inhabitants 
  come to the surface only rarely and harbor 
  strange superstitions about what happens to 
  people who are exposed to too much sunlight. 
  Tier 2 Traits 
  d12 Trait 
  1 
  With clean air, fresh water, fertile soils, and 
  propitious seasons, this planet could be a tier 1 
  world―if only it were bigger. Unfortunately, it is so 
  tiny that it can house only a few hundred thousand 
  comfortably. 
  2 
  This world is covered with savannahs and semi-
  arid grasslands. It isn't such a bad place, but the 
  thin soil and occasional, but severe droughts 
  mean that humanoid colonists will never be able 
  to develop this world into a lush Eden. 
  3 
  This planet's broken surface is covered in jagged 
  mountains, crags, and gorges. Other than that, it 
  is quite suitable for colonization, but it will never 
  be an easy place to drive a trade caravan or build a 
  city. 
  4 
  Once a Tier 1 world, this planet had to be 
  downrated some time ago due to environmental 
  degradation. Poor farming techniques created a 
  dustbowl effect, and untreated industrial waste 
  now fouls the once-beautiful forests. 
  5 
  For centuries, the autocratic dynasty that has ruled 
  this planet has refused to allow its population to 
  grow either naturally or by immigration, in order to 
  preserve the planet as a private pleasure resort. 
  Other peoples have long since given up trying to 
  change things. 
  6 
  The immense mineral wealth of this planet, 
  combined with plentiful geothermal energy, has 
  made it so valuable to interstellar industrialists 
  that they have taken up all the prime real estate, 
  leaving little room for residential complexes. 
  7 
  This planet has comfortable temperatures, fertile 
  land, and abundant natural life; however, 
  everything grown on this planet is nutritionally 
  poor, containing a fraction of the calories that it 
  should. 
  8 
  All the fresh water on this planet is concentrated in 
  polar ice caps, which means that the inhabitants 
  are forced to live in tight clusters around the rivers 
  of meltwater that trickle down toward the arid 
  equator. 
  9 
  This planet, famous for its luxurious hot springs 
  and stunning mountain vistas, remains sparsely 
  populated. This is mainly because the air is laced 
  with sulphur and ammonia, constantly belched 
  out by thousands of volcanoes, creating a foul 
  stench that few people can tolerate for long. 
  10 
  A zealous conclave of rangers protects this lush, 
  forested world, preserving it as a sanctuary for rare 
  beasts and monsters. Small villages scattered 
  along rivers and coastlines are tolerated for the 
  services they provide, but the rangers are 
  notoriously hostile to new arrivals. 
  11 
  For some yet unexplained reason, half of the 
  humanoids that die on this planet instantly 
  reanimate as zombies. This constant threat 
  hampers the total population of the planet, as 
  zombie outbreaks periodically claim swathes of its 
  inhabitants. 
  12 
  Even though this planet has water, air, and 
  habitable temperatures, three-quarters of its land 
  is covered in “Black Glass”, a crystal-like mineral 
  that permeates the top soil and allows no 
  vegetation to grow. 
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  Tier 3 Traits 
  d12 Trait 
  1 
  This planet is overgrown with reddish alien plants, 
  covering every inch of available land, all of which 
  share a single, complex root system. Steadily, and 
  with intent, these plants grow to strangle and 
  envelop any foreign colonists, apparently driven by 
  a psionic source originating within the planet 
  itself. With proper management, and counter-
  psionic measures, it is possible to maintain a 
  colony and keep the plants at bay, but it is 
  unavoidable that the roots will sometimes steal 
  people away at night. 
  2 
  Only a few small specks of land can be found on 
  this world, for it is home to vast oceans, populated 
  by titanic sea creatures. Perhaps, hidden splendors 
  await beneath the waves, but its surface is plagued 
  by periodic monsoons and vast tidal waves. 
  3 
  The vast sand dunes and salt fields of this desert 
  planet conceal some of the most profitable 
  minerals in all of existence: underground caches of 
  void crystals. However, those who head out into 
  the desert alone also quickly learn that the land is 
  ravaged by w'rnocturs, which sleep below the 
  sands. 
  4 
  The deep swamps and fetid bogs of this dark 
  world may be able to support some life, but few 
  will find it a pleasant place to live. On the other 
  hand, it would be the perfect hideaway for hermits 
  and monks that wish to escape the hustle and 
  bustle of Tier 1 and 2 worlds. 
  5 
  This planet's thick jungles produce plenty of food 
  and valuable exotic lumber, but colonization is 
  made difficult by the gigantic, carnivorous plants. 
  Life here is a constant battle to keep the man-
  eating weeds at bay. 
  6 
  Situated right on the edge of its star's habitable 
  zone, this planet is cold and unforgiving. Herds of 
  hardy goats and moose roam its boreal regions, 
  but even they must migrate south to escape the icy 
  jaws of winter. 
  7 
  This planet is scarred by the legacy of a mage war. 
  Vast regions have been reduced to uninhabitable 
  plague-wrought lands or dangerous wild magic 
  zones, ravaged by living spells. Only a handful of 
  islands remain untouched by the devastation. 
  8 
  On the surface, this world looks barren and 
  lifeless, but a deeper scan reveals that it may be 
  habitable―at least underground. Shimmering 
  lakes of fresh water and huge caverns open the 
  possibility of subterranean life, provided one is 
  able to survive the many monsters that lurk in the 
  dark. 
  9 
  The wildlife on this planet has been afflicted by a 
  demonic curse, causing animals to be larger and 
  fearociously aggressive. Humanoid settlement is 
  limited to a handful of fortified outposts―mainly 
  in mountains and other easily-defensible 
  terrain―at least until the curse can be lifted. 
  10 
  The air here is thin and unwelcoming, meaning 
  that this planet cannot sustain animal life without 
  either technological or magical breathing 
  apparatus. What buildings there are will be either 
  airtight gnomish bunkers or else protected by a 
  hallow spell. 
  11 
  Orbiting a binary star, this planet suffers from 
  long, hot days with only the briefest of nights in 
  which to gain some respite. Those who can adapt 
  their sleeping patterns, however, are able to enjoy 
  a complex calendar of solstices, perihelions, and 
  apogees that grants great power to druids and 
  plentiful inspiration for bards. 
  12 
  Every twenty days, an ever-punctual electrical 
  mega-storm sweeps across this planet. Its intense 
  winds and barrage of lightning destroys crops and 
  tears down all but the sturdiest of structures. 
  Tier 4 Traits 
  d12 Trait 
  1 
  This planet is tidally-locked―that is to say, the 
  same side of it always faces its star―causing 
  extremely hot temperatures on one side, and 
  bitterly cold temperatures on the other. Its 
  atmosphere is also extremely thin, which 
  accentuates the temperature gradient, and places 
  another considerable hurdle in the way of survival. 
  2 
  The very chemical nature of this planet is hostile; 
  its atmosphere is toxic to almost all living things 
  (with the exception of certain insects), and it's also 
  corrosive to specific metals and alloys. A ship 
  entering the atmosphere might dissolve 
  completely, or only lose a few critical nuts and 
  bolts, depending on its composition. 
       Moreover, the planet has a considerable 
  amount of liquid water, but all of it is laden with 
  dissolved metals, which must be filtered 
  extensively before consumption. 
  3 
  This world, as well as the others in its system, are 
  newborns, only recently solidified from clumps of 
  molten metal into true terrestrial bodies. Every 
  inch of its surface is a rocky desert, blasted by 
  windstorms and scorched by frequent volcanic 
  eruptions. Perhaps it will be quite habitable in a 
  billion years, but until then, it is a desolate, ever-
  shifting, lifeless wasteland. 
  4 
  This rogue world was once ejected from its home 
  system, and now flies aimlessly through the 
  lifeless Black. It is a frozen ball of rock, bitterly 
  cold, even on a cosmological scale. 
  5 
  With liquid water, suitable farmland, and 
  moderate temperatures, this planet would 
  undoubtedly be suitable as a Tier 2 or Tier 3 world, 
  that is, were it not for the mega tarrasque (as per 
  the tarrasque statistics, but Mega sized, occupying 
  a 2,000 × 2,000 ft. square, with mega hit points, 
  dealing mega damage, capable of swallowing any 
  creature or ship that can fit within a 1,000-ft. 
  square.) A creature of unimaginable power and 
  ferocity, it roams this planet, slaughtering anyone  
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  who steps foot on it. 
  Powerful spells, orbital 
  bombardments, and even arcane 
  warheads have been rained down on 
  top of it, to no effect. 
  6 
  Though it has been perhaps a thousand years 
  since anything crawled across this planet's 
  surface, its face is still marred by its last foolish 
  inhabitants. The remnants of civilization here have 
  long since crumbled away, but one thing is 
  evidently clear: those who lived here managed to 
  create an arsenal of arcane warheads, including 
  one large enough to take a chunk out of the planet 
  visible from space. There is no water here 
  anymore, and little atmosphere. Dead magic 
  pockets litter the world where the bombs 
  detonated; the only remaining monument to the 
  civilization's folly. 
  7 
  At first blush, this world appears to be an 
  undiscovered tier 2, or even tier 1, world. It is lush 
  with life, and its surface is covered by jungles 
  brimming with mega-trees. However, an uneasy 
  silence meets any traveler here―despite abundant 
  plant life, there are no animals to speak of; no 
  birds, no fish, and no scurrying rodents. The only 
  other living things are microorganisms―extremely 
  dangerous ones at that. Any animal that is 
  exposed directly to any part of this planet is sure 
  to die from its diseases within a day. 
   
  8 
  A sinister presence plagues this planet. Little more 
  than a barren rock with a breathable atmosphere, 
  it is otherwise simply lifeless, but those who 
  remain on it too long discover that the entire 
  world is connected to the Lower Planes and is 
  replete with infernal power. By degrees, the planet 
  drains the life-force of its residents, visiting them 
  with nightmares and hallucinations which grow 
  more frequent and more intense with time. At last, 
  those on the planet go violently insane or merely 
  wither away. 
  9 
  A type of living crystal has taken root on this 
  world, resulting in a dazzling spectacle of glass 
  deserts and diamond-spike gardens that cover 
  most of the world. Unfortunately, the crystal is 
  extremely lethal to living creatures, crystallizing 
  and spreading inside an exposed creature’s blood, 
  killing it in mere minutes. 
  10 
  Though this planet is the perfect size for 
  humanoids, its core contains an unknown and 
  incredibly dense material, causing its gravity to be 
  almost six times that of Earth’s. 
  11 
  This planet’s star periodically releases massive 
  bursts of radiation. No amount of magic can 
  shield someone caught in one of these ion storms; 
  the only hope is to retreat deep underground when 
  they occur. Consequently, any kind of meaningful 
  agriculture and colonization is impossible. 
  12 
  Seismic activity on this planet is off the scale. No 
  building can last more than a few days before 
  being brought down by earthquakes, and anyone 
  walking its surface must watch their step, for the 
  ground is liable to swallow them up at any time. 
  Tier 5 Traits 
  d12 Trait 
  1 
  This planet has spectacular, mineral-rich rings, 
  which sit dangerously on the precipice of an 
  almost inescapable gravity well. 
  2 
  This planet's atmosphere is scoured with 
  brilliantly-hued, persistent mega-storms that reach 
  to the edge of space. 
  3 
  Sitting just below the limit of stellar mass, this 
  planet (called a brown dwarf) produces an 
  abundance of harmful radiation and has a gravity 
  well comparable to that of a star. 
  4 
  This planet's orbit is close to its parent star, 
  creating an almost binary system. In addition to 
  being massive and uninhabitable, it is also 
  incomprehensibly hot. 
  5 
  Dark and bitterly cold, this gas giant orbits far 
  from its star on a strange plane of motion, as if it 
  were captured from another system long ago. 
  Though its atmosphere contains a number of rare 
  metals not found elsewhere in its system, it also 
  contains a number of compounds that can eat 
  away at a ship's hull. 
  6 
  This planet emits a field of arcane flux, which 
  alternates between strengthening and destroying 
  magic energy. The ship's Dark Matter engine and 
  all of its magically-powered instruments 
  malfunction every five to six seconds. 
  7 
  Deep within the layers of clouds, this planet 
  contains a portal to the Elemental Plane of Fire, 
  which violently and endlessly ejects a miles-wide 
  spout of flame, occasionally scorching its moons 
  and nearby spacecraft. 
  8 
  For unknown reasons, this planet, which emits a 
  high-pitched buzzing on all lines of 
  communication, has a twisted vector of gravity, 
  intensely pulling nearby objects, not at all pulling 
  objects of medium distance, and weakly repelling 
  objects that are very distant to it. Rather than 
  orbit, its numerous moons simply congregate in 
  an uneasy stasis about its neutral region. 
  9 
  Made of etherstone, this planet's thousands of 
  moons have perplexing characteristics. Depending 
  on their rotations and velocities, two moons can 
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  APPENDICES 
  collide, pass through one another, or even merge 
  into a single larger moon. Because of this, the 
  planet's orbit is a frenetic debris field of seemingly 
  random collisions. 
  10 
  One of this planet's moons is large enough to be 
  considered its own planet. Roll on the Tier 4 Traits 
  table to determine its characteristics. 
  11 
  This gas giant is somewhat temperate, and certain 
  layers of its atmosphere are breathable and 
  adequately pressurized for animal life. Floating 
  'cloud cities' drift through these layers, along with 
  rootless 'air trees' that drink water vapor using 
  sail-like leaves. 
  12 
  The highly pressurized liquid in this planet's core 
  happens to be a rare and incredibly valuable 
  source of alchemical reagents. Despite the many 
  logistical hurdles―the toxic atmosphere, 
  punishing cold, constant hurricane winds―an 
  intrepid mage has taken up residence here in a 
  magically-shielded bubble, hoping to develop a 
  way to extract the liquid gold. 
  Tier X Traits 
  d12 Trait 
  1 
  Seemingly less a planet and more a tightly-
  compact asteroid field, this planetoid consists of 
  thousands of floating islands of rock, metal, and 
  ice floating in layered orbits around a ball of solid 
  iron. Perhaps, the planetoid used to be solid, but 
  encountered a catastrophe of epic proportions, 
  shattering the planet and heavily magnetizing the 
  core. It seems this magnetization, as well as the 
  heavy iron content found in every bit of rock and 
  ice in orbit within the planetoid, is what holds the 
  disparate chunks of land in their orbit. 
  2 
  Almost without explanation, this planetoid (if it 
  can be called that) is shaped as an immense, 
  circular plane, like a coin constantly flipping in its 
  orbit, revealing first one face, then the other. It 
  seems to be constructed of some unbelievably 
  strong exotic metal, buried under some miles of 
  soil and rock. 
       No force maintains an artificial gravity on the 
  flat planetoid, so all of its water congregates in a 
  spherical ocean, atop the gravitational center. On 
  this small ocean, gravity would appear to behave 
  normally, but venturing further out onto the coin 
  would reveal that gravity always points to the 
  center, making the flat surface feel like a slope that 
  grows ever steeper as one nears the edge. 
  3 
  All of the natural beasts on this planet are huge; 
  they would be considered 'giant' or 'dire' beasts 
  anywhere else in the 'verse. 
  4 
  In contrast to spherical (or even the vaguely 
  globular shape that the smallest of moons and 
  asteroids sometimes have), this planet has six 
  faces, as a regular cube. Other than this bizarre 
  construction, which relegates the north and south 
  poles to the top and bottom faces of the cube, and 
  bombards the other faces with intermittent but  
   
   
   
   
   
   
   
   
  immense 
  storms, this planet 
  seems devoid of 
  construction. How it 
  maintains this shape is a 
  mystery. 
       The rest of its solar system, too, has 
  perplexing geometries. It's nearest neighboring 
  planet (whose orbit is closer to the parent star) is 
  shaped as a tetrahedron, and its next nearest 
  neighbor (further away from the star) is 
  octahedral. The other two, more distant planets, 
  have equally geometrical constructions. 
       Most perplexing, the star itself, (named 
  Icosahedrax) has 20 sides, and radiates varying 
  amounts of heat from its edges and its vertices. 
  5 
  This planet is a single, colossal living creature, 
  possibly the largest living thing in the ‘verse. Its 
  face, which takes up almost an entire hemisphere, 
  is vaguely humanoid, with a pair of eyes the size of 
  oceans and a gaping maw lined with jagged 
  mountain ranges. What it eats and how it propels 
  itself through space is a mystery.  
       With powerful psionics, it might even be 
  possible to communicate with the planet (thereby 
  discovering that its motives are irredeemably evil), 
  but doing so would no doubt enrage the planet, 
  which despises all lesser lifeforms. 
  6 
  This planet suffers from a mysterious temporal 
  anomaly that randomly speeds up or slows down 
  time on different parts of its surface. Two people 
  separated by only a few miles could be the same 
  age on one day, and ten years apart on the next. 
  Communication across this world is routinely 
  scrambled, as messages can arrive before they are 
  even sent. 
  7 
  This planet is a luxury world, fabricated from 
  scratch to have beautiful and diverse scenic vistas 
  as far as the eye can see. It is climate-controlled to 
  have year-round balmy weather and mild seasons. 
  Even the wild food growing here is abundant and 
  delicious. 
       As perfect as it might seem, underneath the 
  ground is a mechanical hellscape in charge of 
  maintaining conditions on the surface. Those that 
  live here are little more than a servant population, 
  held under despotic rule and charged with 
  maintenance on the "Paradise Machine". 
  8 
  This planet is clearly artificial, for its entire surface 
  is constructed of mile-wide hexagonal tiles. Each 
  tile is raised to its own height and seems to 
  consist of only one biome or terrain type. For 
  example, the north pole of the planet is covered in 
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  similar-looking tundra tiles, but one coast abruptly 
  gives way to mountain tiles and another forms a 
  steep cliff where the sea meets the land. 
  9 
  This small, gray world might appear to be a moon, 
  but is actually a space station of incredible size, 
  housing a weapon capable of razing entire worlds. 
  10 
  This planet appears to be a normal Tier 2 or Tier 3 
  world, maintaining vibrant plant life, comfortable 
  temperatures, and plentiful liquid oceans. Upon 
  closer inspection, it becomes evident that these 
  oceans are not liquid water, but some other form 
  of exotic fluid (liquid methane, blood, healing 
  potion, mercury, tears, etc.). 
  11 
  This planet is simultaneously two worlds: an idyllic 
  Garden World by day, and a nightmarish hellscape 
  by night. It is not simply that the land takes on a 
  grim or beautiful aspect as its light changes; it 
  seems that two planets literally occupy the same 
  space here, alternating at dawn and dusk. 
  Moreover, the two worlds are fully disparate, for 
  where one might have a temple and a shaded 
  forest, the other has a lake of lava and a craggy 
  mountain. 
       Only visitors to this world seem to notice the 
  shift. Unattended objects, including those brought 
  by visitors, and the planet's residents (monstrous 
  and otherwise) simply vanish when the shift 
  occurs, and reappear when their world returns. 
  12 
  This majestic ringworld was clearly the creation of 
  an extremely advanced race. At its center is a small 
  artificial sun, which bathes the ring in ever-present 
  sunshine, and provides power to its numerous 
  hidden mechanisms. 
  Planet Quirks 
  Sometimes, a planet doesn't need a grand design to make 
  it stand out; just a few interesting traits will do. These 
  quirks should help add some character to your planet, 
  without otherwise requiring too much exposition. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Civilization Quirks 
  d20 
  Quirk 
  1 
  The inhabitants of this planet have built rapid 
  transit systems all over its surface. 
  2 
  The people of this planet are famous through the 
  sector thanks to their incredibly catchy pop music. 
  3 
  Parts of this planet are inhospitable due to 
  centuries of uncompromising warfare. 
  4 
  The people of this planet have domesticated a 
  wide range of monsters. 
  5 
  This planet is a hive of scum and villainy. 
  6 
  This planet is ruled by a wizarding bureaucracy 
  whose rules are as arcane as its magics. 
  7 
  An ancient, eternal dragon considers this entire 
  planet to be part of its hoard. 
  8 
  Major warring factions on this planet recently 
  made peace with each other. 
  9 
  This planet has been quarantined by scientists 
  from a neighboring star system. 
  10 
  Foundries, factories, and generators cover vast 
  tracts of this industrial planet. 
  11 
  There is a bitter and rancorous dispute over what 
  this planet's official name should be. 
  12 
  Interplanetary treaties enforce this planet's status 
  as a secular haven. 
  13 
  This planet has one massive city but no other 
  significant conurbations. 
  14 
  Sorcerers are born at an unusually high rate on 
  this planet. 
  15 
  Alcohol (and similar intoxicants) are expressly 
  forbidden on this planet. 
  16 
  The water-loving inhabitants of this planet prefer 
  to build floating cities on its seas or oceans, and 
  shun the land. 
  17 
  The people of this planet exchange slips of paper 
  as currency, rather than gold or silver. 
  18 
  The people of this planet keep outrageous, hugely 
  impractical fashion trends. 
  19 
  This planet’s sole leader is selected through an 
  annual lottery, stripped of all property, forced to 
  live on alms, but is otherwise all-powerful. 
  20 
  Levity of any sort is outlawed here. Laughter is 
  punishable through public lashings, and dancing 
  is punishable by death. 
  Natural Quirks 
  d20 Quirk 
  1 
  This planet is subject to an unusually high rate of 
  meteorite strikes. 
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  APPENDICES 
  2 
  All the native lifeforms on this planet are 
  constructs. 
  3 
  Something about this planet allows fossils to be 
  preserved in large numbers and excellent 
  condition. 
  4 
  This planet is dotted with ruined structures 
  belonging to a long-dead humanoid culture. 
  5 
  This planet has a pair of moons that have formed 
  their own binary system. 
  6 
  This planet has bright, rainbow-colored rings. 
  7 
  The dawn chorus on this planet is sung not by 
  birds, but by trees. 
  8 
  Parts of this planet are subject to a hurricane 
  season that is terrifyingly intense but mercifully 
  brief. 
  9 
  The naturally-occurring water on this planet tastes 
  like grape juice. 
  10 
  This planet is notable for producing several rare 
  foodstuffs. 
  11 
  Multicellular life recently evolved on this planet. 
  12 
  This planet’s gravity varies from place to place. 
  13 
  This planet is under the protection of a specific 
  demigod. 
  14 
  Sunrise and sunset on this planet are incredibly 
  beautiful. 
  15 
  On this planet, wild magic zones and Feywild 
  crossings are mainly found in deserts and 
  mountains; the forests are entirely mundane. 
  16 
  Mild but frequent planet-wide earthquakes have 
  worn this planet’s rocks into smooth stones. 
  17 
  The wildlife is cuddly, friendly, and takes to 
  following around visitors. 
  18 
  All of the fauna, and even some of the wildlife, are 
  mushrooms of incredible size and variety. 
  19 
  This planet’s breeze sounds eerily like someone 
  whispering just out of earshot. 
  20 
  Flowers on this planet flee when approached. 
  Planet Names and Modifiers 
  Planet names run the gamut of majestic to completely 
  unpronounceable, with all the variety in between. If you 
  need to pick a planet name quickly, roll on the Planet 
  Names table. 
       Additionally, some names might need a little bit 
  science fiction embellishment, an unexplained cypher of 
  numbers and letters, or a designation like "Prime", 
  appended at the end to really make it stand out. You can 
  roll for these on the Name Modifiers table.  
   
   
  Planet Names 
  d100 
  Name 
   
  d100 
  Name 
  1 
  Accretia 
   
  40 
  Jurani 
  2 
  Aestoria 
   
  41 
  Kesuat 
  3 
  Agamemnon  
   
  42 
  Khas 
  4 
  Arcta 
   
  43 
  Kierkegaard 
  5 
  Argonautica 
   
  44 
  Knara 
  6 
  Argosa 
   
  45 
  Kryd 
  7 
  Avadon 
   
  46 
  Lambdakai 
  8 
  Barakus 
   
  47 
  Leto 
  9 
  Basilious 
   
  48 
  Lithios 
  10 
  Caliburn 
   
  49 
  Locke 
  11 
  Capra 
   
  50 
  Mantra 
  12 
  Card 
   
  51 
  Meazix 
  13 
  Carthage 
   
  52 
  Mesioth 
  14 
  Cheryr 
   
  53 
  Miragis 
  15 
  Creeste 
   
  54 
  Neversun 
  16 
  Dirac 
   
  55 
  Niyrus 
  17 
  Dolketh 
   
  56 
  Nocoma 
  18 
  Dral 
   
  57 
  Numeoi 
  19 
  Dundaeleth 
   
  58 
  Orthos 
  20 
  Ebras 
   
  59 
  Pallavaya 
  21 
  Etevon 
   
  60 
  Parth 
  22 
  Eudoxus 
   
  61 
  Petra 
  23 
  Falkenraeth 
   
  62 
  Praetorius 
  24 
  Fractalus 
   
  63 
  Prism 
  25 
  Gaozu 
   
  64 
  Quotica 
  26 
  Gauss 
   
  65 
  Rama 
  27 
  Geist 
   
  66 
  Rendov 
  28 
  Gilgamesh 
   
  67 
  Respite 
  29 
  Gorroth 
   
  68 
  Rhoshimi 
  30 
  Gygaxia 
   
  69 
  Roni 
  31 
  Hadrian 
   
  70 
  Rostenbar 
  32 
  Haipha 
   
  71 
  Rutketh 
  33 
  Halis 
   
  72 
  Saqor 
  34 
  Hertzsprung 
   
  73 
  Sarte 
  35 
  Hexaton 
   
  74 
  Sh'noras 
  36 
  Honshu 
   
  75 
  Shrike 
  37 
  Iouneria 
   
  76 
  Sinh’non 
  38 
  Jazoalan 
   
  77 
  Smotali 
  39 
  Jiangshen 
   
  78 
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  d100 
  Name 
   
  d100 
  Name 
  79 
  Taizu 
   
  90 
  Vinfall 
  80 
  Tenebra 
   
  91 
  Voltaire 
  81 
  Tetrarka 
   
  92 
  Voxiax 
  82 
  Titanomach 
   
  93 
  Weere 
  83 
  Turnalis 
   
  94 
  Wung Ma 
  84 
  Tycho 
   
  95 
  Xanotea 
  85 
  Tygan 
   
  96 
  Xenova 
  86 
  Uighan 
   
  97 
  Yamato 
  87 
  Velmarine 
   
  98 
  Zagrazat 
  88 
  Verbina 
   
  99 
  Zetatau 
  89 
  Verrous 
   
  100 
  Zolda 
  Name Modifiers 
  d100 Modifier 
  1-20 Prime 
  21-50 Roman numeral. Roll a d10 on the following 
  table: 
  d10 
  Roman 
  Numeral 
  d10 
  Roman 
  Numeral 
  1 
  I 
  6 
  VI 
  2 
  II 
  7 
  VII 
  3 
  III 
  8 
  VIII 
  4 
  IV 
  9 
  IX 
  5 
  V 
  10 
  X 
   
   
   
   
   
  50-100 Two numbers and a letter (X12, or 9K4). Roll a 
  d10 twice to determine the numbers, roll a d100 
  on the table below to determine the letter, and 
  roll a d3 to determine the letter's position. 
  d100 
  Letter 
  d100 
  Letter 
  1-3 
  A 
  48-51 
  N 
  4-6 
  B 
  52-55 
  O 
  7-9 
  C 
  56-59 
  P 
  10-12 
  D 
  60-63 
  Q 
  13-15 
  E 
  64-67 
  R 
  16-19 
  F 
  68-71 
  S 
  20-23 
  G 
  72-75 
  T 
  24-27 
  H 
  76-79 
  U 
  28-31 
  I 
  80-83 
  V 
  32-35 
  J 
  84-87 
  W 
  36-39 
  K 
  88-91 
  X 
  40-43 
  L 
  92-95 
  Y 
  44-47 
  M 
  96-100 
  Z 
   
   
   
   
   
  Stars 
  Every bit as important as the planet itself is the star anout 
  which it orbits. A star with a harsh gravity well and 
  violent solar flares can make visiting a planet in its system 
  a nightmare, even if the planet is safely tucked away in its 
  habitable zone. These suggestions should help you 
  characterize a planet's star in all of those cases where the 
  star is not already critical to the planet's story. 
  Star Traits 
  d10 
  Trait 
  1 
  The star is nearing the end of its life, burning the 
  last of its remaining hydrogen and compressing 
  into a white dwarf. Its nearest planets are still 
  warm, and will remain so for many millennia. 
  2 
  This staggering colossus of a star burns brightly 
  and will not likely burn for long. Within perhaps 
  ten million years, it will collapse into a supernova, 
  consuming all its planets and burning dozens of 
  other nearby systems to nothingness. 
  3 
  The two stars at the center of this system form a 
  binary pair. They are locked in a dance of 
  increasing rotational speed that sees one of the 
  two being devoured by the other through constant 
  stellar accretion. 
  4 
  Nestled within a nebula of astonishing size, this 
  star is a newborn, casting its first rays and 
  drawing in as much gas as it can from the 
  surrounding cloud. Its planets are newly formed 
  as well, and predictably hostile. 
  5 
  This star is young and yellow, a mainline star that 
  will nourish its planets for billions of years to 
  come. However, it has a worrisome and 
  mysterious dark spot that combs across its 
  surface. 
  6 
  This star is extremely active, spewing  unusually 
  deadly radiation and producing multiple solar 
  flares at once. 
  7 
  A blinding line of radiation ejects from either pole 
  of this pulsar. 
  8 
  This neutron star is dead, but still clings to much 
  of its heat. Its innermost planets may still be 
  warmed by it for a few million years, but soon they 
  too will freeze. 
  9 
  An abandoned dyson ring from an ancient and 
  forgotten civilization still wraps this star's 
  circumference. Strange magic or technology must 
  affix it in place. 
  10 
  This star, usually blue, periodically shifts to a 
  yellow color and produces strange frequencies. 
   
   
   
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  APPENDICES 
  Appendix B: Dark 
  Matter Plot Hooks 
   
   
  This appendix contains dozens of plot hooks to intrigue 
  your players, inspire your campaign, and get your 
  adventures off on the right foot. Many of these quests can 
  be used as launching points for one-off adventures or 
  extended campaigns, depending on how far they are 
  developed from their initial premise.  
  d100 Hook 
  1-2 
  The consul of a human garden world needs help to find out why all the plant life is dying. 
  3-4 
  An elven frigate docks at the local maw, though there are no crew members on board. 
  5-6 
  A group of Firm Contractors have been found operating out of a prominent dwarven official’s home and you are 
  somehow implicated in the crime. 
  7-8 
  Over the last few weeks, roach users all over the ‘verse have been jumping far off course. When traced on a map, all 
  their potential paths lead to an unexplored system on the galactic frontier. 
  9-10 
  A young woman seeks refuge on your ship, claiming she is being pursued by shadowy Tower agents. She does not 
  reveal that she is a warlock, nor does she disclose the arcane secrets stored within her satchel. 
  11-12 
  Your party receives a mysterious cryptogram reading “snatcher”. Perhaps a body snatcher is in your midst?  
  13-14 
  A silver disc, much like the enigma that inspired gnomish spaceflight, has been found crash-landed on an uncharted 
  moon. Some of its systems even still function. 
  15-16 
  While mining a frontier world, a crew of dwarves uncovered a device that teleported them all to the Solar Citadel. 
  17-18 
  Hundreds of vect around the ‘verse have gone mad after experiencing a vivid hallucinations of a Foundry ship in peril. 
  19-20 
  A group of terrorists has obtained an arcane warhead and is holding the local maw hostage. 
  21-22 
  Your ship is installed with an AI core, granting it a personality. However, it soon begins malfunctioning and asking 
  unusual questions. 
  23-24 
  Garfreckt, the eternal dragon, needs the gold in its hoard planet to be polished while its dragonborn minions are on 
  vacation. There’ll be dire consequences if anyone steals as much as a copper piece from the mountains of riches. 
  25-26 
  You’ve landed on a primitive world. The locals have been awaiting your arrival and ask you to fulfil the prophecy. 
  27-28 
  Your ship has just been entered into the Galactic Grand Prix! Get from one edge of the galaxy to the other in as fast a 
  time as possible! Bonus points if you take our other racers along the way. 
  29-30 
  You have been hired to transport 1,000 head of Garbulen space cattle. They’re like regular cows, but carnivorous. 
  31-32 
  One party member is reminded of their dark past when a gold skeleton is sent to assassinate them as its Final 
  Command, vengeance for misdeeds almost a decade prior. 
  33-34 
  A malfunction in your teleporter causes one crew member to be duplicated. The copy is identical to the original, down 
  to its memories, but has the exact opposite alignment. 
  35-36 
  Several Dead Magic Zones have spontaneously popped up in shipping lanes in your local quadrant. 
  37-38 
  Your ship becomes infested with psionic, wire-gnawing thwirrels, a fact that is illuminated only when the ship comes 
  out of a void jump early and becomes stranded in the Black.  
  39-41 
  The orcish Warhorde is on the move, and the Lakshay garrison needs assistance. They’re happy to provide battle 
  frames to any able warriors that come to their aide. 
  42 
  An intergalactic construction firm has decided to destroy your home planet to make way for a new shipping lane. You 
  must find the appropriate paperwork to log a formal complaint and fill it out in triplicate. 
  43-44 
  The Temple has recently started offering resurrections for free to anyone that pledges their soul to the Chosen. 
  Obviously, demand is huge, and the waiting queue already stretches back for years, but those who are returned to life 
  seem different somehow. 
  45-46 
  You learn that one of your new acquaintances, a bounty hunter festooned with blasters and defense drones, has a 
  bounty on one of your long-time wizard companions, and will stop at nothing to collect. 
  47-48 
  An intrepid, or possibly insane, explorer claims he’s discovered a means to catch a fabled ship, The Infinity, which he 
  claims is not only real, but will make everyone unspeakably wealthy. 
  49-50 
  Astrogation Inc. has discovered a frontier maw station that has been completely offline for centuries. They want to 
  hire you to transport a team of amoeboid engineers to the maw and to explore the surrounding region of space. 
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  51-52 
  One of your party has been captured in a wrothian raid on a small planet. You have to infiltrate the stygian ship and 
  rescue them before the collector vat dissolves them completely! 
  53-54 
  Rumors abound of a world that contains an abundance of Poseidon Solution, and nautilid ships are on the move. 
  Unfortunately, the world lies deep within the Orc Warzone, and the nautilid fleet requires an escort. 
  55-56 
  You receive a cryptic communique from the Firm, offering you a contract to take part in a heist on the Galactic Bank. 
  57-58 
  On the local maw station, an amoeboid’s experiment has mutated its genetics, causing it to transform into a hulking 
  (but still translucent and blue) beast every night. You are enlisted to track down the amoeboid responsible. 
  59-60 
  You, along with a hundred mercenary ships, are hired to protect a DD&D shipment containing some sort of relic. 
  None other than the avia-ra flagship, The Prophet, comes to seize it. 
  61-62 
  An elven colony ship is sending a void beacon, claiming that they are being attacked. When you arrive, the passengers 
  seem fine and the crew claims no knowledge of the beacon. 
  63-64 
  After investigating gestational pods on an alien world, your crew start going missing one by one, as a rapidly maturing 
  monster is let loose on the vessel. 
  65-66 
  You’ve been invited to tour one of the factories where Krash, the most popular soft drink in the ‘verse is 
  manufactured. However, a wizmo mob is causing trouble in the factory and its pranks turn dangerous. 
  67-68 
  An anonymous, but extremely wealthy financier has hired the Coalition to retake a swathe of dwarven space. If not 
  stopped, an immense and devastating war will soon commence. 
  69-70 
  A series of grisly murders have taken place on the Solar Citadel, and the Order of the Sepulcher are worried that 
  escalating tensions and accusations might throw the Citadel into chaos. 
  71-72 
  Somehow, a faction within the Warhorde has constructed an incredibly large scrap-ship, composed of engines and 
  weapons from a hundred different ships rigged together with surprising cohesion. It’s slow, but extremely dangerous, 
  frequently launching arcane warheads, and it’s making a beeline for the Galactic Core. 
  73-74 
  You encounter a dashing young man and his traveling companions on their adventures through the ‘verse. Their 
  ancient spaceship is hardly the size of an escape pod but is much bigger on the inside. 
  75-76 
  Several spacesharks have been caught within a nebula elemental, creating a furious tornado of teeth. 
  77-78 
  While exploring the galactic frontier, you encounter a planet that seems to be occupied by people from across the 
  ‘verse. Not just any people; dead people, including your loved ones. 
  79-80 
  Your ship breaks down on a backwater world, but replacement parts are ludicrously priced due to organized crime on 
  this planet, and you end up indebted to an intergalactic mob boss. 
  81-82 
  Someone is producing a cheap alternative to roaches, called jump dust. The dust works as advertised, and for a tenth 
  of the price of a roach, but unbeknownst to its buyers, it instantly kills about a fourth of its users. Find who’s making 
  this poison. 
  83-84 
  You decide to take a vacation on the elven resort world, Paradise 1. Little do you know that your rest and relaxation will 
  be cut short when you discover how the world is kept so idyllic year-round. 
  85-86 
  You touch down on a previously undiscovered world inhabited by 1-foot tall green people. Before you know it, the 
  inhabitants have erected tiny temples and monuments in your honor, worshiping your party as gods. 
  87-88 
  Constructs start malfunctioning while the you are traveling on a luxury cruise liner. Someone has released the N-Virus, 
  endangering hundreds of lives, but why? 
  89-90 
  Good news, everyone! You've just been hired to deliver 500 tons of extremely volatile Traflaxian explosion crystals to 
  the Perseus-8 system! 
  91-92 
  The ship picks up a lone distress beacon originating from within a graveyard of destroyed ships. Lifeform scanners 
  don’t detect any life, but the you can’t shake the feeling you’re being watched. 
  93-94 
  Your credit accounts with the Galactic Bank have been hacked, and the only way to recover your money is by playing 
  an advanced gnomish virtual reality game to find the thief. 
  95-96 
  You slip into a demiplane that contains a vast library of hexagonal rooms and nonsense books. This mystery 
  surrounding this library involves an ancient supercomputer cataloging the souls of everyone who has ever lived. 
  97-98 
  An errant void jump has left your ship in a Dead Magic Zone. Without some quick thinking, you’ll surely suffocate. 
  99 
  A strangely-shaped vessel has shown up on the edge of the Dead Magic Zone. It contains a bizarre golden disc and is 
  emblazoned with a symbol reading ‘NASA’. 
  100 
  An interdimensional imp has taken notice of your crew and decides to amuse itself by putting you through a series of 
  bizarre tests. 
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  APPENDICES 
  Appendix C: 
  Spacer Lingo 
  Thousands of dialects are spoken on maw stations and at 
  spaceports across the verse, but spacers, adventures, and 
  explorers who spend most of their time traveling between 
  these places have developed a particular way of speaking. 
  Melding words from some languages with technical 
  jargon, brand names, and copious amounts of slang, 
  spacer lingo can seem like a language all its own.  
       This appendix contains a selection of words and 
  phrases spacers regularly use: 
  Aughtime: (n) From “aught time”, this regulated 24-hour 
  timezone is synchronized with times on High Terra. 
  Since human shipping lanes have become prevalent, 
  most spacers (human and otherwise) now synchronize to 
  aughtime on long travels. Ex: “You lost six hours since 
  taking off. Set your clock to aughtime and take a nap.” 
  Bugging Out/Roach Raging: (v) A term for the maniacal 
  symptoms caused by withdrawal from Ocoulori 
  Radavitis. Ex: “He's totally bugging out.”, “Suspect 
  appears to be roach raging, advise caution.” 
  Broker: (n) No to be confused with a Soul Broker, one 
  who works with the Cabal and trades souls, a broker is 
  an individual who collects secrets and trades 
  information for money. Brokers are known as a surefire 
  way of learning tidbits on important or elusive topics, 
  but are exorbitantly expensive, associate with shady 
  characters, and are always accompanied by burly hired 
  thugs. Ex: “Trail’s gone cold. No option now: we’ve got 
  to see the broker.” 
  Comma (or CommA): (n) A booming genre of electronic 
  music popularized by comm sets capable of 
  automatically generating original streams of this music. 
  The name originates from the setting used to generate it: 
  “Play: Comm: A”, which gradually became “Comm A”, 
  and then “CommA”. Ex: “Grooving down to some 
  comma? Kids these days don't know the classics!” 
  Going Dark: (v) A phrase meaning to engage a void jump 
  using a Dark Matter engine, likely originating from the 
  closing of metal shutters and dimming of light during 
  jumps.  Ex: “Going dark in three minutes, buckle up.” 
  Hopper: (n) A ship with at most a Class 1 or 2 Dark 
  Matter engine, so called because it is only good for 
  hopping between planets within one system. Ex: “The 
  dealer was only selling hoppers; nothing that'd get us to 
  the Citadel and back.” 
  Krash: (n) A popular brand of canned fizzy drink, so 
  enjoyed by spacers that it has become a generic term for  
  soft drinks in general. Its biggest competitor, Orc-a-Cola, 
  sells fewer than half the number of drinks KrashCorp. 
  does in a given year. Ex: “While you’re out, could you 
  grab some Krash?” “Sure, Krash Zero, Tropi-Krash, or 
  Orc-a-Cola?” 
  Locals: (n) Native inhabitants of a world which have not 
  encountered space travelers before. Ex: “Head back to 
  the shuttle; keep your blasters ready, but mind the 
  locals.” 
  Marbles: (n) The small, bland, pellets dispensed by most 
  cheap shipboard meal fabricators. Though nutritious, 
  they're far from desirable. Ex: “I’d kill for a nice steak. 
  Or even a bad steak. Anything that isn’t marbles.” 
  Murmurs: (n) Distant, indistinct voices heard among the 
  static between stations on basically all communication 
  devices, from huge etheradio stations to personal comm 
  sets. No consensus explanation exists for this 
  phenomenon, but some believe they can understand the 
  murmurs. Ex: “Sometimes, when I go to sleep, I put on 
  the murmurs to relax.” 
  Praise the Sun: (v) While rude to utter while in avia-ra 
  company, refers to the single-minded pursuit of an 
  unusual line of thought or course of action. In other 
  words, insanity. Ex: “Why would he do something so 
  odd?” “He's praising the sun.” 
  The Pins: (n) The nauseous disorientation caused by 
  being compressed into the space of an atom for a 
  fraction of a millisecond, which spacers feel shortly 
  after conducting a void jump. With time, veteran spacers 
  grow accustomed to the pins, but new-timers almost 
  always vomit. “Guh, I never get used to the pins. I’ll 
  need something to settle my stomach.” 
  Seven O' Seven: (n) A very good deal, which one would 
  be a fool to refuse. This phrase is in reference to Unit 
  707, the vect commander which offered aid to the nearly 
  defeated elven armada during the Night Crusade. Ex: 
  “The Firm gave him a seven o' seven: skip town or see 
  the business end of a repeater.” 
  Slag: (v) Originally a reference to the molten debris left 
  behind when a ship is destroyed with lasers, this phrase 
  has become synonymous with “kill” or “destroy”. Ex: 
  “Do you wanna get slagged?” 
  Solaris Vult: An avia-ra war cry, a mantra repeated 
  during holy Crusades. Ex: “Solaris Vult! Solaris VULT! 
  SOLARIS VULT!” 
  Space Madness: (n) A joke often played on first-time 
  spacers normally involving one or more persons 
  pretending to become infected with said 'madness'. Ex: 
  “Look out! He's got the Space Madness!” 
   
   
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  Appendix D:     
  Useful Facts       
  and Conversions 
  Depending on the type of campaign that you run using 
  this book, you might use frequent calculations as you 
  navigate through space, or none at all. This appendix 
  collects a few facts that might be useful when you need 
  back-of-the-envelope calculations or a real sense of scale. 
  Space Facts 
  Diameter of the Milky Way 
  590 quadrillion miles 
  9.5 × 1017 km 
  100,000 ly (light years) 
  Diameter of the Solar System 
  5.6 billion miles 
  9 × 109 km 
  Diameter of Earth 
  7,917 miles 
  12,742 km 
  Diameter of the Moon 
  2,159 miles 
  3,475 km 
  Distance of the Earth to the Sun 
  93.7 million miles 
  1.5 × 108 km 
  Distance from the Earth to the Moon 
  239,200 miles 
  385,000 km 
  Temperature in Space 
  -455 Fahrenheit 
  -270.5 Celsius 
  2.7 Kelvin 
  Surface Temperature of the Sun 
  9,930 Fahrenheit 
  5,500 Celsius 
  5,772 Kelvin 
  Speed of Light 
  186,262 miles per hour 
  3.0 × 108 meters per second 
  One Light Year 
  One Parsec 
  5.8 trillion miles 
     19,17 trillion miles 
  9.46 × 1012 km  
     3.086 × 1016 km 
    
   
   
     3.262 ly 
  Imperial to Metric Conversions  
  Imperial 
  Metric 
   Imperial 
  Metric 
  Distance 
   
   Weight 
   
  1 inch (in.) 
  2.54 cm 
   
  1 ounce (oz) 
  28.3 g 
  1 foot (ft.) 
  30.48 cm 
   
  1 pound (lb.) 
  454 g 
  3 feet 
  91.44 cm 
   
  5 pounds 
  2.27 kg 
  5 feet 
  1.524 m 
   
  10 pounds 
  4.54 kg 
  10 feet 
  3.048 m 
   
  100 pounds 
  45.4 kg 
  15 feet 
  4.572 m 
   
  2,000 pounds  
  907 kg 
  20 feet 
  6.096 m 
   Volume 
   
  25 feet  
  7.62 m 
   
  Cup 
  327 ml 
  30 feet 
  9.144 m 
   
  Pint 
  473 ml 
  60 feet 
  18.29 m 
   
  Quart 
  946 ml 
  120 feet 
  36.58 m 
   
  Gallon 
  3.79 l 
  300 feet 
   
   Temperature 
   
  1 mile (mi.) 
  1,609 m 
   
  0oF 
  −17.8oC 
  1,000 miles 
  1,609 km 
   100oF 
  37.8oC 
  Speed 
   
    
   
  10 mph 
  16 kph 
    
   
  20 mph 
  32 kph 
    
   
  100 mph 
  161 kph 
    
   
  Common Reference Points  
  Reference Point 
  Imperial 
  Metric 
  Distance 
   
   
  Width of a Pencil 
  .25 in. 
  6 mm 
  Length of a Pencil 
  7.5 in. 
  19 cm 
  Height of an Adult Human 
  5.4 ft. 
  165 cm 
  Weight 
   
   
  Weight of an Egg 
  2 oz. 
  60 g 
  Weight of an Adult Human 
  137 lb. 
  62 kg 
  Weight of an African Elephant 
  13,000 lb. 
  5900 kg 
  Temperature 
   
   
  Absolute Zero 
  −460oF 
  −273oC 
  Freezing Point of Water 
  0oF 
  0oC 
  Room Temperature 
  70oF 
  21oC 
  Human Body Temperature 
  98.6oF 
  37oC 
  Boiling Point of Water  
  212oF 
  100oC 
  Speed 
   
   
  Jogging Speed 
  6 mph 
  10 kph 
  Speed of a Bicycle 
  15 mph 
  24 kph 
  Car’s Cruising Speed 
  65 mph 
  105 kph 
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  APPENDICES 
  Appendix E: Hazards 
  While spaceflight can be tricky and downright dangerous, 
  it’s not quite the suicidal venture some make it out to be. 
  With the right gear, the right ship, and the right crew, 
  you’re almost guaranteed to make it from your initial port 
  of call to wherever you’re heading, barring some 
  unforeseen circumstances.  
       That said, below are listed a number of potential 
  hazards that could adversely affect your ability to get 
  around the ‘verse:  
  Dead Magic Zone 
  Where the edges of space wear thin, the fabric of magic 
  has torn, leaving immense Dead Magic Zones in space 
  where no arcana can exist. These regions behave much 
  like antimagic zones and influence magical technology in 
  the same way as magic items. Additionally, constructs 
  within the zones are paralyzed, even if they would 
  otherwise be immune to this condition.  
       Ships can no longer move and all their systems and 
  weapons are fully disabled. Thankfully, even void crystals 
  fall inert, or the resulting shutdown of the ship’s Dark 
  Matter engine would be catastrophic. Gnomish 
  technology, which is built on scientific prinicples, can 
  operate normally in Dead Magic Zones. 
  Extreme Temperature 
  Few places in the galaxy are a comfortable temperature 
  for organic life. The Black is an endless icy nothingness, 
  whereas stars are universally scorching hellscapes; the 
  friendly bands between these extremes, where organic life 
  can comfortably exist, are few and far-between. Very hot 
  and very cold terrestrial temperatures generally call for 
  creatures to make Constitution saving throws (the DC 
  varying based upon the temperature) to avoid exhaustion 
  and other hazards, such as frostbite and sunburns. 
  However, extreme temperatures, such as those found in 
  space, are immediately life threatening. 
       At the beginning of its turn, an unprotected creature 
  exposed to extreme cold or extreme heat takes 1d6 cold or 
  fire damage, respectively. If still exposed at the beginning 
  of its next turn, the creature takes 2d6 damage, and 3d6 
  damage at the beginning of the turn following that, and so 
  on, up to a maximum of 10d6. Even more extreme 
  temperatures will begin damage with a higher number of 
  damage dice, at the GM's discretion. 
   
  N-Virus 
  The N-Virus is a magical disease which affects only 
  constructs and can lay dormant in machines for some 
  time. Living constructs, such as vect and android 
  characters, are particularly vulnerable, as the virus 
  completely overwrites their personalities as it runs its 
  course. 
       If a construct comes in physical contact with a 
  construct infected with the virus or uses an arcane 
  terminal or other device infected with it, it must make a 
  DC 16 Constitution saving throw or become infected. 
  Symptoms are minor at first, consisting of malfunctions 
  and instances of faulty logic, but as the virus moves to 
  dominate the construct's core, the virus reveals its true 
  nature. The virus intelligently delays its progression, lying 
  dormant for up to 30 days, until more constructs are 
  infected or the infected construct has escaped quarantine.  
       A construct with the N-Virus develops a fiendish 
  intelligence and the sinister obsession of spreading the 
  virus further. The construct's Intelligence score becomes 
  16 if it were lower. An infected character’s alignment 
  becomes chaotic evil, and it gains the following ideal: “I 
  will spread the N-Virus at all costs.” The GM might take 
  control of the character until the virus is purged from its 
  system.  
       Additionally, an infected construct gains the ability to 
  instill faults within machines, gaining the following trait: 
       Innate Spellcasting. The infected construct’s innate 
  spellcasting ability is Intelligence (spell save DC equals 
  8 + its proficiency bonus + its Intelligence modifier). 
  The construct can innately cast the following spells, 
  requiring no material components: 
  At will: technomancy 
  3/day each: circuit breaker, perception hack, technical 
  difficulties 
       The N-Virus can be prevented with the antivirus spell. 
  It can be cured with the lesser restoration spell while it 
  lays dormant, but once it progresses, it can only be cured 
  with a greater restoration spell, or similar magic, or if the 
  character is killed and returned to life. 
  Radiation 
  Even brief exposure to hazardous radiation can kill, as 
  evidenced by the bursts of radiant energy produced by 
  blasters, but prolonged radiation can be just as deadly. A 
  creature that spends one minute exposed to radiation must 
  make a DC 15 Constitution saving throw or be poisoned 
  for one hour. While poisoned, the creature's hit point  
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  maximum is decreased by 5. Each subsequent failed 
  saving throw against radiation while the creature is 
  poisoned increases the duration the creature is poisoned 
  by an additional hour and decreases its hit point maximum 
  by an additional 5. If a creature’s maximum hit points is 
  reduced to 0, it dies. 
       Lastly, when a creature that has been poisoned due to 
  radiation recovers from being poisoned, roll a d20. On a 1, 
  the creature suffers a severe side effect from the 
  poisoning: an aneurism or a cancerous growth. The 
  creature's maximum hit points are halved until it is healed 
  by a greater restoration spell or similar magic. 
  Roach Addiction 
  Long term consumption of Ocoulori Radavitis, also 
  known as "roaches" is addictive and dangerous. Roaches 
  are sentient and psychic creatures, and their violent deaths 
  gradually wear down the psyche of those who eat them. 
  When a creature consumes a roach, it must make a DC 13 
  Wisdom saving throw. On a failed save, it becomes 
  addicted and gains one randomly-determined Indefinite 
  Madness trait. While addicted, it gains a level of 
  exhaustion whenever it goes longer than one week without 
  consuming a roach. Each time it fails this Wisdom save, it 
  gains an additional Indefinite Madness trait and the time 
  before exhaustion sets in decreases by 1 day, to a 
  minimum of 1 day. Addiction can be ended by a remove 
  curse spell and its lingering madness traits can be cured 
  by a greater restoration spell. 
  Vacuum 
  The vacuum of space is the utter extreme of hazards; its 
  extreme temperature and complete absence of air are 
  universally lethal. No creature can hold its breath in a 
  vacuum. Upon entering a vacuum without a breathing 
  apparatus, a creature can survive a number of rounds 
  equal to 1 + its Constitution modifier (minimum 2 
  rounds). At the start of its next turn, it drops to 0 hits 
  points and is dying. 
       A creature with a breathing apparatus might still be 
  subject to Extreme Temperature if it does not have other 
  protective equipment. 
  Variable Gravity 
  Though it’s natural to take gravitational forces for granted 
  while on a planet or within a ship with artificial gravity, 
  the ‘verse abounds with different gravitational 
  environments, each of which pose a unique challenge to 
  spacers and explorers.  
       Zero Gravity. Whenever a ship loses its artificial 
  gravity system while it’s in the Black or someone decides 
  to go on a spacewalk, they experience zero gravity. In 
  zero gravity environments, creatures and objects hang in 
  the air until they are moved. A creature in zero gravity can 
  move only by pushing or pulling against a fixed object or 
  surface within reach (such as a wall or a ceiling), which 
  allows it to move as if it were climbing. Its speed is 
  otherwise reduced to zero. Once a creature or object is set 
  into motion, it can’t stop its movement until it collides 
  with an obstacle. A creature continues its movement at the 
  same speed at the beginning of its turn, and an object set 
  in motion moves with the same speed one round after it 
  was moved.  
       Creatures and objects in an area of zero gravity have 
  no weight, but still may require some strength to push. 
       Low Gravity. Planetoids, asteroids, and moons, with 
  any sort of gravity will have low gravity, which only 
  tenuously draws objects to the surface after allowing them 
  to linger in the air for some time.  
       In low gravity, the weight of all creatures and objects is 
  halved. A creature in low gravity can jump twice the 
  normal height and distance. Additionally, a creature takes 
  half damage from falling in low gravity. 
       High Gravity. High gravity conditions are common in 
  the ‘verse, as it is the default environment for large and 
  dense planets, as well as occurring whenever a ship strays 
  too close to a massive object, such as a star or a black 
  hole. 
       Each creature in an area of high gravity area must 
  spend two feet of movement for every foot moved, 
  including flying, jumping, and climbing movement. This 
  can be combined with difficult terrain to slow movement 
  to a quarter of normal speed. If a prone creature wishes to 
  stand up, it must succeed on a DC 12 Strength check. On 
  a failure, it can’t move at all on its turn. 
       Objects in the area, including those being worn or 
  carried, weigh double their usual weight, which therefore 
  may cause creatures to become encumbered or cause load-
  bearing spells like levitate to fail. Creatures and objects 
  take double damage from falling. 
       Extreme Gravity. While high gravity can be tolerated 
  for some time, extreme gravity is outright lethal. Extreme 
  gravity carries all the penalties of high gravity, but a 
  creature makes all Strength and Dexterity ability checks 
  and saving throws with disadvantage. Additionally, at the 
  beginning of its turn, a creature in extreme gravity takes 
  bludgeoning damage based on its size: a Small creature 
  takes 1d4 bludgeoning damage, a Medium creature takes 
  1d6 bludgeoning damage, a Large creature takes 1d8 
  bludgeoning damage, a Huge creature takes 1d10 
  bludgeoning damage, and a Gargantuan creature takes 
  1d12 bludgeoning damage. 
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  LICENSE
  This material is being released under the Open Gaming License.  
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  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
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  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Alchemist Redux Copyright 2018, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson; 
  Channeler Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair; 
  Complete Gunslinger Copyright 2018, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason 
  Sinclair; 
  Complete Witch Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason 
  Sinclair; 
  Complete Warmage Copyright 2016, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson; 
  Shugenja Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair, 
  Alexander Binns; 
  Craftsman Redux Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer; 
  Dark Matter Copyright 2018, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair 
  END OF LICENSE 
   
   
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