June 18, 2018


Primal Path
Comments from the Finger: Doom Eternal was announced at E3, which gave me a great chance to revisit Doom 2016 and listen to its banging soundtrack (also, to put some Doom-inspired demons in Dark Matter!) 
     This class uses our Firearm Rules.

In other news, we're going down to two posts a week (Monday and Thursday) while we're working on the Kickstarter. We still plan for one of these each week to be a PDF post, while the other will be a Wednesday-style variety post.

Path of the Doomslayer

Barbarians who walk the Path of the Doomslayer live to crush fiendish skulls beneath their heels, to impale demons and devils with their blades, and to feel their palms slick with demonic blood. Theirs is a ferocity that eclipses the fires of hell―demons would be wise to fear a doomslayer's wrath when stepping foot on the Material Plane.
     The oldest doomslayers sharpened their axes on whetstones taken from the pit of the Nine Hells, but modern slayers often prefer the bite of a blaster to that of a blade. Regardless of their weapons or era, doomslayers are tireless and savage demon killers.

Starting at 3rd level, you gain proficiency in simple and martial firearms, and you can use your Strength modifier instead of your Dexterity modifier on firearm attack rolls. While raging, you can add your Rage damage bonus to firearm damage rolls, and you have resistance to all damage dealt by fiends.

Rip and Tear
Starting at 6th level, your unarmed damage increases to 1d6 bludgeoning damage, and melee attacks you make count as magical for the purposes of overcoming damage resistance and immunity. Additionally, when you take the Attack action and hit a single creature with 2 or more melee weapon attacks on your turn, you can use your bonus action to deal that creature an additional 1d8 points of magical bludgeoning or slashing damage. At 14th level, this bonus damage increases to 2d8.

Argent Feast 
Starting at 10th level, whenever you critically hit a hostile creature or reduce a hostile creature to 0 hit points with a melee attack on your turn, you can use a bonus action to regain a number of hit points equal to half your barbarian level.

Glory Kill
Starting at 14th level, you have advantage on attack rolls against creatures that have fewer than half their maximum hit points left.

June 15, 2018

Dark Matter Kickstarter Announcement!

We're doing our first ever Kickstarter!

This is a print run of our book Dark Matter, which is a 200+ page supplement that converts 5th Edition into a rip-roaring science fiction setting. We're super excited to see this book in print -- it's going to be in hardcover will beautiful full-color illustrations throughout.

Kickstarter Launch: July 17th! 

We're counting on all of you to spread the word and help this become as successful as possible.

Official Dark Matter Website

Last but not least, I'm sure you all have lots of questions for us, pertaining to Dark Matter, the blog, and the Patreon. Leave any questions you have below and we'll compile our answers into a FAQ post.

June 13, 2018

d100 D&Diseases

Comments from the Finger: We got a big carried away with this bit and we ended up with 50 of them. It's a good thing. 

Sometimes the local village doesn't have an outbreak of mummy rot or devil's foot, or some other horrible sounding ailment; sometimes, it's a mostly harmless bug going around. Here's a bunch of diseases to throw at your players!

June 11, 2018


Comments from the Finger: Everyone needs a good huge sandworm. If you've read the Waste Update, this one is a bit of an update.


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.

June 9, 2018

Grand Couturier

Martial Archetype
Notes from the Nails: and now for something that needs no introduction... 

Grand Couturier

The warriors who call themselves 'couturiers' are a colorful and creative lot, placing a heavy emphasis on fashion, beauty and style. They go to extreme lengths to design for themselves the most impressive clothes imaginable, believing that there is no point to anything if you do not look fabulous while doing it.
     In battle, they employ fantastical weapons to cut their enemies down to size, turning their dressmaking skills to violent ends. Couturiers are quick to violence, being naturally expressive and passionate sorts, which means they often come into conflict with those who would try to keep the peace - especially those who do so in dull, ugly uniforms.

June 7, 2018

7 Magic Garments

Magic Items
Notes from the Nails: dress for success!

7 Magic Garments

Following on from the clothing-related variant rules I posted last week, here are some magical outfits for those characters who can't or don't want to benefit from magical armour. While it's not standard practice to give wondrous items subcategories, I have put notes against each of these to indicate what type of outfit it is based on.