Sorcerer subclass for Dark Matter
Notes from the Writer: This is our last release for the year, a gift for the spellcasters of the ‘Verse. We’ll see you in 2026, just ahead of the Dark Matter Kickstarter.
Harness the Forces of the Cosmos
Your innate magic originates in the movements of galactic bodies: in the heat of a star, the radiance of cosmic rays, or the gravitational abyss of a black hole. You might have been exposed to strange cosmic forces in the midst of a void jump or during a spacewalk gone terribly wrong. Perhaps you even acquired your power deliberately through a high-energy radiation experiment. Now you can breathe freely in the vacuum of space and release cosmic rays at your fingertips, your power growing as your connection to the cosmos strengthens.
Level 3: Cosmic Spells
When you reach a Sorcerer level specified in the Cosmic Spells table, you thereafter always have the listed spells prepared. New spells in Dark Matter are marked with an asterisk (*). Mega spells are listed separately in the Mega Spells column.
| Sorcerer Level | Spells | Mega Spells |
| 3 | Jump, Levitate, Worldseek,* Solar Wind,* Zone of Atmosphere* | Conjure Asteroid, Meteoroid Shower |
| 5 | Gravity Well,* Protection from Energy | Shield Burst |
| 7 | Intensify Gravity,* Zero Gravity* | Eldritch Rift |
| 9 | Telekinesis, Teleportation Circle | Dark Matter Override |
Level 3: Starborn
You can breathe underwater or in the vacuum of space and you are unaffected by Extreme Temperatures and Vacuums. Additionally, in Zero-Gravity environments, you have a Fly Speed equal to your Speed.
Level 3: Cosmic Rays
Immediately after you cast a damaging Sorcerer spell with a spell slot, you can take a Bonus Action to channel the residual magic into cosmic rays. Make a ranged spell attack against a creature you can see within 60 feet of yourself. On a hit, the target takes 1d4 Radiant damage for each level of the spell slot expended.
Level 6: Radiation Burst
When you take damage from a creature within 5 feet of yourself, you can take a Reaction to emit a burst of harmful radiation in a 5-foot Emanation. Each creature you choose within the Emanation must succeed on a Constitution saving throw against your spell save DC or have the Poisoned condition until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points to restore your use of it (no action required).
Level 14: Gravimancer
You always have the Reverse Gravity spell prepared and you can cast it once without a spell slot. You regain the ability to cast it in this way when you finish a Long Rest. As a Magic action, you can change the effect of the spell to that of the Intensify Gravity or Zero Gravity spell, or back to Reverse Gravity. The area affected by the spell doesn’t change.
Level 18: Stardust
When you cast a spell using a spell slot, you can create a number of motes of stardust equal to half the level of the spell slot expended (round down), which orbit around you for 1 minute. You can have a maximum of 10 motes orbiting you at one time. You can expend orbiting motes instead of Sorcery Points to use your Metamagic options.
Dark Matter for 5E 2024 launches on Kickstarter Feb. 3!

Pre-pledge to lock in rewards
For a $1 pre-pledge you can lock in your Grax’s Club challenge coin and get the 32-page preview PDF right away!


