Fighter subclass for Dark Matter
Smash Your Foes in an Advanced Impulse Frame
Space Marines are the elite fighting forces of the ‘Verse. Their tenacity and bravery are augmented by an arsenal of weapons and battle armor called an Impulse Frame, which allows them to strike decisively from above.
Space Marines might pledge their loyalty to the Coalition, Elven Empire, or Hegemony, or sell it outright as mercenaries with any number of factions.
Level 3: Impulse Frame
You have a suit of magically-powered armor known as an Impulse Frame. This is a heavily customized Starshield Hardsuit (Splint Armor). While wearing your Impulse Frame, you gain the following benefits.
Impulse Pack. Your Impulse Frame has an integrated jet booster, allowing you a limited form of flight. You can use your Bonus Action to gain a Fly Speed equal to your Speed until the end of the current turn.
Life Support Systems. While wearing your Impulse Frame, you gain the benefits of wearing a Life Suit.
Replaceable. You can convert a different suit of armor into your Impulse Frame by spending materials worth 100+ GP over the course of 8 hours, which can be done during a Long Rest. Your old Impulse Frame ceases to function.
Level 7: Hell Jump
You’ve mastered the quintessential shock trooper landing. While you fall and don’t have the Incapacitated condition, subtract 60 feet from the distance you fell when calculating your falling damage.
Additionally, when you land after falling 20 or more feet, you can impact in a forceful 5-foot Emanation. Each creature in the Emanation must succeed on a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or have the Prone condition.
Level 10: Frame Upgrade
You gain one of the following upgrades to your Impulse Frame of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Heavy Frame. While wearing your Impulse Frame, you have a +2 bonus to your Armor Class while
you aren’t wielding a Shield. Additionally, you have Advantage on Strength checks and Strength saving throws while wearing it.
Skirmish Frame. Your Speed increases by 10 feet. If you move 20 feet or more on your turn, the next attack you make before the end of the current turn has Advantage.
Wraith Frame. You don’t have Disadvantage on Dexterity (Stealth) checks as a result of wearing Heavy armor. Additionally, as a Bonus Action, you can give yourself the Invisible condition for 1 minute. This condition ends on you immediately after you make an attack or cast a spell. Once you take this Bonus Action, you can’t do so again until you roll Initiative or finish a Short or Long Rest.
Level 15: Sustained Flight
When you use your Impulse Pack, your Fly Speed lasts until you land.
Level 18: Dragon Frame
You augment your Impulse Frame with a suite of elemental enhancements. You have a pool of Temporary Hit Points that slowly replenishes. At the start of each of your turns, this pool gains 5 Temporary Hit Points, up to a maximum of 40.
Immediately after you hit a target with a weapon attack, you can take a Bonus Action and expend 10 Temporary Hit Points from the pool to deal an extra 2d8 damage. This damage is Acid, Cold, Fire, Lightning, or Thunder (your choice).
Dark Matter for 5E 2024 launches on Kickstarter in early 2026!

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