Rogue subclass for Dark Matter
Wield your Cyber Katana with Supernatural Speed
A Cyber Ninja’s talents of agility and precision are honed to the absolute limit through high technology. Bearing superhuman agility and a devastating blade, you can infiltrate any location and eliminate your foes with a single stroke.
Level 3: Cyber Katana
You have a high-tech blade known as a Cyber Katana, which has the following traits:
Weapon Category: Martial Melee
Damage on a Hit: 1d8 Slashing or Lightning plus the ability modifier used for the attack roll
Properties: Finesse, Versatile (1d10)
Mastery: Vex (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
You have a +1 bonus to attack and damage rolls with your Cyber Katana. This bonus increases when you reach Rogue levels 9 (+2) and 17 (+3).
If the Cyber Katana is lost, you can build a new one for 100 CR over the course of 8 hours, which can be done during a Long Rest.
Level 3: Ninja Agility
As a Bonus Action, you can do one of the following. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) and regain all expended uses when you finish a Short or Long Rest.
Dodge. You take the Dodge action.
Flash Step. You move up to 30 feet in a straight line without provoking Opportunity Attacks.
Level 9: Ultra Slash
Once on each of your turns when you take the Attack action, you can replace one of your attacks with your Cyber Katana with an enormous slash. Choose up to three creatures you can see within 10 feet of yourself. Each creature makes a Dexterity saving throw (DC 8 plus your Dexterity modifier and your Proficiency Bonus). Roll half the number of Sneak Attack dice for your level (round up) and add the damage dealt by your Cyber Katana. On a failed save, a creature takes Slashing or Lightning damage (your choice) equal to this total, or half as much damage on a successful save.
Level 13: Covert Techniques
You can leverage your supernatural speed to use the following techniques.
Cloaking Device. You can expend a use of your Ninja Agility as a Bonus Action to gain the Invisible
condition until the start of your next turn. This invisibility ends early immediately after you make an attack roll, deal damage, or you force a creature to make a saving throw.
Uncanny Deflection. When you use your Uncanny Dodge, you can expend a use of your Ninja
Agility to attempt to deflect the attack. Roll 1d10 and add it to your AC against this attack, potentially causing it to miss. You must be holding your Cyber Katana to use this Reaction.
If this Reaction causes a ranged attack to miss, you can deflect the attack toward a creature you can see within 60 feet of yourself. The target takes damage equal to a roll of half your number of Sneak Attack dice for your level (round up). The damage is the same type dealt by the attack.
Level 17: Omni Slash
When you use your Ultra Slash, you can perform an improved slash. You can choose up to six creatures within 30 feet of yourself. Add all of your Sneak Attack damage dice to the damage roll, instead of half of them.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Dark Matter for 5E 2024 launches on Kickstarter in early 2026!




I love this, I can’t wait for the new dark matter. I remember that this wasn’t in the old one, any hints for what new subclasses are to come?
Ypu have listed dodge as a feature this class can do as a bonus action. Buts its listed as a rouge subclass. Rouges can already do that.
I was going to post this as well after I saw it on the kickstarter and wondered if it was a misprint. This and using “one of your attacks” . Rogues only get one
@Chanse I’m guessing it’s in case you multiclass into something that has extra attacks
I thought that too, but apparently not. Cunning Action is Dash, Disengage, and Hide