Silver Blue (5e Class)

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emperor Silver Blue[edit]

In the realm of fighting spirits, there exists no such thing as a subpar fighting spirit; rather, it is the mastery over one's fighting spirit that determines its worthiness. Only those who have achieved mastery in the art can truly discern the value within, for they have transformed what might appear as 'trash' into a potent force to be reckoned with.

emperor Silver Blue[edit]

There are only a few people in this world that have martial spirits. You who are gifted in this world have been given your own martial spirit.

Creating a emperor Silver Blue[edit]


There is nothing out of control in your presence. Will you rule them? Protect them? Or set them free?

Quick Build

You can make a emperor Silver Blue quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Secondly, choose a background that matches what you will be before becoming a Spirit Master. Third, apply proficiency in investigative and perceptual.

Class Features

As a emperor Silver Blue you gain the following class features.

Hit Points

Hit Dice: 1d6 per emperor Silver Blue level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per emperor Silver Blue level after 1st


Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Nature, Religion, Persuasion, and Insight


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon or (b) any martial weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • leather armor

Table: The emperor Silver Blue

Level Proficiency
Spirit Energy Features
1st +2 5 Spirit Energy, Confine, Venom
2nd +2 10 Parasite
3rd +2 15 Spider Web Shackles
4th +2 20 Ability Score Improvement, Moving like a Shadow
5th +3 25 Extra Attack
6th +3 30 Demonic Spider Bones
7th +3 35 Blue Silver Cage
8th +3 40 Ability Score Improvement
9th +4 45 Blue Silver King Spear
10th +4 50
11th +4 55
12th +4 60 Ability Score Improvement
13th +5 65 The true form of the Emerald Sky King., Spirit boost
14th +5 70 control
15th +5 75 Death God Domain
16th +5 80 Ability Score Improvement
17th +6 85 Indigo silver emerald dragon dance
18th +6 90 Hot cold indigo silver
19th +6 95 Ability Score Improvement
20th +6 100 Blue Sky God's Claw

Save DC[edit]

Your save DC for Emperor Silver Blue features is 8 + your proficiency bonus + your Intelligence modifier.

Spirit Energy[edit]

Starting at 1st level, you have a pool of Spirit energy equal to 5 times your Emperor Silver Blue level. You can spend your Spirit energy to use any Emperor Silver Blue features you know. You regain your Spirit energy after finishing a short or long rest.


Starting at 1st level, you can spend 1 Spirit energy point to target a creature within 10 feet. The target must make a Strength saving throw. On a failed save, the target is grappled. Grappled targets also suffer the effects of the "Venom" feature. At the end of their turn, the target can make another Strength saving throw to escape.


Starting at 1st level, enemies affected by your features must make a Constitution saving throw. On a failed save, they are paralyzed and take 1d6 poison damage, with the damage increasing by 1d6 per Emperor Silver Blue level.


Starting at 2nd level, when a target successfully escapes the "Confine" feature, the fragments can be used to activate the "Confine" feature again as a reaction.

Spider Web Shackles[edit]

Starting at 3rd level, you can spend 6 Spirit energy points to create a web within a 160-foot range with a 20-foot circumference. Targets caught in the web must make Dexterity saving throws or become grappled. This feature also includes the "Venom" effect.

Moving like a shadow[edit]

Starting at 4th level, your movement speed is doubled.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Demonic Spider Bones[edit]

Starting at 6th level, you can spend 15 Spirit energy points to summon an 8-legged spider. This grants you the abilities of "Walking Spider," "Attack Slash," and "Devil Spider Armor."

Walking Spider

Starting at 6th level, you gain the ability to move like a spider

Attack Slash
Starting at 7th level, you can use the Demonic Spider Bones to make a melee attack with a 5-foot range. This attack deals 8d4 slashing damage and includes the "Venom" effect.
Devil Spider Armor
Starting at 11th level, the Demonic Spider Bones create armor that grants you an AC of 10 + your Constitution modifier + your Strength modifier when you are not wearing armor.

Blue Silver Cage[edit]

Starting at 7th level, you can spend 8 Spirit energy points per target to create a vine cage. Targets within 60 feet must make Dexterity saving throws or become grappled. At the end of their turn, they can make Strength saving throws to escape.

Blue Silver King Spear[edit]

tarting at 9th level, you can spend 10 Spirit energy points to create an Azure Silver King Spear. You can make a ranged attack with a range of 5 feet to 50 feet. On a hit, the target takes 2d6 slashing damage, with the damage increasing at higher levels. This attack includes the "Venom" effect.

The true form of the Emerald Sky King.[edit]

Starting at 13th level, you can spend 50 Spirit energy points to call a Silver Blue Emperor within 240 feet of you, allowing you to use your features within this range from any direction. You lose 5 Spirit energy at the start of your turn until this feature is disabled.

Spirit boost[edit]

Starting at 13th level, creatures within the range of The True Form of the Emerald Sky King grant you Spirit energy points equal to the number of creatures multiplied by 3 per turn.


Starting at 14th level, you can use two Emperor Silver Blue attacks in the same action.

Death God Domain[edit]

Starting at level 15, your presence emits a menacing aura that imposes disadvantage on all hostile creatures and grants you advantage on all rolls when you roll a 15 or higher on an Intimidation check.

Indigo silver emerald dragon dance[edit]

Starting at level 17, you can spend 30 Spirit energy points to release an Indigo Silver Emerald Dragon-like spirit that deals 10d6 psychic damage to a selected target. This effect cannot be resisted through physical immunity.

Hot cold indigo silver[edit]

Starting at 18th level, you gain immunity to fire and cold damage, and this immunity extends to your other features.

Blue Sky God's Claw[edit]

Starting at 20th level, you can spend 45 Spirit energy points to unleash the Blue Sky God's Claw attack. This attack ignores physical immunity, slows the target's physical movements, and imposes disadvantage on all their actions for 1 hour. This effect can be ended with a successful Intelligence saving throw or by the end of the target's turn.


Prerequisites. To qualify for multiclassing into the Hammer of the gods class, you must meet these prerequisites: Strength 13 , Constitution 13

Proficiencies. When you multiclass into the Hammer of the gods class, you gain the following proficiencies: All armor, All weapons.

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