Spectral Arm (5e Class)

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This equipment is best utilized with the stamina points variant rule found in the Hyrule module.

Spectral Arm[edit]


To qualify for multiclassing into the Spectral Arm class, you must meet these prerequisites:

  • Must be a Zora or aquatic race.
  • Have been blessed by a water elemental or aquatic royalty.

Class Features[edit]

As a Spectral Arm you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spectral Arm level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Spectral Arm level


Tools: One musical instrument of your choice
Saving Throws: Charisma against magic that would attempt to induce the charmed or frightened conditions.
Skills: Investigation, Perception

Level Proficiency
Weapons Stored Features
1st 2 Spectral Arm
2nd 2 Jetshot
3rd 3 Deluge
4th 3 Riptide
5th 4 Et Argentum Aquam

Spectral Arm[edit]

At 1st level in this class, you are able to copy any non-sentient magic weapon you can see. As a reaction, you can copy and store a weapon in your memories. When stored in this way, the shape of the weapon appears in the reflection in your eye. To summon this weapon, you must spend 1 hit die as a bonus action. When summoned, it appears as a silver torrent of water that takes the shape of the weapon. You are proficient in this weapon.

This version of the weapon's attack and damage rolls are copied as well, taking on the features of the current wielder. For example, if you have a greatclub and the wielder has the Weapon Specialist feat, instead of dealing 1d8 damage, you deal 2d4 damage instead. Damage from this weapon is magical, and silvered for purposes of overcoming damage resistance. However, activation abilities (Such as activating a Flameblade) do not work. This weapon's damage is still magical, however.


At 2nd level, you gain the ability to create complex weaponry. You can now create Simple and Martial Ranged Weapons. However, you still must find normal ammunition for your Spectral Weaponry. When attacking with this weapon, you no longer have disadvantage on attacks made past the short range of the weapon. However, you still can't attack past the weapon's long range.


At 3rd level, you gain the ability to augment your physical strikes with your silver water. As an action, your unarmed strikes deal 1d6 magical force damage for 1 minute. This damage is magical, and silvered for purposes of overcoming damage resistance.


At 4th level, you are able to create water that enhances your movement. As a bonus action, you may spend 4 stamina points to summon a rising pool of water at your feet. For 1 minute, you gain a fly speed of 30 feet (Though you can only hover 1 ft. off the ground, and you can pass through a creature's space without damage to your movement. When a creature's space is passed through, they must make a Dexterity saving throw (DC 10 + Dexterity modifier + level in this class) if they are equal or smaller in size to you. On a fail, they are pushed 5 ft. to the side, knocked prone and take 1d6 magical, silvered force damage. On a success, they are moved 5 ft. to the side, are not knocked prone and take half damage.

If you have Deluge activated, your hover speed increases by an addition 30 ft, and creatures damaged by Riptide take an additional 2d6 damage.

Et Argentum Aquam[edit]

At 5th level, your mastery of the Silvertide has allowed you to more effectively defend yourself. As an action, you can create an aquatic suit of armor for yourself. Your AC increases by +5 for 1 minute. If Deluge and Riptide are both active, you gain resistance to fire, cold and lightning damage, your hover speed increases by an additional 40 ft, and your unarmed strikes deal 2d6 magical silvered force damage.

In addition, you are able to create Silvertide ammunition for ranged weapons created with Jetshot, and you can coat a non-sentinet magiacal weapon in Silvertide for 1 minute while Et Argentum Aquam is active, adding an extra 1d8 magical silvered damage to the weapon's attacks for the duration.

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