```metadata
title: EMIYA
description: >-
"I am the bone of my sword. Steel is my body, and fire is my blood. I have
created over a thousand blades, unknown to death, nor known to life. Have
withstood pain to create many weapons, yet those hands will never hold
anything. So as I pray... Unlimited Blade Works!"
tags: []
systems: []
renderer: legacy
theme: 5ePHB
```
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# Emiya Clan
\page
## Emiya Clan
**Creator:** *Kriothan*
*"I am the bone of my sword. Steel is my body, and fire is my blood. I have created over a thousand blades, unknown to death, nor known to life. Have withstood pain to create many weapons, yet those hands will never hold anything. So as I pray... Unlimited Blade Works!"*
* — Archer
Excerpt from the 5th Holy Grail War*
### Strength in ideals
*Those of the Emiya clan are less of a collective family and more of a people with the same ideals. This means doing whatever is necessary to ensure victory, even if it means choosing the lesser of two evils. There will be guilt brought upon by these decisions, but in the end you can justify anything by saying it's for the Greater Good.*
#### Emiya Traits
**Ability Score Increase:** +2 Dex or Str, +1 Cha
**Speed:** Your base walking speed is 30 feet.
**Skill Proficiencies:** Martial Arts, Chakra Control.
**Weapon Proficiencies:** You are proficient with
Improvised Weapons.
#### Emiya Features
**Trace On:** Starting at 1st level, you gain a number of **Tracer** slots equal to your proficiency times your level. While you're holding a weapon in your hand or when you see an enemy or ally attack or deal damage with a weapon as part of a Bukijutsu, or weapon attack, you can scan and reinforce the weapon. Adding it to your own arsenal, and using a **Tracer** slot, twice per turn. As a Bonus Action you can summon a weapon from your **Tracer** slot into your hand, it retains every Weapon Property and special ability it had (ex: Vorpal Seals, regular seals, extra damage, etc.). At 7th level, you can summon two weapons with one Bonus Action.
You can get rid of any number of weapons in your **Tracer** slots over the course of a short rest. Doing so permanently removes them from your magical arsenal.
These weapons count as Improvised Weapons that only you can be proficient in.
You can Trace any weapon without seals, but if a weapon has seals, you may only copy up to D-Rank seals. At 5th level, this extends to C-Rank seals. At 9th level, this extends to B-Rank seals, At 13th level, this extends to A-Rank seals. At 17th level, this extends to S-Rank seals. Alternatively, if the weapon has a set rank that it is listed as, you may only copy up to D-Rank, with the same scaling at 5th, 9th, 13th, and 17th levels.
**Ambidextrous:** Additionally at 1st level, improvisation is the name of the game when it comes to the Emiya clan. You can use Dexterity, or Strength when calculating Save DC and Attack bonus for Bukijutsu or Weapon attacks using your **Trace** weapons.
```
```
**Improvised Fighting Style:** Beginning, at 3rd level, each of your weapons is unique in their own way, only you can truly understand their potential. As such you have formed a custom stance to use all of your weapons at once with no drawbacks. You gain access to the following stance, and may not switch it. No other creature may copy this stance by any means.
**IMPROVISED STANCE**
You have mastered the art of quickly swapping between any and all weapons to gain the most effective position in combat. Everything can be used as an extension of your body. While in this stance you gain the following benefits.
- You gain a +1 bonus to Attack and Damage rolls with Improvised Weapons.
- As a Reaction, you can initiate a psuedo clash using your own opponents weapon that you instantly copy to use against them. When initiating a clash in this way, roll a contested Martial Arts check, adding a d4 to your own check. Whoever fails this check is Dazed until the beginning of their next turn, and deal Weapons Damage.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of your two-
weapon fighting attack.
**Customizable Tactics:** Also at 3rd level, when you summon your **Tracer** weapon, you can swap any of your weapon's properties for any other of your choice, except for the Versatile property. When you do, the weapon retains its shape, size, and damage type. You may do this a number of times equal to your proficiency bonus per rest.
**You Faker!:** Starting at 7th level, your **Tracer** weapons gain a +1 to critical threat range.
Addtionally, when you attack an enemy and fail to hit their AC. As a Bonus Action, you can cause your weapon to explode, dealing splash damage to the target and destroying your **Tracer** weapon. You deal half your weapons damage, and force the original target of your attack roll to make a Constitution saving. Taking Force damage equal to Xd8, where X is half your proficiency bonus. (Rounded up.) You can use this feature a number of times equal to your Taijutsu ability modifier per rest.
\page
**Rho Aias:** Starting at 11th level, as a Reaction when an enemy damages you or an ally within 20 feet of you, with a ranged weapon or jutsu. You summon a 20x20 foot barrier that gives full cover. To do this you must spend 10 **Tracer** weapons from your slots, granting the barrier HP equal to 20d12. This barrier protects you and all creatures behind it until the end of the current turn. You can use this feature a number of times equal to your Taijutsu ability modifier per long rest.
```
```
**Broken Phantasm:** With each weapon that destroys itself from your use, it strengthens those it leaves behind, the broken pieces forming something more powerful. A **Phantasm**. Beginning at 15th level, when you have expended all uses of your 7th level feature this rest, you can activate the power of your **Broken Phantasm** by channeling the destroyed pieces of your other **Tracer** weapons a single stronger, more fortified weapon. This weapon has three forms, for melee, medium, and ranged. You decided what properties each of these weapons have on summon, but they each have a prerequisite. (Weapons on next page.)
\page
All three of these weapons count as Improvised Weapons for the purposes of interacting with Clan features.
- **Kanshou/Bakuya:** Duel swords that represent Yin/Yang. For each attack you make with these weapons, make an additional attack, up to three times per turn. You deal an additional amount of damage per attack equal to 2d8 Force Damage. These weapons last for one minute, and must have the **Multiattack** property.
- **Axe-Sword:** A weapon that was rumored to be wielded by the greatest Greek hero alive. This weapon must be wielded with two hands and can only make one attack per turn, no matter what. However, it deals an additional amount of bludgeoning damage equal Xd10, where X is half your proficiency bonus. When you are considered Bloodied, you can activate the secondary feature. Known as; **Nine Lives Blade Works.** This form increases your speed dramatically, at the cost of your own life. You can attack up to three times per turn in this form, however, each time you take an amount of unreducible damage equal to 5d8 necrotic damage. This weapon lasts for a minute and must have the **Heavy** and **Reach** property.
- **Caladbolg:** A demonic spiral lance that has been modified into a singular arrow that can be fired from great range. This arrow always hits it's target. Choose one creature that you can call the name of within 5,000 feet of you. You fire your arrow to the sky and the target creature must make a Strength, and Constitution saving throw, both at disadvantage against your Taijutsu save DC. On a failed Strength saving throw, they are pierced and pinned to the ground, becoming Restrained, and taking 10d12 piercing damage, that ignores damage reduction. On a failed Constitution saving throw, they immediately gain 5 ranks of Lacerated that trigger on hit, then at the beginning of each turn. If they fail both saving throws, **Caladbolg** then detonates inside them. Dealing an additional amount of Force damage that ignores Resistance and Immunity equal to 20d12. This arrow then disappears. This weapon must have the **Ranged** property.
You can use only use this feature to summon one weapon per long rest.
\page
**Unlimited Blade Works:** The Realm of your weapons has revealed itself to you. Granting you the knowledge and strength to fully understand the power of Reinforcement. Starting at 18th level, as an Action, you call out the name of your **Reality Marble**. All creatures of your choice within 90 feet of you are sucked into the Realm of your weapons. While in your domain, you have the power to command any weapon you have **Traced** in the past. Even if it has been destroyed. For one minute, you gain the following benefits.
You can only use this feature once per Full Rest, and each of the following abilities twice each.
- As Action, you can summon up to 10 Weapons to attack one creature 10 times, or up to 10 creatures of your choice. Make one Weapon Attack roll, and compare it to each creature’s AC in a 60 foot radius. On a hit, you deal 2d8 Bludgeoning, Piercing, or Slashing damage per weapon (Your choice of damage type), that ignores DR and Resistance. If you beat their AC by 10, they gain 1 ranks of Lacerated.
- As a Bonus Action, you can reinforce a number of allies weapons, using the chakra of the domain as a catalyst, increase all of the attack and damage rolls of your allies weapon attacks and bukijutsu by 1/3rd your proficiency bonus. For one minute.
- As a Full Turn Action. You scan all the weapons that an enemy use, or have ever used in their lives and add them to your own collection. But better, stronger. Choose one creature within 60 feet of you. They must make a Constitution saving throw, against your Taijutsu save DC. On a failure, they are acosted by every weapon they have ever wielded in their life. Dealing 10d12 Necrotic damage, that ignores DR and Resistance. Half damage on success.
```
```
**Passive Effect:** In your **Reality Marble** there isn't much short of divine intervention that could possibly destroy or harm you. Your strength is increased, your chakra is more potent, and mental fortitude rivals that of a monk. While you are within the confines of **Unlimited Blade Works**, you are not bound by prior limitations. The following beneifts are always active as long as you reside in this Realm.
- Whenever you would take damage, reduce it by 10.
- While in your **Reality Marble** you are treated as having the maximum amount of **Tracer** slots you can have.
- Finally, using the prior requirements of **Broken Phantasm**, you can summon each weapon once, instead of *only* one, but you may only wield one at a time.
Every time you summon a **Broken Phantasm** beyond the first one you take an amount of damage equal to Xd6. Where X is your Proficiency bonus.
- As an Action, you can surround yourself with an impenetrable shield of weapons. You become immune to Bludgeoning, Piercing, and Slashing damage until the end of your next turn.
- Finally, as a Reaction whenever a creature damage you in any way, you can collapse your **Reality Marble** as a final defense mechanism. Doing so forcefully removes every creature besides yourself from your **Reality Marble.** Then, you heal an amount of HP or Chakra equal to your level, times your Taijutsu ability modifier (Max of +5). After this calculation is finished, you then appear outside of your Realm, where you entered.
\page
## Clan Feats
#### Trace and Projection
**Category:** Clan
**Prerequisite:** Emiya,
You have begun to master your Improvised Weapons, increasing your potential by utilizing reinforcement techniques, gaining the following benefits:
- Increase your Dexterity or Strength score by 1, to a maximum of 20.
- You learn the **Mending** jutsu, it can be cast for 0 chakra without the CM component, the casting time becomes a Bonus Action.
- When you cast the **Mending** jutsu, you temporarily increase the potency of your reinforced creation. If what you mend is a weapon, increase the attack and damage rolls by +1. if you mend armor, increase the AC by +1. This lasts until the first attack roll, or when you are damaged. Respectively.
#### Adept Tracer
**Category:** Clan
**Prerequisite:** Emiya, Level 4+
Sometimes a fake will never be as good as the original. But you make up for it in other ways. You gain the following benefits.
- Increase your Dexterity or Strength score by 1, to a maximum of 20.
- When you score a Critical hit with your **Tracer** weapon, you can activate a unique condition called **Traced**, for each rank of **Traced** an enemy has, they have a -1 to Attack and Damage rolls with weapon attacks against you. Up to a maximum of 5 ranks. This lasts until the end of combat.
- Whenever you use your **Customizable Tactics** feature to change your Weapons Properties, you can choose to instead of changing any properties, increase the die step of a weapon you have **Traced** that has the Versatile property by one, once per turn. (1d4>1d6>1d8>1d10>1d12>2d6). This still expends a use of your **Customizable Tactics** feature.
```
```
#### Heroic Spirit
**Category:** Clan
**Prerequisite:** Emiya, Level 8+
Through your ideals and convictions, the spirit that lays within you has awoken. Keeping you in the fight, no matter what. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- Increase your Hit Point total by 1. Every level thereafter each time you gain a level, increase your hit points total by 1.
- As a Bonus action, you can activate the mighty power of **Avalon.** A healing sheathe rumored to be called to those who are deemed a powerful hero, with strong convictions. When this activates, you can choose to either obtain **Emergency** healing, or **Gradual** healing. Choosing **Emergency** instantly heals you Xd6, where X is your proficiency bonus, afterwards this feature ends. Choosing **Gradual**, heals you your proficiency bonus at the start of each of your turns, for one minute or until you fall unconscious. You can use **Avalon** twice per long rest.
#### The Height of Hubris
**Category:** Clan
**Prerequisite:** Emiya, Level 12+
"You're just like me, a Jack of All Trades, Master of None!" You gain the following benefits.
- Whenever a creature attacks or deals damage with a Bukijutsu that you can see within 30 feet of you, you can use your Reaction to attempt to copy and **Trace** their body movements. Roll an ability check using your Taijutsu ability modifier against a DC of 13 + Jutsu rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) On a success you add the jutsu to your known jutsu list, you may have a number of copied jutsu equal to your Proficiency bonus. Up to your highest jutsu rank known.
- Alternatively, you can use your Reaction to instantly cast the same Bukijutsu they're using and initiate a Clash check, paying the chakra cost as normal. Whoever fails gains Staggered which lasts for two turns. You can clash this way a number of times equal to half your Taijutsu ability modifier per rest.
\page
> Disclaimer: Excalibur is purely optional, DM dependant, Broken Phantasm. It is suppose to be an exact match or as close as I can get to Excalibur as used by Saber in Fate Zero. This means it's absolutely broken. Good luck.
#### Shroud of Martin
**Category:** Clan
**Prerequisite:** Emiya, Level 16+
The power of your Tracing has reached it's near pinnacle, which means you can't stop. Even at the cost of your own life. You gain the following benefits.
- **Rule Breaker:** A curved and jagged dagger with powerful runes carved onto it that hum with ancient powers. On a further inspection, there are two you can recognize. Alpha and Omega. Beginning and End. This weapon functions as a Kunai, and does an additional 2d8 Psychic damage on hit. Whenever you attack with **Rule Breaker** you can forgo rolling damage to instead activate it's special effect, called **Rulebreak.** Doing so removes all Chakra based effects, mind control, and Mental or Sensory conditions from whoever or whatever you attack, additionally, you remove their ability to Mold Chakra for a number of rounds equal to half your proficiency bonus. If you use **Rulebreak** on a construct or summon, you can take control of that creature for yourself, or destroy them. You can activate **Rulebreak** three times per long rest. This weapon must have the **Hidden** property.
- **Excalibur:** The Fabled sword of King Arthur, a weapon that chooses who is worthy to wield this. If you summon this weapon, be prepared for the price of not being worthy. This weapon requires a 20 Constitution score to be able to wield. This weapon functions as a Great Sword, and does an additional 2d6 Earth damage. As a Full Turn Action, you can activate the might of **Excalibur** channeling all of the strength of fallen warriors into one powerful strike. Reduce your Chakra to 0, and your HP to 1, neither can be increased until you take a long rest. You slice your weapon forward after shouting it's name. All creatures within a 120 foot line, that is 20 feet wide, must make a Constitution saving throw at Disadvantage against your Taijutsu save DC. On a failure, they take 50% of their max HP as Radiant damage. If this would reduce their HP to 0, they are disintegrated, unable to be revived by any means. On a success, they take 25% of their max HP as Radiant damage. Then **Excalibur** is destroyed, never to be used again. This damage ignores Health Gates from Adversaries.
\page