Archer (EMIYA) Level
Proficiency Bonus
Features
Mana Point
1 +2
Unlimited Blade Works:Graduation Air, Mana
2
2 +2
Archer feature:Trick Quiver
3
3 +2
UBW:Parrying
4
4 +2
Ability score improvement
5
5 +3
Extra attack, AF: Elemental Attack
7
6 +3
UBW:Trace
8
7 +3
Archetype feature
8 +3
Ability score improvement, Archer: Unerring Accuracy
9 +4
9 10
UBW:Broken Phantasm
11
10 +4
Extra attack improved Archetype feature
13
11 +4
Archer: Piercing Attack
14
12 +4
Ability score improvement, UBW:Devastating attack
15
13 +5
Archetype feature
16
14 +5
Archer: Raining Attack
17
15 +5
UBW:Control Multiple Phantasms
19
16 +5
Ability score improvement
20
17 +6
Archer: Improved Elemental attack
21
18 +6
Manifest Unlimited Blade works
22
19 +6
Ability score improvement
23
20 +6
Legendary Hero
25
1
Hit Points Hit Dice: 1d8 per level Hit Points at 1st Level: + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st Proficiencies Armor: Light armor Weapons: none Tools: None Saving Throws: Constitution & Dexterity Skills: Choose two from the following Acrobatics, Athletics, History, Religion, Medicine, Perception, Survival
Unlimited Blade Works: A noble Phantasm is the symbol that represents a Heroic Spirit. Your noble phantasm is the ability to overwrite reality with your inner world (soul) by force of will called a Reality Marble. This Reality Marble's purpose is a steel manufacturing factory that produces the countless famous swords without owners that extend into the horizon. It contains all of the raw materials and sorcery needed for the formation of the weapons, and it records and analyses all swords and bows encountered. Close combat weapons such as swords, spears, and halberds are the main focus of the Reality Marble in accordance with your Origin of "Sword", which also makes it impossible to record or reproduce modern weaponry like guns and other modern weapons. (Flavour text) • Graduation Air (Projection): Lvl 1 The concept behind this Magecraft is rather simple, to shape magical energy into the material composition and design of an object that is being imagined by the magus. The item is not everlasting, as it is recognised by the world as a phantasm that doesn't belong in the natural world, and it will be erased as an inconsistency. Gradation comes from the fact that the created object slowly fades away after being created, and Air is an allusion to the fact that said object is made out of “nothing”. As an bonus action you can spend 1 mana point to project one noble phantasm of a Sword or bow, it lasts 30 minutes and will disappear if it leaves your hand. A projected weapon is a degraded form of the original. This means that you lose damage (a normal rapier is 1d8, a projected rapier is 1d8 - 2.) To project a weapon you must analyse the weapon by expanding 1 mana point to gather the following information: 1.Judging the concept of creation 2.Hypothesising the basic structure 3.Duplicating the composition material 4.Imitating the skill of its making. Once you know the following the weapon is stored in UBW to be summoned. You can’t analyse weapons other than swords and bows, you also can’t analyse magic weapons. • Parrying: Lvl 3 When wielding a summoned Noble Phantasm, you may use your reaction to add your Proficiency Bonus to your AC vs 1 attack. • Trace: Lvl 6 Through experience you’ve learned that the process of projection can be improved by further analyse of the weapons before you store them in UBW. You can spend 3 mana points to analyse the following information: 1.Judging the concept of creation 2.Hypothesising the basic structure 3.Duplicating the composition material 4.Imitating the skill of its making. 5.Sympathising with the experience of its growth 6.Reproducing the accumulated years 7.Excelling every manufacturing process
Their entire histories, compositions, and designs are all perfectly recorded, allowing for instant proficiency with traced weapons by inheriting all combat skills and techniques utilised by their original owners. This proficiency leaves once the traced weapon disappears. As an acton you can spend 2 mana to trace a analysed weapon that lasts one hour even is not in your hand. The traced weapon is improved but still imperfect compared to the original. Traced weapons do decreased damage (a normal rapier is 1d8, a traced rapier is 1d8 - 1). Gain proficiency in any traced weapon but you lose the proficiency once the traced weapon disappears. All swords become finesse weapons. You can still trace only swords and bows but you can now trace swords or bows imbued with magic . Traced magic items are attuned when summoned as their a part of you inner world (magic weapons cost more mana to summon, DM’s discretion on cost. A magic item is still degraded by one so it will lose some of it’s magic. Say you have a rapier that can fire 3 lightning bolt spells, a traced rapier would only be able to fire 2. A weapon that has two magic effects, the traced version would lose one effect.) • Broken Phantasm: lvl 9 If a traced Noble Phantasm is packed with magical energy, it can be made to explode after striking its target. All creatures within 15 feet of that point must make a Dexterity saving throw or take damage equal to weapon damage + mp force damage or half as much on a successful save. Non-magical weapons can only have one mana point packed into it, magical weapons can have more mana points packed in. A broken phantasm disappears after one use but can be retraced. 1mp=2 d10 3mp=3 d10 5mp=5 d10 • Devastating: Lvl 12 Traced Noble Phantasms now deal an additional 1d6 on all successful hits. • Control Multiple Phantasms: lvl 15 Due to your growing experience with tracing noble phantasms you can now trace 3 phantasms at once and they can be summoned to levitate within the air and fire upon the enemy as arrows. • Manifest UBW: Lvl 18 You summon your inner world into existence around you overwriting reality for 1 minute. Range 50 feet circle centred around you. All tracing costs and mana points need for Archer features are waived. Creatures can’t enter or leave your reality marble without your permission. Mana: Your Heroic Spirit level determines the maximum number of points you have, as shown in the Mana Points column of the Heroic Spirit table. When you spend a mana point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended mana back into yourself. You must spend at least 30 minutes of the rest meditating to regain your mana points. Mana has a secondary method of replenishment as well. As a bonus action on their turn a Heroic Spirit may sacrifice their life energy to rejuvenate their mana. A Heroic Spirit may take damage to restore a number of mana equal to one half the damage taken, thus 2 hit points in damage replenishes 1 mana. A Heroic spirit may not exceed the maximum number of mana as listed on the Heroic Spirit table. Conversely, a Heroic Spirit may use this bonus action to convert mana into health, restoring 2 hit points per mana spent. A Heroic Spirit may not exceed their maximum hit points using this method. Archer Feature: Your main strength lies within your versatility and adaptability, shown through his exceptional use of tactics and battle experience making his combat style very distinct. Your strength does not come from natural talent but instead from single-minded refining of what little talent you had in life. • Trick Quiver: Lvl 2 At the end of a long rest you can reduce your maximum mana by 1 to grant yourself unlimited ammunition until you take your next long rest. • Elemental Attack: lvl 5 As a bonus action on the beginning of your turn you may expend 1 mana to infuse your attacks with elemental damage for 1 turn. Choose one of the following damage
types: acid, cold, fire, lightning, or thunder. Each successful attack on your turn deals an additional 1d6 of that damage type. • Unerring Accuracy: lvl 8 You may spend 1 mana when you miss on an attack roll to reroll the attack. This feature can be used once per round. • Piercing Attack: lvl 11 As an action, you expend 3 mana to make a single attack roll against all creatures in a 30 foot line. All creatures that you hit take extra damage equal to ½ your Heroic Spirit level. You must be at least 8th level before taking this Archetype Feature. • Raining Attack: lvl 14 As an action you expend 3 mana and choose 1 point within normal range of your Noble Phantasm, and all creatures within 20 feet of that point must make a Dexterity saving throw or take 1d6 + Heroic Spirit level x 2 of piercing damage or half as much on a successful save. • Improved Elemental Attack: lvl 17 As a bonus action on the beginning of your turn you may expend 5 mana to infuse your attacks with elemental damage for 1 turn. You can choose to do 3d6 or 1d6 of three elements, each successful attack on your turn deals the additional damage. Ability Score Increase: When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack: At Fifth level if you take the attack action on your turn you can attack twice. Archetype: At lvl 7 you choose to specialise by becoming a Vanguard or Sniper. Vanguard - Though you’re of the Archer class, which originally focuses on long range combat, you’ve become adept at melee combat. Utilising your unorthodox tactics to scythe your way across the front lines. • Lvl 7 You’re able to trace two swords and gain the dual wielder feat only when you’ve wielding two traced swords. When your swords breaks or you’re disarmed as a reaction you can trace a new sword. • Lvl 10 When you are attacked by a creature you can see, you may expend 3 mana to impose disadvantage on the attack, and any following attacks. • Lvl 13 Due to your familiarity with tracing swords the cost is reduced to 1 mana when tracing swords. Sniper - You embrace the bow as your true noble phantasm. Your eyes have been enhanced with mana increasing the accuracy of bows, allows yo to execute "ultra long-range sniping" precisely even against targets moving at high speeds. • Lvl 7 You gain the sharpshooter feat when you trace a bow. As a bonus action you can disengage from an enemy. • Lvl You can expand 3 mana to pin a creature (small to medium) you hit with your arrow in place. • Lvl 13 Due to your familiarity with tracing bows the cost is reduced to 1 mana when tracing bows. Extra Attack Improved: lvl10 You may make a third attack when you use the attack action. Legendary Hero: At 20th level you have achieved a fully awakened Heroic Soul within yourself and gain the following benefits: Once per year, you gain the benefit of the true resurrection spell if you die. You resurrect 1d4 days after your death at a place chosen when you gain this feature. You are resurrected without any equipment you died with as this is a new body granted to you. The mana within you causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Any target struck with your Noble Phantasm has disadvantage on its next attack roll or saving throw.