{Hand-axe}, Melee Weapon Attack, +2 to Hit, 5ft, One Target.
Dmg: 1d6(Slashing)+1d4(
Lightning)
(Copy & Paste for Damage!)
!roll 1d6+1d4
- {Thrown} - This weapon can be thrown to a target within 60ft. (Make a normal Attack Roll)
Weapon Properties
- (
Lacerate) - As an Action, you slash at your target’s vital points, on hit, they must roll a DC:14 Constitution Saving throw and be inflicted with
Bleeding till the end of the Creature’s 2nd Turn.
-
{Loyalty} - When you willingly throw the weapon, it immediately returns to your hand if it Hits a creature or when it reaches it’s full range. You may instead to choose to have the weapon remain at it’s Maximum range; in that case it returns to your hand at the end of your turn, making attack rolls for every creature in it’s path.
If you are disarmed or otherwise separated from your thrown weapon, you can use a Bonus Action to call your Axes back to your hand within 120ft of you.
-
{Valkyrian Arms Race} (Passive A) - Amidst the heat of combat, Alice can call forth her Arsenal of War whilst laying waste to her foes upon triggering a set of Attacks. When you take the Attack action and use a Bonus‑Action Art between your two weapon attacks, you may spend 2 extra Charges to cast a second Art (Bonus/Action Art).
If that Art hits, you refund half its cost (round down) and may swap to a different Armor Stance of your choice. Immediately after swapping, you can cast one free Bonus‑Action Art from your new stance for half the cost (round down).
-
{Valkyrian Drive Rules - Simplified} (Passive B) - Completing Follow-Through ends Momentum, unless says otherwise; skipping it preserves Momentum into your next turn; Momentum is lost if you make no melee attack this turn.
Valkyrian Drive Rules Concise
Weapon Arts
{Passive} - Asgardian Might - From the blessings of Thor, Warrior of Asgard, empowers Alice’ Battle capabilities to fight and support her allies in the frontlines. Alice has a total of {18 Charges} to expend into your Weapon Arts. You can regain 1d4 Charges for every Takedown (Kills and Assist) on an enemy. You can also replenish 2d4+1 on a Short Rest or full upon completing a Long Rest.
Ire of the Storm
- Cost: 3 Charges
- Type: Bonus Action
- Range: 60ft
- Effect: Alice hurls a lightning-charged Hand-Axe in a straight line up to 60 feet. The axe makes a separate attack roll against each creature in it’s path.
On-Hit, the Axe deals an additional (Prof. Mod)d4(
Lightning) damage. Any active On-Hit effects from Alice are also applied and triggered Once per Target.
(Copy & Paste for Damage!)
!roll 1d6+1d4+2d6
- (Valkyrian Drive) {Situational Passive} - At no cost of Momentum with Valkyrian Drive Active and pay the Art’s normal charge cost when you use this Art, Alice can instead fire a beam of Lightning in a targeted direction within 30ft of her; making a Ranged Spell Attack roll for every target hit. On-Hit, the targets will take (Wis Mod.)d6
Lightning+(Prof Mod.)d4
Slashing Damage. Any active On-Hit effects from Alice are also applied and triggered Once per Target.
(Copy & Paste for Damage!)
!roll 4d6+2d4
Arc of the Divine
- Cost: 4 Charges
- Type: Action
- Range: 15ft
- Effect: Alice surge forward in a flash of lightning and Dash to an unoccupied space within 15ft, without expending movement. Each Creature whose space you pass though (or that lies along the straight line from your start to end point) must make a DC:14 Dexterity saving throw. They then take 2d6(
lightning)+2d4 (
Slashing) Damage, on a pass they’ll only take half damage.
- After you finish the dash, you may make one melee weapon attack against the nearest creature to your landing point as part of this Action, using your normal attack bonus and damage.
If Alice is Airborne when you use this Art (falling, launched, or otherwise above the ground) upon a
Launched creature, can instead use this art onto them as a Melee Weapon Attack and inflict
Smash onto them. (Art Damage only)
- After you finish the dash, you may make one melee weapon attack against the nearest creature to your landing point as part of this Action, using your normal attack bonus and damage.
(Copy & Paste for Damage!)
!roll 2d6+2d4
Sky Splitter
- Cost: 6 Charges
- Type: Action
- Range: 30ft (Point)-(15ft Burst Radius)
- Effect: Alice calls upon the Heavens with her Holy Symbol at hand, summoning a Bolt of Lighting at a point you can see within 30ft. Each creature in the 15ft radius must make a DC:14 Constitution Saving throw and take (Prof. Modifier)d4+(Wis)
Lighting Damage and have their Speed Reduced by 5ft till the end of their next turn; on a success they’ll only take half damage.
If Alice is within the strike, she gains a Grey Shield equal to the damage you rolled from this Art. The Grey Health last until the end of your next turn.
(Copy & Paste for Damage!)
!roll 2d4+4
If you already have Grey Health from this Art, you choose whether to keep those or take the new amount (temporary HP do not stack).