{Battle-axe}, Melee Weapon Attack, +2 to Hit, 5ft, One Target. Dmg: 1d8(Slashing)+1d4(FighterArts_electric_elemental Lightning)

(Copy & Paste for Damage!)

!roll 1d8+1d4

  • {Versatile} - This weapon can be used with one or two hands. The damage dice is increased to 1d10 when the weapon is used with two hands to make a melee attack.

(Copy & Paste for Damage!)

!roll 1d10+1d4


Weapon Properties

  • (WeaponArts_cleave Cleave) - As an Action, Make a Weapon Attack against affected enemies as you swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the total damage.

(Copy & Paste for Damage!)

!roll 1d8+1d4

Can be used Once per Short Rest.
  • (WeaponArts_lacerate 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 Conditions_bleeding Bleeding till the end of the Creature’s 2nd Turn.

(Copy & Paste for Damage!)

!roll 1d8+1d4

Base Weapon Attack Roll. Can be used Once per Short Rest.
  • (WeaponArts_crippling_strike Maiming Strike) - As an Action, Make an Melee Weapon Attack. On-Hit, the target must make an DC:14 Constitution Saving throw and be inflicted with Maimed till the end of the Creature’s 2nd turn.

(Copy & Paste for Damage!)

!roll 1d8+1d4

Maimed Creatures have their Speed reduced to 0 & have disadvantage on Dexterity Saving Throws. Can be removed by Healing. Can be used Once per Short Rest.
  • {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
Valkyrian Drive: - Completing the Follow-Through (the blunt-side strike that can Topple) ends Valkyrian Drive’s Momentum, whether the Topple succeeds or fails. - If Alice declines to perform the Follow-Through on her next melee weapon attack, she retains Momentum and may carry it into her next turn. - Alice also loses Momentum if she does not make a melee weapon attack during her turn.

Weapon Arts

{Passive} - Asgardian Might - From the blessings of Freyja, Norse goddess of war & beauty, 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.

Plasmic Cleave

  • Cost: 3 Charges
  • Type: Bonus Action
  • Range: Self (5ft. Arc)
  • Effect: Alice swings Stormcaller’s Edge in an 5ft. arc in front of her, hitting up to 3 creatures. Each creature hit by this art must make an DC: 14 Constitution Saving Throw and take an additional 3d6 FighterArts_electric_elemental Lightning Damage & be afflicted with FighterArts_break Break. On a Pass, the Creature only takes half bonus Damage.

    (Valkyrian Drive) {Situational Passive} - If you use Plasmic Cleave immediately after making a melee weapon attack or still have Momentum, the arc extends to strike up to two additional adjacent targets (left and right flanks). (Follow-Through) - If Plasmic Cleave is used with Valkyrian Drive, your next Melee Weapon Attack may be made with the axe’s blunt side. If you choose to do so, On-Hit, the attack target must succeed a DC: 14 Strength Saving Throw and be inflicted with FighterArts_topple Topple; on a success the attack deals normal damage but it not Toppled.

(Copy & Paste for Damage!)

!roll 1d8+1d4+3d6

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) FighterArts_electric_elemental 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.

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!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).

Thunderous Strike/Rising Storm

  • Cost: 3 Charges
  • Type: Action
  • Range: 5ft (To Hit)-(Empowered: 15ft Vertical Jump)
  • Effect: As Alice reels in her Stormcaller’s Edge, make an Melee Weapon Attack; On-Hit, Alice strikes with the blunt side of her Axe and deals 1d6(Bludgeoning)+(Str)+(Prof Mod.d8 FighterArts_wind_elemental Thunder) Damage and the target must make an DC:14 Strength Saving Throw and be FighterArts_knockback Knock Backed up to 15ft from Alice. On a Pass, the target is only pushed 5ft from Alice.

(Copy & Paste for Damage!)

!roll 1d6+3+2d8

(Valkyrian Drive) {Situational Passive} - If you use Thunderous Strike immediately after making a melee weapon attack (or while you have Valkyrian Drive Momentum), Thunderous Strike evolves into Rising Flash.

(Rising Storm)

  • Cost: 4 Charges
  • Type: Action
  • Area of Effect: Cylindrical - 5ft radius, centered on Alice
  • Effect: A surge of Static storm surges around Alice. She Vaults herself up 15ft into the Air with an Uppercut Strike with a Surge of Lightning, Enemies within the Area of Effect must make an DC:14 Constitution Saving Throw and take (Wis Mod.)d8 FighterArts_electric_elemental Lightning+(Prof Mod.)d6 FighterArts_wind_elemental Slashing Damage. On a Pass, they’ll take half Damage instead.

(Copy & Paste for Damage!)

!roll 4d8+2d6

(WeaponArts_art_species Conditional) If a target in the area is currently FighterArts_launch Launched, it will take an additional 2d6(FighterArts_electric_elemental Lightning)+2d4(FighterArts_wind_elemental Slashing) Damage & have it’s Launch duration extended by 1 round.

(Copy & Paste for Damage!)

!roll 4d8+2d6+2d6+2d4

Stormstride Charge

  • Cost: 6 Charges
  • Type: Bonus Action
  • Range: 15 ft (In a line toward the Target)
  • Effect: With a Charged Swing of her Battle-Axe Alice Dashes in a straight line to a creature within 15ft. When you reach the target, make a Strength (Athletics) check contested by the target’s (Athletics) or Dexterity (Acrobatics) check (Target’s Choice).
    • If you win the contest, the target takes 1d8(Bludgeoning)+(Str)+2d6(FighterArts_electric_elemental Lightning) Damage and are pushed/dragged up to 15ft further along the dash line.
    • If the contest is a tie or the target wins: the target takes half the damage and is not moved.

(Copy & Paste for Damage!)

!roll 1d8+3+2d6

  • On Collision:
    • If the forced movement causes the target to collide with a solid object before completing the move, the target immediately takes the same damage again and is Conditions_dazed Dazed until the end of its next turn.
    • (Valkyrian Drive) {Situational Passive} - If you expend Momentum and pay the Art’s normal charge cost when you use this Art, upon colliding the target into a solid surface, they’ll be Conditions_daze2 Stunned till the end of their next turn instead and the second instance of damage also applies to the struck object as Siege Damage.