{Great-axe}, Melee Weapon Attack, +2 to Hit, 5ft, One Target.
Dmg: 1d12(Slashing)+(Str)+1d4(
Lightning)
(Copy & Paste for Damage!)
!roll 1d12+3+1d4
- {Two-Handed} - This Weapon requires two hands when you attack with it.
Weapon Properties
- (
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.
- (
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.
-
{Asgardian Vanguard} - Upon Casting An Art or spell, Your next 2 Melee Weapon Attacks, On-Hit, deal an additional: ⌊(Your AC − 10) ÷ 2⌋ + ⌊(Your Spell Save DC − 10) ÷ 2⌋ Bonus
Force Damage On-Hit.Sunder
- Additionally whenever you make a Melee Weapon Attack on a Creature, On-Hit, it gains one Sunder stack (max Prof Mod.). Sunder stacks last for 3 rounds and refresh on subsequent hits. Each stack imposes -1 to AC and -1 to all saving throws.
- So a creature with 3 Sunder stacks would have −3 AC and −3 to saves for the duration.
Vanguard’s Boon
- You gain a bonus to your defenses equal to the total Sunder stacks on enemies you can see. For each Sunder on any creature, you gain: +1 bonus to AC and +1 Bonus to Saving throws.
- {Valkyrian Arms Race} - 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).
Weapon Arts
{Passive} - Asgardian Might - From the blessings of Odin, King 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.
Seismic Smash
- Cost: 5 Charges
- Type: Action
- Range: 15ft line (5ft wide)
- Effect: With the full strength of her Great-Axe, Alice slams down her axe in a 15ft line of her choosing. Each Creature in that line must make a DC:14 Constitution Saving Throw.
Before damage is applied, any damage-mitigating ♦️ Shields on a creature are destroyed.
(Copy & Paste for Damage!)
!roll 4d8+2d4
Sky Splitter, Bastion of Asgard
- Cost: 4 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).(Bastion of Asgard) - Alice may spend 2 additional Charges when you cast this Art to instead redirect the bolt into two concentrated electrical beams. Each Beam is 5ft wide and extends up to 30ft in a straight line in directions of your choosing.
Each Creature in line of the beam must succeed a DC:14 Constitution Saving Throw and take (Prof. Mod)d4+(Wis)
Lightning Damage and have their Speed Reduced by 5ft till the end of their next turn; on a pass they’ll only take half Damage.
- If Allies (Including Alice) are within the Strike, they’ll gain ♦️ Grey Shield equal to the damage Alice rolled from this Art. The Grey Health Last until the end of their next turn respectfully.
World-breaker
- Cost: 3 Charges
- Type: Bonus Action
- Range: 30ft Radius
- Effect: Alice slams down onto the ground a wave of Seismic Shockwave, Foes within 30ft of her on the Ground must make a D C:14 Constitution Saving Throw and take (Prof. Mod)d10+(Str)
Bludgeoning Damage and have their speed reduced by 5ft till the end of their next turn. On a pass, they’ll only take half damage.
(Copy & Paste for Damage!)
!roll 2d10+3
(Skyfall Variant) {Situational} - If Alice is Airborne when you use this Art (falling, launched, or otherwise above the ground)
- Before the shockwave resolves, Alice may make a single Melee Weapon Attack against a Creature she’s falling onto with a Crit Ratio Lowered by 1.
Upon landing, the seismic effect continues with the radius expanding to 45ft. Structures & Objects within 15ft of the seismic radius take Critical Siege Damage. Alice also take’s (Alice Cleric Lv+Prof. Modifier) reduced Fall Damage when casting this Art. (Takes no less than (Prof. Mod) Damage)
Voltic Rend
- Cost: 3 Charges
- Type: Action
- Range: 80ft
- Effect: Alice gather’s a Violent Surge of electricity in the edges of her Great-Axe. With a mighty swing, she flings a piercing Voltic wave of lightning in a straight line (5ft wide) up to 80ft. Make a separate ranged spell attack against each creature in the line.
On-Hit, it’ll deal (Prof. Mod)d8+(Wis)
Lightning Damage. On a Miss, they’ll only take (Wis)
Lightning Damage and the wave continues past the target and strike the next creature in the line.
(Copy & Paste for Damage!)
!roll 2d8+4