Vikasha Veyr
Vikasha Veyr
Sheet
AC 15 · HP 280 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
39 featuresAction
- Fourfold Assault
When When taking the Attack action
Make four attacks with the Attack action, using a greatsword, longsword, or another mastered weapon.
- Telekinetic MasterLevel 18
When When sustained battlefield control is needed
Cast Telekinesis and manipulate creatures or objects at range through concentrated psionic force.
- Extra AttackLevel 5
You can attack twice when you take the Attack action.
- Two Extra AttacksLevel 11
You can attack three times when you take the Attack action.
- Three Extra AttacksLevel 20
You can attack four times when you take the Attack action.
Bonus action
- Tactical Recovery
When When injured or repositioning
Use Second Wind to recover 1d10 + 20 Hit Points and move up to half Speed without provoking Opportunity Attacks.
- Telekinetic Movement
When When a creature or object is within range
Move a creature or object with precise telekinetic force, or strike a target with additional force damage.
- Bulwark of ForceLevel 15
When When allies need protection
Create a psionic barrier that grants herself and allies Half Cover and improved Armor Class.
- Second WindLevel 1
As a Bonus Action, regain 1d10 + 20 Hit Points. You have four uses, regain one expended use on a Short Rest, and regain all uses on a Long Rest.
- Psi WarriorLevel 3
As a Bonus Action, expend a Psionic Energy Die to move a creature or object up to 30 feet with telekinesis, or deal force damage to a target hit by an attack. She can also use her psionic power to reduce damage dealt to herself or an ally within 30 feet.
- Telekinetic AdeptLevel 7
When you use Psionic Power, you can use a Psionic Energy Die as a Bonus Action to move yourself or a creature, and your Psionic attacks can deal additional force damage. You can also cast Telekinesis without a spell slot once per Long Rest, using Intelligence as your spellcasting ability.
Reaction
- Protective Field
When When Vikasha or an ally within 30 feet takes damage
Reduce damage to Vikasha or an ally within 30 feet by rolling a Psionic Energy Die and adding her Intelligence modifier.
Always on
- Action SurgeLevel 2
When When a decisive opening appears
Use Action Surge to take an additional action, then continue the attack sequence with overwhelming speed.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Vikasha uses Great Weapon Fighting, allowing her to treat a 1 or 2 on a damage die for a qualifying two-handed or versatile melee weapon as a 3.
- Weapon MasteryLevel 1
You can use the mastery properties of six Simple or Martial weapons. Vikasha practices with the dagger, greatsword, javelin, longbow, longsword, and shortsword.
- Tactical MindLevel 2
When you fail an ability check, you can expend a Second Wind use to roll 1d10 and add it to the check. If the check still fails, the use is not expended.
- Psionic PowerLevel 3
Vikasha gains Psionic Energy Dice, represented by twelve d10s. She regains all expended dice after a Long Rest and one expended die after a Short Rest. Her Psionic Save DC is 19.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Tactical ShiftLevel 5
When you use Second Wind, you can move up to half your Speed without provoking Opportunity Attacks.
- Ability Score ImprovementLevel 6
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement feat or another feat for which you qualify.
- IndomitableLevel 9
You have one use of Indomitable. When you fail a saving throw, you can reroll it and must use the new roll.
- Tactical MasterLevel 9
You can replace a weapon mastery property with Push, Sap, or Slow when using a weapon whose mastery property you know.
- Ability Score ImprovementLevel 10
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Guarded MindLevel 10
When you fail an Intelligence, Wisdom, or Charisma saving throw, you can expend a Psionic Energy Die to end the Charmed or Frightened condition on yourself and gain Advantage on the saving throw.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement feat or another feat for which you qualify.
- IndomitableLevel 13
You have two uses of Indomitable. When you use Indomitable, you can also make one weapon attack as part of the same Reaction.
- Studied AttacksLevel 13
When you make an attack roll against a creature you have already attacked during the current turn, you have Advantage on the attack roll.
- Ability Score ImprovementLevel 14
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 16
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Indomitable and Action SurgeLevel 17
You have three uses of Indomitable and two uses of Action Surge.
- Epic BoonLevel 19
You gain an Epic Boon feat or another feat for which you qualify. Vikasha has Boon of Irresistible Offense, allowing her to ignore resistance to bludgeoning, piercing, and slashing damage and turn a missed attack into a hit once per Short or Long Rest.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanGain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanGain proficiency in one skill of your choice, Investigation.
- VersatileHumanGain one Origin feat of your choice, Skilled. Vikasha gains proficiency in History, Intimidation, and Perception through this feat.
- AlertCriminal
Alert. You gain a bonus to Initiative equal to your Proficiency Bonus. Immediately after rolling Initiative, you can trade your Initiative with a willing ally in the same combat, provided neither of you is Incapacitated.
Spells
2 spellsSpellcasting. Vikasha Veyr casts with Intelligence (spell save DC 19, to hit with spell attacks).
5th level: ,
Gear
13 itemsWeapons
- 2×DaggerA pair of balanced fighting knives used for close work, intimidation, and emergencies.
- GreatswordA heavy two-handed blade, carried as Vikasha's primary battlefield weapon.
- LongswordA versatile bladed weapon kept as a practical backup.
- LongbowA ranged weapon for silent overwatch and controlled long-distance attacks.
Tools
- Thieves' ToolsA compact set of tools for bypassing locks, restraints, and simple mechanisms.
- CrowbarA sturdy lever useful for forcing doors, prying containers, and improvised combat.
Gear
- 20×ArrowsAmmunition for the longbow.
- 2×PouchSmall containers for valuables, evidence, or concealed supplies.
- Traveler's ClothesPlain modern clothing suitable for travel and blending into urban environments.
- Dungeoneer's PackA compact pack containing practical expedition supplies.
- Silver RingA plain silver ring with no visible inscription.
Purse
- 16×Gold PiecesCurrency remaining from the Criminal background equipment package.
- 155×Gold PiecesCurrency from the Fighter starting equipment option.
Appearance
Vikasha is a six-foot-tall human woman with an imposing, densely muscled frame and deep olive skin covered in intricate prison-inked tattoos. Her head is completely shaved, and her sharp face is defined by high cheekbones, a strong jaw, and pale gray eyes that rarely reveal emotion. She wears a fitted black tank top, a worn but meticulously maintained leather jacket with reinforced panels, dark cargo pants, and heavy steel-toed combat boots. She wears only a plain silver ring on her right hand. She carries no visible armor, relying on speed, discipline, and psionic force.
Mannerisms
Vikasha pauses for several seconds before answering, as if reviewing the listener's thoughts for structural weaknesses. She keeps her hands still when angry, taps two fingers against her thumb when calculating, and rarely turns her back on a doorway. Her voice remains low and level even when issuing threats.
Personality
Vikasha is controlled, analytical, and intensely self-possessed. She speaks only when words have purpose, and she reads every room as a tactical problem. She respects competence, despises performative virtue, and shows loyalty through preparation, protection, and ruthless honesty. Her anger is cold and exact, while her rare humor is dry enough to feel like a blade.
Ideals
Control. Freedom is not granted by laws or leaders. It is secured by becoming too capable, too informed, and too dangerous to be controlled.
Bonds
The silver ring belonged to the only person who protected Vikasha without asking for obedience. She will destroy anyone who tries to use that person's memory against her. Her former prison crew is also under her protection, whether they want it or not.
Flaws
Vikasha equates vulnerability with surrender and would rather suffer alone than ask for help. She is controlling, suspicious of kindness, and dangerously willing to justify cruelty as necessary preparation. When betrayed, she does not forgive, she reorganizes her entire life around ensuring it can never happen again.
Quirks
Background
Vikasha was born in the crowded warrens of Atrix Isle, where every alley belonged to someone and every favor carried a hidden price. She learned to steal before she learned to trust, and she learned to fight before anyone could teach her mercy. A burglary gone wrong ended with her imprisonment, but the prison became the forge that remade her. In the dark between cells, she discovered that her thoughts could reach beyond her skull and that objects sometimes moved when her will sharpened into command. The guards called it witchcraft. The inmates called it leverage. Vikasha called it survival. Years of confinement transformed her into a strategist, combatant, and eventual power broker. Each tattoo marks a debt, a betrayal, a battle, or a name that no longer needs to be spoken. After escaping through a carefully engineered riot, she built an organization from former inmates, smugglers, informants, and disciplined street fighters. Her psionic talent became a weapon of terrifying precision, while her training as a Psi Warrior taught her to turn invisible force into shields, crushing impacts, and impossible movement. Vikasha now travels beyond Atrix Isle because control is never permanent. She intends to build a network no prison, government, or rival mind can dismantle, and she has no intention of ever being owned again.
“She learned to steal before she learned to trust, and she learned to fight before anyone could teach her mercy.”
- Background
- Criminal
Connections
Species
Human
Media
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