Vikasha
Vikasha
Sheet
AC 15 · HP 263 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
36 featuresAction
- Telekinetic Movement
When As an action
Vikasha expends a Psionic Energy Die to move one willing creature or an unattended object up to 30 feet through the air.
- Fivefold Assault
When On Vikasha's turn
Vikasha makes five weapon attacks with the Attack action at level 20, combining Mind Dancer, The Mind Slivers, and weapon mastery properties. She can use Action Surge to make another Attack action.
Bonus action
- Second WindLevel 1
As a Bonus Action, Vikasha regains 1d10 + 20 Hit Points. She has four uses, regaining one use after a Short Rest and all uses after a Long Rest. Activating Second Wind also lets her move up to half her Speed without provoking Opportunity Attacks.
- Telekinetic AdeptLevel 7
Vikasha's Psionic Energy Dice become d10s if they were not already. She gains Psi-Powered Leap, allowing her to use a Bonus Action and expend a Psionic Energy Die to gain a flying Speed for the turn equal to twice her Speed, and Telekinetic Thrust, which can move a target of her Psionic Strike up to 10 feet or knock it Prone on a failed Strength save.
- Guarded MindLevel 10
Vikasha has Advantage on saving throws against the Charmed and Frightened conditions. She can end one of those conditions on herself as a Bonus Action.
- Bulwark of ForceLevel 15
As a Bonus Action, Vikasha can expend a Psionic Energy Die to create a field of telekinetic force around herself and chosen creatures within 30 feet. The field grants half cover for 1 minute or until she is Incapacitated.
- Telekinetic MasterLevel 18
Vikasha can use Telekinetic Master, expending a Psionic Energy Die to cast Telekinesis without components. While concentrating on it, she can make one weapon attack as a Bonus Action.
Reaction
- Protective Field
When When Vikasha or a creature within 30 feet takes damage
Vikasha expends a Psionic Energy Die to reduce incoming damage to herself or a creature within 30 feet by 1d10 + 5.
Always on
- Psionic Strike
When After Vikasha hits with a weapon attack
After hitting with a weapon, Vikasha expends a Psionic Energy Die to deal an extra 1d10 Force damage and can move the target up to 10 feet or knock it Prone on a failed Strength save.
- Invisible Hand
When When Vikasha focuses her psionic power
Vikasha uses telekinetic pressure to reposition an enemy, disrupt footing, or pull a weapon from a careless hand. The exact effect uses her Telekinetic feat or Psi Warrior feature as appropriate.
- Fighting StyleLevel 1
Choose a Fighting Style feat. Vikasha knows Defense, granting a +1 bonus to Armor Class while wearing armor, though she normally fights unarmored. She also selected Archery as an additional Fighting Style through a high-level feat, granting +2 to ranged weapon attack rolls.
- Weapon MasteryLevel 1
She can use the mastery properties of six weapon types, chosen as Longsword, Dagger, Shortsword, Longbow, Javelin, and Handaxe. She can change one mastery choice after a Long Rest.
- Tactical MindLevel 2
When she fails an ability check, Vikasha can expend a Second Wind use to roll 1d10 and add the result to the check. The use is not expended if the check still fails.
- Action SurgeLevel 2
Vikasha can take one additional action on her turn, excluding the Magic action. She can use this twice before a Short or Long Rest, but only once per turn.
- Psionic PowerLevel 3
Vikasha gains a pool of six Psionic Energy Dice, each a d10. She can expend a die for Protective Field, Psionic Strike, or Telekinetic Movement. Expended dice return after a Long Rest, and one expended die returns after a Short Rest.
- Extra AttackLevel 5
She can make three attacks instead of two whenever she takes the Attack action.
- Ability Score ImprovementLevel 6
Vikasha gains an additional Ability Score Improvement or feat. Her selected feat is Telekinetic, reflecting her precise mental manipulation of objects and creatures.
- Ability Score ImprovementLevel 8
Vikasha gains another Ability Score Improvement or feat. Her selected feat is Observant, representing her exceptional awareness and ability to read subtle physical and mental cues.
- IndomitableLevel 9
When she fails a saving throw, Vikasha can reroll it and add her Fighter level to the new roll. She can use this three times before a Long Rest.
- Tactical MasterLevel 9
When she attacks with a mastered weapon, she can replace that weapon's mastery property with Push, Sap, or Slow for that attack.
- Two Extra AttacksLevel 11
Vikasha can make four attacks instead of three whenever she takes the Attack action.
- Ability Score ImprovementLevel 12
Vikasha gains another Ability Score Improvement or feat. Her selected feat is Skill Expert, increasing her Intelligence by 1 and granting Expertise in Insight.
- Studied AttacksLevel 13
If Vikasha misses with an attack roll against a creature, she has Advantage on her next attack roll against that creature before the end of her next turn.
- Ability Score ImprovementLevel 14
Vikasha gains another Ability Score Improvement or feat. Her selected feat is Resilient, increasing her Wisdom by 1 and granting proficiency in Wisdom saving throws.
- Ability Score ImprovementLevel 16
Vikasha gains another Ability Score Improvement or feat. Her selected feat is Tough, increasing her maximum Hit Points by 40.
- Greater Action Surge and IndomitableLevel 17
She can use Action Surge twice before a rest, though only once on a turn. She can use Indomitable three times before a Long Rest.
- Epic BoonLevel 19
Vikasha gains the Epic Boon of Combat Prowess. She increases her Strength by 1, and when she misses with an attack roll, she can turn that miss into a hit once per round.
- Three Extra AttacksLevel 20
Vikasha can make five attacks instead of four whenever she takes the Attack action.
- TraitHumanHumanoid creature type
- TraitHumanMedium size
- TraitHuman30-foot Speed
- ResourcefulHumangain Heroic Inspiration whenever Vikasha finishes a Long Rest
- SkillfulHumanproficiency in Perception
- VersatileHumangain an additional Origin feat, chosen as Skilled
- SkilledHumanproficiency in Acrobatics, Intimidation, and Thieves' Tools
- AlertCriminal
Alert. Vikasha adds her Proficiency Bonus to Initiative rolls and can swap Initiative with a willing ally immediately after Initiative is rolled, provided neither creature is Incapacitated.
Gear
11 itemsWeapons
- Mind DancerA magical longsword with a balanced black-steel blade that responds to Vikasha's mental commands and leaves faint silver afterimages when swung.
- 3×The Mind SliversThree magical daggers designed for silent throwing and close-quarters work. Their blades vibrate faintly when Vikasha focuses her psionic power.
- LongbowA black longbow used when distance and precision matter more than intimidation.
Tools
- Thieves' ToolsUsed for bypassing locks, restraints, and mechanical security.
Gear
- Silver Psionic RingA ring that serves as a psionic focus and strengthens Vikasha's telekinetic control. Its exact mechanical bonuses are subject to the Dungeon Master's magic-item approval.
- CrowbarUseful for forcing doors, prying crates, and improvised leverage.
- 2×PouchSmall leather pouches for coins, tools, and concealed components.
- Traveler's ClothesPlain, durable clothing adapted into Vikasha's modern black tank top, cropped leather jacket, leather pants, and heavy boots.
- 20×ArrowsA quiver containing standard arrows for the longbow.
- Dungeoneer's PackA compact pack containing ordinary adventuring necessities.
Purse
- 16×Gold PiecesStarting money retained from the Criminal background package.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and a visibly defined abdomen. She is completely bald, with zero hair on her head, and intricate prison-earned tattoos cover her skin from her neck to her ankles, including the back and crown of her shaved scalp. Her pale gray eyes are steady and unnervingly intelligent. Numerous piercings line her ears, eyebrows, nose, lips, collarbones, and hands. She wears a black midriff tank top, a cropped reinforced leather jacket, tight dark leather pants, and heavy steel-toed combat boots. She wears no armor. A plain silver ring rests on her right hand, concealing a small psionic focus.
Mannerisms
Vikasha pauses before answering, as though reviewing several possible outcomes. She maintains direct eye contact without blinking for an uncomfortable length of time. When thinking, she taps the silver ring twice against her thumb. She rarely raises her voice, because she has learned that quiet certainty carries farther than anger.
Personality
Vikasha is calm, controlled, and intensely observant. She speaks in a low, clear voice and wastes no words. She respects competence, preparation, and loyalty demonstrated under pressure. Her anger is cold rather than explosive, and her satisfaction is expressed through a slight nod or a single tap of her silver ring. She reads posture, breath, eye movement, and surface thoughts with unnerving precision, treating every conversation as a tactical exchange.
Ideals
Control. Freedom belongs to the person capable of defending it. Mercy is meaningful only when it is chosen from a position of strength.
Bonds
The people who survived Atrix Isle's prison networks are Vikasha's chosen family. She protects those who honor their word, and she will dismantle anyone who profits from their suffering. The plain silver ring belonged to the only person who once reached her before she became unreachable, and Vikasha will never willingly explain what happened to them.
Flaws
Vikasha assumes that every kindness has a hidden price. She can forgive violence more readily than betrayal, and once someone breaks her trust, she rarely permits them a second chance. Her need for control makes delegation difficult, and she sometimes mistakes emotional vulnerability for incompetence.
Quirks
Background
Vikasha was born in the crowded industrial districts of Atrix Isle, where every neighborhood had its own rules and every rule had a price. She learned early that a calm face could be more valuable than a fast hand. Her first crimes were small, cutting purses and moving contraband through maintenance tunnels, but her talent for reading people quickly made her indispensable. She could sense the instant before a guard turned suspicious, recognize a lie from the tension in a jaw, and sometimes hear the surface thought behind the lie. The prison system took her in before adulthood and returned something harder. The tattoos across her body began there, each marking a cellblock, a debt, a betrayal, or a name she refused to forget.
“She learned early that a calm face could be more valuable than a fast hand.”
- Background
- Criminal
Connections
Species
Human
Media
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