Vexa Vale
Vexa Vale
Sheet
AC 18 · HP 204 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
37 featuresAction
- Extra AttackLevel 5
You can make two attacks when you take the Attack action.
- Extra Attack (2)Level 11
You can attack three times when you take the Attack action.
- Extra Attack (3)Level 20
You can attack four times when you take the Attack action.
Always on
- Fourfold Assault
When Attack action
When she takes the Attack action, she can make up to four weapon attacks at level 20, using her Psychic Daggers or other weapons she has mastered.
- Action SurgeLevel 2
When Once per Short or Long Rest
She can briefly surge beyond normal limits to take an additional action on her turn.
- Second WindLevel 1
When Bonus action
She can regain hit points in the middle of a fight without giving up momentum.
- Telekinetic Control
When Psionic Energy expenditure
She can shove, move, and manipulate the battlefield with psionic force.
- Fighter TrainingLevel 1
You are trained with all armor, shields, simple weapons, and martial weapons.
- Fighting StyleLevel 1
Choose a Fighting Style that defines your combat approach. Vexa fights best with paired blades and relentless pressure.
- Weapon MasteryLevel 1
You gain mastery of weapons and can apply weapon mastery properties to weapons you know how to use effectively.
- Tactical MindLevel 2
Your mind and body move in terrifying sync, letting you boost tactical maneuvers and sharpen your battlefield judgment.
- Psionic PowerLevel 3
Your Psionic Power manifests as Psionic Energy Dice, which fuel your psychic fighter abilities.
- Telekinetic MovementLevel 3
You can move objects or small creatures with telekinetic force by spending Psionic Energy.
- Psi Warrior TechniqueLevel 3
You can project psychic force to shield yourself and allies, reduce damage, and batter enemies with telekinetic strikes.
- Psionic Warrior FeaturesLevel 3
Your combat specialization grants additional resilience, control, and psychic force as you advance in your subclass.
- Ability Score ImprovementLevel 4
An ability score improvement, feat, or both.
- Martial AdvancementLevel 5
You gain enhanced resilience and the ability to manipulate momentum in combat.
- Guarded MindLevel 7
You can use your psychic force to bolster saving throws and maintain discipline under pressure.
- Ability Score ImprovementLevel 6
Another Ability Score Improvement or feat.
- Tactical ShiftLevel 7
You can move with deadly efficiency and gain stronger control over positioning and initiative in battle.
- Psionic Power ImprovementLevel 7
Your Psionic Energy grows stronger and more efficient, improving your psychic maneuvers.
- Ability Score ImprovementLevel 8
Another Ability Score Improvement or feat.
- Indomitable ILevel 9
Your attacks can cut through defenses with superior accuracy and discipline.
- Bulwark of ForceLevel 10
Your psychic defenses harden, and you gain greater control over the battlefield through force and resolve.
- Ability Score ImprovementLevel 12
Another Ability Score Improvement or feat.
- Indomitable IILevel 13
You can reroll failed saving throws by sheer force of will.
- Ability Score ImprovementLevel 14
Another Ability Score Improvement or feat.
- Telekinetic MasterLevel 15
Your psychokinetic battlefield control reaches a peak, letting you protect yourself and allies while punishing enemies.
- Ability Score ImprovementLevel 16
Another Ability Score Improvement or feat.
- Action Surge ImprovementLevel 17
You can act with extreme adaptability and recover from danger through repeated action surges and combat discipline.
- Martial MasteryLevel 18
You gain your final major martial enhancement before the capstone.
- Ability Score ImprovementLevel 19
Another Ability Score Improvement or feat.
- TraitHumanResourceful, gain Heroic Inspiration whenever you finish a Long Rest.
- TraitHumanSkillful, proficiency in one skill of your choice.
- TraitHumanVersatile, proficiency in one tool of your choice.
- TraitHumanHuman adaptability and grit make her exceptionally hard to keep down.
- Criminal ContactCriminal
You have a reliable underworld contact who can provide information, shelter, or illegal aid when you need it. Even behind bars, old networks can be reached through favors, coded messages, and shared debts.
Gear
7 itemsWeapons
- 2×Twin Psychic DaggersA pair of identical magical daggers, carried as the character's signature weapons.
Armor
- Studded Leather ArmorA cropped leather jacket and fitted pants, styled like prison-escaped streetwear and functioning as light armor if used at the table.
Tools
- Thieves' ToolsA set of thieves' tools kept hidden despite incarceration.
- Gaming SetA gaming set from her criminal past, useful for code, distraction, and deception.
Gear
- BootsWorn black boots built for running, kicking, and silent movement.
- Tattooed and Pierced AppearanceA set of prison marks, gang symbols, and personal sigils etched across her skin.
- Travel BundleA dark prison coat or blanket folded into a travel bundle for escape or concealment.
Appearance
A lean, heavily muscled human woman with a shaved head, a six pack, and every inch of exposed skin covered in intricate tattoos. She wears a cropped midriff leather jacket, a fitted tank top, tight leather pants, and scuffed boots, with piercings along her ears, brows, nose, lip, and elsewhere. In prison, she still carries herself like the most dangerous person in the room, calm, amused, and impossible to intimidate. Her two identical magical daggers are always kept close, like extensions of her hands.
Mannerisms
She tilts her head slightly when listening, as if hearing a second conversation nobody else can perceive. She smiles at bad news, cracks her knuckles before violence, and taps the handle of one dagger against the other when thinking. In tense moments, she goes perfectly still, like a predator deciding exactly where to bite first.
Personality
Cool-headed, defiant, and razor witty, Vexa treats danger like a game she already knows how to win. She is sharply intelligent, speaks in short deliberate bursts when serious, and becomes unexpectedly dry and teasing when relaxed. She values competence above pedigree, and if someone proves useful, she will protect them with near feral loyalty.
Ideals
Freedom is a right, not a privilege. No cage, law, or noble title has the power to define who deserves to live. Strength should protect the trapped, the hunted, and the forgotten, even if it has to break a few doors to do it.
Bonds
She keeps one of her daggers wrapped in prison cloth and hidden as a promise to the one person who ever tried to save her from herself. She still owes a massive debt to an underworld fixer who arranged her first big score, and she will not let that name be forgotten. Vexa protects the powerless in her own brutal way, because she remembers what it felt like to be small, hungry, and one mistake away from ruin.
Flaws
Vexa trusts very few people, and when she does trust someone she can become dangerously possessive of that loyalty. She enjoys provoking authority figures so much that she sometimes escalates a situation purely out of spite. She also carries the habit of assuming every lock, every oath, and every person has a weak point, which makes it hard for her to believe in anything that cannot be broken.
Quirks
Background
Vexa Vale learned early that the world only respects three things, speed, intelligence, and the willingness to strike first. She grew up in the back alleys of a crowded city where the law was something that happened to other people, and every honest job paid too little to survive. She started as a courier, then a fence, then a thief with a talent for disappearing through locked doors and guarded halls. By the time the authorities knew her name, she had already turned it into a warning. Her psionic talent surfaced the night a marked betrayal left her cornered in a warehouse raid. She survived by feeling the strike before it happened, hurling crates with her mind, and freezing a squad of enforcers long enough to vanish in a storm of blades. The prison sentence that followed was meant to break her, but it only sharpened her. In the cellblock she became a legend, a tattooed, pierced, razor lean inmate who learned every weakness in the walls, every rumor in the yard, and every thought that flickered across a guard's face. Now she is waiting for the right moment to walk out, take back what was stolen from her, and decide whether the city that caged her deserves mercy.
“She started as a courier, then a fence, then a thief with a talent for disappearing through locked doors and guarded halls.”
- Background
- Criminal
Connections
Species
Human
Media
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