Vikasha Veyr
Vikasha Veyr
Sheet
AC 15 · HP 244 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
30 featuresAction
- Extra AttackLevel 5
You can make two attacks instead of one when you take the Attack action.
- Extra Attack (2)Level 11
You can make three attacks instead of one when you take the Attack action.
- Extra Attack (3)Level 20
You can make four attacks instead of one when you take the Attack action.
Bonus action
- Second WindLevel 1
When Bonus Action on her turn
Use Second Wind as a Bonus Action to recover 1d10 + 20 hit points. At level 20, she has two uses and can regain one use on a Short Rest.
- Telekinetic Movement
When Bonus Action
Use a Bonus Action to teleport herself, an object, or a willing creature up to 30 feet through telekinetic force. An unwilling creature can resist with a Strength saving throw.
- Psi-Powered Leap
When Bonus Action
Use a Bonus Action to leap up to twice her Speed without provoking Opportunity Attacks.
- Telekinetic MasterLevel 18
When Action to cast or Bonus Action to make the attack while concentrating
Cast Telekinesis without a spell slot or material components. Intelligence is her spellcasting ability, and she can make one weapon attack as a Bonus Action while concentrating on the spell.
- Psionic Energy DiceLevel 3
When you or another creature within 30 feet takes damage, you can use your Reaction and expend a Psionic Energy Die to reduce the damage by the die roll plus your Intelligence modifier. You can also expend a die when you hit with a weapon to deal extra Force damage equal to the die roll plus your Intelligence modifier. Alternatively, you can use a Bonus Action to move an object or willing creature up to 30 feet through telekinetic force, or move an unwilling creature after a failed save.
- Telekinetic AdeptLevel 7
You gain a Bonus Action that allows you to leap, without provoking Opportunity Attacks, a number of feet equal to twice your Speed. You can also add your Psionic Energy Die to the damage of a Psionic Strike and knock the target Prone or push it up to 10 feet when it fails a Strength save.
- Guarded MindLevel 10
You gain Resistance to Psychic damage. When you are Charmed or Frightened, you can end one or both conditions on yourself as a Bonus Action.
Reaction
- Protective Field
When A creature within 30 feet takes damage
Use a Reaction and expend a Psionic Energy Die to reduce damage to herself or an ally within 30 feet by 1d12 + 5.
- Bulwark of ForceLevel 15
When A creature within 30 feet is hit by an attack
Use a Reaction and expend a Psionic Energy Die to grant Half Cover to one or more nearby creatures until the start of her next turn.
Always on
- Action SurgeLevel 2
When No action required on her turn
Take one additional action on the current turn. She can use Action Surge twice per Short or Long Rest, but only once on the same turn.
- Psionic Strike
When After hitting with a weapon attack
When she hits with a weapon attack, expend a Psionic Energy Die to deal an extra 1d12 + 5 Force damage.
- Telekinetic Thrust
When After using Psionic Strike
When she uses Psionic Strike, force the target to make a Strength saving throw. On a failure, knock it Prone or push it up to 10 feet.
- Fighting StyleLevel 1
Choose a Fighting Style feat. Vikasha has chosen Defense, gaining a +1 bonus to Armor Class while wearing armor. This bonus does not apply to her current unarmored Armor Class.
- Weapon MasteryLevel 1
You can use the mastery properties of three Simple or Martial weapons of your choice. Vikasha has mastery with the dagger, greatsword, and javelin.
- VersatileLevel 1
You gain one additional Origin feat through the Human species trait. Vikasha chose Tough, increasing her maximum hit points by 40.
- SkillfulLevel 1
You gain proficiency in one additional skill through the Human species trait. Vikasha chose Investigation.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success.
- Tactical ShiftLevel 5
When you use Second Wind, you can move up to half your Speed without provoking Opportunity Attacks.
- IndomitableLevel 9
You can reroll a failed saving throw. If the save uses Strength, Dexterity, or Constitution, you add your Fighter level to the roll. You can use this feature three times before a Long Rest.
- Studied AttacksLevel 13
Once per turn, when you have Advantage on an attack roll against a creature and miss, you can make another attack with the same weapon against that creature without Advantage.
- Psionic PowerLevel 3
Your Psionic Energy Dice are six d12s. You regain all expended dice when you finish a Long Rest, and regain one expended die when you finish a Short Rest. You can use Protective Field, Psionic Strike, and Telekinetic Movement.
- Epic BoonLevel 19
You gain an Epic Boon feat. Vikasha chose Boon of Irresistible Offense, allowing her attacks to ignore Resistance to Bludgeoning, Piercing, and Slashing damage and to deal extra damage on a critical hit.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice. Vikasha chose Investigation.
- VersatileHumanYou gain an Origin feat of your choice. Vikasha chose Tough.
- Human ResourcefulnessHumanHumans are adaptable and resilient, gaining additional tools for survival through their Origin feat and skill training.
- Criminal ContactCriminal
Vikasha maintains a reliable network of underworld contacts who can pass messages, provide rumors, arrange introductions, and sometimes secure discreet assistance. The network is not automatically loyal, and its favors always carry risks or obligations.
Spells
1 spellSpellcasting. Vikasha Veyr casts with Intelligence (spell save DC 19, to hit with spell attacks).
5th level:
Gear
13 itemsWeapons
- 2×DaggerA martial weapon with Weapon Mastery. Vikasha uses it as a compact close-quarters weapon.
- GreatswordA heavy two-handed martial weapon retained for serious combat situations.
- 8×JavelinLight thrown martial weapons, useful for ranged attacks and tactical distractions.
Tools
- CrowbarA pry bar used for forced entry and improvised leverage.
- Thieves' toolsTools for opening locks and disabling traps.
Gear
- Reinforced leather jacketA modern reinforced leather jacket used as practical clothing. It is not worn as armor for Armor Class calculation.
- Black tank topFitted black tank top.
- Reinforced cargo pantsDark reinforced cargo pants with multiple utility pockets.
- Combat bootsHeavy steel-toed combat boots.
- Silver ringA plain silver ring with no visible inscription.
- Dungeoneer's packA pack containing practical adventuring supplies such as rope, rations, tinder, and containers.
- Burglar's clothesA set of inconspicuous dark clothing used for covert work.
Purse
- 16×Gold piecesStarting currency retained from her criminal career.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled frame and deep olive skin covered in intricate prison-inked tattoos from neck to ankles. Her head is completely shaved, and her angular face is defined by high cheekbones, a strong jaw, and piercing pale-gray eyes. She wears a fitted black tank top beneath a meticulously maintained leather jacket with reinforced shoulders and forearms, dark cargo pants, and heavy steel-toed combat boots. A plain silver ring is the only jewelry she permits herself. Her clothes are modern, functional, and deliberately free of ornament. She carries herself with quiet predatory grace and the controlled intensity of someone who is always measuring the room.
Mannerisms
Vikasha pauses before answering, as if reviewing several possible futures. She keeps her hands still when others become agitated, tilts her head slightly when detecting a lie, and maintains unbroken eye contact during negotiations. When thinking, she traces one of the tattoos on her wrist with her thumb. She rarely raises her voice. The quieter she becomes, the more dangerous the situation usually is.
Personality
Vikasha is controlled, observant, and intensely pragmatic. She speaks only when her words will change the situation, and she expects others to do the same. She respects competence wherever she finds it, whether in a soldier, thief, scholar, or enemy. Her loyalty is absolute once earned, but so is her response to betrayal. She leads through demonstrated capability and quiet certainty rather than theatrical intimidation. Beneath her restraint is a fierce, carefully contained protectiveness toward people who have survived exploitation and imprisonment.
Ideals
Control. Chaos is simply power that has not yet found a disciplined hand. Those strong enough to impose order have a duty to do so.
Bonds
The people who survived Atrix Isle with her are her responsibility. She will dismantle any institution, gang, or government that tries to use them as disposable tools.
Flaws
Vikasha confuses control with safety. She would rather destroy a useful alliance than admit she cannot predict every consequence, and she has little patience for people who need reassurance before acting. Betrayal is the one wound she never allows to heal, and she is capable of turning a minor slight into a campaign of calculated retribution.
Quirks
Background
Vikasha was born in the crowded, lawless districts of Atrix Isle, where every institution had a price and every promise had an expiration date. She learned early that survival depended on seeing the move before it was made. As a young courier and burglar, she became an expert at entering secured places, reading dangerous people, and leaving no evidence behind. Her first prison sentence followed a betrayal by the crew she had built, and the years behind bars transformed her. In the dark between cells, she studied guards, inmates, routines, and weaknesses with the same cold concentration she applied to locks. Her tattoos began as prison marks, but became a private record of every battle survived, loyalty earned, and betrayal answered. Inside the compound, Vikasha discovered that her mind could exert force beyond thought. A dropped key could slide across the floor without being touched. A hostile guard could suddenly forget why he had drawn his weapon. With disciplined training, these impulses became precise psionic techniques, capable of hurling enemies aside, shielding allies, and striking with invisible force. When she finally walked free, she did not seek redemption or glory. She built an organization from discarded criminals, ex-soldiers, and people who had learned that society's rules protected the powerful first. As a Psi Warrior, Vikasha treats combat as a problem of positioning, pressure, and inevitability. She leads through competence, rewards loyalty absolutely, and promises those who follow her only one thing, that weakness will be replaced with strength or removed entirely.
“She learned early that survival depended on seeing the move before it was made.”
- Background
- Criminal
Connections
Species
Human
Media
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