Vikasha
Vikasha
Sheet
AC 15 · HP 223 · 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
36 featuresAction
- Telekinetic Movement
When Action
As an action, move an object or willing creature up to 30 feet to an unoccupied space she can see.
- Fourfold Assault
When Attack action
Make four attacks with the Attack action, using Mind Dancer or The Mind Slivers as appropriate.
Bonus action
- Second WindLevel 1
As a Bonus Action, regain 1d10 + 20 Hit Points. She has four uses, regaining one use after a Short Rest and all uses after a Long Rest.
- Tactical ShiftLevel 5
When using Second Wind as a Bonus Action, move up to half her Speed without provoking Opportunity Attacks.
- Guarded MindLevel 15
Guarded Mind. Gain resistance to Psychic damage. As a Bonus Action, spend a Psionic Energy Die to end the Charmed or Frightened condition on herself.
- Bulwark of ForceLevel 18
Bulwark of Force. As a Bonus Action, spend a Psionic Energy Die to grant several creatures, including herself, Half Cover for 1 minute or until she is Incapacitated.
Reaction
- Protective Field
When A creature within 30 feet takes damage
As a Bonus Action, expend a Psionic Energy Die to reduce damage dealt to herself or another creature within 30 feet by 1d10 + 5.
Always on
- Psionic Strike
When She hits with a weapon attack
Once per turn when she hits with a weapon attack, expend a Psionic Energy Die to deal an extra 1d10 Force damage and push the target up to 10 feet.
- Fighting StyleLevel 1
Choose a Fighting Style feat. Vikasha knows Blind Fighting, granting Blindsight within 10 feet while not blinded or deafened.
- Weapon MasteryLevel 1
Use the mastery properties of six chosen Simple or Martial weapons. Her chosen weapons are dagger, longsword, shortsword, hand crossbow, longbow, and scimitar.
- Action SurgeLevel 2
Take one additional action, except the Magic action. She can use Action Surge twice before a rest, but only once per turn.
- Tactical MindLevel 2
When she fails an ability check, she can expend a Second Wind use to add 1d10 to the check. The use is not expended if the check still fails.
- Psi WarriorLevel 3
Gain the Psi Warrior subclass and psionic combat abilities.
- Ability Score ImprovementLevel 4
Gain an Ability Score Improvement or feat at this level.
- Extra AttackLevel 5
Attack twice instead of once when taking the Attack action.
- Ability Score ImprovementLevel 6
Gain an Ability Score Improvement or feat at this level.
- Psionic PowerLevel 7
Psionic Energy. Gain six Psionic Energy Dice, each a d10, regained after a Long Rest. Psionic powers include Protective Field, Psionic Strike, and Telekinetic Movement.
- Ability Score ImprovementLevel 8
Gain an Ability Score Improvement or feat at this level.
- IndomitableLevel 9
Add her Fighter level to a failed saving throw reroll made with Indomitable.
- Tactical MasterLevel 9
When attacking with a weapon whose mastery property she can use, replace that property with Push, Sap, or Slow for the attack.
- Telekinetic AdeptLevel 10
Telekinetic Adept. Psionic Strike can knock a target prone, and Telekinetic Movement can move a creature as well as an object.
- Two Extra AttacksLevel 11
Attack three times instead of once when taking the Attack action.
- Ability Score ImprovementLevel 12
Gain an Ability Score Improvement or feat at this level.
- Studied AttacksLevel 13
After missing a creature with an attack roll, gain Advantage on the next attack roll against that creature before the end of her next turn.
- Ability Score ImprovementLevel 14
Gain an Ability Score Improvement or feat at this level.
- Ability Score ImprovementLevel 16
Gain an Ability Score Improvement or feat at this level.
- Improved Action Surge and IndomitableLevel 17
Use Action Surge twice before a rest and Indomitable three times before a Long Rest.
- Epic BoonLevel 19
Gain the Epic Boon feat Boon of Irresistible Offense. Once per turn, one weapon attack can ignore resistance to its damage, and a weapon attack with Advantage can deal extra damage on a hit.
- Three Extra AttacksLevel 20
Attack four times instead of once when taking the Attack action.
- Telekinetic MasterLevel 18
When she uses Psionic Strike, she deals an extra 1d10 Force damage and can push the target up to 30 feet. When she uses Telekinetic Movement, she can teleport herself or a willing creature to an unoccupied space within 30 feet.
- ResourcefulHumanWhen Vikasha fails a D20 Test, she can expend Heroic Inspiration to reroll the die.
- SkillfulHumanGain proficiency in one skill of choice, represented here by Investigation through the Skilled feat selection.
- VersatileHumanGain an Origin feat of choice, represented here by Skilled.
- Medium sizeHumanHuman height and build are represented as Medium for game rules.
- TraitHumanSpeed is 30 feet.
- AlertCriminal
Alert. Add your Proficiency Bonus to Initiative rolls. Immediately after rolling Initiative, you can swap your Initiative with a willing ally in the same combat, provided neither of you is Incapacitated.
Spells
Spellcasting. Vikasha casts with Intelligence (spell save DC 13, to hit with spell attacks).
Gear
10 itemsWeapons
- 2×The Mind SliversA finely balanced magical dagger used for close combat and telekinetic throws. Its special magical properties are determined by the Dungeon Master.
- Mind DancerA magical longsword with a narrow, flexible profile and a psychic resonance that responds to Vikasha's concentration. Its special magical properties are determined by the Dungeon Master.
Tools
- Thieves' ToolsA compact kit for bypassing locks and disarming traps.
- Gaming SetA marked deck of cards used for coded messages and gambling.
- Forgery KitTools for creating false documents, seals, and identifying marks.
- Disguise KitTools and cosmetics used to alter appearance and create disguises.
Gear
- Psionic Focus RingA plain silver ring that serves as a personal psionic focus. Its special magical properties are determined by the Dungeon Master.
- Modern Criminal AttireBlack midriff tank top, cropped reinforced leather jacket, tight leather pants, heavy boots, and practical clothing suitable for travel.
- Dungeoneer's PackA small collection of practical travel supplies, rations, cord, and basic necessities.
Purse
- 155×CoinEmergency funds accumulated through organized crime and carefully managed favors.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled physique and a visibly defined core. She is completely bald, with no hair on her head, and intricate prison-earned tattoos cover her body from her bald scalp and neck down to her ankles. Her pale gray eyes are calm, watchful, and unnervingly intelligent. Multiple piercings line her ears, brows, 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 carries magical daggers called The Mind Slivers, the longsword Mind Dancer, and a plain silver ring that focuses her psionic power.
Mannerisms
Vikasha pauses before answering, as if weighing several possible futures. She maintains steady eye contact, rarely blinks during negotiations, and touches the silver ring whenever she detects a lie. In combat, she speaks in short commands and never raises her voice.
Personality
Vikasha is calm, analytical, and intensely self-controlled. She reads posture, breathing, eye movement, and hesitation with unnerving precision, then combines those observations with her telepathic sensitivity to identify fear, deception, and hidden motives. She respects competence, despises moral posturing, and treats loyalty as a serious contract. Her anger is cold and focused, never loud. She leads through demonstrated strength, precise planning, and the certainty that those under her protection will be tested, hardened, and rewarded.
Ideals
Control. Chaos is only power waiting for someone disciplined enough to claim it. I will build an order strong enough that no prison, government, or criminal syndicate can ever own me again.
Bonds
The people who survived prison with me are under my protection. Anyone who threatens them becomes a problem I will solve personally.
Flaws
I assume every offer has a hidden price, and I would rather destroy a useful alliance than risk owing someone my freedom. When I decide that someone is weak, I rarely allow them the chance to prove me wrong.
Quirks
Background
Vikasha was born in the crowded districts of Atrix Isle, where power belonged to whoever could take it and keep it. She learned early that locks, walls, and laws were only obstacles for people who lacked patience. Her first crimes were careful and bloodless, but prison changed the scale of her ambitions. In the dark between cell blocks, she learned to fight without wasted movement, to read a guard's intentions from a twitch of the hand, and to survive the kind of betrayal that leaves no witnesses. Each tattoo on her body marks a debt, a battle, a lost ally, or a victory that someone else believed impossible. Her psionic talent surfaced during a prison riot. A steel door tore itself from its hinges, several attackers collapsed clutching their skulls, and Vikasha walked through the chaos without raising her voice. After her escape, she gathered smugglers, ex-cons, fixers, and disillusioned enforcers around a simple doctrine, competence earns trust, loyalty earns protection, and weakness must never be mistaken for virtue. As a Psi Warrior, she turned her mind into a weapon as disciplined as Mind Dancer. Now she controls a growing organization across Atrix Isle, using telepathic perception, telekinetic force, and precise violence to maintain an order that only she seems capable of seeing.
“She learned early that locks, walls, and laws were only obstacles for people who lacked patience.”
- Background
- Criminal
Connections
Species
Human
Media
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