Valka Redwire
Valka Redwire
Sheet
AC 16 · HP 204 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- HistoryINT
- IntimidationCHA
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
41 featuresAction
- Telekinetic Movement
When You choose to move an object or willing creature
You can move an object or willing creature with your mind, provided it is within your psi range and not too large for your current psionic capability.
- Bulwark of Force
When When you need battlefield control or defense
You can create a wall of telekinetic force that protects you and your allies and blocks enemy movement.
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
- Two Extra AttacksLevel 11
You can attack three times instead of once whenever you take the Attack action.
- Three Extra AttacksLevel 20
You can attack four times instead of once whenever you take the Attack action.
Bonus action
- Second WindLevel 1
As a bonus action, you regain hit points equal to 1d10 plus your Fighter level. You can use this feature twice, regaining uses on a short or long rest as normal for the class.
- Tactical ShiftLevel 5
Whenever you use Second Wind as a bonus action, you can move up to half your speed without provoking opportunity attacks.
Reaction
- Protective Field
When You or a nearby ally takes damage
As a reaction, spend psionic energy to create a field of telekinetic force that reduces damage taken by you or an ally within range.
Always on
- Psionic Strike
When You hit with a weapon attack
When you hit with a weapon attack, you can expend psionic energy to deal extra force damage and add a shove of psychic impact.
- Psi-Powered Leap
When On your turn when you move
You can add a psionic jump to your movement, letting you vault incredible distances with impossible grace.
- Guarded Mind
When When resisting mental influence
You gain protection for your mind, making it harder to be charmed or frightened and reinforcing your psionic discipline.
- Telekinetic Master
When On your turn or with psionic concentration
Your telekinetic control becomes refined enough to move and manipulate targets with much greater precision and strength.
- Fighting StyleLevel 1
You gain a Fighting Style feat of your choice. You can replace it whenever you gain a Fighter level.
- Weapon MasteryLevel 1
You can use the mastery properties of three simple or martial weapons of your choice, and you can change one choice after each long rest.
- Action SurgeLevel 2
On your turn, you can take one additional action, except the Magic action. Starting at level 17, you can use this twice before a rest, but only once on a turn.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the use is not expended.
- Fighter SubclassLevel 3
You gain the Psi Warrior subclass.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat or another feat of your choice for which you qualify.
- Ability Score ImprovementLevel 6
You gain another Ability Score Improvement feat or another feat of your choice for which you qualify.
- Subclass FeatureLevel 7
You gain your subclass feature.
- Ability Score ImprovementLevel 8
You gain another Ability Score Improvement feat or another feat of your choice for which you qualify.
- IndomitableLevel 9
If you fail a saving throw, you can reroll it and add your Fighter level to the new roll. You can do this once per long rest at this level.
- Tactical MasterLevel 9
When you attack with a weapon whose mastery property you can use, you can replace that property with Push, Sap, or Slow for that attack.
- Subclass FeatureLevel 10
You gain your subclass feature.
- Ability Score ImprovementLevel 12
You gain another Ability Score Improvement feat or another feat of your choice for which you qualify.
- Studied AttacksLevel 13
If you miss with an attack roll against a creature, you have advantage on your next attack roll against that creature before the end of your next turn.
- Indomitable (Two Uses)Level 13
You can use Indomitable twice per long rest.
- Ability Score ImprovementLevel 14
You gain another Ability Score Improvement feat or another feat of your choice for which you qualify.
- Subclass FeatureLevel 15
You gain your subclass feature.
- Ability Score ImprovementLevel 16
You gain another Ability Score Improvement feat or another feat of your choice for which you qualify.
- Action Surge ImprovementLevel 17
You can use Action Surge twice between rests, but still only once on a turn. You can use Indomitable three times per long rest.
- Subclass FeatureLevel 18
You gain your subclass feature.
- Epic BoonLevel 19
You gain an Epic Boon feat or another feat of your choice for which you qualify.
- Psionic PowerLevel 3
As a Psi Warrior, you channel psionic energy into forceful defensive and offensive talents, including protective force, telekinetic movement, psionic strikes, psychic leaps, psychic resilience, a force wall, and mastery of telekinesis.
- Creature TypeHumanHumanoid
- SizeHumanMedium or Small, chosen when you select this species
- SpeedHuman30 feet
- TraitHumanResourceful, you gain Heroic Inspiration whenever you finish a Long Rest
- TraitHumanSkillful, you gain proficiency in one skill of your choice
- TraitHumanVersatile, you gain an Origin feat of your choice, typically Skilled or another feat your DM approves for your background and build
- Criminal ContactCriminal
You know how to move through the underworld, find illegal contacts, and use hidden networks of thieves, fixers, and smugglers to gather favors, information, or illicit help.
Gear
12 itemsWeapons
- GreatswordA brutal two-handed weapon suited to overwhelming strikes.
- FlailA close-quarters weapon used for grim work and backup fighting.
- 8×JavelinsThrowing spears for ranged harassment and battlefield control.
- 2×DaggersTwo knives hidden in a boot or sleeve.
Armor
- Chain MailA heavy suit of armor for battlefield protection. She keeps it stored rather than wearing it in prison, where she favors mobility and concealment.
Tools
- Thieves’ ToolsTools used for illegal entry, lock bypass, and escape artistry.
- CrowbarA pry bar that doubles as a burglary aid and improvised weapon.
Gear
- Dungeoneer’s PackA rugged adventuring pack with wilderness and travel gear.
- 2×PouchesSmall containers for contraband, lockpicks, or stolen trinkets.
- Traveler’s ClothesPlain travel-worn clothes, though she currently favors prison-appropriate stripped-down streetwear.
Purse
- 4×Gold PiecesCoin from class starting equipment choice.
- 16×Gold PiecesCoins and hidden petty cash from her criminal background.
Appearance
A lean, heavily muscled human woman with a shaved head and a body fully covered in intricate tattoos, some decorative, some clearly coded like maps, gang marks, and psionic sigils. She wears modern streetwear adapted for confinement and combat, a midriff-bearing tank top beneath a cropped leather jacket, tight leather pants, and worn boots. Her six pack is visible, her posture is coiled and alert, and she carries herself like someone who expects every room to become a fight.
Mannerisms
She speaks softly and rarely wastes words, but when she is angry, her gaze becomes unnervingly still. She cracks her knuckles before making a point, tilts her head as if listening to a voice no one else can hear, and traces the edges of her tattoos when thinking. In a fight she smiles only once, right before the first blow lands.
Personality
Controlled, sharp-witted, and brutally observant. Valka talks like every sentence is an interrogation and every compliment is a test, but she is fiercely protective of anyone she decides is hers. She hates waste, lies told for vanity, and anyone who mistakes restraint for weakness. Beneath the hard edge is a strategist who enjoys solving impossible problems, especially when the solution embarrasses people who thought they owned her.
Ideals
Freedom, but not the soft kind promised by laws and speeches. Real freedom must be seized, defended, and used to break chains for those who were never meant to escape.
Bonds
She keeps a hidden list of every person who was loyal to her crew, every informant who sold them out, and every guard who took a bribe to watch them bleed. She will not leave prison until she has settled each debt, protected the weak survivors she once ran with, and recovered the one small silver token her younger brother gave her before she disappeared into the underworld.
Flaws
She cannot let a slight go unanswered, especially from anyone who claims authority over her. When cornered, she becomes reckless and cruel, because part of her still believes the only safe prison is one built around everyone else first. She also hoards secrets like weapons, and she would rather burn a bridge than admit she needs help crossing it.
Quirks
Background
Valka Redwire learned early that the city cared less about innocence than usefulness. She grew up in the alleyways behind the glass towers, a fast-handed runner who could slip through crowds, crack locks, and vanish before anyone decided whether to call her a thief or a survivor. Her first crew used her as a lookout, then as a courier, then as muscle when her unnerving calm and impossible reflexes started to scare off better-paid enforcers. The tattoos came later, each one a record of a job, a betrayal, or a name she refused to forget, inked across skin she treated like a ledger of debts. The psi talent revealed itself during a botched break-in beneath a corporate archive, when panic should have killed her and instead made the air obey her thoughts. Doors buckled without touch, guards stumbled as if yanked by invisible hands, and for one bright, terrible second she understood how to turn fear into force. That night began the legend of a criminal who did not merely escape confinement, but bent it. She was eventually captured after a string of impossible heists and sent to prison in chains, where the guards learned that bars and locks only mattered until Valka decided they did not. Behind those walls, she sharpened her mind, her body, and her grudges into a weapon, waiting for the day she walks out not as a fugitive, but as a reckoning.
“The tattoos came later, each one a record of a job, a betrayal, or a name she refused to forget, inked across skin she treated like a ledger of debts.”
- Background
- Criminal
Connections
Species
Human
Media
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