Vikasha
Vikasha
Sheet
AC 15 · HP 284 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
37 featuresBonus action
- Bulwark of ForceLevel 15
When Vikasha uses a Bonus Action
As a Bonus Action, create a telekinetic field for 1 minute that grants Vikasha and chosen creatures within 30 feet Half Cover.
- Second WindLevel 1
As a Bonus Action, regain 1d10 plus Fighter level Hit Points. Vikasha has four uses, regains one expended use on a Short Rest, and regains all expended uses on a Long Rest.
- Tactical ShiftLevel 5
Whenever Vikasha activates Second Wind with a Bonus Action, she can move up to half her Speed without provoking Opportunity Attacks.
Reaction
- Protective Field
When Vikasha or a visible creature within 30 feet takes damage
Use a Reaction and expend a Psionic Energy Die to reduce damage dealt to Vikasha or a creature within 30 feet by 1d12 plus 5.
Always on
- Psionic Strike
When Vikasha hits with a weapon attack
Make a weapon attack against a creature. On a hit, expend a Psionic Energy Die to deal an additional 1d12 plus 5 Force damage.
- Telekinetic Movement
When Vikasha uses an action and chooses a target within range
Expend a Psionic Energy Die to move an object or creature up to 30 feet, or force an unwilling creature to make a Strength saving throw against DC 21.
- Telekinetic MasterLevel 18
When Vikasha uses an action
Cast Telekinesis without a spell slot, using Intelligence as the spellcasting ability.
- Fighting StyleLevel 1
Choose a Fighting Style feat. Vikasha has Two-Weapon Fighting, allowing her ability modifier to be added to the extra damage of attacks made with a second Light weapon.
- Weapon MasteryLevel 1
Choose six Simple or Martial weapons whose mastery properties Vikasha can use. Her chosen weapons are dagger, longsword, shortsword, handaxe, javelin, and longbow. She can change one choice after a Long Rest.
- Tactical MindLevel 2
When Vikasha fails an ability check, she can expend a Second Wind use to roll 1d10 and add the result to the check. If the check still fails, the use is not expended.
- 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.
- Psi WarriorLevel 3
Psi Warrior subclass feature. Vikasha gains Psionic Power and the Psi Warrior features listed below.
- Ability Score ImprovementLevel 4
Vikasha gains the Ability Score Improvement feat or another feat for which she qualifies.
- Extra AttackLevel 5
Vikasha can attack three times whenever she takes the Attack action.
- Ability Score ImprovementLevel 6
Vikasha gains another Ability Score Improvement feat or another feat for which she qualifies.
- Ability Score ImprovementLevel 8
Vikasha gains another Ability Score Improvement feat or another feat for which she qualifies.
- IndomitableLevel 9
When Vikasha fails a saving throw, she can reroll it with a bonus equal to her Fighter level. She must use the new roll. She can use this three times per Long Rest.
- Tactical MasterLevel 9
When Vikasha attacks with a weapon whose mastery property she can use, she can replace that property's effect with Push, Sap, or Slow for that attack.
- Ability Score ImprovementLevel 12
Vikasha gains another Ability Score Improvement feat or another feat for which she qualifies.
- Studied AttacksLevel 13
If Vikasha misses a creature with an attack roll, 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 feat or another feat for which she qualifies.
- Ability Score ImprovementLevel 16
Vikasha gains another Ability Score Improvement feat or another feat for which she qualifies.
- Action Surge and Indomitable ImprovementLevel 17
Vikasha gains a second use of Action Surge and a third use of Indomitable. Action Surge remains limited to one use per turn.
- Psi Warrior FeatureLevel 18
Vikasha gains another subclass feature.
- Epic BoonLevel 19
Vikasha gains the Epic Boon feat. Her chosen boon is Boon of Combat Prowess, allowing her to turn a missed attack into a hit once per Short or Long Rest and granting a Strength or Dexterity increase, subject to the normal ability score maximum.
- Three Extra AttacksLevel 20
Vikasha can attack four times whenever she takes the Attack action.
- Psionic PowerLevel 3
Vikasha gains four Psionic Energy Dice, each a d12. She regains one expended die on a Short Rest and all expended dice on a Long Rest. When a feature calls for her Psionic save DC, it is 21.
- Protective Field and Psionic StrikeLevel 3
When Vikasha or a creature she can see within 30 feet takes damage, she can use her Reaction and expend a Psionic Energy Die to reduce the damage by the die roll plus 5. She can also expend a die when she hits with a weapon attack to deal extra Force damage equal to the die roll plus 5.
- Telekinetic AdeptLevel 7
Vikasha can expend a Psionic Energy Die to move a Huge or smaller object or willing creature up to 30 feet, or force an unwilling creature to make a Strength saving throw. On a failed save, it is moved up to 30 feet in a direction of her choice. She can also use Psionic Strike to knock a target prone after dealing its extra damage.
- Guarded MindLevel 10
Vikasha has Resistance to Psychic damage. When she is Charmed or Frightened, she can expend a Psionic Energy Die to end either condition on herself without an action.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanWhen Vikasha finishes a Long Rest, she gains Heroic Inspiration if she does not already have it.
- SkillfulHumanVikasha gains proficiency in one skill of her choice, represented here by Perception.
- VersatileHumanVikasha gains an Origin feat of her choice. She has the Alert feat from her Criminal background and does not gain a second Origin feat from this species trait unless the DM allows the normal replacement choice.
- AlertCriminal
Alert. Vikasha adds her proficiency bonus to Initiative rolls and can immediately swap Initiative with a willing ally in the same combat after Initiative is rolled, provided neither participant is Incapacitated.
Spells
1 spellSpellcasting. Vikasha casts with Intelligence (spell save DC 21, to hit with spell attacks).
5th level:
Gear
11 itemsWeapons
- Mind DancerA named longsword, mechanically treated as a longsword unless the DM assigns additional magic properties.
- 3×The Mind SliversNamed magical daggers, mechanically treated as daggers unless the DM assigns additional magic properties.
Tools
- Thieves' ToolsUsed for bypassing locks and manipulating mechanisms.
- Gaming SetA set used for games of chance and criminal social contacts.
Gear
- Ring of Psi FocusA plain silver ring used as a psionic focus and personal reminder. Its magical enhancement is campaign-specific.
- Dark Common ClothesFunctional clothing suitable for covert work.
- CrowbarA compact metal bar useful for forcing doors and crates.
- Hooded LanternA hooded lamp for controlled illumination.
- 2×Flask of OilOil for the lantern or improvised sabotage.
Purse
- 155×Gold PiecesStarting equipment choice C for a Fighter.
- 50×Gold PiecesCriminal background equipment choice B represented as coin instead of the equipment package.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and a sharply defined abdomen. She is completely bald, with intricate prison-earned tattoos covering her scalp, neck, torso, arms, and legs. Her deep olive skin is marked by symbols of violence, survival, loyalty, and conquest. Her pale gray eyes are unnervingly calm and perceptive. She wears a black midriff tank top, a cropped reinforced leather jacket, tight dark cargo pants, heavy steel-toed boots, and numerous metal piercings across her ears, eyebrows, nose, lips, collarbones, and hands. She wears a plain silver ring on her right hand. Her equipment includes the named magical daggers The Mind Slivers, the longsword Mind Dancer, and a psionic focus ring whose exact magical properties are determined by the campaign.
Mannerisms
Vikasha stands perfectly still when listening, maintaining unbroken eye contact while her head tilts by only a fraction. She taps one finger against the silver ring when calculating risk, speaks in short precise sentences, and rarely raises her voice. When someone lies, she pauses before answering, as though deciding whether the truth is worth the effort.
Personality
Vikasha is calm, intensely observant, and ruthlessly pragmatic. She speaks only when her words have purpose, and she studies posture, breathing, eye movement, and hesitation as carefully as she studies an opponent's weapon. Her psionic talent sharpens that instinct, letting her sense surface thoughts and emotional pressure, though she treats mind reading as a tool rather than an excuse to indulge curiosity. She respects competence, despises performative virtue, and gives absolute loyalty once someone has proven they can carry their share of danger.
Ideals
Control. Chaos is simply power belonging to someone else. The disciplined mind takes that power back and decides what happens next.
Bonds
The survivors of Vikasha's prison circle are her chosen family. She will dismantle entire institutions to protect one of them, even when doing so threatens everything she has built.
Flaws
Vikasha believes control is the only reliable form of safety. She finds trust difficult, interprets hesitation as potential betrayal, and would rather destroy a useful relationship than allow someone else to hold leverage over her. Her calm can become emotional isolation, and her certainty can make her dismiss warnings that do not fit her calculations.
Quirks
Background
Vikasha was born in the crowded, violent districts of Atrix Isle, where every favor had a price and every weakness became public knowledge. She learned early that survival depended on observation, timing, and the ability to make people believe they had chosen the outcome she wanted. Her first crimes were small, thefts and protection schemes carried out with cold precision, but her reputation grew after she dismantled a larger criminal organization from within. She was eventually imprisoned, and the prison became the crucible that forged her into something far more dangerous than a common criminal. In the compound, Vikasha learned to fight without wasting motion and to read a room before anyone else noticed danger. Her psionic talent awakened under pressure, first as fleeting impressions of nearby thoughts, then as controlled telekinetic force capable of turning a weapon, a lock, or a person against itself. Every tattoo she received marked a battle, a debt, a betrayal, or a loyalty that survived the prison. When she emerged, she did not seek respectability. She built an organization of her own from people who valued discipline over promises, competence over pedigree, and loyalty proven through action. Now she operates across Atrix Isle as a strategist, enforcer, and invisible hand, using Mind Dancer and The Mind Slivers to make sure that no one mistakes restraint for mercy.
“She learned early that survival depended on observation, timing, and the ability to make people believe they had chosen the outcome she wanted.”
- Background
- Criminal
Connections
Species
Human
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