Vikasha
Vikasha
Sheet
AC 15 · HP 204 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
33 featuresBonus action
- Second WindLevel 1
Vikasha can regain hit points as a Bonus Action by expending one of her four uses of Second Wind. She regains expended uses after a Short or Long Rest, according to the feature's recovery rules.
- Tactical ShiftLevel 5
When Vikasha uses Second Wind as a Bonus Action, she can move up to half her Speed without provoking Opportunity Attacks.
Always on
- Telekinetic MovementLevel 3
When When Vikasha spends a Psionic Energy Die and chooses a creature or object within the feature's range.
Vikasha uses telekinetic force to move a creature or object, often disarming an opponent or pulling an ally out of danger.
- Psionic Strike
When After Vikasha hits a creature with a weapon attack.
After hitting with a weapon attack, Vikasha adds a Psionic Energy Die to the damage as force damage and may push the target or knock it Prone if it fails its saving throw.
- Protective Field
When When Vikasha or a creature within range takes damage.
Vikasha reduces damage dealt to herself or an ally within range by rolling a Psionic Energy Die plus her Intelligence modifier.
- Mind Dancer Sequence
When When Vikasha takes the Attack action.
Vikasha makes three attacks with the Attack action, using Mind Dancer and the Mind Slivers in a controlled sequence of blade work and telekinetic redirection.
- Action Surge Assault
When On Vikasha's turn when she uses Action Surge.
Vikasha can take an additional action, commonly making three more weapon attacks or combining attacks with movement and tactical control.
- Fighting StyleLevel 1
Vikasha gains a Fighting Style feat. She has chosen Two-Weapon Fighting, allowing her to add her ability modifier to the extra attack granted by two-weapon fighting.
- Weapon MasteryLevel 1
Vikasha has mastery with three chosen weapons and can use their mastery properties. Her chosen weapons are the dagger, longsword, and shortsword.
- Action SurgeLevel 2
Vikasha can take one additional action on her turn. She can use this feature twice, and regains expended uses after a Short or Long Rest, according to the feature's recovery rules.
- Tactical MindLevel 2
When Vikasha fails an ability check, she can expend a use of Second Wind to add 1d10 to the check. If the check still fails, the use is not expended.
- Extra AttackLevel 5
Vikasha can attack twice, instead of once, whenever she takes the Attack action.
- IndomitableLevel 9
Vikasha can reroll a failed saving throw and add her Fighter level to the reroll. She can use this feature once per Long Rest, and can use it additional times by expending a use of Second Wind as allowed by the feature.
- Tactical MasterLevel 9
When Vikasha makes an attack with a weapon whose mastery property she can use, she can replace that property's effect with Push, Sap, or Slow for that attack.
- Studied AttacksLevel 13
Vikasha has advantage on her next attack roll against a creature she misses with an attack during her turn, provided the attack uses a weapon or an Unarmed Strike.
- Extra Attack ImprovementLevel 20
Vikasha can attack three times whenever she takes the Attack action.
- Epic BoonLevel 19
Vikasha gains an Epic Boon feat. She has chosen Boon of Irresistible Offense, improving her weapon attacks and allowing her to overcome resistance to damage from her attacks.
- Ability Score ImprovementLevel 4
Vikasha gains a bonus Ability Score Improvement or another feat at Fighter levels 4, 6, 8, 12, 14, and 16. Her final ability scores already reflect her selected improvements.
- Psionic PowerLevel 3
Vikasha gains a reserve of psionic energy represented by Psionic Energy Dice. She has twelve Psionic Energy Dice, each a d12, regaining all expended dice after a Long Rest and one expended die after a Short Rest. She can use them for Protective Field, Psionic Strike, and Telekinetic Movement.
- Telekinetic ThrustLevel 3
Vikasha can use Telekinetic Thrust when she deals Psionic Strike damage, forcing the target to make a Strength saving throw or be knocked Prone or moved up to 10 feet.
- Psi Warrior Psionic TechniquesLevel 3
Vikasha gains additional options with Psionic Power. Her Psionic Strike can deal force damage after a weapon hit, and her Protective Field can reduce damage to herself or another creature within range.
- Telekinetic AdeptLevel 7
Vikasha's weapon attacks deal additional force damage when she uses Psionic Strike, and she can use Telekinetic Thrust after dealing that damage.
- Guarded MindLevel 10
Vikasha gains resistance to Psychic damage and can end the Charmed or Frightened condition on herself by expending a Psionic Energy Die.
- Bulwark of ForceLevel 15
Vikasha can use her psionic energy to protect creatures within range, granting them Half Cover for a limited duration.
- Telekinetic MasterLevel 18
Vikasha can cast Telekinesis without a spell slot or material components, using Intelligence as her spellcasting ability. She can also use the spell's effects through her psionic mastery as described by the feature.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanWhen Vikasha fails a d20 Test, she can give herself Heroic Inspiration to reroll the die. She can use this trait after seeing the roll but before knowing whether it succeeds or fails, and can use it once per Long Rest.
- SkillfulHumanVikasha gains proficiency in one skill of her choice, chosen here as Perception.
- VersatileHumanVikasha gains an Origin feat of her choice, chosen here as Skilled.
- LanguagesHumanCommon and one additional language, chosen here as Undercommon.
- Criminal ContactCriminal
Vikasha has contacts among criminals and knows how to locate fences, informants, safe houses, and other members of the underworld. She can usually secure a discreet meeting with a criminal contact, though favors and risks may be involved.
Gear
14 itemsWeapons
- Mind Sliver, leftA finely balanced magical dagger with a dark metal blade that seems to vibrate when Vikasha focuses her thoughts. Its exact magical properties are determined by the Dungeon Master.
- Mind Sliver, rightA second magical dagger designed for paired combat. The blade responds subtly to Vikasha's telekinetic impulses. Its exact magical properties are determined by the Dungeon Master.
- Mind DancerA magical longsword with a narrow, flexible blade that moves almost as if guided by thought. Its exact magical properties are determined by the Dungeon Master.
Tools
- Thieves' ToolsA set of thieves' tools used for locks, traps, and discreet entry.
- Gaming SetA marked set of gaming dice used to communicate with criminal contacts and identify members of Vikasha's former network.
Gear
- Psionic Focus RingA magical ring that serves as a focus for Vikasha's psionic abilities. Its exact magical properties are determined by the Dungeon Master.
- Midriff Tank TopA black midriff tank top chosen for mobility and concealment.
- Cropped Leather JacketA cropped reinforced leather jacket with shoulder and forearm panels.
- Leather PantsTight dark leather pants with concealed pockets for tools and weapons.
- Combat BootsHeavy steel-toed combat boots, worn but meticulously maintained.
- Dungeoneer's PackA dungeoneer's pack containing a backpack, two bedrolls, ten torches, a tinderbox, ten days of rations, a waterskin, and fifty feet of hempen rope.
- PouchThe Criminal background's pouch containing starting currency.
- Silver RingA plain silver ring that Vikasha refuses to explain.
Purse
- 166×Gold PiecesStarting currency from the Criminal background and Fighter equipment package.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and a visibly defined abdomen. She is completely bald, with no hair on her head, and intricate prison-earned tattoos cover her body from her neck to her ankles, including the back and crown of her smooth scalp. Her deep olive skin is marked by dark symbols representing battles, loyalties, betrayals, and victories. 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 boots. She wears no armor, relying on movement, discipline, and psionic force. A plain silver ring rests on her right hand.
Mannerisms
Vikasha rarely blinks during a conversation. She answers questions only after a deliberate pause, as if checking the speaker's thoughts against their words. When irritated, she rotates the silver ring on her right hand. In combat, she turns her head slightly before a telekinetic effect manifests, making it seem as though the air obeys the movement of her attention.
Personality
Vikasha is calm, severe, and intensely observant. She speaks in a low, clear voice and never wastes words. Her intelligence is practical rather than academic, expressed through preparation, pattern recognition, and an almost supernatural ability to notice inconsistencies. She respects competence regardless of social status, despises weakness disguised as moral superiority, and gives absolute loyalty once someone has earned it. Her anger is cold and focused, while her satisfaction appears only as the faintest acknowledgment in her eyes.
Ideals
Control. Chaos is only freedom for the powerful. If Vikasha can understand the situation, she can master it, and if she can master it, she can protect the people who matter.
Bonds
The people who survived Atrix Isle with Vikasha are her responsibility. She will destroy anyone who exploits them, betrays them, or mistakes her protection for weakness.
Flaws
Vikasha assumes every kindness has a price and every promise conceals leverage. She struggles to delegate, cannot easily forgive betrayal, and sometimes destroys useful alliances because control feels safer than trust.
Quirks
Background
Vikasha was born in the crowded violence of Atrix Isle, where every neighborhood had its own rules and every rule was enforced by someone stronger. She learned early that survival depended on preparation, silence, and the ability to recognize a lie before it became a knife in the dark. Her first crimes were small, thefts and courier work, but her talent for planning quickly drew the attention of larger organizations. By adulthood, she had become the person others called when a problem required patience, force, and no witnesses. Her years in the prison system forged the rest of her identity. Behind concrete walls and iron doors, she transformed her body into a weapon and discovered the frightening reach of her mind. Objects moved when she willed them to move. Guards found their thoughts interrupted by sudden pressure. Predators became hesitant when she looked at them. Every tattoo was earned or chosen, a record of violence survived, loyalty repaid, or betrayal answered. When she finally emerged, Vikasha did not return to the underworld as a subordinate. She built her own organization from former inmates, smugglers, enforcers, and people who had nowhere else to go. As a Psi Warrior, she combines precise weapon mastery with telekinetic force, treating every battlefield like a puzzle whose solution has already been calculated.
“She learned early that survival depended on preparation, silence, and the ability to recognize a lie before it became a knife in the dark.”
- Background
- Criminal
Connections
Species
Human
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