Vikasha
Vikasha
Sheet
AC 15 · HP 280 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
36 featuresAction
- Telekinetic Movement
When A visible willing creature or loose object is within 30 feet.
As an action, move a willing creature or loose object up to 30 feet with telekinesis.
- Extra AttackLevel 5
You can attack three times whenever you take the Attack action.
- Two Extra AttacksLevel 11
You can attack four times whenever you take the Attack action.
- Three Extra AttacksLevel 20
You can attack five times whenever you take the Attack action.
Bonus action
- Second WindLevel 1
You can regain hit points as a Bonus Action, with four uses per Long Rest. The healing is 1d10 plus your Fighter level. You can also use Second Wind to take the Search action as a Bonus Action, and at higher levels gain additional uses and Tactical Shift movement.
- Psionic PowerLevel 3
You gain Psionic Energy dice, twelve d12s, which fuel your Psi Warrior abilities. You regain expended dice after a Long Rest, and can recover one expended die with a Bonus Action once per Short or Long Rest. Psionic Strike adds 1d12 plus Intelligence modifier force damage to a weapon hit. Protective Field reduces damage to you or another creature by 1d12 plus Intelligence modifier. Telekinetic Movement moves a willing creature or loose object up to 30 feet.
- Tactical ShiftLevel 5
When you use Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
- Telekinetic MasterLevel 18
You can cast Telekinesis without components. While concentrating on it, you can make one weapon attack as a Bonus Action each turn. Once you use this feature, you cannot use it again until a Long Rest unless you expend a Psionic Energy die.
Reaction
- Protective Field
When Vikasha or a creature within 30 feet takes damage.
As a Reaction, reduce damage dealt to Vikasha or a creature within 30 feet by 1d12 plus 5.
Always on
- Psionic Strike
When Vikasha hits a creature with a weapon attack.
After hitting with a weapon attack, expend a Psionic Energy die to deal an extra 1d12 plus 5 force damage.
- Force Reposition
When Vikasha uses Telekinetic Movement.
Move with invisible force, repositioning herself or an ally while maintaining control of the battlefield.
- Bulwark of ForceLevel 15
When As a Bonus Action, once per Long Rest or by expending a Psionic Energy die.
Create a psychic barrier around allies, granting half cover to selected creatures within 30 feet.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Vikasha has Two-Weapon Fighting, allowing her to add her ability modifier to the extra damage of a Light weapon attack made as a result of using the Light property.
- Weapon MasteryLevel 1
You can use the mastery properties of six weapons, chosen after a Long Rest. Vikasha uses Nick with daggers, Sap with her longsword, and Vex with a backup weapon.
- Tactical MindLevel 2
When you fail an ability check, you can expend a Second Wind use to add 1d10 to the roll. If the roll still fails, the use is not expended.
- Action SurgeLevel 2
You gain one use of Action Surge, allowing you to take one additional action on your turn, except the Magic action. You gain a second use at Fighter level 17.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or another feat.
- Ability Score ImprovementLevel 6
You gain an Ability Score Improvement or another feat.
- Telekinetic AdeptLevel 7
Your Psionic Energy die becomes a d10, and you can use Psionic Strike, Protective Field, and Telekinetic Movement with improved range and effect. You can also move yourself with Telekinetic Movement and gain the ability to fly briefly through psionic force at the Dungeon Master's discretion.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or another feat.
- IndomitableLevel 9
When you fail a saving throw, you can reroll it and add your Fighter level to the roll. You can use this feature once per Long Rest, gaining additional uses at higher levels.
- Tactical MasterLevel 9
When you attack with a weapon that has a mastery property, you can replace that property's effect with Push, Sap, or Slow for that attack.
- Guarded MindLevel 10
You gain resistance to psychic damage. Whenever you or a creature you can see within 30 feet succeeds on an Intelligence, Wisdom, or Charisma saving throw, you can give that creature resistance to psychic damage for 1 minute.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement or another feat.
- Studied AttacksLevel 13
When you miss with an attack roll against a creature, you gain Advantage on your next attack roll against that creature before the end of your next turn.
- Ability Score ImprovementLevel 14
You gain an Ability Score Improvement or another feat.
- Ability Score ImprovementLevel 16
You gain an Ability Score Improvement or another feat.
- Action Surge and Indomitable ImprovementLevel 17
You can use Action Surge twice between Long Rests, but only once on a turn. You gain three uses of Indomitable.
- Epic BoonLevel 19
You gain an Epic Boon feat or another feat for which you qualify. Vikasha has Epic Boon of Combat Prowess, allowing her to turn a missed attack into a hit once per Short or Long Rest.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanVikasha gains Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanVikasha gains proficiency in Animal Handling.
- VersatileHumanVikasha gains the Telepathic origin feat. She can telepathically communicate with creatures within range, and can cast Detect Thoughts without a spell slot once per Long Rest, using Intelligence as the spellcasting ability.
- AlertCriminal
Vikasha has the Alert origin feat. She adds her proficiency bonus to initiative rolls, and after initiative is rolled she can switch her initiative with a willing ally in the same combat.
Spells
2 spellsSpellcasting. Vikasha casts with Intelligence (spell save DC 19, to hit with spell attacks).
Cantrips (at will):
2nd level:
Gear
6 itemsWeapons
- 2×The Mind SliversA pair of balanced magical daggers, each serving as a psionic conduit. Their custom magical properties are subject to Dungeon Master approval.
- Mind DancerA magical longsword that seems to anticipate the movement of nearby creatures. Its custom magical properties are subject to Dungeon Master approval.
Gear
- Psionic Focus RingA plain silver ring that focuses Vikasha's telekinetic and psychic force. Its custom magical properties are subject to Dungeon Master approval.
- Criminal Starting Equipment, Package AIncludes two daggers, thieves' tools, a crowbar, two pouches, traveler’s clothes, and 16 GP.
- Dungeoneer's PackIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Black tank top, cropped leather jacket, cargo pants, and combat bootsFunctional modern clothing worn instead of armor. Vikasha's unarmored Armor Class is calculated from Dexterity.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and a hard six-pack visible beneath a fitted black midriff tank top. 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 scalp. Her deep olive skin is marked by symbols of violence, survival, loyalty, and conquest. She has sharp cheekbones, a strong jaw, pale gray eyes, and numerous piercings across her ears, eyebrows, nose, lips, collarbones, and hands. She wears a cropped reinforced leather jacket, tight dark cargo pants, and heavy steel-toed boots. She carries the magical daggers called The Mind Slivers, the longsword Mind Dancer, and a silver psionic focus ring.
Mannerisms
Vikasha pauses before answering, as if reading the thought behind the question. She maintains unbroken eye contact, keeps her hands still when others become agitated, and taps one finger against her silver ring when calculating risk.
Personality
Vikasha is calm, calculating, and intensely observant. She speaks in a low, precise voice and rarely wastes words. She respects competence, preparation, and loyalty proven under pressure. Her anger is cold rather than explosive, and her satisfaction appears only as the faintest nod when a plan succeeds. She reads body language, studies pauses, and uses her psionic senses to notice shifts in attention and intent. She leads through capability and certainty, offering those who follow her protection, discipline, and a clear share of the rewards.
Ideals
Control. Chaos is simply power that has not yet found a disciplined hand. Freedom belongs to those capable of defending it.
Bonds
The people who survived Atrix Isle with Vikasha are her responsibility. She will destroy anyone who threatens them, even if doing so costs her power, freedom, or life.
Flaws
Vikasha assumes every kindness has a hidden price. She would rather sabotage a promising alliance than risk being controlled by it. Her need for control can become cruelty, and she sometimes mistakes vulnerability for incompetence.
Quirks
Background
Vikasha was born in the crowded violence of Atrix Isle, where every district had its own rules and every rule had a price. She learned early that strength was useful, but information was power. As a teenager, she became a courier, thief, and eventually an enforcer for a prison-connected criminal network. Her tattoos began as marks of affiliation, then became a private record of every cellblock, betrayal, debt, and battle that shaped her. The people who imprisoned her believed the walls contained her. Instead, the isolation sharpened her mind. She discovered that she could feel thoughts like pressure behind glass, nudging objects across rooms and sensing lies before they were spoken. Years inside transformed Vikasha from a survivor into a strategist. She studied every guard, inmate, schedule, and weakness until she could predict violence before it happened. When she finally escaped, she did not disappear. She dismantled the organization that had owned her, recruited its most capable survivors, and rebuilt it under her own command. As a Psi Warrior, she treats telekinetic force and martial skill as parts of the same discipline. Her daggers strike where attention is weakest, her longsword moves with unnerving precision, and her mind remains calm even when the world collapses around her. Vikasha does not seek fame or forgiveness. She seeks control, and she never forgets who helped her earn it.
“She learned early that strength was useful, but information was power.”
- Background
- Criminal
Connections
Species
Human
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