Nyx Vale
Nyx Vale
Sheet
AC 17 · HP 185 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- HistoryINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
31 featuresAction
- 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
You can use a Bonus Action to regain hit points equal to 1d10 plus your Fighter level. You have 4 uses per long rest at this level.
Always on
- Studied AttacksLevel 13
When Misses with an attack roll
Whenever she misses a creature with an attack roll, she gains advantage on her next attack roll against that creature before the end of her next turn.
- Tactical ShiftLevel 5
When Uses Second Wind
She can use Second Wind to move up to half her speed without provoking opportunity attacks.
- Protective Field
When A creature she can see takes damage
She can reduce damage to herself or an ally by spending a Psionic Energy Die.
- Psionic Strike
When Hits with a weapon attack
She can add psychic force to a weapon hit by spending a Psionic Energy Die.
- Telekinetic Thrust
When Uses Psionic Strike
She can push or pull a creature with telekinetic force after empowering a strike.
- Guarded MindLevel 10
When Bonus Action
She can bolster her own or an ally's crucial mental save with psychic focus.
- Bulwark of ForceLevel 15
When Creates a protective field
She can manifest a psionic barrier that protects allies and strengthens her control of the battlefield.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Defense is a strong choice, but your style can be changed whenever you gain a Fighter level.
- Weapon MasteryLevel 1
You are trained to use the mastery properties of 6 weapons. After a Long Rest, you can replace one weapon mastery choice with another eligible weapon.
- Action SurgeLevel 2
You can take one additional action on your turn, except the Magic action, once per Short or Long Rest. At level 17, you can use this feature twice between rests.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the roll. If the check still fails, the use is not spent.
- Fighter SubclassLevel 3
You choose a Fighter subclass and gain its features whenever your Fighter level reaches the listed thresholds.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat you qualify for. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
- IndomitableLevel 9
Your saves become harder to fail. If you fail a saving throw, you can reroll it and add a bonus equal to your Fighter level. You can use this once per Long Rest.
- Tactical MasterLevel 9
When you attack with a weapon mastery you can use, you can replace that mastery with Push, Sap, or Slow for that attack.
- Subclass featureLevel 7
You gain another feature from your Fighter subclass.
- Subclass featureLevel 10
You gain another feature from your Fighter subclass.
- Subclass featureLevel 15
You gain another feature from your Fighter subclass.
- Subclass featureLevel 18
You gain another feature from your Fighter subclass.
- Epic BoonLevel 19
You gain an Epic Boon feat or another feat you qualify for.
- Psionic PowerLevel 3
You gain the following psionic benefits. Psionic Power gives you a pool of Psionic Energy Dice, which you use to fuel your telekinetic features. Protective Field lets you use a Psionic Energy Die to reduce damage to yourself or a creature you can see. Psionic Strike lets you expend a die to deal extra psychic damage after you hit with a weapon attack.
- Telekinetic AdeptLevel 7
Your psionic training sharpens your motion. Psi-Powered Leap lets you augment your jumping capability with psionic force, and Telekinetic Thrust lets you push or pull a creature you damage with your Psionic Strike.
- Telekinetic MasterLevel 18
Your psionic mastery reaches full expression. You gain improved mobility and can affect the battlefield with powerful telekinetic control, allowing you to move creatures and objects with greater ease and confidence.
- TraitHumanResourceful, she gains Heroic Inspiration whenever she finishes a Long Rest.
- TraitHumanSkillful, she gains proficiency in one skill of her choice.
- TraitHumanVersatile, she gains an Origin feat of her choice in addition to the feat from her background.
- Criminal ContactCriminal
She maintains a network of underworld contacts, informants, and cutouts who can provide rumors, shelter, forged papers, or introductions when she reaches out in the right code.
Spells
Spellcasting. Nyx Vale casts with Intelligence (spell save DC 19, to hit with spell attacks).
Gear
13 itemsWeapons
- 2 DaggersA few hard-won possessions from her criminal life, kept even after imprisonment.
- ScimitarA disciplined blade for duels and close-quarters work.
- ShortswordA secondary blade for ambushes and fast strikes.
- LongbowA ranged weapon for reaching across alleys, rooftops, and prison yards.
Armor
- Studded Leather ArmorChoice B from Fighter starting equipment, reshaped to fit her modern look.
Tools
- Thieves' ToolsUsed for cutting bindings, prying locks, and making a quick exit.
- CrowbarHeavy iron bar for forced entry or improvised combat.
Gear
- 2×PouchesSmall containers for coin, contraband, or hidden notes.
- Traveler's ClothesStreet-worn travel clothing, adapted into a prison-layered, urban style.
- 20×ArrowA bundle of arrows for the longbow.
- QuiverCase for carrying arrows safely.
- Dungeoneer's PackA rugged adventuring pack with basic survival gear.
Purse
- 16×16 GPCoin gained from a life of theft, smuggling, and survival.
Appearance
Nyx Vale is all sharp edges and contained motion, a lean human woman built like someone who has spent years slipping through crowds and out of traps. Her dark hair is usually worn back in a practical knot or loose braid, never allowed to fall where it can be seized, and her pale, watchful eyes miss very little. A faint smudge of soot or street dust often lingers on her clothes, as if the city itself has tried and failed to keep hold of her. She favors dark, fitted leathers and layered travel gear with hidden seams, concealed pockets, and worn places where blades, tools, and stolen keys have spent too much time resting. There is a quiet tension in the way she stands, balanced and ready, like a coiled wire under calm pressure. Even at rest she looks prepared to move first, think faster, and leave only after she has taken one last look back at the lock she means to open.
Mannerisms
She rarely sits still, even in captivity, and her fingers tap silent rhythms against her own wrist as if she is counting invisible distances. When speaking, she tilts her head slightly to the side, as though listening for a second conversation no one else can hear. She smiles only when she has already decided how the room will end.
Personality
Cool, vigilant, and razor-witted, Nyx measures people by what they do under pressure rather than by what they claim to be. She speaks with dry humor, saves tenderness for the forgotten, and treats every locked thing as a challenge rather than a warning. In a fight she becomes eerily calm, as if the chaos around her is merely another pattern waiting to be solved.
Ideals
Freedom is not a gift from rulers, it is a practice. Every locked door, every crooked law, every chain around an innocent neck is an argument she intends to lose for the oppressor. She believes power should be used to pry open what cruelty tries to seal shut.
Bonds
The people who taught her to survive in the undercity are still out there, and she will not abandon them, even now that prison walls stand between her and the world. She carries a memory map of every ally, enemy, and betrayal that shaped her rise, and she plans to settle each debt in full. If there is one thing she cannot forgive, it is anyone who cages the powerless and calls it justice.
Flaws
Nyx trusts calculation more than mercy, and sometimes she mistakes control for wisdom. She has trouble letting anyone else hold the plan, especially when her own psionic instincts start whispering faster than her allies can speak. In prison, she learned to survive by never appearing afraid, which means she can become reckless when threatened with humiliation. If cornered, she will choose the harder fight over the kinder answer almost every time.
Quirks
Background
Nyx Vale learned early that walls are only honest when they are made of iron. Raised in the crowded backchannels of a trade city, she became a courier, pickpocket, and codebreaker before she ever grew into her full strength. Her talent was not just speed, but anticipation. She could feel intent in a room before a hand moved, and she used that gift to survive thieves, informants, and the private armies of men who thought they owned the streets. When a psionic smuggler recognized the impossible precision in her reflexes, Nyx was drawn into a hidden web of criminal scores, secret vaults, and whispered mental disciplines that taught her how to strike where fear lived.
“Raised in the crowded backchannels of a trade city, she became a courier, pickpocket, and codebreaker before she ever grew into her full strength.”
- Background
- Criminal
Connections
Species
Human
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