Vikasha
Vikasha
Sheet
AC 15 · HP 204 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
33 featuresAction
- Telekinetic MovementLevel 3
When Action
As an Action, Vikasha can move a Large or smaller object or willing creature up to 30 feet with telekinetic force.
Bonus action
- Psi-Powered Leap
When Bonus Action
As a Bonus Action, Vikasha expends a Psionic Energy die to leap telekinetically, gaining a flying Speed equal to twice her Speed until the end of the current turn.
- Telekinetic MasterLevel 18
When Action to begin, Bonus Action for weapon attack
Vikasha can use Telekinesis without a spell slot or components. While concentrating on it, she can make one weapon attack as a Bonus Action.
- Second WindLevel 1
Vikasha can regain hit points as a Bonus Action by expending a use of Second Wind. She has three uses, regaining them after a Short or Long Rest, and can regain one use when she rolls Initiative.
Reaction
- Protective Field
When When Vikasha or an ally takes damage
As a Reaction, Vikasha can reduce damage dealt to herself or an ally within range by expending a Psionic Energy die and rolling it, reducing the damage by the roll plus her Intelligence modifier.
- Bulwark of ForceLevel 15
Vikasha can use her Psionic Energy to protect allies. As a reaction, she can reduce damage dealt to creatures within range by creating a field of telekinetic force.
Always on
- Psionic Strike
When On a successful weapon hit
When Vikasha hits with a weapon attack, she can expend a Psionic Energy die to deal extra Force damage and push the target up to 10 feet, unless it succeeds on a Strength saving throw.
- 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 fighting with two weapons when applicable.
- Weapon MasteryLevel 1
Vikasha can use the mastery properties of weapons with which she has proficiency. Her chosen weapon mastery properties are Nick for daggers, Vex for Mind Dancer, and Sap for a backup club or mace.
- Action SurgeLevel 2
Once per turn, Vikasha can take one additional action, except for the Magic action. She can use this feature twice per Long Rest and regains one expended use after a Short Rest.
- Tactical MindLevel 2
When Vikasha fails an ability check, she can expend a use of Second Wind and add 1d10 to the check, potentially turning failure into success.
- Psi WarriorLevel 3
Vikasha gains the Psi Warrior subclass and its psionic abilities.
- Ability Score ImprovementLevel 4
Vikasha gains an Ability Score Improvement or another eligible feat.
- Extra Attack and Tactical ShiftLevel 5
Vikasha can make two attacks instead of one when taking the Attack action. She can also move up to half her Speed immediately after using Second Wind without provoking Opportunity Attacks.
- Ability Score ImprovementLevel 6
Vikasha gains another Ability Score Improvement or eligible feat.
- Telekinetic AdeptLevel 7
Vikasha can use her Psionic Energy dice to enhance her movement and strike with telekinetic force. She gains the Psi-Powered Leap and Telekinetic Thrust options.
- Ability Score ImprovementLevel 8
Vikasha gains another Ability Score Improvement or eligible feat.
- IndomitableLevel 9
Vikasha can reroll a failed saving throw, using a new roll, and can use this feature once per Long Rest. She also gains another use of Second Wind.
- Guarded MindLevel 10
Vikasha can expend a Psionic Energy die to end the Charmed or Frightened condition on herself and gains resistance to Psychic damage while not incapacitated.
- Extra AttackLevel 11
Vikasha can make three attacks instead of one when taking the Attack action.
- Ability Score ImprovementLevel 12
Vikasha gains another Ability Score Improvement or eligible feat.
- Studied AttacksLevel 13
When Vikasha misses with an attack roll, she can make another attack against the same target as part of the same action.
- Ability Score ImprovementLevel 14
Vikasha gains another Ability Score Improvement or eligible feat.
- Ability Score ImprovementLevel 16
Vikasha gains another Ability Score Improvement or eligible feat.
- Epic BoonLevel 19
Vikasha gains another Ability Score Improvement or eligible feat.
- Extra AttackLevel 20
Vikasha can make four attacks instead of one when taking the Attack action.
- Psionic PowerLevel 3
Vikasha gains Psionic Energy dice, which fuel her Psi Warrior features. Her Psionic Energy die is a d12, and she regains all expended dice after a Long Rest.
- Protective Field and Psionic StrikeLevel 3
Vikasha can use her Psionic Energy dice to deal extra Force damage with weapon attacks or move creatures and objects with telekinetic force.
- ResourcefulHumanAfter finishing a Long Rest, Vikasha gains Heroic Inspiration.
- SkillfulHumanVikasha gains proficiency in one skill, Insight.
- VersatileHumanVikasha gains an Origin feat, Alert.
- Human DeterminationHumanVikasha can gain Heroic Inspiration when she finishes a Long Rest, supporting her resilience and adaptability.
- Criminal ContactCriminal
Vikasha maintains a reliable network of criminal contacts. She knows how to communicate with smugglers, fences, informants, and other underworld figures, and can usually identify a safe intermediary for passing messages or obtaining restricted information.
Spells
Spellcasting. Vikasha casts with Intelligence (spell save DC 19, to hit with spell attacks).
Gear
15 itemsWeapons
- GreatswordA backup martial weapon kept in her equipment locker.
- FlailA backup flail from her original fighter training.
- MorningstarA backup morningstar.
- Light CrossbowA ranged backup weapon with ammunition.
- 10×JavelinsThrown weapons used for emergencies and training.
- Mind DancerHer primary longsword, named Mind Dancer. Its magical nature is part of Vikasha's personal equipment and is not assigned a mechanical bonus here.
- 2×The Mind SliversA matched set of magically attuned daggers used for close combat and psionic focus.
Armor
- Chain MailStored and rarely worn, because Vikasha refuses to fight in armor.
Tools
- Thieves' ToolsTools used for locks, traps, and covert entry.
- Gaming SetA small set used for gambling, coded meetings, and underworld negotiations.
Gear
- 20×BoltsCrossbow ammunition.
- Dungeoneer's PackA pack containing practical adventuring supplies.
- Silver RingA plain silver ring that serves as a personal reminder and psionic focus. No mechanical bonus is assumed.
- Burglar's PackA compact pack containing gear for burglary and infiltration.
Purse
- 15×Gold PiecesStarting funds retained from her criminal career.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and a visible six-pack beneath a fitted black midriff tank top. She is completely bald, with zero hair on her head. Intricate prison-earned tattoos cover her body from her neck to her ankles and creep across her scalp, recording battles, loyalties, betrayals, and victories. Her pale gray eyes are calm and unnervingly intelligent. She wears a cropped, reinforced leather jacket, tight dark leather pants, heavy steel-toed combat boots, and numerous piercings across her ears, eyebrows, nose, lips, collarbones, and hands. A plain silver ring rests on her right hand. She carries the longsword Mind Dancer and the magical daggers known as the Mind Slivers, though she wears no armor.
Mannerisms
Vikasha pauses before answering, as if reviewing several possible outcomes in silence. She maintains unbroken eye contact, rarely blinks during tense conversations, and touches the silver ring whenever someone mentions sacrifice. When thinking, she slowly flexes the fingers of her right hand as though testing an invisible current in the air.
Personality
Vikasha is calm, controlled, and intensely observant. She speaks in a low, precise voice and wastes no words. Her intelligence is practical rather than academic, focused on motives, leverage, patterns, and consequences. She reads people with unnerving accuracy, using telepathy and disciplined observation to identify hesitation, deception, and concealed hostility. Her anger is cold and methodical. Her loyalty is absolute once earned, but earning it requires competence, honesty, and the willingness to endure hardship without theatrics.
Ideals
Control. Freedom belongs to those strong and intelligent enough to seize it. A person who cannot protect their choices has already surrendered them.
Bonds
The people who survived Atrix Isle's prison system with Vikasha are her chosen family. She protects them without hesitation and will dismantle anyone who threatens them. The plain silver ring on her right hand belonged to someone she failed to save, and she refuses to explain who.
Flaws
Vikasha believes dependence is weakness and would rather suffer, lose, or nearly die than admit she needs help. She has little patience for idealists, especially those who confuse mercy with moral superiority. Once she decides that someone is a liability, changing her mind is nearly impossible. Her need for control can turn allies into subordinates and subordinates into enemies.
Quirks
Background
Vikasha was born in the crowded industrial districts of Atrix Isle, where law existed mainly as a tool wielded by whoever had the money, soldiers, or leverage to enforce it. She learned early that survival depended on attention, preparation, and the ability to recognize a lie before it became a knife in the ribs. Her first crimes were small, thefts committed to keep food on the table, but her intelligence and physical discipline soon made her valuable to larger criminal operations. By adulthood, she had become an organizer, enforcer, and strategist, capable of turning a scattered crew into a disciplined machine. Her rise ended in a prison complex built beneath the old coastal fortresses. The years inside hardened her body and refined her mind. She learned to fight in corridors too narrow for retreat, to read intent from a twitch or change in breathing, and to use the strange pressure in her thoughts to move objects, disrupt concentration, and shield her mind. Every tattoo she received marked a debt, a victory, a dead ally, or a betrayal answered. When Vikasha finally walked free, she did not seek redemption. She built an organization of her own, recruiting people who valued competence over excuses. Now she operates across Atrix Isle as a criminal commander and Psi Warrior, wielding Mind Dancer and the Mind Slivers with cold precision. She wants neither fame nor forgiveness. She wants control, and she intends to make the world understand that control is earned through strength, intelligence, and absolute commitment.
“She learned early that survival depended on attention, preparation, and the ability to recognize a lie before it became a knife in the ribs.”
- Background
- Criminal
Connections
Species
Human
Media
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