Vikasha
Vikasha
Sheet
AC 15 · HP 244 · 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
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
26 featuresAction
- Psionic Power OptionsLevel 3
Protective Field lets Vikasha use her reaction to reduce damage dealt to herself or another creature within 30 feet by one Psionic Energy Die plus her Intelligence modifier. Psionic Strike lets her deal extra force damage equal to one Psionic Energy Die plus her Intelligence modifier when she hits with a weapon attack. Telekinetic Movement lets her move an object or willing creature up to 30 feet as an action, or use a Psionic Energy Die to repeat the feature after a failed attempt.
Bonus action
- Second WindLevel 1
Vikasha can use a bonus action to regain hit points equal to 1d10 plus her Fighter level. She has four uses, regaining one use after a short rest and all expended uses after a long rest.
- Telekinetic AdeptLevel 7
Vikasha learns to use her psionic abilities more efficiently. She gains the ability to move herself or a willing creature with Telekinetic Movement as a bonus action, and when she uses Psionic Strike, the target can be pushed up to 10 feet away.
- Guarded MindLevel 10
Vikasha has resistance to psychic damage. Whenever she is subjected to an effect that would cause her to be Charmed or Frightened, she can end the effect on herself as a bonus action.
- Telekinetic MasterLevel 18
Vikasha can cast Telekinesis without a spell slot or spell components. Intelligence is her spellcasting ability for this spell. While concentrating on Telekinesis, she can make one weapon attack as a bonus action on each of her turns.
Always on
- Weapon MasteryLevel 1
Vikasha can use the Weapon Mastery property of three kinds of Simple or Martial weapons of her choice. She can change one chosen weapon whenever she finishes a Long Rest.
- Fighting StyleLevel 1
Vikasha gains a Fighting Style feat. She knows the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor. This bonus does not apply while unarmored.
- Action SurgeLevel 2
Vikasha can take one additional action on her turn. She can use this feature twice between Long Rests, but can take only one additional action on the same turn. She regains one expended use after a Short Rest.
- Martial ArchetypeLevel 3
Vikasha chooses the Psi Warrior martial archetype and gains its features.
- IndomitableLevel 9
When Vikasha fails a saving throw, she can reroll it, using the new roll. She can use this feature three times, regaining all expended uses after a Long Rest.
- Tactical MasterLevel 9
Vikasha can use the Push, Sap, or Slow mastery property with any weapon she is wielding, replacing another mastery property for that attack if desired.
- Extra AttackLevel 11
Vikasha makes three attacks instead of two whenever she takes the Attack action on her turn.
- Studied AttacksLevel 13
When Vikasha misses with an attack roll using a weapon, she can make another attack against the same target with the same weapon, provided the second attack is made immediately after the first.
- Extra AttackLevel 20
Vikasha makes four attacks instead of three whenever she takes the Attack action on her turn.
- Psionic PowerLevel 3
Vikasha gains a pool of Psionic Energy Dice, represented by four d12s. She regains all expended dice after a Long Rest, and can regain one expended die after a Short Rest. She can use the dice for Protective Field, Psionic Strike, and Telekinetic Movement.
- Bulwark of ForceLevel 15
Vikasha can choose a number of creatures within 30 feet equal to her Intelligence modifier. Each chosen creature gains Half Cover for 1 minute or until Vikasha is incapacitated.
- SkillfulLevel 1
Vikasha has proficiency in one skill of her choice from the Fighter skill list, chosen as Perception through her Human Skillful trait.
- AlertLevel 1
Vikasha gains the Alert Origin feat. She adds her Proficiency Bonus to Initiative rolls, and can swap her Initiative with a willing ally at the start of combat.
- ToughLevel 1
Vikasha gains the Tough Origin feat. Her Hit Point maximum increases by twice her level, and it increases by 2 whenever her level increases thereafter.
- ResourcefulHumanVikasha gains Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanVikasha gains proficiency in one skill, chosen as Perception.
- VersatileHumanVikasha gains one Origin feat, chosen as Tough.
- TraitHumanMedium size.
- SpeedHuman30 feet.
- TraitHumanVikasha knows Common and one additional language of choice.
- Criminal ContactCriminal
Vikasha has an established criminal contact network. She can reliably locate a contact who knows the local underworld, obtain illicit information, and arrange communication or introductions through criminal channels, subject to the discretion and safety of those contacts.
Spells
1 spellSpellcasting. Vikasha casts with Intelligence (spell save DC 19, to hit with spell attacks).
5th level:
Gear
10 itemsWeapons
- GreatswordA finely balanced two-handed blade carried in a reinforced sheath.
- FlailA compact flail adapted from industrial hardware.
- 8×JavelinBalanced throwing spears carried in a back harness.
- 2×DaggerConcealable blades used for close combat and criminal work.
Tools
- Thieves' toolsThieves' tools including picks, tension bars, files, and probes.
Gear
- Reinforced leather jacketA modernized, reinforced leather jacket used as practical protective clothing, not worn as formal armor.
- CrowbarA sturdy iron bar useful for forcing doors, prying containers, or improvised combat.
- Dungeoneer's packA pack containing basic adventuring supplies, including rope, rations, a bedroll, tinderbox, and mess kit.
- Common clothesPlain dark clothing suitable for blending into urban environments.
- Coin pouchA simple pouch containing loose currency and criminal favors.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and deep olive skin covered in intricate prison-inked tattoos from neck to ankles. Her head is completely shaved, and her angular face is defined by high cheekbones, a strong jaw, and pale gray eyes that study every room like a tactical diagram. She wears a fitted black tank top, a worn but carefully maintained leather jacket with reinforced panels, dark cargo pants, and heavy steel-toed combat boots. A plain silver ring rests on her right hand. She carries herself with quiet, controlled menace, and every item she owns is selected for practical use.
Mannerisms
Vikasha pauses for one silent breath before answering difficult questions. She maintains steady eye contact, rarely gestures while speaking, and turns her silver ring once whenever she detects a lie. In combat, she becomes almost motionless between attacks, as though calculating several possible futures at once.
Personality
Vikasha is controlled, observant, and intensely pragmatic. She speaks in a low, precise voice and wastes neither words nor motion. She respects competence regardless of status and has little patience for people who disguise cowardice as morality. Her anger is cold and focused rather than explosive. Her loyalty is absolute once earned, and she leads through demonstrated power, clear expectations, and the promise that those who endure her standards will never be abandoned.
Ideals
Control. Freedom belongs to the person capable of defending it. I will never again allow institutions, gangs, or fate to decide what happens to me or to those under my protection.
Bonds
The people who survived Atrix Isle with Vikasha are her responsibility. She will dismantle any institution, gang, or government that threatens them, even if doing so starts a war.
Flaws
Vikasha believes dependence is a form of weakness and treats offers of help as potential attempts at control. She keeps score of every betrayal, including minor ones, and once someone crosses a line she rarely allows them back into her confidence. Her need to control every variable can make her slow to trust allies, reckless in the face of uncertainty, and blind to sacrifices made freely.
Quirks
Background
Vikasha was born in the overcrowded districts of Atrix Isle, where laws were written for people wealthy enough to avoid them. She learned early that survival depended on observation, preparation, and the ability to act before an enemy realized danger had arrived. Her first crimes were small, deliberate, and necessary. By adulthood, she had become an expert infiltrator, courier, and enforcer, trusted because she never panicked, never betrayed a contract, and never confused cruelty with carelessness. Years in the prison system hardened her body and refined her mind. In the dark spaces between cells and bars, her latent psionic power awakened. She learned to move objects without touching them, to read the pressure behind a lie, and to turn an enemy's momentum against them with invisible force. Her tattoos record every important debt, battle, alliance, and betrayal. When she finally emerged, she did not return to the criminal hierarchy that had used her. She built her own organization from discarded specialists, dangerous survivors, and people who understood that loyalty must be earned through competence. As a Psi Warrior, Vikasha treats combat as a contest of positioning and will. She seeks neither fame nor redemption. She seeks control, and she intends to make sure the people who follow her are never powerless again.
“She learned early that survival depended on observation, preparation, and the ability to act before an enemy realized danger had arrived.”
- Background
- Criminal
Connections
Species
Human
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