Vikasha
Vikasha
Sheet
AC 15 · HP 223 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
34 featuresBonus action
- Second WindLevel 1
As a Bonus Action, regain Hit Points equal to 1d10 plus your Fighter level. Vikasha has four uses, regaining one after a Short Rest and all after a Long Rest.
- Bulwark of ForceLevel 15
She gains Bulwark of Force. As a Bonus Action, she can expend Psionic Energy Dice to grant creatures within range Half Cover for 1 minute or until incapacitated.
- Telekinetic MasterLevel 18
She gains Telekinetic Master. She can cast Telekinesis without components, using Intelligence as the spellcasting ability, and can make one weapon attack as a Bonus Action while concentrating on it.
Always on
- Fighting StyleLevel 1
You gain a Fighting Style feat. Vikasha uses Great Weapon Fighting, allowing her to reroll a 1 or 2 on a damage die for an attack made with a Heavy weapon as part of the feature's normal limits.
- Weapon MasteryLevel 1
Choose six kinds of Simple or Martial weapons for Weapon Mastery. Vikasha has mastered the greatsword, longsword, handaxe, javelin, dagger, and shortsword. She can change one mastered weapon after a Long Rest.
- Tactical MindLevel 2
When she fails an ability check using a skill with which she is proficient, Vikasha can expend a use of Second Wind to add 1d10 to the roll, potentially turning failure into success.
- Tactical ShiftLevel 2
Once per turn when she takes the Attack action, Vikasha can expend a use of Second Wind to move up to half her Speed without provoking Opportunity Attacks.
- Action SurgeLevel 2
Vikasha can take one additional action on her turn. She can use this feature twice between Long Rests.
- Fighter SubclassLevel 3
Vikasha gains the Psi Warrior subclass and its psionic abilities.
- Ability Score ImprovementLevel 4
She gains one Ability Score Improvement or another feat for which she qualifies.
- Extra AttackLevel 5
Whenever she takes the Attack action, Vikasha can attack twice instead of once.
- Ability Score ImprovementLevel 6
She gains another Ability Score Improvement or qualifying feat.
- Telekinetic AdeptLevel 7
She gains Telekinetic Adept, including Psionic Strike and Telekinetic Thrust.
- Ability Score ImprovementLevel 8
She gains another Ability Score Improvement or qualifying feat.
- IndomitableLevel 9
She can reroll a failed saving throw and must use the new roll. She has three uses between Long Rests.
- Tactical MasterLevel 9
When attacking with a weapon whose mastery property she can use, Vikasha can replace that property's effect with Push, Sap, or Slow for that attack.
- Guarded MindLevel 10
She gains Guarded Mind. Psychic energy grants resistance to Psychic damage, and she can end the Charmed or Frightened condition on herself by expending Psionic Energy Dice.
- Two Extra AttacksLevel 11
She can attack three times whenever she takes the Attack action.
- Ability Score ImprovementLevel 12
She gains another Ability Score Improvement or qualifying feat.
- Studied AttacksLevel 13
When she misses an attack roll against a creature, Vikasha has Advantage on her next attack roll against that creature before the end of her next turn.
- Ability Score ImprovementLevel 14
She gains another Ability Score Improvement or qualifying feat.
- Ability Score ImprovementLevel 16
She gains another Ability Score Improvement or qualifying feat.
- Improved Action SurgeLevel 17
She can use Action Surge twice between Long Rests, though only one additional action can be taken on the same turn. She retains three uses of Indomitable.
- Epic BoonLevel 19
She gains an Epic Boon feat. Vikasha chooses Boon of Irresistible Offense, increasing her Strength by 1 and allowing her attacks to overcome resistance and immunity to damage when she scores a critical hit.
- Three Extra AttacksLevel 20
She can attack four times whenever she takes the Attack action.
- Psionic PowerLevel 3
Vikasha gains Psionic Power. She has Psionic Energy Dice equal to twice her Proficiency Bonus, each a d12. She can use Psionic Strike to deal extra Force damage and Protective Field to reduce damage to herself or an ally within range.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanWhen Vikasha fails a D20 Test, she can add her Proficiency Bonus to the roll, potentially turning failure into success. She can use this feature a number of times equal to her Proficiency Bonus per Long Rest.
- SkillfulHumanShe gains proficiency in one skill, Insight.
- VersatileHumanShe gains an Origin feat of her choice, Lucky. Lucky grants Luck Points that can be spent to give herself Advantage on a D20 Test or impose Disadvantage on an attack roll against her.
- TraitHumanTwo additional languages are known from character creation, Common Sign Language and Giant.
- Criminal ContactCriminal
You have a reliable contact in criminal networks. This contact can provide information, arrange introductions, pass messages, or help locate people and places connected to illicit activity, subject to the contact's resources and willingness.
Spells
1 spellSpellcasting. Vikasha casts with Intelligence (spell save DC 19, to hit with spell attacks).
5th level:
Gear
9 itemsWeapons
- GreatswordA heavy two-handed battlefield sword, maintained with obsessive precision.
- FlailA flexible backup weapon suited to close quarters and disarming tactics.
- 8×JavelinThrown weapons useful for controlling distance and pinning fleeing targets.
Armor
- Chain MailWorn only when operational conditions require it, otherwise kept packed because Vikasha prefers mobility and an unarmored profile.
Tools
- Thieves' ToolsUseful for bypassing locks, disabling simple traps, and opening secured containers.
- Gaming SetA compact set used for coded wagers, recruitment meetings, and maintaining criminal contacts.
Gear
- Dungeoneer's PackContains rope, rations, tinder, a mess kit, a bedroll, and other practical adventuring supplies.
- Silver RingA plain silver ring connected to an unnamed person from Vikasha's past.
Purse
- 54×Gold PiecesStarting currency from her criminal trade and fighter training.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled physique shaped by years of prison labor, combat training, and survival. Her deep olive skin is covered from neck to ankles in intricate prison tattoos depicting battles, oaths, betrayals, and victories. Her head is completely shaved, and her angular face is dominated by high cheekbones, a strong jaw, and pale gray eyes that assess every room like a tactical problem. She wears a fitted black tank top, a worn but meticulously maintained leather jacket with reinforced panels, dark cargo pants, and heavy steel-toed combat boots. A plain silver ring remains her only jewelry. She carries weapons and tools discreetly, and wears no armor, relying on speed, skill, and psionic force.
Mannerisms
Vikasha pauses before answering, as though sorting through several possible futures. She maintains unwavering eye contact, turns her silver ring once when evaluating a lie, and checks every exit without appearing to look. Her voice remains low and even, becoming quieter rather than louder when she is angry.
Personality
Vikasha is controlled, analytical, and intensely pragmatic. She speaks only when her words will accomplish something, and she treats conversation as another form of positioning. Her intelligence is cold but not careless, and her loyalty is absolute once someone has proven themselves. She respects competence, preparation, and people who can admit fear without allowing it to dictate their choices. Her anger is focused and silent, while her approval appears as a brief nod, a corrected tactical detail, or the rare gift of trust.
Ideals
Control. Chaos is merely power that has not yet found a disciplined hand. I will impose order on my life, my organization, and any battlefield I enter.
Bonds
The people who survived the prison compound with me are my responsibility. I will protect them, even if doing so costs me my freedom, my reputation, or my life.
Flaws
I assume every kindness is a transaction, and I would rather destroy a useful alliance than allow someone to believe they control me.
Quirks
Background
Vikasha was born in the crowded, violent districts of Atrix Isle, where every promise carried a price and every institution had a hidden door. She learned early that survival belonged to those who could read a room before entering it, identify the real threat, and act without hesitation. A prison sentence meant to break her instead became her academy. In the narrow spaces between cells, she studied guards, inmates, routines, pressure points, and the invisible currents of fear moving through the compound. Her tattoos began as prison marks, then became a private archive of battles survived, loyalties earned, and betrayals answered. Her mind awakened fully during a failed prison transfer. With no weapon and nowhere to run, Vikasha stopped a falling iron gate in midair, then hurled it aside with a force no muscle could explain. After that, she trained her psionic talent with the same ruthless discipline she applied to combat. She emerged not merely hardened, but transformed into a strategist who could turn an enemy's momentum against them and break a formation without touching it. She now leads a quiet organization built from former convicts, smugglers, informants, and discarded soldiers. Vikasha does not seek fame or redemption. She seeks control, and she intends to make certain that no one who follows her is ever again powerless because someone else wrote the rules.
“She learned early that survival belonged to those who could read a room before entering it, identify the real threat, and act without hesitation.”
- Background
- Criminal
Connections
Species
Human
Media
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