Nyx Vale
Nyx Vale
Sheet
AC 18 · HP 200 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- IntimidationCHA
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
43 featuresAction
- Extra AttackLevel 5
Whenever you take the Attack action, you can attack twice instead of once.
- Two Extra AttacksLevel 11
Whenever you take the Attack action, you can attack three times instead of once.
- Three Extra AttacksLevel 20
Whenever you take the Attack action, you can attack four times instead of once.
Bonus action
- Second WindLevel 1
As a Bonus Action, regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice, regaining uses on a Short or Long Rest.
- Tactical ShiftLevel 5
Whenever you activate Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
- Telekinetic MovementLevel 3
As a Bonus Action, move one object or creature you can see within range with psionic force, following the subclass’s telekinetic movement rules.
Reaction
- Protective FieldLevel 3
As a Reaction, when you or a creature you can see within 30 feet takes damage, expend a Psionic Energy Die to reduce the damage by the die roll plus your Intelligence modifier.
Always on
- Psi-Powered Assault
When When you take the Attack action
You force the battlefield to obey your nerve and precision, chaining strikes with psionic timing and ruthless efficiency.
- Tactical Slip
When When you use Second Wind
You absorb impact, reposition, and keep pressure on the enemy line without breaking stride.
- Studied Counter
When When an attack misses
You bend enemy momentum and turn missed attacks into openings, then capitalize with studied counterstrikes.
- Fighting StyleLevel 1
You gain a Fighting Style feat of your choice. Defense is recommended, and you can replace it whenever you gain a Fighter level.
- Weapon MasteryLevel 1
You can use the mastery properties of 6 kinds of Simple or Martial weapons. You can change one chosen weapon after each Long Rest.
- Action SurgeLevel 2
On your turn, take one additional action except the Magic action. At level 17 you can use this twice between rests, but only once on a turn.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the check. If it still fails, the use is not expended.
- Fighter SubclassLevel 3
Choose a Fighter subclass. You gain all subclass features from your level and lower.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat you qualify for. You gain this again at Fighter levels 6, 8, 12, 14, and 16.
- Ability Score ImprovementLevel 6
You gain another Ability Score Improvement feat or another feat you qualify for.
- Subclass FeatureLevel 7
Your subclass grants its level 7 features.
- Ability Score ImprovementLevel 8
You gain another Ability Score Improvement feat or another feat you qualify for.
- IndomitableLevel 9
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You can use this once, or twice at level 13, or three times at level 17, per Long Rest.
- Tactical MasterLevel 9
When you attack with a weapon whose mastery property you can use, you can replace that property with Push, Sap, or Slow for that attack.
- Subclass FeatureLevel 10
Your subclass grants its level 10 features.
- Ability Score ImprovementLevel 12
You gain another Ability Score Improvement feat or another feat you qualify for.
- Studied AttacksLevel 13
You can apply Studied Attacks. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
- Ability Score ImprovementLevel 14
You gain another Ability Score Improvement feat or another feat you qualify for.
- Subclass FeatureLevel 15
Your subclass grants its level 15 features.
- Ability Score ImprovementLevel 16
You gain another Ability Score Improvement feat or another feat you qualify for.
- Action SurgeLevel 17
You can use Action Surge twice between rests, and Indomitable three times between rests.
- Subclass FeatureLevel 18
You use your subclass’s level 18 feature.
- Epic BoonLevel 19
You gain an Epic Boon feat or another feat you qualify for.
- Psionic PowerLevel 3
Psi Warrior level 3, you harbor psionic energy represented by Psionic Energy Dice that fuel your subclass powers.
- Psionic StrikeLevel 3
When you hit a creature with a weapon attack, expend a Psionic Energy Die to deal extra psychic damage equal to the die roll plus your Intelligence modifier.
- Telekinetic AdeptLevel 7
Your psionic training improves your mobility and battlefield control through leap and thrust techniques.
- Guarded MindLevel 10
You gain resistance to psychic damage and can bolster your mental defenses against mind-altering effects.
- Bulwark of ForceLevel 15
You can shield nearby allies with a psionic barrier that grants cover and protection.
- Telekinetic MasterLevel 18
You can manifest telekinesis with psionic power and turn it into a deadly battlefield tool, including a bonus attack option tied to the feature.
- Creature TypeHumanHumanoid
- SizeHumanMedium or Small, chosen when you select this species
- SpeedHuman30 feet
- TraitHumanResourceful, gain Heroic Inspiration whenever you finish a Long Rest
- TraitHumanSkillful, gain proficiency in one skill of your choice
- TraitHumanVersatile, gain an Origin feat of your choice
- Underworld ContactsCriminal
She knows how to read a criminal scene, spot the weak link in a gang, and use old underworld contacts, favors, and intimidation to get information, contraband, or a safe route through the city.
Gear
7 itemsWeapons
- RapierA finely balanced melee blade for close work in narrow corridors.
- 2×DaggersThrown blades and backup close-quarters tools.
Armor
- Studded Leather ArmorA light defensive layer under streetwear, matching her leather look while keeping mobility high.
Tools
- Thieves' ToolsTools for opening locks, bypassing traps, and surviving prison transfers.
Gear
- CrowbarUsed for smashing, prying, or making a loud point.
- Traveler's ClothesHard-wearing clothing styled like a cropped tank top, leather jacket, tight pants, and boots.
Purse
- 155×Gold PiecesMixed coin, hidden in separate caches and prison contraband stashes.
Appearance
A human woman with a shaved head, prison marks still faint on her wrists, and a body completely wrapped in ink, every tattoo telling a different lie, debt, victory, or warning. She favors a midriff-bearing tank top, a worn leather jacket that leaves her stomach and knuckles bare, tight leather pants, and heavy boots built for sprinting down corridors and kicking doors off hinges. Her posture is loose and predator-calm, as if even behind bars she owns the room.
Mannerisms
Speaks softly when angry, taps two fingers against her wrist tattoo before making a decision, and never sits with her back to a door. She smiles like she has already predicted the next three moves.
Personality
Calm, cutting, and unshakably observant. She treats every room like a puzzle, every conversation like a negotiation, and every insult like a free lesson. Beneath the menace is a strange protectiveness toward the trapped, the desperate, and the underestimated.
Ideals
Freedom is not the absence of chains, it is the power to decide who gets to hold them. No system deserves obedience just because it calls itself lawful.
Bonds
She still keeps track of everyone who helped her survive prison, and she will return every favor, no matter how long it takes. Somewhere beyond the walls is the one crew mate who sold her out, and Nyx wants the truth more than revenge, though she may end up with both.
Flaws
She trusts leverage before trust, and assumes every kindness has a hook hidden in it. When she feels cornered, she gets colder, sharper, and more dangerous instead of asking for help. She can also be recklessly proud, especially when anyone suggests that prison broke her.
Quirks
Background
Nyx Vale learned early that cages are not always made of steel. In the alleys of a soot-choked city, she was the girl who could slip a lock, vanish through a crowd, and hear the lie inside a bargain before the second sentence. The first people to teach her discipline were not monks or soldiers, but smugglers and enforcers who discovered that the sharpest blade in the room was the one that never had to be drawn. Her psionic talent surfaced during a botched robbery, when a guard’s club stopped mid-swing in the air and the man itself slammed into a wall as if struck by an invisible fist. After that, every crew wanted her, and every authority wanted her buried. Her rise ended in a prison block built for people nobody expected to survive. Nyx did survive, by treating the cell as another combat arena. She shaved her head to make it harder for hands to grab, covered herself in tattoos that map every betrayal and every debt she still intends to collect, and learned to weaponize patience as well as violence. She is now a legend among inmates, a woman who can dismantle a riot with a glance, pry open a barred gate with a thought, and turn a guard’s confidence into panic before the first blow lands. She fights like a thief who learned strategy, and thinks like a strategist who never stopped being a thief. If she ever gets out, it will not be to disappear. It will be to take back the life that was stolen from her, and to make the people who caged her regret inventing walls.
“After that, every crew wanted her, and every authority wanted her buried.”
- Background
- Criminal
Connections
Species
Human
Media
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