Vikasha
Vikasha
Sheet
AC 15 · HP 223 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresBonus action
- Telekinetic MovementLevel 3
When A creature within 30 feet is a viable target.
As a Bonus Action, expend a Psionic Energy Die to move a Large or smaller creature within 30 feet up to 30 feet and knock it Prone on a failed Strength save.
- Psi-Powered LeapLevel 7
When Her turn begins and she has a Psionic Energy Die available.
As a Bonus Action, expend a Psionic Energy Die to gain a Fly Speed equal to twice her Speed until the end of the turn.
- Telekinetic MasteryLevel 18
When She chooses to invoke her advanced psionic power.
As a Bonus Action, expend a Psionic Energy Die to cast Telekinesis without components. While concentrating, she can make one weapon attack as a Bonus Action each turn.
- Second WindLevel 1
Regain hit points as a Bonus Action. She has four uses, regaining two after a Short Rest and all after a Long Rest. Each use restores 1d10 + 20 hit points.
- Tactical ShiftLevel 5
When she uses Second Wind as a Bonus Action, she can move up to half her Speed without provoking Opportunity Attacks.
- Telekinetic AdeptLevel 7
As a Bonus Action, she can expend a Psionic Energy Die to gain a Fly Speed equal to twice her Speed until the end of the current turn.
- Guarded MindLevel 15
As a Bonus Action, she can expend a Psionic Energy Die to cast Telekinesis without spell components. While concentrating on that spell, she can make one weapon attack as a Bonus Action on each of her turns.
- Telekinetic MasterLevel 15
As a Bonus Action, she can expend a Psionic Energy Die to grant herself or a number of creatures within 30 feet equal to her Intelligence modifier half cover for 1 minute or until she is Incapacitated.
Reaction
- Protective FieldLevel 3
When A creature within 30 feet takes damage.
As a Reaction, expend a Psionic Energy Die to reduce damage to herself or a creature within 30 feet by 1d12 + 5. If the damage reaches 0, the protected creature can move half its Speed without provoking Opportunity Attacks.
Always on
- Psi-Strike
When She hits a creature with a weapon attack.
When she hits with a weapon, expend a Psionic Energy Die to deal an extra 1d12 Force damage and move the target up to 10 feet or knock it Prone on a failed Strength save.
- Fighting StyleLevel 1
Choose a Fighting Style feat. Vikasha has Dueling, gaining a +2 bonus to damage rolls when wielding a melee weapon in one hand and no other weapons.
- Weapon MasteryLevel 1
Use the mastery properties of three chosen weapons, currently dagger, longsword, and handaxe. She can change the chosen weapons after a Long Rest.
- Tactical MindLevel 2
Whenever she fails an ability check, she can expend a use of Second Wind to add 1d10 to the roll. If the check still fails, the use is not expended.
- Psionic PowerLevel 3
Psi Warrior subclass feature. Vikasha gains 12 Psionic Energy Dice, each a d12, regained after a Long Rest, with one expended die regained after a Short Rest. Her Psionic Save DC is 19.
- Extra AttackLevel 5
Make four attacks whenever she takes the Attack action on her turn.
- Tactical MasterLevel 9
She can replace a weapon's mastery property with Push, Sap, or Slow for an attack, once per attack.
- IndomitableLevel 9
When she fails a saving throw, she can reroll it and add her Fighter level, +20, to the new roll. She can use this feature twice per Long Rest.
- Studied AttacksLevel 13
After missing an attack against a creature, she has Advantage on her next attack roll against that creature before the end of her next turn.
- Epic BoonLevel 19
Choose one Epic Boon feat. Vikasha has Boon of Irresistible Offense, allowing her to deal maximum damage with one weapon damage die on each of her turns and ignore Resistance to her weapon damage when she rolls a 20 on a d20 attack roll.
- Bulwark of ForceLevel 15
She has Advantage on saving throws to avoid or end the Charmed or Frightened conditions. Whenever she succeeds on such a save, she can end the Charmed or Frightened condition on another creature she can see within 30 feet.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanGain Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanGain proficiency in one skill, chosen here as Investigation.
- VersatileHumanGain one Origin feat in addition to the feat granted by her background. Vikasha has the Skilled feat, granting proficiency in Deception, Insight, and Intimidation.
- AlertCriminal
Alert grants proficiency bonus to Initiative rolls. Immediately after rolling Initiative, Vikasha can switch her Initiative with a willing ally in the same combat, provided neither is Incapacitated.
Spells
1 spellSpellcasting. Vikasha casts with Intelligence (spell save DC 19, to hit with spell attacks).
5th level:
Gear
14 itemsWeapons
- 2×Daggers, The Mind SliversA pair of balanced daggers, commonly called The Mind Slivers. Their magical properties are campaign-specific and are not included in baseline SRD statistics.
- Longsword, Mind DancerA longsword with a dark, subtly reflective blade, called Mind Dancer. Its magical properties are campaign-specific and are not included in baseline SRD statistics.
- Light CrossbowStarting Fighter equipment.
- 2×HandaxesStarting Fighter equipment.
Armor
- Chain MailStarting Fighter equipment retained for emergencies, though Vikasha normally refuses to wear armor.
- ShieldStarting Fighter equipment.
Tools
- Thieves' ToolsCriminal background equipment.
Gear
- Silver Psionic RingA plain silver ring that serves as a narrative focus for Vikasha's psionic abilities. Any mechanical enhancement requires Dungeon Master approval.
- 20×BoltsCrossbow ammunition.
- Explorer's PackStarting Fighter equipment.
- CrowbarCriminal background equipment.
- 2×PouchesCriminal background equipment.
- Traveler's ClothesSimple durable clothing from her criminal background.
Purse
- 16×Gold PiecesCriminal background starting funds.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and a hard six-pack visible beneath a fitted black midriff tank top. She is completely bald, with intricate prison-earned tattoos covering her body from the neck to the ankles and creeping over her scalp. Her sharp face, high cheekbones, strong jaw, pale gray eyes, and numerous piercings give her an intimidating, controlled presence. She wears a cropped reinforced leather jacket, tight dark cargo pants, and heavy steel-toed combat boots. A plain silver ring rests on her right hand. She wears no armor, relying on speed, discipline, and psionic force.
Mannerisms
Vikasha rarely raises her voice. She pauses before answering as if testing several possible truths, studies people's hands when they speak, and turns her silver ring once whenever she detects a lie. In combat, she moves with economical precision and gives commands in a low, level tone.
Personality
Vikasha is calm, severe, and intensely observant. She speaks only when words will accomplish something, and her low, clear voice carries the certainty of someone accustomed to being obeyed. She reads posture, hesitation, breathing, and surface thoughts with unnerving accuracy. Her anger is cold and focused, never explosive. She respects competence, despises performative virtue, and offers absolute loyalty to those who prove themselves reliable. Her psionic abilities are expressed with the same discipline as her fighting style, subtle, precise, and devastating.
Ideals
Control. The world is ruled by pressure, leverage, and preparation. If Vikasha cannot control a situation, she will reshape it until control becomes possible.
Bonds
The survivors of her old prison crew are her responsibility, whether they admit they need her or not. She keeps the plain silver ring as a reminder of the one person whose betrayal taught her never to surrender control again.
Flaws
She mistakes vulnerability for weakness and responds to emotional uncertainty by tightening her control. Once she decides someone has betrayed her, changing her mind is nearly impossible. She would rather destroy a useful alliance than allow another person to hold power over her.
Quirks
Background
Vikasha was born in the crowded, violent districts of Atrix Isle, where every alley had an owner and every promise carried a price. She learned early that survival belonged to those who could read a room before anyone else realized there was danger in it. A talent for noticing lies, anticipating violence, and taking exactly what she needed led her into burglary, extortion, and eventually organized crime. When a betrayal placed her in the prison system, she discovered that confinement sharpened rather than weakened her. The tattoos covering her body began as gang marks and prison records, then became a private archive of every debt, battle, loyalty, and betrayal that shaped her life.
“She learned early that survival belonged to those who could read a room before anyone else realized there was danger in it.”
- Background
- Criminal
Connections
Species
Human
Media
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