Vikasha
Vikasha
Sheet
AC 15 · HP 206 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresAction
- Fourfold Assault
When Vikasha takes the Attack action
Vikasha makes four attacks when she takes the Attack action.
Bonus action
- Telekinetic MovementLevel 3
When Vikasha uses a Bonus Action
Vikasha uses telekinesis to move a creature or object up to 30 feet, forcing an unwilling creature to resist with a Strength saving throw.
- Action SurgeLevel 2
When Vikasha's turn
Vikasha takes an additional action on her turn.
- Second WindLevel 1
When Vikasha's turn
Vikasha regains hit points and can move up to half her Speed without provoking Opportunity Attacks.
- Bulwark of ForceLevel 15
As a Bonus Action, Vikasha can expend Psi Energy Dice to grant creatures of her choice within 30 feet Half Cover for 1 minute or until she becomes Incapacitated.
- Telekinetic MasterLevel 18
Vikasha can cast Telekinesis without a spell slot or components. While concentrating on the spell, she can make one weapon attack as a Bonus Action on each of her turns.
Reaction
- Protective Field
When A creature within 30 feet takes damage
When Vikasha or an ally within 30 feet takes damage, she reduces the damage using a Psi Energy Die and her Intelligence modifier.
Always on
- Psionic Strike
When Vikasha hits with a weapon attack
When Vikasha hits with a weapon attack, she expends a Psi Energy Die to deal extra force damage and can move the target up to 30 feet.
- Fighting StyleLevel 1
Vikasha gains proficiency with all armor, shields, simple weapons, and martial weapons. She can choose a Fighting Style feat and has chosen Defense, though its benefit applies only while wearing armor, which she usually refuses to do.
- Weapon MasteryLevel 1
Vikasha can use the mastery properties of eight weapons she is proficient with. Her selected mastery weapons are longsword, dagger, shortsword, handaxe, javelin, light hammer, rapier, and scimitar.
- Tactical MindLevel 2
When Vikasha fails an ability check, she can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success.
- Extra AttackLevel 5
Vikasha can make two attacks when she takes the Attack action.
- Fighter Ability Score ImprovementLevel 6
Vikasha gains two additional Ability Score Improvements or eligible feats at Fighter levels 6 and 14. Her final ability scores reflect these improvements.
- IndomitableLevel 9
When Vikasha fails a saving throw, she can reroll it and must use the new roll. She can use this feature once per Long Rest, increasing to three uses per Long Rest at level 17.
- Tactical ShiftLevel 10
When Vikasha uses Second Wind, she can move up to half her Speed without provoking Opportunity Attacks.
- Studied AttacksLevel 13
Once per turn when Vikasha misses with an attack, she can make another attack against the same target as part of the same action if the target remains within the weapon's range.
- Epic BoonLevel 19
Vikasha gains an Epic Boon feat. She has chosen Boon of Combat Prowess, allowing her to turn a missed attack into a hit once per Short or Long Rest and regain a use of that feature when she rolls initiative if she has none.
- Extra Attack ImprovementLevel 20
Vikasha gains a fourth attack whenever she takes the Attack action.
- Psionic PowerLevel 3
Vikasha possesses a reservoir of psionic energy represented by Psi Energy Dice, six d12s. She regains all expended dice after a Long Rest. She can use them for Protective Field, Psionic Strike, and Telekinetic Movement.
- Psionic Power ApplicationsLevel 3
When Vikasha or a creature within 30 feet takes damage, she can use her Reaction and expend a Psi Energy Die to reduce the damage by the die roll plus her Intelligence modifier. She can also expend a die when she hits with a weapon attack to deal extra force damage and move the target up to 30 feet if it is Large or smaller.
- Telekinetic AdeptLevel 7
Vikasha can telekinetically move one of her weapons as part of an attack and can use her psionic abilities to knock creatures prone or move them. She can also use Telekinetic Thrust when dealing Psionic Strike damage.
- Guarded MindLevel 10
Vikasha gains resistance to psychic damage and has Advantage on saving throws against effects that would cause her to be Charmed or Frightened.
- ResourcefulHumanVikasha gains Heroic Inspiration after each Long Rest.
- SkillfulHumanVikasha gains proficiency in one additional skill, Insight.
- VersatileHumanVikasha gains an Origin feat, Alert.
- Human languagesHumanCommon and one additional language, plus Thieves' Cant from her criminal training.
- Criminal ContactCriminal
Vikasha has criminal contacts who can provide information, introductions, warnings, or discreet assistance within the underworld, provided the request does not place them in immediate and unreasonable danger.
Gear
11 itemsWeapons
- Mind DancerA magical longsword with a balanced black-steel blade that responds subtly to Vikasha's psionic focus.
- 2×The Mind SliversA pair of magical daggers used for silent strikes, thrown attacks, and telekinetic manipulation.
Tools
- Thieves' ToolsA complete set of thieves' tools used for locks, traps, and covert entry.
- Gaming SetA set of marked cards used for gambling and criminal meetings.
Gear
- Psionic Signet RingA plain silver ring that enhances the clarity and range of Vikasha's psionic abilities.
- Black Tank TopA black midriff tank top suitable for modern urban combat.
- Cropped Reinforced Leather JacketA cropped leather jacket with reinforced shoulders and forearms.
- Reinforced Leather PantsTight dark leather pants with concealed pockets for tools and weapons.
- Combat BootsHeavy steel-toed combat boots.
- Criminal's PackA dark hooded cloak, ten feet of string, and a small pouch containing 25 gp, representing the Criminal background equipment.
- Adventurer's PackA standard Fighter's adventuring pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and a visibly defined six-pack. She is completely bald, with zero hair on her head, and intricate prison-earned tattoos cover her body from her neck and scalp to her ankles. The ink depicts battles, prison symbols, old loyalties, betrayals, and victories. Her pale gray eyes are unnervingly calm and observant. She wears a black midriff tank top, a cropped reinforced leather jacket, tight dark leather pants, and heavy steel-toed boots. Numerous piercings adorn her ears, eyebrows, nose, lips, collarbones, and hands. She wears a plain silver ring on her right hand and carries magical daggers called The Mind Slivers and a magical longsword called Mind Dancer. She wears no armor.
Mannerisms
Vikasha holds perfectly still when listening, often tilting her head a fraction as though weighing thoughts rather than words. She maintains unbroken eye contact during negotiations. When irritated, she rolls the silver ring once around her finger and quietly names the exits in the room. Her voice remains low and even, becoming more dangerous as it gets softer.
Personality
Vikasha is calm, intelligent, and almost impossible to catch off guard. She reads people with unnerving accuracy, watching posture, breathing, eye movement, and the emotional pressure beneath spoken words. Her psionic talent lets her skim surface thoughts and manipulate objects with precise telekinetic force. She speaks only when necessary, and every sentence is deliberate. She respects competence, despises weakness disguised as virtue, and grants loyalty with absolute seriousness. Her anger is cold and focused, while her satisfaction appears only as a brief narrowing of the eyes.
Ideals
Control. Chaos is simply power that has not yet found a disciplined hand. People deserve freedom, but only after they have proven they can survive the consequences of using it.
Bonds
The people who survived prison beside Vikasha are her chosen family. She will dismantle an empire piece by piece to protect one of them. The plain silver ring on her right hand belonged to the only person who once believed she could become more than what the prison made her.
Flaws
Vikasha mistakes vulnerability for weakness and has difficulty accepting help even when it is freely offered. She is willing to manipulate allies for what she considers a necessary outcome, then quietly resents them if they manipulate her in return. She also believes that every betrayal deserves a proportionate answer, a principle that can turn a manageable conflict into a private war.
Quirks
Background
Vikasha was born in the crowded, violent districts of Atrix Isle, where authority was sold to the highest bidder and survival depended on knowing exactly when to obey, threaten, or disappear. Her first crimes were small and practical, thefts committed to keep herself and a handful of younger street survivors fed. By adulthood, she had become an expert infiltrator, knife fighter, and strategist. Her prison sentence began after a calculated robbery exposed a corrupt network that reached from dockside gangs to civic officials. The prison was intended to break her. Instead, it became her academy. She learned to fight in confined spaces, read people before they spoke, and turn every restraint, corridor, and weakness into an advantage. During years behind bars, Vikasha's psionic talents surfaced with brutal clarity. She could feel hostile intent before a blow was thrown, skim the surface of a guard's thoughts, and shove a weapon aside without touching it. The prison tattoos covering her body became a private record of every battle survived, every alliance forged, and every betrayal repaid. When she finally emerged, she did not return to the underworld as a common criminal. She built an organization from disciplined survivors, information brokers, and people who understood that loyalty had to be earned through competence. Now she operates across Atrix Isle as a calculating power broker and Psi Warrior, wielding Mind Dancer and The Mind Slivers with the same precision she applies to her thoughts. She does not seek fame. She seeks control, and she intends to make the island remember who truly owns its shadows.
“Her first crimes were small and practical, thefts committed to keep herself and a handful of younger street survivors fed.”
- Background
- Criminal
Connections
Species
Human
Media
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