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
38 featuresBonus action
- Second WindLevel 1
As a Bonus Action, Vikasha can regain 1d10 + 20 Hit Points. She has four uses, regaining one use after a Short Rest and all uses after a Long Rest.
- Bulwark of ForceLevel 15
Vikasha gains Bulwark of Force. As a Bonus Action, she can expend a Psionic Energy Die to grant a number of creatures within 30 feet, up to her Intelligence modifier, Half Cover for 1 minute.
- Telekinetic MasterLevel 18
Vikasha gains Telekinetic Master. She can cast Telekinesis without a spell slot or material components, using Intelligence as her spellcasting ability, and can make one weapon attack as a Bonus Action while maintaining the spell.
Reaction
- Psionic PowerLevel 3
Vikasha gains the Psi Warrior subclass and its Psionic Power feature. She has 12 Psionic Energy Dice, which are d12s. She regains all expended dice after a Long Rest and one expended die after a Short Rest. She can use Psionic Strike to deal an extra 1d12 + 5 Force damage after hitting with a weapon attack, Protective Field to reduce damage to herself or an ally within 30 feet by 1d12 + 5 as a Reaction, or Telekinetic Movement to move a creature or object up to 30 feet without touching it.
Always on
- Psionic Strike
When After hitting a creature with a weapon attack
After Vikasha hits with a weapon attack, she can expend a Psionic Energy Die to deal an extra 1d12 + 5 Force damage. The target can be pushed up to 10 feet and knocked Prone if it is Large or smaller.
- Protective Field
When When Vikasha or an ally within 30 feet takes damage
When Vikasha or an ally within 30 feet takes damage, she can use her Reaction and expend a Psionic Energy Die to reduce the damage by 1d12 + 5.
- Telekinetic Movement
When As an action, when moving a creature or object
Vikasha can expend a Psionic Energy Die to move herself, an ally, or an unattended object up to 30 feet using telekinesis. A creature must be willing, and the movement does not provoke Opportunity Attacks.
- Fourfold Assault
When When taking the Attack action
Vikasha makes four attacks when she takes the Attack action. She can combine her longsword and daggers with her Two-Weapon Fighting style when the weapons meet the Light property requirements.
- Tactical Mastery
When When making an attack with a mastered weapon
Vikasha uses her tactical awareness to replace a weapon mastery property with Push, Sap, or Slow on an attack.
- Unbreakable Will
When After failing a saving throw or missing an attack
Vikasha can reroll a failed saving throw with Indomitable, and her Epic Boon lets her convert one missed attack per turn into a hit.
- Fighting StyleLevel 1
Vikasha gains a Fighting Style feat. She uses Two-Weapon Fighting, allowing her ability modifier to be added to the extra attack made with a Light weapon when fighting with two weapons.
- Weapon MasteryLevel 1
Vikasha can use the mastery properties of six chosen weapons. Her selected mastery weapons are dagger, handaxe, javelin, longsword, scimitar, and shortsword.
- Action SurgeLevel 2
Vikasha can take one additional action on her turn, except the Magic action. She can use this twice before a Short or Long Rest, but only once on a turn.
- Tactical MindLevel 2
When Vikasha fails an ability check, she can expend a Second Wind use and add 1d10 to the check. If the check still fails, the use is not expended.
- Ability Score ImprovementLevel 4
Vikasha gains an Ability Score Improvement or another feat for which she qualifies. Her accumulated improvements are represented in her final ability scores and selected feats.
- Extra AttackLevel 5
Vikasha can attack twice whenever she takes the Attack action.
- Tactical ShiftLevel 5
When Vikasha uses Second Wind, she can also move up to half her Speed without provoking Opportunity Attacks.
- Ability Score ImprovementLevel 6
Vikasha gains an Ability Score Improvement or another feat for which she qualifies.
- Telekinetic AdeptLevel 7
Vikasha gains Telekinetic Adept. Psionic Strike can knock its target Prone if it is Large or smaller, and Telekinetic Movement can be used to teleport Vikasha or a willing creature to an unoccupied space within 30 feet.
- Ability Score ImprovementLevel 8
Vikasha gains an Ability Score Improvement or another feat for which she qualifies.
- IndomitableLevel 9
Vikasha gains one use of Indomitable. After failing a saving throw, she can reroll it and must use the new roll.
- Tactical MasterLevel 9
Vikasha can replace the mastery property of a weapon attack with Push, Sap, or Slow when using a weapon whose mastery property she knows.
- Guarded MindLevel 10
Vikasha gains Guarded Mind. She have Resistance to Psychic damage and can end the Charmed or Frightened condition on herself by expending a Psionic Energy Die without an action.
- Two Extra AttacksLevel 11
Vikasha can attack three times whenever she takes the Attack action.
- Ability Score ImprovementLevel 12
Vikasha gains an Ability Score Improvement or another feat for which she qualifies.
- Studied AttacksLevel 13
Vikasha gains a second use of Indomitable and gains Studied Attacks. When she misses a creature with an attack roll, she has Advantage on her next attack roll against that creature before the end of her next turn.
- Ability Score ImprovementLevel 14
Vikasha gains an Ability Score Improvement or another feat for which she qualifies.
- Ability Score ImprovementLevel 16
Vikasha gains an Ability Score Improvement or another feat for which she qualifies.
- Indomitable and Action Surge ImprovementLevel 17
Vikasha gains a third use of Indomitable. She can also use Action Surge twice before a rest, although only once on a turn. Her Psionic Energy Dice are d12s.
- 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 turn and regain a use of an attack-related resource when she score a critical hit.
- Three Extra AttacksLevel 20
Vikasha can attack four times whenever she takes the Attack action.
- Creature TypeHumanHumanoid
- SizeHumanMedium
- SpeedHuman30 feet
- ResourcefulHumanVikasha gains Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanVikasha gains proficiency in one skill of her choice, represented by Insight.
- VersatileHumanVikasha gains an additional Origin feat, represented by Skilled, granting proficiency in three additional skills or tools. The chosen proficiencies are History, Intimidation, and Perception.
- AlertCriminal
Alert. Vikasha adds her Proficiency Bonus to Initiative rolls. Immediately after rolling Initiative, she can trade her Initiative with a willing ally in the same combat, provided neither character is Incapacitated.
Spells
1 spellSpellcasting. Vikasha casts with Intelligence (spell save DC 19, to hit with spell attacks).
5th level:
Gear
9 itemsWeapons
- Mind DancerA finely balanced enchanted longsword with a darkened blade, used as Vikasha's primary weapon.
- 2×The Mind SliversA matched set of magically enhanced daggers used for close combat, throwing, and precise telekinetic attacks.
Tools
- Thieves' toolsTools for opening locks and disabling traps, maintained with obsessive precision.
- Gaming setA compact set used for gambling, coded meetings, and testing the honesty of associates.
Gear
- Psionic Signet RingA plain silver ring that serves as the focus for Vikasha's psionic concentration and is treated as a personal magical item by her organization.
- Modern combat clothingReinforced cropped leather jacket, black tank top, tight leather cargo pants, and heavy steel-toed combat boots. This outfit provides no armor protection.
- CrowbarA sturdy pry bar useful for forced entry and improvised leverage.
- Criminal's field suppliesA hooded lantern, flasks of oil, rope, rations, and other practical supplies purchased with her starting wealth.
Purse
- 155×Gold piecesUnspent starting wealth from the Fighter and Criminal equipment packages, converted into modern currency at the table's discretion.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and a hard six-pack. She is completely bald, with no hair on her head, and intricate prison-inked tattoos cover her body from her neck to her ankles, including the back and crown of her shaved scalp. Her deep olive skin is marked by symbols of violence, loyalty, survival, and conquest. Pale gray eyes, sharp cheekbones, a strong jaw, and numerous piercings across her ears, brows, nose, lips, collarbones, and hands give her an intimidating, controlled presence. She wears a fitted black midriff tank top, a cropped reinforced leather jacket, tight dark leather cargo pants, and heavy steel-toed combat boots. A plain silver ring rests on her right hand.
Mannerisms
Vikasha rarely blinks during a confrontation. She pauses before answering, as if weighing not only the spoken words but the thoughts behind them. She keeps her back to walls, checks every exit twice, and rolls the silver ring beneath her thumb when deciding whether someone is lying. Her voice remains low and even, becoming quieter rather than louder when she is angry.
Personality
Vikasha is calm, severe, and intensely observant. She speaks only when words have a purpose, and her low, measured voice carries the authority of someone accustomed to being obeyed. She studies posture, breathing, eye movement, and silence, using both conventional insight and subtle telepathy to identify fear, deception, and hidden motives. Her anger is cold and methodical. Her loyalty is absolute once earned, but her standards are punishing. She respects competence, preparation, and courage, while despising cruelty disguised as virtue and weakness disguised as innocence.
Ideals
Control. The world belongs to whoever can understand its moving parts and force them into alignment. Freedom is not granted by institutions. It is secured through preparation, competence, and the power to resist anyone who would put you in chains.
Bonds
The people who survived Atrix Isle's prison system with Vikasha are her chosen family. She will dismantle governments, criminal syndicates, or private armies to protect them. The plain silver ring on her right hand belonged to the one person whose betrayal she has never fully explained.
Flaws
Vikasha cannot tolerate being manipulated, ignored, or pitied. She confuses emotional vulnerability with a loss of control and responds to uncertainty by tightening her grip on everyone around her. Once she decides that someone is a threat, changing her mind requires overwhelming evidence. Her confidence in her ability to read people can become arrogance, and she is capable of destroying a useful alliance simply because she suspects betrayal.
Quirks
Background
Vikasha was born in the crowded industrial districts of Atrix Isle, where every promise had a price and every weakness was catalogued by someone eager to exploit it. She learned early that survival depended on reading a room before entering it, identifying the person most likely to betray her, and making certain that betrayal became too expensive. Her first crimes were small, practical jobs, thefts, intimidation, and carefully planned extractions. By the time she was arrested, she had already become the strategist behind a crew much larger than anyone suspected. Prison transformed her from a capable criminal into a weapon. Confined in a brutal compound, Vikasha survived through discipline, observation, and a psionic talent that emerged under pressure. She learned to move objects without touching them, sense the surface thoughts of hostile guards, and turn fear into a source of information. Her tattoos began as prison marks, but she expanded them into a personal record of every battle survived, every loyalty earned, and every betrayal answered. After her release, she rebuilt her organization from nothing. Now she is a feared leader, a precise fighter, and a master of psychological pressure. She seeks no public glory. She wants control, dependable allies, and the power to ensure that nobody ever places her, or those under her protection, in a cage again.
“Her first crimes were small, practical jobs, thefts, intimidation, and carefully planned extractions.”
- Background
- Criminal
Connections
Species
Human
Media
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