Vikasha
Vikasha
Sheet
AC 15 · HP 204 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
23 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Extra AttackLevel 11
You can make three attacks whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
You can regain hit points as a Bonus Action. You have four uses, regain two uses on a Short Rest, and regain all uses on a Long Rest. Each use restores 1d10 + 20 hit points.
- Tactical ShiftLevel 5
When you use Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
- Psionic PowerLevel 3
Protective Field. When Vikasha or a creature within 30 feet takes damage, she can expend a Psionic Energy die as a Reaction, reducing the damage by 1d12 + 5. Telekinetic Movement. She can move an object or willing creature up to 30 feet as a Bonus Action, provided the target is Large or smaller and unoccupied.
- Telekinetic AdeptLevel 7
Psi-Powered Leap. As a Bonus Action, Vikasha can gain a Fly Speed equal to twice her Speed until the end of the current turn. Telekinetic Thrust. When she deals Psionic Strike damage, the target must succeed on a Strength saving throw or be moved up to 30 feet and knocked Prone.
- Bulwark of ForceLevel 15
Bulwark of Force. As a Bonus Action, Vikasha can choose a number of creatures within 30 feet equal to her Intelligence modifier, including herself. Each chosen creature gains Half Cover for 1 minute or until Vikasha is incapacitated.
- Telekinetic MasterLevel 18
Telekinetic Master. Vikasha can cast Telekinesis without a spell slot or components. Intelligence is her spellcasting ability for this casting, and she can use a Bonus Action to target a creature with the spell's effects.
Always on
- Fighting StyleLevel 1
You gain a Fighting Style feat. Vikasha uses Defense, gaining a +1 bonus to Armor Class while wearing armor, though she currently gains no benefit because she refuses armor.
- Weapon MasteryLevel 1
You gain Weapon Mastery with six weapon options. Vikasha has mastery with the dagger, longsword, shortsword, scimitar, hand crossbow, and longbow.
- Action SurgeLevel 2
You can take one additional action on your turn. You can use this feature twice, regaining one use on a Short Rest and all uses on a Long Rest. You cannot use it more than once on the same turn.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind and roll 1d10, adding the number to the check. If the check still fails, the Second Wind use is not expended.
- Psi WarriorLevel 3
Psi Warrior subclass. Vikasha manifests psionic power through precise telekinetic force, defensive fields, psychic strikes, and battlefield manipulation. Her Psionic Energy dice are d12s, with 20 dice available after a Long Rest.
- Ability Score ImprovementLevel 4
You gain a Fighter feat or another feat for which you qualify. Vikasha has maximized her physical and mental capabilities through repeated training and selected feats.
- IndomitableLevel 9
You can reroll a failed saving throw. You can use this feature three times, regaining one use on a Short Rest and all uses on a Long Rest.
- Tactical MasterLevel 9
When you use the Attack action and have a weapon with the Push, Sap, or Slow mastery property, you can use a different mastery property from among those three for one weapon attack during that action.
- Studied AttacksLevel 13
When 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.
- Epic BoonLevel 19
You gain a feat of your choice from the Epic Boon category. Vikasha has selected Boon of Combat Prowess, allowing her to turn a missed attack into a hit once per turn and granting an additional benefit determined by the feat.
- Guarded MindLevel 10
Vikasha gains Resistance to Psychic damage. She also has Advantage on saving throws to avoid or end the Charmed and Frightened conditions.
- ResourcefulHumanWhen Vikasha finishes a Long Rest, she gains Heroic Inspiration.
- SkillfulHumanVikasha gains proficiency in one skill of her choice, selected here as Medicine.
- VersatileHumanVikasha gains an Origin feat of her choice. Her Criminal background already grants Alert, so she selects Skilled and gains proficiency in Acrobatics, History, and Medicine. Human adaptability allows her to begin play with both Origin feats as part of this character build.
- AlertCriminal
Alert. Vikasha adds her proficiency bonus to Initiative rolls and can exchange Initiative results with a willing ally in the same combat when neither is incapacitated.
Gear
8 itemsWeapons
- LongswordA mundane longsword used as a backup weapon and training blade. Vikasha calls her primary enchanted blade Mind Dancer.
- 2×The Mind SliversEnchanted daggers used for close combat and thrown attacks. Their exact magical properties are campaign-defined.
Tools
- Thieves' ToolsA set of thieves' tools used for locks, traps, and covert entry.
Gear
- CrowbarA heavy iron bar useful for prying, breaking, and improvised combat.
- 2×PouchSmall pouches for coins, tools, components, and contraband.
- Traveler's ClothesDurable modern travel clothing adapted for movement and concealment.
- Psionic RingA plain silver ring that serves as a focus for Vikasha's psionic identity. Its mechanical enhancement is campaign-defined.
Purse
- 171×Gold PiecesCurrency from her criminal background and Fighter starting equipment conversion.
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-earned tattoos cover her body from her neck to her ankles, including the back and crown of her scalp. Her pale gray eyes are sharp and unnervingly observant. She wears a fitted black midriff tank top, a cropped reinforced leather jacket, tight dark cargo pants, and heavy steel-toed boots. Numerous piercings adorn her ears, brows, nose, lips, collarbones, and hands. She wears a plain silver ring on her right hand. She does not wear armor.
Mannerisms
Vikasha pauses for one silent breath before answering difficult questions. She maintains unbroken eye contact, studies exits and hands before faces, and taps one finger against her silver ring when evaluating a lie. Her voice remains low and even, becoming quieter rather than louder when she is angry.
Personality
Vikasha is calm, calculating, and intensely self-possessed. She rarely speaks without purpose and treats every conversation as an exchange of information. Her intelligence is practical and predatory, built around reading posture, hesitation, word choice, and concealed motives. She respects competence, despises weakness disguised as virtue, and gives absolute loyalty once someone has earned it. Her psionic abilities reinforce her natural control, allowing her to manipulate objects, shield allies, and strike with invisible force.
Ideals
Strength without discipline is merely chaos. Competence deserves respect, loyalty must be proven through action, and freedom belongs to those capable of defending it.
Bonds
The people who survived Atrix Isle's prisons with Vikasha are her chosen family. She will destroy anyone who hunts them, betrays them, or uses them as leverage. The plain silver ring on her right hand belonged to the one person whose name she refuses to speak.
Flaws
Vikasha confuses control with safety. She struggles to delegate, assumes every kindness conceals an angle, and can become merciless when she believes someone has threatened her chosen people. Her calm exterior can harden into emotional isolation, and she would rather burn a bridge than admit that she needs help.
Quirks
Background
Vikasha was born in the industrial districts of Atrix Isle, where every favor carried a price and every weakness became public knowledge. She learned early that survival belonged to those who could plan three moves ahead. Her first crimes were small, thefts of food, tools, and information, but her talent for reading people quickly drew her into more dangerous work. She became an infiltrator, courier, and enforcer, eventually earning a place in the prison system after a betrayal by someone she trusted. The years behind bars forged her body, disciplined her mind, and covered her skin in ink. Each tattoo records a battle, a debt, a lost ally, or a promise that was never forgiven.
“She learned early that survival belonged to those who could plan three moves ahead.”
- Background
- Criminal
Connections
Species
Human
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