Vikasha
Vikasha
Sheet
AC 15 · HP 223 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
36 featuresAction
- Multiattack
When Vikasha takes the Attack action
Vikasha makes a melee or ranged weapon attack and can use her Weapon Mastery property. At level 20, she can make five attacks with this action.
- Telekinetic MovementLevel 3
When Vikasha uses her psionic power
Vikasha telekinetically moves an object or creature up to 30 feet, or sends an unwilling creature away after a failed Strength saving throw.
Bonus action
- Bulwark of Force
When Vikasha uses her Psi Warrior feature
Vikasha creates telekinetic force around herself and allies, granting Half Cover for 1 minute.
- Telekinetic Master
When Vikasha uses her Psi Warrior feature
Vikasha uses Telekinesis and can make one weapon attack as a Bonus Action while concentrating on it.
- Second WindLevel 1
Vikasha can use a Bonus Action to regain 1d10 + 20 Hit Points. She has four uses, regaining one use after a Short Rest and all uses after a Long Rest.
- Psi Warrior: Telekinetic AdeptLevel 7
Vikasha can use a Bonus Action and expend a Psionic Energy Die to gain a flying Speed equal to twice her Speed until the end of the current turn. She can also force a creature hit by her Psionic Strike to make a Strength saving throw against DC 19. On a failure, she can knock it Prone or move it up to 30 feet.
- Psi Warrior: Bulwark of ForceLevel 15
As a Bonus Action, Vikasha can expend a Psionic Energy Die to create a field of telekinetic force around herself and up to ten creatures she can see within 30 feet. Each chosen creature gains Half Cover for 1 minute or until Vikasha is Incapacitated.
- Psi Warrior: Telekinetic MasterLevel 18
Vikasha can cast Telekinesis without a spell slot or components. Intelligence is her spellcasting ability for this spell. While concentrating on it, she can make one weapon attack as a Bonus Action on each of her turns.
Reaction
- Protective FieldLevel 3
When Vikasha or a visible creature within 30 feet takes damage
Vikasha reduces damage dealt to herself or an ally within 30 feet using a Reaction and a Psionic Energy Die.
Always on
- Psionic StrikeLevel 3
When Vikasha hits a creature with a weapon attack, once per turn
Vikasha expends a Psionic Energy Die to deal extra Force damage with a weapon attack.
- Fighting Style: DuelingLevel 1
Vikasha gains a Fighting Style feat. She uses Dueling, gaining a bonus to damage rolls when wielding a single one-handed melee weapon and no other weapons.
- Weapon MasteryLevel 1
Vikasha can use the mastery properties of six Simple or Martial weapons, chosen as Mind Dancer, dagger, shortsword, javelin, longbow, and handaxe. She can change one choice after a Long Rest.
- 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 use of Second Wind to roll 1d10 and add the result to the check. If the check still fails, the use is not expended.
- Psi Warrior: Psionic PowerLevel 3
Vikasha gains a pool of ten Psionic Energy Dice, each a d12. She regains all expended dice after a Long Rest. She can use these dice for Protective Field, Psionic Strike, and Telekinetic Movement.
- Ability Score ImprovementLevel 4
Vikasha gains an Ability Score Improvement or another feat for which she qualifies.
- Extra AttackLevel 5
Vikasha can attack three times whenever she takes the Attack action.
- Tactical ShiftLevel 5
Immediately after using Second Wind, Vikasha can 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.
- Ability Score ImprovementLevel 8
Vikasha gains an Ability Score Improvement or another feat for which she qualifies.
- IndomitableLevel 9
When Vikasha fails a saving throw, she can reroll it and must use the new roll. She can use this once before a Long Rest, and gains additional uses at higher levels.
- Tactical MasterLevel 9
When Vikasha attacks with a weapon whose mastery property she can use, she can replace that mastery property with Push, Sap, or Slow for that attack.
- Psi Warrior: Guarded MindLevel 10
Vikasha has Resistance to Psychic damage. In addition, whenever she starts her turn with the Charmed or Frightened condition, she can end that condition on herself and one creature she can see within 30 feet.
- Two Extra AttacksLevel 11
Vikasha can attack four 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
If Vikasha misses with an attack roll against a creature, 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.
- Action Surge and Indomitable ImprovementLevel 17
Vikasha can use Action Surge twice before a rest, although only once on a turn. She can also use Indomitable three times before a Long Rest.
- Epic Boon: Boon of Combat ProwessLevel 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 gain Advantage on her next attack before the end of her next turn.
- Three Extra AttacksLevel 20
Vikasha can attack five times whenever she takes the Attack action.
- ResourcefulHumanVikasha gains Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanVikasha gains proficiency in one additional skill, Investigation.
- VersatileHumanVikasha gains one additional Origin feat, Skilled, granting three additional skill or tool proficiencies.
- HumanityHumanVikasha has a walking Speed of 30 feet and speaks Common plus Thieves' Cant from her criminal background.
- AlertCriminal
Alert. Vikasha adds her Proficiency Bonus to Initiative rolls, and immediately after rolling Initiative she 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
8 itemsWeapons
- Mind DancerA magical longsword with a balanced, fluid blade that responds subtly to Vikasha's telekinetic control. It is treated as a +2 longsword for attack and damage rolls.
- 6×The Mind SliversA set of magically attuned daggers that can be drawn and redirected through precise telekinetic movement. Each is treated as a +1 dagger for attack and damage rolls.
Tools
- Thieves' ToolsA compact set of lockpicks, tension tools, and bypass instruments.
Gear
- Silver Psionic RingA magical silver ring that serves as a psionic focus, enhancing the visual precision and range of Vikasha's telekinetic effects. Its exact enhancement is a campaign-specific magic item.
- CrowbarA heavy pry bar useful for forced entry and leverage.
- 2×PouchesSmall containers used for coins, tools, or concealed evidence.
- Traveler's ClothesFunctional dark clothing adapted from criminal workwear, including a black tank top, cropped leather jacket, reinforced pants, and heavy boots.
Purse
- 16×Gold PiecesStarting funds retained from the Criminal background package.
Appearance
Vikasha is a six-foot-tall human woman with a lean, densely muscled build and a hard six-pack visible beneath a low-hanging black tank top. Her head is completely shaved, with no hair at all. Her deep olive skin is covered from neck to ankle in intricate prison-earned tattoos depicting battles, loyalties, betrayals, and names that no longer exist. Her sharp face has high cheekbones, a strong jaw, and piercing pale-gray eyes. She wears a cropped black leather jacket with reinforced shoulders and forearms, tight dark leather pants or short jean shorts depending on the operation, and heavy steel-toed combat boots. Numerous piercings line her ears, eyebrows, nose, lips, collarbones, and hands. She wears no armor, relying on speed, awareness, and psionic force. A plain silver ring rests on her right hand, concealing a subtle magical focus.
Mannerisms
Vikasha rarely blinks when someone is speaking. She pauses before answering, as if checking the speaker's thoughts against their words. She keeps her shoulders relaxed even in danger, touches the silver ring when considering betrayal, and corrects the position of nearby objects without visibly moving her hands.
Personality
Vikasha is calm, controlled, and unnervingly observant. She speaks only when her words have purpose, using a low, clear voice that carries quiet authority. She reads posture, breathing, hesitation, and surface thoughts with equal precision. Her anger is cold rather than explosive, and her satisfaction is expressed by the smallest tightening of her mouth. She respects competence, despises performative virtue, and leads through demonstrated strength, intelligence, and the promise that those who follow her will be tested, hardened, and protected.
Ideals
Control. Freedom is not granted by institutions, laws, or benevolent rulers. It is secured by competence, preparation, and the strength to enforce one's own boundaries.
Bonds
The people who survived Atrix Isle's prisons under Vikasha's protection are hers, and she will dismantle anyone who threatens them. The plain silver ring on her right hand belonged to the one person who believed she could become more than the weapon the prison made.
Flaws
Vikasha assumes every kindness has a hidden price. She is slow to forgive, slower to forget, and nearly incapable of surrendering control even when cooperation would be wiser. She can mistake vulnerability for incompetence and often tests allies until they either prove themselves or leave. When someone earns her trust, her loyalty becomes so absolute that it can override caution.
Quirks
Background
Vikasha was born in the industrial warrens of Atrix Isle, where every alley had an owner and every favor carried interest. She learned early that survival belonged to those who could read a room before anyone else realized there was danger in it. Her first crimes were small, precise, and nearly bloodless. By the time she was old enough to understand the machinery of the prison system, she had already become part of it. Years behind bars honed her body, sharpened her intellect, and taught her the value of patience. The tattoos covering her body began as marks of affiliation and punishment, then became a private archive of every battle survived, every ally lost, and every betrayal answered. Her psionic talent surfaced during a prison riot. A guard raised a weapon, and Vikasha stopped it in midair without touching it. After that night, the prison treated her as both threat and experiment. She responded by studying everything, guards, inmates, routines, architecture, and fear. When she finally emerged, she did not seek redemption or respectability. She built an organization from discarded criminals, ex-convicts, and people who had learned that institutions offered promises but no protection. As a Psi Warrior, Vikasha combines ruthless martial discipline with telekinetic precision. Her longsword, Mind Dancer, moves as if guided by an unseen hand, while her magical daggers, the Mind Slivers, strike from angles that seem impossible. She does not crave glory. She wants control over the systems that once believed they controlled her.
“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
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