Fighter
Base Class: Fighter

Neurokinetics are individuals whose brains and nervous systems have undergone extraordinary alterations, granting them the ability to influence the neurological processes of other living beings. Whether created through scientific experimentation or other unusual circumstances, these individuals possess powers that extend far beyond conventional human capabilities.

Through their enhanced minds, Neurokinetics can read thoughts, manipulate emotions, distort perceptions, induce hallucinations, and interfere with memories and dreams. In combat, they weaponize these abilities to overwhelm their opponents with psychic assaults, disrupt nervous system functions, and even temporarily seize control of another creature's movements.

Unlike conventional fighters who rely on physical strength or weaponry, Neurokinetics turn the mind itself into their greatest weapon. Their abilities are biological rather than magical, allowing them to attack, defend, and manipulate their surroundings through direct neurological influence.

Level 3: Neurokinetic Manifestation

Your altered neurological structure allows you to extend your consciousness beyond the limitations of an ordinary mind. You can communicate telepathically, influence emotions, manipulate sensory information, and directly interfere with the nervous systems of other creatures.

You gain the following abilities:

Telepathy

You can communicate telepathically with creatures within 60 feet of you. You can also attempt to read their surface thoughts and emotions. Unwilling creatures must succeed on a Wisdom saving throw to prevent you from accessing their thoughts.

Emotional Manipulation

You can influence the emotional state of a creature within 60 feet, inducing feelings such as fear, anger, calmness, happiness, or trust. Unwilling creatures must make a Wisdom saving throw to resist your influence. Manipulating a creature's emotions does not guarantee its cooperation or dictate its actions.

Perceptual Distortion

You can manipulate how a creature within 60 feet interprets sensory information, creating hallucinations, false sounds, altered appearances, or other sensory distortions. An unwilling creature must make a Wisdom saving throw to resist these effects. These hallucinations exist only within the affected creature's perception and have no physical substance.

Mental Confusion

Attack | 60-foot range | Wisdom Saving Throw

You flood the minds of up to three creatures you can see with conflicting thoughts, disorienting sensations, and overwhelming psychic interference.

Each target must make a Wisdom saving throw, taking 2d8 Psychic damage on a failed save, or half as much on a successful one.

Nervous System Disruption

Attack | 60-foot range | Constitution Saving Throw

You directly interfere with the electrical signals traveling through a creature's nervous system, inflicting intense neurological pain and involuntary muscle contractions.

One creature you can see within range must make a Constitution saving throw, taking 3d10 Psychic damage on a failed save, or half as much on a successful one.

Psychic Backlash

Reaction | 60-foot range 

When a creature you can see within 60 feet hits you or an ally with an attack, you can use your reaction to retaliate with a violent surge of psychic energy.

The triggering attack resolves normally.

Neurokinetic Combat

Mental Confusion and Nervous System Disruption each count as a single attack rather than requiring an entire action. They can therefore be used with the Fighter's Extra Attack feature.

Your Neurokinetic abilities are biological rather than magical. They do not require spell slots, Sorcery Points, or any other expendable resource.

Neurokinetic Save DC = 8 + your Proficiency Bonus + your Intelligence modifier.

Level 7: Advanced Mental Manipulation

Your neurological abilities have developed beyond surface-level mental influence, allowing you to penetrate deeper into the consciousness of other creatures. Through precise manipulation of neural activity, you can interfere with memories, influence dreams, and temporarily override the signals responsible for voluntary movement.

You gain the following abilities:

Memory Interference

You can reach into a creature's mind and access, suppress, or temporarily alter its memories. You can examine remembered experiences, obscure specific recollections, or distort how the creature remembers an event.

An unwilling creature must succeed on a Wisdom saving throw against your Neurokinetic save DC to resist your influence. Any alterations you make are temporary and cannot permanently erase or rewrite memories.

Dream Manipulation

You can establish a mental connection with a sleeping creature, entering its dreams and manipulating the experiences occurring within them.

While connected, you can communicate with the dreaming creature, reshape its dream environment, create dreamlike hallucinations, and explore memories or emotions reflected in its dreams.

An unwilling creature must succeed on a Wisdom saving throw against your Neurokinetic save DC to resist your intrusion. Your influence ends if the creature awakens.

Motor Override

You can interfere directly with the neurological signals responsible for voluntary movement, temporarily seizing control of another creature's body.

Choose one creature you can see within 60 feet. The target must make a Wisdom saving throw against your Neurokinetic save DC.

  • Failed Save: You briefly override the creature's motor functions, forcing it to perform one simple physical action of your choosing, such as moving, dropping an object, making a basic attack, or interrupting its current activity.

  • Successful Save: The creature resists your neurological influence and retains control of its actions.

Your control ends immediately after the commanded action is performed. You cannot force a creature to deliberately kill itself or expend limited-use abilities.

These abilities are biological rather than magical and require no expendable resources.

Neurokinetic Save DC = 8 + Proficiency Bonus + Intelligence modifier.

Level 10: Synaptic Acceleration

Your neurological capabilities have developed to the point where your mind can process and manipulate information at extraordinary speeds. You can now perform complex psychic manipulations almost instinctively, allowing you to attack or defend yourself without interrupting your other actions.

You gain the following abilities:

Psychic Needle

Bonus Action | 60-foot range 

You launch a concentrated burst of neurological interference into the mind of a creature you can see within 60 feet, inflicting immediate psychic trauma.

The damage increases to 3d8 at Level 15 and 4d8 at Level 18.

Neural Veil

Bonus Action | 60-foot range | Wisdom Saving Throw

You manipulate an enemy's sensory processing, causing it to briefly misinterpret the positions and movements of those around it.

Choose one creature you can see within 60 feet. The creature must make a Wisdom saving throw against your Neurokinetic save DC.

  • Failed Save: The creature has disadvantage on its next attack roll before the start of your next turn.

  • Successful Save: The creature resists your influence and suffers no effect.

This ability does not physically alter the battlefield. Instead, it interferes with the target's interpretation of visual and sensory information, causing it to misjudge its next attack.

Both abilities are nonmagical and have unlimited uses.

You can use only one Bonus Action per turn.

Neurokinetic Save DC = 8 + Proficiency Bonus + Intelligence modifier.

Level 15: Neural Ascendancy

Your mastery over neurological processes has reached extraordinary levels, allowing you to manipulate mental activity with incredible precision. Your mind has developed powerful defenses against external interference, while your ability to process and influence the thoughts of others allows you to anticipate hostile actions and coordinate your allies in combat.

You gain the following abilities:

Cognitive Fortress

Passive

Your mind has developed extraordinary resistance to external neurological and psychological interference.

You have advantage on saving throws against effects that attempt to read your thoughts, manipulate your emotions, alter your memories, distort your perceptions, or control your actions.

Additionally, you can recognize when another creature attempts to intrude upon your mind, even if the intrusion fails.

This protection gives you resistance to psychic damage.

Perceptual Interception

Reaction | 60-foot range | Wisdom Saving Throw

You can instinctively interfere with an enemy's sensory processing at the precise moment it attempts to land an attack.

When a creature you can see within 60 feet hits you or an ally with an attack, but before damage is rolled, you can use your reaction to distort the attacker's perception of its target.

The attacker must make a Wisdom saving throw against your Neurokinetic save DC.

  • Failed Save: The attacker misjudges its target's position, causing the triggering attack to miss.

  • Successful Save: The attacker resists your interference, and the triggering attack hits normally.

This ability only affects attacks made by creatures whose perceptions you can influence. It cannot negate environmental hazards or effects that do not require an attack roll.

Synaptic Coordination

Bonus Action | 60-foot range

You establish a brief neurological connection with up to two willing creatures you can see within 60 feet, enhancing their sensory processing, reaction timing, and physical coordination.

Each affected creature gains a 1d6 bonus to its next attack roll made before the start of your next turn.

This effect ends after the creature makes the affected attack or when your next turn begins.

You cannot target yourself with this ability.

Synaptic Coordination is nonmagical, requires no concentration, and has unlimited uses.

Neurokinetic Abilities

All abilities granted by Neural Ascendancy are biological rather than magical. They require no expendable resources.

You can only use one Bonus Action and one Reaction per round, following your campaign's normal action economy.

Neurokinetic Save DC = 8 + Proficiency Bonus + Intelligence modifier.

Level 18: Sovereignty of the Mind

Your neurological capabilities have reached their ultimate potential, allowing you to perceive, influence, and manipulate multiple minds with extraordinary precision. Your consciousness extends beyond the limitations of ordinary sensory processing, granting you awareness of nearby minds and the ability to overwhelm entire groups of enemies through concentrated neurological interference.

You gain the following abilities:

Cerebral Cataclysm

Attack | 60-foot range | Wisdom Saving Throw

You unleash a devastating wave of neurological interference, simultaneously overwhelming the minds of multiple enemies with unbearable sensory information, conflicting thoughts, and destructive psychic impulses.

Choose up to five creatures you can see within 60 feet. Each target must make a Wisdom saving throw against your Neurokinetic save DC.

  • Failed Save: The creature takes 4d12 Psychic damage.

  • Successful Save: The creature takes half as much Psychic damage.

This ability counts as one attack rather than an entire action, allowing it to be used with Extra Attack.

Collective Override

Bonus Action | 60-foot range | Wisdom Saving Throw

Your mastery over voluntary neurological functions allows you to seize control of multiple creatures simultaneously.

Choose up to two creatures you can see within 60 feet. Each target must make a Wisdom saving throw against your Neurokinetic save DC.

  • Failed Save: You force the creature to immediately perform one simple physical action of your choosing, such as dropping an object, moving, interrupting an activity, or making one basic attack against another creature.

  • Successful Save: The creature resists your neurological influence and retains control of its actions.

Each affected creature performs its commanded action immediately, after which your control ends.

You cannot force a creature to deliberately kill itself, expend limited-use abilities, or perform complicated actions requiring independent judgment.

Mind's Eye

Passive | 60-foot range

Your consciousness constantly detects the neurological activity of nearby creatures, allowing you to sense the presence of other conscious minds within 60 feet.

You can detect conscious creatures even when they are invisible, concealed by ordinary obstacles, or otherwise hidden from your physical senses.

You perceive the general presence and location of these minds, but do not automatically learn their identities, thoughts, intentions, or memories.

Creatures without a functioning consciousness or those protected against neurological detection cannot be sensed through this ability.

Mind's Eye does not require an action and remains permanently active.

Neurokinetic Abilities

All abilities granted by Sovereignty of the Mind are biological rather than magical and require no expendable resources.

You can only use one Bonus Action per turn, following your campaign's normal action economy.

Neurokinetic Save DC = 8 + Proficiency Bonus + Intelligence modifier.

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