People in the New World rarely think about how much machinery is part of their everyday lives - their very bodies. Just about everyone has implants of one kind or another, from basic datajacks that allow them to view the Corpo Net to haptic feedback units that allow for full sensory immersion in their favorite dramas. The sheer amount of code it takes to make those implants integrate with the human mind is staggering to consider. Neuromancers have been exposed to the source code that makes that integration possible, allowing them to read and manipulate the mental code of others. This source code is highly unstable, often turning Neuromancers into gribbly, tentacle-obsessed psychos for reasons no one really understands.
Neural Techs
Starting at 1st level, you learn additional techs when you reach certain levels in this class, as shown on the Neural Techs table. Each of these techs counts as a source coder tech for you, but it doesn't count against the number of source coder techs you know.
Whenever you gain a source coder level, you can replace one tech you gained from this feature with another tech of the same level. The new tech must be a Observation or Conception tech from the source coder, streamer, or techwizard tech list.
Neural Techs
Level Techs
1st Tori's Tentacles, Localised Screech, Mind Sliver
3rd Chill the Fuck Out, Mind Hack
5th Tori's Turbulent Tendencies, Neurosynaptic Text
7th Ferrofluid Tentacles, Manifest Malware
9th Neuronic Telepathy, Zero G Lifting
Neural Link
Starting at 1st level, you can form a mental connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak mentally with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The mental connection lasts for a number of minutes equal to your source coder level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Neuromancy
Beginning at 6th level, when you cast any tech of 1st level or higher from your Neural Techs feature, you can cast it by expending a tech slot as normal or by spending a number of source points equal to the tech's level. If you cast the tech using source points, it has no verbal or somatic requirements, and it requires no material requirements, unless they are consumed by the tech.
Mental Firewall
At 6th level, you gain resistance to software damage, and you have advantage on saving throws against being charmed or frightened.
Nightmarish Form
Beginning at 14th level, you can unleash a form drawn from the worst nightmares of others. As a bonus action, you can spend 1 or more source points to transform your body for 10 minutes.
For each source point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
- You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
- Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from mundane restraints or being grappled.
Haptic Implosion
At 18th level, you can mentally force yourself into a digitized state, allowing rapid - if dangerous - movement through space.
As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 kinetic damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 source points to use it again.