Illithid, Variant (5e Class)

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Illithid[edit]

You find yourself trapped, your body held tightly in a pod, your surroundings like nothing you have ever seen. A tall humanoid approaches you, appraising you with the four long tentacles that sprout from its face before holding a thumb-sized worm to your eye. It wriggles under your eyelid, and the pain of it burrowing into your optic nerve is paralyzing.

A few years later, you stroke the back of your victim's head with your tentacles, their body motionless as it is overwhelmed by psionic energy. You lunge forward, your tentacles wrapping around their head as your beak pierces their skull, ripping their brain from it in a single motion. The body falls lifelessly to the ground, your hunger satiated; you think nothing of it.

Prestige Class: Illithid[edit]

An illithid tadpole has been inserted into your brain, twisting you into one of its ilk in both body and mind. Physically, most illithids can be discerned from non-illithids by their smooth, hairless skin and long facial tentacles. Mentally, an illithid tadpole is innately loyal to its elder brain, though this does not necessarily mean that its host's personhood is forfeit; the memories and abilities of a host remain after ceremorphosis. With this in mind, certain powerful individuals are sometimes chosen specifically to become illithids; skilled spellcasters are often chosen to become arcanists, strong warriors are often chosen to become fleshtamers and tzakandi berserkers, and particularly slippery sneaks are often chosen to become darkeners and mozgriken infiltrators. However, such acts also come with risks to an illithid colony, as certain powerful individuals have even been known to retain parts of their personality, and have even been able to escape.

Prerequisites[edit]

To qualify for multiclassing into the Illithid class, you must meet these prerequisites:

Minimum Level: 1st level in any other class.
Ability Score Minimum: Constitution 13 or Wisdom 13
Type: You must be humanoid.
Special: An illithid tadpole must be inserted into your brain by a mind flayer with access to an elder brain's brine pool.

Class Features[edit]

Class Features

As a Illithid you gain the following class features.

Hit Points

Hit Dice: 1d8 per Illithid level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Illithid level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Illithid

Level Proficiency
Bonus
Features
1st +2 Illithid Senses, Illithid Psionics
2nd +2 Ceremorph
3rd +2 Ancient Words
4th +2 Ability Score Improvement
5th +3 Ceremorph feature
6th +3 Create Thrall
7th +3 Cerebral Hunger
8th +3 Ability Score Improvement
9th +4 Ceremorph feature
10th +4 Fleshwarp
11th +4 Illithid Senses improvement, Illithid Psionics improvement
12th +4 Ability Score Improvement
13th +5 Ceremorph feature
14th +5 Fleshwarp improvement
15th +5 Cerebral Hunger improvement
16th +5 Ability Score Improvement
17th +6 Ceremorph feature
18th +6 Fleshwarp improvement
19th +6 Ability Score Improvement
20th +6 Ulitharid, Ceremorph feature

Illithid Senses[edit]

At 1st level, your eyes, the root to your brain most illithid tadpoles latch onto, have already received a taste of ceremorphosis. You gain 60 feet of darkvision. If you already have darkvision, its radius increases by 30 feet.

At 11th level, your darkvision radius increases by 60 feet.

Illithid Psionics[edit]

At 1st level, your mind, or at least the tadpole within it, reaches out to other nearby minds. You can telepathically communicate with a creature that you share a language with within 60 feet of you.

At 11th level, this feature's range increases by 60 feet.

Some of your psionic features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier

Ceremorph[edit]

At 2nd level, your tadpole begins manifesting its particular aspects upon you. Choose between Quasillithid, Malintharid, Mozgriken, Tzakandi, and Illihoon, all detailed at the end of the class description. Your choice grants you features at 5th level, and again at 9th, 13th, 17th, and 20th level.

Ancient Words[edit]

At 3rd level, your tadpole imparts the ancient words of Ilsensine unto you. You can speak, read, and write Deep Speech, and you can read and write Qualith, the written language of illithids consisting of four lines whose texture imparts meaning, and is nearly impossible to decipher non-magically by non-illithids. As an action, you may psionically imprint a Qualith message on an object within your reach that lasts until a creature with this feature removes the message or the object is destroyed.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Create Thrall[edit]

At 6th level, as a reaction when you reduce a humanoid with a CR equal to or lower than half your proficiency bonus to 0 hit points, you may envelop their mind in your psychic presence, turning them into your thrall. The target must succeed a Charisma saving throw or be charmed by you. This condition can only be removed with a remove curse spell or similar magic. You can cast suggestion non-magically on a creature charmed in this way without spending a spell slot. You can have a number of creatures charmed in this manner equal to your proficiency bonus, and you may end its effects on a creature at will. When this effect ends, the creature it was effecting becomes hostile to you.

Cerebral Hunger[edit]

At 7th level, when you consume the brain of a living creature, it nourishes you on a metaphysical level, fulfilling your need to eat and drink for one week.

At 15th level, when you consume the brain of a living creature, you can cast greater restoration on yourself non-magically without spending a spell slot.

Fleshwarp[edit]

At 10th level, you may convert the brain of one of your thralls into an intellect devourer over the course of an hour long ritual. At the end of this ritual, the thrall is killed and you must succeed a DC 15 Intelligence (Arcana) check to create an intellect devourer. Creatures created with this ritual are charmed in the same manner as your thralls.

At 14th level, you may increase the DC of this ritual's check to 20 to instead make a Nyraala golem instead of an intellect devourer on a success. At 18th level, you may increase the DC of this check to 25 to make both an intellect devourer and flesh golem on a success.

Ulitharid[edit]

At 20th level, your tadpole undergoes an additional lesser ceremorphosis, transforming you into a higher being; a "noble devourer" denoted by an extra pair of tentacles. The range of your Illithid Psionics increases to 2 miles, and you are aware of the presence, distance, direction, and Intelligence score of creatures within 2 miles of you with an Intelligence score of 4 or higher. A creature under the effects of nondetection, mind blank spell, or a similar effect can't be perceived in this manner.

Quasillithid[edit]

Meaning "honorable mind flayer" in Undercommon, quasillithid are the most recognizable of ceremorphs, with their characteristic four face tentacles and purple, hairless skin. Due to the prevalence of quasillithid, making up the vast majority of the illithid population, most simply refer to them as illithids.

Tentacle Maw

At 2nd level, your mouth is gone, replaced by four long tentacles concealing a powerful beak. Your tentacles are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal psychic damage equal to 1d6 + your Intelligence modifier, instead of the bludgeoning damage normal for an unarmed strike. You may only attack once with your tentacles on each of your turns. Additionally, your type becomes Aberration.

Ambient Psionics

At 5th level, your psionics become second nature. You can cast detect thoughts and levitate non-magically without spending a spell slot.

Overwhelming Psionics

At 9th level, your psionics rip through minds and space with ease. You can cast dominate monster and plane shift non-magically without spending a spell slot. If plane shift is cast in this way, it can only target yourself. After you cast a spell with this feature, you can not do so again until the end of a long rest.

Mind Flayer

At 13th level, you become adept at dismantling and consuming your prey. As an action, you may emit a blast of psychic energy. Each creature in a 60-foot cone must succeed on a Intelligence saving throw or take 4d8 + your Intelligence modifier psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature once, regaining use at the end of a short rest.

Additionally, on a hit with your tentacles, the target takes 2d10 + your Intelligence modifier psychic damage. If the target is your size or smaller, it is grappled, and any attempts to escape this grapple are against your psionic save DC.

Mind Devourer

At 17th level, when you successfully grapple a creature as part of an attack with your tentacles, the target must succeed on a Intelligence saving throw or be stunned until the grapple ends. On a hit with your tentacles against an incapacitated humanoid that you are grappling, the target takes 10d10 + your Strength modifier piercing damage. If this damage reduces the target to 0 hit points, you extract and devour its brain, killing the target instantly.

Additionally, you gain advantage on saving throws against spells and other magical effects.

Quasulitharid

At 20th level, your psionics are further empowered by unending ambition. You can cast confusion, eyebite, feeblemind, mass suggestion, project image, scrying, or telekinesis non-magically without spending a spell slot. After you cast a spell with this feature, you can not do so again until the end of a long rest.

Additionally, on a hit with your tentacles, the target takes 4d10 + your Intelligence modifier psychic damage. If the target is your size or smaller, it is grappled, and any attempts to escape this grapple are against your psionic save DC. When a creature fails the saving throw against Mind Flayer's effects, they take 4d12 + your Intelligence modifier psychic damage. If you are smaller than Large, you become Large.

Mozgriken[edit]

In some cases, particularly among gnomes, an illithid tadpole's host will reject the tadpole infecting them. This typically results in the death of the host, mind flayers with no other available hosts devised a psionic ritual to bind the energy of the Plane of Shadows to the very nature of both the host and tadpole, causing them to survive as a mozgriken; mouthless, disfigured beasts as dark as the shadows.

Mouthless Tentacles

At 2nd level, your mouth is gone, wholly replaced by three long tentacles, though what remains of your mouth can still fulfill a spell's verbal component. Your tentacles are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If the target is your size or smaller, it is grappled. You may only attack once with your tentacles on each of your turns.

Additionally, your type becomes Aberration and you suffer from sunlight sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct.

Shadow Psionics

At 5th level, your psionics are influenced by the shadows within. You can cast detect thoughts and disguise self non-magically without spending a spell slot.

Additionally, as an action, you may become invisible until the beginning of your next turn.

Shadow Form

At 9th level, the shadows within transform you more than your tadpole did. While in dim light or darkness, you can take the Hide action as a bonus action.

As an action, you may merge with your shadow for 1 minute with concentration. While in shadow form, you can't take any actions, speak, or manipulate objects. You are weightless, your walking speed is doubled, and you can enter a hostile creature's space and stop there. In addition, if air can pass through a space, your shadow can do so without squeezing. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage. If you enter dim light, this effect ends and you take 10 radiant damage, and if it enters bright light it takes twice as much damage. You may use this feature once, regaining use at the end of a short rest.

Additionally, you can cast nondetection and plane shift non-magically without spending a spell slot. If plane shift is cast in this way, it can only target yourself. After you cast a spell with this feature, you can not do so again until the end of a long rest.

Rotting Touch

At 13th level, shadows gather and seep from your twisted flesh. While you are in darkness, your tentacles deals an additional 3d6 necrotic damage on a hit, and you gain an equal number of temporary hit points. When you merge with your shadow or cast nondetection or plane shift with Shadow Form, you ogain 3d6 temporary hit points.

Dark Tentacles

At 17th level, as a bonus action, you may the shadows around you into a facsimile of your own tentacles. Any creatures of your choice within your darkvision that are in darkness must succeed a Strength saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature once, regaining use at the end of a short rest.

As a bonus action, you may make an attack with your tentacles against a creature restrained in this way that you can see, even if they are beyond your reach or you have already made an attack with your tentacles that turn.

Servant King

At 20th level, your five tentacles split into a true mouth. On a hit with your tentacles, the target takes 3d10 + your Intelligence modifier psychic damage, and the bonus damage from Rotting Touch increases to 3d10 necrotic damage. If the target is your size or smaller, it is grappled, and any attempts to escape this grapple are against your psionic save DC. Additionally, if you are smaller than Large, you become Large.

As an action while you are grappling a creature, you may pour shadows into them. The target must succeed a Wisdom saving throw or be poisoned for 1 minute. While poisoned in this way, a creature takes 3d10 necrotic damage at the end of each of their turns.

Tzakandi[edit]

Tzakandi are created from more aggressive, less intelligent tadpoles. While such tadpoles would typically be nothing more than food for an elder brain, certain situations require that one's ranks include fodder that exceeds the loyalty and capability of typical thralls, such as hostile environments like dense jungles and swamps leading to most tzakandi being lizardfolk in origin. In other cases, an elder brain may simply find humanoids who have not undergone ceremorphosis revolting, using even the chafe of its stock to avoid such unslightly things. Tzakandi can be easily differentiated from their brethren by their green skin and larger bodies.

Some of this ceremporh's features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Tzakandi save DC = 8 + your proficiency bonus + your Dexterity modifier

Mighty Tentacles

At 2nd level, your mouth is gone, replaced by four powerful tentacles concealing a long beak. Your tentacles are natural weapons, which you can use to make an unarmed strike as a bonus action. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike, and you gain an equal number of temporary hit points. Additionally, your type becomes Aberration.

Acid Spit

At 5th level, your tadpole mutates the internal structure of your body as well as its exterior. As an action, you may spit acid at a creature within 30 feet of you. The target must make a Dexterity saving throw against your Tzakandi save DC. or take 4d8 + your Intelligence modifier psychic damage and be stunned for 1 minute, taking 4d10 + your Dexterity modifier acid damage and being blinded for 1 minute on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature once, regaining use at the end of a short rest.

Additionally, you become resistant to acid damage.

Powerful Devourer

At 9th level, on a hit with your tentacles against an incapacitated humanoid that you are grappling, the target takes 10d10 + your Strength modifier piercing damage. If this damage reduces the target to 0 hit points, you extract and devour its brain, killing the target instantly.

Additionally, your tentacles deal 2d6 + your Strength modifier bludgeoning damage on a hit.

Tzakandi Psionics

At 13th level, you are able to focus your psionics, if barely. You can cast detect thoughts, levitate, and prestidigitation non-magically without spending a spell slot, and you gain advantage on saving throws against spells and other magical effects. If prestidigitation is cast in this way, it can only affect you.

Predator

At 17th level, your body mutates on a deeper level than most other illithid. Your Strength score increases by 2 to a maximum of 22, and your tentacles deal 3d6 + your Strength modifier bludgeoning damage on a hit.

Additionally, you gain thermal vision with a radius equal to your darkvision radius.

Yaggol

At 20th level, your psionics become unrivaled within your own body. You can cast greater invisibility and fireball non-magically without spending a spell slot. If greater invisibility is cast in this way, it can only target yourself. If fireball is cast in this way, it is cast at 9th level and has a range of 0 feet. After you cast a spell with this feature, you can not do so again until the end of a long rest.

Additionally, if you are smaller than Large, you become Large.

Malintharid[edit]

Meaning "psionic devourer" in Undercommon, malintharid are vampiric illithids. Vampires and their spawn can become illithids just as much as any other humanoid, typically losing some or all their vampiric nature upon ceremorphosis; what makes malintharid unique beyond their blue skin is that their vampiric nature comes from the tadpole rather than the host. This leaves the tadpole, as well as the resulting illithid, a near-mindless butcher desiring nothing more than to drink the cerebral fluid of any living creature it sees, causing them to only be birthed when an elder brain is extremely desperate.

Some of this ceremporh's features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Malintharid save DC = 8 + your proficiency bonus + your Constitution modifier

Toothy Maw

At 2nd level, your mouth is gone, replaced by four long tentacles lined with sharp teeth to better feed your thirst. Your tentacles are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If the target is your size or smaller, it is grappled. You may only attack once with your tentacles on each of your turns.

Additionally, your type becomes Undead and you suffer from sunlight sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct.

Cerebral Thirst

At 5th level, as an action while you are grappling a creature, you may attempt to drink its sapience. The target must succeed a Wisdom saving throw against your Malintharid save DC or take a number of d6 psychic damage equal to your proficiency bonus - 1, and you regain an equal number of hit points. If this reduces a creature to 0 hit points, they are killed instantly as you drain their brain of cerebral fluid.

Vein-Ripper

At 9th level, your hands end in teeth-like claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you gain a climbing speed equal to your movement speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Additionally, when you make an attack with your tentacles as an action on your turn, you may make an attack with your claws as a bonus action immediately after against the same creature.

Vampiric Resilience

At 13th level, your body is as durable and your mind as untameable as a true vampire's. You become resistant to necrotic and psychic damage, and immune to the charmed and frightened conditions, and you no longer need to eat, drink, or sleep, though you may still choose to do so. Additionally, the first attack you make with your claws as an action deals an additional 3d6 necrotic damage on a hit.

Additionally, as a bonus action, you may disrupt the psyche of every creature within a 30 foot radius of you. Each creature must succeed a Intelligence saving throw against your psionics save DC or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature once, regaining use at the end of a short rest.

Gaseous Mind

At 17th level, as an action, your tadpole may take on a gaseous form within your skull, causing you to appear as you did before ceremorphosis, including by effects such as detect magic, no longer be Undead, and be unable to use any actions or attacks from this ceremorph. You may use this feature once, regaining use at the end of a short rest, and you may end its effects at will.

Additionally, you gain advantage on saving throws against spells and other magical effects and your tentacles deal 2d10 + your Intelligence modifier piercing damage on a hit.

Ulimalintharid

At 20th level, something in your body craves the highest cerebral fluid: that of the elder brain that created you. On a hit with your tentacles, you deal an additional 1d10 piercing damage for every size category larger than you the target is.

Additionally, your tadpole may take on a gaseous form at will any number of times. When you make an attack with your claws as an action on your turn, you may make an attack with your tentacles as a bonus action immediately after against the same creature.

Illihoon[edit]

Meaning "mind outsider" in Undercommon, illihoon are the least illithid of ceremorphs, having not undergone it in the first place. While ceremorphosis is the end goal of an illithid infections, it is not an immediate process; a signal must be sent from an elder brain to trigger the process. If an equal or greater psionic power were to stop this signal from reaching its intended target, the resulting illihoon would have almost all of the might of an illithid available to them without the unsightly appearance or lack of strong emotion, allowing for much more complex and less understood applications of their psionics. In some mind flayer cults, illihoon are used as infiltrators called "true souls".

Strange Psionics

At 2nd level, you have advantage on Charisma checks against illithids, and you gain two of the following strange psionics, each of which can be used once, regaining use at the end of a short rest:

Psionic Overload: as an action, you may surround yourself in a volatile layer of psionic energy for better or worse. For 1 minute, your attacks deal an additional 1d4 psychic damage on a hit, and you take 1d4 psychic damage at the end of each of your turns.
Favorable Beginnings: as a reaction when you make an attack roll, ability check, or saving throw, you gain a bonus to the check equal to your proficiency bonus.
Force Tunnel: as an action, you may pulse with psionic energy. Until the end of your turn, the first time any creatures of your choice comes within 5 feet of you, they must succeed a Strength saving throw. or be thrown 15 feet away from you.
Concentrated Blast: as an action while you are concentrating, you quickly redirect that concentration at a creature you can see within 30 feet of you. You immediately lose concentration and the target must succeed a Wisdom saving throw or take 3d6 psychic damage. If the target was concentrating when you use this feature, you regain hit points equal to the damage dealt as you drink in their focused psyche.
Transfuse Health: as an action, you may transfer some of your psionic energy to a creature you can see within 30 feet of you. You lose half your current hit points, and the target regains an equal number of hit points.
True Soul

At 5th level, power courses through you; authority. When you succeed a Charisma check against a creature that has fewer than 5 levels in this class, you may cause them to become charmed or frightened for 1 minute. You may do so a number of times equal to your proficiency bonus, regaining use at the end of a short rest.

Stranger Psionics

At 9th level, you have advantage on Wisdom (Insight) checks against illithids, and you gain three strange psionics, two of the following stranger psionics, or one strange psionic and one stranger psionic, each of which can be used once, regaining use at the end of a short rest:

Stage Fright: as an action, you may exude a wave of psionic fear. Each creature of your choice that is within 30 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psionic Drain: as an action, you may crush the psionic presence of a creature you can see within 30 feet of you. The target must succeed a Wisdom saving throw or gain disadvantage on checks, saving throws, and attack rolls that use Intelligence, Wisdom, or Charisma for 1 minute. A creature can repeat the saving throw without disadvantage at the end of each of its turns, ending the effect on itself on a success.
Guided Hand: as a reaction on a hit with a melee attack, your tadpole may guide your hand, causing the attack to become a critical hit.
Otherwordly Allure: as an action, you may exude a wave of psionic friendship. Each creature of your choice that is within 30 feet of you must succeed on a Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Displace: as a reaction when you cause a creature to take damage from falling, you may cause them to take psychic damage equal to twice your proficiency bonus.
Repulsor: as an action, you may exude a wave of psionic force. Each creature of your choice that is within 30 feet of you must make a Strength saving throw. On a failure, a creature takes 2d6 force damage and are thrown 15 feet away from you. On a success, a creature takes half as much damage.
Psionic Backlash: as a reaction when a creature you can see within 30 feet of you casts a spell, you may use their focus as a back door for your psionic presence, causing them to take psychic damage equal to a number of d4s equal to the spell's level, or 1d4 if the spell was a cantrip.
Cull the Weak: as a reaction when you drop a creature you can see within 30 feet of you to 0 hit points, you may cause their pain to radiate out around them, causing any creatures of your choice within 30 feet of the target to take 1d4 psychic damage.
Shield of Thralls: as an action, you may shape your psionic energy into an explosive-reactive field. You gain temporary hit points equal to twice your proficiency bonus. As a reaction when these temporary hit points drop to 0, you may force any creatures of your choice within 10 feet of you to succeed a Wisdom saving throw or be stunned until the end of their next turn.
Perilous Stakes: as an action, you may focus all of your psionic energy into offense. For 1 minute with concentration, you regain 2d8 hit points each time you deal damage, but you take twice as much damage.
Survival Instincts: when you drop to 0 hit points, your tadpole automatically shields you with its own psionic energy. When you drop to 0 hit points, you instead drop to 1 hit point and regain an additional 3d4 hit points.
Awakened: your tadpole is fully awake, making your psionics nearly second nature. When you use a strange psionic or stranger psionic as an action, you may instead use it as a bonus action.
Strangest Psionics

At 13th level, your tadpole undergoes an instinctual partial-ceremorphosis, staining your blood black. You gain three strange psionics, two stranger psionics, one strange psionic and one stranger psionic, or one of the following strangest psionics, each of which can be used once, regaining use at the end of a short rest:

Fracture Psyche: as a reaction when a creature you can see within 30 feet of you fails the saving throw of one your strange psionics, stranger psionics, or strangest psionics, you may worm into their mind, pulling it apart from the inside. The target must succeed a Wisdom saving throw or be paralyzed for 1 minute. A creature may retry this saving throw at the end of each of their turns, ending this effect early on a success.
Illithid Expertise: as a reaction when you make a check you are proficient in, you may focus your tadpole on it, analyzing the topic with two psionically-capable minds. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency until the end of your next short rest.
Psionic Dominance: you can cast counterspell with a level equal to your proficiency bonus non-magically without spending a spell slot.
Black Hole: as an action, you may create a 15-foot radius psionic vortex centered on a point within 30 feet of you that you can see that lasts for 1 minute with concentration. If a creature starts their turn within the vortex, they must succeed a Strength saving throw or 2d6 force damage and be pulled 15 feet toward the center of the vortex.
Psionic Flight: you can cast levitate non-magically without spending a spell slot.
Mind Blast: as an action, you may release an unfocused blast of psionic power. Each creature in a 60-foot cone must succeed on a Intelligence saving throw or take 4d8 + your Intelligence modifier psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature once, regaining use at the end of a short rest.
Mind Sanctuary: as an action, you may slow time around you slightly. For 1 minute with concentration, you may take any action as a bonus action.
Freecast: as an action, you regain use of one strange psionic, stranger psionic, or strangest psionic of your choice.
Drink Psionic Energy: as a reaction when one of your strange psionics, stranger psionics, or strangest psionics causes a creature to become stunned, you divert the psionic energy you displace into your own. You regain 1d8 hit points at the beginning of each of your turns that the target is stunned.
Illithid Mind

At 17th level, you gain three strange psionics, two stranger psionics, one strange psionic and one stranger psionic, or one strangest psionic, each of which can be used once, regaining use at the end of a short rest.

Crown of Tentacles

At 20th level, despite your best efforts, you sprout a single pair of tentacles, though these tentacles are typically fairly easy to hide. You may use the Mind Sanctuary and Freecast strangest psionics an additional time, once if you can not already use them, regaining use at the end of a short rest.

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