Mind Flayer
Mind flayers, also called illithids, are the scourge of entient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.
Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.
Psionic Commanders
Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.
When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.
Hive Mind Colonies
Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain- a massive brain-like being that resides in a briny pool near the center of a mind fiayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind fiayer within 5 miles of it, for it is able to hold multiple mental conversations at once.
Hunger of the Mind
Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.
An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.
Qualith
On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
Illithid Traits
Your mind flayer character has many similarities with others of its own race, but some do have unique characteristics which make them an outcast.
Ability Score Increase
Your Intelligence score increases by 2 and your Strength score increases by 1.
Age
They are a simple tadpole for around the first 10 years of their lives, feeding off the energies of the Elder Brain. Then, through a process of Ceremorphosis, they are placed into the bodies of enslaved humanoids in order to obtain their more perfect form. In this form they live, showing little to no signs of aging, for an average of 125 years.
Alignment
The species as a whole tend to be lawful evil. They follow a very structured society, being controlled by the Elder Brain at every move and sharing all information among one another. They also believe they are the greatest creatures in all lands and planes. Though they do have an overall agenda of universal domination, they can break free and form their own personality.
Size
Illithids tend to not vary much between themselves and mostly resemble elves and humans in size and stature, though tend to take the shape of whatever humanoid they inhabited during ceremorphosis. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You know common, undercommon, deep speech, and qualith, along with any other languages granted to you by your background.
Natural Weapons
You have four tentacles on your face that cover a circular, toothy maw. Your tentacles make melee, strength based attacks that can grapple (Strength Save, DC 12) on hit if the creature is medium or smaller. The bite is a melee, strength based attack. Each attack is treated as an unarmed strike and deals unarmed damage.
Mind Flayer
| Level | Proficiency Bonus | Features | Psionic |
|---|---|---|---|
| 1st | +2 | Psionics, Abberation, Illithid Hunger | 3 |
| 2nd | +2 | Psionic Amplification | 3 |
| 3rd | +2 | Humanoid Talent | 6 |
| 4th | +2 | Ability Score Increase | 6 |
| 5th | +3 | Telepathic Disguise | 9 |
| 6th | +3 | Humanoid Talent Feature | 9 |
| 7th | +3 | - | 12 |
| 8th | +3 | Ability Score Increase | 12 |
| 9th | +4 | - | 15 |
| 10th | +4 | Humanoid Talent Feature | 15 |
| 11th | +4 | - | 18 |
| 12th | +4 | Ability Score Increase | 18 |
| 13th | +5 | - | 21 |
| 14th | +5 | Humanoid Talent Feature | 21 |
| 15th | +5 | - | 24 |
| 16th | +5 | Ability Score Increase | 24 |
| 17th | +6 | - | 27 |
| 18th | +6 | Humanoid Talent Feature | 27 |
| 19th | +6 | Ability Score Increase | 30 |
| 20th | +6 | Elder Mind | 30 |
Class Features
As a Mind Flayer, you gain the following class features
Hit Points
- Hit Dice: 1d6 per mind flayer level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 + your Constitution modifier per mind flayer level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor
- Weapons: None
- Tools: None
- Saving Throws: Strength, Intelligence
- Skills: Choose two from Arcana, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a scholar's pack or (b) an explorer's pack
- (a) leather armor or (b) chain mail
Psionics
At first level, and every other level after first, you may upgrade three of your psionic capabilities in order to eventually obtain your most powerful form. Additionally, your tentacles are considered appendages with which you can grapple a creature.
In order to choose a Psionic ability that has another Psionic ability as its prerequisite, then you cannot take that skill unless you have already had the prerequisite at least since the previous time you picked your Psionics. Multi-tier powers can only be taken once per character level.
Tentacles
These psionic talents can modify your tentacles, allowing them to perform better at damaging and grappling.
Psionic Grip
You may, instead of your Strength modifier, add your Intelligence modifier to attack and damage rolls with your tentacle attack. The damage type is now considered psychic instead of bludgeoning.
Grip Specialist
Your grapple's DC with your tentacles is now 8 + your Proficiency modifier + your Intelligence modifier.
Stunning Grip
Requires Psionic Grip and level 11
When a creature is grappled, they are stunned until they succeed an Intelligence saving throw equal to 8 + your Proficiency Modifier + your Intelligence modifier which they make at the end of their turn. You may use this once, regaining the ability after a long rest.
Mind Blast
These psionic talents enable and improve your mind blast, one of the key components to all mind flayers.
Basic Mind Blast
You obtain a mind blast that deals 1d6 + your Intelligence modifer psychic damage in a 15 foot cone once per day which recharges on a long rest. Intelligence Save, DC = 8 + Prof + Int mod
Empowered Mind Blast
Requires Basic Mind Blast, taking more than four times requires level 9
You add an additional damage die to your mind blast. Can be taken multiple times.
Enhanced Mind Blast
Requires Basic Mind Blast, taking more than three times requires level 9
Your cone distance increases by 5 feet. Can be taken multiple times.
Enlightened Mind Blast
Requires Basic Mind Blast the first time, level 7 the second, level 11 the third, and level 15 the fourth
The recharge for this becomes once per short rest or long rest. Taken a second time gives this skill a Recharge of 6. Taking it again gives a Recharge of 5-6. A fourth time gives it a recharge of 4-6.
Innate Abilities
These inner ablities of the mind flayer are general abilities that all Illithid are noticed for and will make you more noticable as a true mind flayer.
Detect Thoughts
Cast detect thoughts once per day. Taking this again changes it to a short rest. A third time changes it to a number of times equal to intelligence. Once more it does not require concentration. A final time changes it to at will.
Levitate
Cast levitate once per day. Taking it again changes it to short rest. A third time changes it to a number of times equal to intelligence. Once more it does not require concentration. A final time changes it to at will.
Dominate Monster
Requires Detect Thoughts (3) and 13th-level character
Cast dominate monster once per day. Taking it again doesn't require concentration. One more time and it becomes permanent.
Plane Shift
Requires Levitate (3) and 11th-level character
Cast plane shift once per day on yourself only.
Magic Resistance
Requires Telepathic (2) and 13th-level character
You obtain advantage on saving throws against spells and other magical effects.
Telepathic
You have telepathic up to 30 feet. Becomes 60 feet, then 120 feet with multiple takings of this skill.
Abberation
You are absolutely horrible in appearance and do not understand the customs of creatures. Your Charisma is treated as though it is 10 against humanoids if it is higher than 10. Additionally, if you are not disguised and a village of humanoids find out who you are, they will most likely either flee in fear or fight you due to your monstrous nature. You and your party cannot gather information until people think you are gone or defeated.
Illithid Hunger
You must feed on humanoid brains in order to keep your body and mind sustained. At first level, once each week, you must consume one brain or suffer exhaustion and cannot access any psionic abilities. After this, and every 24 hours without a brain adds another level of exhaustion up to 4 levels of exhaustion.
In order to remove this exhaustion, you must consume one brain and wait a number of hours equal to your exhaustion level in order to regain your psionic abilities.
Your bite attack while using your mind flayer maw, the damage is increased to [1 * player character level] + your Strength modifier. If that creature is incapacitated then the damage becomes [1d12 * player character level] + your Strength modifier. If the creature is unconscious, the critical damage is multiplied by 10 instead of 2. IF this damage drops the target's health to 0, or if the target already has 0 health for some reason, the target's skull is pierced. You begin to suck out the brain, and this process takes 1 minute. During this process, you are in pure euphoria and treated as Stunned until the minute is over.
Psionic Amplification
Starting at 2nd level, when you consume a brain, you obtain special powers and abilities as long as you have not suffered exhaustion since the last time you consumed a brain.
If you have consumed a brain within the last hour, you may recall the euphoria and allow your body to be consumed with pure psychic energy. You choose one ability which is then amplified beyond its normal capabilities for 1 minute. At levels 6, 12, and 18 you may choose an additional amplified ability when using this feature.
You may use this feature a number of times per day equal to the amount of psionic amplifications you have unlocked. This recharges every long rest.
| Ability | Effect |
|---|---|
| Amplify Damage | Increase Mind Blast damage die to d8 |
| Amplify Hold | Add 2 to your grapple and stun DC |
| Amplfy Area | Change the mind blast to a sphere around you |
| Amplify Resistance | You become immune to magical damage and effects |
Amplify Damage and Amplify Area require Basic Mind Blast. Amplify Hold requires Grip Specialist or Stunning Grip. Amplify Resistance required Magic Resistance
Humanoid Talent
At 3rd level, you have studied a few pathways for humans that they tend to take. You obtain certain class features that they have. Choose one of the following from the table.
| Class | Description |
|---|---|
| Barbarian | You studied Raging |
| Bard | You learned how to Inspire |
| Cleric | You learn about Divine Domains |
| Druid | You learn about Wild Shape |
| Fighter | You learn Fighting Styles |
| Monk | You learn Martial Arts |
| Paladin | You learn Divine Smites |
| Ranger | You learn to Hunt Enemies |
| Rogue | You learn about Sneak Attacks |
| Sorcerer | You learn about Meta Magic |
| Warlock | You make a Pact |
| Wizard | You learn Spell Casting |
Ability Score Increase
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.
Telepathic Disguise
From 5th level onward, you are disguised in the minds of all creatures with an intelligence of 4 or above. You appear as a very indisinguishable humanoid, but on a successful Intelligence (investigation) check (DC = your Charisma score) you are revealed to them to be a mind flayer as your illusion fails. Any creatures with an intelligence above 20 are not affected by this mind trick.
Elder Mind
At 20th level, you are all but the greatest mind in the universe. Your mind is one of the rarest forms of Illithid around. You are a mobile Elder Brain in all fashions. Your Intelligence score increases by 4 and its maximum value is now 30. Once per year you must consume another Illithid's brain or you lose this ability until you consume the brain of a mind flayer. When you consume another hive's Elder Brain, you gain control of that hive. As long as you continue to consume mind flayer brains, you can no longer die from age.
Humanoid Talents
Here you will find more detailed descriptions for all humanoid talents you may possible learn as a mind flayer.
Barbarian Talents
While observing the human barbarians, you have learned about their raging abilities and adapted your mind in order to better suit their combat, allowing you to survive within their world.
Rage
At 3rd level, as a bonus action, you can enter a raging state. While raging, you gain the following benefits while not wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- You have resistance to non-magical bludgeoning, piercing, and slashing damage.
You cannot concentrate on your Mind Blast ability while Raging. Rage lasts for 1 minute and can be ended early as a bonus action. It also ends if you have not taken damage or dealt damage to a hostile creature since your last turn. It will also end early if you get knocked unconscious.
You can rage one time per day. Afterward you must take a long rest before raging again.
Psionic Rage
At 6th level you can now use your Mind Blast while raging. It deals additional damage equal to your Strength modifier.
Enlarged Grapple
At 10th level, when you grapple a target using your tentacles, the target may be large or smaller.
Conscious Anger
At 14th level, you realize exactly what you are doing during your rage. All Strength related bonuses while raging also apply to Intelligence.
Intelligent Brutality
At 18th level, you double all Strength and Intelligence modifiers whenever you add them to any skill check, damage, or saving throw while raging.
Bard Talents
While observing the human bards, you learned that they focus on helping and supporting other party members instead of directly being involved in combat themselves.
Minor Inspiration
At 3rd level, you gain an inspiration die equal to 1d4. As a bonus action, you may think a small thought of inspiration into an ally's mind. It allows them to roll this 1d4 and add it to one skill check or saving throw. You may use this features a number of times per day equal to your Charisma modifier. It lasts for 10 minutes and does not stack with Bardic Inspiration. Cannot use again until you finish a long rest.
Happy Thoughts
At 6th level, you learn to make yourself happy, slowly your mind is integrating with the humanoids of the surface. When you inspire an ally, you implant a small idea inside of their head which grants the inspired creature advantage. As long as the creature stays within your telepathic distance, they continue to have advantage to whichever roll they add the die. Does not work if you have not taken the telepathic psionic ability.
Great Inspiration
At 10th level, your inspiration becomes more secured, the die becomes 1d6.
Reactionary Inspiration
At 14th level, due to your advanced intelligence, you can use your reaction to grant inspiration to an ally within your telepathic distance whenever they attempt a skill check or saving throw. Cannot work if you have not taken the telepathic psionic ability.
Illithid's Joy
At 18th level, you can expend two uses of your inspiration to add your intelligence modifier to the skill check along with your inspiration die.
Cleric Talents
While observing the clerics in the humanoid world, you decide to follow a god which might bring you closer to learning more about these creatures.
Psionic Domain
At 3rd level, you learn the vicious mockery and spare the dying cantrips.
Blind Faith
At 6th level, you learn the command and charm person spells and may cast them once per day. You require a long rest before using these spells again.
Mind Healing
At 10th level, you can heal one mental ailment affecting a creature just by altering their thought patterns. This can heal blinded, charmed, deafened, paralyzed, or unconscious. After you use this feature once, you cannot again until you finish a long rest.
Loyal Servitude
At 14th level, when you learn the dominate person psionic talent, you may use it twice per day instead of once.
Psionic Sapping
At 18th level, you can feast off of a creature's brain without actually drilling into their cranium. By channeling the power of your new belief in god, you can drain the intelligence of a creature over an hour as long as they remain within a special ritual circle you have drawn. This ritual circle can be as big or as small as you want, but costs 2000 gold for a 5 foot diameter circle, and you multiply the cost by 2.5 the cost of the previous step for an additional 5 feet of diameter. This circle stays permanent until a creature can detect and destroy the circle. You can choose how many creatures you drain, and can keep an entire church of followers and just drain one at a time without them knowing, or all at once if you get tired.
Druid Talents
While observing the druids in the human world, you see their love of nature and begin to desire the knowledge of the druids.
Abberation Shaping
At 3rd level, you may shape yourself into an abberation of CR 1/2 or less. The rules are as Wild Shape except abberations instead of beasts.
Druidic Languages
At 6th level, your mastery of languages has finally decoded the secret langauge of Druidic. You can additionally leave special messages in a qualith/druidic combination which only other mind flayer druids can understand.
Greater Abberation Shaping
At 10th level, you may shape yourself into an abberation of CR 2 or less. All other rules follow Wild Shaping.
Unique Flora
At 14th level, you learn the illicraft cantrip. It is like the druidcraft cantrip except has powers more related to the underdark and the illithid race.
Grand Abberation Shaping
At 18th level, you may shape yourself into an abberation of CR 4 or less. All other rules follow Wild Shaping.
Fighter Talents
While observing the fighters of the upper world, you notice they are quite violent and agile and want to adopt that style of combat.
Fighting Style
At 3rd level, you can pick one of the following fighting styles.
- Defense: +1 AC While wearing armor
- Mariner: +1 AC, Swim Speed & Climb Speed of 30 feet. Must not be wearing heavy armor or wearing shield
- Tunnel Fighter: Go into defensive stance as a bonus action. Lets you make opportunity attacks without using a reaction. May use reaction to make melee weapon attack on creature that moves more than 5 feet within attack range
Extra Attack
At 6th level, you gain a second attack whenever you take the attack action. At 14th level, you may make a third attack whenever you take the attack action.
Psionic Weaving
At 10th level, you may incorporate a single use of Mind Blast into your attack actions.
Psionic Surge
At 18th level, on your turn, in addition to your normal action (and possible bonus action), you make make one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Monk Talents
While you observed the ways of the monk monastaries, you learned a little more about the body's physical flow and its link to the mind.
Martial Arts
At 3rd level you increase your tentacle damage die to 1d4. Also, if you take the attack or grapple action, you may make another tentacle attack as a bonus action.
Psionic Ki
At 6th level, you gain a few Ki points to spend equal to your Constitution modifier. You can spend these points to perform a set of actions which you may gain more at higher levels.
- Psionic Absorption: After succeeding in a grapple attack, gain a number of temporary hit points equal to 1/2 of the damage dealt by spending 1 ki point.
- Illusory Flash: As a reaction, you may impose disadvantage on an enemy's attack roll against you by spending 1 ki point.
Body and Mind
At 10th level, you may spend ki points to go beyond your normal casting per day of specific abilities. You may spend one Ki point to do one of the following per turn as a bonus action.
- Mind Charge: Recharges your Mind Blast, allowing you to utlize it again
- Second Charge: Grants another charge of a spell you have already used during the day such as plane shift or dominate monster. You gain another use of the spell which you must use by the end of your turn
Stave Off Hunger
At 14th level, you resist the urge to consume brains. Your limit for consuming intelligence creatures goes from every 1 week to every 1 month. You gain 1 additional level of exhaustion every 1 week instead of every day. Additionally, you may still utlize psionics by spending a ki point in order to use the ability.
Psionic Will
At 18th level, you can spend 1 ki point to automatically succeed any intelligence saving throw.
Paladin Talents
While observing the ways of holy warriors in the humanoid cultures, you saw something similar in your own species desire for domination.
Humanoid Sense
At 3rd level, you can detect the presense of any humanoid within the range of your telepathic field as long as they aren't behind total cover. You may use this feature a number of days equal to your intelligence modifier. You regain all uses of this feature upon completing a long rest.
Psionic Smite
At 6th level, you can add an additional 2d6 psychic damage against a creature you choose. You may use this feature a number of times equal to 1/6th of your level per day. You regain all uses of this feature after a long rest.
Aura of Controlling
At 10th level, you emit a powerful influence to all hostile creatures within 10 feet. Hostile creatures who start their turn or walk within that range must make a DC 8 + your Intelligence modifier + your Proficiency modifer Wisdom save or lose vision of you. They instead attack any other creatures that are hostile toward you who are also affected by this spell, otherwise they go for a target that is not you. If a target succeeds the safe, they are immune to the effect for 24 hours.
Improved Smite
At 14th level, you gain an additional 1d6 psychic damage to your psionic smite. And 1 additional use beyond your daily limit.
Greater Aura
At 18th level, your aura of controlling is emitted to a range of 30 feet.
Ranger Talents
While observing the wandering nature of the ranger, you notice how useful a scout is in order to obtain ones goals.
Humanoid Hunter
At level 3, You gain a +2 bonus to damage rolls with weapon attacks against humanoids. Additionally, you have advantage on Wisdom (Survival) checks to track humanoids, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice.
Natural Explorer
At level 6, you have the same effects of the Revised Ranger's Natural Explorer.
Primeval Awareness
At 10th level, you have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Mental powers alone, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any humanoids lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any humanoids are present within 5 miles of you. This feature reveals which subtypes of humanoids are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of humanoids within range, you learn this information for each group.
Greater Humanoid Hunter
At 14th level, you now gain a +4 bonus to all damage rolls made against humanoids. Additionally, you have a +10 to initative in battle against humanoids.
Rogue Talents
While observing the muderous nature of humans, you notice talents that may exceed even the illithids techniques for dispatching the enemy.
Sneak Attack
At 3rd level, once per turn, you can deal extra 1d4 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your tentacles. Every 3 levels after 3rd you gain an additional 1d4 damage to this attack, up to 6d4 at 18th level.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Mental Acrobatics
At 6th level, you learn to mentally gauge the enemy's talents and battle preparedness. You may, as a bonus action, use the Dash, Disengauge, or Hide action. You may use this as many times a day equal to your dexterity modifier. Uses of this recharge on a long rest.
Mental Vault
At 10th level, you have studied vaults and locks long enough to place a psionic one on your own mind. If a creature attempts to read your mind in any way against your will, the creature must first make a DC 8 + proficiency + int mod wisdom saving throw. If they fail, their effect fails, and they take 1d6 psychic damage per level of spell that attempted to affect your mind. If the spell has no level, it is treated as a level 1 spell.
Tentacle Tools
At 14th level, your tentacles are especially adept at fine control. They may be used just like hands and you also do not need thieves tools in order to perform thieves tool checks for lock picking and other thievery stuff (I'm tired please reword this oh god).
Invisible Strike
At 18th level, if you score a critical hit on an enemy you turn invisible, and remain invisible until the end of your next turn. If you take any action, bonus action, or reaction then the invisibility is broken. This invisibility is not revealed if you attempt to eat the creature's brain. You remain invisible during the entire feeding process and 1 round after it finishes.
Sorcerer Talents
While observing those who have naturally born magic, kind of like your natural psionics, you learn to augment your own psychic abilities beyond their normal capabilities.
Font of Magic
At 3rd level, you gain 2 sorcerer cantrips and 1 first level spell. Additionally you gain 2 sorcery points which function as a sorercer's points.
Meta Magic
At 6th level, you gain the ability to alter your spells and mind blast in additional ways. You gain one meta magic ability from the sorcerer class. You also gain 1 additional sorcery point and 1 level 2 spell.
Mental Recovery
At 10th level, you can regain your sorcery points on a short or long rest.
Spell Infusion
At 14th level, when you cast your mind blast, you may instead spend 1 sorcery point to duplicate the effects of 1 3rd-level spell.
Grand Meta Font
At 18th level you gain 2 additional sorcery points and 1 additional meta magic feature.
Warlock Talents
You have seen humans make pacts with creatures more dangerous than anything you have ever seen. These pacts intrigue your mind and you wish to research more.
Patron of the Flayers
At 3rd level you start a pact with the god of illithids, Ilsensine. You learn the eldritch blast cantrip. You may also gain 1 eldritch invocation of your choice by spending one use of your psionic upgrades. This can only be done once, but your choice can be changed any time you would upgrade your psionics.
Pact Familiar
At 6th level, you gain pact of the chain. Your choices expand beyond the original choices to add the following: Gazer, Neogi hatchling.
Psychic Invocation
At 10th level, you gain an additional eldritch invocation without needing to spend a psionic upgrade. You also gain this ability at 14th level.
Eldritch Horror
At 18th level, your eldritch invocations that affect Eldritch blast also affect your Mind blast in an equal way.
Wizard Talents
You study the ways humans manipulate the natural world through incantations, and you learn these incantations.
Psionic Spellcasting
You obtain either an arcane focus or a component pouch. Your tentacles may be used for somatic components and verbal components are not required, but you must be able to think the verbal components.
Cantrips
At 3rd level you gain 3 cantrips from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, based on the tables below.
Your Spellbook
At 3rd level, you gain 6 wizard spells of first level in your spell book. All wizard spells you know are within the spell book. They are written in qualith and cannot be deciphered by any creature who cannot understand qualith.
Adding New Spells
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 1 hours and costs 100 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing your Spellbook
You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your mind flayer level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Wizard table. On your adventures. you might find other spells that you can add to your spellbook.
Spells Known
| Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|
| 3 | 3 | 2 | - | - | - | - |
| 6 | 3 | 3 | 2 | - | - | - |
| 10 | 4 | 4 | 3 | 2 | - | - |
| 14 | 4 | 4 | 3 | 3 | 2 | - |
| 18 | 5 | 4 | 3 | 3 | 3 | 2 |
Psionic Overcharge
At 14th level, you can learn spells of 6th and 7th level. You may cast one of each per day by expending a total value of spell slots equal to 2 times the spells level. At 18th level, you can learn 8th and 9th level spells and cast them in the same way once per day. Your 6th and 7th level spells become twice per day at level 18. You must prepare these spells in order to cast them. If you learn a ritual spell and cast it as a ritual, and that spell happens to be of 6th level or higher, you must expend a spell slot total equal to its level in order to ritual cast the spell.
Frequently Asked Questions
How exactly does picking a Psionic work? Let's say you are now level 11 and want to take Plane Shift. It requires 3 points into Levitate and level 11. You, however, have only 2 points in levitate. Because allocating points happens all at once and not one at a time, until the moment you lock in the points, you are treated as having only 2 points in levitate. You cannot put 1 point in levitate (making it 3 total) and get 1 point in Plane Shift.
So at level 1 I can dump all points into Telepathic, and have 120 feet of it, right? Not exactly, because of the very last description of the Psionics ability. Telepathic, along with other psionic abilities, is a multi-tier ability. Anything that can be taken more than once is a multi-tier ability. When writing down multi-tier abilities in a character sheet, you will put a parentheses with the current level. So at level 1, you can get Telepathic. Level 3 you can get Telepathic (2). Level 5 you can get Telepathic (3).
Can I utlize just the race or just the class? You can, but I don't suggest it. By not taking the race you lose access to Qualith, which a few of the subclasses rely on. You also do not have the facial features of an illithid so you don't have tentacles or a grinding maw, but still suffer from the negative class effects such as Abberation and Illithid Hunger (from which you also can't get the bonus damage).
Racial
Class
Clarification
Racial classes, such as the mind flayer, are meant to be used completely and wholly on their own. Their balance does not consider multi classing or feat uses. When you desire to use this, make sure you have a talk with your GM to see if they want to try this experimental homebrew within your campaign. It adds an extra layer of story that will make the initial gameplay much more difficult.
This document was created by Tetsero while using content from the 5th edition of Dungeons & Dragons.
Cover Art: Deligaris - Mind Flayer, ©Deligaris
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More Credits
“Racial Classes is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”