Base Class: Sorcerer
Your innate magic comes from Mind Flayer magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this Origin trace their descent back to a mighty Sorcerer of ancient times who made a bargain with a Mind Flayer or who might even have claimed a Mind Flayer parent. Some of these bloodlines are well established in the world, but most are obscure. Any given Sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Mind Flayer Ancestor
at 1st level, you gain telepathy at going as far as 90ft whenever you make a Charisma check when interacting with Mind Flayer, your Proficiency Bonus is doubled if it applies to the check.
Brain extraction
if you are able to kill an opponent and get to their body within 3rounds of combat you can use your bonus action to extract the brain and gain 5 temporary hit-points
Aberration Affinity
Starting at 6th level, when you Cast a Spell that deals damage of the Psychic variety, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain Resistance to that damage type for 1 hour.
Mind Blast
at 14th level, as an action, you emit psychic energy wave in a 30-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 22 (4d8 ) psychic damage and be stunned for 1 round . can only do once per short rest
Illithid likeness
upon reaching 18th level you will take an appearance closer to your Illithid gaining permanent tentacles sprouting from your mouth instead of the temporary ones you had prior as well as a magical resistance The Player has advantage on saving throws against spells and other magical effects.
Tentacle strike: reach 5 ft., one creature. Hit: (1d10) psychic damage. If the target is Medium or smaller, it is grappled and must succeed on an Intelligence saving throw or be stunned until this grapple ends
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