Base Class: Warlock
You have undergone complete submission to the Illithid Hivemind, submitting to their ways and unity. You and your patron are one, your patron exists as an Illithid in your brain that funnels power into you. You weave power around you through the Illithid funneling you and gain a higher level of enlightenment. Mortalkind is stagnant, dying. you would give it one body, one mind. No more conflict. No more disease. No more suffering. Don’t you see? You are giving it a second chance.
Expanded Spell List
The llithid lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Illithid Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Shield, Dissonant Whispers |
| 2nd | Crown of Madness, Tasha's Mind Whip |
| 3rd | Blink, Nondetection |
| 4th | Confusion, Summon Aberration |
| 5th | Wall of Force, Synaptic Static |
Illithid's Disposition
Starting at 1st level, you gain the ability to change the damage of your cantrips to psychic, if you so choose. You tap into the knowledge of the hive mind, you gain proficiency with medium armor, shields, and martial weapons. You gain advantage on Intelligence saving throws. Other Illithids recognize you as one of their own, you gain advantage when interacting with other Illithids. You are immune to abilities that detect you based on your Intelligence and you are immune to effects that would extract or destroy your brain. You gain Telepathy up to 60ft. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
Mind Link
As a bonus action, you can target incapacitated creatures you can see and establish a psychic link with the target. Until the link ends, you can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and you can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful Charisma saving throw equal to your Warlock Save DC. On a successful save, the target takes 10 (3d6) psychic damage. The link also ends if the target and you are more than 500 feet apart. You can form psychic links with up to creatures equal to your Proficiency. A creature protected by the mind blank spell is immune to this ability.
Psionic Synergy
Starting at 6th level, you gain proficiency in Intelligence saving throws. You ignore all verbal, somatic and material components when casting cantrips that deal psychic damage or have been converted to psychic damage. You gain Resistance to psychic damage. You grow tentacles that can be used to attack as natural weapons. You may add your Charisma Modifier to Intelligence Skill Checks.
You gain 2 new attacks:
Tentacles: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: (3d10 + X) psychic damage. If the target is one size larger than you or smaller, it is grappled(escape DC equal to your warlock Save DC) and must succeed on a Intelligence saving throw equal to your warlock Save DC or be stunned until this grapple ends. You can only grapple one creature at a time.
Extract Brain: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one incapacitated creature grappled by you. Hit: (Xd10) magical piercing damage. If this damage if this damage leaves it with 0 hit points, you kill the target by extracting and devouring its brain.
X = Half your Warlock level (Rounded Down).
When you devour the brain of a medium creature or larger, you regain 1 Warlock Pact Slot, an additional 1 for each size larger than you.
Mind over Matter
At 10th level, your body links further with your Illithid. While you aren't wearing armor, your AC equals 13 + your Intelligence modifier. You have advantage on saves against effects or spells from Illithids. While you are mind linked with hostile creatures, you can perform the Following as Bonus Action, you may choose to affect multiple creatures at once but only 1 ability per creature:
-Break Concentration: You target one creature within 60 feet of you with which you have a mind link. You break the creature's concentration on a spell it has cast. The creature also takes 2 (1d4) psychic damage per level of the spell.
-Psychic Pulse: You target one creature within 60 feet of you with which you have a mind link. The target and and all hostile creatures within 30 feet of target take 10 (3d6) psychic damage.
-Sever Psychic Link: You target one creature within 60 feet of you with which you have a mind link. You violently end the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.
Additionally, while you are incapacitated but not stunned, the Illithid in your brain takes over. You can choose whether you get an action or a bonus action; you get only one of the two. This Effect does not activate while banished.
Mind Flayer
Starting at 14th level, your body undergoes drastic changes as you and your Illithid evolve. You gain immunity to psychic damage. You ignore all verbal and somatic components when casting spells that deal psychic damage. Your creature type becomes 'Aberration' but you maintain your subrace and racial features. You gain immunity to 'Mind Blast' abilities, Illithid infections and Infestations. You gain the ability to perform a Mind Blast. At the start of your turn, you can attempt to recharge the blast on a d6 dice roll (No action required), recharging on a 5-6. You can use Mind Blast an amount of times equal to your proficiency. You regain all uses after a Long Rest.
Mind Blast: You magically emit psychic energy in a 120-foot cone. Each creature in that area must succeed on an Intelligence saving throw equal to your Warlock Save DC or take (5d8 + Half your Warlock Level) 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.
Once per day, when a creature fails your Mind Blast, you can choose to violently rend their mind causing them to go insane for 1 minute. While insane, they can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on them ends this effect early. An insane creature can repeat an Intelligence saving throw equal to your Warlock Save DC throw at the end of each of its turns, ending the effect on itself on a success.
Previous Versions
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