Base Class: Wizard
Prerequisite: Must have the Illithid (Mind Flayer) race. I've published this race, search for it under my name.
Mind Flayers who pursue wizardry and wish to see their psionic power grow belong to this subclass.
Arcane Awakening
At second level you no longer need a spellbook, instead, you memorize all the spells in the spellbook that you have. In addition, whenever you learn a new spell you memorize it instead of writing it down. You also don't need a spellcasting focus and ignore material costs for spells, unless the material specifies a gp cost or the spell consumes the material. (You can still gain the benefits of arcane recovery by performing mental exercises during a short rest.) In addition, you can cast levitate at will on yourself without casting material components. You can only cast levitate like this once before having to take a short or long rest to regain use of it.
Enthrall Creature
Beginning at second level, you may attempt to enthrall an incapacitated creature within 10 feet of you that is Medium or smaller. The target must succeed on a Wisdom saving throw, DC 12 + your Intelligence modifier or be your thrall. The creature repeats this saving throw once every hour, after three hours the creature is your permanent thrall and can only be freed by death, death of the master, or a wish spell. You can only have 2 thralls at a time.
Thralls have the following statistics: Str:14 Dex:12 Con:10 Int:6 Wis:7 Cha:6 AC:12 Speed: 30 ft. Hit Point Maximum:4d6 Attack (Unarmed): +3 to hit, 1d8+2 bludgeoning damage
At Higher Levels: You can have 4 thralls at 5th level. 6 thralls at 10th level. At 15th level, your thrall's attacks add psychic damage equal to your Intelligence modifier to their damage rolls.
Magic Resistance
At 6th level, you have advantage on saving throws against spells in any school in which you have a prepared spell in. In addition, your immense psionic power grants you immunity to psychic damage.
Ulitharid Evolution
At 11th level, you have discovered that you are an Ulitharid. Your tentacle range increases to 10 feet and now count as magical for purposes of overcoming resistances and immunity. You have advantage against being charmed. You can use telepathy with up to 4 other people within 120 feet of you (you don't need to see these creatures). In addition, when you damage a creature with psychic damage you ignore immunity and resistance to psychic damage.
Elder Power
At 14th level, you can use your bonus action to transform into an Elder Brain (Volo's Guide to Monsters), taking its stats, for 1 minute. However, you replace its languages with your own, yet you cannot speak them. However, you can use your languages through telepathy. You can only use this once per long rest. While in this form, you take on the hitpoints, armor class, and speed of the Elder Brain, as well as the Strength, Dexterity, and Constitution scores. You retain your Wisdom, Intelligence, and Charisma scores. Upon transformation, you may choose to have your items meld into your new form, otherwise, they drop to the ground 5ft. from you. You revert to your true form if a minute passes, you are reduced to 0 hit points, or rendered incapacitated. Any leftover damage carries over to your true form. You may choose to spend your bonus action to revert back to your true form. You can use this feature once before having to take a long rest to regain use of it again.
Upon reverting back you cannot cast spells for the rest of your turn, or you take one level of exhaustion.
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Posted Nov 25, 2020I think it looks great, good job!
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Posted Nov 24, 2020Hey everyone,
I hope you enjoy the wizard subclass which compliments my Illithid (Mind Flayer Race). The race has also been published, so feel free to use these in your campaigns (DM discretion)! Anyway, feel free to comment and give feedback.