Here's a link out to the Illithoid race I created, which is linked out and not posted to this site so it still belongs to me (just to clarify should it come up):
Are there any mind flayer playable races in dndbeyond that belong to a source book or something official or close to official?
As others stated in this thread... nothing official, and nothing close to official.
However, if your DM is willing, there is - as other stated - the ability to homebrew one. But if you're looking for Adventurer's League type stuff (and that's why you want official/close to official), nothing like that exists.
But, as others suggested - if your DM is willing, they could create a homebrew race on D&D Beyond that can satisfy your request.
I actually created a homebrew Mindflayer race for an evil one-shot, where one player wanted to play as a Mindflayer. They ended up not being able to play that day, so I don't know how well it would have worked, but I made the fact that the Mindflayer is not connected to the traditional hive-mind as an explanation for why they don't have all the same abilities of a traditional mindflayer, and the abilities they do have are kind of lesser versions of Illithid features.
this is my take on the non hive-mind mind flayer race. enjoy.
Ability Score Increase. Your intelligence score increases by 2, and your wisdom or charisma increases by 1.
Age. mind flayers tend to live for about 150 years.
Alignment. mind flayers tend towards Lawful Evil, because of their need for intelligent brains.
Size. the same size as humans, ranging from 5 to 6 tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your mind flayer eyesight, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Mind Blast. You can use your action to bombard your opponents with psionic energy. When you use your mind blast, each creature within a 30-foot cone, Originating from you must make an Intelligence saving throw, The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creature takes 1d4+your Intelligence modifier psychic damage on a failed save and is stunned till the end of its turn. it can repeat the save at the beginning of its turn, ending the effect on a success. On a successful save, the target takes half as much damage and is not stunned. The damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. After you use your mind bast, you can’t use it again until you complete a short or long rest.
Telepathy. You can form a telepathic connection between your mind and the mind of another. Choose one creature you can see (no action required) within a number of feet equal to your level+ your Proficiency bonus times 10. You and the chosen creature can speak telepathically while the two of you are within a number of feet equal to your level+ your Proficiency bonus times 10. you can choose to end this at any time (no action required). It ends early if you use this feature on another creature, incapacitated, or die or move further than a number of feet equal to your level+ your Proficiency bonus times 10 from the target.
Mind flayer psionics. You know the mind sliver cantrip. When you reach 3rd level, you can cast the detect thoughts spell as a 2nd-level once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells, and when you cast them you do not need components.
Levitate. starting at 5th level you can, As an action, gain a flying speed of 5 feet and can hover for 1 minute. You must complete a long or short rest before you use this action again.
Brain devourer. Thanks to your aberration biology, and unyielding hunger of the brain of a thinking creature you must consume a brain of a creature, Other than an undead, construct, elemental, plant, or ooze
(you dm has the final say in what has a brain eg: Salamander or Lich both have brains but are an Elemental and an Undead, respectively).
With intelligence of 6 or greater, every number of days equal to 2+ your constitution modifier, or gain 1 level of exhaustion. This exhaustion can not be removed by any other means except by eating a brain. You can remove one level of this exhaustion per brain eaten. When you eat the brain of an already dead humanoid, you can gain some of its Memories based on its age (see the brain age table). Additionally, if you kill a humanoid with a melee attack or spell, you can, as a bonus action, eat its brain and gain all of its memories. (your DM can Choose to change this if it would ruin the campaign, or give away information that would be too important).
Tentacles. You can use your tentacles to do simple tasks. they can not attack, Perform semantic components, grapple, push creatures, or do anything Involving manual dexterity. have a reach of 5 feet. Your tentacles can Carry 17 pounds.
Languages. You can speak, read, and write deep speech and undercommon. You can also write in qualith.
I actually created a homebrew Mindflayer race for an evil one-shot, where one player wanted to play as a Mindflayer. They ended up not being able to play that day, so I don't know how well it would have worked, but I made the fact that the Mindflayer is not connected to the traditional hive-mind as an explanation for why they don't have all the same abilities of a traditional mindflayer, and the abilities they do have are kind of lesser versions of Illithid features.
this is an awesome homebrew thanks!
Agree
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Here's a link out to the Illithoid race I created, which is linked out and not posted to this site so it still belongs to me (just to clarify should it come up):
Illithoid (Homebrewery)
Just in case that's of any use to anyone!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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As others stated in this thread... nothing official, and nothing close to official.
However, if your DM is willing, there is - as other stated - the ability to homebrew one. But if you're looking for Adventurer's League type stuff (and that's why you want official/close to official), nothing like that exists.
But, as others suggested - if your DM is willing, they could create a homebrew race on D&D Beyond that can satisfy your request.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
Easy - Dhamphir Lineage, Hunger for Psychic energy or Cerebrospinal fluid, Aberrant Mind Sorcerer
this is an awesome homebrew thanks!
this is my take on the non hive-mind mind flayer race. enjoy.
Ability Score Increase. Your intelligence score increases by 2, and your wisdom or charisma increases by 1.
Age. mind flayers tend to live for about 150 years.
Alignment. mind flayers tend towards Lawful Evil, because of their need for intelligent brains.
Size. the same size as humans, ranging from 5 to 6 tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your mind flayer eyesight, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Mind Blast. You can use your action to bombard your opponents with psionic energy. When you use your mind blast, each creature within a 30-foot cone, Originating from you must make an Intelligence saving throw, The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creature takes 1d4+your Intelligence modifier psychic damage on a failed save and is stunned till the end of its turn. it can repeat the save at the beginning of its turn, ending the effect on a success. On a successful save, the target takes half as much damage and is not stunned. The damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. After you use your mind bast, you can’t use it again until you complete a short or long rest.
Telepathy. You can form a telepathic connection between your mind and the mind of another. Choose one creature you can see (no action required) within a number of feet equal to your level+ your Proficiency bonus times 10. You and the chosen creature can speak telepathically while the two of you are within a number of feet equal to your level+ your Proficiency bonus times 10. you can choose to end this at any time (no action required). It ends early if you use this feature on another creature, incapacitated, or die or move further than a number of feet equal to your level+ your Proficiency bonus times 10 from the target.
Mind flayer psionics. You know the mind sliver cantrip. When you reach 3rd level, you can cast the detect thoughts spell as a 2nd-level once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells, and when you cast them you do not need components.
Levitate. starting at 5th level you can, As an action, gain a flying speed of 5 feet and can hover for 1 minute. You must complete a long or short rest before you use this action again.
Brain devourer. Thanks to your aberration biology, and unyielding hunger of the brain of a thinking creature you must consume a brain of a creature, Other than an undead, construct, elemental, plant, or ooze
(you dm has the final say in what has a brain eg: Salamander or Lich both have brains but are an Elemental and an Undead, respectively).
With intelligence of 6 or greater, every number of days equal to 2+ your constitution modifier, or gain 1 level of exhaustion. This exhaustion can not be removed by any other means except by eating a brain. You can remove one level of this exhaustion per brain eaten. When you eat the brain of an already dead humanoid, you can gain some of its Memories based on its age (see the brain age table). Additionally, if you kill a humanoid with a melee attack or spell, you can, as a bonus action, eat its brain and gain all of its memories. (your DM can Choose to change this if it would ruin the campaign, or give away information that would be too important).
Tentacles. You can use your tentacles to do simple tasks. they can not attack, Perform semantic components, grapple, push creatures, or do anything Involving manual dexterity. have a reach of 5 feet. Your tentacles can Carry 17 pounds.
Languages. You can speak, read, and write deep speech and undercommon. You can also write in qualith.
brain Age memories
Young
1d4
Adolescent
1d6+1
Adult
2d6
Middle age
4d6
Old
3d12
There is no playable race of mind flayer but perhaps modify (home brew) one from the creatures section.
Agree
sticking out ur gyat for the rizzler
PM me the word TOMATO🍅