Apologies for the consecutive posts. Let me know if it's an issue.
I know that Mind Flayers won't fit most peoples' campaigns. This lineage isn't meant for normal gameplay, and better fits a less serious campaign.
Illithid (Mind Flayer)
Disclaimer: This lineage may be more powerful than other playable lineages.
-Ability Score Increase: Your Intelligence score increases by 2, and your Charisma score increases by 1.
-Creature Type: You are an Abberation.
-Size: Your size is Medium.
-Speed: Your base walking speed is 30 feet.
-Darkvision. 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.
-Magic Resistance. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
-Tentacles. You can use your tentacles to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
-Mind Blast. You can use your action to magically emit psychic energy in a 15-foot cone. All creatures in that area must make an Intelligence saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a creature takes psychic damage equal to your Intelligence modifier plus a number of d8s equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
-Languages. You can speak, read, and write Common and Deep Speech.
This was made for a silly campaign for my group I'll run at some point. Every player will be a mind flayer, but the catch is that they're terrible at their jobs.
I like it. The only change I would make is to change Magic Resistance to Psychic Resistance only. This would bring it more in-line with other lineage power levels.
Rollback Post to RevisionRollBack
#OpenD&D #ORC
"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
I like it. The only change I would make is to change Magic Resistance to Psychic Resistance only. This would bring it more in-line with other lineage power levels.
Balance-wise, sure. But my goal with this lineage was to emulate the Mind Flayer stat block as closely as possible, which has permanent advantage on saves vs. magic. I figured it would probably be fine, seeing as the Gnome has the same thing, but psychic resistance is definitely better for game balance.
Apologies for the consecutive posts. Let me know if it's an issue.
I know that Mind Flayers won't fit most peoples' campaigns. This lineage isn't meant for normal gameplay, and better fits a less serious campaign.
Illithid (Mind Flayer)
Disclaimer: This lineage may be more powerful than other playable lineages.
-Ability Score Increase: Your Intelligence score increases by 2, and your Charisma score increases by 1.
-Creature Type: You are an Abberation.
-Size: Your size is Medium.
-Speed: Your base walking speed is 30 feet.
-Darkvision. 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.
-Magic Resistance. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
-Tentacles. You can use your tentacles to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
-Mind Blast. You can use your action to magically emit psychic energy in a 15-foot cone. All creatures in that area must make an Intelligence saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a creature takes psychic damage equal to your Intelligence modifier plus a number of d8s equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
-Languages. You can speak, read, and write Common and Deep Speech.
they/them
FIREBALL
you're welcome
cool stuffs (click):
modron playable lineage
dralox playable lineage
mind flayer playable lineage
gastrosapiens playable lineage (snail people :D)
This was made for a silly campaign for my group I'll run at some point. Every player will be a mind flayer, but the catch is that they're terrible at their jobs.
[REDACTED]
I like it. The only change I would make is to change Magic Resistance to Psychic Resistance only. This would bring it more in-line with other lineage power levels.
#OpenD&D #ORC
"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Balance-wise, sure. But my goal with this lineage was to emulate the Mind Flayer stat block as closely as possible, which has permanent advantage on saves vs. magic. I figured it would probably be fine, seeing as the Gnome has the same thing, but psychic resistance is definitely better for game balance.
[REDACTED]
maybe have like the mind control thingy as a cantrip because al mind flayers can do that?