Homebrew Flayer Species Details
After the death of the Elder Brain, Mind Flayers were suddenly given free will at the cost of losing much of their psionic power. With the help of Githzerai magic, these Mind Flayers were given the means to procreate via eggs so they can exist without having to infect others with tadpoles. After centuries outside of the Elder Brain's hivemind and natural adaptation, these Mind Flayers have become an entirely new race; a Flayer. These Flayers retain very little of their previous power and find it much harder to communicate telepathically. They evolved to retract their tentacles inside their mouths, only to be taken out for attacks.
Flayer Traits
As a flayer, you have the following racial traits.Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Flayer Psionics
You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
Flayer Psionics
Starting at 3rd level, you can cast the shield spell with this trait. Once you cast shield with this trait, you can’t cast this spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). This spell does not require spell components when you cast it with this trait.
Flayer Psionics
Starting at 5th level, you can cast the detect thoughts spell with this trait. Once you cast detect thoughts with this trait, you can’t cast this spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for this spells when you cast it with this trait (choose when you select this race). This spell does not require spell components when you cast it with this trait.
Mental Discipline
Your innate psychic defenses grant you resistance to psychic damage.
Mind Link
You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this
Unleash Tentacles
When you take the Attack action on your turn, you can replace one of your attacks with a wave of whipping tentacles in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 bludgeoning damage. On a successful save, it takes no damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can Unleash Tentacles a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages
Your character can speak, read, and write Common, Deep Speech and Undercommon.
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