Illithid Racial Traits & Feats

The following are the Racial Traits and Feats for the unofficial Illithid race.

Racial Traits

Your Illithid character has the following racial traits.

Ability Score Improvement. Your Intelligence score increases by 2, then either your Wisdom or Charisma score increases by 1.

Alignment. Most Mind Flayers gravitate towards structure, order, and cruelty, making them Lawful Evil.

However, a free-willed Mind Flayer may present various differences, depending on the nature of its anomaly, and as such may gravitate towards whatever Alignment you see fit.

Age. Mind Flayers reach adulthood at roughly 8 years from their birth, and can live for up to 125 years.

Speed. Your base walking Speed is 30ft.

Size. Mind Flayers are usually slightly taller than most humans, standing at around 6 Feet tall with Medium size.

Darkvision. 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.

Tentacles. Your tentacles are a natural weapon, which deals 1d4 psychic damage on a hit and adds your Intelligence modifier to both hit and damage rolls, rather than your Strength modifier.

Extract Brain. On a successful hit with your tentacles, if the damage would reduce a biological humanoid creature to 0 hit points, you may choose to kill the target by extracting and devouring its brain. You do not need to eat common food nor drink, but you are required to devour at least one brain per month. You may also use yuor action to devour the brain of a recently deceased creature with this trait. Under any circumstance, the creature cannot be more than one size larger than you. (The creature must have been dead for no longer than 10 minutes.)

Mind Blast. You can use your action to conjure a blast of psychic energy in a 15 ft. cone. Each creature in the area of the blast must make a Wisdom saving throw, the DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creature takes 2D6 Psychic Damage and suffers disadvantage on its next attack roll on a failed save, or half as much damage with no additional effects on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Once used, this ability cannot be used again until you complete a short or long rest.

Innate Spellcasting (Psionics). Once you reach 3rd level, you can cast the levitate spell on yourself once without expending a spell slot nor rquiring components, Intelligence is your spellcasting ability for this spell. You can cast this spell again when you complete a long rest.

Telepathy. You can communicate telepathically with any creature that knows a language within 120 ft. of you.

Languages. You know how to speak, read and write Undercommon and Deep Speech.

Racial Feats

The following are the available racial feats for the Illithid race, note that all of these feats have the "Illithid" Prerequisite, for obvious reasons.

Adept Telepath

You have poured great effort into improving your telepathic abilities, granting you the following benefits:

Your Intelligence score increases by 1, to a maximum of 20.

As a bonus action, you can concentrate (following the same rules for maintaining concentration on spells) in order to able to make your telepathic utterances audible to up to four creatures at a time.

Psionic Grip

Your ability to discharge psychic energy through your tentacles has been improved, granting you the ability to temporarily impair your target's mind.

When you hit a medium or smaller sized creature with your tentacles, you may use a bonus action to unload a focused psionic wave within its brain, forcing it to make a Wisdom saving throw (The DC is 8 + your proficiency bonus + your Intelligence modifier) or be stunned until the end of its next turn on a failed save.

You may use this ability once, and then you must complete a short or long rest before being able to do so again.

Enhanced Mind Blast

Through proper and careful study of the psionic energy within you, you have learned to alter the ways through which you project it.

Each time you choose this feat, you may select one of the following alterations to your Mind Blast feature.

You cannot choose the same improvement twice, even if later you might get to choose again.