Empowered Mind Blast

Rank I: Requires Basic Mind Blast. The damage die for Mind Blast is increased to 2d6.

Rank II: Requires Empowered Mind Blast Rank I. The damage dice for Mind Blast is increased to 3d6.

Rank III: Requires Empowered Mind Blast Rank II. The damage dice for Mind Blast is increased to 4d6.

Rank IV: Requires Empowered Mind Blast Rank III. The damage dice for Mind Blast is increased to 5d6.

Rank V: Requires Empowered Mind Blast Rank IV. The damage dice for Mind Blast is increased to 6d6.

Enhanced Mind Blast

Rank I: Requires Basic Mind Blast. The range for Mind Blast is now a 25 foot cone.

Rank II: Requires Enhanced Mind Blast Rank I. The range for Mind Blast is now a 30 foot cone.

Rank III: Requires Enhanced Mind Blast Rank II. The range for Mind Blast is now a 35 foot cone.

Rank IV: Requires Enhanced Mind Blast Rank III. The range for Mind Blast is now a 40 foot cone.

Rank V: Requires Enhanced Mind Blast Rank IV. The range for Mind Blast is now a 45 foot cone.

Enlightened Mind Blast

Rank I: Requires Basic Mind Blast. You now regain use of Mind Blast at the end of a short or long rest.

Rank II: Requires Enlightened Mind Blast Rank I and mind flayer level 7. Your Mind Blast now has the special ability Recharge (6).

Rank III: Requires Enlightened Mind Blast Rank II and mind flayer level 11. Your Mind Blast now has the special ability Recharge (5-6).

Rank IV: Requires Enlightened Mind Blast Rank III and mind flayer level 15. Your Mind Blast now has the special ability Recharge (4-6).

Innate Abilities

These inner abilities of the mind flayer are general abilities that all Illithid are noticed for and will make you more noticeable as a true mind flayer.

Detect Thoughts

Rank I: You may cast detect thoughts once per day. You regain the ability to do this after finishing a long rest.

Rank II: Requires Detect Thoughts Rank I. You may cast detect thoughts once per day. You regain the ability to do this after finishing a short or long rest.

Rank III: Requires Detect Thoughts Rank II. You may cast detect thoughts a number of times each day equal to your Intelligence modifier. You regain the ability to do this after finishing a short or long rest.

Rank IV: Requires Detect Thoughts Rank III. When you cast detect thoughts using this feature, it does not require concentration to maintain.

Rank V: Requires Detect Thoughts Rank IV. You may cast detect thoughts at will.

Levitate

Rank I: You may cast levitate once per day. You regain the ability to do this after finishing a long rest.

Rank II: Requires Levitate Rank I. You may cast levitate once per day. You regain the ability to do this after finishing a short or long rest.

Rank III: Requires Levitate Rank II. You may cast levitate a number of times each day equal to your Intelligence modifier. You regain the ability to do this after finishing a short or long rest.

Rank IV: Requires Levitate Rank III. When you cast levitate using this feature, it does not require concentration to maintain.

Rank V: Requires Levitate Rank IV. You may cast levitate at will.

Dominate Monster

Requires Detect Thoughts (3) and 13th-level character

Rank I: Requires Detect Thoughts Rank III and mind flayer level 13. You may cast dominate monster once per day. You regain this ability after you finish a long rest.

Rank II: Requires Dominate Monster Rank I. When you cast dominate monster using this feature, it does not require concentration to maintain.

Rank III: Requires Dominate Monster Rank II. When you cast dominate monster on a creature, it becomes permanent.

Plane Shift

Rank I: Requires Levitate Rank III and mind flayer level 11. You may cast plane shift on yourself only once per day. You regain this ability after finishing a long rest.

Magic Resistance

Rank I: Requires mind flayer level 13. You may choose one ability score from Strength, Dexterity, or Constitution. When you make a saving throw against magic or a magical effect with the chosen ability score, you may add your Intelligence modifier to this saving throw.

Rank II: Requires Magic Resistance Rank II and mind flayer level 17. You may choose one ability score that you have not chosen before with this feature, from Strength, Dexterity, or Constitution. When you make a saving throw against magic or a magical effect with the chosen ability score, you may add your Intelligence modifier to this saving throw.

Telepathic

Rank I: You have telepathy up to 30 feet. This may be used to send your thoughts out to any number of creatures within 30 feet which includes verbal components for spells.

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. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.

Rank II: Requires Telepathic Rank I. Your telepathy range is increased to 60 feet.

Rank III: Requires Telepathic Rank II. Your telepathy range is increased to 120 feet.