Illithid
Hit Points
Hit Dice: d4 per Illithid level
Hit Points at first Level: 4
Hit Points at Higher Levels: You roll a d4 per Illithid level hit points for your tadpole (Minimum of 1).
Proficiences
Armor: none
Weapons: none
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: none
Overview & Creation
Illithid Tadpole:
You are a Illithid Tadpole and this are your race stats:
Illithid Tadpole
Spellcasting
Ceremorphosis:
At 1st level, you can enter a body through its nose, ear, or something that fulfills the same functions. The creature must be of medium size or smaller and of 1/4 CR and can´t be a undead, construct or ooze. This number increase with each level in this class. And it has to have the same intelligence or or lower than you or you must make a Inteligence check that you can add your proficiency bonus against their intelligence saving throw. They have to make this checks and saves until one win a best of 3. If the creature is a CR higher than it says on the table or you lose the best of 3 you die. You perfom a 1h ritual, in this ritual you eat that creature brain and you gain the control of that creature and you start a Parasitism relationship. You need to eat the same diet of that creature and suffer the same harmful effects of that creature. But if the creature drops to 0 hit points you have only 2 death saving throws then the creature dies and you detach your self from that creature. If the creature dies you have 1 month to find another host, if you fail to find one you die. While in a body of a host you gain this benefits:
Your game statistics are replaced by the statistics of the host, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill, memory and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the host’s hit points and Hit Dice. When you revert to your norm al form, you return to the number of hit points you had before you transformed.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any o f your special senses, such as darkvision, unless your new form also has that sense.
The creature loses his pupil, his eyes turn a faint purple color, After one week her skin takes on a sick faint purple color. A creature that knows these symptoms o knows your body can make a Inteligence (investigation) check against your spell DC, Intelligence is your spellcasting ability for any spells you cast. To know that or you are a Illithid or that you are possessed by something. After each month the body skin turns a purplish color and their
veins atart to stand out with a more powerful color doing the check easier.
On the hosts next short rest recovers all its missing hit points.
You can detach your self from that creature in 1min through the same way you enter. You can enter again in Ceremorphosis once per long rest. If you are detach from that creature after you finish a long rest you die.
Collective Mind:
Starting at 2nd level, Whenever you change host you gain all their skill proficiencys, languages, and most passive abilities in the DM discretion. You also choose one skill which you are proficient with and you can now multiply your proficiency bonus with that skill.
Illithid Specie:
At 3rd level, you choose a Illithid Specie from the list of available Species. Each Specie is the type of Illithid you will become. Your Specie gives you features when you choose it at 3rd level and additional features at 3rd, 7th, and 15th level.
Controll over the body:
Beginning at 5th level, If your host is a humanoid or other type of creature in the DM discretion. Of a CR 1 or 2. You can add half of your levels in multiclass of other clases. They can´t be a Warlock, Cleric, Sorcerer, Druid, Paladin or Ranger unless the DM allows it.
Metamorphosis:
At 9th level, If your host is a humanoid or other type of creature in the DM discretion. Of a CR 1 or 2. You can perfom a 5 day ritual in which your host becomes a Mind Flayer wich you can control but. You can´t cast 1/day each spells of the Mind Flayer. And your Tentacles attack can stunned a target only once per short or long rest. But you can Extract Brain if the target its grappled. The Mind Blast you can use its the one the class gives you.
Also all your hosts gain this Benefits:
Mind Blast: The host can magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a Intelligence saving throw against your spell DC, or take 4d8 + your Intelligence modifier of psychic damage and be stunned paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. you use this trait a number of times equal to your Intelligence Modifier, You regain all expended uses when you finish a long rest.
While in this form you have resistance to psychic damage.
You can cast detect thoughts at will.
You can cast levitate, Dominate Person, Hold Monster twice per long rest.
Psionic Nutrition:
Beginning at 11th level, Whenever you consume another creature brain You gain the same benefits as if it were once your host as if your collective mind ability. Also this gives you enough subsistence for 1 month. And your next short rest recovers all your missing hit points.
Powerful Psionic:
At 13th level, You can cast levitate at will. And you can cast dominate monster, plane shift (self only). Once per long rest.
Psionic Mastery:
Starting at 17th level, Your Mind Blast now deals 4d8 of extra damage. And you gain 2 adicional uses. Also you now are inmune to psychic damage. You can now cast Fly and Telekinesis at will.
Elder Brain:
At 20th level, You now can transform into a Ulitharid. And create more Tad Poles to create new Mind Flayers that you control you can have a max of 6 Mind Flayers at your controll. If you have at least 4 Mind Flayers at your control you can perfom a 2 month transformation and transform into a Elder Brain And have no limit to the amount of Mind Flayers you can control. Also you gan a +4 to your Charisma, Wisdom and Inteligence with a max of 30.
Subclass Options
Hive Mind
Create Intellect Devourer:
Starting at 3rd level, You can create inferior versions of your self that can´t cast spells called Intellect Devourer That you can control. You can divide your Ceremorphosis CR levels in diferent hosts. For example At 4th lvl you can have a 1/2 CR host and a Intellect Devourer with a 1/2 CR host. This other creatures are in your control you can comand them as a bonus action on your turn or they will take the dodge action. This creatures have the same stats as the host. They can talk and perfom basic action. They can´t attune to magic items or use them and they can´t cast spells. All of this creatures have the Pack Tactics features. If they aready have they gain a bonus to their attack rolls equal to the amount of allies within 5f of the target. If one of this Intellect Devourer you gain all your levels spend in them. If one of of your Intellect Devourer is drop to 0 hit points they die.
Psionic Army:
At 7th level, you can add you inteligence modifier to the damage attack rolls and damage if yours its bigger to all your hosts. Also you can add half of your inteligente modifier (minimum of one) To all your host damage rolls.
psychic zombies:
At 15th level, If damage reduces one of your hosts to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the host drops to 1 hit point instead.
Arcanist
Arcane Power:
Starting at 3rd level, You become a 1/3rd caster as the Eldrich Knight or the Arcane Trickster. Follow their spell casting to know how many or how to cast spells. Choose 2 schools of magic to learn spells from. You also gain One Benefit from a 2nd level Arcane Tradition.
Arcane Recovery:
At 7th level, Once per long rest when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 1/3 of your Illithid level
Arcane Mastery:
At 15th level, Choose a 1st-level wizard spell you can cast that spell a number of times equal to your inteligence modifier per long rest.
Psion
Psionic Power:
Starting at 3rd level, You become a 1/3rd caster as the Eldrich Knight or the Arcane Trickster. Follow their spell casting to know how many or how to cast spells. You learn spells from the Mystic spell list with out schools of magic restriction. You also learn one Psionic Talent.
Psionic Discipline:
At 7th level, You learn one Psionic Discipline of one Mystic Order you choose. You have the same amount of psi points and psi limit equal to 1/3 of your Illithid level.
Psionic Mastery:
At 15th level, You learn another Psionic Discipline of the same Mystic Order that you choose. Also you now have the same amount of psi points equal to half of your Illithid level (Ronded down).