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Illithid powers
![]() | Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Illithid Powers are special abilities tied to the Mind Flayer tadpole that the player character and Origin Companions are infected with. At some point when taking a Long Rest, the Dream Visitor will tell you how to unlock this skill tree.
After this event, finding and consuming Tadpole Specimens, such as from the corpses of other infected, will allow you to unlock a new power. Your companions will initially refuse to use Illithid Powers, but can be convinced to use them through Persuasion Checks.
List of Illithid Powers
This list is currently incomplete.
Power | Type | Description | Requires |
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Passive Feature | You can use your connection to the parasite in your brain to force cultists of the Absolute to obey you. | Unlocked automatically |
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Class Action | Your attacks deal an additional 1d4![]() ![]() |
None |
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Passive Feature | The first Attack Roll or Ability Check you make against any target gains a bonus equal to your Proficiency Bonus. | None |
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Class Action | Charge forward, pushing all objects and creatures in your path 4m away from you. | None |
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Class Action | Deal 3d6![]() |
None |
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Class Action | Sacrifice half your remaining hit points to heal a target for the same amount. | None |
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Class Action | Your targets have Disadvantage on Attack Rolls and take 2d6![]() |
Psionic Overload |
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Passive Feature | Once per turn, when you make an Attack Roll, the attack reduces that target's corresponding Ability by 1. The Ability that is reduced is the same as the one used to make the Attack Roll. | Psionic Overload |
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Passive Feature | When you make a successful Attack Roll against a foe, you can change that attack into a Critical Hit. | Favourable Beginnings |
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Passive Feature | Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn. | Favourable Beginnings |
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Passive Feature | Creatures suffering Falling damage because of your actions take an additional 1d8![]() |
Force Tunnel |
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Class Action | Push anything and anyone back 6m. Deals 2d6![]() |
Force Tunnel |
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Passive Feature | When an enemy Within 9m casts a spell, you can use your reaction to inflict 1d4![]() |
Concentrated Blast |
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Toggleable Passive Feature | When you bring a creature down to fewer hit points than your number of evolved illithid powers, it dies and all nearby creatures take 1~4![]() |
Concentrated Blast |
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Class Action | Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points. | Transfuse Health |
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Class Action | Invest a creature with power that heals it when it attacks, but also makes it Vulnerable to all damage. | Transfuse Health |
Elite Powers
When you first gain access to Illithid Powers, the final ring will be locked. At the very end of Chapter Two, on the road to Baldur's Gate, you will be given the opportunity to unlock these powers by agreeing to absorb the Astral-Touched Tadpole and become a Partial Illithid. This will also permanently mark your character's face with veins.
Power | Type | Description | Requires |
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Class Action | Invade a target's mind and disrupt its defences. The target's Armour Class is reduced by 1. If the target dies while its psyche is fractured, you can cast Shatter Psyche on another target. | Unlock one of: |
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Passive Feature | You have deepened your sense of self, gaining Expertise in Persuasion, Deception, and Intimidation Checks. | Unlock one of: |
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Class Action | Use your reaction to cancel a spell targeted at you if its spell level is less than or equal to your proficiency bonus. | Charm |
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Class Action | Summon a black hole that pulls in nearby enemies and potentially Slows them. | Displace |
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Class Action | Fly to a target position. Uses movement speed and doesn't take an Action. | Unlocked automatically |
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Class Action | Spew forth a conical wave of psychic energy and possibly Stun targets within. Deals 4d8+INT![]() |
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Class Action | Sculpt a magical nexus that allows those within to take actions and bonus actions interchangeably. | Unlock one of: |
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Toggleable Passive Feature | You have discovered a marvellous adaptability within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed. Refreshes after a Short or Long Rest. | Unlock one of: |
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Class Action | Gobble up a foe's intellect, lowering their Intelligence by 1 per turn and healing your wounds for 5 turns (1d8![]() |
Unlock one of: |
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Class Action | Transform into a displacer beast that can Displace itself and enemies, and has 85 hit points. You take on the attributes of a displacer beast, but maintain your Intelligence, Wisdom, and Charisma scores. When your displacer beast form drops to 0 hit points, you revert to your original form. | Unlock one of: |
Gallery
Notes
In Early Access, the progression of your powers worked differently. Instead, your tadpole grew in power as you used Illithid Persuasion options in dialogue. Once you'd used Illithid Persuasion three times, you got a power unique to your class. Some of these abilities were reworked into the current Illithid Powers. A full list of Early Access powers can be seen below:
Early Access Illithid Powers | |||
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Power | Class | Description | How to Obtain |
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Barbarian | While Raging, deal an additional 1d4 damage with weapon attacks, but receive 1d4![]() |
Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Bard | Drown your enemies in an overwhelming fear of failure. They receive ![]() ![]() |
Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Cleric | Infuse a creature with psionic force. If it reaches 0 HP, it regains 3d4 HP instead of falling Unconscious. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Druid | Magically assume the shape of an Intellect Devourer that can deal Psychic damage. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Fighter | Pull a creature or object toward you. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Paladin | Invade a target's mind and disrupt its defenses (Reduces target's ![]() |
Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Ranger | Charge forward and push all objects and creatures in your path away from you. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Rogue | Create a cloud of magical darkness and immediately attempt to hide. Creatures within the cloud are Heavily Obscured and Blinded. Creatures cannot make ranged attacks into or out of the darkness. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Sorcerer | Release the eldritch magic within you and terrify a creature with your twisted powers. Regain 2 Sorcery Points and potentially deal 1d4![]() |
Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Warlock | You are part of a greater whole. Concentrate on your connection to teleport to another tadpole-infected creature. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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Wizard | A protective shell envelops you. It reflects any projectiles targeted at you to their point of origin. Does not affect creatures that don't rely on sight or that can see through illusions. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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All Classes | Channel the power of the Absolute, knocking back all creatures and objects and dealing 2d6![]() |
Help Omeluum investigate the parasite |