the reason why the mindflayer would be in adventuring party that has other races in it and does not eat there brains is it had enough with the elder brain's bullshit and saw opportune if it joined the party truth be told it would still want there brains but would have to resist the urge.
What's your character's name?
To be honest, it's a pretty cliched idea, almost as cliched as any Chaotic Good drow ranger with two scimitars. In fact, the comparison is really kind of uncanny. The backstory isn't much better; it's easy to say "I hate the Elder Brain!", but not as easy to answer
why you do so. Why would a being raised in a society where good and evil are understood in totally alien concepts be against his leader? The elder-brain doesn't lie to the Mindflayers, it guides them to domination; there's no bullshit there.
It's clear to me that you're excited to
make a character, but as the DM, my foremost concern is how it's going
play out, pun intended. As of now, the concept you have is an interesting
mechanical one, but just doesn't have a great
story component. If you were an alien spy/agent who was intervening in earthly affairs based upon some unknowable extra-planar politics, then that would be cool. As of now, a random Illithid walking out of the Underdark and saying "I am a party member now and I
pinky-promise that I won't eat your brains" isn't very cool.
But to get back to my initial point: What's your character's name? From what I see, you don't have a
character, you have a
build. And that's a starting place, from which you make a character. It's how I make a lot of mine. But I need to see more flesh before I can approve this.
but could you imagine the current party walk into this squid man looking creature and truth be told they wouldn't know what it is until they have someone who met one before.
If there's one thing I know about this party, it's that they like to roll knowledge checks. If they walked into a mindflayer, I'd set a DC 10 Int Check to know that it's an abomination from the depths of the earth, and a DC 15 check to know it's an Illithid, and some basic facts. With three different people rolling checks, there's a damn good chance they'll figure out what you are.
and the reason why you should let me play it is i will only be level four and when a DM start using them is around level 17 to 20 and there physical ability scores are reduce. -2 to str and -4 to con but they are amazing wizards +4 int +2 wis +2 cha.
wot
That's... that's not how that works... that's not how any of this works. There aren't ability score penalties in 5e. Here, this would be the Illithid race I'd accept (with alterations from the rest of the players, of course.). It's hacked together from a bunch of other stuff. This is, of course, assuming that you can convince me to let you play an Illithid, which you still have yet to do.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Illithids fully complete ceremorphosis by the age of 9, and have become fully mature and complete in their education by age 15. Illithids live longer than humans, but they do eventually die naturally.
Alignment. Illithids normally have a natural tendency towards hierarchy, discipline, and cruelty, and have an alignment of lawful evil. Some individuals find themselves developing more-individualistic personalities than their fellows early after ceremorphosis, and have an alignment of neutral evil, while a few lack the characteristic sadism of their brethren while retaining their preoccupation with organization, and have an alignment of lawful neutral.
Any illithid of any other alignment, usually the product of unusual circumstances such as mutation, magical alteration, extensive contact with unshackled non-illithid minds while cut off from the networked communal intelligence of their colonies, or intervention by otherworldly forces, is likely regarded by others of its kind as either a disgusting social deviant and pariah, or, at worst, as pollution to be cleansed. Many such illithid are either mentally wiped blank and re-educated or simply thrown out of their home communities if their natures are too open and offensive to their fellows' sensibilities.
Size. Most illithids are at least as tall as tall humans, standing at least a few inches shy of six feet, but their bodies very slender and emaciated, weighing much less than an average being of their stature. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have darkvision up to a range of 60 ft.
Lesser Magic Resistance. Whenever you make a saving throw against magical spells and effects, if you are proficient in the save then you also gain advantage on it.
Mind Bolt. Gain the Mind Bolt Cantrip. Intelligence is your casting stat.
Devour Brain. As you consume the brain of another creature, you briefly interface with its mind. You may use your action to attempt to wrap your tentacles around the head of an unconscious living creature or a living creature that died in the last few minutes, then use your alien jaw to open its skull and eat its brain matter. After doing so, you learn at least one piece of useful information the creature knew, and while you maintain Concentration, as though concentrating on a spell, you gain temporary proficiency with a weapon, skill, or set of tools the creature had proficiency with. If it was not dead, using this ability (obviously) kills the creature.
Mental Communication. You can communicate telepathically with any creature within a close enough proximity to you, with your thoughts growing fainter and harder to discern at roughly the same rate a creature's voice would fade with distance. When you use this ability, your communications can be sensed by every being in "earshot," though you can still focus the communication on nearby beings you designate. You may communicate using either languages you know or psychic impressions, such as emotions or sensory experiences, though this ability cannot be used to distract another being any more effectively than a shout or other form of speech. Certain materials, such as lead, can block out these mental communications. You cannot speak verbally, though you can still perform the verbal components of spells that require them.
Languages: You can speak, read, and write Common. Due to your Illithid ancestry, you can speak and read Deep Speech, and can write in Qualith. Qualith is a secret and specialized writing (similar to braille) that is only written by illithids and is read by an illithid's tentacles. It is so alien in construction that non-illithids must resort to magic to discern its meaning.
Mind Bolt
0 level cantrip
Casting Time: 1 action
Range: 60 feet
Components: None, occasional somatic components.
Duration: Instant
A surging bolt of psychic energy lashes out at the target, very briefly stunning them. Make a ranged spell attack against the target. On a hit, it takes 1d8 psychic damage and can not use reaction abilities until the start of your next turn. This power increases by 1d8 damage at 5th level (2d8), 11th level (3d8) and 17th level (4d8).
and beside if anyone gets too out of hand you can give me a hard douse of reality or straight up kill anyone
What I'm trying to do now is prevent that from ever happening. I don't want to say 'no' later, so I'm saying 'how about trying this instead' now.
Alright, so here's my new take on Arwen's understanding of the Draconic Language. He can understand it pretty well, but there's some words he has trouble with, so he just uses the Common variant. Also, the translator did that so I'm upset at it.
So it's Draconommon.
Yeah, the translator isn't perfect, but you can submit new words, so that's nice.