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<blockquote data-quote="MechaPilot" data-source="post: 7117215" data-attributes="member: 82779"><p>I agree with all of those comments.</p><p></p><p>Virtually always going last (which will happen unless the campaign's enemy selection is going to be very Illithid centric) would suck. At least disadvantage on initiative gives you a chance of beating a particularly slow enemy or two, or more in situations where you would otherwise have had advantage.</p><p></p><p>I do think the stat penalties are too harsh. Sure, the Str penalty is largely not going to matter; the character will likely be pursuing a non-Str-focused class anyway. But, the Dex penalty hurts, especially since most int-based classes have lower HPs. And, of course, the Con penalty of the other two subraces hurts across the board. The only trait the race gets that really seems terribly powerful is magic resistance (in the Alhoon subrace).</p><p></p><p>The race's Mind Blast is, apart from dealing half-damage on a save, largely equivalent to a single-target, limited-use cantrip with awful range. I'd drop the half-damage on a save and include some kind of rider to beef it up a little bit; maybe removing the ability to take reactions until the end of the Illithid's next turn. I'd probably also create a racial feat that makes the ability an AoE cone attack and that imposes disadvantage on attack rolls and ability checks on anyone who fails the save by 5+ until the end of the Illithid's next turn.</p><p></p><p>The Tentacles trait is, honestly, just a melee weapon replacement. It has precious little mechanical value, but does some heavy-lifting flavor-wise.</p><p></p><p>Also, why does the telepathy have such a short range? I'd have them all with a range no shorter than 30 feet. What I'd probably be most inclined to do is have it be dependent upon the character's Int score, say, 30 feet +5 feet per point of Int modifier.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7117215, member: 82779"] I agree with all of those comments. Virtually always going last (which will happen unless the campaign's enemy selection is going to be very Illithid centric) would suck. At least disadvantage on initiative gives you a chance of beating a particularly slow enemy or two, or more in situations where you would otherwise have had advantage. I do think the stat penalties are too harsh. Sure, the Str penalty is largely not going to matter; the character will likely be pursuing a non-Str-focused class anyway. But, the Dex penalty hurts, especially since most int-based classes have lower HPs. And, of course, the Con penalty of the other two subraces hurts across the board. The only trait the race gets that really seems terribly powerful is magic resistance (in the Alhoon subrace). The race's Mind Blast is, apart from dealing half-damage on a save, largely equivalent to a single-target, limited-use cantrip with awful range. I'd drop the half-damage on a save and include some kind of rider to beef it up a little bit; maybe removing the ability to take reactions until the end of the Illithid's next turn. I'd probably also create a racial feat that makes the ability an AoE cone attack and that imposes disadvantage on attack rolls and ability checks on anyone who fails the save by 5+ until the end of the Illithid's next turn. The Tentacles trait is, honestly, just a melee weapon replacement. It has precious little mechanical value, but does some heavy-lifting flavor-wise. Also, why does the telepathy have such a short range? I'd have them all with a range no shorter than 30 feet. What I'd probably be most inclined to do is have it be dependent upon the character's Int score, say, 30 feet +5 feet per point of Int modifier. [/QUOTE]
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