Human Illithari

Ability Score Increase. None

Size. Medium

Speed. 30ft

Prerequisite: In order to begin play as a Human Illithari, you must take the Trial of Aoia, and you must take on the origin of Ahloki or Orfghan.

Age – Humans reach adulthood in their late teens and live less than a century.

Alignment – Humans tend toward no particular alignment. The best and the worst are found among them.

Size – Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Languages – You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Attunement – The Illithari have strong malleable souls and therefore begin play with one additional attunement slot.

Psionics
The illithari have access to psionic abilities, inherited from their terrible existence below. This element is the one that they will manifest and what all of their abilities will be tied to. Each of these manifested elements have associated phenomena that can be activated.


 * Aether (Telekineticists)

"(Phenomena) Mage Hand – This functions as the cantrip Mage Hand, except that, you may manipulate up to 10 + 10 per character level in lbs. You may also control this to a distance of up to 120ft. This costs 1 Shatter."


 * Air (Aerokineticists)

"(Phenomena) Gust – This functions as the cantrip Gust except that you may effect a creature of large or lower and you may push them up to 10ft +5x character level. The DC for this strength saving throw equals 8 + your INT modifier + your proficiency bonus. The object weight that you can manipulate is equal to 5 x your character level and may be pushed up to 20ft away from you. You may also, in addition to other effects, blast yourself in a direction up to 60ft, this can be used as flight, although not gracefully and you may only travel in a straight line. This costs 1 Shatter."


 * Earth (Geokineticists)

"(Phenomena) Mold Earth – This functions like the cantrip Mold Earth, except the portion of earth you can effect is equal to 10 + 5x characer level, you may move this earth up to 10 + 5x character level away from you. This costs 1 Shatter."


 * Fire (Pyrokineticists)

"(Phenomena) Control Flames – This functions like the cantrip Control Flames, except that the portion of fire that you can control is equal to 10ft +5x characer level. You can expand this fire (5x character level)ft in one direction, if there are flammable materials in that direction. This costs 1 Shatter."


 * Water (Hydrokineticists)

"(Phenomena) Shape Water – This functions like the cantrip Shape Water, except that the portion of water that you can control is equal to 10ft +5x characer level. You can expand this water (5x character level)ft in one direction. This costs 1 Shatter."

Shatter
Shatter represents the stress on the characters soul to manifest phenomena. Contrary to common belief psionics is not a strange use of the mind but instead a burning of the soul. Whenever a character's Shatter becomes 0, they fall unconscious as their soul is literally shattered. They must make a special set of death saving throws that cannot be interfered with, nor can any healing stop them. Should the character fail these death saving throws and die, they instead are raised as a husk. A horrible and dangerous monster that seeks to drain the souls of those around it. A character has an amount of Shatter equal to Attunement Slots + Proficiency Bonus You regain your proficiency bonus in Shatter whenever you complete a long rest.