You're going to be challenged a lot in Baldur's Gate 3, and you might want a leg up on the competition in any way you can get it. Obviously, you have your standard actions and spells as you level up, but as part of the impetus to the plot you're infested with a mind flayer parasite which unlocks Illithid abilities that you can use in combat to make your life a lot easier. Word of warning, this will feature spoilers for the entirety of Baldur's Gate 3.
What are all of the Illithid Abilities in Baldur's Gate 3?
These abilities are available to you for the first couple of acts of Baldur's Gate 3.
Tier 1 Illithid Abilities
- Psionic Overload: Attacks deal 1-4 extra psychic damage, but you also take 1-4 psychic damage
- Favorable Blessings: The first attack roll or ability check you take against a target gains a bonus equal to whatever your proficiency bonus is
- Force Tunnel: Your character charges forward, pushing creatures/objects four meters away without triggering opportunity attacks.
- Concentrated Blast: Deals up to 3d6 psychic damage if you're already concentrating on a spell. If the creature that you hit is also concentrating on a spell, then you will heal the amount of damage you deal.
- Transfuse Health: Drain your health by half to heal a target for an equal amount.
Tier 2 Illithid Abilities
- Ability Drain: Once per turn, reduce the target's ability by 1 when you attack them. Whichever ability you reduce is equal to whatever ability you used to attack.
- Luck of the Far Realms: If you make a successful attack roll, change it to a critical hit.
- Charm: Use a reaction to charm an enemy.
- Displace: Causes any enemies that take fall damage thanks to you to take 1-8 psychic damage.
- Repulsor: Deal 2d6 force damage and push your target back by six meters.
- Cull the Weak: If you bring an enemy down to fewer HP than whatever your unlock Illithid powers are then you automatically kill it. You also deal 1-4 psychic damage to nearby enemies.
- Psionic Backlash: When an enemy within nine meters casts a spell, use a reaction to inflict 1d4 psychic damage equal to the spell they use.
- Shield of Thralls: Make a shield that gives a target 10 temporary health, and stuns enemies when broken.
- Perilous Stakes: Give a target the ability to heal when they attack, though they are now vulnerable to all types of damage.
- Stage Fright: All targets take attack rolls at a disadvantage, causing them to take 2-12 psychic damage if they miss. However, if they succeed in an attack roll, they overcome this.
All High-Tier Illithid Powers
Once you hit Act 3, however, you're given access to higher-tier Illithid Powers, assuming that you take the tadpole that the Emperor offers you while you're in the dreamscape. This will result in some companion changes, along with certain visual changes to your character, but it also allows you access to some incredible abilities.
- Fracture Psyche: Lower your target's armor class by 1. If it dies while affected, you can use this again.
- Illithid Expertise: Gain expertise in Persuasion, Deception, and Intimidation.
- Psionic Dominance: If anybody targets you with a spell within 18 meters that has a lower or equal level to whatever your proficiency is, then you can use a reaction to nullify the spell.
- Black Hole: Pull any enemies to a chosen point, with the chance to slow them down. You can use this up to six times per short rest.
- Fly: Do we really need to explain this? You can fly around, and it doesn't cost a spell slot.
- Mind Blast: Deal between six and thirty-four psychic damage in a cone that can also stun targets.
- Mind Sanctuary: Characters within a field can use actions and bonus actions interchangeably.
- Freecast: Remove the resource costs for spells slots and charges.
- Absorb Intellect: Lower a target's Intelligence by 1 point, while also healing you for 1-8 health per turn for five turns.
- Displacer Beast Shape: Become a cat! A big, deadly Displacer Beast.