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Baldur’s Gate 3hosts a myriad of moral questions and choices to consider. With your mind filled with the influence of a tadpole whose purpose you know not, you’ll be tempted to use its extraordinary powers to fulfill your own greedy desires. Illithid powers hold a promise of power few feats can compete with.
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But unlocking these powers might come with consequences. That’s the takeaway from Baldur’s Gate: our actions have consequences. But how much of a consequence is there, and will the powers offered outperform the consequences suffered? And how do you find the key to unlocking these powers' full potential?
Updated July 16, 2025 by Alexis Campbell:This guide has updated from the Early Access to the official release version. Illithid Powers and how they are gained have changed dramatically, and their new effects and the process of obtaining them have changed in this guide to reflect it.
How To Unlock The Illithid Powers
In the Early Access,the Illithid Powers were unlocked by selecting “Illithid [Wisdom]” choices during dialogue encounters.
However,this method has changed in the official releaseto unlock these powers bycollecting the Illithid tadpoles from other infected NPCsvia the item"Mind Flayer Parasite Specimen."
Collecting them does not necessarily mean that you use them, however, and does not appear to have any negative consequences.
Known carriersof Mind Flayer Parasite Specimen include:
At the top right of your screen andabove the minimap is a red parasite icon. Clicking this will open theskill tree for Illithid Powers.
You can unlock Illithid Powers byspending your Parasite Specimensto “evolve an area of your mind.”
All Illithid Powers
Illithid Powers come in many shapes and forms. Someclass-specific powersthat were available in the Early Access arenow openly free to purchasein the skill tree for anyone with the tadpole and prerequisites required.
Each power will requireone tadpole to unlock.The furthest reaches of the brain will require the user to have consumedthe Astral-Touched Tadpole.
Additionally,each companion will have their own skill treeto open and unlock. Therefore, you canunlock different chains with different companionsor infest companions when you yourself may not wish to do so.Some companions will need to be Persuadedto accept being infected.
Action
Completion of Omeluum Quest (Not purchased)
Infuse a creature with psionic force. If it reaches 0 hit points, it heals [3d4] instead of falling Unconscious.
Passive
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First attack roll or ability check made against any target in combat gains a bonus equal to your Proficiency bonus.
Reaction
Favorable Beginnings
Charm a creature that makes an attack roll against you, preventing them from attacking you until their next turn.
When you succeed on an attack roll, choose to make it a Critical.
Deal 3d6 Psychic damage against a foe while concentrating on a spell and then break concentration after.
Concentrated Blast
Heal a creature for 2d8 when it attacks but it becomes Vulnerable to all damage types. Lasts 3 turns.
When an enemy casts a spell within 9m of you, use your reaction to deal 1d4 Psychic damage per spell level.
Deal an extra 1d4 Psychic damage with weapon attacks in exchange for taking 1d4 Psychic damage per turn.
Psionic Overload
When you make an attack roll, reduce the target’s corresponding ability by 1 (once per turn).
On a failed Wisdom save, all targets within a 6m radius have Disadvantage on attack rolls.
Each time they miss, they take 2d6 Psychic damage. It lasts 3 turns or until the target succeeds an attack roll.
Give half of your health to heal a target for that amount.
Transfuse Health
In exchange for making a creature Vulnerable to all damage types, the affected creature gains 2d8 HP back when succeeding on an attack roll.
Conjure a volatile shield that gives the affected creature 10 temporary hit points.
Charge forward, pushing all objects and creatures in your (9m) path 4m away from you. Enemies cannot make Opportunity Attacks against you.
Force Tunnel
Creatures that are dealt Falling damage due to your actions also take an additional 1d8 Psychic damage.
Push any and everything back 6m on a failed Strength save and deal 2d6 Force damage or half as much on a save.
Charm
When an enemy uses a spell lower or equal to your Proficiency Bonus within 18m, use your reaction to nullify the spell.
Perilous Stakes
Lower a creature’s Intelligence by 1 and heal your wounds by 1d8 for 5 turns.
Psionic Backlash
Create an area that allows creatures within to take actions and bonus actions as if they were the same for 3 turns.
Ability Drain
Reduce a target’s AC by 1 on a failed Intelligence save and, if they die within 5 turns, cast Fracture Psyche on another target.
Cull the Weak
Deal 4d8 Psychic damage. Stun targets within the cone of attack for 1 turn on a failed Intelligence save.
Gain Expertise in Persuasion, Deception, and Intimidation.
Shield of Thralls
Necessary spell slots, charges, and similar resources for one action or spell per rest is removed.
Stage Fright
Transform into a Displacer Beast with 85HP as if to Wild Shape. Once per Long Rest.