dnd 5e – Which spells are “on the sorcerer spell list” for an Aberrant Mind or Clockwork Soul sorcerer?

Some magical items, such as spell scrolls, work only if a given spell is on the caster’s spell list. For example, the description of a spell scroll states:

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. (…)

The Aberrant Mind sorcerer’s Psionic Spells feature and the Clockwork Soul sorcerer’s Clockwork Magic feature (TCoE, p. 67-68) grant access to additional spells not on the general sorcerer spell list:

You learn additional spells when you reach certain levels in this class, as shown on the (Psionic/Clockwork) Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Additionally, it is possible to swap these spells at level up:

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be (a divination or an enchantment spell/an abjuration or a transmutation spell) from the sorcerer, warlock, or wizard spell list.

Do the additional spells from the Psionic/Clockwork spell tables count as being on the Aberrant Mind or Clockwork Soul sorcerer’s spell list?

What about the spells that can be learned by swapping the Psionic/Clockwork Spells out?

pathfinder 1e – What set of abilities affects a Soul Knife’s Mind Blade/s when they use Shape the Mind Blade class feature?


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dnd 5e – Which spells are considered on the sorcerer spell list for an Aberrant Mind / Clockwork Soul sorcerer?

Some magical items, such as scrolls, work only if a given spell is on the caster’s spell list. For example:

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any Material Components. Otherwise, the scroll is unintelligible.

The Aberrant Mind Sorcerer and Clockwork Soul Sorcerer have access to additional spells not on the Sorcerer’s spell list:

You learn additional spells when you reach certain levels in this class, as shown on the Psionic [Clockwork] Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Additionally, it is possible to swap these spells at level up:

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with
another spell of the same level. The new spell must be a divination or an enchantment [abjuration or a transmutation] spell from the sorcerer, warlock, or wizard spell list.

Do the additional spells from the Psionic/Clockwork spell tables count as being on the Aberrant Mind / Clockwork Soul sorcerer’s spell list?

What about the spells that can be obtained by swapping the Psionic/Clockwork spells out?

pathfinder 1e – Does the Soul Knife’s blade skill Mind Blade Finesse require the Weapon Finesse feat?

Does the Soul Knife’s blade skill Mind Blade Finesse require the Weapon Finesse feat?

Mind Blade Finesse
Mind Blade Finesse: The benefits of the Weapon Finesse feat apply to the mind blade even when it is in forms that cannot normally be the subject of Weapon Finesse (including two-handed forms).

Couldn’t you just choose the feat Weapon Finesse and choose Mind Blades to apply it to it or at the very least Mind Blade in its “light weapon” form?

dnd 5e – Are this “Aberrant Psychic” class and its “Mind Defense” subclass balanced

I recently created a class based off of the Far Realm and somewhat-psion like powers. They are similar to druids and clerics, having a 1d8 hit die, full spellcasting, and a more utility-focused class (no healing though). I haven’t compiled a full spell list for it yet, but it will likely be similar to a sorcerer with mostly utility spells.

NOTE: This post will break down the class and one of its subclasses, the Mind Defense. The other 2 subclasses will be posted on different questions with the full class.


Aberrant Psychics are powerful mages who can cast arcane spells through their exposure to the far realm. They might have come across a portal that warped their mind in unfathomable ways, or maybe just had their mind opened by a beholder.

NOTE: This class is unique because it uses the Sanity ability score, which is in the Dungeon Master’s Guide. If your campaign doesn’t use the Sanity ability score, replace all instances of Sanity with Wisdom.

Quick Build: You can make an Aberrant Psychic quickly by following the following suggestions. First, Sanity (or Wisdom) should be your highest ability score, followed by Constitution. Make Dexterity second highest if you plan to take the Mind Specialty Mind defense. Next, choose the minor illusion, prestidigitation, and chill touch cantrips and the spells false life, chaos bolt, and identify. Your background should be hermit.

Class Features

As an Aberrant Psychic, you gain the following class features:

Hit Points

Hit Dice: 1d8 per Aberrant Psychic level

Hit Points at 1st level: 8 + your Constitution Modifier

Hit Points at Higher Levels: 1d8 + your Constitution modifier per Aberrant Psychic level after 1st

Proficiencies

Armor: Light Armor

Weapons: Simple Weapons

Tools: None

Saving Throws: Sanity, Wisdom (or: Wisdom, Charisma)

Skills: Choose two from Arcana, Insight, Perception, Investigation, Nature, Religion, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment from your background, OR you can purchase your equipment with 3d4 × 10 gp.

  • (a) An arcane focus or (b) a component pouch
  • (a) Any simple weapon or (b) a light crossbow with 20 bolts
  • (a) A explorer’s pack or (b) a dungeoneer’s pack
  • Leather armor and 2 daggers

Idea: Basically warlock proficiencies, and standard d8 casting hit die. Nothing special at all.

Spellcasting

Your mind was warped by the Far Realm, giving you the power to call on the Far Realm to cast spells. Aberrant Psychics get full spellcasting in terms of spell slots. The Aberrant Psychic spell list is at the end of the document.

Cantrips:

At 1st level you know 3 cantrips from the Aberrant Psychic spell list. You learn additional cantrips when you level up, as shown in the Cantrips known column of the Aberrant Psychic Features table.

Spellcasting Ability:

Your spellcasting ability is Sanity (or Wisdom) because your spells rely on your ability to withstand the insanity of the far realm.

Spell Save DC: 8 + proficiency bonus + your Sanity (or Wisdom) modifier

Spell Attack Bonus: proficiency bonus + your Sanity (or Wisdom) modifier

Learning Spells of 1st level and higher:

You know 3 spells at 1st level from the Aberrant Psychic spell list. You learn addition spells when you
level up, as shown in the Spells known column of the Aberrant Psychic Features table.

Spellcasting Focus:

You can use an arcane focus as a spellcasting focus for your spells

Idea: Nice and normal spellcasting. Nothing special. The Sanity modifier is different, but the option to swap it out for Wisdom makes it that if Sanity is a problem, I can swap it.

Psychic Might

At 2nd level, your mind is so strongly adapted to the Far Realm you can modify your spells with its energy. When you cast an Aberrant Psychic spell by expending a spell slot, you can change one damage roll of the spell to psychic damage. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Idea: This should see frequent use against creatures with numerous immunities, and increases their flexibility since they will not have many damaging spells. Could be bad against constructs and other psychic immune creatures, but they see niche use and they could choose not to analyze it.

Mind Specialty

At 3rd level, you choose a Mind Specialty to specialize in, choosing from Mind Warper, Life Drainer, or Mind Defense. These Specialties are detailed at the end of the class description. Life Drainer and Mind Defense will be covered in a separate question.

Idea: Standard 3rd level subclass. Nothing special here.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase 1 ability score of your choice by 2, or 2 ability score of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Idea: Nothing special here. Completely standard and unremarkable.

Aberrant Explorer

At 5th level, you can use your mind to influence the land. Magical difficult terrain does not affect you, and you know the location of all creatures with intelligence 10 or higher within 10 feet of you.

Idea: Meant to be a niche-use feature and could help in combat against invisible foes.

Aberrant Mind

At 6th level, your adaptation to the Far Realm gives you advantages in some social situations. You have advantage on all charisma checks made to influence Aberrations.

Idea: Another niche feature, meant to be a ribbon and nothing else.

Mind Alter

At 8th level, you can reach into a creatures mind. As an action, you can reach into a creatures mind. It must make a charisma saving throw against your spell save DC. On a failure, it takes 3D6 psychic damage and its creature type becomes aberration for the next minute. On a success, it only takes half damage, and its creature type isn’t changed. You can use this feature a number of times equal to your Sanity (or Wisdom) modifier, and you regain all expended uses when you finish a long rest.

Idea: This is something they will use commonly. With numerous features handling aberrations, this helps them be useful more.

Aberrant Offensive

At 14th level, your experience with Aberrations gives you advantages while fighting them. You have advantage on spell attack rolls when fighting an aberration (this bonus just applies to the aberration), and aberrations have disadvantage on saving throws against your spells. This feature also works on creatures influenced by aberrations, such as an Ogre charmed by a beholder or a thrall of a mind flayer.

Idea: Meant to work in tandem with the 8th level feature, this helps them a lot in combat.

Far Realm Manipulator

At 18th level, you can channel the energy of the Far Realm into your spells. Once per turn, when you hit with a spell attack or an enemy fails its save against one of your spells, you can force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target enters the far realm for a moments, taking 5D8 psychic damage and is teleported up to 30 feet to a place of your choice. You can use this feature three times and regain all expended uses when you finish a short or long rest.

Idea: Basically a weak “Hurl Through Hell” that can help with crowd control or tactical maneuvering.

Psychic Expert

At 20th level, you are the master of psychic energy. You gain the following benefits:

  • You are immune to psychic damage.
  • You are resistant to damage dealt by aberrations.
  • When you have no uses of Mind Alter remaining, you regain one use
    when you roll initiative.

Idea: Meant to make them better against aberrations, and make more creatures aberrations.


Subclasses:

Mind Defense

You specialize in warping and fiddling with a creature’s mind.

Permanent Shielding

At 3rd level, you can use your mind to shield yourself from danger. You learn the mage armor spell if you don’t know it already, and you can cast it at will, targeting only yourself. You can expend a spell slot to cast it normally.

Idea: Gives them something similar to an eldritch invocation, giving them a semi-permanent AC of 13+dex.

Mind over Will

At 6th level, your power to block strikes extends. You add your Sanity (or Wisdom) modifier to your armor class. This bonus can stack with mage armor, in which your armor class would be 13 + your dexterity modifier + your sanity (or wisdom) modifier. You cannot wear armor or wield a shield while adding your sanity (or wisdom) modifier to your armor class.

Idea: Giving them a much improved version of a monk’s unarmored defense, this subclasses AC could rival the artificer at high levels.

Mind Shield

At 6th level, you are immune to any magic that would read your thoughts, and magic cannot tell if you are lying.

Idea: Gives them a strong feature for intrigue based campaigns. Ribbon for heavy combat campaigns.

Mind over Matter

At 10th level, you have learned to warp the matter of an item, causing it to pass through you. When you are hit by an attack, you can use your reaction to make the attack miss and instead have it hit a creature within 20 feet of you, including the attacker (if they are in range). You can use this feature a number of times equal to your Sanity (or Wisdom) modifier, and you regain all expended uses when you finish a long rest.

Idea: Allowing them to basically blip out an attack and shift it to another creature. This could be flexed in so many ways, but basically gives them immunity to damage a few times a day.

Psychic Defense Mastery

At 16th level, your mind can weaken the hardest strikes. You have resistance to all nonmagical bludgeoning, piercing, and slashing damage.

Idea: Taken right off of the war cleric and Oathbreaker paladin with no changes except for the name.


Again, the spell list is not finalized but is pretty much going to be spells like mind spike, utility spells, and such.

I know this is a long document, thanks for taking the time out of your day to help!


Here is the link to the Q&A about the 2nd subclass, Life Drainer: Are this “Aberrant Psychic” class and its “Life Drainer” subclass balanced?
And the first subclass, Mind Warper:
Are this “Aberrant Psychic” class and its “Mind Warper” subclass balanced?

dnd 5e – Are this “Aberrant Psychic” class and its “Mind Warper” subclass balanced?

I recently created a class based off of the Far Realm and somewhat-psion like powers. They are similar to druids and clerics, having a 1d8 hit die, full spellcasting, and a more utility-focused class (no healing though). I haven’t compiled a full spell list for it yet, but it will likely be similar to a sorcerer with mostly utility spells.

NOTE: This post will break down the class and one of its subclasses, the Mind Warper. The other 2 subclasses will be posted on different questions with the full class.


Aberrant Psychics are powerful mages who can cast arcane spells through their exposure to the far realm. They might have come across a portal that warped their mind in unfathomable ways, or maybe just had their mind opened by a beholder.

NOTE: This class is unique because it uses the Sanity ability score, which is in the Dungeon Master’s Guide. If your campaign doesn’t use the Sanity ability score, replace all instances of Sanity with Wisdom.

Quick Build: You can make an Aberrant Psychic quickly by following the following suggestions. First, Sanity (or Wisdom) should be your highest ability score, followed by Constitution. Make Dexterity second highest if you plan to take the Mind Specialty Mind defense. Next, choose the minor illusion, prestidigitation, and chill touch cantrips and the spells false life, chaos bolt, and identify. Your background should be hermit.

Class Features

As an Aberrant Psychic, you gain the following class features:

Hit Points

Hit Dice: 1d8 per Aberrant Psychic level

Hit Points at 1st level: 8 + your Constitution Modifier

Hit Points at Higher Levels: 1d8 + your Constitution modifier per Aberrant Psychic level after 1st

Proficiencies

Armor: Light Armor

Weapons: Simple Weapons

Tools: None

Saving Throws: Sanity, Wisdom (or: Wisdom, Charisma)

Skills: Choose two from Arcana, Insight, Perception, Investigation, Nature, Religion, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment from your background, OR you can purchase your equipment with 3d4 × 10 gp.

  • (a) An arcane focus or (b) a component pouch
  • (a) Any simple weapon or (b) a light crossbow with 20 bolts
  • (a) A explorer’s pack or (b) a dungeoneer’s pack
  • Leather armor and 2 daggers

Idea: Basically warlock proficiencies, and standard d8 casting hit die. Nothing special at all.

Spellcasting

Your mind was warped by the Far Realm, giving you the power to call on the Far Realm to cast spells. Aberrant Psychics get full spellcasting in terms of spell slots. The Aberrant Psychic spell list is at the end of the document.

Cantrips:

At 1st level you know 3 cantrips from the Aberrant Psychic spell list. You learn additional cantrips when you level up, as shown in the Cantrips known column of the Aberrant Psychic Features table.

Spellcasting Ability:

Your spellcasting ability is Sanity (or Wisdom) because your spells rely on your ability to withstand the insanity of the far realm.

Spell Save DC: 8 + proficiency bonus + your Sanity (or Wisdom) modifier

Spell Attack Bonus: proficiency bonus + your Sanity (or Wisdom) modifier

Learning Spells of 1st level and higher:

You know 3 spells at 1st level from the Aberrant Psychic spell list. You learn addition spells when you
level up, as shown in the Spells known column of the Aberrant Psychic Features table.

Spellcasting Focus:

You can use an arcane focus as a spellcasting focus for your spells

Idea: Nice and normal spellcasting. Nothing special. The Sanity modifier is different, but the option to swap it out for Wisdom makes it that if Sanity is a problem, I can swap it.

Psychic Might

At 2nd level, your mind is so strongly adapted to the Far Realm you can modify your spells with its energy. When you cast an Aberrant Psychic spell by expending a spell slot, you can change one damage roll of the spell to psychic damage. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Idea: This should see frequent use against creatures with numerous immunities, and increases their flexibility since they will not have many damaging spells. Could be bad against constructs and other psychic immune creatures, but they see niche use and they could choose not to analyze it.

Mind Specialty

At 3rd level, you choose a Mind Specialty to specialize in, choosing from Mind Warper, Life Drainer, or Mind Defense. These Specialties are detailed at the end of the class description. Life Drainer and Mind Defense will be covered in a separate question.

Idea: Standard 3rd level subclass. Nothing special here.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase 1 ability score of your choice by 2, or 2 ability score of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Idea: Nothing special here. Completely standard and unremarkable.

Aberrant Explorer

At 5th level, you can use your mind to influence the land. Magical difficult terrain does not affect you, and you know the location of all creatures with intelligence 10 or higher within 10 feet of you.

Idea: Meant to be a niche-use feature and could help in combat against invisible foes.

Aberrant Mind

At 6th level, your adaptation to the Far Realm gives you advantages in some social situations. You have advantage on all charisma checks made to influence Aberrations.

Idea: Another niche feature, meant to be a ribbon and nothing else.

Mind Alter

At 8th level, you can reach into a creatures mind. As an action, you can reach into a creatures mind. It must make a charisma saving throw against your spell save DC. On a failure, it takes 3D6 psychic damage and its creature type becomes aberration for the next minute. On a success, it only takes half damage, and its creature type isn’t changed. You can use this feature a number of times equal to your Sanity (or Wisdom) modifier, and you regain all expended uses when you finish a long rest.

Idea: This is something they will use commonly. With numerous features handling aberrations, this helps them be useful more.

Aberrant Offensive

At 14th level, your experience with Aberrations gives you advantages while fighting them. You have advantage on spell attack rolls when fighting an aberration (this bonus just applies to the aberration), and aberrations have disadvantage on saving throws against your spells. This feature also works on creatures influenced by aberrations, such as an Ogre charmed by a beholder or a thrall of a mind flayer.

Idea: Meant to work in tandem with the 8th level feature, this helps them a lot in combat.

Far Realm Manipulator

At 18th level, you can channel the energy of the Far Realm into your spells. Once per turn, when you hit with a spell attack or an enemy fails its save against one of your spells, you can force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target enters the far realm for a moments, taking 5D8 psychic damage and is teleported up to 30 feet to a place of your choice. You can use this feature three times and regain all expended uses when you finish a short or long rest.

Idea: Basically a weak “Hurl Through Hell” that can help with crowd control or tactical maneuvering.

Psychic Expert

At 20th level, you are the master of psychic energy. You gain the following benefits:

  • You are immune to psychic damage.
  • You are resistant to damage dealt by aberrations.
  • When you have no uses of Mind Alter remaining, you regain one use
    when you roll initiative.

Idea: Meant to make them better against aberrations, and make more creatures aberrations.


Subclasses:

Mind Warper

You specialize in warping and fiddling with a creature’s mind.

Mind Messer

At 3rd level, you learn the vicious mockery cantrip if you don’t already know it. If you already know that cantrip, you learn another cantrip of your choice. When you cast vicious mockery, if the target succeeds on its saving throw, it takes half damage instead of no damage.

Idea: A niche-use cantrip becomes a lot more powerful, gaining basically Potent Cantrip.

Insightful

At 6th level, you have learned to probe a creatures mind. You have advantage on Wisdom (Insight) checks. You can also cast the detect thoughts spell at will, using your spell save DC.

Idea: Something for social situations, this should basically make them human lie detectors, a great fit for a Mind Warper.

Psychic Mastery

At 6th level when you cast vicious mockery, the target has disadvantage on the saving throw. Also, you can add your Sanity (or Wisdom) modifier to the damage roll of vicious mockery.

Idea: This subclass revolves around the 2 spells gained from the previous features, and this ups the power of vicious mockery significantly.

Mind Tricks

At 10th level, you can probe into a target’s mind to learn its deepest fears. As an action while you are affecting a creature with detect thoughts, you can end the spell and force the target to make a wisdom saving throw against your spell save DC. On a failure, the creature takes 6d6 psychic damage and is frightened of you for 1 round. On a success, the creature takes half damage and isn’t frightened.

Idea: Mind Tricks is a feature that makes affecting a creature with detect thoughts great in combat, a new use for a social spell.

Master of Mind

At 16th level, your connection with the mind is extremely potent. You gain telepathy within a range of 60 ft., and you can use the power of your mind to effect other minds within the vicinity. To understand your telepathic utterances, a creature need not share a language with you, but must be able to understand at least one language. As an action, you can deal 1d8-5d8 psychic damage to yourself, and force up to 10 creatures of your choice within 60 feet of you that can understand your telepathic utterances to make a Wisdom saving throw. On a failure, the creature is moved 10 feet away from you and takes the same amount of damage that you took. On a success, it takes the amount of damage that you took and isn’t moved.

Idea: Pretty much a mind flayer mind blast. The drawback is significant, but can be effective a few times a day, like Frenzy for Barbarians.


Again, the spell list is not finalized but is pretty much going to be spells like mind spike, utility spells, and such.

I know this is a long document, thanks for taking the time out of your day to help!


Here is the link to the Q&A about the 2nd subclass, Life Drainer: Are this “Aberrant Psychic” class and its “Life Drainer” subclass balanced?

dnd 5e – Does the Tasha’s Mind Whip spell prevent bonus actions if you take away an action?

The description of the Tasha’s mind whip spell states (TCoE, p. 115):

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

Meanwhile, the rules on bonus actions state:

(…) anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

If the target chooses a bonus action, it technically shouldn’t be able to do so, as it was deprived of its action. Or is this a case of specific beats general?

dnd 5e – Does the Mind Blank spell protect against the secondary effects of the Tasha’s Mind Whip spell?

The description of the mind blank spell says:

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

The description of the Tasha’s mind whip spell says (TCoE, p. 115; emphasis mine):

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

(I’ve bolded the secondary effects.)

Does mind blank protect against the secondary effects of Tasha’s mind whip?

Trivially, we can see that Tasha’s mind whip is not a spell that senses emotions or reads thoughts, it is not a divination spell, and it does not inflict the charmed condition. At first glance, it would seem that a target under the effects of mind blank would still suffer the secondary effects of Tasha’s mind whip.

However, from this question about feeblemind, we know that mind blank can protect against spells based on their descriptions as well! Reading through Tasha’s mind whip once more, it does not claim to strike the target’s mind; however, it could be argued that the name itself does. If you interpret Tasha’s mind whip to mean a whip that targets the mind, then it can be argued that mind blank makes the target immune to the spell. Alternatively, if you interpret it to mean you conjure a mind whip of your own and strike your target with it, then it should not be negated by mind blank, as you could strike something other than the mind.

I’m curious if there are any answers to this based on Rules as Written or Rules as Intended, or if it’s left to the DM’s discretion.

Personally, I believe the fact that Tasha’s mind whip forces the target to make an Intelligence saving throw means it must be a psychic whip that targets the mind, and therefore mind blank makes the target immune to its effects, but I’m not sure that that is supported by the rules explicitly.

dnd 5e – Does Mind Blank protect against the secondary effects of Tasha’s Mind Whip?

Mind Blank says

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

Tasha’s Mind Whip says

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

I’ve bolded the secondary effects.

Trivially we can see that Tasha’s Mind Whip is not a spell that senses emotions or read’s thoughts, it is not a divination spell, and it does not inflict the charmed condition. At first glance, it would seem that a target under the effects of Mind Blank would still suffer the secondary effects of Tasha’s Mind Whip. However, from this question about feeblemind we know that Mind Blank can protect against spells based on their descriptions as well! Reading through Tasha’s Mind Whip once more it does not claim to strike the target’s mind, however, it could be argued that the name itself does. If you interpret Tasha’s Mind Whip to mean a whip that targets the mind, then it can be argued that Mind Blank immunes the spell. Alternatively, if you interpret it to mean you conjure a mind whip of your own and strike your target with it, then it should not be immuned by Mind Blank as you could strike something other than the mind.

I’m curious if there are any RAW or RAI answers to this, or if it’s DM’s discretion. Personally, I believe the fact that it targets an intelligence saving throw means it must be a psychic whip that targets the mind and is therefore immuned by Mind Blank, but I’m not sure that that is supported by the rules explicitly.

dnd 5e – Does the mind flayer’s Extract Brain affect polymorphed or Wild Shaped humanoids?

A mind flayer has the following requirement in order to perform its Extract Brain Action (MM, 222):

one incapacitated humanoid grappled by the mind flayer.

If a humanoid has been polymorphed (PHB, 266):

This spell transforms a creature that you can see within range into a new form…

The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

If a humanoid has used the Wild Shape class feature, they (PHB, 66-7):

magically assume the shape of a beast that (they) have seen before.

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.

In both forms, the creatures are clearly in a beast shape, but are they (or their brains) still considered “humanoid”?