Homebrew Inkling Species Details

Born from the Sea

While inklings share many features with humans, it is easy to see their squid descendance. Instead of hair on their head, they have six tentacles- two large, four small. These tentacles can be arranged in almost any fashion. Their skin tones fall under the same range that humans have, but their eyes can be all sorts of colors- such as green, blue, grey, brown, pink, yellow, and orange. They have pointy ears that stick out to the side, and three fangs, positioned to be similar to a squid’s beak. A dark mask surrounds their eyes, its appearance depending on the Inkling in particular.

Strange Shapeshifters

The most prominent part about Inklings is just as the name tells- ink. inklings can produce multicolored ink that they to attack enemies, cover territory, and swim though. They can change this color as they wish, and an inkling’s Ink color determines the color of their tentacles, eyebrows, tongue, and squid form. In squid form, they are mostly useless outside of Ink. But while swimming in it as a squid, they can go much faster than they normally would by foot. Ink is what their bodies are made out of, allowing inklings to be dexterous and easily shapeshift. Unfortunately, they are very vulnerable to water. Osmosis causes their Ink-based bodies to come apart, so most inklings avoid large quantities of water entirely.

Freshness is Key

Inklings enjoy the culture of other races, taking ideas and concepts and putting their own spin on them to create their own. As such, it is common for different inkling societies to have more of an influence from certain races more than others due to their location. Fashion and style is important in inkling communities, with being "fresh” paramount to almost all inklings. They often opt for more stylistic choices in their garb, decorated with fancy patterns, bright colors, and Inkling text. Land is also very important to Inklings, protecting their “turf” no matter what. Groups of inklings within communities often participate in “Turf Wars”, mimicking land battles and honing their skills. Conquest is rare, though, and they prefer being able to keep what they have instead of making the risky attempt to control more.

Inkling Names

Inklings commonly use human names, especially those that look and sound intresting. In some areas, they may also take on a nickname based on the equipment they usually wear.
Clothing Nicknames: Goggles, Glasses, Uniform, Cape, Boots, Helmet, Jacket, Mask

Inkling Traits

Like all other inklings, you have a variety of traits and abilities due to your ink-based body and squid ancestors.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age

Inklings develop their ability to change form at 14, but are considered mature at 17, aging similarly to humans.

Squid Form

As an inkling, you may switch between a humanoid form and a smaller, squid-like form at will. The initial change may be done as a bonus action, and then you can change back once more (for example, in humanoid form you may switch to squid form, move, then switch back to humanoid form. However, you must remain in the form you used last until your next turn.) If you are a druid, your squid form does not count as a Wild Shape.
In squid form, the following rules apply:

  • As a squid, you are considered to be Small size and can fit through spaces smaller than yourself (given that there is an opening) with no penalties. You can only switch back to humanoid form if you are in an area with enough room for a Medium creature.
  • You cannot cast spells, attack, or use items. You cannot concentrate on spells.
  • Your equipment merges into your form and does not affect you until you turn back.
  • You have advantage while trying to resist Grapple or Restrain effects.
  • If you become unconscious, are reduced to 0 hit points, fall asleep, knocked prone, or incapacitated, you automatically change back to your humanoid form (unless there is not enough room) and cannot change forms until the effect has subsided.

Hydrophobic

You have disadvantage on attack rolls made while in water, and take 1d4 acid damage every turn if submerged in it due to osmosis. Attacks and spells made of mostly liquid water (such as a tidal wave spell) deal an extra 1d4 acid damage to you. This damage cannot be resisted. The DM can choose to have this trait not effect you when you are under the effects of a water walk or water breathing spell.

Languages

You can speak, read, and write Common and either Aquan or another language of your choice.

Arcane Ink

You know the acid splash cantrip. When you reach 3rd level, you can cast the color spray spell once per long rest. When you reach 5th level, you can also cast the spider climb spell once per long rest. Charisma is your spellcasting ability for these spells.

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