Base Class: Sorcerer
Slimes, Oozes, and Plamoids have been around for millions of years. Within their history lies a special type called Inkling. The inkling has the the bane of every wizard for generations. The reason is that inklings have the innate ability to absorb the arcane ink used by wizards in their spell books. Once an inkling absorbs the magical ink, they can then innately cast that spell once per day. This talent can be passed down bloodlines for Plasmoids, or skip through generations of slimes and oozes.
Arcane Absorption
At 1st level, you gain the ability to absorb arcane ink. Once per day you can spend time absorbing the ink of one entire spell from a spell book or spell scroll. The time it takes to absorb the spell is 1 hour plus an additional hour per spell level.
Once a spell is learned it can then be used by the inkling at will with no components needed. If a spell is of a higher level than a cantrip you must use sorcery points equal to that spells level to cast it. If you wish to up cast a spell that you have learned you must use sorcerer points equal to the level in which you want to cast it.
Inkling Spells
You learn additional spells when you reach certain levels in this class, as shown on the Inkling Spell 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.
Inkling Spells
Sorcerer Level | Spells |
---|---|
1st | acid splash, shield, fire bolt |
3rd | knock, detect thoughts |
5th | counterspell, sending |
7th | arcane eye, greater invisibility |
9th | hold monster, telekinesis |
Inkling Affinity
Starting at 6th level, your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing. Your body also gains resistance to acid and lightning damages.
Inkling Resilience
At 14th level, you gain the ability to resist magical attacks. You have advantage on saving throws against spells and other magical effects
Redirect Magic
Beginning at 18th level, you can channel the arcane magical resistance and are able to release it when hit by spells. As a reaction, if hit by a spell attack you can force the attacker to make an Intelligence saving throw. If the attacker fails the saving throw, the spell is redirected to hit another creature of your choice within 30 feet.
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