Inkling, Variant 2 (5e Race)
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Inkling[edit]
"Beings comprised of ink, their bodies soft and elegant like angel but, just as dangerous"
Appearance[edit]
Inklings are tall humanoids with soft features, pale skin, gray or black hair, tentacles made of black ink, and black eyes with bright white pupils. An Inklings tentacles based off ones emotions an personality, their type of tentacle coming into form around 15 years old. Nightstalker's tend to be quiet or soft spoken beings who enjoy blending into the background as to not cause attention to themselves, their tentacles form into that of sharp daggers that can pierce into walls for an easy escape. Fragmented Inklings tend to more intellectual, their tentacles form into crystals for pin point accuracy allowing them to attack from a distance. Defenders tend to be more protective of their loved ones, they would risk their own life in order to save another, the shape of their tentacle form into a shape simple to one of a knights blade. Berserkers tend to be more wild and undignified, their tentacles designed to cause a mess and thrash around.
History[edit]
Inklings were born of Fey blood and Ink, the true origins of the first creation is unknown to history though believed to be used as defenders of the Fey before being given their own free will. Inklings themselves have only been at war with Orc tribes from time to time primarily defending themselves. Inklings are known for they're "Ink Silk" that they trade and their highly trained Knights which they lead to kingdoms or towns in need of protection.
Society[edit]
In society, Inklings are considered a very generous, rich, and elegant culture. They pride themselves in their soft bodies and hair as well as their silk cloth. Their kingdoms structures usually comprise of quartz, stone, and dark oak. Their main main trade is their Ink Silk, A very soft and gentle fabric used for clothing, most Inklings wear this silk as pride for their race though very few inklings can produce this kind of silk. Inklings have great agriculture that mostly consist of fish, fruits, and wine, while not their main trade they do on occasion sell these products to neighboring kingdoms and towns.
While they are very generous and kind race, they also care about their appearances a lot. This in turn caused them to have a distaste towards Inklings with large tentacles known as berserkers', seen as brash & destructive they are shunned and outcasted by their fellow inklings. Those who possess berserker traits within a royal family are forced to hide their tentacle to keep up appearances of a noble family.
Inkling Names[edit]
Inkling names are very similar to that of Human or Fey names.
Inkling Traits[edit]
Ability Score Increase. Your Charisma score increases by 2 and Your Intelligence score increases by 1.
Age. Inklings live to be around 200 years old and reach maturity around 15.
Alignment. Inklings are primarily True Neutral but, some may lean towards lawful neutral
Size. Inklings can grow to be around 7 feet tall. Your size category is Medium.
Speed. Your base Movement Speed is 30 feet.
Tentacles. As an Inkling you have tentacles made of an ink that you use for combat and many other tasks. You start with 4 tentacles. Tentacles are unable to hold more than 10 lbs. Using an action you may retract your tentacles into yourself, you must take another action in order to them back out. If a tentacle is cut off, you must take a long rest in order to regain your tentacles. Due to their boneless structure they are unable to wield weapons and shields in combat. All tentacles have a reach of 10ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Inky Skin. Your inky skin makes extreme heat unbearable. You are vulnerable to Fire damage.
Reformation. Your inky body can quickly recover from wounds. You can expend an Action to regain an amount of Hit Points equal to a roll of any amount of your Hit Dice. This feature does expend Hit Dice when used. You can perform this feature an amount of times equal to your Proficiency Bonus, after which you must take a Long Rest to do so again.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can't put you to sleep.
Inkling Subraces. Inklings tentacle change based off ones personality and events in their life, their bodies adapts to these changes as well. These adaptations are formed into four different types. Berserker, Night Stalker, Fragmented, Defender.
Languages. You can speak, read, and write Common, Sylvan, and One language of your choice
Berserker[edit]
Berserkers are known for their capacity for destruction and their loudness. They excel at causing devastation.
Larger Tentacles. Your tentacles grow in size and strength but, you lack the ability to grow more than 4 tentacles and, can carry up to 35lbs. When you make an Unarmed Strike, you can choose to do so with your tentacles. This attack deals equal to your unarmed strike + your strength bonus as bludgeoning damage.
Immense Size. You gain Proficiency in Athletics.
Earthquake. You can slam your tentacles into the ground, fracturing the ground in front of you. All creatures within a 10 foot cone must make a Dexterity Saving Throw (DC equal to 8 + Strength + prof bonus). The ground within the 10 foot cone is considered Difficult Terrain after this ability has been used. On a failed save, they take 2d8 Bludgeoning damage and are knocked 20ft if the enemy is knocked into a wall or object they are dealt an additional 1d4 force damage. On a successful save, They avoid all damage. You must finish a long rest before using this trait again. You cannot use this ability if your tentacles are occupied or if 2 or more have been cut off.
Night Stalker[edit]
Night Stalkers are agile beings who can change their skin to a pitch black to conceal themselves in the darkness
The Art of Killing. Your tentacles are thin and sharp like a dagger. Your tentacles deal damage equal to your unarmed strike + Your Dexterity Bonus as Piercing damage and you gain one extra tentacle at the start as well as gain one every five levels. Due to your tentacles being thin and nimble you can only carry 5 lbs with them. Your tentacles also have been trained to have the ability to climb walls, your climbing speed is equal to your movement speed.
Mercy of Ink. Your body is your weapon, and you have learned to wield it well. You are Proficient in Acrobatics.
Hidden in Ink. You can change you skin to become pitch black. In Dim or Dark light levels you can change your skin color to gain advantage in stealth as well an attack of opportunity.
Fragmented[edit]
Fragmented have adapted their tentacles to become crystals that can be shot out at high speeds
Crystal Ink. Your tentacles have become crystallized allowing you to shoot high speed crystals at your opponents. When you make an Unarmed Strike, you can choose to do so with your tentacles dealing damage equal to your unarmed strike damage + Your Intelligence Bonus as Slashing damage. Additionally, you can make Ranged Attacks with your tentacles by shooting crystals out of them dealing 1d8 piercing. These Ranged Attacks have a normal range of 30 feet and a long range of 60 feet, and they require no ammunition. Due to your crystals you cannot hold items
Precision Strike. You are Proficient in Acrobatics.
Healing Strike. You have developed a type of ink that heals instead of harming your target. Shooting an ally with your crystals will heal them for 1d8 Hit Points, you may use this ability equal to your proficiency bonus + your Intelligence Bonus per long rest.
Defender[edit]
Defenders have adapted their abilities in order to protect their loved ones and their allies
Protector's Arsenal. Your tentacles become like steel, making them become swords. Your tentacles now deal equal damage equal to your unarmed strike + Your Constitution Bonus as slashing damage.
True Devotion. You gain Proficiency in Athletics.
Armored Savior. When a creature hits you with a Melee or Ranged attack, you may expend your Reaction to form a shield. When you do so, you must make a Strength Check contested against the creature's Attack Roll. If the creature succeeds, you take damage as normal. If you succeed, you take half damage. You are only capable of halving damage from weapons that deal Bludgeoning, Piercing, or Slashing damage. If you both roll the same number, roll again. You can do this an amount of times equal to your Proficiency Bonus per long rest.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
6′ 0'' | +1d12 | 120 lb. | × (2) lb. |
*Height = base height + height modifier |
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