Inkling, 2nd Variant (5e Race)
Inklings
A humanoid-squid like race, capable of polymorphing between kid and squid form at will, and spitting large volumes of ink relatively large distances.
Physical Description
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Inklings are humanoid in appearance and can assume the form of a squid. In humanoid form, they have pointy ears that mimic the fins of a squid, their teeth resemble a squid's beak, and their 'hair' is more similar to a tentacle than real hair; it is smooth, with four small tentacles and their two tentacular clubs. These tentacular clubs are often tied up into a 'ponytail' on males and left to hang freely on females. Female Inklings often have longer tentacular clubs than males, though females with short 'hair' are not uncommon.
History
Not much is currently known about the inklings, being a relatively isolated race. Elder inklings often talk about the Great Turf War from 100 years ago, where the inklings drove a rival species, the octarians, underground due to supposed land shortages. These claims are yet to be confirmed, however, due to the obviously false statement of land shortages, as well as little to no evidence of any octarians actually existing.
Society
Inklings are known to live in high-density areas, with currently only one known inkling settlement- Inkopolis. Fiercely competitive, they are constantly infighting with each other in turf wars, however, these competitions are more for bragging rights than for complete and utter dominance in their society.
Inkling Names
Inklings have no official names, and just use any name they feel fits them. Most inklings do not use last names, though it isn't unheard of. They have a preference for aquatic puns in their name.
Notable Inklings:
Male: Cap'n'Cuttlefish
Female: Callie, Marie, Pearl Houzki, Agent 3
Inkling Traits
Humanoid appearance with squidlike traits that can polymorph into a squid at will.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Inklings gain full control of their ability to polymorph at the age of 14 years and are considered mature. They can live for up to 500 years.
Alignment. While inklings tend towards good, neutral and evil Inklings are not unheard of. They are almost always chaotic due to their free-spirited nature.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet. Your swim speed is 30 feet.
Amorphous Form. An inkling's body consists mostly of ink, allowing them to 'create' whatever clothing and armor they want, so long as they have seen the piece before at least once. Due to this, they gain no benefits from armor, and are just weighed down by them! In squid form, an inkling may pass through objects that have an opening as big, or bigger than 6 inches. They can swim through and breathe freely in ink the same color as them. Their inky bodies, however, lower their carrying capacity by 25%.
Squid Form. Inklings are known for their ability to transform into a squid and back at will. You can use a bonus action to change into your squid form and you may use a bonus action to change back. In squid form, the inkling's walking speed is reduced to 10 feet, but their swim speed is increased to 60 feet. In squid form, an inkling can use the run action while swimming, provided it swims in a straight line and gains advantage to Stealth when hiding in ink.
Ink. Inklings may spit or discharge ink with a maximum range of 40 feet using their orifices, or tentacles when not in squid form. An inkling may discharge ink up to 10 + Constitution modifier times (covering up to 10 + Constitution modifier squares) before needing to submerge themselves in their ink, refilling their ink at a rate of 3 + Constitution modifier charges of ink per turn. Ink naturally refills over time, 1 charge per three turns. This ink is treated as 5ft deep and can allow an inkling to slip under objects when in their squid form. An inkling is perfectly capable of swimming up walls covered in ink, but will fall if it trys to swim on a ceiling, and is therefore easily blocked by an overhang. If an inkling gets hit with ink of a different color, the ink will deal 1d6 acid damage to them. Standing or swimming on/in ink of a different color will be treated as difficult terrain, and cause 1d4 acid damage per turn they trudge through their poison. Ink will evaporate after 4 hours, and can easily be washed away with water. Ink will not stick to tarps, glass, and any waterproofed surface, and will instead immediately evaporate a moment after contact with the incompatible surface.
Ink Jump. While outdoors, an inkling may use an action to launch itself up to a distance of 300 feet, and a height of 150 feet as they arc over. This ability cannot be used indoors. Inklings are immune to fall damage, instead being stunned 1 turn for every 1d6 of damage they should have taken. If they know an ally is within range, they may use an action to leap to their friend and can't turn into their squid form for 2 turns.
Color Change. The 'inky' parts of an inkling's body (their 'hair' tentacles, a good portion of the clothing and armor that an inkling is mimicking, etc.) changes color depending on the color of ink the inkling is using. An inkling may change this color when you finish a short rest. The Inkling must pick a solid color, but it can be of any color a printer could produce otherwise! (RGB/CMYK, with Pantone colors being acceptable)
Splatters. Whenever an inkling takes enough damage to reduce their hit points to 0, they reflexively discharge a large amount of ink, coating almost everything within 20 feet of the inkling in the color of the foe's ink, if they do not have any it is the inverse of the inkling's current color and grants the foe +10 movement speed when on the ink. If the inkling is knocked unconscious, it uses its reaction if it can to Ink Jump itself to their nearest ally within 25 feet, even when indoors. The inkling will not Ink Jump if killed outright, and only splatters the area with ink. Inklings cannot Ink Jump in water.
Languages. Inklings can speak, read and write in Common, Squidlish, and one other language of your choice. Squidlish sounds similar to high pitched bubbling and sloshing water, allowing communication with underwater life and even allowing inklings to communicate while underwater!
Vital Information
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
14 years | +1d4 | +1d6 | +2d4 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
30 years | 45 years | 60 years | +1d20 years | |
Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|
4′ 5″ | +1d10 | 60 lb. | × (1d4) lb. |
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