Inkling, 2nd Variant (5e Race)

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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[edit]


Inklings are humanoid in appearance, and 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 closer to that of the tentacle side of their squid form- 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.


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, Octarians, underground due to supposed land shortages. These claims are yet to be confirmed, however, due to the obvious false statement of land shortages, as well as little to no evidence of any Octarians actually existing.


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[edit]

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. Have a personal preference to aquatic puns in their name.

Notable Inklings:

Male: Capn. Cuttlefish

Female: Callie, Marie, Pearl, Agent 3

Inkling Traits[edit]

Humanoid appearance with squidlike traits. Can polymorph into a squid at will.
Ability Score Increase. +2 Dexterity
Age. Inklings gain full control of their ability to polymorph at the age of 14 years, and are considered matured. They can live for up to 500 years~
Alignment. While Inklings tend towards Good, Neutral and Evil Inklings are not unheard of. Almost always Chaotic due to their free spirited nature.
Size. Medium
Speed. Your base walking speed is 30 feet. 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 such, they gain no benefits from armor, and are just weighted down by them! In Squid form, an Inkling may pass through objects that have an opening as big, or bigger than 6 inches. The ink color they are they can swim through and breath in freely! Their inky bodies however lower their carrying capacity by 25%.
Squid Form. Whenever an inkling wants, they may swap between humanoid and squid form; limited to once a turn though. In squid form, the Inkling's terrestrial speed is significantly reduced, to a mere 10 feet, but their swim speed is increased to 60! In squid form, an Inkling gains +10 to swim, even if distracted or endangered, and they 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 up to 40 ft in any way a few times before needing to refill their ink by their orifices, or tentacles when not in squid form. An Inkling may discharge ink up to 10+Con Mod times (covering up to 10+Con Mod squares) before needing to submerge themselves in their ink, refilling their ink at a rate of 3+Con Mod 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 acidic damage to them. Standing or swimming on/in ink of a different color will be treated as difficult terrain, and cause 1d4 acidic 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, and 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 d6 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 Inklings 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 of choice. Squidish is a blurbling...? It sound similar to high pitched bubbles and sloshing water, allowing communication to underwater life and even allowing Inklings to communicate underwater! (note- If your any non-aquatic species that speaks Squidlish, do not try underwater)

Vital Information[edit]

Table: Inkling Random Starting Ages
Adulthood Simple Moderate Complex
14 years +1d4 +1d6 +2d4
Table: Inkling Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
30 years 45 years 60 years +1d20 years
Table: Inkling Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
4′ 5″ +1d10 60 lb. × (1d4) lb.

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