Inkling

Inklings are a coastal race. They spend most of their time frolicking on the beach, enjoying the beauty and bounty of the sea. Other races may think them frivilous, but inklings know the value of a good time. Under the surface (literally and figuratively) inklings understand the depth and power of the sea, and often do their best to emulate it.

Slight and Slippery

Inkings can alternate between a humanoid form and a squid form. In either form, they produce natural ink that they spit from their mouths. In both forms, a healthy sheen of moisture covers their skin.

The humanoid form is slight and childlike, and has a black marking resembling a mask around their eyes, small round ears, and "hair" that resembles a squid's tentacles. These tentacles usually extend down the the hips or lower. Instead of individual teeth, they have two solid pieces of enamel similar to a squid's beak behind their lips.

The squid form resembles a brightly-colored cephalopod the same color as the inkling's "hair" with two pronounced tentacles and two large eyes spaced closely together. An inkling's hair, skin tone in squid form, and the color of ink produced always match. Known colors include orange, blue, lime green, white-green, violet, cyan, yellow, scarlet, and magenta.

Beachside Life

All inklings begin their lives in the sea. Before age twelve, they live entirely in tidal pools where they are cared for by their parents and extended family. Their young resemble jellyfish, and as they mature a humanoid body grows under the bulbous head, and their tendrils congeal into tentacles. Also during this time the young inkling matures mentally to the level of a child.

When the body is ready, the inkling takes its first steps on land, welcomed by its family. This day is remembered similar to birthdays. Sometime during the next few years the adolescent inklings will refine their ability to transform between humanoid and squid forms.

Inkling clans, called shades, all share a similar color scheme, and rivalries with other shades are common. Rarely do these rivalries lead to overt violence, but contests of speed, intellect, and especially art are held on a regular basis. Inkling communities also constantly strive to wear the latest fashions. Their clothing a subtle way of demonstrating social rank, and those at the top are the trendsetters.

An inkling town is riddled with "lanes" of natural ink that the inhabitants use to travel quickly. This can cause difficulty for non-inklings if walkways are not constructed.

Inklings mostly lack the patience for farming, preferring instead to catch fish in their squid form or forage for shellfish on the coast.


The Splatoon

Inkling shades compete in annual competitions, called Splatoons, to see which group can color the most surface area with their ink. The inklings use various implements to spread their ink as widely as possible to ensure victory.

Chasing the Muse

Inklings are naturally drawn to the arts. Expressions of creativity are valued as a unique currency in their beachside communities, and can be rewarded with friendship, hospitality, and other favors. New fashions spread like wildfire. Many inklings choose to explore in order to find new sources of inspiration. One original piece can spawn an entire new genre of work or a new fashion craze when the community is inspired by it.

Inkling Names

Young inklings are not officially named while they are growing up in the tidal pool. Instead, each one has a nickname which is simply a random syllable.

When they emerge from the pool, inklings choose a name for themselves. This name is usually a creative riff on the name of a family member. Having your name mimicked is high honor, and it comes with the obligation to mentor the young inkling until it masters the transformation between it''s humanoid and squid form. As such, the young inkling typically chooses a person in the community who it favors and is favored by.

Childhood Nicknames. Bub, Dab, Dot, Gob, Id, Jot, Kip,

Mott, Nod, Puck, Scrip, Tup, Wik, Zed

Male Names. Avart, Cordocolupo, Ebernean, Fushian, Huebelot, Jateneo, Mikador, Nzanti, Smaragdin, Umortigru

Female Names. Amaranth, Brikish, Cocquelidi, Falu, Jadipi, Opalesce, Sarcoline, Verdigrin, Wengere, Xanada

Inkling Traits

Your Inkling character has a variety of talents to make coastal life a breeze.

Ability Score Increase. Your Dexterity score increases by 2, and one other ability scores of your choice increase by 1.

Age. Inklings gain full control of their ability to polymorph at the age of 14 years, and are considered matured at 18 years. They show little evidence of aging, but rarely live past half a century.

Alignment. While Inklings tend towards Good, Neutral and Evil Inklings are not unheard of. They are almost always Chaotic.

Size. Inlkings average abour four feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet, and your base swim speed is 30 feet.

Artistically Inclined. You gain proficiency with either painters tools or calligraphy tools.

Squidshift. As a bonus action, you may quickly swap between humanoid and squid forms. Any items carried by you are transformed, and you lose any benefit they may have provided until you return to their humanoid form.

In squid form, you take on the physical characteristics of a squid (use octopus statistics), but your current and maximum hitpoints stay the same between forms. You also keep your Intelligence, Wisdom, and Charisma scores, and can cast spells that do not require verbal or material components.

While on an ink spot in squid form, you do not provoke opportunity attacks.


Ink Shot. As an action, you can spew ink up to 20' in any direction. You have a number of ink charges equal to your character level + CON modifier (minimum 1), and may spend a number of available charges equal to your level in a single action. Ink charges replenish on a long rest, as long as you are properly hydrated.

Each charge expended results in an ink spot covering an area 5 ft. square, making it difficult terrain for non-inklings. Non-inklings who end their turn on an ink spot must succeed on a Dexterity saving throw against your Constitution save DC or fall prone. Creatures with a swim speed may move through the ink freely. The ink spots remain for one hour unless removed.

The ink is water-based. It will dissolve if exposed to water, is subject to spells that affect water, and allows creatures who breathe water to breathe normally. However, being on an ink spot is not considered being underwater.

Head Tentacles. You have advantage on STR (athletics) checks to grapple and to pull creatures or objects.

Languages. You can speak, read and write in Common and Aquan.