Melanokineticist (Inkmancer Subclass)

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==Melanokineticist Overview==
The Melanokineticist is an Inkmancer Archetype that has chosen to specialize into their supernatural control over Ink and wholly embrace the Art of Ink Manipulation, or Inkmancy in its purest form. Unlike their rivaling archetypes that specialize within materializing aspects of the world around them through their Ink Manipulation, Melanokineticists explore the foundations of their craft by embracing the power of Ink in its purest state.
==3rd Level: Ink Tsunami==
Starting at 3rd level, your control of the basic principles defining your Ink Manipulation has allowed you to grant your Ink Blasts a much greater degree of overwhelming strength—similar to that of a Pitch-Black Tsunami. Your Ink Blasts now burst into a 15ft Square upon hitting a target, forcing all creatures of your choice within the 15ft Square to make a Dexterity Saving Throw with a DC of (8 + your Proficiency modifier + your Charisma modifier) or take 1d8 Bludgeoning damage. Any modification applied to Ink Blasts also applies to Ink Tsunami.
==3rd Level: Continual Stroke==
Starting at 3rd level, your adeptness with the Inkmancer's weapon of choice, the Steel Brush, allows you to ensure that each Inky stroke it makes never wastes a drop of Ink. While wielding a Steel Brush, you can make Melee Attacks with it with a Reach of 10ft. Additionally, a number of times equal to Half your Proficiency modifier per short rest, you may also cleave and attack an opponent adjacent to your initial target that is also within your reach. 
Using this cleave expends 1 Ink Charge.
==7th Level: Ebb and Flow==
Starting at 7th level, the Ebb and Flow of the Ink that you control allows you to utilize its overwhelming, watery force to block all sources of harm from you and your allies. Whenever any allied creature, including you, that you can see within 30ft of you is dealt damage through an Attack Roll or Saving Throw, you may expend your Reaction to cause a small wave of Ink to shield the target from the brunt of the damage. Upon expanding this Reaction, you may roll your current Ink Blast Damage Dice, causing the Ink-drenched creature to deflect an amount of damage equal to (your Ink Blast Damage Dice Roll + your Charisma modifier). 
You may utilize this ability a number of times equal to your Proficiency modifier, with uses of it restored during a long rest. Utilizing this ability expends 2 Ink Charges.
==10th Level: Stygian Ink Tsunami==
Starting at 10th level, your control of the destructive potential of your Ink Blasts has increased and the once watery Ink residue from your Ink Blast’s bursts now sustain a deep stygian shade. Whenever you make an Ink Blast Attack, the damage dealt to creatures of your choice within 15ft of the Ink Blast’s target, as per the Ink Tsunami Feature, increases to 2d8 Bludgeoning damage.
==15th Level: Ink Whirlpool==
Starting at 15th level, your Inkmancy proficiency allows you to utilize your Ink Manipulation to trap creatures within a never-ending Inky Whirlpool—washing away their very life within its Inky waters. As a Bonus Action upon making an Ink Blast Attack, you may cause the point of your Ink Blast’s impact to erupt into an Ink Whirlpool with a 15ft Radius, forcing all creatures of your choice within the Ink Whirlpool to make a Strength Saving Throw with a DC of (8 + your Proficiency modifier + your Charisma modifier) or become Incapacitated until the start of your next turn. 
Once you utilize this ability, you cannot use it again until you take a long rest. Utilizing this ability expends 4 Ink Charges.
==18th Level: Ethereal Black Garden==
Starting at 18th level, the power of Inkmancy in its purest form is considered to be the pinnacle of any enigmatic artist’s career. However, your mastery of pure Ink Manipulation has allowed you to manifest an Ethereal Black Garden in which resides the most beautiful, but dangerous Inky Flora. As an Action, you may dip your brush into the earth, causing Ink to wash and distort all it touches in a 60ft Square around you, forcing all creatures except for you and any number of creatures of your choice equal to (your Charisma modifier + 1) to have their Movement Speed Halved for as long as they remain in the Black Garden. At the start of every non-protected creature’s turn, should they still remain in the Black Garden, that creature must make a Constitution Saving Throw with a DC of (8 + your Proficiency modifier + your Charisma modifier) or take 2d8 Bludgeoning damage; otherwise, they take Half Damage. 
Once you utilize this ability, you cannot use it again until you take a long rest. Utilizing this ability expends 10 Ink Charges.
Category:Homebrew Subclasses