Inkmancer (Class)

“
 I saw one of 'em once, she tore up the mayor’s daughter while laughing and saying it’d be great inspiration for future paintings.

”
—  Dodgy Jack, Wizard Extraordinaire of Oranil

## Inkmancer Overview

Inkmancers are rare individuals with the ability to manipulate ink and accomplish supernatural feats of power through the inky flows they command. The ability to manipulate ink is exceptionally rare and seems to have surfaced seemingly out of nowhere, oftentimes awakening within individuals similar to the magical bloodlines of Sorcerers. People believe that this new power emerged when the world’s greatest artist, Xie Su, passed away. While his ability to manipulate ink was known, the higher academies of Swanrunia declared that it was not a magical gift.

Inkmancers are a staple of Luctus, providing a mix of mid-range damage and utility abilities. Due to the rarity of the gift of Inkmancy, those who have awakened to it tend to be ostracized or judged for possessing something so uncanny, leading them to live as pariahs in the societies they were born into, following their own moral compass.

## Creating an Inkmancer

When creating an Inkmancer, your most important Ability Score is Charisma followed by Dexterity *or* Constitution. Charisma functions as your main method of attack, as well as emphasizes your role as a diplomatic face within a Party. At 3rd Level, Inkmancers modify their combat abilities to suit the preferred playstyle of an Inkmancer's player, with each Inkmancer Subclass having a particularly notable focus on combat, barring Ink Menagerie, which gains additional roleplaying functions...albeit more sinister than the others. While the Inkmancer is designed to deal a greater degree of damage as a mid-line martial, you must be careful to manage your Ink Charges at lower levels.

## Inkmancer Feature Table

Show/Hide Fabled Armory
Show/Hide Ink Ménagerie
Show/Hide Melanokineticist

## Inkmancer Miscellaneous Features

### **Hit Points**

```
**Hit Dice**

1d8

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**Hit Points at 1st Level**

8 + your Constitution modifier

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**Hit Dice at Higher Levels**

1d8 (or 5) + your Constitution modifier per Inkmancer Level after 1st

```

### **Proficiencies**

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**Armor**

Light Armor, Medium Armor

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**Weapons**

Clubs, Daggers, Handaxes, Javelins, Spears, and Steel Brushes

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**Tools**

Any one of the following Artisan’s Tools: Painter’s Supplies, Cartographer’s Tools

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**Saving Throws**

Charisma, Constitution

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**Skills**

Choose three from Arcana, Insight, Intimidation, Performance, Perception, and Sleight of Hand

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### **Equipment**

```
You start with the following equipment, in addition to the equipment granted by your background:

-**(a)** a Two-Handed Steel Brush *[Martial Weapon, Two-Handed, Melee Weapon|1d8 Bludgeoning damage]*

-**(a)** Leather Armor or **(b)** Padded Armor

-**(a)** a Scholar’s Pack or **(b)** an Entertainer’s Pack

-10 Blank Scrolls and four 1-ounce Bottles of Ink

```

## 1st Level

### **Ink Well**

Starting at 1st level, you learn how to manipulate the ink around yourself. You keep a small reservoir of ink, called an Ink Well, which may be represented from anything from your own hair to a jug of ink. An Ink Well's pool is expressed as Ink Charges, which you may expend on some abilities.

At 1st level, acquiring a 1-ounce Bottle of Ink provides you with an additional 5 Ink Charges.

### **Ink Blast**

Starting at 1st level, you are able to produce a blast of ink as a Special Attack Action, consuming one Ink Charge. This blast is a Ranged Attack with a Range of 30ft that deals 1d8 Bludgeoning damage, and the Inkmancer adds their Charisma modifier to the Attack and Damage Rolls.

The amount of the extra damage increases as you gain levels in this class, as shown in the Ink Blast column of the Inkmancer table.

### **Brush Mastery**

Starting at 1st level, you are able to use your Charisma modifier for the Attack and Damage Rolls of your attacks using a Two-Handed Steel Brush. If you have sufficient Ink Charges, you may use your Ink Blast Damage instead of the Brush’s Normal Damage by expending an Ink Charge.

## 2nd Level

### **Copycat**

Starting at 2nd level, as an Action, you are able to create a perfect inky copy of something you have seen before utilizing an Ink Charge. This formation loses its form after a Minute and is also unable to take any Action, as it is a stationary blob of ink. If the source material has colors the Inkmancer does not have available as Ink or Watercolors, Basic Black Ink will be used instead. If you step more than 30ft away from the Copycatted Ink Form, the Copycat loses its form and splashes onto the floor

Starting at 7th level, the Copycat can now move realistically. You may move the Copycat as a Bonus Action, moving it up to 15ft.

Starting at 11th level, you may swap with your Copycat as a Reaction, having it take an Attack in your stead.

## 3rd Level

### **Subclass Choice**

Starting at 3rd level, you pick a Subclass that represents your specialization within the Art of Inkmancy.

* Fabled Armory
* Ink Ménagerie
* Melanokineticist

### **Fabled Armory: Trompe-l'oeil**

Starting at 3rd level, your ability to copy the natural world around you into Inky Optical Illusions has allowed you to gain an edge on both the battlefield and in your daily life.

As a Bonus Action, you may manifest any weapon you've had at least once in your possession as an Inky Floating Weapon that hovers around you at all times. This Ink Weapon possesses all the properties of the original weapon, and you are always considered proficient with the Ink Weapon. You use your Charisma modifier for its Attack and Damage Rolls.

You can only have one Ink Weapon active at a time, and attempting to manifest another will cause the previous Ink Weapon to melt away. As a follow-up Action with a manifested Ink Weapon, you may make a Melee Weapon Attack or Ranged Weapon Attack with the Ink Weapon up to 90ft in a straight line towards a target. Making a Ranged Weapon Attack with an Ink Weapon causes it to disappear, forcing you to manifest it once more should you desire. Additionally, when making a Melee Attack with a manifested Ink Weapon, you may choose to utilize it for the total of any Attacks you possess as per Class Features, in place of your Steel Brush.

You can also use this ability to manifest an Ink Copy of any Tool or Artisan’s Tool of which you are proficient and may utilize it as normal. If not actively utilized, any Ink Object created through this ability melts away after 1 minute. Any modification applied to ink blasts also applies to Trompe-l’oeil.

Any usage of this ability expends 1 Ink Charge.

### **Fabled Armory: Ink Wash**

Starting at 3rd level, your control over the mystical art of Inkmancy has allowed you to share the avant-garde, eldritch strength that you possess with others. As a Bonus Action, you may choose a number of armed creatures equal to your Proficiency modifier and enrapture one of their currently equipped Weapons with your Ink. Weapons coated with your Ink gain a +1 Positive Modifier to their Attack and Damage Rolls; the Ink remains upon the weapons for up to 1 Minute, after which it melts away. Once you utilize this ability, you cannot use it again until you take a short or long rest. Utilizing this ability expends 1 Ink Charge.

### **Ink Ménagerie: Inkvasion**

Starting at 3rd level, a creature made of Ink takes your body as a host in the form of a squirming, sentient tattoo. The creature can enhance your Ink abilities and provides an initial thematic boost. You must discuss with your DM about the consequences of inviting an Invader into your life.

### **Ink Ménagerie: Supernatural Help**

Starting at 3rd level, you gain a +2 Flat Positive Modifier to all Wisdom and Dexterity Saving Throws.

### **Melanokineticist: 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.

### **Melanokineticist: 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.

## 4th Level

### **4th Level: Ability Score Improvement**

Starting at 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 5th Level

### **Improved Ink Art**

Starting at 5th level, you can now dilute your own Ink Reserves, Doubling the amount of Ink Charges you’d gain from a 1-ounce Ink Bottle from 5 to 10. You may now also manipulate larger quantities of Ink, and all of your Ink Attacks count as Magical for the purpose of overcoming Resistance and Immunity to Non-Magical Physical damage.

In addition, as an Action, you may now make an Ink Blast particularly more volatile, causing it to explode within a 20ft-Square upon impact, inflicting your Ink Blast Damage to every creature and object within the Area of Effect should the Ink Blast Attack surpass their AC. To utilize this ability, you must expend 2 Ink Charges, as opposed to 1. You may utilize this ability a number of times equal to your Proficiency modifier, with uses of it restored during a long rest.

### **Extra Attack**

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn. You may make any combination of Ink Blast or Ink Brush Attacks, and are not confined to using only one method of Inkmancer Attack.

## 6th Level

### **Inkameleon**

Starting at 6th level, you can use Ink to blend into your surroundings perfectly as an Action and with 2 Ink Charges available. When using this Feature, the color of your Ink changes by itself, conforming to the colors of your surroundings, before reverting back to its original color at the end of the duration. While under the effect of Inkameleon, you are considered Invisible until the end of this ability's duration, until you are rendered Unconscious or Dead, or until you make an Attack Roll or cast a Spell.

Inkameleon lasts for roughly One Minute, and you may utilize this ability a number of times equal to your current Inkmancer Level, with uses of it being restored during a long rest. If you possess multiple uses of Inkameleon, you may choose to become Invisible for a number of Minutes equal to the amount of Inkameleon uses you expended upon becoming Invisible.

## 7th Level

### **Subclass Feature**

Starting at 7th level, you gain an additional feature from your Inkmancy Specialization.

### **Fabled Armory: Floating Ink Armory**

Starting at 7th level, the Ink Weapons that you manifest to float around have become vastly more versatile through the whims of your Ink-stained fingers. You can now manifest up to two Ink Weapons, rather than one. Additionally, you may utilize a Bonus Action to make a Melee Weapon Attack or Ranged Weapon Attack with any Single Ink Weapon you have manifested.

Lastly, you may use one of your manifested floating Ink Weapons to fly with a 30ft Flying Speed, however, after two rounds, the Ink Weapon will melt under the pressure of your own weight.

### **Ink Ménagerie: Ink-Link**

Starting at 7th level, you can alter your bond with your Inkvader from parasitic to symbiotic. On your turn, you can enter an Ink-Link as a Bonus Action. Your Ink Tattoo materializes and engulfs itself around you, giving you a monstrous shadow-like appearance. While linked, you gain the following benefits:

* Your Creature Type changes to Aberration.

* You gain Temporary Hit points equal to (Two per Inkmancer Level). You regain Two Temporary Hit Points at the start of your turn while still in Ink-Link.

* Your brush melts into natural inky weapons for the duration of your Ink-Link. When you make a Melee Attack using the Brush's Stats or an Ink Blast Attack, you gain a +2 Flat Positive Modifier to the Attack and Damage Rolls using the flavor of the creature in your tattoo. This bonus increases at higher Inkmancer Levels.

* If you are able to cast Spells, you can't cast them or Concentrate on them while linked. You can communicate no more than two words per round in a distorted voice.

Your Ink-Link lasts for One Minute. It ends early if you are knocked Unconscious or are outright Killed. You can also end your Ink-Link on your turn as a Bonus Action. You can use this ability a number of times equal to Half your Proficiency modifier (rounded up), with uses of it restored during a long rest. Using this ability expends 4 Ink Charges.

### **Melanokineticist: 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.

### **Improved Copycat**

Starting at 7th level, the Copycat can now move realistically. You may move the Copycat as a Bonus Action, moving it up to 15ft.

## 8th Level

### **Ability Score Improvement**

Starting at 8th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 9th Level

### **Inkvocation**

Starting at 9th level, you are able to breathe life into your inky creations by creating an Inkvocation Paper. You are able to paint/write a creature during a process that takes One Hour and supernaturally peel it off the canvas/page in combat as an Action.

At 9th level, Inkvocation can replicate the effects of the Summon Aberration, Summon Construct, Summon Greater Demon and Summon Elemental Spells, which you choose when creating an Inkvocation Paper. You can only have one Inkvocation active at all times. Creating an Inkvocation Paper expends 3 Ink Charges.

Starting at 11th level, the painting process takes 30 Minutes and can now replicate the effects o the Summon Draconic Spirit Spell. Creating a Draconic Spirit Inkvocation Paper expends 4 Ink Charges.

Starting at 13th level, the painting process takes 10 Minutes and can replicate the effects of the Summon Fiend Spell. Creating a Fiend Inkvocation Paper expends 4 Ink Charges.

Starting at 15th level, the painting process takes 5 Minutes and allows you to summon two Inkvocations at once.

Starting at 17th level, the painting process is Instantaneous and allows you to summon three Inkvocations at once.

## 10th Level

### **Subclass Feature**

Starting at 10th level, you gain an additional feature from your Inkmancy Specialization.

### **Fabled Armory: Unleash the Forge**

Starting at 10th level, from the Black Flames of your Inky Forge, you’ve learned to wreak havoc and unleash its Stygian-Steel wrath upon those that defy you. As an Action, you can unleash a wide and varied armory of Ink Weapons as a 10ft Wide, 60ft Long Ray; all creatures within the affected area must make a Dexterity Saving Throw or take 4d12 Magical Bludgeoning, Slashing, and Piercing 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 3 Ink Charges.

### **Ink Ménagerie: Melano-Cohabitation**

Starting at 10th level, you are able to further draw from the power of your first Inkvader and become the host of a second entity that provides different powers.

### **Melanokineticist: 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.

## 11th Level

### **Greater Ink Art**

Starting at 11th level, you may now alter the Damage Type of your Ink-Based Attacks to either Bludgeoning, Piercing, or Slashing damage, which you must declare before making an Ink-Based Attack.

In addition, you may now cause an Ink Blast Attack to become notably more aggravated and explosive than usual before you make an Ink Blast Attack, doing do causes the Ink Blast to have its Attack Roll be at Disadvantage, but additionally causes its Total Damage to be Doubled, barring additional damage from Critical Hits. Utilizing this ability Doubles the amount of Ink Charges needed to make the Ink Blast Attack.

### **Expert Copycat**

Starting at 11th level, you may swap with your Copycat as a Reaction, having it take an Attack in your stead.

### **Practiced Inkvocation**

Starting at 11th level, the painting process takes 30 Minutes and can now replicate the effects o the Summon Draconic Spirit Spell. Creating a Draconic Spirit Inkvocation Paper expends 4 Ink Charges.

## 12th Level

### **Ability Score Improvement**

Starting at 12th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 13th Level

### **Finishing Touches**

Starting at 13th level, you can use a Bonus Action to give your Inkvocations a 60ft Flying Speed, 60ft Swimming Speed, or 60ft Climbing Speed until the beginning of your next turn.
You can also use this Bonus Action to make one of your Inkvocations dissolve and reform, teleporting them up to 15ft away from their current position to an unoccupied space. Utilizing this ability expends 1 Ink Charge.

### **Professional Inkvocation**

Starting at 13th level, the painting process takes 10 Minutes and can replicate the effects of the Summon Fiend Spell. Creating a Fiend Inkvocation Paper expends 4 Ink Charges.

## 14th Level

### **Juxtaposition**

Starting at 14th level, you are now able to make Ink Blast Attacks from any of your currently active Inkvocations.

## 15th Level

### **Subclass Feature**

Starting at 15th level, you gain an additional feature from your Inkmancy Specialization.

### **Fabled Armory: Ink-Soaked Steel**

Starting at 15th level, your ability to enhance your comrade’s weaponry with your Inkmancy has allowed you to further enhance their murderous potential. Whenever you utilize your Ink Wash Feature, all Weapons you choose to coat in Ink gain a +2 Flat Positive Modifer to their Attack and Damage Rolls, as opposed to +1.

### **Ink Ménagerie: Merged Ink-Link**

Starting at 15th level, your Ink-Link can now merge the powers of all your Inkvaders as a hybrid form, making it much more powerful. Using this ability expends 8 Ink Charges.

### **Melanokineticist: 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.

### **Masterful Inkvocation**

Starting at 15th level, the painting process takes 5 Minutes and allows you to summon two Inkvocations at once.

## 16th Level

### **Ability Score Improvement**

Starting at 16th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 17th Level

### **Mastered Ink Art**

Starting at 17th level, you now add Double your Charisma modifier to the Damage Rolls of your Ink Blast and Steel Brush Attacks. Your Inkvocations also gain a +4 Flat Positive Modifier to every Ability Score (As per their Stat Block) and gain Immunity to all instances of Non-Magical Physical damage.

### **Legendary Inkvocation**

Starting at 17th level, the painting process is Instantaneous and allows you to summon three Inkvocations at once.

## 18th Level

### **Subclass Feature**

Starting at 18th level, you gain an additional feature from your Inkmancy Specialization.

### **Fabled Armory: Masterwork Ink Arsenal**

Starting at 18th level, your apex mastery of Inkmancy has allowed you to fully manifest the power of your Stygian-Steel Forge. You can now manifest up to four Ink Weapons, rather than two, and create two Ink Weapons as part of your Trompe-L’oeil Feature, rather than one. Additionally, whenever you make a Melee Weapon Attack or Ranged Weapon Attack with an Ink Weapon as part of your Bonus Action, you may make a second attack with any other Ink Weapon you have manifested as part of the same Bonus Action. Doing so expends 5 Ink Charges.

### **Ink Ménagerie: Cadavre Exquis**

Starting at 18th level, you gain your third and final Inkvader. As a practiced host, you are immediately able to utilize their power and merge their strength into your Ink-Link, Doubling any bonuses you get from Ink-Link and piling on the traits of this third Inkvader. Using this ability expends 12 Ink Charges.

### **Melanokineticist: 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.

## 19th Level

### **Ability Score Improvement**

Starting at 19th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 20th Level

### **Magnum Opus**

Starting at 20th level, as an Action, you are able to blot out the sky with Ink within a 1000ft Radius centered around you. As long as you use your Action to maintain your Magnum Opus every turn, spears of Ink rain down from the skies, automatically dealing your Ink Blast damage to every creature within the Radius without a Saving Throw and bypassing AC.

Every time a creature falls Unconscious from Magnum Opus, Ink swallows them within its inky waters and leeches off their life-force to automatically create an Inkvocation of your choosing. Inkvocations created in this way are not limited by your active Inkvocation limit.

Using this ability consumes all remaining Ink Charges you possess and renders you unable to utilize Ink Abilities entirely until you take a long rest.