Miniaturizer (5e Subclass)
Miniaturizers[edit]
A miniaturizer riding a beast of the small world |
Artificer Subclass
Miniaturizers are generally either artificers passionate about the nanotechnologies, the microscopic world and the size of things; or crazy collectors who reduce the size of the precious things they discover in order to include them in their collection.
- Tool Proficiency
When you choose this archetype at 3rd level, you gain proficiency with the glass blower tools. If you already have this proficiency, you gain proficiency with an other artisan's tool of your choice
- Miniaturizer spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Miniaturizer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare
- Artificer Level
- Spells
- 3rd: Catapult, Find Familiar
- 5th: Enlarge/Reduce, Spike Growth
- 9th: Galder's Tower, Tiny Servant
- 13th: Giant Insect, Dominate Beast
- 17th: Animate Objects, Planar Binding
- Shrinking device
Beginning at 3rd level, you learn the secrets of nanotechnologies, and how to create miniaturizers. Miniaturizers are tiny modules that can change the size of an object when fixed on it. You can create a number of miniaturizers equal to your miniaturizer level when you finish a long rest. A miniaturizer has enough battery to function 24h. After that, its effect stops and it can no longer be used.
Alternatively, when you could create a new miniaturizer, you can instead recharge an existing one, extending its battery duration for another 24h.
As a bonus action, you can touch an object that isn't worn or carried, or a vehicle that doesn't carry or contain any creature, and fix one of your miniaturizers on it. The target becomes Tiny : its size becomes 1 inch and its weight becomes 0.1 pound, and everything it carries or contains also shrink proportionally.
As a bonus action, you can take back one of your miniaturizer from a target. To do this, there must be enough space next to you for the target to regain its true size, and the target must stand on a surface that can support its true weight (it can be your hand if you are strong enough to carry it) or in a liquide. When you take back the miniaturizer, the target (and every things it contained) regains its true size in 3 seconds. You can then re-use the miniaturizer later if it still has battery. As the return to the normal size isn't instantaneous, if your target was a small or tiny object, you can throw or propel it with a sling or the catapult spell before it regains its true size. When you do so, it deals an extra 2d6 bludgeoning damage on a hit.
- Downsized
Beginning at 5th level, when you use your Shrink feature, you can target a creature instead of an object or a vehicle (you can choose to target yourself). When you do the target must roll a constitution saving throw against your artificer spell save DC, he target can choose to voluntarily fail the roll. On a failure the creature and all its belongings shrink to anywhere from 6” to 1” (up to you), and takes on the following effects.
While shrinked, the creature keeps all its abilities, but in addition to the normal effects of your shrink feature, it also gains the following traits :
- Its strength becomes 1.
- It has a +10 bonus to stealth checks.
- It can enter a creature's space and stop there.
- Its speed is halved.
- It can't make attacks.
- If it casts a spell with a range greater than 0 feet, the range of the spell become touch.
- If it should inflict damage because of a spell, an item, a feature or any other effect, it inflicts only 1 damage of the same type instead.
- Upscale
At 9th level, you find out how to reverse the formula! You can now use your miniaturizers on objects or creatures, and enlarge them instead of reducing them. When you use your shrink feature, you can choose an object that is not worn or carried or a creature as your target. When you do so, you surcharge your miniaturizer, using all its remaining battery, and your target becomes Large for 10 minutes (if there isn't enough space for the target to become large, its size doesn't change). Its weight also increases by a factor of 10.
As for your Shrink feature, you can take back your miniaturizer as a bonus action before the end of those 10 minutes to end its effects early (but it won't be usable again until you recharge it as it no longer has battery).
You can't upscale more than one target at a time. If an object or a creature is already affected by that feature, you can't use it on an other target before your first target returns to its normal size.
If the target of your upscale is a creature, it also gains the following benefits :
- Its strength increases to 18 if it was lower.
- It gains 5 temporary hit points per miniaturizer level.
- Its speed increases by 10 feet.
- It’s reach increases by 5ft
- It can 1d8 to its damage rolls
- It gain advantage on all ability checks involving strength and strength saving throws.
- Once the growth ends a creatures energy is massively drained causing it to be unable to take actions, reactions, bonus actions, or movement until the start of its next turn.
- Master of size
Starting at 15th level you have mastered your miniaturizers to such a point that it becomes child’s play. When you use the shrinking feature on a creature or object it’s permanent until either you choose to end it’s change as a bonus action or you die, at which point the miniaturizer will function for your proficiency bonus worth of days before returning everything to its original size. As well as any thing you choose to enlarge becomes huge instead and its weight increases by a factor of 15 instead. Finally you can choose to sacrifice on if your miniaturizers to create a mini biome. This biome is a 6in device that can be viewed from the outside and can be entered by saying a command word while within 5ft of it. Inside it’s a 300ft radius dome with the environment chosen by you. Creatures can exist inside indefinitely if they had a quick adequate food and water. If the device is destroyed all creatures and objects in the dome get ejected out harmlessly into the nearest space available, if space is unavailable the object or creature take 1d10 force damage. A creature can exit the device by saying the command word.
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