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Artificer : Miniaturizer
## Miniaturizer
*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.
#### *Art Credit :* ***Wizards of the Coast*** \columnbreak
| 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 |
#### Shrink 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 proficiency bonus 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 an other 24h.
>##### I have this in my pocket! > *When playing this subclass, do not hesitate to reflavor your spells as if you just got something tiny from your pocket that suddenly enlarges. For instance, Spike Growth could be some bolts and nails, Galder's Tower could be a miniature model of a house, your familiar could be a tiny version of a usually larger beast etc.* \pagebreak
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 latter 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.
#### Downsize 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 so, the target must roll a number of d6 equal to your artificer level, keeping its true size if the result is lower than its current hit points, or being shrinked if the result is equal or higher. The target can choose to voluntarily fail the roll. \columnbreak
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 Tiny objects or creatures, and enlarge them instead of reducing them. When you use your shrink feature, you can choose a tiny object that is not worn or carried or a tiny creature as your target *(its true size must be tiny)*. 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 accordingly.
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 50 temporary hit points. * Its speed increases by 10 feet. * It uses your spell casting DC instead of its own DC when one of its features refers to a DC. * It uses your spell attack bonus instead of its own attack bonus when it does an attack. * Once per turn when it makes a damage roll, it adds 1d12 to the result. * If its a familiar from the find familiar spell, it can use the attack action.
#### Exponential Growth By 15th level, you totally mastered the power of changing the scale of the world. When you use your upscale feature, you can target any object that is not worn or carried or any creature, even if it is larger than tiny. The target's size increases by 2 ranks (minimum Large) for the duration, its weight also increases accordingly, and if its a creature, it gains the benefits listed on your upscale feature.
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