Base Class: Artificer
A Diminutist is an expert at combining magic, technology, and alchemy to achieve the fantastic power to shrink and grow virtually anything and anyone. This power is unstable and requires the perfect mix of all three to be used effectively. As a Diminutist you have the "Diminutive Formula" this is your primary fuel to use Diminutation effectively. Using Diminutation allows you to reduce your size whilst retaining your strength and speed.
Diminutation is channeled through a device of your creation (technology), which uses the Diminutive Formula (magic/Alchemy) as fuel. The device has to have the formula loaded in order to power the ability. Diminutation is an aura with the range of self that surrounds you and everything you have equipped and carrying. When objects leave the field, they increase/decrease back to normal size. Whatever device you use, and the ingredients needed to make the diminutive formula is completely up to you the player and your DM
Tool Proficiency
3rd-level Diminutist feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Diminutist spells
You gain Diminutist spells at the Artificer levels listed.
Diminutist Spells
| Artificer LEVEL | SPELLS |
|---|---|
| 3rd | Jump, Catapult |
| 5th | Enlarge/Reduce, Mirror Image |
| 9th | Glyph of warding, Fly |
| 13th | Greater Invisibility, Dimension door |
| 17th | Animate Objects, Mislead |
Diminutation
3rd-level Diminutist feature
Your combat training and your experiments with Diminutist Technology effect you in the following ways listed below:
Beginning at 3rd level Using Diminutation allows you to reduce your size whilst retaining your strength and speed. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
As a bonus action you may activate Diminutation to shrink yourself and everything you are wearing and carrying to 1 inch tall, becoming Diminutive (one size category smaller than Tiny). Any item dropped by you returns to normal size at once (including thrown objects and spell effects). Whilst in this form your weight is reduced to one-sixteenth of normal, and you gain the following benefits:
- You have a +2 bonus to your AC
- When you attack with any melee attack, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You have advantage on Dexterity (Stealth) checks
- Moving through another creature's space does not impede your movement provided the creature is at least one size category larger than you.
- You can squeeze through a space as narrow as 1 inch wide.
- The reach of all melee weapons whilst Diminutive becomes 0ft.
- Enemies make attacks of opportunity against you at disadvantage.
Your movement speed and jump distance/height remain as normal, and you still have the strength you would at your normal size, making you seem superhuman whilst you are Diminutive. Your carrying capacity remains as normal also, though your DM may rule that certain objects are simply too unwieldy to pick up at such a small size.
You return to your normal size if you fall unconscious, after 10 minutes, or when you choose to end this effect as a bonus action. If you do not have enough space to return to your normal size, you are shunted to the nearest unoccupied space that your normal size can occupy and take 4d6 force damage. (DM discretion on whether or not the object/creature you shared space with at the time of reverting back is affected)
Extra Attack
5th-level Diminutist feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Glyph of Diminutation
9th-level Diminutist feature
Starting at 9th level you can cast Enlarge/Reduce at base level targeting an object at will without expending a spell slot.
By spending 10 minutes with an object, you can mark it with your Glyph of Diminutation which acts as an anchor point for your diminutive magic. You may mark a number of objects equal to your Intelligence Modifier. This mark lasts until dispelled or until you try to create another mark over your limit, at which point you choose an object for the mark to be removed from. You regain all expended uses of it when you finish a long rest.
When an object has been marked you can trigger the effects on your turn, (no action required by you) or as a reaction. Once the object has been activated the effect remains on the object for the spell's duration or until you choose to end it as a free action. The glyph disappears after the effect is ended. In order to trigger the effects of Glyph of Diminutation, you must be within 1 mile of the object(s) you wish to activate.
Colossal Form
15th-level diminutive feature
Starting at 15th level, you can reverse the direction of your Diminutation to allow you to become Huge in size in all dimensions, and your weight is multiplied by eight. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. As a bonus action you can enter your Colossal Form and gain the following benefits for 10 minutes. This feature ends early if you If you lose Concentration, become Incapacitated, or until you choose to end the effect early as a bonus action.
- Your Strength becomes 25, if it isn’t already higher.
- You gain 50 temporary hit points. When this feature ends you lose the temporary hit points.
- You deal double damage to objects and structures. In addition, the reach of your melee attacks increases by 5 feet.
- your walking speed becomes 40 feet, unless you're walking speed is higher
- Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged maul would deal 6d6 Bludgeoning damage (instead of 2d6).
Because of the toll placed on your body when going Colossal you suffer a point of exhaustion when reverting back to your original size. Additionally, you need 1d4 days to recover from this action before you can use this feature again.
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Posted Oct 8, 2022Howdy all!
Please comment any errors you see as well as any suggestions and I will gladly take them into consideration for a second version! This class is heavily inspired by the great works of Dr. Hank Pym (Marvel's Ant Man)
-Very Respectfully