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Industrialist: Discovering Power
Industrialist: Discovering Power
Class Features
As an Industrialist, you gain the following class features. Equipment
You start with the following equipment, in addition to the
Hit Points equipment granted to you by your background.
Hit Dice: 1d8 per Industrialist Level (a) light crossbow and 20 bolts or (b) any simple weapon
Hit Points at 1st Level: 8 + Your Constitution Modifier (a) adventurers pack or (b) dungeoneers pack
Tinker's Tools, smith's tools, leather armor, 4 power
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution charges, a charge bag and a dagger
modifier per industrialist level after 1st
Quick Build
Proficiencies You can make an Industrialist quickly by following these
suggestions. First, Intelligence should be your highest
Armor: Light Armor attribute, followed by Strength or Dexterity, depending on
whether you want to focus on melee weaponry or ranged
Weapons: Simple Weapons weaponry. Second, choose the Guild Artisan background.
Tools: Tinker's Tools & Smith's Tools
Add Your Own Flavor
Saving Throws: Intelligence, Constitution The Industrialist class is made to be easily flavourable and
Skills: Choose two from History, Insight, Investigation, changed to be able to fit in most campaign settings. Discuss
Persuasion and Sleight of Hand. with your DM what your inventions will look like. Don't be
afraid to get creative and really make this class your own!
Uncovered Energy You lose the charge and every creature within 10-feet of you
must make a Dexterity saving throw or take damage equal to
The energy source you've discovered could take many forms. your charge potency on a failure and half as much on a
Perhaps you've discovered a way to harness the power of success, you must make a Constitution saving throw, taking
steam, or maybe you stumbled upon a strange aberrant the full damage on a failure and half on a success.
power source from the Far Realms. Discuss with your
Dungeon Master what energy source is fueling your power Beginning at 7th level, you've created a special reinforcing in
charges. your charge bag that stabilises your power cells more
At 1st level, you can choose what kind of energy fuels your efficiently. You still lose a charge when a creature rolls a 20
power charges. This determines the type of damage your on an attack roll against you but it no longer deals damage to
power charges will do and a number of other things within you or nearby creatures.
the Industrialist class. At 13th level, you've perfected your charge bag. You no longer
Energy Example Damage Type lose a charge when a creature rolls a 20 on an attack roll
Combustion/Steam Fire damage against you.
Alien Technology Force damage
Industrious Inventor
Ancient Battery Acid damage At 2nd level, you have thought up a myriad of different
Electricity Lightning damage inventions you could create that utilise your power charges
and have managed to successfully craft your first invention,
Power Charges choose one item from the Basic Inventions table below. You
gain proficiency with any invention you craft.
You have learned how to harness energy into a small hand You gain access to the Basic Inventions table and can
held charge. Beginning at 1st level you have 4 power charges, spend the time and gold requirement to craft additional
as an action on your turn you can expend one charge and items.
throw it at a target within 30-feet of you. Roll a d6, on a 2 or
higher the charge explodes and anyone within 10-feet of the At 10th level, you've made a breakthrough. You have managed
charge must make a Dexterity saving throw. Taking damage to craft your most intricate item to date, choose one item
equal to an amount shown on the Charge Potency column of from the Advanced Inventions table below. This reflects long
the Industrialist Table on a failure and half as much on a hours of study, trial and experimentation done during your
success. down time.
You gain access to the Advanced Inventions table and can
Power Charge save DC = 8 + Intelligence Modifier + spend the time and gold requirements to craft additional
Proficiency Bonus. items.
If the charge doesn't explode, reroll the d6 at the beginning of
your next turn and every turn thereafter. Alternatively, you can Journeyman
use a bonus action to collect the charge and stabilize it, You've dabbled in just about every craft you have come
adding it back to your charge bag. across, hoping to get the edge needed to advance your
The number of charges and damage of your power charges inventing to the next level.
increases as you gain levels in this class, as shown in the Beginning at 2nd level, you can add half your Intelligence
Power Charges and Charge Potency column of the modifier, rounded down, to any ability check using tools that
Industrialist table. you aren't proficient with.
You regain all expended power charges after finishing a
long rest. Industrial Vision
Charge Bag Choose an industrial vision, which best describes your ideals
and how you wish to shape your inventions for the future:
At 1st level, you have created a holding device to keep your Futurist, War Tinker or Enhancer. all detailed at the end of
power charges safe and stable. Your charge bag contains all the class description.
of your power charges and any tools needed to create Your choice grants you features when you choose it at 3rd
additional charges. If your charge bag is lost or destroyed, you level and again at 6th, 11th and 17th level.
can create a new one for 150gp.
Any power charges removed from the charge bag degrade Power Refill
rapidly and lose power after 8 hours, returning them to the
charge bag stabilises them and keeps them from losing At 3rd level, you gain the ability to refill the energy in a
power. number of your power charges. During a short rest, you can
When a creature rolls a 20 on an attack roll against you, choose to regain a number of power charges equal to your
one of your power charges within your charge bag or that is proficiency bonus.
currently powering an invention you are holding detonates, After you use this feature, you can't use it again until you
this power charge is chosen at random via a dice roll. complete a long rest.
Ability Score Improvement Futurist
When you reach 4th level, and again at 8th, 12th, 16th and You have dreams of a bright future, filled with technology and
19th level, you can increase one ability score of your choice innovation. Whether it be for wealth, power or fame, you
by 2, or you can increase two ability scores of your choice by want the entire world delighting in the technology that you
1. As normal, you can't increase an ability score above 20 pioneered, you desire to make the world an easier and more
using this feature. accessible place.
Power Surge Wireless Power
At 3rd level when you choose this industrial vision, you gain
At 5th level, you have learned to dangerously push the limits the ability to transmit power wirelessly to your creations. You
of your power cells and temporarily increase the potency. no longer need to load a power charge into an invention to
Once per turn, you can increase the charge potency of one power it, so long as your charge bag contains power charges
power charge by 2d6. and is within wireless range of the invention you desire to
When you do so, roll a d6, on a 1 the charge detonates power, it will function normally.
immediately, anyone within 10-feet of the you must make a
Dexterity saving throw or take damage equal to an amount Wireless Range = Intelligence modifier x 10-feet.
shown on the Charge Potency column of the Industrialist
Table plus the additional 2d6 on a failure and half as much on As a bonus action, you can select an invention within wireless
a success.. range of your charge bag and give it power.
Additionally as a bonus action, you can stop powering an
Weathered Toughness invention and select a new invention within wireless range to
receive power.
At 10th level, your skin is calloused and weathered from trial You can only power a number of inventions equal to the
and error with your many experiments. You gain resistance to amount of power charges you have remaining in your charge
the damage type chosen by your Uncovered Energy feature. bag.
Energy Absorption Unique Crafting
Starting at 15th level, your body has become so used to At 3rd level, you gain access to the Futurist Inventions table
taking blasts of energy from your failed experiments that your and can spend the time and gold requirements to craft items
natural structure has begun to shift and adapt. Whenever you from the table.
take your Uncovered Energy features damage type, until the
end of your next turn you gain the following benefits: Capable Tutor
Beginning at 6th level, you can spend part of a long rest
Your speed is doubled. teaching one allied creature with an Intelligence score of 13
You gain a +2 bonus to armor class. or higher how to use one of your inventions. Doing so allows
You gain an additional action on your turn. them to add their proficiency bonus to any attacks or ability
checks made whilst using the invention.
You can use this feature a number of times equal to your The allied creature can only gain proficiency in one of your
proficiency bonus. You regain all uses of this feature once you inventions at a time. Teaching them how to use another
finish a long rest. invention removes their proficiency with the previous
invention.
Perfection
At 20th level, you've mastered your craft and have perfected Fast Fingers
your energy source. At 11th level, you have learned how to quickly change
between your inventions, using them in rapid succession. On
Your power charges now degrade and lose power after 7 your turn, you can take the Use an Object action as a bonus
days; however the number of charges you can fit within action.
your charge bag doesn't change.
When using the Power Surge feature, there's no longer a Renewable Energy
chance of the power charge detonating. At 17th level, when you use the overcharge property of one of
your inventions, roll an Intelligence check. On a roll of a 20 or
Additionally, you have advantage on any ability check using higher, your power charge does not lose power and continues
tools. to function normally.
Futurist
Ready for Battle Inventions crafted from the Enhancer table will all have the
Beginning at 3rd level when you choose this industrial vision, Augment property, inventions with the Augment property will
you gain proficiency in medium armor, shields and martial have one of the following body parts in brackets next to it.
weapons. Head
Arms
Unique Crafting Hands
At 3rd level, you gain access to the War Tinker Inventions Body
table and can spend the time and gold requirements to craft Legs
items from the table. Feet
Powerful Charges Your armor can have up to six inventions attached to it.
At 6th level, you've tinkered and toyed with your power However you are unable to attach an invention if you already
charges and have optimised their destructive capabilities. have an invention with the same Augment property affixed to
When one of your power charges explodes, anyone within 20- the armor.
feet of the charge must make the Dexterity saving throw.
Additionally, once per turn you can make your power If your Enhancer Armor is lost or destroyed, you can spend 5
charges or inventions deal additional damage equal to your days crafting a new set for 500gp. This set does not include
Intelligence modifier. any enhancer inventions you had affixed to your previous set.
Rapid Onslaught Unique Crafting
At 11th level, you can attack twice, instead of once, when you At 3rd level, you gain access to the Enhancer Inventions table
take the Attack action on your turn. One of these attacks can and can spend the time and gold requirements to craft items
be spent reloading an invention with the Reload property. from the table.
War Lord Metal Fortitude
At 17th level, you've endured countless battles and can find At 6th level, the intricate protective layers of your armor are
easier openings in your targets defences to land devastating well equipped to deflect non-magical attacks. When you are
blows. Your weapon attacks score a critical hit on a roll of 19 wearing your Enhancer Armor, as a reaction you can reduce
or 20. the damage dealt to you by a melee weapon or ranged
weapon attack by an amount equal to your Intelligence
Enhancer modifier x 2.
You believe that if the future is to be reached, the beings of Voltaic Residue
the world first must be enhanced and capable of overcoming Starting at 11th level, your armor can draw excess energy
any challenges that may arise, whatever those may be. You from your charge bag and use it to safely increase power in
pour your ingenuity into creating an exoskeleton like suit of your inventions.
armour that will augment natural capabilities. When you are wearing your Enhancer Armor, you can use
the overcharge property of one of your inventions without
Enhancer Armor losing a power charge, you can do this a number of times
Starting at 3rd level when you choose this industrial vision, equal to half your proficiency modifier (rounded down). You
you gain proficiency in heavy armor, and you have invented a regain the use of this ability once you finish a long rest.
exoskeleton structure as the base for a unique set of heavy
armor with the following statistics: Sturdy Framework
The armor gives you a base armor class of 15. At 17th level, you have gone through many iterations and
Your carrying capacity is doubled, including maximum changes of your Enhancer Armor and have uncovered a way
load and maximum lift. to increase the stability and strength of the frame.
The armor does not have a strength requirement. When wearing your Enhancer Armor, you gain proficiency
The armor imposes disadvantage on stealth checks. in Strength saving throws and have advantage on saving
Donning and doffing the armor only takes 1 minute. throws against being knocked prone.
You gain an additional +1 to armor class for every two
enhancer inventions you have affixed to your armor.
Inventions crafted with the Augment property can be
attached to the armor, giving you additional benefits.
Doing so requires you to spend a short rest or part of a
long rest affixing the new inventions to your armor,
additionally you can remove any pre-existing inventions and
swap them for a different invention in the same amount of
time.
Special Weapon Properties
Reload. This weapon can be fired a number of times equal to Overcharge. As a bonus action, you can cause the
it's reload score before you must spend an action to reload it. powercharge to exert maximum power. Your next attack deals
additional damage equal to an amount shown on the Charge
Powered. The invention requires a power charge to operate, Potency column of the Industrialist Table. Using the
without a power charge the object is useless and inoperable. overcharge feature of an invention causes the power charge
If the invention has another object in brackets next to this to lose power and become unusable.
property, it functions as that item when unpowered. A wondrous item that has the overcharge property
As a bonus action, you load a power charge into the object. functions differently from a weapon with the overcharge
It then begins to operate as described. Removing a power property. The overcharge effect of a wondrous item will be
charge from an invention causes the power charge to lose listed in the item's description underneath the invention
power and become unusable. tables.
Basic Inventions
Crafting Crafting
Name Type Damage Time Price Properties Weight
Shot Cannon Ranged 1d12 7 days 250gp Ammunition (range 60/120), two-handed, loading, 4 lb.
Weapon Bludgeoning powered, overcharge
Arrow Cannon Ranged 1d10 10 days 350gp Ammunition (range 150/300), two-handed, loading, 8 lb.
Weapon Piercing powered, overcharge
Power Hammer Melee 1d8 10 days 200gp Finesse, light, powered (light hammer), overcharge 5 lb.
Weapon Bludgeoning
Energy Staff Melee 1d10 12 days 400gp Two-handed, powered (quarterstaff), overcharge 8 lb.
Weapon Bludgeoning
Charge Catapult Ranged ~ 7 days 150gp Ammunition (range 120) 1 lb.
Weapon
Rotating Blade Melee 3d4 Slashing 7 days 250gp Two-handed, heavy, powered 12 lb.
Weapon
Advanced Inventions
Crafting Crafting
Name Type Damage Time Price Properties Weight
Beam Rifle Ranged 2d6 damage 18 days 800gp Two-handed (range 60/120), powered, overcharge 8 lb.
Weapon
Shoulder-Mounted Ranged 2d10 20 days 750gp Ammunition (range 120/250), two-handed, heavy, 25 lb.
Stone Hurler Weapon Bludgeoning loading, reload 1, powered
Extending Spear Melee 2d6 14 days 600gp Two-handed, reach, powered 8 lb.
Weapon Piercing
Power Gauntlet Melee 2d4 10 days 500gp Finesse, light, powered, overcharge 3 lb.
Weapon Bludgeoning
Light Automated Melee 1d12 10 days 450gp Finesse, powered, overcharge 2 lb.
Flail Weapon Bludgeoning
Propelled Great Axe Melee 2d10 16 days 900gp Heavy, two-handed, powered (great axe), 12 lb.
Weapon Slashing overcharge
Futurist Inventions
Crafting Crafting
Name Type Damage Time Price Properties Weight
Net Launcher Ranged 1 10 days 250gp Two-handed, ammunition (range 60/120), loading, 12 lb.
Weapon Bludeoning reload 1, powered
Powered Door Wondrous ~ 10 days 300gp Powered 35 lb.
Item
Powered Trap Door Wondrous ~ 8 days 200gp Powered 20 lb.
Item
Cart Automation Wondrous ~ 20 days 1200gp Powered, overcharge 100 lb.
System Item
Chariot Automation Wondrous ~ 15 days 900gp Powered, overcharge 70 lb.
System Item
Heat Generator Wondrous __ 12 days 500gp Powered, overcharge 15 lb.
Item
Music Box Wondrous ~ 10 days 300gp Powered, overcharge 6 lb.
Item
Water Purifier Wondrous ~ 15 days 400gp Powered 4 lb.
Item
Extending Ladder Wondrous ~ 7 days 350gp Powered 20 lb.
Item
Wings of Flight Wondrous ~ 25 days 1500gp Powered, overcharge 30 lb.
Item
Hand-held Aerial Wondrous ~ 15 days 750gp Powered 15 lb.
Screw Item
Industrialist
Multiclassing
Should you desire to multiclass into an Industrialist, the
prerequisites and proficiencies are listed below.
Industrialist Multiclassing
Prerequisites
ability score minimums
Intelligence 13, and Dexterity 13 or Strength 13
Industrialist Multiclassing
Proficiencies
proficiencies gained
Light armor, Simple Weapons, Tinker's tools, Smith's tools