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Industrialist

A blonde human female dressed in a long flowing leather


coat rides through the center of a busy thoroughfare, her cart
being pulled ahead without any horses in sight, strange
metallic pipes and intermingling cogs adorn the underside of
the cart and constant puffs of steam can be seen rising from
the vehicle. People begin gathering around her in amazement
as she controls the cart to a gentle stop. She stands at the top
of her cart and begins preaching tales of the future, a future
she desires to see to fruition.
A Gnome in thick leather armour sneaks quietly through a
Goblin camp at night, silently placing small glowing metallic
cylinders on the inside of his enemies tents. He makes his
quiet exit from the camp and sits patiently behind a large tree
a few hundred feet away. Huge blue explosions of fire light
the night sky as the Goblins camp is blown to smithereens,
the screams of the Goblinoids echoing throughout the forest.
The Gnome draws a multibarrelled metallic cannon from his
back, loads a similar small glowing cylinder into the back and
begins firing steel bullets at any of the Goblins fleeing the
camp.
A man walks proudly through the street donning a set of
armor like none seen before, the armor set has pipes, pulleys
and an intricate system of clockwork machinery that runs
undearneath the layers of steel. He sees a man struggling to
push a cart up ahead and briskly makes his way over, without
a second thought the armored man lifts the cart and the man
over his shoulders and ushers him to his desired destination.
All of these heroes are examples of Industrialists, people
who use their knowledge of technology and the ability to
innovate to assist them in daily life, battle and to ultimately
shape the future of the world in their vision.
Discovering Power
The technology Industrialists utilise would be useless junk
without some kind of power source to fuel their innovations.
Some Industrialists discover their power source through
years of hard study and experimentation, perhaps finding
ways to harness the powers of steam or combustion to fuel
their innovations.
Some uncover power in the ruins of ancient civilisations,
perhaps uncovering batteries or power cells and gaining the
ability to replicate their design through intense trial and error.
Regardless of how they obtained their power source, all
Industrialists share one thing in common; their inventive and
innovative minds.
Industrialist
Level Proficiency Bonus Features Power Charges Charge Potency
1st +2 Uncovered Energy, Power Charges, Charge Bag 4 2d6
2nd +2 Industrious Inventor, Journeyman 4 3d6
3rd +2 Industrial Vision, Power Recharge 4 3d6
4th +2 Ability Score Improvement 4 3d6
5th +3 Power Surge 6 3d6
6th +3 Industrial Vision feature 6 4d6
7th +3 Charge Bag improvement 6 4d6
8th +3 Ability Score Improvement 6 4d6
9th +4 ~ 8 4d6
10th +4 Industrious Inventor improvement, Weathered Toughness 8 4d6
11th +4 Industrial Vision feature 8 5d6
12th +4 Ability Score Improvement 8 5d6
13th +5 Charge Bag improvement 10 5d6
14th +5 ~ 10 5d6
15th +5 Energy Absorption 10 5d6
16th +5 Ability Score Improvement 10 6d6
17th +6 Industrious Vision feature 12 6d6
18th +6 ~ 12 6d6
19th +6 Ability Score Improvement 12 6d6
20th +6 Perfection 12 7d6

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.

Industrial Visions War Tinker


Each Industrialist strives to innovate, invent and ultimately Traditional war and battle has grown mundane to you, your
shape the very future before them. However there are many creativity is spent coming up with new and exciting ways to
different paths for an Industrialist to strive towards, each change the battlefield and ultimately gain any possible
Industrialist will have their own vision for how they want to advantage over your foes with the aid of your technology. You
future of the world to look. These paths take form in desire nothing but complete combat superiority and believe
Industrialist Visions, you choice of vision is a reflection of your power source and inventions to be the thing that will get
your focus and goals. you there.

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

Energy Lantern Wondrous ~ 5 days 250gp Powered, overcharge 2 lb.


Item
Grappling Hook Wondrous ~ 7 days 300gp Ammunition (range 120/300), loading, powered 6 lb.
Cannon Item
Rope Sailer Wondrous ~ 4 days 150gp Powered, overcharge 1 lb.
Item
Fall Cushion Wondrous ~ 7 days 300gp Powered 3 lb.
Item

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

Power Glider Wondrous ~ 20 days 1000gp Powered 20lb.


Item
Water Stream Wondrous 1 7 days 350gp Two-handed, ammunition (range 60/120), reload 15 lb.
Cannon Item Bludgeoning 10, powered
Advanced Inventions
Crafting Crafting
Name Type Damage Time Price Properties Weight
Power Lock Wondrous ~ 2 days 150gp Powered 1 lb.
Item
Hand-held Water Propulsion Wondrous ~ 7 days 500gp Two-handed, powered, 4 lb.
Rod Item 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

War Tinker Inventions


Crafting Crafting
Name Type Damage Time Price Properties Weight
Rotating Battle Ranged 2d6 16 days 600gp Ammunition (range 100/250), reload 8, two- 20 lb.
Cannon Weapon Piercing handed, powered
Power Charge Wondrous ~ 2 days 150gp Ammunition, powered 1 lb.
Detonation Timer Item
Heavy Cannon Ranged 2d10 18 days 750gp Ammunition (range 250/500), reload 1, heavy, two- 25 lb.
Weapon Piercing handed, powered, overcharge
Beam Knife Melee 1d10 12 days 450gp Finesse, light, powered, overcharge 1 lb.
Weapon Damage
Pulse Shield Wondrous ~ 10 days 400gp Powered (shield), overcharge 10 lb.
Item
Power Charge Trip Wondrous ~ 2 days 100gp Ammunition, powered 2 lb.
Wire Item
Gnasher Gauntlet Melee 2d6 7 days 300gp Powered, overcharge
Weapon Piercing
Siege Maul Melee 2d10 15 days 550gp Two-Handed, heavy, powered (maul), overcharge 15 lb.
Weapon Bludgeoning
Enhancer Inventions
Crafting Crafting
Name Type Damage Time Price Properties Weight
Gripping Gauntlets Wondrous ~ 5 days 300gp Powered, overcharge, augment 5 lb.
Item (hands)
Extending Fists Wondrous ~ 5 days 400gp Reach, powered, augment (hands) 10 lb.
Item
Fingers of Finesse Wondrous ~ 7 days 650gp Powered, overcharge, augment 2 lb.
Item (hands)
Herculean Rerebrace Wondrous ~ 10 days 500gp Powered, overcharge, augment 15 lb.
Item (arms)
Speeding Spaulders Wondrous ~ 12 days 650gp Powered, overcharge, augment 12 lb.
Item (arms)
Gleaming Pauldrons Wondrous ~ 18 days 1000gp Powered, overcharge, augment 8 lb.
Item (arms)
Water Breathing Helm Wondrous ~ 15 days 700gp Powered, augment (head) 3 lb.
Item
Visor of Clear Focus Wondrous ~ 10 days 400gp Powered, overcharge, augment 5 lb.
Item (head)
Insulated Cap and Mask Wondrous ~ 12 days 500gp Powered, augment (head) 6 lb.
Item
Charge Blast Carapace Wondrous ~ 12 days 800gp Powered, overcharge, augment 20 lb.
Item (body)
Flight Pack Wondrous ~ 20 days 1000gp Powered, overcharge, augment 30 lb.
Item (body)
Impact Compensating Wondrous ~ 10 days 550gp Powered, overcharge, augment 25 lb.
Cuirass Item (body)
Legs of the Charger Wondrous ~ 12 days 700gp Powered, overcharge, augment (legs) 20 lb.
Item
Jumpers Greaves Wondrous ~ 10 days 650gp Powered, augment (legs) 20 lb.
Item
Spiked Sabaton Wondrous ~ 7 days 300gp Powered, overcharge, augment (feet) 8 lb.
Item
Brisk Boots Wondrous ~ 10 days 600gp Powered, overcharge, augment (feet) 5 lb.
Item
Invention Descriptions
Arrow Cannon Energy Lantern
Weapon (ranged), basic invention Wondrous item, basic invention
When powered, deals 1d10 piercing damage, requires When powered, sheds bright light in a 20-foot radius and
arrows to be used as ammunition. Regular Overcharge dim light for an additional 20-feet.
property function. Overcharge: All creatures within 100-feet that can see the
energy lantern must succeed on a Constitution saving throw
Beam Knife or be blinded for the next minute. An affected creature can
Weapon (melee), war tinkerer invention reroll the saving throw at the end of each of their turns,
When powered, deals 1d10 of the type of damage chosen in ending the effect on a success.
your Uncovered Energy feature. Regular Overcharge property
function. Energy Staff
Weapon (ranged), basic invention
Beam Rifle When powered, deals 1d12 bludgeoning damage.
Weapon (ranged), advanced invention Functions as a regular quarterstaff when unpowered. Regular
When powered, deals 2d8 of the type of damage chosen in Overcharge property function.
your Uncovered Energy feature. Regular Overcharge property
function. Extending Fists
Wondrous item, enhancer invention
Brisk Boots When powered and affixed to Enhancer Armor, when you
Wondrous item, enhancer invention make a melee attack on your turn, your reach for it is 5 feet
When powered and affixed to Enhancer Armor, your greater than normal.
Enhancer Armor no longer imposes disadvantage on Stealth
checks. Extending Ladder
Overcharge: Advantage on Dexterity saving throws for the Wondrous item, futurist invention
next minute. Appears to be a 1-foot of ladder. When powered, extends up
to 30-feet in length.
Cart Automation System
Wondrous item, futurist invention Extending Spear
You can spend 8 hours affixing this invention to a cart or Wondrous item, advanced invention
carriage. Once it is installed the vehicle can be steered and Appears to 1-foot length of pole affixed with a spear head.
moves at a speed of 40ft without the requirement of horses or When powered, deals 2d8 piercing damage and extends up to
other beasts of burden to pull the vehicle. 10-feet.
Overcharge: Movement speed is doubled for the next hour.
Fall Cushion
Charge Blast Carapace Wondrous item, basic invention
Wondrous item, enhancer invention When powered, expands and softens an impact caused by a
When powered and affixed to Enhancer Armor, deals 5 fall, reducing fall damage by 1d10 x Intelligence modifier.
points of the type of damage chosen in your Uncovered
Energy feature to any creature within 5-feet that makes an Fingers of Finesse
attack roll against you. Wondrous item, enhancer invention
Overcharge: All creatures within 20-feet of you must When powered and affixed to Enhancer Armor, you can
succeed on a Dexterity saving throw or take damage equal to add your proficiency bonus to all Dexterity skill checks that
your Charge Potency. require the use of your hands.
Overcharge: Your Dexterity score is increased to 19,
Charge Catapult unless it is already higher, for the next minute.
Weapon (ranged), basic invention
Requires power charges to be used as ammunition. Can Flight Pack
throw a power charge as far as 120-feet. Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you gain a
Chariot Automation System fly speed equal to your current walking speed.
Wondrous item, futurist invention Overcharge: Fly speed is doubled for the next minute.
You can spend 8 hours affixing this invention to a chariot.
Once it is installed the vehicle can be steered and moves at a Gleaming Pauldrons
speed of 80ft without the requirement of horses or other Wondrous item, enhancer invention
beasts of burden to pull the vehicle. When powered and affixed to Enhancer Armor, whenever a
Overcharge: Movement speed is doubled for the next hour. creatures makes a ranged weapon attack roll against you they
must roll a Constitution saving throw. On a failure, the target
must roll a D4 and subtract the number rolled from their
attack roll.
Overcharge: All creatures within 20-feet that can see you Overcharge: Your Strength score is increased to 19, unless
must succeed on a Constitution saving throw or be stunned it is already higher, for the next minute. This invention cannot
for the next minute. An affected creature can reroll the saving benefit from the Enhancer's Voltaic Residue feature.
throw at the end of each of their turns, ending the effect on a
success. Impact Compensating Cuirass
Wondrous item, enhancer invention
Gnasher Gauntlet When powered and affixed to Enhancer Armor, you gain
Weapon (melee), war tinker invention resistance to non-magical bludgeoning damage.
When powered, deals 2d6 piercing damage. Regular Overcharge: You gain immunity to force, thunder and non-
Overcharge property function. magical bludgeoning damage for the next minute.
Grappling Hook Cannon Insulated Cap and Mask
Wondrous Item, basic invention Wondrous item, enhancer invention
When powered, fires a grappling hook up to 300-feet, When powered and affixed to Enhancer Armor, you gain
requires grappling hooks to be used as ammunition and at advantage on Saving throws made to resist becoming blinded
least 300-feet of rope. or deafened.
Overcharge: You gain immunity to the petrified, stunned,
Gripping Gauntlets blinded and deafened conditions for the next minute.
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you can Jumpers Greaves
add your profiency bonus to any grapple checks and objects Wondrous item, enhancer invention
you are holding cannot be removed from your hands by other When powered and affixed to Enhancer Armor, your jump
creatures. distance is tripled.
Overcharge: You gain a climbing speed equal to your
walking speed for the next minute. Legs of the Charger
Wondrous item, enhancer invention
Hand-Held Aerial Screw When powered and affixed to Enhancer Armor, your
Wondrous item, futurist invention walking speed is increased by 20-feet.
When powered and held in one hand, you can use an action Overcharge: You can use the Dash action as a bonus
to cause yourself to levitate. Ascending or descending action on your turn, for the next minute.
vertically at a speed of 30-feet. This invention can levitate up
to 300 lb. Light Automated Flail
Weapon (melee), advanced invention
Hand-Held Water Propulsion Rod When powered, deals 1d12 bludgeoning damage. Regular
Wondrous item, advanced invention Overcharge property function.
When powered and held in both hands, you can use an
action to give yourself a swim speed of 50-feet. Music Box
Overcharge: You swim speed is doubled for the next Wondrous item, futurist invention
minute. When powered, begins playing a soft melody that can be
heard up to 100-feet away.
Heat Generator Overcharge: Every creature within 20-feet must make a
Wondrous item, futurist invention Constitution saving throw or take thunder damage equal to
When powered, any creature within 20-feet automatically your Charge Potency and be pushed back 10-feet.
succeeds on Constitution saving throws to avoid the effects of
cold climates. Net Launcher
Overcharge: Every creature within 20-feet must make a Wondrous item, futurist invention
Constitution saving throw or take fire damage equal to your When powered, fires a net up to 120-feet, requires nets to
Charge Potency. be used as ammunition. A Large or smaller creature hit by a
net is restrained until freed. A net has no effect on a creatures
Heavy Cannon that are formless, or creatures that are Huge or larger.
Weapon (ranged), war tinker invention A creature can make a DC 10 Strength check, freeing itself
When powered, deals 2d10 piercing damage, requires ball or another creature within reach from the net on a success.
bearings to be used as ammunition. Regular Overcharge
property function. Power Charge Detonation Timer
Wondrous item, war tinker invention
Herculean Rerebrace When powered, as an Action, you can designate a time
Wondrous item, enhancer invention between 1 round to 1 hour. The power charge used to power
When powered and affixed to Enhancer Armor, you gain this invention explodes after the designated amount of time
advantage on Strength checks made to push, pull or break an passes.
object.
Everyone within 10-feet of this invention must make a Powered Trap Door
Dexterity saving throw or take damage equal to an amount Wondrous item, futurist invention
shown on the Charge Potency column of the Industrialist You can spend 1 hour converting a regular trap door into a
Table on a failure and half as much on a success. powered trap door. When powered, the trap door opens.
When unpowered the trap door remains closed and can't be
Power Charge Trip Wire opened by non-magical means except by force. The trap door
Wondrous item, war tinker invention can be broken down by making a Strength check against your
When powered, you can set a trip wire between this Power Charge save DC.
invention and a point within 10-feet. The power charge used
to power this invention explodes when someone walks Propelled Great Axe
through the area of your trip wire. Weapon (melee), advanced invention
Everyone within 10-feet of this invention must make a When powered, deals 2d10 slashing damage.Functions as
Dexterity saving throw or take damage equal to an amount a regular great axe when unpowered. Regular Overcharge
shown on the Charge Potency column of the Industrialist property function.
Table on a failure and half as much on a success.
Pulse Shield
Power Gauntlet Wondrous item, war tinker invention
Weapon (melee), advanced invention When powered, functions as a +1 shield. Functions as a
When powered, deals 2d4 bludgeoning damage. Regular regular shield when unpowered.
Overcharge property function. Overcharge: Functions as a +3 shield for the next minute.
Power Glider Rope Sailer
Wondrous item, advanced invention Wondrous item, basic invention
When powered, you gain a flying speed of 30-feet until you You can use an action to attach this invention to a rope
land. At the end of each of your turns your altitude drops 5- within range. When powered and held in one hand, you can
feet, your altitude instantly drops to 0-feet if you didn't fly at move along the length of the rope at a speed of 30-feet.
least 30 feet horizontally on your turn. When your altitude Overcharge: You can move along rope at a speed of 60-feet
drops to 0-feet, you land (or fall). for the next hour.
Power Hammer Rotating Battle Cannon
Weapon (melee), basic invention Weapon (ranged), war tinker invention
When powered, deals 1d8 bludgeoning damage. Deals When powered, deals 2d6 piercing damage, requires ball
double damage against non-magical objects not currently bearings to be used as ammunition. Regular Overcharge
being worn or used. Regular Overcharge property function. property function.
Power Lock Rotating Blade
Wondrous item, advanced invention Weapon (melee), basic invention
You can spend 1 hour affixing this invention onto a door, When powered, deals 3d4 slashing damage. Deals double
window or chest. When powered, the lock cannot be opened damage to non-magical objects not currently being carried or
by any magical or mundane means. The lock remains active worn.
until the power charge fueling it degrades.
The lock can be broken by dealing 20 points of damage to Shot Cannon
it, when the lock is broken the power charge explodes and Weapon (ranged), basic invention
everyone within 10-feet of this invention must make a When powered, deals 1d12 bludgeoning damage, requires
Dexterity saving throw or take damage equal to an amount ball bearings to be used as ammunition. Regular Overcharge
shown on the Charge Potency column of the Industrialist property function.
Table on a failure and half as much on a success.
Shoulder-Mounted Stone Hurler
Powered Door Weapon (ranged), advanced invention
Wondrous item, futurist invention When powered, deals 2d10 bludgeoning damage, requires
You can spend 1 hour converting a regular door into a large stones weighing at least 10 lb to be used as
powered door. When powered, the door opens. When ammunition. Deals double damage to structures and non-
unpowered the door remains closed and can't be opened by magical objects not currently being carried or worn.
non-magical means except by force. The door can be broken
down by making a Strength check against your Power Siege Maul
Charge save DC. Weapon (ranged), war tinker invention
When powered, deals 2d10 bludgeoning damage. Deals
double damage to structures and non-magical objects not
currently being carried or worn. Regular Overcharge property
function.
Speeding Spaulders
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you gain a
Created by Braydon
+1 bonus to melee attack rolls. Fiveash
Overcharge: You gain advantage on melee attack rolls for a Image Credit = justdd
number of rounds equal to your Intelligence modifier. All other images were acquired from Royalty Free sources
and have been released free of copyrights under Creative
Spiked Sabaton Commons CC0.
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you can
move through difficult terrain without any penalties to speed. Special Thanks to
Overcharge: You gain a climbing speed equal to your
walking speed and the ability to move up, down, and across Cynicalredgiant
vertical surfaces and upside down along ceilings, while For outstanding help and feedback!
leaving your hands free.
Visor of Clear Focus
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you gain
proficiency in Investigation checks.
Overcharge: You have advantage on Perception checks
that rely on sight and in conditions of clear visibility can make
out details of extremely distant creatures up to 1 mile away.
Water Purifyer
Wondrous item, futurist invention
When powered, cleans up to 5 gallons of water as if it had
been targeted by the Purify Food and Drink spell.
Water Stream Cannon
Wondrous item, advanced invention
When powered, fires 2 gallons of water upto 120-feet,
requires a water to be used as ammunition. A Large or
smaller creature hit by the water must succeed on a Strength
saving throw or be knocked prone.
Water Breathing Helm
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you can
breath normally underwater as if you were above water.
Wings of Flight
Wondrous item, futurist invention
When powered, you gain a fly speed of 50-feet.
Overcharge: Fly speed is doubled for the next minute.

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

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