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Industrialist - 5e Class
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Industrialist - 5e Class

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The Industrialist, a class for 5e D&D.

Brought to you by Braydon.


As seen on - 
Best of DM's Guild - May by LootTheRoom
&
Episode 204 - Going Last podcast


Have you ever wanted to play a non-magical class that feels magical in nature? Well, you've come to the right place! The Industrialist class for 5e D&D was created on that premise. Wizards have their spellbooks and arcana, Druids have the land and their druidic magics, Warlocks have their pacts with great beings and the Industrialist has their power charges and inventions!

The Industrialist class revolves around the use of "Power Charges". Power charges are essentially batteries, through trial and error or perhaps sheer luck, an Industrialist manages to create or uncover a way to craft these small hand held batteries. These Power Charges then get used to fuel the inventions and innovations an Industrialist creates.

So while the power source of their Power Charges itself might be something magical, the class itself is very technology driven. The PDF currently contains several object tables with various craftables and that's just the base, creative and clever players are encouraged to work with their DM's to come up with their own creations and really make this class their own.

The class is designed to be able to fit into most worlds and campaign settings. The object descriptions are left blank as to promote the Player or DM to come up with the style and feel of an Industrialist's inventions and distinct look. Perhaps you want to play as a couragous steam harnessing character straight from Steam Punk. Or perhaps you want to play as a mad scientist/engineer who harnesses electricity and uses it to fuel their crazy metallic inventions. However you want style your Industrialist PC is completely up to you and the class doesn't put boxes around your creativity, it inspires and encourages it!


The class has seen some playtesting but we're still working out the kinks, so if you have any feedback please feel free to leave it! It would be a huge help to make this class better, allowing us to constantly grow and develop a better and more well balanced class.


If you enjoyed this, check out these.

Full Classes:
Industrialist - 5e Class

Archetypes:
Shot Master - 5e Ranger Archetype

Way of the Stone Fist - 5e Monastic Tradition

Tortured Past - 5e Sorcerous Origin

Guerrilla - 5e Fighter Archetype

King of the Harvest - 5e Warlock Patron

Way of the Shifting Sands - 5e Monastic Tradition


Art credit goes to justdd and Joyce Maureira.

All other art in this document was sources from Royalty Free sources and has been released free of copyrights under Creative Commons CC0.



(10/11/2017)[V1.15] - ART OVERHAUL! Enjoy, my friends!

(02/08/2017)[V1.13] - Made minor changes to the Custom Inventions Table, adding restrictions that allow only the War Tinker to gain access to some of the higher damages, ranges,unique properties. All ranged weapons now gain the Loading property and only adding the Reload property will remove it, which is only available to the War Tinker.

(18/07/2017)[V1.12] - Huge overhaul thanks to the playtesting of ArahVhel.

(11/07/2017)[V1.09-V1.1] - Changed the Power Charge progression through the levels to be more gradual than a boost every 4 levels. Added features into the blank spots that were aligned with the power charge boost previously. Fixed formatting.

(01/07/2017)[V1.08] - (Heaps of Enhancer changes lately, due to me having a player currently playtesting the class for me.) - Increased Enhancer armour base AC to 16. Fixed a few strangely worded class options.


(30/06/2017)[V1.07] - Added new base class feature "Quick Thinking" at level 5, added this after playtesting.


(22/06/2017)[V1.06] - Adjusted some Enhancer inventions after playtesting, adjusted to allow scaling with level.


(31/05/2017)[V1.04/05] - Fixed typos and added time restriction to the Power Surge ability.


(25/05/2017)[V1.03] - Added 'Custom Invention' tables to assist creative played in creating their own inventions. Currently only supports Ranged and Melee weapons, will create a comprehensive guide for creating Wondrous Item type inventions if there are enough requests.

(25/05/2017[V1.02] - Added credits.

(24/05/2017)[V1.01] - Removed black "cover" page, added 18th level feature, changed 14th level blank to 13th level. (Thanks to Greg M. for the suggestion.)

(19/05/2017)[V1] - Uploaded.

 
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Reviews (0)
Discussions (7)
Customer avatar
Cody T November 10, 2017 11:25 pm UTC
PURCHASER
I know this is a bit late since you just updated, but you may want to replace the force damage with necrotic damage. Force damage is the least resisted of any damage type, if the post i saw is accurate nothing in the monster manual resists force damage and only one creature is immune to it. necrotic would be much more balanced with the other 3.
Customer avatar
Braydon F November 11, 2017 8:36 pm UTC
CREATOR
I understand where you're coming from but I dont see this being a problem, this has already been accounted for. <br>
<br>
How many creatures deal force damage in return? It's a relatively uncommon damage type. And the choice of damage has both offensive and defensive benefits. Weathered Toughness and Energy Absorption, for instance.<br>
<br>
You choose fire, or lightning damage, plenty of creatures are resistant to these, but plenty of creatures deal fire + lightning damage in return. You won't be as capable offensively, but defensively you'll shine. It's a balance between the two.

Thanks for your comment, Cody.
Customer avatar
Braydon F November 11, 2017 8:36 pm UTC
CREATOR
I understand where you're coming from but I dont see this being a problem, this has already been accounted for.

How many creatures deal force damage in return? It's a relatively uncommon damage type. And the choice of damage has both offensive and defensive benefits. Weathered Toughness and Energy Absorption, for instance.

You choose fire, or lightning damage, plenty of creatures are resistant to these, but plenty of creatures deal fire + lightning damage in return. You won't be as capable offensively, but defensively you'll shine. It's a balance between the two.

Thanks for your comment, Cody.
Customer avatar
Cody T November 11, 2017 10:27 pm UTC
PURCHASER
I see, I didn't think of the defensive side. and after a quick word search for "force damage" through a monster manual pdf i could only find 4 creatures that deal force damage, 3 of which are different kinds of beholders.
Customer avatar
Cody T November 09, 2017 11:07 pm UTC
PURCHASER
are power charges powering inventions considered outside the charge bag and thus will lose power after 8 hours?
Customer avatar
Braydon F November 10, 2017 12:25 am UTC
CREATOR
That is correct Cody! Thank you for your question, how are you enjoying playing the Industrialist?
_____

I am about to upload a new copy of the document. I changed the wording of the "determining charge potency", that you brought up in your last comment. ALSO! I updated all of the art, I think you'll find the document far more visually pleasing.
Customer avatar
Cody T November 10, 2017 1:55 am UTC
PURCHASER
Haven't had a chance to yet actually, my group is brand new with a first time DM and we're still getting set up. By the way I'm curious as to why you decided to stop at 7d6 for charge potency it seems like an unusual number, why not 10d6 like the rouge's sneak attack, or 8d6 like fireball/lightning bolt?
Customer avatar
Braydon F November 10, 2017 3:05 am UTC
CREATOR
Let me know when you get your chance to play, enjoy it!

The charge potency has actually been changed around a fair amount in the many iterations of the class. That's just how the charge potency scaled, I wanted to keep it lower than the rogue's sneak attack. Reason being, I feel the Industrialist is a far more versatile class. After much playtesting, the 7d6 seems like the right amount, albeit an odd amount.
Customer avatar
Luke F October 23, 2017 3:12 am UTC
PURCHASER
I'm sorry, I may be reading it wrong but if you do not go down the War Tinker path, is the highest damage output you can get (without throwing Power Charges) for a ranged attack 2d6 + dex with only one attack per round? If so, isn't that a little weak? Even though the class can fly for practically free wouldn't that make the class almost useless in combat? I'm sorry if i'm just missing something but I'm curious because I love the flavor of this class. Keep up the great work and thank you!
Customer avatar
Braydon F October 23, 2017 7:14 am UTC
CREATOR
Hey Luke! Thanks for the question!

Most of the Industrialist weapons have the "Overcharge" function, which expends the power charge within and deals regular weapon damage + charge potency on a hit. (And if you're feeling lucky, add an additional 2d6 from the hazardous "Power Surge" feature!)

I'd describe the damage output similar to a rogue. However instead of needing the perfect conditions for sneak attack, they can simply choose to overcharge as a bonus action.

Of course, power charges are a finite resource and its up to the Industrialist to decide what inventions they desire to power. Some of the wondrous items can even be implemented into battle if utilised creatively!

Thanks again for your question, hope this helps.
Customer avatar
Cody T September 06, 2017 12:28 pm UTC
PURCHASER
with the fail fail safe feature what does rolling to determine charge potency mean? is that rolling for damage when use use the potency dice? because i thought the potency was determined by level.
Customer avatar
Braydon F September 20, 2017 9:29 am UTC
CREATOR
Hey Cody! Thanks for your comment. Yes, that's what it means!
Customer avatar
Louis D August 11, 2017 10:24 pm UTC
PURCHASER
Hello!
Thank for this class! I'm currently playing an industrialist gnome (I think I'll turn it into a futurist).

I've begun to play with an earlier version, but as I was reading your latest update (v1.13) and wondering why at 1st level there're 2 power charges ("Beginning at 1st level you have 2 power charges, as an action on your turn you can expend one charge...") whereas the chart indicates 3 power charges ?

Also, the power charges maybe considered as ranged weapons, should'nt the industrialist be proficient with it ? (as its DC on Dexterity saving throw is "Power Charge save DC = 8 + Intelligence Modifier + Proficiency Bonus")

Last but not least, I'm about to translate your document into french, do you mind? Do you want a feedback?
Customer avatar
Braydon F August 22, 2017 1:38 am UTC
CREATOR
Awesome, I can't wait to hear how the Futurist plays for you! I look forward to hearing it!

Thank you for the pick up on the "2 Power Charges" fixed the problem now. I understand the way of thinking behind that, however there are no ranged attack rolls made with power charges, just saves against the DC.

I would very much appreciate that! Thank you so much for your feedback Louis!
Customer avatar
Louis D August 23, 2017 9:11 pm UTC
PURCHASER
Thank you for your answer!
I'll get back to you as soon as it's translated.
Customer avatar
Ian D July 30, 2017 6:31 pm UTC
PURCHASER
My questions are on the custom inventions table and the War tinker. The War tinker inventions feel a bit lack luster as any version of the Industrialist can simply make an equivalent (or better) weapons via the custom inventions table. It makes choosing the subclass a bit less interesting then all the unique utility and gear the Futurist and Enhancer have. Second question is the "reloading" property on the ranged weapon table. Why would anyone pay to add a feature to their weapon that restricts it? It would make sense to want to add more reloading score if it was required to have the reloading feature on a gun but that doesn't appear to be how it is.
Customer avatar
Braydon F August 02, 2017 1:47 am UTC
CREATOR
I appreciate the comment, I've been meaning to make some updates to the custom invention table for some time. Making the reload feature only available to the War Tinker and having the Loading property become unable to be removed. That would make sense to have the price on the reload property. Also saving some of the higher damage die's for the War Tinker, what do you think?
Customer avatar
Braydon F August 02, 2017 2:28 am UTC
CREATOR
Updated the PDF, take a look now.

Thanks Ian, your feedback is highly appreciated.
Customer avatar
Ian D August 02, 2017 10:06 pm UTC
PURCHASER
No problem! The new version has the "basic invention" text overlapping the shot cannon text but other then that I like the change! Will continue to play test my rock gnome Industrialist War Tinker and comment in the future.
Customer avatar
Greg M May 23, 2017 5:48 am UTC
PURCHASER
Will you be adding features at 9th, 14th and18th level? I'm confused as to why there aren't currently.
Customer avatar
Braydon F May 23, 2017 10:34 am UTC
CREATOR
Many of the other classes have blank levels, I thought it'd be good to break up the features between levels with a few blanks. This doesn't mean that the Industrialist will be lacking in comparison to other classes at these levels, as an Industrialist is always working on their next invention.

I may implement some additional features into those levels after some further play testing.

Thanks for the question, Greg.
Customer avatar
Greg M May 23, 2017 5:33 pm UTC
PURCHASER
I appreciate the reply!
While I understand the thought process behind leaving the levels blank, I would like to point or that when a class does this it is because the receive something else, in the case of a spell caster, they often will receive new spell slots or spells known rather than a named feature, so in the case of the industrialist, it seems to just weaken the class at those levels.
Customer avatar
Braydon F May 23, 2017 9:52 pm UTC
CREATOR
My mistake, thank you for pointing it out Greg!

Updated the file, added an 18th level feature. Changed the blanks to 9th level and 13th level to be in time with when the class gains additional Power Charges.

Much appreciate the question and follow up, thank you very much!
Customer avatar
Greg M May 23, 2017 9:53 pm UTC
PURCHASER
You're absolutely welcome, I'm glad I could be of help!
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