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Industrialist - 5e Class

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


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


PLEASE: Be sure to leave a review, if you like the class! It really helps us.


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!

If you enjoyed this, check out these.

Races: 
The Scroll of Strange Races
The Scroll of Strange Races - Volume 2

Full Classes:
Industrialist - 5e Class
Planar - 5e Class

Subclasses:
Way of the Mischievous Heart - 5e Monastic Tradition

Monsters:
Compendium of Odd Creatures

Art credit goes to justdd and Yosi Saputra! 

UPDATE (02/01/2020) HAPPY NEW YEAR!
Changes:
- Specified the starting equipment to be "Power Charge Holding Device".
- Removed the chance for power charges to not detonate when using them as a grenade.
- Split the Power Charge feature into two features, adding Holding Device to the feature list. Nothing ultimately changes here, except the text is broken up and easier to read over 2 features instead of 1.
- Made sure players know that the Industrious Inventor feature grants a free invention at 1st and 10th levels.
- Added the Optional Rules text before the Industrialist Feats to avoid confusion.
- Clarified Power Surge explosion language.
- Clarified Energy Absorption, making sure the player knows it doesn't require a reaction.
- Added cold damage to the Uncovered Energy damage types and alphabetically ordered them by damage type.
- Added the Eye for Detail feature at 7th level, which fattens up that level.

We finally hit Electrum best seller and reached our 2nd Year anniversary! So we updated the document with a new look, new subclasses, and new art! We also updated a number of preexisting features to improve balance from the previous edition. Most notably, the Enhancer and the Custom Invention Weapon Table received the biggest changes to them.

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Reviews (5)
Discussions (20)
Customer avatar
Trodayne N November 16, 2021 6:29 am UTC
PURCHASER
Thank you so much, Stars A. I'm love the work you put into this. I'm really excited to incorporate this into the campaign I'm about to start. Does anyone have any advice on how to either create a character sheet for, or use an already existing character sheet in Roll20? I am struggling a bit to figure out how to to fold it into mix and since I already have two players planning to play the Industrialist class I could use any help anyone might provide. Do you, as the creators, or purchasees have a pre-made character sheet for the class or any rec's on the best way to fit this into the functionality of Roll20?
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Brandon D November 17, 2021 4:54 pm UTC
PURCHASER
Not a Roll20 user, but I've hijacked the D&D Beyond Warlock as a base and made a custom subclass and some feats/items that provide all of the mechanical elements needed to play as an Industrialist. Would be interested to hear if anyone has made anything similar for Roll20.
Customer avatar
Jack J August 19, 2020 8:19 am UTC
PURCHASER
So, I just picked up this class and am switching from an Artificer at level 5. I admit, I'd like maybe a brief description or just idea for usage with some of the inventions in each sub class? I'm having a hard time figuring out how well suited a Futurists inventions would work out in the game

Another thing I was wondering, the Enhancer Subclass, does the armor give only a flat base ac of 13 or is it 13+dex up to a modifier of 2 or something in lines with that? Maybe I'm not understanding it but unless I'm a small creature I don't see a lot of benefit to wearing the armor that comes with it and forgoing something like leather till I get some enhancements on it.

PS. Do love the idea of the class and eager to try it out! Maybe to help give a player an idea of what each item does would help them think about picking certain items. Just some flavoring help is all.
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Customer avatar
Brandon D August 19, 2020 7:42 pm UTC
PURCHASER
Hi Jack!

Happy to hear that you're a fan of the class and are excited to try it in your game!

I'm actually playing as an Enhancer (just hit level 11) for one of my regular campaigns and we have a regular NPC (my in-game love interest, in fact) who is a Futurist, so I can definitely help provide some context there if you're wondering about how they might fit into the world and lore.

Based on your comment, it seems like you're primarily wondering about how some of the inventions could be useful in-game and looking for specifics about how the Enhancer's custom heavy armour works. I'll cover the Enhancer Armor first, as that's mechanics, then I can provide some high-level guidance around how we use the inventions in our game (since the mechanics of how the invention examples work are found in the PDF already).

The Enhancer Armor is a suit of heavy armour at its core, so you do not add your Dexterity modifier to it (whether it's positive or negative) and you have...See more
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Customer avatar
Jack J August 20, 2020 3:39 am UTC
PURCHASER
Right, though I have to admit a lot of the bonus for Enhancer seem a moot point early on in the subclass as mechanically
Outside of needing to lift or move something(Buy a cart or a Donkey with some rope.)
Donning and Doffing are nice but not often an issue in most campaigns.
Small Creatures count as Medium. That's pretty good when playing a small race. No real complaints and it allows 'mini-mech suit' ideas and allowing them to use heavy weaponry.
Disadvantage on Stealth Checks for Heavy Armor is fine, makes sense.
No Strength Requirement is nice as well but given how it's semi-built of melee or favors it not much of an issue.

However, the pro's at picking this subclass at third level do not feel worthwhile as it doesn't beat out leather armor with a dexterity of 14. Maybe upping it to 14 AC or Higher along the lines of other heavy armors?
If the concern is too high an AC then put a cap on it of 18 or so for balance?

Right now it just feels very...See more
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Brandon D August 20, 2020 3:33 pm UTC
PURCHASER
I was struggling to figure out why I hadn't had this issue with the armour when I started as an Enhancer at level 3 and realized that I had totally forgotten something that I added to the Industrialist in our home game but didn't send to B5 to add to the main PDF:

- For any industrial vision that has the "Unique Crafting" feature, at 3rd level when you choose the vision you also get one basic invention from the subclass-specific inventions table without having to spend the required time + gold.

This means that at 3rd level when an Industrialist chooses a subclass, they have already developed one of their special inventions from the custom table they now have access to: a futuristic item for Futurists, a unique weapon for War Tinkers, an augment invention for Enhancers, and a clockwork invention for Clockworkers. Arcane Inventors don't benefit from this, but they get a bunch of spells at 3rd level so it stays relatively balanced.

Given that you could use 6 augment...See more
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Thony D December 10, 2019 12:21 pm UTC
PURCHASER
So, I'm gonna be playing this class in a game relatively soon. Looks like loads of fun, a jolly good time. I love the idea of gizmo's replacing magic. Of course, due to the creations' duration of 8 hours (or more, depending) it's a tricky think to balance.

I do wonder a couple things. For example, why do so many features rely on your proficiency bonus instead of your intelligence modifier? Looking over the class, it feels a little odd because there's not a whole lot intelligence seems to do for the class. Any intelligence based features look a little wimpy. The 9th level feature feels particularly weak, since classes with heavy weapons get something similar at level 2, or level 1 for a fighter. It seems a little strange how it flip-flops between using intelligence and your proficiency bonus.

The inventions also seem a little strange in a few places. Like the helmet that let's you breath underwater, but you have to be an enhancer for it. I'm not sure why I wouldn't be able to make a respirator...See more
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Brandon D December 12, 2019 8:43 pm UTC
PURCHASER
Hi Thony,

I can definitely attest to how fun it is to play an Industrialist, as I've been playing one in my weekly game for months now.

One of the reasons that many of the features rely on your proficiency is that it allows them to improve over the course of a campaign and a character's story. If everything was based on the Intelligence modifier, then potentially you just have a flat number of uses starting around level 4 (assuming you start with Int 18 and bump to 20 with your first ASI). It also means that at level 9, for example, lots of your features get better because your proficiency modifier bumps to +4 (which means you are now getting +2 for any prof/2 features for the first time).

The Fail Safe ability (first usable at level 9) applies not only to damage rolls that use Charge Potency but any roll that does so, such as the Enhancer's Metal Fortitude ability. Fail Safe is also a great example of one of the abilities that *does* depend on the Int mod instead of proficiency,...See more
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Customer avatar
Stars A December 13, 2019 9:14 am UTC
CREATOR
Brandon summed up everything quite well! But, first and foremost, thank you for choosing to play as the Industrialist, I hope it brings you a lot of fun!

The 8 hours can be a little tricky, but power charges are fairly plentiful and at lower levels inventions aren't so much, so choosing when to power your inventions is quite strategic! That being said though, if you're going to play as a Futurist your power charges will never have to leave the holding device due to your wireless power, so the 8 hour duration doesn't affect you! You'll only have to worry about losing power charges after overcharging them!

Pretty well what Brandon said fits well there. As a creator, choosing when to use the proficiency bonus instead of Intelligence modifier can be quite tricky; you want to give the player the feeling of growth over their level ups, without completely nullifying their main stat. If you find through your play through that the Intelligence stat would be been a better use on some of the features,...See more
Customer avatar
Rowan A June 08, 2019 4:15 am UTC
PURCHASER
I have noticed something in the War Tinker's inventions table and I'm unsure whether or not it is an error. The Beam Rifle does not specify what its ammunition is, and appears to be missing its Reload property. I do not know if this was merely an oversight, or if the rifle is design to have infinite ammo as long as there is a usable Power Charge within it.
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Brandon D June 10, 2019 3:02 pm UTC
PURCHASER
The Beam Rifle is an energy-based weapon, so it always has enough ammunition on board provided it is being powered by a Power Charge. This is one of the reasons it is only available to War Tinkers, as they've effectively invented a new type of ranged weapon akin to a sci-fi plasma/laser/energy rifle.
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Customer avatar
Stars A June 10, 2019 9:52 pm UTC
CREATOR
Hey Rowan, thanks for your comment!

As Brandon stated, the Beam Rifle fires a beam of energy and the type of damage it deals is determined by your Uncovered Energy feature, the invention description mentioned this. Thank you for finding the oversight of the missing loading/reload property, I appreciate that! An update will be available soon with an added loading property to that invention.

Very much appreciate the feedback. Thank you, my friend!
Customer avatar
Damian F May 30, 2019 3:54 pm UTC
PURCHASER
Hey, I love the new update, though I notice you neglected to include the multiclassing requirements and proficiencies gained.
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Customer avatar
Stars A May 31, 2019 11:38 pm UTC
CREATOR
Hey Damian!

Very happy to hear you're enjoying the new update, and thank you for notifying me. The updated document should be available now, with the multiclassing requirements and proficiencies gained at the end of the document (after the alternate crafting options).

Thanks again, my friend!
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Damian F June 04, 2019 1:08 pm UTC
PURCHASER
No worries! Glad to help. :D
Customer avatar
Brandon D December 17, 2018 12:51 am UTC
PURCHASER
Thanks for your quick response to my review! Looking forward to the big update in the new year! I'm on board and happy about all but one of the changes you've made: since I'm playing an Enhancer, I love the Creative Mix feat. I was even debating taking it twice to get access to 6 extra inventions.

I've got an idea about how to keep the Creative Mix feat without falling into the issue of having a Futurist teaching their fighter friend how to use a high powered War Tinker weapon and powering it remotely: keep the feat, but only have it apply to basic inventions.

This would require you to assign the heavy hitter War Tinker weapons and more advanced Futurist items as Advanced Inventions, but I've got a few ideas on how to do that easily if this sounds like a good approach. Thoughts?
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Customer avatar
Stars A December 18, 2018 6:49 am UTC
CREATOR
Thanks for your comment once again Brandon. I think I know where you're heading with this one, and I like the idea you've proposed thus far. Please send your additional ideas!<br>

My thought would perhaps be to make any War Tinker inventions with the Reload property advanced inventions, and as you suggested, keep the feat to basic inventions. This would ultimately halt a fighter from being able to rapid fire a target for 8d10 damage in a round.<br>
<br>
Let me know your additional thoughts!<br>
<br>
Thanks, <br>
Braydon
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Customer avatar
Stars A December 18, 2018 11:24 am UTC
CREATOR
Hey Brandon!

Here's my email: Braydon5ash@gmail.com

Feel free to message me there about the class, I'd be happy to share a preview of the coming update.
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Customer avatar
Brandon D December 19, 2018 12:16 am UTC
PURCHASER
Since the heavy cannon is a Reload 1 weapon, they could only fire it once a round anyways, no? I thought it took an action to reload, not an attack (or have I read it wrong?). I would be more worried about the 16d6 damage they could do with the battle cannon over a couple rounds before having to reload.

Will email you with my ideas about the feat, the class, and the invention classification approach. I would love to see a preview of the update as well!
Customer avatar
Trenton H November 18, 2018 4:16 pm UTC
PURCHASER
Hey super quick question. Does the Enhanced armor let you add dex to your ac? You might want to clarify that!
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Customer avatar
Stars A November 20, 2018 2:08 am UTC
CREATOR
Hello Trenton! Firstly, thank you for downloading the Industrialist, and thank you for reaching out with your question.

The enhancer armor does not allow the wearer to add their Dexterity modifier to their armor class. This is due to the fact that enhancer armor counts as heavy armor, "you have invented an exoskeleton structure as the base for a unique set of heavy armor with the following statistics:"

By 5e ruling, heavy armor does not allow the wearer to add their Dexterity modifier to their armor class. Being able to add your Dex to your armor class would be out of the norm, and would be mentioned in the statistics of the armor of it were the case. This is why it wasn't mentioned in the document.

Thanks for your comment, I hope you enjoy the class!
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Trenton H November 20, 2018 6:06 am UTC
PURCHASER
I haven't had a chance to play one yet. I'm still looking at it. I'm not sure what role the class is suppose to fill. I get the war tinker can fill a ranger/fighter type role but the other two have me a tad confused.
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Customer avatar
Stars A November 20, 2018 7:23 am UTC
CREATOR
The Industrialist was made to be different from the classes presented in the PHB, and does things that they can't do, as do the PHB classes do things that it can't do.

Regardless of that, the "roles" the subclasses can fill:

Futurist: Utility, and control. Clever use of the wireless power feature can create chaos across the battlefield.

War Tinker: Damage dealer. This was meant to be the classic battle inventor. Use your advanced weapons to cause havoc, and your traps to set ambushes!

Enhancer: Tank, and Utility. The potential to get fairly high armor class, and have a number of abilities to decrease damage done against you makes this subclass great on the front lines. Pair that with some decent damage from overcharge, unique overcharge options from your armor pieces, and you're sure to be an effective warrior with utility to back.

Hope this helps, my friend!
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Customer avatar
Trenton H November 20, 2018 5:42 pm UTC
PURCHASER
It does! Thank you so much for your reply! I have a few more questions. I am wondering how you handle crafting with this class? Like which rule set do you use? I also have an upcoming game in curse of Strah which I hear isn't a downtime heavy or gold heavy game. Do you think this class will struggle to function in such a setting?
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Customer avatar
Stars A November 20, 2018 9:04 pm UTC
CREATOR
Glad I could be of assistance.<br>
<br>
I DM for an Enhancer Industrialist in a long running game, that's gone from level 1 to 17, and is still going strong. For all of the crafting, I use the basic crafting rules listed in the Industrialist. A character must simply spend the time and gold requirements, and once they are both met, the invention is complete. This is completely simplified, and steers away from letting chance determine how quickly you can get your inventions, and spaces out the time between inventions, making them feel more valuable once you do get them.<br>
<br>
I am playtesting a new Industrialist subclass, and only am just into level 3. I have been trying to build an "Energy Lantern" for the past 3 games, and it finally looks like I will get it in the next. It was a grind to get it, but that ultimately makes it more satisfying.<br>
<br>
To be 100% honest, I think that as written it will struggle. As the class revolves...See more
Customer avatar
Kenneth T July 01, 2018 3:43 pm UTC
PURCHASER
Hey lemme start by saying I'm so excited to play this class but I noticed that there is no table to make wonderous items now understand the how that may be a problem given how unique each one is but shouldn't there at least certain rules?
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Customer avatar
Stars A July 02, 2018 1:23 am UTC
CREATOR
Hey Kenneth, thanks for your comment!

5e's rule system is left fairly open to DM interpretation in a lot of circumstances, and although definite guidelines for wondrous item creation would be great, there is just simply too many variables and potential effects to cover. The one guideline I had provided through the tables is that all wondrous items that grant the Industrialist unhindered flight, are Advanced Inventions.

The custom weapon inventions table was made as an optional rule, for DM's who were confident in helping their players create their own inventions. Same goes for the wondrous item inventions.

I have been working on numerous tables to assist in their creation, but none have yet been satisfying enough to include in the document. I'll keep working on them and hopefully will have one to add to the document soon!

Thanks for your comment, Kenneth!
Customer avatar
Jackson N April 26, 2018 4:52 am UTC
PURCHASER
I'm excited to get to try this class soon, but I have a couple of questions. Do the 7th and 14th level features only protect charges in your charge bag, or the ones powering your inventions as well? And what makes the weapons such as the extending spear, power gauntlet, and light automated flail classified as advanced inventions? Couldn't you just use the custom invention table to make something just as strong or stronger before unlocking advanced inventions?
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Customer avatar
Stars A April 26, 2018 11:28 am UTC
CREATOR
Hey Jackson, I really appreciate the comment, hope you have a fun time!

The 7th and 14th level features affect all of your power charges, not just the ones in your charge bag.

Thats a very fair point, really there are few weapons that can be made that are classified as "advanced inventions", but they are still in the table as both inspiration for players (or DMs) as to an idea for what can be made, and for DMs who arent confident in letting their player create their own weapons from the tables. I have been thinking of updated it for some time, I appreciate the feedback!
Customer avatar
Emily E March 17, 2018 5:49 pm UTC
PURCHASER
I love what I've read of the class so far, and I'm currently putting together my first Industrialist character for a friend's new campaign. One little thing I noticed though, was that in the equipment section of the class it mentions an "adventurers pack". Did you mean the explorer's pack or is this something different?
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Customer avatar
Stars A March 28, 2018 7:17 am UTC
CREATOR
Sorry for the delayed response, Dmsguild has stopped sending creators notifications when they receive comments on their work. Please forgive me!

I am excited for you to play as an Industrialist! Which vision do you foresee yourself choosing come 3rd level?

You are 100% correct there, I meant an explorer's pack! Thanks for the pick up on that, I will make a note and put it into the next update.
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Emily E December 16, 2018 11:34 pm UTC
PURCHASER
Sorry for not responding sooner, I haven't logged in here in months so I only just got the notification.

I played as a futurist in the campaign, and while I don't really play them any more they are still one of my favourite characters out of the many I've played. I believe my first invention was a custom overchargeable spear which, despite not being particularly powerful, was honestly one of the coolest weapons I've used in a game.

I think the furthest I got with the character was around level 4, but I loved messing around with the class and would definitely love to play it again sometime. Thank you for creating something so cool.
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Mohamad S March 16, 2018 3:22 pm UTC
PURCHASER
Love this class, adds a lot of flavor and really interesting twist on tinkerer's. Going to play it soon and was just wondering can the character wear enhancer armor and hold a basic or advanced invention in hand like a power hammer?
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Stars A March 28, 2018 7:13 am UTC
CREATOR
Thank you for the compliment, my friend!

Yes of course!! And you can go around smacking super mutants until your heart's content!
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Jaron F January 23, 2018 6:15 am UTC
PURCHASER
I've had a gnome Futurist running in Lost Mines of Phandelver to playtest for inclusion in my personal campaign with wonderful results. It seems very well balanced so far(it's running alongside the pregen characters with the same stat array), and more importantly has been a lot of fun. So fun. in fact, that the player running it plans to play an Enhancer Industrialist in my upcoming campaign, and I couldn't be more exited by the prospect. Superb brew, sir.
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Stars A January 25, 2018 8:48 am UTC
CREATOR
That is incredible news! That brings me great joy to hear, be sure to let me know any fun stories in the future! Thanks for the feedback!
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Tom C December 06, 2017 3:25 am UTC
PURCHASER
Question: what would be the starting wealth die?
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Stars A January 25, 2018 8:55 am UTC
CREATOR
I'm so sorry for the very late reply, DM's Guild hasn't sent me any notifications!

It appears that is something I forgot to put in the document, thanks for pointing it out! The Industrialist would start with 5d4 x 10 gold! Sorry again, my friend!
Customer avatar
Shredder . 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.
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Stars A 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.
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Customer avatar
Stars A 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.
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Shredder . 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
Shredder . 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?
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Customer avatar
Stars A 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.
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Shredder . 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?
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Customer avatar
Stars A 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!
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Customer avatar
Stars A 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.
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