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{B5} Industrialist - 5e Class
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{B5} Industrialist - 5e Class

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

Brought to you by B5 Homebrew's.


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! 


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 (3)
Discussions (17)
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.
Customer avatar
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.
Customer avatar
B5 Homebrews ! 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.
Customer avatar
B5 Homebrews ! 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!
Customer avatar
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?
Customer avatar
B5 Homebrews ! 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
Customer avatar
B5 Homebrews ! 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.
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!
Customer avatar
B5 Homebrews ! 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!
Customer avatar
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.
Customer avatar
B5 Homebrews ! 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!
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?
Customer avatar
B5 Homebrews ! 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?
Customer avatar
B5 Homebrews ! 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?
Customer avatar
B5 Homebrews ! 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
Jordan 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?
Customer avatar
B5 Homebrews ! 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.
Customer avatar
Jordan 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.
Customer avatar
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?
Customer avatar
B5 Homebrews ! 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!
Customer avatar
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.
Customer avatar
B5 Homebrews ! 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!
Customer avatar
Tom C December 06, 2017 3:25 am UTC
PURCHASER
Question: what would be the starting wealth die?
Customer avatar
B5 Homebrews ! 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
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
B5 Homebrews ! 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
B5 Homebrews ! 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
B5 Homebrews ! 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
B5 Homebrews ! 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
B5 Homebrews ! 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
B5 Homebrews ! September 20, 2017 9:29 am UTC
CREATOR
Hey Cody! Thanks for your comment. Yes, that's what it means!
Customer avatar
Marius S 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
B5 Homebrews ! 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
Marius S 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
Marius S June 20, 2018 2:57 pm UTC
PURCHASER
Hi! The translation is complete for a while now, I've totally forgotten to get back to you, my bad. Where or how can I send it to you?
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
B5 Homebrews ! 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
B5 Homebrews ! 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.
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File Last Updated:
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This title was added to our catalog on May 18, 2017.