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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!


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.

Races: 
The Scroll of Strange Races

Full Classes:
Planar - 5e Class

Archetypes:
Arcane Inventor - 5e Industrial Vision (For the Industrialist Class)


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.



(31/07/2018)[V2.2] - UPDATE
Thanks to a very honest and insightful review left by Tom on the Industrialist, a number of issues with the lower levels of the class had been brought to our attention. The issues were a large oversight on our part, and we are incredibly thankful to have received great feedback to help us improve the class and make it the most enjoyable we can possibly make it.

We are also very sorry to Tom, and everyone who had to endure the first few levels of the previous version of the Industrialist. We hope the changes made help make the class more enjoyable at lower levels, and increase survivability, and we also welcome any more feedback in the future! 


Here are the changes:

No more exploding: The Charge Bag feature has been completely removed from the class, there's no longer a chance of exploding, or even losing a power charge if you're hit with a critical hit. We still mention that your power charges require to be stored in a "holding device" but that is detailed under the Power Charge feature. 

Base class proficiencies: The base Industrialist class now gains proficiency in Shields to increase AC and survivability at the lower levels, and in the Equipment section, we have removed Chain Shirt and added Padded armor and a shield as an equipment option at level one.

Lack of versatility and damage output at lower levels: We have addressed this issue by moving the Industrious Inventor feature to 1st level, meaning you gain access to an invention and the basic invention table at 1st level. We also upped the Charge Potency of your power charges to 2d6 at 1st level, meaning you have three potential uses of overcharge. We hope this makes your character feel like an Industrialist straight from level 1, instead of having to work your way into it.
At second level, we have incorporated the Knowledge Sponge feature, which highlights your high intellect and ability to learn and assess information. You can have an ally teach you a skill for temporary use throughout the day, allowing you to add your proficiency bonus to a number of ability checks using that skill equal to your Intelligence modifier. We hope you find some interesting uses for this feature, and it adds a little more fun to your low level play. 

Scientific Power added: I was playtesting a different class for one of my friends here on the DMsGuild and magical damage came up a lot and really appeared to be an issue. I hadn't noted that your inventions don't deal magical damage until you convert them to doing the same damage as your power charges at 10th level with the Advanced Invention options. For those who don't want to have to convert their weapons over as such, or it doesn't fit their flavour, we have made all of your attacks with powered inventions count as magical at 7th level.

Power Surge Boost: Power surge is now the only mechanic that can make you explode, but it's ultimately a risk vs reward type scenario. The additional 2d6 doesn't seem all too enticing at later levels, so I upped the increase to charge potency to 3d6 at 14th level. This boost and Scientific Power replace the charge bag and charge bag improvements at 7th and 14th level.

War Tinker proficiencies: Due to the fact that the base class gains access to shields now, I added heavy armor proficiency to the bonus proficiencies this vision gets.

Metal Fortitude change: I noted that this feature didn't previously require a reaction to use, which wasn't the intent. So I now clarified that it takes a reaction to use this feature.


Voltaic Residue change: Instead of being able to freely overcharge 2-3 of your augment property inventions at later levels, it is now only once per long rest. This feature was simply too powerful and was outperforming the other features the Futurist and War Tinker received at this level.


I hope these changes improve the quality of play of the class, and make it far more survivable. Please feel free to leave a review or post in the discussion below with any feedback on the class. Our goal with this class was to make something that promotes fun and creativity, and we want to keep bettering the class to achieve that goal. Thanks to Tom for the awesome feedback, we greatly appreciate it and hope you will return to play as the Industrialist now these changes have been made.

Thanks everybody! 

 
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Reviews (2)
Discussions (13)
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
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
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
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
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
Louis D 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.
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
B5 Homebrews ! 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
B5 Homebrews ! 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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File Last Updated:
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This title was added to our catalog on May 18, 2017.