Industrialist
A human female dressed in a long, flowing leather coat rides through the center of a busy thoroughfare, her cart being pulled ahead without any horses in sight. Strange metallic pipes and intermingling cogs adorn the underside of the cart, and constant puffs of steam can be seen rising from the vehicle. People begin gathering around her in amazement as she controls the cart to a gentle stop. She stands at the top of her cart and begins preaching tales of the future, a future she desires to see to fruition.
A gnome in thick leather armour sneaks quietly through a goblin camp at night, silently placing small glowing metallic cylinders on the inside of his enemies tents. He makes his quiet exit from the camp and sits patiently behind a large tree a few hundred feet away. Huge explosions light the night sky as the goblins are blown to smithereens, the screams of the goblinoids echoing throughout the forest. The Gnome draws a multi-barrelled metallic cannon from his back, loads a similar small glowing cylinder into the back and begins firing steel bullets at any of the goblins fleeing the camp.
A man walks proudly through the street donning a set of armor like none seen before. The armor set has pipes, pulleys and an intricate system of clockwork machinery that runs undearneath the layers of steel. He sees a man struggling to push a cart up ahead, and briskly makes his way over. Without strain the armored man lifts both the cart, and the man over his shoulders and ushers him to his desired destination.
All of these heroes are examples of industrialists. People who use their knowledge of technology, and the ability to innovate to assist them in daily life, battle and to ultimately shape the future of the world in their vision.
Discovering Power
The technology industrialists utilise would be useless junk without some kind of power source to fuel it. Some industrialists discover their power source through years of hard study and experimentation. Perhaps having found a way to harness the powers of steam, or combustion in order to fuel their inventions.
Some uncover power in the ruins of forgotten civilisations, perhaps uncovering ancient batteries or power cells, and gaining the ability to replicate their design through intense trial and error.
Industrialist
Level | Proficiency Bonus | Features | Power Charges | Charge Potency |
---|---|---|---|---|
1st | +2 | Uncovered Energy, Power Charges, Charge Bag | 3 | 1d6 |
2nd | +2 | Industrious Inventor, Journeyman | 4 | 2d6 |
3rd | +2 | Industrial Vision, Power Refill | 5 | 3d6 |
4th | +2 | Ability Score Improvement | 5 | 3d6 |
5th | +3 | Power Surge, Quick Thinking | 6 | 3d6 |
6th | +3 | Industrial Vision feature | 6 | 4d6 |
7th | +3 | Charge Bag improvement | 6 | 4d6 |
8th | +3 | Ability Score Improvement | 7 | 4d6 |
9th | +4 | Fail Safe (one use) | 7 | 4d6 |
10th | +4 | Industrious Inventor improvement, Weathered Toughness | 7 | 4d6 |
11th | +4 | Industrial Vision feature | 8 | 5d6 |
12th | +4 | Ability Score Improvement | 8 | 5d6 |
13th | +5 | Fail Safe (two uses) | 8 | 5d6 |
14th | +5 | Charge Bag improvement | 9 | 5d6 |
15th | +5 | Energy Absorption | 9 | 5d6 |
16th | +5 | Ability Score Improvement | 9 | 6d6 |
17th | +6 | Industrious Vision feature | 10 | 6d6 |
18th | +6 | Tricks Of The Trade, Fail Safe (three uses) | 10 | 6d6 |
19th | +6 | Ability Score Improvement | 10 | 6d6 |
20th | +6 | Perfection | 12 | 7d6 |
Class Features
As an Industrialist, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Industrialist Level
Hit Points at 1st Level: 8 + Your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per industrialist level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: Tinker's Tools & Smith's Tools
Saving Throws: Intelligence, Constitution
Skills: Choose two from History, Insight, Investigation, Persuasion and Sleight of Hand.
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background.
- (a) light crossbow and 20 bolts or (b) any simple weapon
- (a) adventurers pack or (b) dungeoneers pack
- Tinker's Tools, smith's tools, leather armor, 3 power charges, a charge bag and a dagger
Quick Build
You can make an Industrialist quickly by following these suggestions. First, Intelligence should be your highest attribute, followed by Strength or Dexterity, depending on whether you want to focus on melee weaponry or ranged weaponry. Second, choose the Guild Artisan background.
Add Your Own Flavor
The Industrialist class was made to be easily flavourable and changed to be able to fit in most campaign settings. Discuss with your DM what your inventions will look like. Don't be afraid to get creative and really make this class your own!
Uncovered Energy
The energy source you've discovered could take many forms. Perhaps you've discovered a way to harness the power of steam, or maybe you stumbled upon a strange aberrant power source from the Far Realms. Discuss with your Dungeon Master what energy source is fueling your power charges.
At 1st level, you can choose what kind of energy fuels your power charges. This determines what type of damage your power charges will do and a number of other things within the Industrialist class.
Energy Example | Damage Type |
---|---|
Combustion/ Steam | Fire damage |
Alien Technology | Force damage |
Ancient Battery | Acid damage |
Electricity | Lightning damage |
Dark Matter | Necrotic damage |
Ultrasonic Sound | Thunder damage |
Solar Power/ Divine Energy | Radiant damage |
Power Charges
You have learned how to harness energy into a small hand held charge. Beginning at 1st level you have 3 power charges, as an action on your turn you can expend one charge and throw it at a target within 30 feet of you. Roll a d6, on a 2 or higher the charge explodes and anyone within 5 feet of the charge must make a Dexterity saving throw. Taking damage equal to an amount shown on the Charge Potency column of the Industrialist Table on a failure and half as much on a success.
Power Charge save DC = 8 + Intelligence Modifier + Proficiency Bonus.
If the charge doesn't explode, reroll the d6 at the beginning of your next turn and every turn thereafter. Alternatively, you can use a bonus action to collect the charge and stabilize it, adding it back to your charge bag.
The number of charges and damage of your power charges increases as you gain levels in this class, as shown in the Power Charges and Charge Potency column of the Industrialist table.
You regain all expended power charges after finishing a long rest.
Charge Bag
At 1st level, you have created a holding device to keep your power charges safe and stable. Your charge bag can hold an amount of charges equal to the amount shown on the Power Charge column of the Industrialist table. It also contains any tools needed to create additional charges. If your charge bag is lost or destroyed, you can spend 1 day and 150 gp creating a new one.
Any power charges removed from the charge bag degrade rapidly and lose power after 8 hours, returning them to the charge bag stabilises them and keeps them from losing power.
When a creature rolls a 20 on an attack roll against you, one of your power charges within your charge bag, or that is currently powering an invention you are holding detonates, this power charge is chosen at random via a dice roll.
You lose the charge and every creature within 5 feet of you must make a Dexterity saving throw or take damage equal to half your charge potency on a failure, you must make a Constitution saving throw, taking half damage on a failure.
Beginning at 7th level, you've created a special reinforcing in your charge bag that stabilises your power charges more efficiently. You still lose a charge when a creature rolls a 20 on an attack roll against you, but it no longer deals damage to you or nearby creatures.
At 14th level, you've perfected your charge bag. You no longer lose a power charge when a creature rolls a 20 on an attack roll against you.
Industrious Inventor
At 2nd level, you have thought up a myriad of different inventions you could create that utilise your power charges and have managed to successfully craft your first invention, choose one item from the Basic Inventions table below.
You gain access to the Basic Inventions table and can spend the time and gold requirement to craft additional items.
You gain proficiency with any invention you craft.
At 10th level, you've made a breakthrough. You have managed to craft your most intricate item to date, choose one item from the Advanced Inventions table below. This reflects long hours of study, trial and experimentation done during your down time.
You gain access to the Advanced Inventions table and can spend the time and gold requirements to craft additional items.
Journeyman
You've dabbled in just about every craft you have come across, hoping to get the edge needed to advance your inventing to the next level.
Beginning at 2nd level, you can add half your Intelligence modifier, rounded down, to any ability check using artisan's tools that you aren't proficient with.
Industrial Vision
Choose an industrial vision, which best describes your ideals, and how you wish to shape your inventions for the future: Futurist, War Tinker or Enhancer. all detailed at the end of the class description.
Your choice grants you features when you choose it at 3rd level and again at 6th, 11th and 17th level.
Power Refill
At 3rd level, you gain the ability to refill the energy in a number of your power charges. During a short rest, you can choose to regain a number of power charges equal to your proficiency bonus.
After you use this feature, you can't use it again until you complete a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Power Surge
At 5th level, you have learned to dangerously push the limits of your power charges and temporarily increase the potency. Once per turn, you can increase the charge potency of one power charge by 2d6, this lasts until the end of your turn.
When you do so, roll a d6, on a 1 the charge detonates immediately, anyone within 5 feet of the you must make a Dexterity saving throw or take damage equal to half your Charge Potency plus the additional 2d6 on a failure. You automatically take damage equal to your Charge Potency plus the additional 2d6.
Quick Thinking
At 5th level, you add your Intelligence modifier to your initiative.
Additionally, as a bonus action, until the start of your next turn, you can add half your Intelligence modifier (rounded down) to any Dexterity saving throw you make.
Fail Safe
At 9th level, you have developed a fail safe for your power charges and can ensure their effeciency. When you roll your Charge Potency dice, you can reroll a number of dice equal to your Intelligence modifier. If you do so, you must use the new rolls and you can't use this feature again until you finish a short or long rest.
You can use this feature twice between rests starting at 13th level and three times between rests starting at 18th level.
Weathered Toughness
At 10th level, your skin is weathered from trial and error with your many experiments. You gain resistance to the damage type chosen by your Uncovered Energy feature.
Energy Absorption
Starting at 15th level, your body has become so used to taking blasts of energy from your failed experiments that your natural structure has begun to shift and adapt to that element. Once per long rest, when you would take damage from the damage type of your Uncovered Energy feature, you can choose to take no damage instead.
Tricks of the Trade
At 18th level, you've learned to cut the cost and time needed to create your inventions without it affecting the quality.
The crafting time and crafting price for creating a Powered invention is halved.
Perfection
At 20th level, you've mastered your craft and have perfected your energy source.
- Your power charges now degrade and lose power after 7 days.
- When using the Power Surge feature, there's no longer a chance of the power charge detonating. Instead, if you roll a 1, you fail to gain the additional 2d6 to your Charge Potency.
Additionally, you have advantage on any ability check using tools.
Industrial Vision
Each industrialist strives to innovate, invent, and ultimately shape the very future before them. However there are many different paths for an industrialist to strive towards. Each industrialist will have their own vision for how they want to future of the world to look. These paths take form in Industrialist Visions, you choice of vision is a reflection of your focus and goals.
Futurist
You have dreams of a bright future, filled with technology, wonder, and innovation. Whether it be for wealth, power, or fame, you want the entire world delighting in the technology that you pioneer. You desire to make the world an easier, and more accessible place.
Wireless Power
At 3rd level when you choose this industrial vision, you gain the ability to transmit power wirelessly to your creations. You no longer need to load a power charge into an invention to power it, so long as your charge bag contains power charges and is within wireless range of the invention you desire to power, it will function normally.
Wireless Range = Intelligence modifier x 10-feet.
As a bonus action, you can select an invention within wireless range of your charge bag, and give it power.
Additionally as a bonus action, you can stop powering an invention and select a new invention within wireless range to receive power.
You can only power a number of inventions equal to the amount of power charges you have remaining in your charge bag.
Unique Crafting
At 3rd level, you gain access to the Futurist Inventions table and can spend the time and gold requirements to craft items from the table.
Capable Tutor
Beginning at 6th level, you can spend part of a long rest teaching one allied creature with an Intelligence score of 10 or higher how to use one of your inventions. Doing so allows them to add their proficiency bonus to any attack rolls, or ability checks made whilst using the invention.
The allied creature can only gain proficiency with one of your inventions at a time. Teaching them how to use another invention removes their proficiency with the previous invention.
Fast Fingers
At 11th level, you have learned how to quickly change between your inventions, using them in rapid succession. On your turn, you can take the Use an Object action as a bonus action.
Renewable Energy
At 17th level, when you use the Overcharge property of one of your inventions, roll a DC 20 Intelligence check. On a success, your power charge does not lose power and continues to function normally.
War Tinker
Traditional war and battle has grown mundane to you, your creativity is spent coming up with new and exciting ways to change the battlefield, and ultimately gain any possible advantage over your foes with the aid of your technology. You desire nothing but complete combat superiority, and believe your power source and inventions to be the thing that will give you that.
Ready for Battle
Beginning at 3rd level when you choose this industrial vision, you gain proficiency in medium armor, shields, and martial weapons.
Unique Crafting
At 3rd level, you gain access to the War Tinker Inventions table and can spend the time and gold requirements to craft items from the table.
Powerful Charges
At 6th level, you've tinkered and toyed with your power charges, and have optimised their destructive capabilities. When one of your power charges explodes, anyone within 10-feet of the charge must make the Dexterity saving throw.
Additionally, once per turn you can make your power charges or inventions deal additional damage equal to your Intelligence modifier.
Rapid Onslaught
At 11th level, you can attack twice, instead of once, when you take the Attack action on your turn. One of these attacks can be spent reloading an invention with the Reload property.
War Lord
At 17th level, you've endured countless battles and can find easier openings in your targets defences to land devastating blows. Your weapon attacks score a critical hit on a roll of 19 or 20.
Enhancer
You believe that if the future is to be reached, the beings of the world first must be enhanced and capable of overcoming any challenges that may arise, whatever those may be. You pour your ingenuity into creating an exoskeleton like suit of armor that will augment natural capabilities.
Enhancer Armor
Starting at 3rd level when you choose this industrial vision, you gain proficiency in heavy armor, and you have invented a exoskeleton structure as the base for a unique set of heavy armor with the following statistics:
- The armor gives you a base AC of 13.
- Your carrying capacity is doubled, including maximum load and maximum lift.
- The armor does not have a strength requirement.
- The armor imposes disadvantage on stealth checks.
- Donning and doffing the armor only takes 1 minute.
- You gain an additional +1 to AC for every Augment enhancer invention you have affixed to your armor and powered.
Inventions crafted with the Augment property can be attached to the armor, giving you additional benefits.
Doing so requires you to spend a short rest or part of a long rest affixing the new inventions to your armor. Additionally you can remove any pre-existing inventions and swap them for a different invention in the same amount of time.
Inventions crafted from the Enhancer table will all have the Augment property, inventions with the Augment property will have one of the following body parts in brackets next to it.
- Head
- Arms
- Hands
- Body
- Legs
- Feet
Your armor can have up to six inventions attached to it. However you are unable to attach an invention if you already have an invention with the same Augment property affixed to the armor.
Inventions with the Augment property require power charges to function, but unlike other inventions, do not cause your charges to lose power and become unusable when a power charge is removed from them.
If your Enhancer Armor is lost or destroyed, you can spend 5 days crafting a new set for 500gp. This set does not include any enhancer inventions you had affixed to your previous set.
Unique Crafting
At 3rd level, you gain access to the Enhancer Inventions table and can spend the time and gold requirements to craft items from the table.
Metal Fortitude
At 6th level, the intricate protective layers and flowing energies of your armor are well equipped to protect your from harm. When you are wearing your Enhancer Armour, and an attacker you can see hits your with an attack, you can reduce the damage by an amount equal to your Charge Potency. You can use this feature a number of times equal to your half your proficiency modifier (rounded down). You regain the use of this ability once you finish a long rest.
Voltaic Residue
Starting at 11th level, your armor can draw excess energy from your charge bag and use it to safely increase power in your inventions.
When you are wearing your Enhancer Armor, you can use the Overcharge property of one of your Augment property inventions without losing a power charge, you can do this a number of times equal to half your proficiency modifier (rounded down). You regain the use of this ability once you finish a long rest.
Sturdy Framework
At 17th level, you have gone through many iterations and changes of your Enhancer Armor and have uncovered a way to increase the stability and strength of the frame.
When wearing your Enhancer Armor, you gain proficiency in Strength saving throws and have advantage on saving throws against being knocked prone.
Special Weapon Properties
Reload. This weapon can be fired a number of times equal to it's reload score before you must spend an action to reload it.
Powered. The invention requires a power charge to operate, without a power charge the object is useless and inoperable. If the invention has another object in brackets next to this property, it functions as that item when unpowered.
As a bonus action, you load a power charge into the object. It then begins to operate as described. Removing a power charge from an invention causes the power charge to lose power and become unusable.
Overcharge. As a bonus action, you can cause the powercharge to exert maximum power. Your next attack deals additional damage equal to an amount shown on the Charge Potency column of the Industrialist Table. Using the overcharge feature of an invention causes the power charge to lose power and become unusable.
A wondrous item that has the overcharge property functions differently from a weapon with the overcharge property. The overcharge effect of a wondrous item will be listed in the item's description underneath the invention tables.
Basic Inventions
Name | Type | Damage | Crafting Time | Crafting Price | Properties | Weight |
---|---|---|---|---|---|---|
Power Hammer | Melee Weapon | 1d8 Bludgeoning | 21 days | 375gp | Finesse, light, powered (light hammer), overcharge | 5 lb. |
Arrow Cannon | Ranged Weapon | 1d10 Piercing | 14 days | 300gp | Ammunition (range 120/250), two-handed, loading, powered, overcharge | 8 lb. |
Shot Cannon | Ranged Weapon | 1d12 Bludgeoning | 14 days | 300gp | Ammunition (range 60/120), two-handed, loading, powered, overcharge | 4 lb. |
Energy Staff | Melee Weapon | 1d10 Bludgeoning | 12 days | 150gp | Two-handed, powered (quarterstaff), overcharge | 8 lb. |
Charge Catapult | Ranged Weapon | ~ | 7 days | 150gp | Ammunition (range 120) | 1 lb. |
Rotating Blade | Melee Weapon | 3d4 Slashing | 17 days | 300gp | Two-handed, heavy, powered, overcharge | 12 lb. |
Energy Lantern | Wondrous Item | ~ | 5 days | 250gp | Powered, overcharge | 2 lb. |
Grappling Hook Cannon | Wondrous Item | ~ | 7 days | 300gp | Ammunition (range 120/250), loading, powered | 6 lb. |
Rope Sailer | Wondrous Item | ~ | 4 days | 150gp | Powered, overcharge | 1 lb. |
Fall Cushion | Wondrous Item | ~ | 7 days | 300gp | Powered | 3 lb. |
Advanced Inventions
Name | Type | Damage | Crafting Time | Crafting Price | Properties | Weight |
---|---|---|---|---|---|---|
Beam Rifle | Ranged Weapon | 2d6 damage | 22 days | 575gp | Two-handed (range 60/120), powered, overcharge | 8 lb. |
Shoulder-Mounted Stone Hurler | Ranged Weapon | 3d4 Bludgeoning | 20 days | 575gp | Ammunition (range 120/250), two-handed, heavy, loading, powered | 25 lb. |
Advanced Inventions
Name | Type | Damage | Crafting Time | Crafting Price | Properties | Weight |
---|---|---|---|---|---|---|
Extending Spear | Melee Weapon | 1d10 Piercing | 12 days | 225gp | Two-handed, reach, powered (spear) | 8 lb. |
Power Gauntlet | Melee Weapon | 2d4 Bludgeoning | 19 days | 350gp | Finesse, light, powered, overcharge | 3 lb. |
Light Automated Flail | Melee Weapon | 1d12 Bludgeoning | 23 days | 275gp | Finesse, powered, overcharge | 2 lb. |
Propelled Great Axe | Melee Weapon | 2d6 Slashing | 20 days | 300gp | Heavy, two-handed, powered (great axe), overcharge | 12 lb. |
Power Glider | Wondrous Item | ~ | 20 days | 800gp | Powered | 20lb. |
Water Stream Cannon | Wondrous Item | 1 Bludgeoning | 7 days | 350gp | Two-handed, ammunition (range 60/120), reload 10, powered | 15 lb. |
Power Lock | Wondrous Item | ~ | 2 days | 150gp | Powered | 1 lb. |
Hand-held Water Propulsion Rod | Wondrous Item | ~ | 7 days | 500gp | Two-handed, powered, overcharge | 4 lb. |
Futurist Inventions
Name | Type | Damage | Crafting Time | Crafting Price | Properties | Weight |
---|---|---|---|---|---|---|
Net Launcher | Ranged Weapon | 1 Bludeoning | 10 days | 250gp | Two-handed, ammunition (range 60/120), loading, reload 1, powered | 12 lb. |
Powered Door | Wondrous Item | ~ | 10 days | 300gp | Powered | 35 lb. |
Powered Trap Door | Wondrous Item | ~ | 8 days | 200gp | Powered | 20 lb. |
Cart Automation System | Wondrous Item | ~ | 20 days | 1200gp | Powered, overcharge | 100 lb. |
Chariot Automation System | Wondrous Item | ~ | 15 days | 900gp | Powered, overcharge | 70 lb. |
Heat Generator | Wondrous Item | __ | 12 days | 500gp | Powered, overcharge | 15 lb. |
Music Box | Wondrous Item | ~ | 10 days | 300gp | Powered, overcharge | 6 lb. |
Water Purifier | Wondrous Item | ~ | 15 days | 400gp | Powered | 4 lb. |
Extending Ladder | Wondrous Item | ~ | 7 days | 350gp | Powered | 20 lb. |
Wings of Flight (A) | Wondrous Item | ~ | 25 days | 1500gp | Powered, overcharge | 30 lb. |
Hand-held Aerial Screw | Wondrous Item | ~ | 15 days | 750gp | Powered | 15 lb. |
War Tinker Inventions
Name | Type | Damage | Crafting Time | Crafting Price | Properties | Weight |
---|---|---|---|---|---|---|
Rotating Battle Cannon | Ranged Weapon | 2d6 Piercing | 20 days | 775gp | Ammunition (range 120/250), reload 8, two-handed, powered | 20 lb. |
Power Charge Detonation Timer | Wondrous Item | ~ | 2 days | 150gp | Ammunition, powered | 1 lb. |
Heavy Cannon | Ranged Weapon | 2d8 Piercing | 28 days | 675gp | Ammunition (range 250/500), reload 1, heavy, two-handed, powered, overcharge | 25 lb. |
Beam Knife | Melee Weapon | 1d10 Damage | 28 days | 600gp | Finesse, light, powered, overcharge | 1 lb. |
War Tinker Inventions
Name | Type | Damage | Crafting Time | Crafting Price | Properties | Weight |
---|---|---|---|---|---|---|
Power Charge Trip Wire | Wondrous Item | ~ | 2 days | 100gp | Ammunition, powered | 2 lb. |
Pulse Shield | Wondrous Item | ~ | 10 days | 400gp | Powered (shield), overcharge | 10 lb. |
Gnasher Gauntlet | Melee Weapon | 2d6 Piercing | 14 days | 225gp | Powered, overcharge | |
Siege Maul | Melee Weapon | 2d8 Bludgeoning | 22 days | 375gp | Two-Handed, heavy, powered (maul), overcharge | 15 lb. |
Enhancer Inventions
Name | Type | Damage | Crafting Time | Crafting Price | Properties | Weight |
---|---|---|---|---|---|---|
Gripping Gauntlets | Wondrous Item | ~ | 5 days | 300gp | Powered, overcharge, augment (hands) | 5 lb. |
Extending Fists | Wondrous Item | ~ | 5 days | 400gp | Reach, powered, augment (hands) | 10 lb. |
Fingers of Finesse | Wondrous Item | ~ | 7 days | 650gp | Powered, overcharge, augment (hands) | 2 lb. |
Herculean Rerebrace | Wondrous Item | ~ | 10 days | 500gp | Powered, overcharge, augment (arms) | 15 lb. |
Speeding Spaulders | Wondrous Item | ~ | 12 days | 650gp | Powered, overcharge, augment (arms) | 12 lb. |
Gleaming Pauldrons | Wondrous Item | ~ | 18 days | 1000gp | Powered, overcharge, augment (arms) | 8 lb. |
Water Breathing Helm | Wondrous Item | ~ | 15 days | 700gp | Powered, augment (head) | 3 lb. |
Visor of Clear Focus | Wondrous Item | ~ | 10 days | 400gp | Powered, overcharge, augment (head) | 5 lb. |
Insulated Cap and Mask | Wondrous Item | ~ | 12 days | 500gp | Powered, augment (head) | 6 lb. |
Charge Blast Carapace | Wondrous Item | ~ | 12 days | 800gp | Powered, overcharge, augment (body) | 20 lb. |
Flight Pack (A) | Wondrous Item | ~ | 20 days | 1000gp | Powered, overcharge, augment (body) | 30 lb. |
Impact Compensating Cuirass | Wondrous Item | ~ | 10 days | 550gp | Powered, overcharge, augment (body) | 25 lb. |
Legs of the Charger | Wondrous Item | ~ | 12 days | 700gp | Powered, overcharge, augment (legs) | 20 lb. |
Jumpers Greaves | Wondrous Item | ~ | 10 days | 650gp | Powered, augment (legs) | 20 lb. |
Spiked Sabaton | Wondrous Item | ~ | 7 days | 300gp | Powered, overcharge, augment (feet) | 8 lb. |
Brisk Boots | Wondrous Item | ~ | 10 days | 600gp | Powered, overcharge, augment (feet) | 5 lb. |
Custom Invention Guide
The tables below serve as guidelines for you to create your own custom inventions. Add up the price and time requirements of your creation and begin the process of building and outfitting your Industrialist with one of a kind unique gear.
These tables only assist in creating the mechanics and properties of your inventions. Chat with your DM about how your invention will look and function.
Note that all Industrialist inventions created from these tables automatically gain the Powered property.
Any option from the tables below with (A) next to it is an advanced option and can't be chosen until unlocking the Advanced Inventions table at 10th level.
Any options from the table below with (WT) next to it is an option only available to the War Tinker.
Melee Weapon
Damage (choose one) | Crafting Time + | Crafting Price + |
---|---|---|
1d4 | +1 day | +50gp |
1d6 | +3 days | +75gp |
1d8 | +5 days | +100gp |
1d10 | +7 days | +125gp |
1d12 | +9 days | +150gp |
2d4 | +5 days | +125gp |
2d6 | +9 days | +175gp |
2d8 (WT) | +12 days | +250gp |
2d10 (A) (WT) | +15 days | +300gp |
3d4 | +10 days | +200gp |
Damage Type (choose 1) | Crafting Time + | Crafting Price + |
---|---|---|
Bludgeoning | +0 days | +0gp |
Piercing | +0 days | +0gp |
Slashing | +0 days | +0gp |
Uncovered Energy Damage Type (WT) | +7 days | +300gp |
Special (choose up to 5) | Crafting Time + | Crafting Price + |
---|---|---|
Overcharge property | +5 days | +50gp |
Reach property | +3 days | +75gp |
Light property | +4 days | +75gp |
Finesse property | +5 days | +100gp |
Heavy property | +0 days | -25gp |
Two-handed property | +0 days | -25gp |
Thrown property (WT) | +2 days | +50gp |
Double damage vs. structures | +2 days | +75gp |
Other (Discuss with DM) | +___ days | +___gp |
Note that all Industrialist ranged weapons from these tables automatically have the Loading property. Adding the Reload property to a ranged weapon removes the Loading property.
Ranged Weapon
Damage (choose one) | Crafting Time + | Crafting Price + |
---|---|---|
1d4 | +0 day | +0gp |
1d6 | +1 days | +50gp |
1d8 | +3 days | +100gp |
1d10 | +5 days | +150gp |
1d12 | +7 days | +200gp |
2d4 | +5 days | +125gp |
2d6 | +8 days | +225gp |
2d8 (WT) | +12 days | +275gp |
2d10 (A) (WT) | +15 days | +325gp |
3d4 | +8 days | +250gp |
Damage Type (choose 1) | Crafting Time + | Crafting Price + |
---|---|---|
Bludgeoning | +0 days | +0gp |
Piercing | +0 days | +0gp |
Slashing | +0 days | +0gp |
Uncovered Energy Damage Type (A) | +7 days | +350gp |
Range (choose 1) | Crafting Time + | Crafting Price + |
---|---|---|
30/60 | +0 days | +50gp |
60/120 | +2 days | +100gp |
120/250 | +4 days | +150gp |
250/500 (A) | +7 days | +200gp |
500/750 (A) (WT) | +10 days | +250gp |
Special (choose up to 5) | Crafting Time + | Crafting Price + |
---|---|---|
Overcharge property | +5 days | +50gp |
Light property (A) | +4 days | +75gp |
Heavy property | +0 days | -100gp |
Two-handed property | +0 days | -50gp |
Reload property (WT) | +1 day x reload score | +50gp x reload score |
Double damage vs. structures | +2 days | +50gp |
Other (Discuss with DM) | +___ days | +___gp |
Invention Descriptions
Arrow Cannon
Weapon (ranged), basic invention
When powered, deals 1d10 piercing damage, requires arrows to be used as ammunition. Regular Overcharge property function.
Beam Knife
Weapon (melee), war tinkerer invention
When powered, deals 1d10 of the type of damage chosen in your Uncovered Energy feature. Regular Overcharge property function.
Beam Rifle
Weapon (ranged), advanced invention
When powered, deals 2d6 of the type of damage chosen in your Uncovered Energy feature. Regular Overcharge property function.
Brisk Boots
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, your Enhancer Armor no longer imposes disadvantage on Stealth checks.
Overcharge: Advantage on Dexterity saving throws for the next minute.
Cart Automation System
Wondrous item, futurist invention
You can spend 8 hours affixing this invention to a cart or carriage. Once it is installed the vehicle can be steered and moves at a speed of 40 ft without the requirement of horses or other beasts of burden to pull the vehicle.
Overcharge: Movement speed is doubled for the next hour.
Charge Blast Carapace
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, deals an amount of damage equal to your proficiency modifier of the type of damage type chosen in your Uncovered Energy feature to any creature within 5 feet that hits you with an attack roll.
Overcharge: All creatures within 20 feet of you must succeed on a Dexterity saving throw or take damage equal to your Charge Potency.
Charge Catapult
Weapon (ranged), basic invention
Requires power charges to be used as ammunition. Can throw a power charge as far as 120 feet.
Chariot Automation System
Wondrous item, futurist invention
You can spend 8 hours affixing this invention to a chariot. Once it is installed the vehicle can be steered and moves at a speed of 80 ft without the requirement of horses or other beasts of burden to pull the vehicle.
Overcharge: Movement speed is doubled for the next hour.
Energy Lantern
Wondrous item, basic invention
When powered, sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Overcharge: All creatures within 100 feet that can see the energy lantern must succeed on a Constitution saving throw or be blinded for the next minute. An affected creature can reroll the saving throw at the end of each of their turns, ending the effect on a success.
Energy Staff
Weapon (melee), basic invention
When powered, deals 1d10 bludgeoning damage. Functions as a regular quarterstaff when unpowered. Regular Overcharge property function.
Extending Fists
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, when you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Extending Ladder
Wondrous item, futurist invention
Appears to be a 1-foot ladder. When powered, extends up to 30 feet in length.
Extending Spear
Wondrous item, advanced invention
Appears to 1-foot length of pole affixed with a spear head. When powered, deals 1d10 piercing damage and extends up to 10-feet.
Fall Cushion
Wondrous item, basic invention
When powered, expands and softens an impact caused by a fall, reducing fall damage by 1d10 x Intelligence modifier.
Fingers of Finesse
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you can add your proficiency bonus to all Dexterity skill checks that require the use of your hands.
Overcharge: Your Dexterity score is increased to 19, unless it is already higher, for the next minute.
Flight Pack
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you gain a fly speed equal to your current walking speed.
Overcharge: Fly speed is doubled for the next minute.
Gleaming Pauldrons
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, whenever a creatures makes a ranged weapon attack roll against you they must roll a Constitution saving throw. On a failure, the target must roll a D4 and subtract the number rolled from their attack roll.
Overcharge: All creatures within 20-feet that can see you must succeed on a Constitution saving throw or be stunned for the next minute. An affected creature can reroll the saving throw at the end of each of their turns, ending the effect on a success.
Gnasher Gauntlet
Weapon (melee), war tinker invention
When powered, deals 2d6 piercing damage. Regular Overcharge property function.
Grappling Hook Cannon
Wondrous Item, basic invention
When powered, fires a grappling hook up to 300 feet, requires grappling hooks to be used as ammunition and at least 300 feet of rope.
Gripping Gauntlets
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you can add your profiency bonus to any grapple checks and objects you are holding cannot be removed from your hands by other creatures.
Overcharge: You gain a climbing speed equal to your walking speed for the next minute.
Hand-Held Aerial Screw
Wondrous item, futurist invention
When powered and held in one hand, you can use an action to cause yourself to levitate. Ascending or descending vertically at a speed of 30 feet. This invention can levitate up to 300 lb.
Hand-Held Water Propulsion Rod
Wondrous item, advanced invention
When powered and held in both hands, you can use an action to give yourself a swim speed of 50 feet.
Overcharge: You swim speed is doubled for the next minute.
Heat Generator
Wondrous item, futurist invention
When powered, any creature within 20 feet automatically succeeds on Constitution saving throws to avoid the effects of cold climates.
Overcharge: Every creature within 20 feet must make a Constitution saving throw or take fire damage equal to your Charge Potency.
Heavy Cannon
Weapon (ranged), war tinker invention
When powered, deals 2d8 piercing damage, requires ball bearings to be used as ammunition. Regular Overcharge property function.
Herculean Rerebrace
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you gain advantage on Strength checks made to push, pull or break an object.
Overcharge: Your Strength score is increased to 19, unless it is already higher, for the next minute.
Impact Compensating Cuirass
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you gain resistance to nonmagical bludgeoning damage.
Overcharge: You gain immunity to force, thunder and nonmagical bludgeoning damage for the next minute.
Insulated Cap and Mask
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you gain advantage on saving throws made to against being blinded or deafened.
Overcharge: You gain immunity to the petrified, stunned, blinded and deafened conditions for the next minute.
Jumpers Greaves
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, your jump distance is tripled.
Legs of the Charger
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, your walking speed is increased by 20 feet.
Overcharge: You can use the Dash action as a bonus action on your turn, for the next minute.
Light Automated Flail
Weapon (melee), advanced invention
When powered, deals 1d12 bludgeoning damage. Regular Overcharge property function.
Music Box
Wondrous item, futurist invention
When powered, begins playing a soft melody that can be heard up to 100 feet away.
Overcharge: Every creature within 20 feet must make a Constitution saving throw or take thunder damage equal to your Charge Potency and be pushed back 10 feet.
Net Launcher
Wondrous item, futurist invention
When powered, fires a net up to 120 feet, requires nets to be used as ammunition. A Large or smaller creature hit by a net is restrained until freed. A net has no effect on a creatures that are formless, or creatures that are Huge or larger.
A creature can make a DC 10 Strength check, freeing itself or another creature within reach from the net on a success.
Power Charge Detonation Timer
Wondrous item, war tinker invention
When powered, as an Action, you can designate a time between 1 round to 1 hour. The power charge used to power this invention detonates after the designated amount of time passes.
Everyone within 10 feet of this invention must make a Dexterity saving throw or take damage equal to an amount shown on the Charge Potency column of the Industrialist Table on a failure and half as much on a success.
Power Charge Trip Wire
Wondrous item, war tinker invention
When powered, you can set a trip wire between this invention and a point within 10 feet. The power charge used to power this invention explodes when someone walks through the area of your trip wire.
Everyone within 10 feet of this invention must make a Dexterity saving throw or take damage equal to an amount shown on the Charge Potency column of the Industrialist Table on a failure and half as much on a success.
Power Gauntlet
Weapon (melee), advanced invention
When powered, deals 2d4 bludgeoning damage. Regular Overcharge property function.
Power Glider
Wondrous item, advanced invention
When powered, you gain a flying speed of 30 feet until you land. At the end of each of your turns your altitude drops 5 feet, your altitude instantly drops to 0 feet if you didn't fly at least 30 feet horizontally on your turn. When your altitude drops to 0 feet, you land (or fall).
Power Hammer
Weapon (melee), basic invention
When powered, deals 1d8 bludgeoning damage. Deals double damage against non-magical objects not currently being worn or used. Regular Overcharge property function.
Power Lock
Wondrous item, advanced invention
You can spend 1 hour affixing this invention onto a door, window or chest. When powered, the lock cannot be opened by any magical or mundane means. The lock remains active until the power charge fueling it degrades.
The lock can be broken by dealing 20 points of damage to it, when the lock is broken the power charge explodes and everyone within 10 feet of this invention must make a Dexterity saving throw or take damage equal to an amount shown on the Charge Potency column of the Industrialist Table on a failure and half as much on a success.
Powered Door
Wondrous item, futurist invention
You can spend 1 hour converting a regular door into a powered door. When powered, the door opens. When unpowered the door remains closed and can't be opened by nonmagical means except by force. The door can be broken down by making a Strength check against your Power Charge save DC.
Powered Trap Door
Wondrous item, futurist invention
You can spend 1 hour converting a regular trap door into a powered trap door. When powered, the trap door opens. When unpowered the trap door remains closed and can't be opened by nonmagical means except by force. The trap door can be broken down by making a Strength check against your Power Charge save DC.
Propelled Great Axe
Weapon (melee), advanced invention
When powered, deals 2d6 slashing damage. Functions as a regular great axe when unpowered. Regular Overcharge property function.
Pulse Shield
Wondrous item, war tinker invention
When powered, functions as a +1 shield. Functions as a regular shield when unpowered.
Overcharge: Functions as a +3 shield for the next minute.
Rope Sailer
Wondrous item, basic invention
You can use an action to attach this invention to a rope within range. When powered and held in one hand, you can move along the length of the rope at a speed of 30 feet.
Overcharge: You can move along rope at a speed of 60 feet for the next hour.
Rotating Battle Cannon
Weapon (ranged), war tinker invention
When powered, deals 2d6 piercing damage, requires ball bearings to be used as ammunition. Regular Overcharge property function.
Rotating Blade
Weapon (melee), basic invention
When powered, deals 3d4 slashing damage. Deals double damage to non-magical objects not currently being carried or worn.
Shot Cannon
Weapon (ranged), basic invention
When powered, deals 1d12 bludgeoning damage, requires ball bearings to be used as ammunition. Regular Overcharge property function.
Shoulder-Mounted Stone Hurler
Weapon (ranged), advanced invention
When powered, deals 3d4 bludgeoning damage, requires large stones weighing at least 10 lb to be used as ammunition. Deals double damage to structures and non-magical objects not currently being carried or worn.
Siege Maul
Weapon (ranged), war tinker invention
When powered, deals 2d8 bludgeoning damage. Deals double damage to structures and non-magical objects not currently being carried or worn. Regular Overcharge property function.
Speeding Spaulders
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you gain a +1 bonus to melee attack rolls.
Overcharge: You gain advantage on melee attack rolls for a number of rounds equal to your Intelligence modifier.
Spiked Sabaton
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you can move through difficult terrain without any penalties to speed.
Overcharge: You gain a climbing speed equal to your walking speed and the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Visor of Clear Focus
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you gain proficiency in Investigation checks.
Overcharge: You have advantage on Perception checks that rely on sight and in conditions of clear visibility can make out details of extremely distant creatures up to 1 mile away.
Water Purifyer
Wondrous item, futurist invention
When powered, cleans up to 5 gallons of water as if it had been targeted by the Purify Food and Drink spell.
Water Stream Cannon
Wondrous item, advanced invention
When powered, fires 2 gallons of water up to 120 feet, requires water to be used as ammunition. A Large or smaller creature hit by the water must succeed on a Strength saving throw or be knocked prone.
Water Breathing Helm
Wondrous item, enhancer invention
When powered and affixed to Enhancer Armor, you can breath normally underwater as if you were above water.
Wings of Flight
Wondrous item, futurist invention
When powered, you gain a fly speed of 50 feet.
Overcharge: Fly speed is doubled for the next minute.
Industrialist Multiclassing
Should you desire to multiclass into an Industrialist, the prerequisites and proficiencies are listed below.
Industrialist Multiclassing Prerequisites
ability score minimums
Intelligence 13, and Dexterity 13 or Strength 13
Industrialist Multiclassing Proficiencies
proficiencies gained
Light armor, Simple Weapons, Tinker's tools, Smith's tools
Created by Braydon Fiveash
Image Credit = justdd, Joyce Maureira
All other images were acquired from Royalty Free sources and have been released free of copyrights under Creative Commons CC0.
Special Thanks to
Cynicalredgiant
Greg M.
ArahVhel
For outstanding help and feedback!