Sorcerer - Industrial Soul

by somanyrobots

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Sorcerous Origin

Industrial Soul

Some sorcerers find themselves with an innate connection to machinery, craft, and the power of construction. Perhaps an ancestor was touched by the clockwork plane, or they are descended from a legendary inventor. Their magic is found in the whir of machines and the crash of gears, swirling around scenes of labor and construction. These sorcerers, known as industrial souls, find arcane inspiration in the march of progress and the hum of industry.

Industrial Soul sorcerers are remarkably egalitarian in their origins. Some come from money and power, able to access commplicated machinery by virtue of their status. Others have labored in forges and workshops, and discovered a magical talent through the tools they find there.

In the Ivory Empire

Industrial Soul sorcerers helped construct and empower the great foundries that line the capital's waterfront. Now, they find themselves made irrelevant as the undead replace human laborers and damned spirits power the machines. There is no soul in the machines anymore, nothing for their magic to speak to.

Industrial Soul Origin Features

Sorcerer Level Feature
1st Origin Spells, Industrial Intuition, Spellsmithing
6th Arcane Industry
14th Forging Hammer
18th United Strength

Origin Spells

You learn additional spells when you reach certain levels in this class, as shown on the Origin Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st flashdaggersS, unseen servant
3rd dancing objectK, shatter
5th molten shardS, rending gearsS
7th repairK, summon golem SDS
9th alter metalS, searing hammerS

If you want a smoother experience, you might replace fabricate with assembleSDS. For a goofier one, you might replace searing hammerS with anvil dropK. For a more sinister one, replace molten shardS with summon fell machineS.

Industrial Intuition

At 1st level, your powers reveal an intricate connection to machinery. You gain proficiency with your choice of tinker's tools or smith's tools. When you make an ability check to understand or operate unfamiliar nonmagical machinery, you do so with advantage.

In addition, you can use tinker's tools or smith's tools as a spellcasting focus if you are proficient with them.

Industrial Magic

Also at 1st level, your spells carry the might of the forge. When you cast a spell that deals fire, bludgeoning, or piercing damage, you can change its damage type to any of the three. If the spell is one of your Origin Spells, you can also reroll any 1's or 2's on the damage dice, keeping the new result.

Once you've changed a spell's damage type in this way, you can't do so again until you finish a long rest unless you spend 1 sorcery point to do so.

Constructed Conjuration

Also at 1st level, anytime one of your spells summons a creature, you can change its type to Construct.

Constructed Conjuration is mostly a flavor feature, because sorcerers don't get many spells that summon creatures. It would apply to creatures you summon via magic items. multiclassing, or other features, though.

Arcane Industry

At 6th level, you can conjure tools, weapons, armor, or simple machines as needed. You can spend 1 minute to create any single piece of mundane equipment worth 200 gp or less. You automatically gain proficiency with any object you create. If you create a new object, a previous creation disintegrates.

The maximum gold cost of items you create with this feature doubles when your proficiency bonus increases.

Forging Hammer

At 14th level, you can call down the foundry's might upon your enemies. When you cast a spell that affects an area, you can create a spectral hammer to slam down on creatures in the area. At the start of each of your subsequent turns, every creature in the area must succeed on a Dexterity saving throw against your spell save DC or take 2d8 bludgeoning damage and 2d8 fire damage. The hammer lasts for 1 minute.

Once you use your Forging Hammer, you can't do so again until you finish a short or long rest.

United Strength

At 18th level, your magic reinforces the power of collective labor, strengthened by the allies around you. You gain the following benefits:

  • When you cast any spell with a target of "Self", you can spend a number of sorcery points equal to half the spell's level (minimum 1) to target a willing creature within 30 feet instead.
  • If you roll initiative and have fewer than half your maximum sorcery points, you can choose to gain 1 sorcery point for every ally within 30 feet of you. Once you do so, you can't do so again until you finish a long rest.

Industrial Soul Origin quirks

The following are some optional quirks for a player of this subclass to choose from.

d6 Quirk
1 When you cast spells, your pupils become gear-shaped.
2 You dress like you work a forge.
3 You pat machines affectionately when you pass them, like pets.
4 You carry a heavy wrench as a backup weapon.
5 You always trying to build gadgets to help with simple camp tasks.
6 Your clothes and gear are festooned with cog symbols.

Appendix 1: Spell Sources

Spells used are available in these collections, all of which are free to use and reference for any purpose.

  • Spells That Don't Suck is a set of spells by Omega Ankh and somanyrobots, creating replacements for problematic spells contained in first-party WotC materials. These are marked with SDS.
  • So Many Spells is a set of wholly original spells written by somanyrobots. These are marked with S.
  • Kibbles' Casting Compendium is the complete set of spells written by KibblesTasty. These are marked with K.

Change Log

v0.2

  • Replaced Spellsmithing with Industrial Magic and Constructed Conjuration

v0.1

  • Rough Draft
Credits & References:

Industrial Soul created by somanyrobots
Discord | Patreon


Spells
  • Flashdaggers, Molten Shard, Rending Gears, Alter Metal, and Searing Hammer by somanyrobots
  • Animate Object, Anvil Drop, and Repair by KibblesTasty
  • Assemble and Summon Golem by Omega Ankh and somanyrobots

Art

Voltaic Visionary, by Francisco Miyara © Wizards of the Coast LLC


Background Image Stains

Jared Ondricek


Licensing

All rules & spell text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license (CC-BY). Broadly, it can be republished freely or incorporated into commercial works as long as credit is given to the original creators.


Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.


Includes spells from So Many Spells by somanyrobots, which is licensed CC-BY and available here.


Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.


5E SRD Content
  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.

  • The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.