TEXT: Industrialist Feats
  An Industrialist spends a huge majority of their lifetime
  inventing, so it isn't uncommon for a well-versed inventor to
  have uncovered unique and rare techniques that are widely
  unknown by others. If an industrialist meets the prerequisites,
  they may choose one of these feats, foregoing an ability score
  improvement.
  Built for Battle
  Prerequisite: Industrialist, enhancer vision
  Through countless revisions, you have managed to optimize
  your enhancer armor for use in battle.
  Whilst wearing your enhancer armor, you are proficient in
  unarmed strikes.
  Your unarmed strike deals bludgeoning damage equal to
  1d6 + your Strength modifier.
  When you don your enhancer armor for the first time after
  finishing a long rest, you gain temporary hit points equal to
  your industrialist level. Doffing your enhancer armor
  removes these temporary hit points.
  Educator
  Prerequisite: Industrialist level 6, futurist vision
  You have developed a knack for marketing your inventions to
  the masses, and teaching others how to use their properties.
  Increase your Intelligence or Charisma score by 1, to a
  maximum of 20.
  Using your Capable Tutor feature, you can teach allied
  creatures with an Intelligence score of 7 or higher how to
  use your inventions.
  Allied creatures can now gain proficiency in an additional
  invention. Teaching them how to use a third invention
  removes proficiency with one of the previous inventions.
  Insane Inventor
  Prerequisite: Industrialist level 5
  You constantly seek to push the very limits of what your power
  charges are capable of.
  Increase your Intelligence score by 1, to a maximum of 20.
  When you use your Power Surge feature, you add an
  additional 1d6 to your Charge Potency.
  When you make a weapon attack roll with an invention
  with the Powered property, that attack deals an additional
  1d4 damage.
  Quick Production
  Prerequisite: Industrialist
  You have garnered the ability to rapidly produce your
  inventions, your creativity knowing no bounds.
  Increase your Dexterity or Intelligence score by 1, to a
  maximum of 20.
  When you start crafting an invention you can make an
  ability check using your Tinker's Tools, with a DC equals
  the number of days required to craft the invention. On a
  success, you reduce the number of days required to craft
  the invention by an amount equal to your proficiency bonus
  (to a minimum of 1 day).
  Rapid Operation
  Prerequisite: Industrialist, war tinker vision
  You train extensively with your inventions, and can use your
  inventions in the fray of battle more efficiently.
  Increase your Strength or Dexterity score by 1, to a
  maximum of 20.
  You can reload an invention with the Reload property as a
  bonus action.
  Using the Overcharge property of an invention requires no
  action, but can only be done once on your turn.
  Enhancer Armor Mk.2
  Prerequisite: Industrialist, enhancer vision
  You have spent countless hours tinkering on the base of your
  enhancer armor, and have made major progress in its
  advancement. In addition to the original statistics of your
  enhancer armor, it gains the following:
  Your carry capacity is now tripled, including maximum
  load and maximum lift.
  You can don or doff your enhancer armor as an action.
  Your long jump and high jump are increased by an amount
  of feet equal to your proficiency bonus.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/{B5}/{B5} Industrialist - Feats v1.2.pdf