Trigger User (5e Class)
Trigger User[edit]
A trigger user is a creature that has learned to use and manipulate the trion in their bodies. Trion is an energy source found inside all creatures. The amount of trion in a creature can vary significantly. Although anyone can be taught about trion, the amount someone has influences how powerful their triggers are. Trigger Users typically work at an agency if they're not from another world. These agencies teach individuals how to utilize their triggers effectively.
Creating a Trigger User[edit]
Why did you become a trigger user? Was it to avenge your family and friends? Was it to conquer other nations? Or Did you want to make peace across realms?
- Quick Build
You can make a Trigger User quickly by following these suggestions. Constitution or should be your highest ability score, followed by Dexterity and finally Charisma. Then choose between the Soldier background.
Class Features
As a Trigger User you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Trigger User level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Trigger User level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: A musical instrument of your choice
Saving Throws: Constitution, Charisma, Dexterity
Skills: Choose four from Acrobatics, Athletics, Arcana, Deception, History, Insight, Intimidation, Perception and Persuasion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) scale mail or (b) leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a fishing tackle or (b) a musical instrument of your choice
- If you are using starting wealth, you have 10d12x50gp in funds.
Level | Proficiency Bonus |
Trion Points | Trion Weapon Damage Die | Features |
---|---|---|---|---|
1st | +2 | 1+con | 2d4 | Unarmored Defense, Trion Trigger, |
2nd | +2 | 2+con | 2d4 | Trigger Weapon, Bail Out |
3rd | +2 | 3+con | 2d6 | Side Effect, Trigger Support |
4th | +2 | 4+con | 2d6 | Ability Score Improvement |
5th | +3 | 5+con | 2d6 | Extra Attack |
6th | +3 | 6+con | 2d8 | Trigger Support, Extra Reaction |
7th | +3 | 7+con | 2d8 | pain management |
8th | +3 | 8+con | 2d8 | Ability Score Improvement |
9th | +4 | 9+con | 2d10 | Trigger Support, Trigger Weapon |
10th | +4 | 10+con | 2d10 | Extra Attack(2) |
11th | +4 | 11+con | 2d10 | Side Effect |
12th | +4 | 12+con | 2d12 | Ability Score Improvement |
13th | +5 | 13+con | 2d12 | Autonomous Trion Soldier |
14th | +5 | 14+con | 2d12 | Trigger Support Trigger Weapon |
15th | +5 | 15+con | 2d12 | Extra reaction(2), Extra Attack(3) |
16th | +5 | 16+con | 2d12 | Ability Score Improvement |
17th | +6 | 17+con | 2d12 | Black Trigger Candidate |
18th | +6 | 18+con | 2d20 | Increased Pain Management |
19th | +6 | 19+con | 2d20 | Ability Score Improvement, Trigger Support |
20th | +6 | 20+con | 2d20 | Extra Reaction(3) |
Trion Trigger[edit]
Your Trion Trigger is a device that when activated, replaces your physical body with a body made of trion. This transformation costs 25 trion points and adittional 5 trion points per turn. This can only be activated if you have the trigger on your person while saying the command word "Trigger On". Your trion points are your trigger user level plus Constitution. Roll a 2d100's. The number rolled is the amount of trion you start with before you finish making your character. Once you run out of trion, you can no longer activate your trigger until you take a short rest. Your trion will slowly replenish itself by your level every minute you aren't using your trigger.
Unarmored Defense[edit]
Starting at 1st level when you say "Trigger On", your physical body is replaced with a body made of trion. This body can be set to feel no pain while in combat, making it virtually impossible for your enemies to know that they are hurting you. Because of this you have resistance to all nonmagical attacks. Your AC is 10+dex+con
Trion Body[edit]
Your trion body is not your real body. It is very much more advantageous. While in your trion body, you gain +2 to your Strength and Dexterity score. In addition, your unarmed strikes in your trion form deal damage equal to the trion damage die table and are conisdered magical. If you lose a limb while in your trion body, your physical body will still have any limbs that were lost. If you take 20 or more damage at once, a cut appears on your body and you leak half your level in trion per turn. If you take 50 or more damage at once then you will lose a limb. Which limb lost is up to the DM.
Bail Out[edit]
Once you have established an area as your home or a safe space, you will be able to return their when your trion is depleted or you fear for your life. "Bail out" is a command to send your trion form back to your established safe space. Once you arrive you will automatically transform back into your physical form. This function will automatically activate if you are killed or have less than 10hp as long as you are within 50 miles of your designated safe space. You can only have up to 3 designated safe spaces at a time. This function costs 20 trion points if used voluntarily. You cannot bail out voluntarily if there is an enemy within 60ft of you.
Trigger Weapon[edit]
Starting at 2nd level, you have learned to harness your trion into a weapon. There are 4 types of combat trigger users: Attacker, Shooter, gunners, and snipers. Each subclass has a variety of weapons to use as listed below. You get an additional type of trigger at levels 9 and 14.
Attacker[edit]
Attackers usually use weapons for close combat such as swords. The weapons attacks typically use are as follows:
Kogetsu: It is a moderately heavy weapon with no gimmicks but very high attack power and durability. This weapon is considered versatile and deals 3d10 magical slashing. This weapon costs 2 trion per turn.
Scorpion: A blade that can be drawn from any part of the body and whose shape can be altered freely. By adjusting trion, it is also possible to change its size, but the longer it is, the more fragile it becomes. This costs 2 trion points per turn plus 1 point for every alteration you do throughout combat. This weapon deals 2d10 magical slashing or magical piercing.
Raygust: This blade can be as small as a dagger or as large as a 2-Handed sword. The cost for this is 3 trion points per turn. Regardless of size, this weapon deals 3d8 magical slashing and can also be used as a ranged attack by saying the command "thruster on". This weapon will then shoot from your hands up to 60ft away from you, or will pull you that far should you choose to hold on to it. This function costs 5 trion points. Alternatively, You can say the command "shield" and this weapon will turn into a shield that is big enough to cover your body. This function costs 3 trion points per turn and can be used with the thruster function.
Shooter[edit]
Shooters are very versatile and can be used for close, mid, or even ranged combat. Most shooters have preset attacks, but can combine those in almost unlimited ways to make more hostile or powerful attacks. It takes a bonus action or a reaction, to combine two shooters cubes together. The way shooters attack are by manifesting their trion in the form of a cube that sits in their hand and splits up into segments that are shot as the user sees fit. All attacks by shooters deal Force Damage. An average cube can generate up to 5 bullets. This can increase to 2 additional bullets per 1 trion point. Some of the preset attacks and combos are as follows:
Asteroid: This function costs 4 trion points per use and deals damage equal to the damage die chart listed above. This function shoots in a straight line towards the target.
Hound: A Trigger that shoots bullets which pursue the target automatically, even if they are invisible. It is possible to select between a trion-seeker mode, which causes the bullets to home in on trion bodies, and a guided homing mode, which is directed by eyesight and more precise. This function costs 6 trion points per use.
Meteor: This attack costs 20 trion points per use, but does double the damage die listed in the chart above. Each shot explodes on impact and can be set to a speed of zero which allows it to be set as a trap. For every 10 points or trion you spend attack with meteor, but before it explodes, you can add an additional 1d10 to the damage.
Viper: This attack is like asteroid except that a predetermind path can be set for each shot. Unlike hound, when the bullet changes direction, it does so sharply and has no seeking functions. The path of the attack must be set before the shot is fired. This costs 6 trion points per use.
Gimlet: This attack is the combination of two asteroid cubes. It double the amount, damage and cost of Asteroid.
Hornet: This attack is the combination of two hound cubes. The hornet is superior in it's homing capabilities. Your target will always have disadvantage from this attack. It also deals double the damage of hound, generates double the amount hound gives you, and costs double the points.
Salamander: This attack is the combination of the hound cube and meteor cube. You can use this attack up to 100ft away and it costs 25 trion points per use. Like meteor, it deals doubles the damage listed in the damage chart plus an extra 1d12. Unlike the cubes generated that can be split into multiple bullets, this fires as a beam that is 10ft wide and can curve to follow it's target like hound. Also for every 15 trion points spent you may add an additional 1d12.
Tomahawk: This attack is the combination of the viper cube and meteor cube. This attack is like salamander in terms of costs and damage, but maintains it's integrity as viper and must travel along a preset path. This attack costs 15 trion points per use and deals the same damage as meteor.
All attacks except for Asteroid and Gimlet require a dexterity save from it's targets. The DC is 8 +proficiency +Dexterity Modifier.
Gunners[edit]
The difference between gunners and shooters are that gunners use actual weapons. Because of this, gunners are able to shoot faster and more accurately. They use the same DC as shooters, but with an additional 2(10 +proficiency +Dexterity Modifier). However, because they use actual weapons, they are unable to set traps with their bullets. The bullets are shot from their weapon where as shooters can shoot half of their shots and delay the rest. Gunners, like shooters, use the damage die table for their damage. Below is a list of weapons used by gunners:
Assault Rifle: This weapon can shoot multiple rounds per second and typically use Asteroid or Viper bullets. This weapon costs 5 trion to generate and costs 3 trion for every 5 rounds fired. You can fire up to 5 rounds for a single attack with this weapon.
Grenade Launcher: This weapon typically uses meteor rounds and has a firing range capacity of up to 120ft. This costs 5 trion points to generate and 1 point per round fired.
Hand Gun: This weapon can use all the attacks shooters use except for the combined attacks. This costs 2 trion points to generate and 1 point per 2 rounds fired.
Minigun: This weapon can only use asteroid and is considered a 2 handed weapon. It costs 10 trion points to generate and fires up to 25 rounds per 10 trion points as a single attack.
Shotgun: This weapon fires a in a cone that can reach up to 15ft wide and 30ft away. It costs 5 trion points to generate and fires 1 explosive round per 1 trion point. Each round deals an extra 1d10 force damage.
Snipers[edit]
Snipers are exactly what they sound like. They are long range users and usually are very good with stealth. If you choose the sniper class as your first option, then you gain expertise in stealth as well as a +20 to your movement speed. There are 3 known weapons that snipers use and they are as follows:
Egret: This rifle is the most balanced of the 3 weapons and has a range of up to 200ft. It costs 5 points to generate and costs 2 trion points per round fired. Each round deals 1d10 magical piercing plus 1d8 force.
Ibis: This rifle is the most powerful of the 3 sniper rifles. It has a range of 150ft and costs 5 trion points to generate. Each round costs 3 points and deals 1d12 magical piercing plus 1d10 force.
Lightning: This weapon fires the fastest out of the 3 rifles and has a range of 100ft. It costs 3 trion points to generate and costs 2 points per 3 rounds fired. Each round deals 1d8 magical piercing plus 1d6 force and up to 3 rounds is considered a full attack.
Side Effect[edit]
Side effects are enhancements of what the human body is capable of. You don't shoot lasers or fly, but you do see enhanced performance of the body. Side Effects are a result of interdemisional travel. At some point you went on an expedition and little by little noticed a change. Choose from the following:
Future Sight: You can see glimpses of possible futures, visions, and premonitions. This gives you insight into your future and into other's futures. You can see the future of anyone you can see or have seen. Because of this you gain advantage in combat and those fighting you gain disadvantage against you. You cannot be surprised and you have advantage on all checks. In addition, You may ask your dm about a possible future. Roll a d20. The DM has to tell you a future, but it doesn't have to be a specific future. It can be the worst possible outcome or the best.
Sonar: Your ears have become highly sensitive and can hear a pin drop up to a mile a way. Not only can you hear well, but your ears work like sonar. They give you the ability to see a creature and some of it's weaknesses. You may spend a bonus action to study a creature and learn it's AC, resistances, immunities, and vulnerabilities. In addition, You can advantage on all perception checks and you cannot be supprised. You gain advantage on all attacks and saves from attacks you can't see, but can hear coming.
Lie Detection: You always know when someone is lying to you. You cannot be deceived or fooled by anyone's words. You also know when someone is holding back parts of the truth. Because of this you gain advantage on all insight checks.
Advanced Learning: You have an amazing memory of the world you see and can memorize anything. Anytime you take a short or long rest, you have advantage on everything you have seen before that rest. For example, if you engage in combat, and see a magic trick and then rest. When you wake next, you then memorize how your opponent fought, and how the trick was done. This gives any opponent you have fought disadvantage on you from now on as well as giving you advantage on any opponents you have fought.
Emotion Reception: You always know how people feel towards you. Because of this, you can normally tell when, where, and how you’ll be attacked even when you can’t see. You gain advantage on all insight, perception, and persuasion. Additionally, all ranged attacks that target just you are with disadvantage and you gain advantage on dexterity saves in which only you are targeted. This includes AOE attacks if there are no allies within the attack’s radius.
Animal Whispering: You have a natural connection with nature and it's creatures. You can communicate with and understand all animals you can see or hear. This does not make you allies with the creature, however it does give you advantage with all animal handling checks. Additionally, all hostile creatures don't see you as a threat unless you act in a way they would deem threatening.
Enemy Detection: You always know when you're being threatened and when enemies are near you. Because of this, you can't be surprised. Additionally, you can use your reaction to alert your allies and prevent them from being surprised as well. Alternatively, you can use your reaction to hide and surprise the enemy back. Doing so gives you advantage until the start of your next turn, regardless if you surprised them or not.
Trion Masking: Whether you have a surplus of trion or very little, you are able to conceal your trion level. This gives you advantage with stealth. Masking your trion makes you undetectable from clairvoyance, ki sense, energy seeking, etc.
You get an additional side effect at level 11. Side Effects are not limited to what has been provided so please work with your DM to create different types of side effects.
Trigger Support[edit]
Trigger Supports are small little hacks that aid you in combat. There are many types of supports that can be installed into your trigger. Some are as follows:
Grasshopper: This support allows you to create a small square of trion that triples your jump and speed once you bounce off of it. It can be used to bounce around your opponent or redirect your momentum, or simply change directions quickly. This support costs 2 trion points per use and can be set up as a free action. To use them, however, is a bonus action unless you have set up a variety of this support to be used at once. This can also be used against your opponent, causing them to find themselves suddenly in the air if not careful. Grasshopper disappears after it's used.
BagWorm: This cloak makes you invisible to all radars. You are undetectable through any means other than being physically looked at. Although you aren't physically invisible, it also gives you advantage with stealth checks. This costs 5 trion points per turn that it is active.
Chameleon: This support feature turns you invisible as a bonus action or reaction and deactivates once you attack. This costs 15 trion points per use.
Teleport: This support feature lets you teleport up to 20ft away in the direction you are looking as a bonus action or reaction. This cost 10 trion points per use.
Radar: This Support feature gives you a map of the terrain and surrounding area as well as the amount of creatures and their positions around you. This costs 10 trion points per use/turn.
Escudo: This defensive trigger is almost like the shield trigger except that it converts trion into actual matter, making this shield a physical wall that can emerge anywhere within 60ft of you. Each wall that emerges is a 5x5x5 solid block that has 25hp. These walls can only come out of a surface your touching. So to make one appear from the ground, you'd have to be touching the ground. Because of how this works this means you can also touch a person and make one grow from their body. If done this way then your target needs to make a Wisdom save. On a failed save, the wall grows from them and they take 6d6 psychic damage from watching a wall grow from their body.
You gain additional supports at levels 6,9,14, & 19.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. This increases to 3 at the 10th level, and 4 at the 15th level.
Extra Reaction[edit]
Beginning at 6th level, you can react twice, instead of once. This increased to 3 at the 15th level and 4 at the 20th level.
Pain Management[edit]
Beginning at 7th level, you have had enough experience in your trion body to control it's receptors. You are now immune to all nonmagical attacks and gain resistance to magical attacks. Additionally, you are also now resistant to force, lightning, thunder, poison, fire, and cold damage.
Autonomous Trion Soldier[edit]
Beginning at 13th level, you have the option of receiving or creating an Autonomous Trion Soldier(ATS). This is a small soldier that is treated as a familiar and is always by your side. They are considered small and cannot directly fight. However some ATS's can study, absorb, and/or even recreate other creatures to fight under it's command. Typically these are used by Black Trigger holders, but they can still support you all the same. They don't require sleep or food and they have their own life force. This costs 50 trion points to make and takes 72 hours to complete. It also costs 100gp. Once created, it has half of your Hp for it's health and it's AC is the same as yours. It has it's own stats, but shares your personality. It also has the same trion level as you. You can create an ATS anytime after 13th level. Every 10 points after the 50 spent for your ATS, increase all it's stats by 1, it's health by 10, it's AC by 2 and it's trion level by 10.
Black Trigger Candidate[edit]
Beginning at 17th level, you have proven your strength and have shown you are capable of wielding a Black Trigger. Black triggers are created from the life force of individuals with immense trion. Black Triggers can be used in both trion form and normal forms. These triggers are extremely powerful and are picky about who their partnership is with. To use one you have to be able to attune to it. Although you can receive one of these before 17th level, they are normally rare. Below are a list of Black Triggers known:
Kuga's Black Trigger[edit]
This trigger comes with an ATS named Replica. When activated, you merge with replica forming a body suit and gain the following:
AC is increased by 5
You're Strength score increases by 4
You gain 150 trion points
Bound: A seal appears where you want it within 10 ft of you. Jumping on it dashes you in the direction the seal is facing up to 60ft when you touch it. This does not count against your movement speed. This can be used as either a bonus action or a reaction. Bound can be multiplied multiple times, but has to be announced when activating it. For example, multiplying it by 7 would be; BOUND SEPTA! This funtion costs 10 trion points per use plus an additional 5 for every layer. So Septa would be 40 points in total.
Boost: This can be used on yourself or others. Boost amplifies your strength, speed, and trion levels by doubling them. If you deal an attack that does 1d10, with boost it would be 2d10. Boost can be used on anything you use and can also be multiplied like bound. This function costs 20 points per use plus 5 for each layer. For example boost septa on top of bound septa would be 8*7 and would cost 90 points.
Shield: A circular green shield appears in front of you or encases you or whoever you use it on. The shield deflects all attacks and has a Hp of 50 and an AC of 16. This function costs 5 points per use and 5 points per layer and can also be multiplied multiple times.
Chain: You can place a seal or multiple seals in an area up to 60ft. These seals shoot chains out at a target or object you designate. Although these can be multiplied as well, the layers on it only double is range and strength. The chains have an ac of 16 and 20hp. This function costs 10 points per use and 5 points for each layer.
Anchor: A seal appears and shoots out 5 black beams up to 30ft away that on impact create lead anchors on the point of impact. This bypasses all non physical shields and armor. These beams don't do any damage, however they do require the target to make a dex save DC18. If the target fails, their speed is halved and they have disadvantage on all attacks. On a crit fail, they become paralyzed. This effect lasts for 3 turns or until the target makes a Strength save DC18 to break them off their body. This can also be multiplied, but the layers only increase the range and duration. This function costs 15 points per use and 15 per layer.
Bolt: A seal appears a shoots 5 green beams up to 30ft. The target makes a dexterity save. On a failed save they take 5d8 force damage and half as much on a success. This can be multiplied as well, increasing the amount of beams, damage, and range. This function costs 15 points per use and 5 points per layer.
Gate: After replika studies a creature, it can then summon a gate to bring its copy or customized version of the creature out of it. This costs 50 points and cannot be multiplied or used with boost.
Echo: When using this you say or whisper the word echo. When you do so your voice travels out like echolocation up to 120ft in a circle around you. The vibrations come back to you showing you your surroundings. This cannot be multiplied or used with boost and costs 20 points per use.
Fūjin[edit]
This black trigger is known as the wind blade. It has the properties of a normal sword, but it is lighter and more durable. Fūjin deals 2d12 magical slashing damage. The reason this blade is so powerful is because of its ability to stretch its attacks and delay when the strike happens. Once activated it looks as if it has ribbons in it. Your trion level determines how many ribbons appear. For every 20 points you have you generate 1 ribbon. After all the ribbons have been used, it takes 5 turns to reactivate it. Each ribbon also deals 2d12 and a roll of 17 and higher is considered a critical hit with this weapon.
Vorvoros[edit]
This black trigger allows the user to turn their body into a liquid or gaseous state at will. While in liquid form, the user can attack through cracks in the ground or other ways up to 60ft. In the gaseous state, enemies must make a constitution saving throw DC18 to avoid ingesting your gaseous form. If they fail, you can then attack them from inside their bodies. Vorvoros deals 2d12 magical piercing plus 2d12 necrotic and ignores resistances and immunities to these types of damage if used inside an enemies body.
Organon[edit]
This black trigger looks like a cane but it actually conceals a sword within. The cane itself is like a staff and deals 2d10 magical bludgeoning. The sword in it deals 2d10 magical slashing. Once this trigger activates, everyone within 120ft must make a dex save DC22. On a fail they take 6d12 magical slashing and half as much on a success. When activated a ring of swords spread out from you with blinding speed. These rings resemble a both atomic model and each ring can be controlled separately from the others. The blades that run along them are thick and razor sharp. You can keep this expanded up to 120ft or have it as small as up to 60ft. Those that start and end their turn in the radius of Vorvoros make a dex save at both the beginning and ending of their turn each turn. This trigger uses 30 trion per turn it’s activated.
Speiraskia[edit]
This black trigger activates and forms a black sphere in one of your hands. With this your are able to open multiple portals, big and small. Wormholes big enough to transport people cost 15 points per use and smaller ones used transport objects or as a reaction to attacks cost 5 points per use. You can also them to attack. This attack costs 10 points and it creates 6 small holes around a target in which spikes shoot out of them. This attack deals 6d8 magical piercing plus 2d12 necrotic and this attack requires the target to make a dexterity save and take that damage on a failed save and half as much on a success.
Alektor[edit]
This black trigger takes the form of a glowing ethereal egg that floats in the palm of one of your hands. From this egg you can produce 5 different attacks:
Ethereal birds: you can choose to attack with multiple or one at a time. For multiple birds, the target makes a dex save DC20. If they fail they then must make a constitution save DC17. If they fail then they are transformed into a cube of energy. If they succeed then they gain disadvantage on all attacks and dex saves/checks and their movement speed is halved. This costs 60 trion points. For single birds make a normal attack. The birds deal 2d10 force damage and on a hit the target makes a constitution save, becoming stunned and gaining disadvantage on all attacks until the start of your next turn. This costs 20 trion points per use.
Ethereal Lizards: these lizards crawl slowly in the ground making them easy to dodge if you see them coming. Once they crawl on you however, make a Constitution save DC17 or have your movement speed reduced to zero for the duration of the fight. This costs 30 trion points per use.
Ethereal Bees: this attack sends a swarm of bees that can follow you up to 300ft and they move a rate of 50ft per turn. Make a normal attack. On a hit the target takes 8d8 force damage. On a miss, the target then makes dexterity save DC17. On a failed save the target takes the damage listed above and half as much on a success. This costs 35 trion points
Ethereal fish: works the same as the ethereal birds, but can also be used to surround yourself, protecting you from all ranged and melee attacks. Creating a wall of fish costs 45 points and has 75 hp and an AC of 16
Ethereal jellyfish: these are invisible and can be set as mines or sent towards an enemy. Once someone steps within 5ft of it, it will explode. Targets will make a Dexterity save DC19 and take 6d12 force same on a failed save. Half as much on a success. Those that fail must make a constitution saving throw DC17 or have their movement reduced to 0 and gain disadvantage on attacks until the start of your next turn.
Increased Pain Management[edit]
At 18th level, you have learned to use your lack pain receptors to your advantage. Because of this, it makes it hard for enemies to know when they have hit you. When you receive more than 60 damage or an attack that's considered "fatal"; regardless if it would actually kill you or not; you may pretend to pass out. You must make a performance check and those that see this make a Wisdom Save. The DC is that of your performance roll and if they fail, they believe they have actually hurt you. You now have advantage on your next attack against them. Alternatively, you can use this advantage for your stealth check to sneak away from the battle.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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