Connorsrpg
Adventurer
This looks interesting. And yes, I recommend going with what is in 5E wherever you can. No use implementing new ideas for AC etc when this is a 5E conversion. Go the Unarmored Defense route. Don't forget bounded accuracy helps here as far as enemies go anyway.
I can understand people wanting 1 base Jedi class, but I see your problem once you break it down into trying to put all those powers into one base class. I actually liked your idea of 2 base classes. One focuses on force use, 'magic', leadership, healing etc. The other combat focus, inc combat powers, even though there will be a little crossover. As someone above stated. Kind of like a warlock and a monk (but both are Jedi). Not to forget there are other Force users too.
Then you can have subclasses like Healer, Consular/Leader, or even use the Alter/Sense/Control. The warrior one has Guardian/Sentinel, Sith Hunter, Light saber spec (fighting syle), even a Force using Edritch Knight style.
I can understand people wanting 1 base Jedi class, but I see your problem once you break it down into trying to put all those powers into one base class. I actually liked your idea of 2 base classes. One focuses on force use, 'magic', leadership, healing etc. The other combat focus, inc combat powers, even though there will be a little crossover. As someone above stated. Kind of like a warlock and a monk (but both are Jedi). Not to forget there are other Force users too.
Then you can have subclasses like Healer, Consular/Leader, or even use the Alter/Sense/Control. The warrior one has Guardian/Sentinel, Sith Hunter, Light saber spec (fighting syle), even a Force using Edritch Knight style.