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Golden Sun Djinn in 5E?
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<blockquote data-quote="Chaosmancer" data-source="post: 8006916" data-attributes="member: 6801228"><p>Making an entirely new game system is truly the best path here <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p>More Seriously, I think you start off with making this a new class, based around this economy (will talk about it in a second). I would build it in a similar manner to the warlock or the Mystic. Then, I would create only two subclasses. A Gish and a Full caster who can both heal and cast magic. </p><p></p><p>This is because I don't think you are going to be able to get enough daylight between the "hero" and the "warrior" to be worth splitting them. You could potentially do a Gish, Healer, and Caster but there is another consideration. </p><p></p><p>While the lovely Water Priestess is the best healer, the Earth Hero is the second best. And while the Air Kid is a powerful caster, the others were all casters as well. </p><p></p><p>So, I think what you do is you get to focus on casting or melee, then your abilities are determined by your equipped Djinn. So you could choose to get an Earth Djinn that has a defensive buff, or one that has a more offensive bent. </p><p></p><p></p><p>Then, you get that interesting action economy. You can go with activating none of your Djinn, having those passive boosts or cantrip abilities. Then, you can choose to activate the special ability of that djinn (so, if you have a defense djinn, you might be able to activate it to give an ally resistance to an attack) which removes those buffs. Then, you could bank that Djinn, and use it to cast a summon based off the UA summon spells from a while back. </p><p></p><p>The fact that could be fascinating about this class is making a tree of abilities. </p><p></p><p>So, having chosen to get three earth djinn gives you access to abilities in that section of the tree, using one ability drops you down to two earth djinn, and resets what you have available. But, let's say you have two earth and a Water, different set of abilities.</p><p></p><p></p><p>The problem is, this gets fiddly and complex quickly. Hence why doing it as a full system might be best, but it could also be really rewarding as an off the wall homebrew class in DnD too.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8006916, member: 6801228"] Making an entirely new game system is truly the best path here ;) More Seriously, I think you start off with making this a new class, based around this economy (will talk about it in a second). I would build it in a similar manner to the warlock or the Mystic. Then, I would create only two subclasses. A Gish and a Full caster who can both heal and cast magic. This is because I don't think you are going to be able to get enough daylight between the "hero" and the "warrior" to be worth splitting them. You could potentially do a Gish, Healer, and Caster but there is another consideration. While the lovely Water Priestess is the best healer, the Earth Hero is the second best. And while the Air Kid is a powerful caster, the others were all casters as well. So, I think what you do is you get to focus on casting or melee, then your abilities are determined by your equipped Djinn. So you could choose to get an Earth Djinn that has a defensive buff, or one that has a more offensive bent. Then, you get that interesting action economy. You can go with activating none of your Djinn, having those passive boosts or cantrip abilities. Then, you can choose to activate the special ability of that djinn (so, if you have a defense djinn, you might be able to activate it to give an ally resistance to an attack) which removes those buffs. Then, you could bank that Djinn, and use it to cast a summon based off the UA summon spells from a while back. The fact that could be fascinating about this class is making a tree of abilities. So, having chosen to get three earth djinn gives you access to abilities in that section of the tree, using one ability drops you down to two earth djinn, and resets what you have available. But, let's say you have two earth and a Water, different set of abilities. The problem is, this gets fiddly and complex quickly. Hence why doing it as a full system might be best, but it could also be really rewarding as an off the wall homebrew class in DnD too. [/QUOTE]
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