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Golden Sun Djinn in 5E?
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<blockquote data-quote="Undrave" data-source="post: 8006924" data-attributes="member: 7015698"><p>I was just thinking of making an Elementalist class that would have Djinn bonding as their schtick and core class feature, not reowkr the whole class system ya know. I wasn't gonna have the Djinn affect what they can cast, just give passive bonuses based on element (WIND would be based on speed and Dex saves, Water on Temp HP and Wis saves, Fire on damage and also Dex saves, Earth on being tougher and also on Wis saves), but I would give out some interesting 'unleash' spells based on archetype. </p><p></p><p>Sure they could work as magic items stapled on top of existing class, but in Golden Sun they were integrated to the world's main elemental magic...</p><p></p><p>Plus Magic Items are rare and higher in level. It's certainly simpler to come up with but not as neat... </p><p></p><p>I don't necessarily want to copy them beat for beat, just this sort of risk assessment strategic play where you give up a passive bonuse for an advantage NOW and then you can get a further instantaneous advantage NOW at the cost of not getting your buff back until the end of the day. And you get to personalize your bonus loadout at the start of the day. That's the core gameplay I'd like to simulate with a potential class.</p><p></p><p>Also, all spellcasting of that class would be done using CON as casting stat, since they're channeling elemental energy out of their body. </p><p></p><p>I could always do both... </p><p></p><p>The class has generic 'spirits' that give generic boosts and instant effect per element, but the 'items' are the special Djinn with names. In Golden Sun each Djinn is unique and has its own name (Flint, Rime, Zephy, Fever, etc etc) they're like special familiars. </p><p></p><p>I could also ditch the specific elemental aspect from the class concept, to streamline it down to one ressource? </p><p></p><p></p><p></p><p>Yeah I'm probably not gonna get much between 'Warrior' and 'Hero' and between 'Caster' and 'Healer', but maybe I could just have that as a sort of fighting style thing? Like you pick either the caster path or the gish path, and when you pick the gish path you can pick between proficiency in all two handed weapons + medium armor, or proficiency in all one handed (or versatile) weapon and heavy armor. </p><p></p><p>and I wasn't gonna give each individual djinn boost and effect. I was thinking a scale of boosts, mostly two or three boost that get stronger the more you have Djinns (like a speed boost at 1, 3, and 5 Wind djinn), one basic unleash effect, and an additional effect as part of your subclass. The subclass would also decide the replacement for the 'summon' ability. </p><p></p><p>The Golden Sun summons are more like giant AOE than they are actual summons in the DnD sense, of course... but I guess a Caster Fire adept could trade some Djinns for a Flaming Sphere too. </p><p></p><p>I was thinking you would pick an Elemental Affinity at first level. That would give you two cantrip: </p><p></p><p>Earth: Mold Earth, Mage Hand</p><p>Fire: Control Flame, Mend</p><p>Water: Shape Water, Druidcraft</p><p>Wind: Gust, Message </p><p></p><p>I think they fit somewhat (Mend is a push but that's the best I can think of). And if you're a caster you'd get to pick an attack cantrip based on your affinity.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8006924, member: 7015698"] I was just thinking of making an Elementalist class that would have Djinn bonding as their schtick and core class feature, not reowkr the whole class system ya know. I wasn't gonna have the Djinn affect what they can cast, just give passive bonuses based on element (WIND would be based on speed and Dex saves, Water on Temp HP and Wis saves, Fire on damage and also Dex saves, Earth on being tougher and also on Wis saves), but I would give out some interesting 'unleash' spells based on archetype. Sure they could work as magic items stapled on top of existing class, but in Golden Sun they were integrated to the world's main elemental magic... Plus Magic Items are rare and higher in level. It's certainly simpler to come up with but not as neat... I don't necessarily want to copy them beat for beat, just this sort of risk assessment strategic play where you give up a passive bonuse for an advantage NOW and then you can get a further instantaneous advantage NOW at the cost of not getting your buff back until the end of the day. And you get to personalize your bonus loadout at the start of the day. That's the core gameplay I'd like to simulate with a potential class. Also, all spellcasting of that class would be done using CON as casting stat, since they're channeling elemental energy out of their body. I could always do both... The class has generic 'spirits' that give generic boosts and instant effect per element, but the 'items' are the special Djinn with names. In Golden Sun each Djinn is unique and has its own name (Flint, Rime, Zephy, Fever, etc etc) they're like special familiars. I could also ditch the specific elemental aspect from the class concept, to streamline it down to one ressource? Yeah I'm probably not gonna get much between 'Warrior' and 'Hero' and between 'Caster' and 'Healer', but maybe I could just have that as a sort of fighting style thing? Like you pick either the caster path or the gish path, and when you pick the gish path you can pick between proficiency in all two handed weapons + medium armor, or proficiency in all one handed (or versatile) weapon and heavy armor. and I wasn't gonna give each individual djinn boost and effect. I was thinking a scale of boosts, mostly two or three boost that get stronger the more you have Djinns (like a speed boost at 1, 3, and 5 Wind djinn), one basic unleash effect, and an additional effect as part of your subclass. The subclass would also decide the replacement for the 'summon' ability. The Golden Sun summons are more like giant AOE than they are actual summons in the DnD sense, of course... but I guess a Caster Fire adept could trade some Djinns for a Flaming Sphere too. I was thinking you would pick an Elemental Affinity at first level. That would give you two cantrip: Earth: Mold Earth, Mage Hand Fire: Control Flame, Mend Water: Shape Water, Druidcraft Wind: Gust, Message I think they fit somewhat (Mend is a push but that's the best I can think of). And if you're a caster you'd get to pick an attack cantrip based on your affinity. [/QUOTE]
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