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Golden Sun Djinn in 5E?
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<blockquote data-quote="Chaosmancer" data-source="post: 8006960" data-attributes="member: 6801228"><p>Yeah, that would probably work best. </p><p></p><p>My gut says that you allow the Warrior style a damage boost type style and the hero something like Protection, but give them both martial weapons. It is simply easier. If you didn't, I'd say give the Warrior all martial and limit the Hero to anything that lacks the Heavy Property (which is most two-handed weapons) just for simplicity.</p><p></p><p></p><p></p><p>I agree with the Boost simply getting stronger, or mixing depending on your build, but I think the unleash actions have to be a little more unique, because I think they take the place of some of the spells and level up abilities as you go up. </p><p></p><p>I think even the "caster" version of this ends up with spellcasting more like a 2/3rds caster, to make room for the Djinn abilities and boosts. Artificer might be a good place to look for balancing that.</p><p></p><p></p><p></p><p>Sure, that was the effect, but lore wise they were actually summoning creatures. </p><p></p><p>And, that gives us more options, I feel like. You could take the idea in the Shepherd druid and expand on it, creating zones that last for things like a Water and Wind summon that gives DOT healing, or an Earth summon that increases AC and gives Temp Hp.</p><p></p><p></p><p></p><p>Those all seem great to me, of course the Wind has to get Detect thoughts at some point.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8006960, member: 6801228"] Yeah, that would probably work best. My gut says that you allow the Warrior style a damage boost type style and the hero something like Protection, but give them both martial weapons. It is simply easier. If you didn't, I'd say give the Warrior all martial and limit the Hero to anything that lacks the Heavy Property (which is most two-handed weapons) just for simplicity. I agree with the Boost simply getting stronger, or mixing depending on your build, but I think the unleash actions have to be a little more unique, because I think they take the place of some of the spells and level up abilities as you go up. I think even the "caster" version of this ends up with spellcasting more like a 2/3rds caster, to make room for the Djinn abilities and boosts. Artificer might be a good place to look for balancing that. Sure, that was the effect, but lore wise they were actually summoning creatures. And, that gives us more options, I feel like. You could take the idea in the Shepherd druid and expand on it, creating zones that last for things like a Water and Wind summon that gives DOT healing, or an Earth summon that increases AC and gives Temp Hp. Those all seem great to me, of course the Wind has to get Detect thoughts at some point. [/QUOTE]
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Golden Sun Djinn in 5E?
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