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Psion class (Mearls, Happy Fun Hour)
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<blockquote data-quote="Salthorae" data-source="post: 7446540" data-attributes="member: 1095"><p>Agree with pretty much all of this. Depending on final implementation, you may not need a new feat. Just add/house rule that Magic Initiate allows one to access the Psion spell list and you can get access to a discipline (1st level spell) and a couple of talents/cantrips as needed</p><p></p><p>I do like where this is going WAY more than the initial Mystic implementation. I also think that I will houserule use of the spell points system for anyone using a Psionic class or subclass as I loved that mechanical aspect of the old Psionics with Power Points vs. Spell Slots. </p><p></p><p>There is a great 5e Jedi conceptual build on Youtube that uses Monk/Warlock multi to get almost everything you want/need to play a "jedi"</p><p><a href="https://www.youtube.com/watch?v=EEtcDLsSkB0" target="_blank">Here (initial build)</a></p><p><a href="https://www.youtube.com/watch?v=wXnGvqh2fGo" target="_blank">Here (leveling up)</a></p><p><a href="https://www.youtube.com/watch?v=CgoTbK-_liY" target="_blank">Here (to 20)</a></p><p></p><p>And for different flavors of Jedi/Sith you can just use different Warlock pacts and different Monk paths, mix and match to get the concept that you envision for your character and/or orders. You can use the Warlock mechanics without requiring anything from your players from a Patron interaction stand point. If I were going to allow this concept into a game I DM, I would probably turn the Jedi/Sith oaths into a mechanical Oath for their Warlock powers (like a Paladin Oath) and if they violate those then there will be RP consequences, etc. That way the PC doesn't get off Scott-free from the Warlock Patron. </p><p></p><ul> <li data-xf-list-type="ul"> Guardian Jedi - Open Hand + Fiend Pact (reflavor & choose right spells)</li> <li data-xf-list-type="ul"> Consular Jedi - Open Hand + Great Old One pact</li> <li data-xf-list-type="ul"> Sentinel Jedi - Shadow Monk + Great Old One</li> <li data-xf-list-type="ul"> Sith - Long Death + Fiend Pack</li> </ul></blockquote><p></p>
[QUOTE="Salthorae, post: 7446540, member: 1095"] Agree with pretty much all of this. Depending on final implementation, you may not need a new feat. Just add/house rule that Magic Initiate allows one to access the Psion spell list and you can get access to a discipline (1st level spell) and a couple of talents/cantrips as needed I do like where this is going WAY more than the initial Mystic implementation. I also think that I will houserule use of the spell points system for anyone using a Psionic class or subclass as I loved that mechanical aspect of the old Psionics with Power Points vs. Spell Slots. There is a great 5e Jedi conceptual build on Youtube that uses Monk/Warlock multi to get almost everything you want/need to play a "jedi" [URL="https://www.youtube.com/watch?v=EEtcDLsSkB0"]Here (initial build)[/URL] [URL="https://www.youtube.com/watch?v=wXnGvqh2fGo"]Here (leveling up)[/URL] [URL="https://www.youtube.com/watch?v=CgoTbK-_liY"]Here (to 20)[/URL] And for different flavors of Jedi/Sith you can just use different Warlock pacts and different Monk paths, mix and match to get the concept that you envision for your character and/or orders. You can use the Warlock mechanics without requiring anything from your players from a Patron interaction stand point. If I were going to allow this concept into a game I DM, I would probably turn the Jedi/Sith oaths into a mechanical Oath for their Warlock powers (like a Paladin Oath) and if they violate those then there will be RP consequences, etc. That way the PC doesn't get off Scott-free from the Warlock Patron. [list] [*] Guardian Jedi - Open Hand + Fiend Pact (reflavor & choose right spells) [*] Consular Jedi - Open Hand + Great Old One pact [*] Sentinel Jedi - Shadow Monk + Great Old One [*] Sith - Long Death + Fiend Pack [/list] [/QUOTE]
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