Golden Sun as a D&D Class

Homebrew

I have been working on an idea.

The idea was to create a Class, that allows you to feel like "playing Golden Sun in D&D"
It is YET another CHARISMA Spellcaster class.
BUT With some difference how Spells & Spells Slots, Armor Proficiency & Hit Die work.

Golden Sun has Elementals called "Djinn", and they are the CORE game design of your character.

Djinn give bonuses to your stats when unused. But sometimes they also give you a negative effect, depending on your character's Element.

Otherwise, they are themselves used like a Spell Slot, which, when used, enables another specific offensive Spell called "Summons" (spells, plural, because you can use a COMBINATION of MULTIPLE used Djinns... I will go into detail later).

They also have a "REST" time.

Though the difference is that the "Rest Timer" is rather short, and that is why I came up with an idea to make them not ALL too strong, but scale similarly to a Warlock.

Core Djinn Mechanic

RESTED / READY Djinn give bonuses until used for a prepared Spell.

The designated Spell is specific to the Djinn (and it's Elemental Type/List) of your choice and can only be changed during a rest.

(AKA your Level 2 Djinn has... uhm... Magic Missile as its designated spell, and you cannot use Magic Missile on your Level 1 Djinn, since THAT Djinn has another spell assigned to it. But since you also assigned Magic Missile to your Level 3 Djinn, you can choose to use Magic Missile either as a Level 2 or Level 3 Spell.)

Active State & Summoned Spells

After usage, the passive bonus of the Djinn is lost, but the Djinn becomes "Active".

Thus, you gain access to "Summoned Spells", which work similarly to a Warlock's Mystic Arcanum.

To determine a "Summoned Spell's" Spell Level, you calculate the combined Level of all Active Djinn involved.

Example

  • You use your Level 1 Djinn and your Level 5 Djinn → both become ACTIVE → You can cast a Level 6 Summoned Spell
  • You use two Level 1 Djinn → You can cast a Level 2 Summoned Spell

After using the "Summoned Spell", the Djinn become "Deactive / Unrested", and you must take a LONG Rest to fully recover them.

Djinn Rest States

Short Rest

  • Active Djinn becomes Rested again
  • Rested Djinn can change their assigned Spell
  • Rested Djinn can be set to Active (skipping spell use, but losing bonuses)
  • Deactive Djinn becomes Sleeping / Resting
  • Sleeping Djinn becomes Half-Rested (Half-Rested Djinn regains passive bonuses)

Long Rest

A Long Rest allows the player to set Djinn to EITHER:

  • Ready / Rested
  • Active

Djinn do not need to rest while the player is resting if they are already Sleeping / Resting or Half-Rested. A Djinn will automatically be set to the next stage of rest, when uniterrupted while resting for 2 hrs untill fully rested.

However, any interruption resets their recovery process & Djinns need a total of 8hrs (From Deactive to Sleeping to Half-Rested to...) to be back to full Ready status.

These are some Examples that dissrupt their Rest:

  • Djinn Trades / Exchanges
  • Interacting with your own Djinn
  • Elemental-disruptive Fields or Lore events

Djinn Trading / Exchange

Djinn can be traded or exchanged between characters.

This allows a character to change the Elemental Adaptation & Boni of your Djinn collection. (But the Boni must be of an equivalent Value)

While a character's original Elemental Adaptation remains important for Cantrips and certain class features, their available Spell selection can change significantly depending on their Djinn collection. (For Example, a Player with a Water Adaptation and with the most Djinns with a Wind Adaptation, will set the Summoned Spell List to something like "Ice Element")

This mechanic is intended to mimic the Djinn trading & Class-changing system from Golden Sun but still allowing flexible elemental builds and combinations.

Level Progression

Level 1 – Elemental Adaptation

You pick your Elemental Adaptation:
Fire (Guard D10), Water (Water Seer D8), Earth (Squire D10), or Wind (Wind Seer D6).

This choice is very important and leads you into different directions in terms of spells & Hit Die (Your Hit Die can even become D12).
However, depending on your Djinn collection, this can change later on, but
it remains a hard restriction for your Cantrips.

Level 2

You gain your VERY FIRST Djinn, acting like a Level 1 Spell Slot.
It gives a "small bonus" of your choice (For example like+1 Athletics or +1 Acrobatics or +1 to [Weapon] Attack) when it is Rested and unused.
The Djinn's Element is usually chosen by the DM, but should normally match the character's Elemental Adaptation unless lore or agreement says otherwise.

Level 3

Small changes.

Level 4

You gain your Second Djinn, acting as a Level 2 Spell Slot.
It also Grants a "big Bonus" - it gives:

  • +1 to a main Attribute OR a Feat
  • This counts as ONE Ability Score Improvement

You may still choose one additional:

  • Ability Score Improvement OR
  • Feat (without ASI)

This allows more Feat flexibility, but removes Ability Score increases from Feats when chosen this way. (For Example. Your DJINN Gives you +1 Constitution but you can still learn the Feat Actor, just without the +1 Charisma it usually would give. Or vice versa, your DJINN Gives your the Feat as a Boni, but you yourself have the +1 Constitution.
Remember, you will lose your DJINNS Bonus, when used.
So the Decision is important.)

Level 5

"SUMMONED SPELLS" can now be cast up to Level 3 Spell Slots.

Level 6

You gain your Level 3 Djinn (small bonus).

Level 7

Small changes +Summoned Spells can now be cast at Level 4.

Level 8

You gain your Level 4 Djinn.
It Grants a "big Bonus"

Level 9

Summoned Spells can now be cast as Level 5 Spells.

Level 10

You gain your highest Level Djinn (Level 5) + small bonus.

Level 11

Summoned Spells can now be cast as Level 6 Spells.

Level 12

You gain a second Level 1 Djinn (Big Bonus)

Level 13

Summoned Spells can now be cast as Level 7 Spells.

Level 14

You gain a second Level 2 Djinn + small bonus.

Level 15

Summoned Spells can now be cast as Level 8 Spells.

Level 16

You gain a second Level 3 Djinn + big bonus.

Level 17

Summoned Spells can now be cast as Level 9 Spells.

Level 18

You gain a second Level 4 Djinn + small bonus.

Level 19

You gain a second Level 5 Djinn + Ability Score Improvement.
(This is your last Djinn, you should now have a total of 10 Djinns)

Level 20

Summoned Spells can cast any Level 9 or lower Spell as a Level 10 version.

ANY Feedback AND/OR Ideas to improve on this, would be very welcome!!!

Posted Jun 13, 2026, 5:28 PM UTC

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