Base Class: Wizard
Command the primordial elements and become an emissary to the planes
A prospective mage traditionally apprentices under an elemental master for many years before earning the right to be called by their formal name—Sha’ir. A Sha'ir is a skilled spellcaster who, with the help of an elemental familiar, can gain access to almost any arcane spell and many divine ones. The Sha'ir's familiar, also known as a gen, searches the elemental planes for knowledge of spells and then returns to its master. While a Sha'ir can thus use almost any spell they have seen or learned about, it takes at least a few moments for the gen to retrieve it for them.
In addition to their abilities with spells, the Sha'ir excels at dealing with geniekind and elemental powers. Since their magic relies on traffic with the elemental planes, they gain resistance to some forms of damage and even the ability to travel to different planes.
Level 3: Elemental Embuement
Starting at level 3, you have mastered the ability to navigate the harsh tones of the language of geniekin. You gain proficiency in Primordial.
You also can choose an element to manifest its power through your magic. After completing a long rest, choose an elemental damage type from Acid, Cold, Fire, Thunder, or Lightning. While channeling the chosen element, you gain resistance to that damage type, and may change the damage types of all your spells to match your elemental choice.
Acid
You gain resistance to Acid damage, and may change the damage types of all your spells to Acid.
Cold
You gain resistance to Cold damage, and may change the damage types of all your spells to Cold.
Fire
You gain resistance to Fire damage, and may change the damage types of all your spells to Fire.
Lightning
You gain resistance to Lightning damage, and may change the damage types of all your spells to Lightning.
Thunder
You gain resistance to Thunder damage, and may change the damage types of all your spells to Thunder.
Elemental Familiar
At level 3, the spell Find Familiar is added to your spellbook if it is not already, and you may cast it once per long rest without expending a spell slot or material components. When you do so, your familiar may appear as an elementally aspected version of a normal familiar type, such as a cat or a toad wreathed in fire or sparking with lightning. Your familiar gains the Elemental subtype and possesses the same damage resistance as you when you use the Elemental Embuement ability.
Once per long rest, you may dismiss your familiar for 10 minutes to an elemental plane instead of a pocket dimension to gather spells for your use. It then returns to you unharmed in an open adjacent square. The familiar communes with denizens of the elemental plane or with the plane itself, and becomes a conduit for these spells, allowing you to use them. Choose two Wizard, Druid, or Cleric spells that have an elemental damage type that matches your familiar’s, each of which must be no higher than level 2, and add them to your spellbook. These spells count as Wizard spells for you, and are considered to be always prepared, but are temporary, and vanish from your spellbook at the end of your next long rest.
As you gain access to higher level spell slots in this class, your familiar can retrieve spells up to the level for which you have spell slots.
Level 6: Primordial Emissary
By 6th level, you have studied your familiar closely and have learned some important social techniques for interacting with elementals and other denizens of the Elemental Chaos. Such creatures regard you with more respect now, and you carry yourself competently enough to intimidate lesser elemental beings. You gain several features:
Sha’ir’s Charm. You have Advantage on all Charisma checks against creatures with the Elemental subtype, and may use the Influence or Help actions as a Bonus Action with such creatures.
Sha’ir’s Ward. Creatures with the Elemental subtype have difficulty harming you. If an Elemental casts a harmful spell that targets only you, or hits you with an attack roll, that creature must make a Wisdom saving throw against your spell save DC (an Elemental needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target within range. If there are no available targets, the attack or spell is wasted. On a successful save, the creature is immune to this effect for 24 hours.
Primordial Presence. Your familiar serves as an impactful reminder of your dominance over the elements and force of personality needed to tame such creatures. It empowers you while you are together, and carries out your will when you are apart. While your familiar is within 30 feet of you, you may add your Proficiency Bonus to any Charisma checks you make.
Level 10: Elemental Commander
At 10th level, you have gained a reputation as an authority on extraplanar creatures, and have developed some techniques to make it easier to harness their powers more effectively. You gain the spells Summon Elemental and Conjure Elemental to your spellbook and may cast either of them once per long rest without expending a spell slot or material components.
In addition, you gain further tactical advantages while your familiar is present.
- Your familiar gains immunity to the damage type chosen from your Elemental Embuement.
- When you use your familiar’s Reaction to deliver a spell, that spell can be of any range as long as it matches the damage type of your Elemental Embuement.
- When the spell Find Familiar is cast, or when your familiar appears within the same plane as you, it gains Temporary HP equal to your Wizard level. This Temporary HP lasts until the end of your next long rest.
*Note: Due to DnD Beyond's licensed spell restrictions, the spell Summon Elemental cannot be added automatically to your spellbook. Please add it to your spellbook using the drop down menu provided, or another conjuration spell of your choice.
Level 14: Planeswalker
By level 14, you are a remarkable mage and preeminent emissary to geniekind, fully deserving of the traditional title of Sha’ir. You are very knowledgeable about many of the planes and the primordials dwelling upon them. You gain Advantage on Intelligence checks made to decipher information about other planes and extraplanar creatures. The spell Plane Shift is added to your spellbook, and you may cast it without expending a spell slot or material components once per long rest.
Additionally, your familiar can now retrieve spells of all kinds; communing with creatures of many different planes, not just from the Elemental Chaos. Once per long rest, when you dismiss your familiar to gather spells, you may have it search other planes for any Wizard, Druid, or Cleric spell up to a level for which you have spell slots. Your familiar is dismissed for a number of hours equal to the level of the spell, then returns to you in an adjacent open space. If your familiar is recalled or if you cast Find Familiar while it is gathering a spell, the task fails and you do not receive the spell. If the spell retrieval is successful, the spell counts as a Wizard spell for you and is added to your spellbook temporarily. Any spell added in this way is considered to be always prepared, does not count against the number of spells you can prepare, and vanishes at the end of your next long rest.
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