Base Class: Sorcerer
5e Subclass for Sorcerer
Sha'ir are sorcerers who come from the land of Zakhara, a desert region far south of Faerûn (Al Quidim in Greyhawk settings.) The Sha’ir are a sect of mortals who negotiated a pact with the great Djinn of the elemental plane of air. The pact requires that the Sha’ir revere Djinn and Djinncraft and work to protect the interests of the Great Djinn in a manner similar to how a Paladin is devoted to their god(s).
In exchange for their service, Sha’ir are granted extraordinary power while limiting what they can access normally as sorcerers. The number and determination of “known” spells a Sha’ir has in a given day is determined by Fate. Additionally, Sha’ir are served by a small gen who can acquire additional spells for the sorcerer but present risk to the Sha’ir attempting do to so.
Genie Lore
Your knowledge of genies allows you to use your magic to replicate their command of elemental power.
Starting at 1st level, you can speak, read, and write Auran, Aquan, Ignan, and Terran.
When you complete a short or long rest, you can choose one of the following benefits. You gain the benefit until you complete a long or
short rest.
DAO’S ENDURANCE
Your become as durable as the earth and stone. Your maximum hit points increase by an amount equal to your level.
DJINNI’S SHIELD
You gain a +1 bonus to AC as fluttering winds surround you and disrupt attacks.
EFREETI’S AURA
Flames swirl around your hands and embers drift around you. As a reaction at the end of your turn, you cause a creature you can see within 5 feet of you to take fire damage equal to your Charisma bonus.
MARID’S PATRONAGE
You gain a slightly green tinge as you adapt yourself to a watery environment. You can breathe air and water and gain a swim speed equal to your walking speed.
Elemental Gen
You have gained the services of a gen, a lesser genie who obeys your orders without question. Most of the time.
Gens sometimes need flattery, threats, and bribes of treasure and magic items to do your bidding.
Starting at 1st level, you gain the services of a gen. Your gen appears as a whispy creature similar to your choice of a dao, djinni, efreeti, or marid.
Your gen appears with you as a reflection of its true self, which resides on the elemental planes. You can call its reflection to your side as a bonus action and dismiss it as another bonus action. It appears as a wispy creature and can speak, but it is incapable of affecting the environment around you, nor can it be in turn affected by the environment, spells, creatures, and so on. It must remain within 5 feet of you. It does not occupy a space and can share your space.
As a bonus action, you can order your gen to fetch you a spell. It disappears as it slips into the elemental planes in search of the chosen spell.
The spell must appear on the bard, cleric, druid, paladin, ranger, sha’ir, sorcerer, warlock, or wizard spell lists. It must be of a level for which you have spell slots.
At the start of your next turn, you make a Charisma (Persuasion) check. The DC of this check is 10 + the spell’s level. If the spell appears on the cleric, druid, paladin, or
ranger spell lists, increase the DC by 5.
You can reduce the DC by giving your gen lavish gifts. Reduce the DC by 1 for every 10 gp worth of coins, gems, and jewelry you give it. Material expended in this way is lost. If the check succeeds, your gen returns and you add the chosen spell to your spells known. You retain this spell until you complete a long rest or ask your gen to fetch another spell.
If the check fails, you do not gain the spell but can repeat the check at the start of your next turn. You can also opt to halt your gen’s search for the spell, ending your
checks and calling it back to your side.
ELEGANT COURTIER
Starting at 6th level, your gen ensures that you are provided with the finest clothes and comforts.
When you complete a short or long rest, you gen provides you with a fresh set of elegant clothes. While wearing this outfit, you cut a dramatic and impressive figure. The outfit cannot be stained or soiled. It disappears and is replaced with a new outfit when you complete a short or long rest.
While wearing the outfit, whenever you make a Charisma check to interact with or influence a creature that can see you, you roll 1d6 and add the number rolled
to your check.
Only you gain the benefits from the outfit.
SHA’IR’S CHARIOT
Starting at 14th level, your gen weaves for you a carpet capable of taking flight. When you complete a long rest, you gain a carpet of flying of a size of your choice. The carpet responds only to your commands.
The carpet disappears when you complete a long rest.
SHA’IR’S DEMAND
Starting at 18th level, your influence and power over genies allows you to demand their service.
When you complete a long rest, you can cast planar binding without expending material components or a spell slot even if it is not on your list of spells known. The spell targets your choice of a dao, djinni, efreeti, or marid. The chosen creature appears before you, brought to you by your gen, allowing you to target it with the spell. It remains for an hour, but immediately returns to the elemental planes if it is attacked or targeted with any other spell or effect.
Before the creature makes it saving throw, you can attempt to bribe it. For every 500 gp given to it, increase the save DC of your spell by 1. If you give it an uncommon magic item, increase the DC by 2. Increase the DC by 5 if you grant it a rare or very rare item. Treasure and items given to the creature disappear immediately, as they are spirited away to the elemental planes.
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