Base Class: Warlock
In the vast multiverse, some mortals venture beyond mere spellcasting, forging deep bonds with elemental lords: the genies. These Warlocks, known as Sha'ir, harness elemental magics via pacts with these mighty beings, drawing them into the intricate politics of the djinn, dao, marid, and efreeti. With their genie connection comes a gen, a spirit guide linking them to the elemental realms. This bond promises great power but demands careful navigation. A misstep could offend their fickle patrons; however, successful diplomacy unveils treasures and magics from the heart of the elemental planes. Embracing the path of the Sha'ir means dancing on the edge of unparalleled magic and elemental danger, representing the mortal realm amidst the capricious whims of geniekind.
The Sha'ir's Path
| Level | Feature |
|---|---|
| 1st | Gen Spell Requesting: Can summon a small elemental familiar (gen) that aids in retrieving spells. Genie's Insight: Knowledge of geniecraft and work. |
| 6th | Call Upon the Jann: Can call upon the jann for aid. Elemental Warding: Gain resistance to damage from your gen's associated element. |
| 10th | Call Genie: Ask a true genie (dao, marid, djinn, or efreet) for aid. |
| 14th | Genie Entrapment: Can create a magical prison to entrap a genie. |
Genie Patron Type
Choose your patron genie's type or determine it randomly, using the Genie Patron Type table.
Genie Patron Type
| D4 | Genie Type | Element |
|---|---|---|
| 1 | Dao | Earth |
| 2 | Djinni | Air |
| 3 | Efreeti | Fire |
| 4 | Marid | Water |
Genie's Insight
As your bond with the genies deepens, you not only acquire their ancient language, but also a keen sense for recognizing their craftsmanship. Now fluent in the tongue of your patron (Primordial), you can communicate effortlessly with other genies and decipher writings of their origin. Additionally, when presented with an artifact, spell, or creation of genie origin, you can add your Warlock level to your Intelligence (Arcana) check to discern its origin, purpose, and latent powers. The DC for this check is set by the DM, taking into account the rarity and obscurity of the item. This innate understanding grants you a profound edge, further strengthening your ties to the elemental realms.
Gen Spell Requesting
Upon forming a bond with the elemental planes through their Genie patron, a Sha'ir gains the service of a gen, an elemental emissary. This gen's nature is determined by the Genie patron (air, fire, water, or earth) and it serves faithfully, navigating the elemental networks to obtain spells for the Sha'ir.
Summoning the Gen: With a bonus action, Sha'irs can summon or dismiss their gen.
Requesting Spells: A Sha'ir can request spells that they do not know or have the ability to cast normally. A Sha'ir is aware of the existence of common level 1 and level 2 warlock, wizard, and cleric spells and may request them by name. If a Sha'ir witnesses or experiences any spell they can request it by name. They can also ask for a spell they're not aware of and have never witnessed by describing it. However, these "unnamed spells" are harder to obtain as the gen must scour the multiverse to find something that fits. If they have an available spell slot, Sha'irs can instruct their gen to fetch a spell as an action. Until its task is complete, the gen cannot be recalled. Retrieval times are as follows:
| Spell Nature | Retrieval Time |
|---|---|
| Named Warlock or Wizard Spells Equal to or Below Slot Level | 1d4 rounds |
| Unnamed Spells, Any Spell Above Slot Level, and Divine Spells | 1d8 minutes + 1 minute/level difference |
Storing the Spell: If retrieved successfully, the gen conveys the spell's essence to the Sha'ir and it is preserved until cast.
Material Components: The gen's profound bond with the elemental planes and the enormous power of its Genie patron erase the need for most materials. It uses elemental energy as a substitute. However, components with specific gold costs remain indispensable.
Peril of Potent and Unknown Magic: Retrieving spells outside a Sha'ir's normal ability may attract unwanted scrutiny. All spell requests have a chance of failure and consequences listed below, (the DM can also substitute any consequence as desired):
| Spell Level | Chance of Failure | Consequences on Failure |
|---|---|---|
| 1-2 | 10% | Roll on the consequences table |
| 3-4 | 20% | Roll on the consequences table with a bonus of +10 to the roll. |
| 5-6 | 30% | Roll on the consequences table with a bonus of +20 to the roll. |
| 7+ | 40% | Roll on the consequences table with a bonus of +30 to the roll. |
| Roll (d100) | Consequence |
|---|---|
| 01-03 | Benevolent Being: A minor celestial or elemental appears, intrigued by your audacity. They grant you a minor boon, such as a hint about an upcoming challenge. |
| 04-06 | Elemental Euphoria: You're engulfed in positive elemental energy. Regain hit points equal to your level and gain resistance to the gen's associated elemental damage for 10 minutes. |
| 07-10 | Gift of the Gen: Your gen taps into deeper elemental powers, granting you advantage on your next attack roll, ability check, or saving throw. |
| 11-14 | Ephemeral Echo: The spell's essence distorts, doubling its effect but also affecting you in the process. |
| 15-18 | Whimsical Warp: Reality warps slightly. Nearby objects turn into harmless critters, flowers bloom instantly, or water turns into wine. |
| 19-22 | Mystic Mute: The spell is stored, but you lose your ability to speak for 10 minutes. Gestures and writing work fine. |
| 23-26 | Divine Distraction: The spell works, but you're compelled to sing praises of an unknown deity for 1 minute. |
| 27-30 | Phantom Phantasm: An illusory double of yourself appears for 1 minute, mimicking your actions and speech. |
| 31-34 | Mischievous Mimicry: Nearby inanimate objects animate and mock you for a minute. Harmless, but potentially embarrassing. |
| 35-38 | Arcane Allergy: Every time you cast a spell within the next hour, you sneeze, potentially alerting nearby creatures. |
| 39-42 | Arcane Amnesia: The spell functions, but you forget another known spell for 24 hours. |
| 43-46 | Elemental Backlash: The gen's elemental nature flares up. You and all creatures within 10 feet must make a Dexterity saving throw or take elemental damage related to the gen's type. |
| 47-50 | Eldritch Feedback: Take 2d6 force damage and become stunned until the end of your next turn. |
| 51-54 | Temporal Turbulence: Time rewinds by a few seconds. The last action taken by any creature in the vicinity is undone, and you lose your action. |
| 55-58 | Forbidden Folly: You're marked with a mystical symbol, drawing the attention of arcane hunters for a week. |
| 59-62 | Planar Pain: Intense pain surges through you, causing 2d10 psychic damage. |
| 63-66 | Spatial Displacement: You're teleported to a random location within 100 feet. If the space is occupied, you're shunted to the nearest unoccupied space and take 2d6 force damage. |
| 67-70 | Elemental Exhaustion: The strain of reaching into the elemental planes weakens you. Gain one level of exhaustion. |
| 71-75 | Mystical Mutation: A random body part (like an arm, leg, or eye) takes on the properties of the gen's associated element for 1 day. This could be detrimental or just cosmetic. |
| 76-80 | Planar Prison: Your soul is temporarily trapped in an elemental plane associated with your gen. You're incapacitated until the end of your next turn as your soul returns. |
| 81-85 | Eldritch Entropy: Your spells become unpredictable. The next time you cast a spell, its effects are randomly determined by the DM. |
| 86-90 | Gen Grudge: Your gen becomes resentful due to the strain and refuses to assist you for 1 hour. |
| 91-95 | Cursed Core: The elemental core of your gen cracks, leaking unstable energy. Your gen is unusable for 1d10 days and needs repair. |
| 96-99 | Elemental Explosion: The gen erupts in an explosion of elemental energy. All creatures within 20 feet must make a Constitution saving throw or take 6d10 elemental damage, half on a successful save. |
| 100 | Deity's Disdain: A deity takes offense, cursing you. This could be a minor inconvenience or a major quest to seek atonement. |
Fire Gen (Efreeti Patron) Small Elemental, neutral
- AC 13
- HP 10 (3d4 + 3)
- Speed Fly 30 ft.
- Skills Stealth +5
- Senses Darkvision 60 ft.
- Languages Ignan, Telepathy (with its master)
- Traits: Embers: Leaves a trail of harmless embers when moving.
- Disappear/Reappear (Bonus Action): Vanish in a puff of smoke, reappear with a faint fiery burst.
Air Gen (Djinni Patron) Small Elemental, neutral
- AC 13
- HP 10 (3d4 + 3)
- Speed Fly 30 ft.
- Skills Stealth +5
- Senses Darkvision 60 ft.
- Languages Auran, Telepathy (with its master)
- Traits: Gusts: Gentle breezes accompany its flight.
- Disappear/Reappear (Bonus Action): Vanish in a whirlwind, reappear with a soft gust.
Earth Gen (Dao Patron) Small Elemental, neutral
- AC 13
- HP 10 (3d4 + 3)
- Speed Fly 30 ft.
- Skills Stealth +5
- Senses Darkvision 60 ft.
- Languages Terran, Telepathy (with its master)
- Traits: Grains of Sand: Leaves a trail of sand or small pebbles when moving.
- Disappear/Reappear (Bonus Action): Vanish into the earth, reappear with a faint dust cloud.
Water Gen (Marid Patron) Small Elemental, neutral
- AC 13
- HP 10 (3d4 + 3)
- Speed Fly 30 ft.
- Skills Stealth +5
- Senses Darkvision 60 ft.
- Languages Aquan, Telepathy (with its master)
- Traits: Droplets: Leaves a trail of harmless water droplets when moving.
- Disappear/Reappear (Bonus Action): Vanish into a small splash of water, reappear with a gentle ripple.
Elemental Warding
Your bond with your gen strengthens your resilience against elemental forces. Depending on the elemental alignment of your gen, you gain resistance to a specific type of damage, such as fire, air, earth, or water.
Elemental Warding (Dao)
You begin to take on characteristics of your patron’s kind.
You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
Elemental Warding (Djinni)
You begin to take on characteristics of your patron’s kind.
You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
Elemental Warding (Efreeti)
You begin to take on characteristics of your patron’s kind.
You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
Elemental Warding (Marid)
You begin to take on characteristics of your patron’s kind.
You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
Call Upon the Jann
Once per day, when you are in a desolate or forlorn location, you can send out a call to the jann for aid.
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Summoning: As an action, you may let out a powerful shout to call any janni in the area. There is a 5% chance per your Warlock level to attract a janni. If the roll is unsuccessful, no janni answers the call. If successful, a responding janni will arrive within 1d8 minutes. Others hear your call as a regular shout.
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Janni's Disposition: The janni arrives either flying and invisible or, in peaceful terrains, disguised as a traveler. The janni will be friendly and willing to provide magical shelter or guide those lost, potentially even treating them to the hospitality of its own camp. However, they are not servants and will not bear burdens, deliver messages, or fight unless you are threatened directly. Generous gifts, especially of magic or jewels, might convince the janni to render additional services.
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Consequences: Jann value their honor and hospitality. Should you or your companions act with hostility towards a summoned janni, it will leave. If threatened or harmed, the janni may return with reinforcements to address the grievance. Any slaying or direct harm caused to a janni by the Warlock will result in the jann community shunning the Warlock. This ability will cease to function until the Warlock seeks out the jann in their domain and offers reparations, typically in the form of valuable gifts or magical items. Jann summoned or harmed due to this ability don’t grant experience points.
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Janni's Remembrance: Upon reaching 11th level and every subsequent level, roll a percentile die. On a roll of 30 or lower, a janni that you have previously summoned returns, seeking a favor or task. Refusal tarnishes your reputation among the jann, preventing them from answering your call until you make amends. The janni will never request a task that directly contradicts your alignment.
Call Genie
Your pact allows you to summon a potent genie, (djinni, dao, efreeti, or marid.), from the elemental realms. The Sha'ir decides which type of genie to call. A Sha’ir can call upon a genie no more than once a week and cannot use this ability again until the services of the previous genie called are completed. The chance for success is 5 percent per level. If the call is successful, a genie responds in 1d6 rounds. Failure means nothing happens but the Sha’ir cannot use this ability again for a week. The genie who responds to this call is not necessarily friendly. If any force or character attacks the genie, it will be hostile to both the attacker and the Sha’ir who called it in the first place. Furthermore, the creature won’t perform a service for the Sha’ir unless bribed, cajoled, threatened, or otherwise persuaded. The “service” performed by a genie may involve labor, transport, active protection, or use of genie abilities. Wishes are an exception. Genies summoned in this manner won’t fulfill wishes unless they can figure out a way to use them to their own advantage. For example, good or neutral genies might try to enrich themselves, while evil genies might try to pervert wishes to their own ends.
The base DC for this negotiation is 20. The DM and player role-play the negotiation process using modifiers from the tables below.
Difficulty Class Modifier Table
| Modifier | Factor |
|---|---|
| -5 | Task is easily performed and takes less than one round. |
| +1 | Task involves invoking the genie’s magic or spell-like abilities. |
| +5 | Task involves combat or other immediate personal danger to the genie. |
| +2 | Task involves the potential of danger to the genie. |
| +2 | Task involves working longer than one day. |
| +1 | For each additional day the task will take (beyond the first). |
| +5 | Task is contrary to the ethics, beliefs, or alignment of the genie. |
| +10 | Task is to the detriment of geniekind |
| -1 | Payment of items valuing 1,000 gp |
| -1 | Promise of future gold deliveries valuing 2,000 gp (it's a bad idea to cheat a genie) |
| -1 | Payment of uncommon magical item |
| -3 | Payment of rare magical item |
| -5 | Payment of very rare magical item |
| -10 | Payment of legendary magical item or artifact |
| -4 | Credible threat of force towards the genie |
| -6 | Credible threat of force towards the genie with a genie ally |
| -2 | Having a genie patron of the same elemental type |
| +2 | Having a genie patron of a different elemental type |
| +3 | Appearing weak or bluffing |
Genie Entrapment
You gain the capability to create a powerful genie prison, an arcane artifact with the ability to trap genies, forcing them into servitude or extended confinement.
Creation: Fashioning a genie prison requires a meticulous process. The prison can be crafted from various materials, though metals are preferred due to their durability. Typical forms include lamps, bottles, rings, and gems. Over the span of 1d20 days, the Sha'ir must labor to forge the prison. Once the period concludes, the Dungeon Master (DM) makes a secret Dexterity check with a -3 penalty for the character. If the Sha'ir possesses a relevant proficiency (gem-cutting, pottery, metalworking, etc.), this check can be replaced by a proficiency check. A failed check renders the prison useless, prompting the need to start anew. If the prison is successfully crafted, the Sha'ir has 10 days to entrap a genie; otherwise, the enchantment fades.
Using the Prison: When within 100 yards of a genie (djinni, efreeti, marid, or dao only), the Sha'ir can initiate the entrapment. The genie must make a Wisdom saving throw against the Sha'ir's spell save DC. A successful save means the genie remains free and becomes immediately aware of the Sha'ir's intentions, likely reacting with hostility.
On a failed save, the genie is ensnared within the prison. The conditions for its release can be one or more of the following:
- The genie serves as an indentured servant for the next summoner, without negotiation, for a period ranging between 100 and 1,001 days.
- The genie grants three wishes to the individual who next summons it, even if against its will.
- The genie remains confined until a specified time, not exceeding 100 years.
- The genie is imprisoned until a predetermined event occurs (as set by the sha'ir).
- The genie is released only when touched by a specific type of individual (e.g., an honest thief).
Additionally, the Sha'ir can opt to release the genie at any time, demanding its services or up to three wishes. It's advised for wishes to be articulated with precision, as the resentful genie might attempt to distort their intentions.
Consequences and Limitations: Each prison can only contain one genie. A Sha'ir can entrap up to five genies simultaneously, but after the fifth imprisonment, genies will no longer heed their summons. Your genie patron may allow you to entrap his enemies or genies that owe him favors. Otherwise, using the prison is considered a hostile act among geniekind. After entrapping five genies, the Sha'ir may find that no genie, regardless of type, will willingly interact with them. Trapped genies are aware of their predicament, and no genie believes mortals deserve such power. If the Sha'ir is found crafting a prison in front of another genie, they risk incurring its wrath unless they can convince it of a particular malicious intent towards a mutual foe. Should the prison be destroyed while housing a genie, the genie is freed without restriction, potentially with hostile intent towards its captor.
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