Sorcerer
Base Class: Sorcerer

Sha'ir are sorcerers who come from the land of Zakhara, a desert region far south of Faerûn. Their ranks are few but mighty as Sha'ir's are gifted their powers by Fate, allowing them to cast any spell from any class list. Originally Sha'ir's struggled to compete with ordinary wizards and their compact spell lists, struggling to gather spell knowledge to put their powers to their full potential. To compensate for this, Sha'ir's began to use powerful familiars called Gen to help aid them in their endeavors of gathering knowledge of spells. Gen bond with their Sha'ir and act as a living spell book for their masters. Every day a Sha'ir gives the Gen spells that they wish to cast, and their Gen sets out to retrieve the knowledge. With Gen at their side, Sha'ir have become known and feared for their magical versatility. With careful planning a Sha'ir can optimize themselves for any situation, making them expert tacticians and leaders. 

Gen Resistance

All Sha'ir are accompanied by an elemental Gen that will aid them on their journeys. The type of Gen a Sha'ir has also determines their elemental resistance.

Starting at first level, the player is able to choose from a fire, water, earth or air gen to be their familiar. 

Gen Affinity Air

Your Gen originates from the elemental plane of air, granting you resistance to lightning and thunder damage.

Gen Affinity Earth

Your Gen originates from the elemental plane of Earth, granting you resistance to acid and poison damage.

Gen Affinity Fire

Your Gen originates from the elemental plane of fire, granting you resistance to fire and radiant damage.

Gen Affinity Water

Your Gen originates from the elemental plane of Water, granting you resistance to force and cold damage.

Gen Magic

A Sha'ir's talents lies in their innate ability to cast any and all magic, regardless of its origins. This ability to cast such diverse magic makes it hard for a Sha'ir to retain all the spell knowledge. To help compensate for this, Sha'ir's make pacts with Gen to help retrieve spell knowledge and lore for them to cast. 

Starting at first level, a Sha'ir may cast any spell off of any classes spell list with the help of their Gen.  To do this, a Sha'ir must ask its Gen to obtain spell knowledge for the sorcerer to be able to cast any spell. A Sha'ir can request up to the number of known spells allowed by their sorcerer level and may change out their known spells after a long rest. However, just because a spell is requested, that does not guarantee that a Gen always find it. The chance that a Gen fails to find a spell is equal to (the spells level x 6) - the players sorcerer level.

If a spell retrieval fails, there is a 30% chance that the Gen tried to obtain the spell knowledge from a higher power or god. If the knowledge was attempted to be obtained this way, there is chance the being took notice to this attempted theft equal to (the spell level x 10). If the attempt is noticed, a Dungeon Master can determine the repercussions of the actions (a mental warning to the players, slain Gen, or a bounty hunter marut could be tasked to kill them). Once a Gen returns from a failed retrieval, the player may request the same spell again, the chances of the Gen failing to finding the spell is reduced by two percent, i.e. (the spells level x 6) - the players sorcerer level - 2. 

Shadow Gen

Starting at 6th level you can shield your Gen from detection while it retrieves your spells. Using your innate magic you can gift your Gen magical properties that allow them to go undetected while they search for your spells. A Sha'ir may only do this 3 times before requiring a long rest as it requires great focus and heavy meditation from the Sha'ir. 

If a Gen has been granted this power while searching for a spell, a Gen will automatically go undetected if they fail to retrieve a spell instead of rolling normally to see if they were caught, preventing any repercussions on the Gen, Sha'ir, and Sha'ir's party.

Summon Elemental

At fourteenth level, once per day you can call upon your Gen to fetch an elemental to aid you and your allies. This ability functions the same as a conjure elemental spell, only it is cast as a 7th level spell, allowing access to higher cr elementals such as  Elemental Myrmidons. Upon casting the spell, your Gen will automatically hold concentration for you, allowing you to cast other spells. Once you have used this action, you cannot use it again until you finish a long rest.

Craft Elemental Prison

Starting at 18th level, you have spent enough time with your Gen that you have figured out how to lure and entrap elementals. Once per day, if you do not already have a Elemental Prison, you may spend 4 hours in deep meditation with your Gen and create an Elemental Prison. Upon its creation it sends out an invisible beacon that attracts any creature with the elemental specification. This elemental arrives in 1d6 minutes after the creation of the Prison. The cr of the elemental must not succeed that of the players sorcerery level, but can be lower and is determined by the Dungeon Master. and must either be reduced to half its hit-points to be entrapped in the prison or convinced to enter the prison. The prison has the properties of an iron flask, and once the elemental is released, the prison is destroyed and the process repeats.  

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