Base Class: Sorcerer
Coming from a lineage of those who either dealt with genies or from a genie yourself, a sha'ir possesses a magical bond with the elemental planes and their denizens, being able to call upon them for aid and power. They have special familiars called Gens that fetch them raw magical energy from the different planes of the multiverse. Powerful enough sha'irs can even call upon powerful genies, form contracts with them for service, and even innately know the magical process to imprison genies. Sha'irs are in a unique position where their relationship with genies and geniekind is brought with them wherever they go, as they develop close relations with genies and genie nobles. Kings and nobles of seek the aid of sha'irs for this very connection.
Sha'ir Magic
Starting at 1st level, you possess a natural ability to summon a helpful genie spirit to fetch spells for you from across the multiverse. You gain the ability to preform a ritual to summon a special creature known as a Gen, as per the find familiar spell. This magic, intelligent creature willingly serves you and gives you unique abilities. When you summon your Gen, you choose one of the four elemental planes to summon one from: Air, Fire, Water, or Earth. The type of Gen can be changed by repeating this ritual during a long rest, during which you cannot be disturbed or interrupted. The type of Gen you choose determines your damage resistances as well as gives you advantage on Charisma checks made with any genie from the same plane as your Gen and disadvantage on Charisma checks if your Gen is from an opposing elemental plane.
(Gen do not currently exist in 5E proper, so I have taken the initiative to adapt them into 5E via homebrew [X] )
Your Gen also give you the ability to gain knowledge of spells from a wide variety of sources. Once per day, you can send your Gen out into the multiverse to look for and retrieve spells for your sorcerer. When you do so, you chose a spell from any spell list for which you have spell slots to cast and have seen cast before, expend a spell slot of the level of spell you are looking for or a number of sorcery points equal to the level of the spell you are looking for, and you lose access to your Gen familiar for a number of hours equal to the level of the spell you are looking for. After your Gen returns, you gain the ability to cast the spell you sent it out for. You can cast it at any spell level you have access to and it count's as a sorcerer spell for you. You can only cast a spell learned this way once before the knowledge of how to cast it escapes you and you must send your Gen out to find it again.
While taking spells of more arcane or natural origins is safe for a sha'ir to do, divine magic carries with it a dangerous cost. Whenever you attempts to cast a spell from the cleric or paladin spell list, roll a d20. If you roll above the spells level, nothing happens and you cast the spell as normal. If you roll at or below the spells level, the spell fails and the divine origin of the spell realizes you stole magic from it. The DM then decides on an appropriate retribution the being will enact on your character and your allies. You could be marked and draw the ire from all of those who worship it, twist fate to hinder you, send a celestial being to attack your party, or summon you to it's plane and confront you directly. Failing this check increases the DC for all future rolls made in this way by 1 for each past failure.
Elemental Attunement
Starting at 6th level, your connection to the elements gives you certain damage resistances and unique abilities based on your current Gen.
Air Gen
Your Gen gives you resistance to thunder and lightning damage. Additionally, you can spend 1 sorcery point to gain a flying speed of 30ft for 1 minute.
Earth Gen
Your Gen gives you resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, your skin becomes rocky and tough. While you have an Earth Gen and aren't wearing armor, your armor class is equal to 13 + your Dexterity modifier.
Fire Gen
Your Gen gives you resistance to fire damage. Additionally, whenever you cast a spell that deals fire damage, you can add your Charisma modifier to the damage for that spell.
Water Gen
Your Gen gives you resistance to cold and acid damage. Additionally, you can spend 1 sorcery point to gain a swimming speed of 30ft and the ability to breath underwater for 1 hour.
Genie Calling
Your magical influence and abilities now allows you to call upon genies, form contracts with them, and even form prisons to bind genies to your service. Starting at 14th level, you learn the following rituals:
- Summon Genie. You learn the ritual needed to call genies too you. You can perform this ritual only once every 7 days. This ritual takes 1 hour to complete. Upon finishing the ritual, you conjure to a space within 10ft of you a dao, djinni, efreet, or marid. A genie summoned this way is not charmed by you nor will it be inherently friendly to you. If a genie you summon is attacked by anything upon their arrival, they will become hostile to the attack and you, regardless of whether or not you had anything to do with the attack in the first place. A genie will not perform services unless it is bribed, threatened, or otherwise convinced to help. Basic genie services include manual labor, transportation, protection, or using the genies' inherent abilities. Wishes could also be granted but only if the genie was able to figure out a way to twist them to its own advantage. There is a random chance that, after summoning a genie for a service and not having it come to harm, you or your party being visited by genies who will task you with a small quest. Refusing these quests can harm your reputation within genie circles. If you refuse enough genies in this manner, then you will be unable to summon a genie of that specific type for a full year.
- Binding Contract. You learn how to enter into a contract with a genie, binding it to your service for a limited time. To perform this ritual, you must have a willing genie present. Before this ritual can be done, you will need to negotiate terms with a genie and reach a point where both you and the genie agree to the terms of the contract. A genie will be less inclined to enter into a contract with you if you have imprisoned any genie previously or if the genie is hostile to you for any reason. While you may offer the first terms of the contract, the genie can add as many or remove as many terms to it as they wish. Common terms include the sha'ir releasing the genie from servitude if any other contract demand was broken, the sha'ir agreeing to distain from asking for wishes, the sha'ir never using a genie prison on the genie, and other such terms. If a genie does not want to form a contract with you, or if an agreeable set of terms cannot be reached, the genie will vanish and the contract will not be made. If a contract is successfully made, the genie is bound to you for 101 days or until such time that you break a term of the contract or if you and the genie dismiss the contract early. While bound to you, you can telepathically communicate with your genie no matter where they are, and the genie will heed your commands and follow them to the best of its ability. Commands that go against a genies nature however may result in unexpected ways.
- Genie Prison. You learn how to create and entrap a genie into a genie prison. To make a genie prison, you must either construct, enchant, or acquire and item worth at least 5,000gp. Genies prisons can be made of virtually any nonmagical material and be of any size, though certain materials are known to make imprisoning certain types of genies easier. Dao are drawn to earthy materials such as skulls, bones, earthen jars, or rare gemstones. Djinni are drawn to light, airy materials such as fans, silk fabrics, gossamer clothing, or wind chimes. Efreeti are drawn to objects associated with flame or objects made of metal such as lamps, ovens, smoking pipes, or furnaces. Marids are drawn to objects that either contain water or relate to the ocean such as bottles, vials, pearls, sea shells, or items made of coral. While you are within 30ft of a genie that is not currently imprisoned by other means, you can spend an action to present the prison and attempt to imprison it. The genie must make a Wisdom saving throw against you spell save DC. On a successful save, the genie is not imprisoned and you cannot attempt to imprison that genie again for 24 hours. On a failed save, the genie is imprisoned by you. A genie that is drawn to the material the prison is made out of has disadvantage on this save, while a genie who is hostile towards you or has been imprisoned before has advantage on the save. While imprisoned, the genie follows the commands of whoever holds the prison and cannot bring about harm to whoever holds it's prison by direct means. If not given commands, the genie is trapped inside of its prison until it is summoned or released. You can have up to 5 genies imprisoned at a time and each genie needs a separate prison.
Audience with a Genie Lord
Starting at 18th level, you have grown enough in power or fame that you can request an audience with a powerful genie. To do this, you must go to the elemental plane where you are seeking an audience. You must offer a gift worth at least 10,000gp, after which you must wait for several days before you are permitted and audience with the genie lord of your choosing, at which point a genie will arrive wherever you are to escort you, so long as you are in a location where magical transportation may occur.
Having an audience with a genie lord can be incredibly helpful, as these beings possess vast wealths of knowledge, wisdom, and material wealth of gold, jewels, and magical items. You can inquire about knowledge on virtually any topic, advice for future endeavors, request powerful magical items or aid for upcoming challenges, as well as other appropriate topics. If you have imprisoned another genie of the type you are meeting with however, the genie lord may do anything from demand your reasoning for imprisoning the genie or be outright hostile towards you.
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