Base Class: Warlock
Coming from the far off land of Zakhara, these mages make pacts with powerful elemental genies to cast spells of elemental power. They gain a small genie creature known as a Gen to find them magic from throughout the planes, powers and resistances from this creature, and some powerful sha'ir's can call upon genies for aid or to contain them in their infamous prisons. 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.
Expanded Spell List
Being a Sha'ir lets you choose from an expanded list of spells when you learn a warlock spell. The remaining spells change based on the elemental origin of your Gen. The following spells are added to the warlock spell list for you.
| SPELL LEVEL | SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Sha'ir Magic
Starting at 1st level, you possess a natural ally in the form of a helpful genie spirit that can fetch spells for you from across the multiverse. This small creature stays around you and obeys you verbal commands. If you later choose the Pact of the Chain feature, you can choose for this creature to become your familiar as per the find familiar spell. While you have your Gen with you, you have advantage on Charisma skill checks made to interact with genies from the same elemental plane as your gen. However you have disadvantage on Charisma skill checks made to interact with genies from the opposite plane as your gen (i.e. if your gen is from the elemental plane of air, then you would have disadvantage on Charisma skill checks made to converse with a Dao)
(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. You can send your Gen out into the multiverse to look for and retrieve spells for your warlock. When you do so, you chose a spell from any spell list that you have seen been cast before. Your gen then disappears for a number of rounds equal to twice the level of the spell, during which time you cannot recall your Gen. After your Gen returns, you gain the ability to cast the chosen spell at it's base level without spending a spell slot for 1 minute, treating it as a warlock spell for the purposes of spell attack bonuses or DCs. Once you cast the spell in this way, you lose the knowledge of the spell and must send your Gen out again before you can cast the spell again. You can do this a number of times per day equal to your Charisma modifier (minimum of 1).
While taking spells from more arcane origins is safe for a sha'ir to do, divine magic carries with it a dangerous cost as your gen must travel away from the elemental planes and search for the spells in foreign planes. Whenever you attempt to cast a spell from the cleric, paladin, druid, or ranger spell list using this ability, 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 based on the level of the spell. 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 to cast these spells by 1 for each past failure.
You can resummon or change the type of gen you possess during a long rest.
Air
Your gen is from the elemental plane of air. While it is with you, you have advantage on Charisma ability checks made to interact with Djinni and disadvantage on checks made to interact with Dao.
Earth
Your Gen comes from the elemental plane of earth. While it is with you, you have advantage on Charisma ability checks made to interact with Dao and disadvantage on checks made to interact with Djinni.
Fire
Your gen comes from the elemental plane of fire. While it is with you, you have advantage on Charisma ability checks made to interact with Efreeti and disadvantage on checks made to interact with Marid.
Water
Your gen comes from the elemental plane of water. While it is with you, you have advantage on Charisma ability checks made to interact with Marid and disadvantage on checks made to interact with Efreeti.
Elemental Protection
Due to your close relationship with genies, who are elemental creatures, you gain protection from such elements and adaptations for better surviving on those elemental planes. Starting at 6th level, you gain resistances based on your current Gen and similar adaptations.
Air
Due to your close connection to the Djinni of the elemental plane of air, you gain resistance to lighting and thunder damage. You also gain a flying speed of 30ft.
Earth
You gain resistance to bludgeoning, piercing, and slashing damage damage from non-magical weapons. You also gain a darkvision out to 60ft. If you already have darkvision from your race, its range increases by 30ft.
Fire
Your close connection to Efreeti and the elemental plane of fire gives you resistance to fire damage. You also become immune to exhaustion caused by extreme heat.
Water
Due to your close connection to Marid and the elemental plane of water, you gain resistance to acid and cold damage. You also gain the ability to breath air and water, and gain a swimming speed of 30ft.
Elemental Binding
Your patron has gifted you the ability to bind the elements to your will, albeit to a limited extent. Starting at 10th level, you can cast the Conjure Elemental spell without expending a spell slot, only summoning an elemental from the same plane as your gen. You regain the ability to use this feature after you finish a long rest.
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 summon a dao, djinni, efreet, or marid to a space within 10ft of you. 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 immediately become hostile and attack the attacker 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 might be visited or summoned by genies who will task you with small requests or services. These requests can be refused, but doing so 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, you have a poor reputation with its kind, 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 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, such as asking an evil genie to commit a good act or vice versa.
- 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 Charisma 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.
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