Sha'ir (5e Subclass)

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Sha'ir[edit]

Wizard Subclass

A forgotten art among most wizards in the world is one from the spiritual land of Zakhara. Special wizards there were commonly mistaken for genie warlocks. However, rather than being beholden to a genie by a pact, these wizards, known as the sha'ir, were masters over the elementals themselves. The sha'ir are actually closer related to a sorcerer than warlock, as it is believed traces of genie blood in their lineage manifests in their birth. Despite this, sha'ir remained capable of arising in different backgrounds and merely required a person brave and strong enough to deal with genies. Wizards often have to study for years to learn how to fully mediate and control genies to bend them to their will. The sha'ir wizards were unique in not using spellbooks, but rather relying entirely on their genie familiar, known as a gen, to fetch their spells and magic from across the planes. Some sha'ir were known to be particularly cruel on their thralls, eventually earning their karmic comeuppance from stronger genies. Female sha'ir are sometimes called sha'ira. Sha'ir are known to carry daggers on their person, though they never wear armor, preferring to use magical items of defense.

Summon Gen Familiar

Beginning when you select this school at 2nd level, you can magically summon the genie that is bound to you, known as a gen familiar. It appears in an unoccupied space of your choice within 30 feet of you.

The familiar is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Gen Familiar stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the gen, choose a damage type listed in its Elemental Essence feature. You can determine the cosmetic characteristics of the familiar, such as its color and any visible effect of its Elemental Essence; your choice has no effect on its game statistics.

In combat, the gen shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the gen can take any action of its choice, not just Dodge.

The gen familiar remains until it is reduced to 0 hit points, until you use this feature to summon the familiar again, or until you die. Anything the gen familiar was wearing or carrying is left behind when the familiar vanishes.

Once you summon the gen familiar, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Gen Familiar[edit]

Small elemental, same as yours


Armor Class 13 + PB
Hit Points 1 + five times your wizard level (the familiar has a number of hit dice [d8s] equal to your wizard level)
Speed 5 ft., fly 15 ft.


STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 13 (+1) 12 (+1) 14 (+2)

Damage Resistances nonmagical slashing, bludgeoning, and piercing
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 0.5 ½ ( XP)


Elemental Essence. Gen familiars come in four varieties, like the best known genies. When you summon the familiar, choose a genie archetype: marid, dao, djinn, or efreet. The chosen archetype grants the familiar a corresponding ability and Primordial language:

Dao: The familiar can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through. This familiar can speak, read, and write Terran.
Marid: The familiar gains a swimming speed of 30 feet and can breathe both air and water. This familiar can speak, read, and write Aquan.
Djinn: The familiar knows the gust cantrip. This familiar can speak, read, and write Auran.
Efreet: The familiar is immune to fire damage. This familiar can speak, read, and write Ignan.

Limited Telepathy. The gen familiar can magically communicate simple ideas, emotions, and images with its master wizard so long as it is within 100 feet.

ACTIONS

Spark. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) damage. The damage for this attack depends on the familiar's Elemental Essence. Dao deal bludgeoning damage. Marids deal cold. Djinn deal slashing, and efreeti deal fire.


Gen familiars are small elemental genies who often served as special familiars to sha'irs in Zakhara, whether through contract or trickery. All sha’irs needed them to work their magic, as they serve as a focus and retriever of spells stored in an extraplanar space. As powerful as an individual sha'ir may be, they were utterly helpless without their loyal gen at their side. As a result, most sha'irs would even chose to aid their gen over a friend or comrade in arms. As for what gen are, some sha'irs believe that gen were the children of genies, which is why they are so small. Other sha'irs were convinced that gen were extensions of the sha'ir's hama, or spirit, rather than an external creature. Not surprisingly, when asked about the true nature of gen, the various genie races would not speak of the matter. It is unclear if gen are therefore a dirty secret or perhaps something unrelated entirely.


Extraplanar Magic Master

Using your special power over extraplanar creatures like genies, you ascend above needing a spellbook and use these creatures to your command instead, having them fetch your spells and act as your focus.

At 2nd level, you no longer use your wizard class spellbook to cast spells. While summoned, and within 30 feet of you, you can treat your Gen Familiar as a focus and cast spells from it. When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. It must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. This familiar can be a spellcasting focus only for your wizard spells.

Jann's Wrath

Starting at 6th level, your gen familiar's powers intensify your own magic. When you cast a spell through your gen familiar that deals damage, you can add your proficiency bonus to the damage roll.

Strengthened Contract

Beginning at 10th level, the connection between you and your gen familiar grows. While summoned, your familiar can now be within 60 feet of you to use it as a focus and cast spells. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Repository Restoration

Starting at 14th level, you can protect your gen familiar utilizing your own life force. As a bonus action, while your gen familiar is within 100 feet of you, you can reduce your own hit point maximum up to an amount equal to your familiar's hit point maximum. Your familiar gains a number of temporary hit points equal to the amount lost. You cannot regain the hit points you lost with this feature until you finish a long rest, during which your familiar also loses any temporary hit points it gained from this feature.

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