Wizard
Arcane Tradition:
The Sha´ir
In the Lands of Fate, those who form pacts and contracts with the elemental spirits known as Genies are known as Sha´irs, bound by fate to become master of the Geniekind, these wizard are seen with a healthy mix of fear and awe.
These mysterious and powerful wizards often became advisors or court mages of powerful kings, serving as nexus with the elemental powers. Many genies that were forced to deal with mortals often refused to cooperate unless they worked directly with a Sha´ir.
Shair Features
Level | Features |
---|---|
2nd | Elemental Dealings, Bound by Fate |
6th | Exalted Elementalist |
10th | Fateful Master |
14th | Most Worthy One |
Elemental Dealings
At 2nd level when you choose this arcane tradition choose between persuasion, intimidation or deception, you gain proficiency in the chosen skill; also you gain proficiency in one gaming set of your choice.
Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.
Bound by Fate
Drawn by fate, you gain servitude of a Gen Familiar. When you gain this feature you immediately add the Find Familiar spell to your spellbook. When you cast the spell, you must choose one of the following special forms instead of the normal forms for your familiar: daolanin, djinnling, efreetikin, or maridan (See tables bellow). Once you make your choice, you cannot choose a different familiar without making restitution to the geniekind associated with your current gen. Gen familiars work identically as a normal familiar. Aditionally when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction.
The Sha´ir can also request the Gen to search for a spell in the elemental planes, doing so will make the gen leave for 1d6+1 minutes. At the end of its search the gen will return, successful or not. To determine if your gen was successful, you must make an Arcana check upon the gen's arrival. The DC for the check is equal to 10 if the spell is in your spellbook or 15 if it´s not, you cannot request a spell of a level you do not have a spell slot for. You must use one of your spell slots to cast the spell. When you cast the spell once or if you take a long rest, your gen releases the knowledge of the stored spell.
The gen can search for a spell a number of times equal to your proficiency bonus after which it cannot do it again until after you finish a long rest.
Exalted Elementalist
At level 6th You can request your Gen to search for a divine spell instead of an arcane one, when doing so the Gen leaves for 1d4+1 hours, the DC for this Arcana Check is 20.
Also you gain resistance to a type of damage depending on your Gen affinity, thunder(Daolanin), lightning(Djinnling), fire(Efreetikin), cold(Maridan), as long as your familiar is summoned.
Fateful Master
Beginning at 10th level you can call forth a Genie into servitude for 1 hour. As an action, you can summon a djinni, efreeti, marid, or dao. Choose an area of air, earth, fire, or water that fills a 10-foot cube within a 60 ft. of you. If you know the true name of a particular genie, you may use it to summon that genie. A genie appropriate to the area you choice appears in an unoccupied space within 10 feet of it. The genie disappears when it drops to 0 hit points, when the hour ends, or when you dismiss it.
Once the genie appears, roll a d20. If you roll a 20, that genie is a noble of its kind and will offer you a wish. If you do not use the wish before the genie disappears, it is lost. Even if you encounter the same genie by using its true name to summon it, you must pluck the threads of fate anew each time it is summoned.
The genie is friendly to you and your companions. Roll initiative for the genie, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you) to the best of its abilities and interpretation. If you don't issue any commands, it defends itself from hostile creatures and may decide its own actions.
Most Worthy One
Starting at 14th level, you can make a contract of servitude with a Genie, doing so require that you can see the Genie and can speak with it and it can understand you, this contract takes 1 hour to be maded, after making the terms of the contract, the Genie is entitled to a Charisma saving throw against your wizard spell save DC, if the Genie is of the same affinity as your Gen or is entering the contract willingly it has disadvantage in the saving throw. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Also if it was conjured by "Fateful Master" then its duration becomes "Until you use that feature again".
Djinnling
Tiny Elemental, Chaotic Good
- Armor Class 12
- Hit Points 7 (2d4+2)
- Speed 0 ft. Fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 17 (+3)
Skills Perception +4, Persuasion +5
Damage Immunities Lightning, Thunder
Condition Immunities prone
Senses darkvision 60ft. passive perception 14
Languages Common, Auran
Challenge 1/2 (100 XP)
Innate Spellcasting The djinnling innate spellcasting ability is Charisma (Spell save DC 13). It can innately cast the following spells, requiring no components:
At will: detect evil and good, gust, planeshift (self only)
2/day each: fog cloud, tongues
Elemental Demise If The djinnling dies, its body desintegrates into a warm breeze, leaving behind only the equipment the gen was wearing or carrying.
Magic Resistance The djinnling has advantage on saving throws against spells and other magical effects.
Actions
Wind Strike Melee Weapon Attack: +4 to hit, 5 ft, one target. Hit: 4 (1d4+2) bludgeoning damage.
Thunderbolt Ranged Weapon Attack: +4 to hit, 30 ft, one target. Hit: 5 (1d6+2) lightning damage.
Invisibility The djinnling magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the djinnling wears or carries is invisible with it.
Born of Air
Air gens, called djinnlings, are small wispy humanoid air spirits with bluish skin and sparkling eyes. Djinnlings range in height from 8 to 12 inches. Their hair is usually black, white, or any manner of blue. Like their djinn masters, they dress in shimmering silks and gossamer veils. They tend to be aloof and moralistic, even more proud than the djinn themselves. Djinnlings can sometimes have a great sense of mischief, and are fond of playing pranks on sha'ir that mistreat them.
Flattering Servants. Djinnlings feel most at home in the open air, over the vast desert sky or soaring through the clouds. They are easily appeased with glittering gems, sumptuous fabrics, or exquisite sweets. Djinnlings tend to interpret tasks with the betterment of all parties in mind: its sha'ir, itself, and anyone else that might be affected by the task.
Elemental Nature. A djinnling doesn't require food, drink, or sleep, but it enjoys them.
Children of Earth
Earth gens, or daolanin, are small humanoid earth elementals with flesh as hard as rock. Daolanin stand just slightly shorter than maridans, ranging from 12-15 inches in height. Their skin is normally a rich copper but can fall anywhere in the tan and brown range. Hair is very dark, usually black. Males mostly prefer bald heads and sometimes let their facial hair grow and adorn it with metal studs and rings. Their eyes have a harsh stoicism to them and glitter like topaz or citrine. Daolanin are very direct, often unwaveringly blunt and tactless. They are also notoriously stubborn, with tales mentioning daolanin who remained in idealistic stalemates with their sha'ir for decades at a time. Daolanin are most comfortable with sha'ir who seek to better themselves and spare no expense in their pursuit.
Avaricious Opportunists. Daolanin mildly prefer to be surrounded by sand, rock, and dust, but not nearly as much as other gens prefer their own natural environments. Greed, above all else, is what truly drives a daolanin. They are easily courted by glistening gems, hard metals, minerals, and salts. When undertaking a task, the daolanin always approach the path of least resistance. They are lazy and decadent, considering their own betterment and time first. They are also quick to appease their sha'ir, as they've come to believe that a happy sha'ir is a self-indulgent one.
Elemental Nature. A daolanin doesn't require food, drink, or sleep, but it enjoys them.
Daoling
Tiny Elemental, Neutral Evil
- Armor Class 13 (natural armor)
- Hit Points 10 (3d4+3)
- Speed 30 ft. Fly 40 ft. (hover)
STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 13 (+1) 11 (+0) 13 (+1) 14 (+2)
Skills Athletics +4. Insight +3
Damage Immunities Poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Petrified, poisoned
Senses darkvision 60ft., tremorsense 30 ft. passive perception 11
Languages Common, Terran
Challenge 1/2 (100 XP)
Innate Spellcasting The Daoling innate spellcasting ability is Charisma (Spell save DC 12). It can innately cast the following spells, requiring no components:
At will: detect evil and good, planeshift (self only)
2/day each: entangle
1/day each: earth tremor, tongues
Elemental Demise If The daoling dies, its body desintegrates into a crystaline powder, leaving behind only the equipment the gen was wearing or carrying.
Magic Resistance The daoling has advantage on saving throws against spells and other magical effects.
Actions
Earth Strike Melee Weapon Attack: +4 to hit, 20 ft, one target. Hit: 6 (2d4+2) bludgeoning damage.
Smash Melee Weapon Attack: +4 to hit, 5 ft, one target. Hit: 6 (1d8+2) bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
Invisibility The daoling magically turns invisible until it attacks or until its concentration ends(as if concentrating on a spell). Any equipment the daoling wears of carries is invisible with it.
Efreetikin
Tiny Elemental, Lawful Evil
- Armor Class 12
- Hit Points 9 (2d4+4)
- Speed 30 ft. Fly 50 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 15 (+2) 13 (+1) 15 (+2)
Skills Athletics +3. Deception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses darkvision 60ft. passive perception 12
Languages Common, Ignan
Challenge 1/2 (100 XP)
Innate Spellcasting The efreetikin innate spellcasting ability is Charisma (Spell save DC 12). It can innately cast the following spells, requiring no components:
At will: detect evil and good, control flames, planeshift (self only)
1/day each: heat metal, tongues
Elemental Demise If The efreetikin dies, its body desintegrates into a flash of fire and puff of smoke, leaving behind only the equipment the gen was wearing or carrying.
Magic Resistance The efreetikin has advantage on saving throws against spells and other magical effects.
Actions
Fire Strike Melee Weapon Attack: +4 to hit, 5 ft, one target. Hit: 4 (1d4+2) bludgeoning damage plus 2 (1d4) fire damage.
Flame Dart Ranged Weapon Attack: +4 to hit, 30 ft, one target. Hit: 5 (1d6+2) fire damage.
Invisibility The efreetikin magically turns invisible until it attacks or until its concentration ends(as if concentrating on a spell). Any equipment the efreetikin wears of carries is invisible with it.
Flickers of Flame
Fire gens, known as efreetikin, are little humanoid fire spirits whose bodies constantly crackle with flame. Their skin is usually dark as soot or in reddish tones, and their hair can be jet black or any shade found in a flickering tongue of fire, including pale blue. They are relatively tall for gens, usually 10 to 14 inches in height. The eyes of efreetikin glitter like glowing embers. They prefer opulent adornments like velvets and damasks. Efreetikin are abrasive and judgmental, easily losing their tempers and prone to quarreling. They can also be quite passionate, and appeasing their inner fire can easily garner favor. Although efreetikin tend toward an evil alignment, this does not mean they only bond with evil sha'ir. It does, however, mean that they will seek to intimidate or subvert a sha'ir that does not share their own ideals.
Hearts of Fire. Efreetikin are most comfortable in places of extreme heat, such as near a blazing forge or under the relentless desert sun. They favor gifts of decadence, preferring lush brocades, polished precious metals, and exotic spices. Tasks are undertaken with the efreetikin's best interest in mind, and they are as infamous as their greater kin for twisting the meaning of words to suit their wants. Sha'ir who bond with efreetikin learn to be very careful with their choice of wording.
Elemental Nature. An efreetikin doesn't require food, drink, or sleep, but it enjoys them.
Seafoam and Salt
Water gens, also called maridans, are diminutive humanoid water elementals with bodies and hair that glisten as droplets of dew and mist. Their skin is in green and blue shades while their hair can also reach the light tones of seafoam. As the marids are the largest of the genies, the maridans are the largest of the gens, reaching up to 16 inches in height. Their eyes have an opalescent sheen like pearl or abalone. Maridans dress themselves in flowing, oversized garb and favor jewelry of shell, coral, and pearl. They tend to be capricious and playful, often not thinking through the consequences of their whims. Their nature is chaotic and they have very short attention spans. Maridans prefer sha'ir who possess an overactive sense of wonder and who are as easily distracted as they are.
Exalted through Servitude. Maridans enjoy environments that are humid and damp, preferring to be near large bodies of water or, at the very least, the occasional oasis reflecting pool. Their eyes brighten at being presented with the bounties of the sea, including all manner of fish and shellfish. They work pieces of coral and shell together to create elaborate jewelry embellished with pearls, sapphires, and emeralds. A maridan seeks any opportunity to ingratiate itself to its genie masters, including appeasing its sha'ir. When considering a task, it thinks first of its sha'ir. Maridans think little of themselves with each individual task, preferring to play the long game and eventually become exalted by the marid lords through excellent service.
Elemental Nature. A maridan doesn't require food, drink, or sleep, but it enjoys them.
Maridan
Tiny Elemental, Chaotic Neutral
- Armor Class 12
- Hit Points 10 (3d4+3)
- Speed 30 ft. Swim 90 ft. Fly 60 ft. (hover)
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 16 (+3)
Skills Perception +4. Insight +4
Damage Immunities Cold, Acid.
Senses blindsight 30ft. darkvision 60ft. passive perception 14
Languages Common, Aquan
Challenge 1/2 (100 XP)
Innate Spellcasting The Maridan innate spellcasting ability is Charisma (Spell save DC 13). It can innately cast the following spells, requiring no components:
At will: detect evil and good, frostbite, shape water, planeshift (self only)
1/day each: tongues, water walk (self only)
Elemental Demise If The maridan dies, its body desintegrates into a burst of water and foam, leaving behind only the equipment the gen was wearing or carrying.
Magic Resistance The maridan has advantage on saving throws against spells and other magical effects.
Actions
Water Strike Melee Weapon Attack: +4 to hit, 5 ft, one target. Hit: 4 (1d4+2) bludgeoning damage.
Tidal Wave(Recharge 6) The maridan creates a rushing wave of water in a 15-foot cone. Each creature in that area must succeed on a DC13 Dexterity saving throw, taking 5 (2d4) bludgeoning damage on a failed save, or half as much on a successful one. A cretaure that fails its save is also pushed up to 10 feet away and its knocked prone.
Invisibility The maridan magically turns invisible until it attacks or until its concentration ends(as if concentrating on a spell). Any equipment the djinnling wears of carries is invisible with it.