Sorcerous Origin: Sha'ir

After Emerick Faramond and his Faramond Company rediscovered the floating djinn city of Ahk Afah and the subterranean efreet metropolis of Ahk Al-Jamar, the magic of the genies began to flow more freely in Calimshan, and thus, the Realms.

## **Touch of the Elements**

Your innate magic comes from the genies and the elements that serve them. In ancient legend, the sha'ir were the great genie masters of Zakhara, far to the south of Faerun. By the hand of fate, the sha'ir and the genies share a mystic bond, through which the sha'ir serves as a conduit for the genies' magic. Either by mutual pact or subjugation, it is cosmic law that the genie serves the sha'ir. You have been so touched by the hand of fate and share a bond with an elemental companion that speaks on your behalf to its genie masters. Perhaps the great genie lords will grant your requests, or perhaps you will come away empty handed. May fate be ever on your side!

## **Bound by Fate**

Starting when you choose this origin at 1st level, you forge a bond with a small elemental familiar called a gen by beseeching the great masters of the dao, djinn, efreet, or marids. Each gen has a particular elemental affinity, as noted on the chart below.

**GENS**
 Djinnling
 Efreetikin
 Maridan

**Summon Gen.** The gen you choose has a large impact on your journey as a sha'ir. Although you cultivate a connection with all four elements, none are as powerful as the element your gen shares an affinity with.

You learn the *find familiar* spell, which does not count against your number of spells known. 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. Once you make your choice, you cannot choose a different familiar without making restitution to the geniekind associated with your current gen.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your gen to make one attack of its own with its reaction.

**Cosmic Blessing.** Your connection to the djinn, efreet, marids, or dao infuses you with the ability to cast certain spells. These spells are specific to the gen you have summoned, and you cannot cast them if your gen has been slain or banished. The effects of all cosmic blessings are considered to be associated with your gen's elemental affinity.

Once you gain access to these spells and your gen is not slain or banished, they are always considered known and they don't count against the number of spells you know. If you gain access to a spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

**DAOLANIN**
 3rd
 5th
 7th
 9th

**DJINNLING**
 3rd
 5th
 7th
 9th

**EFREETIKIN**
 3rd
 5th
 7th
 9th

**MARIDAN**
 3rd
 5th
 7th
 9th

## **A Thousand Pardons**

Starting at the 1st level, you can command your gen to search the Weave for a spell that you do not know and temporarily store the magic needed to cast the spell. During a long rest, you may request that your gen attempt to find a spell and it will teleport off to the necessary planes to search for the appropriate magic while you rest. The requested spell does not need to be a sorcerer spell, but you cannot request a spell of a level you do not have a spell slot for. If the spell requires material components with a cost indicated, the gen must be bribed with something equal to the required total in gold pieces (whether or not the component would be consumed) if you do not have the necessary components.

At the end of its search the gen will return, successful or not. To determine if your gen was successful, you must make a Charisma check upon the gen's arrival. The DC for the check is equal to 10 + the level of the spell being requested if the spell is a sorcerer spell, or 15 + the level of the spell if the spell is not a sorcerer spell. You may add your proficiency bonus to the roll if the elemental nature of the spell matches your gen's affinity. If the check succeeds, the gen retains the knowledge of the spell until you are ready to cast it. You must use one of your spell slots to cast the spell, and you can enhance it with metamagic as normal. If the spell is 1st-level or higher not a sorcerer spell, you must additionally expend 1 sorcery point per level of the spell in order to cast it. When you cast the spell once or if you take another long rest, your gen releases the knowledge of the stored spell.

If the Charisma check to fetch the spell fails, the gen returns empty handed and you cannot use this feature until you take another long rest. For this Charisma check, a 1 is always considered a failure and a 20 is always considered a success. Such is the power of fate.

* For example, Assad is a 2nd level sha'ir and wishes to cast the wizard spell *Tenser's floating disk*. The spell is 1st level that is not a sorcerer spell, which makes his DC to fetch the spell 16. Assad's Charisma modifier is +3. He rolls a 13 on his Charisma check, for a result of 16, and his gen returns with *Tenser's floating disk*.
* For another example, Fatima is a 12th level sha'ir with a Charisma modifier of +5, a proficiency bonus of +4, and a djinnling. She wishes to cast *wind walk*, a 6th level spell that is not a sorcerer spell, which makes the DC to fetch the spell 21. She may also add her proficiency bonus to the roll since the elemental nature of the spell matches her gen's affinity. She rolls an 14 on her Charisma check to fetch the spell, for a total of 23, and her gen returns with *wind walk*.

When you reach the 14th level, your gen can search for spells during a short or long rest. However, if your gen returns to you empty handed, you still cannot use this feature again until you take another long rest.

## **Lore of the Sands**

At the 6th level, you gain mastery of the ancient lore of Calimshan and distant Zakhara by interacting regularly with your gen, enabling you to recognize and comprehend the work of geniekind.

You can speak, read, and write Primordial. Whenever you attempt to assess the handiwork of the genies, you are considered proficient in the History skill and add double your proficiency bonus to your check instead of your normal proficiency bonus. You also double your proficiency bonus whenever you make a Charisma check when interacting with geniekind if your proficiency bonus applies to the check.

When crafting magical items used to entrap or control true genies, such as an efreeti bottle or ring of djinni summoning, you require half the time and gold needed to complete the item.

Additionally, you gain proficiency with Intelligence saving throws.

## **Elemental Exaltation**

Starting at the 14th level, you may harness the elemental power of your gen to temporarily transform it into a different elemental form.

When you are within 30 feet of your gen and can see it, you can use an action to expend 6 sorcery points to transform your gen into an elemental of challenge rating 5 or lower that matches your gen's elemental affinity. The gen's statistics are replaced by the elemental for the duration of the transformation and it cannot perform its normal duties as a gen while it is transformed. You must maintain concentration on the transformation as you would for a spell. The transformation lasts for 1 minute, until you lose concentration, or until the elemental is reduced to 0 hit points.

When the transformation ends, the gen's current hit points are replaced with the elemental's, and any additional hit points above the gen's maximum hit points are lost. If the elemental is reduced to 0 hit points, the gen dies and must be resummoned.

## **Most Worthy One**

Beginning at the 18th level, you can bind a genie in 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 range and shares an affinity with your gen. 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 chose 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.

Once you use this feature, you cannot use it again until you complete a long rest.