TEXT: Sha’ir
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  Sha'ir
  You are a sha'ir (shai'ra if female), an individual of rare and exceptional intelligence and ability,
  who bargains with and receives power from geniefolk. Through the power of your words and the
  force of your personality, you cajole, command, or even imprison these powerful beings to bend
  them to your will.
  Key Attribute: Charisma
  HD: 1d4+4 (plus Con bonus if any) per level up to 9th level, then 2 hp/level.
  Armor: light
  Weapons: one-handed sword, dagger, quarterstaff, sling or staff sling
  Skills: Arcane Lore, Persuasion, plus 4 of: Athletics, Apothecary, Deception, Detection, Divine
  Lore, Gather Information, General Lore, Insight, Leadership, Stealth.
  Sha’ir Class Advancement
  Level
  Attack Bonus
  Special Features
  Spell Mastery Level
  1
  0
  Gen Familiar, Genie Magic
  1
  2
  1
  Genie Lore
  1
  3
  2
  Unique Feature
  2
  4
  2
  New Skill
  2
  5
  3
  Call Janni
  3
  6
  4
  Unique Feature
  3
  7
  5
  Genie Bargain
  4
  8
  5
  New Skill
  4
  9
  6
  Unique Feature
  5
  10
  7
  Gen Master
  5
  11
  8
  Craft Genie Prison
  6
  12
  8
  Janni Lord
  6
  
  Gen Familiar (1st Level)
  The primary feature of the sha'ir is the ever-present elemental familiar called a gen. Appearing as
  a diminutive version of one of the four types of genie (dao, djinn, efreet, marid), the gen eagerly
  works for their sha'ir and often travel the planes in search of magic or items for their master.
  Most gen are fanatically loyal and serve for the entirety of the sha'ir's life. The gen has the
  following stats:
  AC 12 + sha'ir's Cha modifier, HD 1, hp 5 Dagger 1d4+1 point of elemental damage, 19: target
  suffers Disadvantage on atks for 1 round, S7 D16 C12 I5 P16 W15 Ch10, L special (use sha'ir's
  Luck), Mv (fly) 90 ft.
  The ritual required to summon and bind a gen takes many hours. A sha'ir spends time fasting and
  communing with the nature of the elemental plane from which the gen will emerge to ensure
  success. A sha'ir cannot be interrupted during this time or the ritual is ruined and the process
  must begin again.
  As an action, a sha'ir can hear and see whatever their gen experiences, though doing so blinds
  and deafens the sha'ir to their own local surroundings. The two can also communicate at will
  with each other through a mental link within 500 feet.
  The primary function of the gen is to enable the sha'ir to use magical spells (see Genie Magic,
  below), but they can also confer a number of other benefits. At 1st level, the sha'ir receives a
  number of gen blessings equal to their Cha modifier. Each level thereafter, the sha'ir gains one
  additional blessing, and if desired, my substitute one known blessing for another.
  You begin an adventure with one use of these blessings per level. You may regain expended uses
  by taking short or long rests (p.81). If a blessing requires a Cha check, you may use your Reroll
  Pool. Note that the effect of some of the Blessings depend on which kind of gen you have bound
  to yourself. Each use of a blessing requires you to spend Favour to appease geniekind or risk a
  Rebuke (see Gaining Genie Favour, below).
  Blessings of the Gen:
  ●
  Distract Enemy: the gen can distract an enemy within 10 ft of you with sparkling
  flashes, dive-bombing flights, or other means. The enemy suffers disadvantage on their
  next attack action.
  ●
  Elemental Protection: Because of your connection to your gen, you gain a limited
  resistance to its native element: cold (daolani), lightning (djinnling), fire (efreetikin), or
  acid (maridan). You reduce 2 points of damage from any single attack causing these kinds
  of damage. Each time you take this blessing after the first, your resistance doubles (e.g., 2
  to 4, 4 to 8, etc.).
  
  ●
  Fetch Mundane Item: Your gen can go in search of a mundane item that weighs less
  than 5 lbs. and costs less than 10gp, returning the item to you in 1d6 rounds.
  ●
  Relay Distant Sight: Your gen vanishes to a distant location but gives you the ability to
  see what it sees regardless of distance. This Blessing mimics the spell Sight Beyond Sight.
  ●
  Retrieve Lore: Once per adventure, your gen may conduct extraplanar research to give
  you a useful insight. Bearing in mind your party goals, the GM will remind you of an
  important piece of information, spotlight an overlooked clue or connection, or provide
  some other inspiration.
  ●
  Spell-Like Blessing: Your connection with your familiar allows you to harness the power
  of the gen's native element, gaining a blessing that mimics the following spells: One With
  the Deep (sha'ir only) (maridan), Wings of the Starless Abyss (djinnlings), Curse of
  Searing Steel (efreetikin), Bound By the Black Spiral (daolani).
  ●
  Sacrifice: the gen can interpose itself between you and a single directional attack,
  absorbing the damage you would have taken. (This blessing works similarly to sundering
  a shield). If the damage you would have taken is more than 5hp, the gen is
  disincorporated and will not reform for 1d6 rounds, during which time no Blessings or
  Spell Retrieval can be used.
  ●
  Trait of the Gen: this blessing confers one ability, based on the nature of the gen:
  ○
  strong as earth (daolani) Your Str increases to 19 for a number of rounds equal to
  your Cha modifier.
  ○
  light as air (djinnling) You may leap 30' in any direction.
  ○
  burn like fire (efreetikin) Your attacks deal an extra1d6 fire damage for a number
  of rounds equal to the your Cha modifier
  ○
  flow like water (maridan) When damaged by a non-magical ranged attack (dagger,
  arrow, boulder, etc), this ability may be triggered to negate it.
  ●
  Tongue of the Poet: You gain Advantage on Persuasion and Deception checks (with
  mortals only, not geniekind).
  ●
  Force of Personality: You may replace a Luck (Will) save with a Luck (Cha) save
  instead.
  Genie Magic (1st Level)
  A sha'ir does not study spells like a traditional wizard. Instead, the sha'ir's gen retrieves genie
  magic for their master. Once retrieved, a spell remains set in the sha'ir's memory, like a wizard's
  prepared spell, until cast or until a number of hours pass equal to the sha'ir's class level, after
  which the spell fades and must be retrieved again for subsequent use. A sha'ir can request a spell
  of any level equal to or less than their Spell Mastery Level, and can hold a number of spells in
  memory equal to their Cha modifier. If this allotment of held spells is full, the sha'ir cannot send
  their gen to retrieve another spell until one or more current spells are used or expired, preventing
  them from hoarding magic.
  
  Requesting a Spell: In order to request a spell, a sha'ir needs to know of the spell's existence.
  Basic spells (Levels 1, 2, and 3) are considered common knowledge, but the sha'ir needs to have
  actually seen more advanced spells cast in order to request them. Once a sha'ir states which spell
  they require, the gen travels to the appropriate plane and fetches it for their master. Gen require a
  number of rounds equal 1d4+ spell level to find a requested spell, and are not available to aid the
  sha'ir in other ways during that time. Once a spell is requested, the sha'ir cannot cancel the
  request or recall the gen. They are forced to wait for the gen to return.
  Favour: Dealing with geniekind is an endless series of bargains, contracts and favours that can
  be called upon in either direction. This works similarly to Favour in the Cultist core class. A
  sha'ir either has Favour or not, though they are assumed to begin each new adventure with
  Favour. If a sha'ir has Favour, they can spend it to request a spell with no adverse effects; this
  represents the sha'ir calling in past Favours owed to them by geniekind.
  If the sha'ir requests a spell without Favour, the sha'ir makes a Charisma check at the end of the
  gen's retrieval time, with a -1 penalty per spell level above 1st. On a success or great success, the
  gen retrieves the requested spell. On a failure, the gen returns empty-handed and the sha'ir
  suffers a Genie Rebuke. On a natural 20, the Sha'ir suffers a Rebuke and the gen never returns,
  presumably lost or destroyed. In this situation, a new gen must be summoned before the sha'ir
  can retrieve spells or enjoy the Blessings of the Gen once again.
  Genie Lore (2nd Level)
  Sha'irs have a great deal of contact with elemental entities, and pick up a great deal of
  information about them, giving them the following benefits:
  You can recognize the craftsmanship of any item or magical effect created by geniekind. To use
  this ability, you must make a successful Int (Arcane Lore) check. You receive a bonus on this
  check equal to your sha'ir level.
  You may select Aquan, Auran, Ignan, or Terran as a bonus language available to you.
  Unique Feature (3rd, 6th, 9th and 12th level):
  See pages 15 and 43 in the LFG rule book.
  New Skill (4th and 8th level):
  At 4th and 8th level, you gain one new skill.
  Call Janni (5th Level)
  
  You can call forth a jann, a genie of midrange power. This being will arrive in a neutral state,
  neither angry with you nor immediately disposed to help. By making a Persuasion check, you
  can try to enter into a bargain with the jann. On a Great Success, the jann will help you to the
  absolute best of its ability, including combat. On a normal success, the jann will seek to aid you,
  but will stop short of entering combat on your behalf. On a failure, the jann will simply leave. On
  a natural 1, the jann will fly into a rage and attack you. A jann willing to help will serve for a
  number of rounds equal to your Charisma ability score. They have the following statistics:
  JANN Armour Class: 15 Hit Dice: 6 Attacks: Scimitar 1d8+1 Nat 19: the jann uses dark sorcery
  against the target. The victim rolls on the Dark & Dangerous Magic table. S:14 D:16 C:10 I:14
  P: 15 W:14 Ch:14 Luck: 8 Move: 30 ft or 60 ft when flying
  Jann resemble powerfully built humans or elves. Members of both sexes are usually quite
  attractive. The average janni stands between six and seven feet (180 to 210 centimeters) tall.
  Their skin is the color of golden sand or earth. Their eye color varies greatly, but always holds a
  supernatural intensity.
  Janni are consummate spell casters, able to cast any of the following spells up to three times per
  day: Lash of Unerring Pain, Gaze of Beguilement, Shennog’s Blessing, A Wisp Unseen, Curse of
  Searing Steel, Waking Dream.
  Janni are protected by 50% Magic Resistance.
  Genie Bargain (7th Level)
  Once a sha'ir gains a moderate amount of power they are able to call upon true genies—djinn,
  dao, efreet, or marids. Most sha'irs typically call a genie native to the same elemental plane as
  their gen. This power can only be used once per month.
  Successfully calling a genie does not mean that the arriving genie is friendly. Genies who are
  attacked by anything upon their arrival instantly lash out at their attacker and the sha'ir,
  regardless of whether or not the sha'ir had anything to do with the attack in the first place. A
  genie will not perform services for the sha'ir unless it is bribed, threatened, or otherwise
  convinced to help. Genies aligned with the same elemental plane as a sha'ir's gen are more likely
  to offer their services. The opposite is true for sha'irs whose gen are from a different elemental
  plane than that of the genie.
  Genie services include building, transportation, protection, or using the genies' inherent abilities.
  Wishes can also be granted but only if the genie is able to figure out a way to twist them to its
  own advantage. The maximum amount of time a genie can be bound in this way is 101 hours (4
  days and 5 hours).
  
  Genies under contract with a sha'ir heed their commands, but commands conflicting with the
  genie's nature can carry unwanted results. For example, if a sha'ir requests that a good-natured
  genie steal an item, the genie might perform the task and return with the item, but it would leave
  a letter with the victim of the theft explaining where the sha'ir might be found. The same
  guideline applied for evil-natured genies asked to perform an act of kindness.
  A sha'ir who allows their bound genie to die while under contract could not call or bind another
  genie for 100 days. The next attempts to bind genies of the same kind that died were much more
  difficult (Charisma checks will be made at Disadvantage).
  Common contract demands from genies include:
  ●
  the sha'ir will immediately release the genie from servitude if any other contract demand
  was broken;
  ●
  the sha'ir agrees to disdain from asking for wishes;
  ●
  the sha'ir agrees never to use a genie prison on the genie;
  ●
  the sha'ir allows the genie a one day break every ten days;
  ●
  the sha'ir shares treasure with the genie, (sharing large amounts of treasure with genies
  was an easy way to make bound genies happy and eager to serve);
  ●
  the genie will be allowed to flee (and return later) if it was critically injured during
  combat; or
  ●
  the genie will be free from the contract upon the sha'ir's death.
  Sha'irs who call upon genies too often have a greater chance of randomly being visited by genies
  who task them with a small quest. Refusing these quests harms the sha'ir's reputation within the
  genie circles. If a sha'ir refuses enough genies in this manner, then that specific type of genie will
  refuse to answer calls for a full year.
  Negotiating the Contract. Negotiating terms with a powerful genie is a complex process, and
  the GM will usually set this up as a social Challenge, with multiple success needed before a
  certain number of failures. Genies are free to add or remove details from the contract. Any
  number of factors can influence the genie's willingness to accept the contract (indicating
  increased numbers of Success needed to win the contract), including:
  ●
  the sha'ir's natural charisma,
  ●
  how powerful or weak the genie considers the sha'ir to be,
  ●
  whether or not the sha'ir has bound previous genies, (sha'irs are more likely to bind
  genies if they had bound genies in the past,)
  ●
  the sha'ir's acceptance or denial of the genie's specific contract demands, or
  ●
  if the sha'ir has ever used a genie prison.
  The GM has the final call on the terms of the Genie contract.
  
  Gen Master (10th Level)
  You gain a second gen of the same or a different element and can control or command them
  independently. You may not have two gens diametrically opposed elements, such as water and
  fire, or air and earth.
  Craft Genie Prison (11th Level)
  This bold ability allows you to craft a specialized cell designed to ensnare a genie against its will.
  Genie prisons are used sparingly or in extreme situations when you need to remove a genie
  hindering your goals. These special cells are also used to force a genie to do the sha'ir's bidding,
  with freedom being its reward for services rendered. Sha'irs often use a genie trapped in this
  manner to force them to do things that they would not normally do, such as grant wishes.
  The genie prison must be completely constructed before an attempt can be made to trap a genie.
  Genie prisons can be made from any material, but some kind of metal was often selected for its
  durability. If a genie prison is physically destroyed, then all of its magic is released, along with
  an irate genie. Common genie prisons include rings, lamps, bottles, gems, and shells.
  Once the genie prison is successfully constructed and imbued with magic, the sha'ir has exactly
  ten days to capture a genie before the magic from the prison expired. Sha'irs can capture specific
  genies if called, or random ones that they encounter along their travels. A sha'ir must be within
  100 yards of a genie to attempt to capture it.
  Genies trapped within a genie prison can only gain their freedom if the prison was destroyed or if
  they are willingly released by the sha'ir based on the sha'ir's terms. Sha'irs can imprison up to
  five different genies at any given time, though each genie needed a separate genie prison.
  Since holding a genie against their will is a hostile act, the genie community takes note of sha'irs
  who abuse this power. Genies typically refuse to deal with sha'irs who trap other genies, and any
  sha'ir gaining an audience with a genie lord is required to justify their actions for using a genie
  prison or face harsh consequences.
  Janni Lord (12th Level)
  You gain a permanent jann henchman, who serves you willingly as a henchman. They follow the
  usual rules for henchman, and expect to be treated well. Abusing one's janni henchman will be
  reported among geniekind and will negatively affect deals and bargains with other genies.
  Gaining Genie Favour
  Gaining the Favour of geniekind works somewhat differently than the concept works for the
  Cultist core class. Rather than living by a set of prescribed tenets, the sha’ir must constantly
  
  negotiate with their gen or other genie and grant Concessions that they do for the genie in return
  for Favour.
  Concessions vary (and the GM is encouraged to add unique Concessions of their own), but
  generally fall into 1 of 6 categories:
  1.
  Treasure. The sha’ir must procure expensive items or give coins and treasure directly to
  the genie.
  2.
  Services. The sha’ir must perform a service...and the reason is not always clear.
  3.
  Experiences. The sha’ir facilitates the genie to experience a portion of mortal life that the
  genie may not understand or normally be able to witness.
  4.
  Prohibitions. The sha’ir accepts a certain taboo or restriction in order to show their
  devotion to geniekind.
  5.
  Sacrifices. The sha’ir directly gives up something from themselves to the genies.
  6.
  Entertainment. The sha’ir provides for their gen a pleasant diversion of various kinds.
  To know what is necessary to gain Favour, the sha’ir PC rolls 2d6. The first die indicates the type
  of Concession, while the second indicates the requirement to gain Favour. Once per adventure,
  the sha’ir may reject the offered Concession and renegotiate (that is, reroll on the Concession
  table). However, attempting to renegotiate more frequently signals to the geniekind that this
  particular sha’ir is selfish, and no Favour will be given until one of the offered conditions is met.
  Roll
  (2d6)
  Concession
  11
  The sha’ir must give your gen 1d6x10gp.
  12
  The sha’ir must provide an ornate traveling accommodation for your gen. This may
  be something like a bottle, lamp, shell, or container of some kind that must be
  crafted by an artisan and be worth at least 50gp.
  13
  The gen requests 2d6x10gp payment in a form precious to the element, e.g. perfume
  for air; incense for fire; gold ore for earth; or wine for water.
  14
  The sha’ir must give their gen a gemstone of a color matching its element (air=clear,
  water=blue, fire=red, earth=green) whose value must be at least 100 gp. No other
  color of stone or monetary equivalent will be accepted.
  15
  The genie requests an intricately-woven (but non-magical) carpet worth at least
  50gp. The weaving must depict motifs specific to the genie’s element.
  16
  The sha’ir must surrender something of personal significance to show their
  commitment to geniekind. The monetary value is less important than its value to the
  sha’ir.
  
  21
  The genie demands the sha’ir defame an opposite element. For example, water
  might require the sha’ir to extinguish a memorial eternal flame or fire might ask
  them to poison a well. Air might ask them to shatter a specific statue, and earth
  might require them to silence a ritual horn. The sha’ir might be able to persuade the
  spirit to change targets.
  22
  Asks the sha’ir to procure or create a remarkable work of art that praises the element
  in question. The patron may have a lead on such a work it wishes the party to obtain.
  23
  Begs that the sha’ir perform some seemingly innocuous act such as visiting a widow
  or hiring a shoeshine. The elemental is not likely to waste the favor of powerful
  adventures on frivolities though, and the GM is encouraged to tie such a favor into
  whatever plot he or she desires.
  24
  Bargains for the sha’ir to return an elemental gone wild. The PC must capture a
  rogue elemental, alive as it were, and return it to the patron. How to subdue and
  transport an unruly elemental is an interesting dilemma.
  25
  Asks the sha’ir to help fulfill a specific wish, such as making a specific person fall in
  love with another specific person, giving a horse to a young child, or helping a
  person win a political position.
  26
  Gives the PCs a small vessel, asks that they expose it to dragon's breath, and then
  return it to the genie within a year and a day.
  31
  The sha’ir must consume a feast of excellent food and wine, eating thrice the normal
  portion you normally would, but the genie will exact a price of claiming the taste
  and nourishment from the meal. To the sha’ir, the feast will be bland and tasteless
  and will not satisfy their hunger.
  32
  The sha’ir must smoke a pipe or hookah of fine tobacco and blow the smoke around
  their gen for at least half an hour.
  33
  The genie wants to know what it's like to be mortal. The GM chooses a concept the
  genie would not understand but mortals would (ex. death, acne, exhaustion). The
  sha’ir, in character, must try to explain it.
  34
  The gen wants to experience a mortal argument. The sha’ir must become involved in
  a heated argument with someone and allow the gen to watch.
  35
  The gen has always been fascinated by barroom brawls. Before it grants Favour
  again, it wants the sha’ir to participate in such a fight involving at least 10 people.
  36
  The gen does not understand mortal courtship rituals, and wants the sha’ir to
  demonstrate such behavior with another person before Favour is granted.
  41
  The sha’ir must abstain from any kind of alcohol for a minimum of 1 week before
  Favour will be granted.
  
  42
  The sha’ir must eschew the color red forevermore, both in clothing and
  accoutrements.
  43
  The sha’ir must not speak for 24 hours. During this time, the gen (controlled by the
  GM) will speak on their behalf.
  44
  For 48 hours, the sha’ir must always be the first person through a doorway. If
  another person goes first, Favour is lost.
  45
  For 1 week, the sha’ir can consume no food they have not cooked or prepared with
  their own hands.
  46
  When conversing with any genie, the sha’ir can never use the pronoun “I” but must
  use such deferential terms as “your humble servant” or “your most unworthy
  companion.”
  51
  The genie takes the sha’ir’s next long rest. While the other party members are
  resting, the sha’ir will be doing things for geniekind, denying them the benefits of a
  long rest.
  52
  The sha’ir disappears for an hour. They return with no memory of the intervening
  time, but their Con has dropped 1d2 points.
  53
  The sha’ir’s hair immediately grows 12 inches. When they next use the genie’s
  Favour, all of their hair vanishes from their head.
  54
  The sha’ir must give the genie a portion of their Luck (the PC’s Luck score drops by
  1).
  55
  The genie brands the sha’ir with its mark. This is a permanent glyph or sigil similar
  to a tattoo that cannot be removed.
  56
  The sha’ir promises some of their life essence. The next time Favour is used, the
  sha’ir suffers a 5hp loss.
  61
  The sha’ir must give their gen familiar an entire 24 hours off. No spells can be
  retrieved or active use of the gen can occur in this period.
  62
  The sha’ir must regale the gen with an exceptional story. At the end, the sha’ir must
  make a Charisma check. A Great Success wins Favour. With all other results, the
  sha’ir must begin again with a different tale.
  63
  The gen requests music be played and sung in their presence. The sha’ir must do this
  themselves or may pay another to do so.
  64
  The sha’ir must dramatically tell someone of their most recent adventure,
  emphasizing (and preferably over-stating) the genie’s role in the events.
  
  65
  The gen finds organized religion curious and amusing. To gain Favour, the sha’ir
  must take the gen to a formal religious ceremony (where, at the GM’s discretion, the
  gen must be a little disrespectful).
  66
  The genie is a lover of the arts and will only grant Favour after being taken to the
  theatre, opera, dance performance, or appropriate arts display for the setting.
  
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  COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Supplemental/Sha'ir Class (LowFG).pdf