Sha'ir
The sha'ir are bonded to mighty and mysterious Djinn. The nature of their bond with one of the five elemental powers of the realm is one of great mystery and distrust among the land. While some have forged weaker bonds with these powerful beings, those who delve deep into it are the true sha’ir. Despite the stigma that it might bring to one’s life, taking the bond can lead to great power and opportunity. For some it is merely a means to survive.
A New Power in the Land
Sha'ir are new the world. While arcane practices and the gifts of the divine are well known throughout the land, the ability to harness the raw elemental powers of djinn is as new as their appearance. Those who have made bonds with djinn have been blessed with new powers tying them intimately to the elements the djinn gain their powers from. The result changes the user the more that they pull from the power of their bond.
Mistrusted
As with most things new, sha'ir find themselves in a strange place throughout the land. They are not the only people to harness the power of powerful beings, but they are the newest. In many parts of the world, they are viewed as being dangerous and untrustworthy. Perhaps it is the way that they can physically change with their powers that makes them harder to accept. After all, the last time that people took upon powers of the gods that changed their physical being, it caused a war that drowned the sands in blood.
Your bond with the Djinn affects the powers of certain spells and features that come with it.
| Element | Damage Type |
|---|---|
| Light | Radiant |
| Sand | Bludgeoning |
| Storm | Lightning |
| Water | Cold |
Creating a Sha'ir
As you create a sha'ir it is important to ask yourself what elemental djinn do you want to make your bond with. Each type of djinn has a different temparament and it may be useful to consider if you want that to match your own character's way of life. Of course, it can also be interesting to have a contentious relationship with the spirit you gain power from.
Light djinn tend to be consistent and over bearing in their direct manner. They are unwavering and constant. Sand djinn are easy going, moving where ever the winds might take them across the land. Which is very unlike storm djinn who are violent and prone to sudden outbursts. Or finally the water djinn, which is tranquil and calm, bringing life and restoring balance to those in need. This is a relationship that will be consistent through your life. Though the djinn does not speak outright, it does communicate through images and feelings.
Being a sha'ir is a difficult path because they are just beginning to pave their way in the world. They have a difficult path of trying to secure trust from a world that looks at them as an oddity that poses potential dangers to the equalibrium that has existed thus far. You should consider how you gained your powers and how you feel about the way that society views you. What is it that you want to gain now that you have chosen to walk this path. Perhaps, you do not care what they think and desire to walk your own path, or do you seek to convince them that sha'ir are like anyone else? Some may be dangerous, but many are just trying to get by.
Quick Build
You can make a Sha’ir quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Next choose the hermit background.
Class Features
As a sha'ir, you gain the following class features
Hit Points
- Hit Dice: 1d8 per sha'ir level
- Hit Points at 1st Level: 8 + your Constitution Modifier
- Hit Points at Higher Levels: ld8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from skills Arcana, Deception, Insight, Nature, Perception, Persuasion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) Any Martial weapon
- (a) any Simple weapon or (b) Shield
- Leather Armor, Explorer's Pack, and a dagger
Sha'ir
| Level | Proficiency Bonus | Surge Points | Features | Djinn Blessings | Cantrips Known | Spells Known | Maximum Spell Level |
|---|---|---|---|---|---|---|---|
| 1st | +2 | 4 | Djinn Bond, Spellcasting | - | 3 | 2 | 1 |
| 2nd | +2 | 6 | Djinn Blessings | 2 | 3 | 3 | 1 |
| 3rd | +2 | 14 | Bond Feature | 2 | 3 | 4 | 2 |
| 4th | +2 | 17 | Ability Score Improvement | 2 | 4 | 5 | 2 |
| 5th | +3 | 27 | ─ | 3 | 4 | 6 | 3 |
| 6th | +3 | 32 | Bond Feature | 3 | 4 | 7 | 3 |
| 7th | +3 | 38 | ─ | 4 | 4 | 8 | 4 |
| 8th | +3 | 44 | Ability Score Improvement | 4 | 4 | 9 | 4 |
| 9th | +4 | 57 | ─ | 5 | 4 | 10 | 5 |
| 10th | +4 | 62 | Bond Feature | 5 | 5 | 11 | 5 |
| 11th | +4 | 68 | ─ | 5 | 5 | 12 | 5 |
| 12th | +4 | 74 | Ability Score Improvement | 6 | 5 | 12 | 5 |
| 13th | +5 | 74 | ─ | 6 | 5 | 13 | 5 |
| 14th | +5 | 82 | Bond Feature | 6 | 5 | 13 | 5 |
| 15th | +5 | 82 | ─ | 7 | 5 | 14 | 5 |
| 16th | +5 | 94 | Ability Score Improvement | 7 | 5 | 14 | 5 |
| 17th | +6 | 94 | ─ | 7 | 5 | 15 | 5 |
| 18th | +6 | 102 | ─ | 8 | 5 | 15 | 5 |
| 19th | +6 | 102 | Ability Score Improvement | 8 | 5 | 15 | 5 |
| 20th | +6 | 102 | Twin Soul | 8 | 5 | 15 | 5 |
Djinn Bond
The source of a sha'ir's power is the bond they forge with a djinn. Choose a Djinn Bond, which describes the source of your elemental magical power: Sand, Water, Storm and Light Bonds, all detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th and 18th level.
Spellcasting
Your bond has given you the ability to cast spells tied to the elements. See chapter 10 for the general rules of spellcasting and the end of this document for the sha'ir spell list.
Cantrips
You know three cantrips of your choice from the sha'ir spell list. You learn additional sha'ir cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sha'ir table.
Surge Points
The Sha'ir table shows you how many surge points you have to cast spells with. To cast one of your spells you must expend a number of surge points.
For example, if you know the 1st-level spell burning hands you would use 2 surge points to cast the spell. For any spells that can be cast at higher levels, use the amount of spell points needed to cast it at the level you desire
Spell Cost Table
| Spell Level | Spell Cost |
|---|---|
| 0 | 0 |
| 1 | 2 |
| 2 | 3 |
| 3 | 5 |
| 4 | 6 |
| Spell Level | Spell Cost |
|---|---|
| 5 | 7 |
| 6 | 9 |
| 7 | 10 |
| 8 | 11 |
| 9 | 13 |
Spells Known
You know two 1st-level spells of your choice from the sha'ir spell list.
The Spells Known column of the sha'ir table shows when you learn more sha'ir spells of your choice. The Maximum Spell Level column shows you the highest spell level you can learn. For instance, when you reach 3rd level in this class, you can learn one new spell of the 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sha'ir spells you know and replace it with another spell from the sha'ir spell list.
Spell Casting Ability
Charisma is your spellcasting ability for your sha'ir spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sha'ir spell you cast and when making an attack roll with one
Spell Save DC
Spell attack modifier
Spellcasting Focus
Due to your bond, your djinn acts as an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your sha'ir spells as long as it is within 60 ft, of you.
Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sha'ir spell list. The new spell must be the same level as the spell you replace.
Djinn Blessings
As your bond grows between you and your Djinn, parts of its power linger upon your soul transforming you.
At 2nd Level, you gain two Blessings of your choice. Your Djinn Blessings options are detailed at the end of the subclass description for subclass specific Rites, and at the end of the class description for general Rites, you can select from either you subclass or class list.. When you gain certain Sha'ir levels, you gain additional Djinn Blessings of your choice.
Additionally, when you gain a level in this class, you can choose one of the Djinn Blessings you know and replace it with another Djinn Blessing that you could learn at that level. A level prerequisite in a Djinn Blessing refers to Sha'ir level, not character level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Elements Become You
You cease to visually age as your body begins to become more infused with the power of your bond and begin to transform into a being of elemental power. Such signs begin to show as:
- glowing softly
- skin becoming hardened and cracking
- becoming cool and damp
- electricity crackling across your skin
You do continue to age at the rate of your race's natural lifespan. You gain resistance to damage type tied to your Djinn's element.
Twin Soul
Your soul has become intertwined with the djinn you have bonded with, making its power more fully your own. When you have expended enough Surge Points to let your Djinn completely manifest, you regain all expended Surge Points.
Djinn Bonds
Sha'ir access their powers through bonds with a Djinn. The Djinn come in many forms, tied to many different elements but in the world of Akwabahiri where the Sha'ir are most common, four are commonly found to make bonds with them. The bond comes by tying the Djinn spirit to their body and soul.
Sand Djinn Bond
Sha’ir that have forged bonds with the Sand Djinn are no strangers to a difficult life. The desert home where these Djinn live is treacherous and ever changing. Those willing to forge ties with these spirits are hardened by the hardships they have to endure out in the volatile lands they come from. Life of a Sha’ir is often forged alone with their Djinn, but with a Sand Djinn at their back then they are more than capable of handling whatever comes their way.
They are masters of the land, manipulating sands and earth to shift the battlefield to their favor. This allows them to handle enemies head-on, strengthened by their sandy armor.
Dune Warrior
At 1st level, your life in the desert has trained to effectively arm yourself for battle. You gain proficiency in light armor, shields and martial weapons.
Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Shield of Sand
At 1st level, you gain the ability to summon sand to your defense, coating you in chunks that harden and chip away when when attacked and move with your weapon. You gain 2 temporary hit points for each Sha’ir level. While this feature is active, you gain the following benefit:
These benefits last for 10 minutes or until you lose all these temporary hit points.
Sand Resistance
At 3rd level, the natural barrier that grows around you when casting spells strengthens, making it more difficult for weapons to harm you. When you have used 10 surge points you gain resistance to bludgeoning, piercing and slashing damage until you finish a long rest.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Shelter of the Dunes
At 14th level, you can find shelter where ever you need. During a short or long rest, you can call upon your Djinn to protect you from the elements. At the start of the rest, you create a 15-foot-radius domed shelter of sand, centered on you. While within the shelter, you experience total cover
While within the shelter, you can create a single opening for a medium creature or up to five windows as a bonus action. The shelter is made of a foot thick sand. It has 50 hit points, 15 AC, and is resistant to bludgeoning, piercing and slashing damage.
The shelter crumbles into the ground at the end of the rest or if its hit point total reaches zero.
Sand Djinn Blessings
Breaker of the Earth
Prerequisite: 15th-level sha'ir
You may use 11 surge points to cast Earthquake. Once you use this feature, you must finish a long rest before you can use it again.
Desert Coffin
Prerequisite: 3rd-level sha'ir
You may use 3 surge points to summon sand tendrils at a creature's location within 15 feet of you. The creature must succeed on a Dexterity saving throw or take 3d6 force damage and become grappled.
Djinn Partial Form
Prerequisite: 8th-level sha'ir
Hardened sand gathers across your back forming a tail ready to lash out. When you have used 35 surge points, you may use a bonus action to attack with your sand tail, dealing 1d8 bludgeoning damage on hit.
The strength of this form grows as your bond grows and you pull from the Djinn's power even more. At 11th level the attack increases to 2d8 bludgeoning damage once you have used 55 surge points.
Kingdom in the Sand
Prerequisite: 15th-level sha'ir
You may use 11 surge points to cast Mighty Fortress.
Once you use this feature, you must finish a long rest before you can use it again.
Sandstorm Move
Prerequisite: 3rd-level sha'ir
You may use 3 surge points as a bonus action to briefly transform into sand and travel 30 feet to an unoccupied location. Once you use this feature, you must finish a long rest before you can use it again.
Sandwalker You can see through heavy obscurement when the obscurement is caused by fog, mist, sand, or smoke, natural or otherwise. While you are shrouded by fog, mist, sand, or smoke, you have half cover.
Stonewalker's Touch
Prerequisite: 7th-level sha'ir
When you take the attack action, you can replace one attack with a cantrip with a range of touch.
Wreathed in Armor
The bond you forged with the Sand Djinn has made the sand a natural part of your journeys. When you have used 4 surge points you gain +1 AC until you finish a long rest.
The amount of the sand increases as you gain levels and use more power. At 7th level you gain an additional +1 AC when you have used 27 surge points, and at 13th you gain an additional +1 AC when you have used 65 surge points.
Warding Power
You learn the spell shield, and it becomes an Sha'ir spell for you.
Light Djinn Bond
Sha'ir that choose to bond with a Light Djinn gain a bond with a powerful entity whose constant presence can be overbearing. Their ways are unmoving and consistent, much like the light they manifest. It is a burn that is slow and constant. The radiant energy that comes from them can sear the flesh and blind the eyes of those that trouble them.
Light Unto Others
At 1st level, you embody light's ability to guide the way and stand against darkness. You gain proficiency in medium armor and shields.
As a bonus action, you are able to make a a torch-sized light as a glowing orbs that hover in the air over you. The light sheds dim light in a 10-foot radius. As a bonus action, the glowing orb can be extinguished.
Aura of Searing Radiance
At 1st level, As you cast spells, the Light Djinn's radiance begins to seep out of you in a halo of bright light extending 10 feet around you. When you have used 4 of your surge points you deal 2 radiant damage to all other creatures within its radius. You may activate the effect again on each of your turns as a bonus action until you finish a long rest.
The light's intensity increases as you gain levels and use more power. At 7th level you deal an 4 radiant damage when you have used 30 surge points, and at 13th you deal 6 radiant damage when you have used 75 surge points.
Shifting Light
At 3rd level, more light shines forth from within, you become more difficult to hit. After you have used 10 surge points, when a creature you can see attacks you or an ally that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You may activate the effect until you finish a long rest.
If this feature is used to defend yourself, you may also disengage and move 5 feet without triggering an attack of opportunity.
Bond Feature Level 6
Description
Bond Feature Level 14
Description
Light Djinn Blessings
Djinn Blessings
The following are Djinn Blessings that can be selected by any Sha'ir, regardless of subclass.
Blessing of Immortality
Prerequisite: 15-level sha'ir
You continue to age, but you will no longer die of old age.
Blessing of Prowess
You can select one fighting style from Dueling, Two- Weaponing Fighting, or Great Weapon Fighting.
Commune Beyond Death
You learn the speak with dead spell, and it's a sha'ir spell for you, but does not count against your spells known. You can cast it without expending a spell slot. Once you cast it this way, you must finish a short or long rest before you can cast it this way again.
Divine Miracle
You learn one cleric spell of your choice. The spell must be of a level you can learn, and becomes an Sha'ir spell for you. The spell does not count against your spells known.
Intensified Elements
When you damage a target with a spell that deals damage associated with your bound Djinn, you ignore any resistance the target has to that damage type.
Spatial Storage
You can convert a pocket, ring, hat, or bag into a spatial storage device, capable of carrying up 5 x your Sha'ir level lbs, with 0.5 cubic foot of storage space x your Sha'ir level. So, for example, a level 5 sha'ir can store things that would fit in a 2.5 cubic area weighting up to 25 lbs in the storage. As action, you can send an item you are holding into the storage or retrieve an item from storage to your hand.
If lost, you can recreate it over a short rest.
Visions of Distant Realms
Prerequisite: 15th level
You can cast Arcane Eye at will, without expending a spell slot.
Witch Sight
Prerequisite: 15th-level sha'ir
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Sand Bond Spell List
Cantrips (0 Level)
- Blade Ward
- Impact
- Magic Stone
- Minor Illusion
- Mold Earth
- Pummelstone
- Shillelagh
- Stone Forming
- Thaumaturgy
1st Level
- Absorb Elements
- Detect Magic
- Earth Tremor
- Ensnaring Strike
- Feather Fall
- Heavy Blow
- Nexus of Swirling Sands
- Shield
- Tenser’s Floating Disc
2nd Level
- Dust Devil
- Earth Ripple
- Spire of Stone
3rd Level
- Conjure Barrage
- Elemental Weapon
- Erupting Earth
- Leomond’s Tiny Hut
- Meld Into Stone
- Protection from Energy
- Wall of Sand
4th Level
- Conjure Minor Elemental
- Earthskimmer
- Otiluke’s Resilient Sphere
- Orbital Stones
- Stone Shape
- Stoneskin
5th Level
- Bigby’s Hand
- Conjure Elementals
- Contact Other Plane
- Fissure
- Passwall
- Transmute Rock
- Wall of Stone
6th Level
- Blade Barrier
- Entomb
- Flesh to Stone
- Globe of Invulnerability
- Bones of the Earth
7th Level
- Force Cage
8th Level
- Earthquake
- Mighty Fortress
9th Level
- Imprisonment
New Spells
Earth Ripple (KibblesTasty)
2nd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a cracked pebble)
- Duration: Instantaneous.
You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects of your choice:
- It is pulled into the earth, taking 1d6 bludgeoning damage and have their movement speed reduced to zero until it or another creature spends an action to dig them free.
- It is slammed in a direction of your choice, taking 2d8 bludgeoning damage, being moved 5 feet, and knocked prone.
- It is impaled by a spike of rock, taking 4d8 piercing damage.
Earthskimmer (Kobold Press)
4th-level transmutation
- Casting Time: 1 Action
- Range: Range
- Components: V, S
- Duration: Concentration 1 minute
You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or another solid surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.
When you take the Dash action, until the end of your turn you can enter the space of a creature up to one size larger than yourself, and the creature must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save and is knocked prone, or half as much damage and isn’t knocked prone on a successful one.
Fissure (KibblesTasty)
5th-level transmutation
- Casting Time: 1 Action
- Range: Self (60 foot line)
- Components: V, S
- Duration: Instantaneous
You rend asunder the earth in a 60-foot-long 5-foot-wide line, targeting an area of dirt, sand, or rock at least 10 feet deep.
Creatures in that line must make a Dexterity save. On a failure, a creature falls into a suddenly opened crevice in the ground, falling into it before it snaps shut, crushing them. From the fall and crush, creatures that fail the saving throw take 6d10 bludgeoning damage. The creature is buried in 10 feet of rubble, and creatures without a burrowing speed require 30 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. If they end their turn while buried, they take an additional 1d10 bludgeoning damage.
Heavy Blow (KibblesTasty)
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute.
You impart great heft to a weapon you are holding. The first time you hit with a melee weapon attack with that weapon during the spell's duration, your blow strikes with great force, and the attack deals an extra 2d6 bludgeoning damage to the target and must succeed a Constitution saving throw, or become stunned until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. When cast with a spell slot of 4th level or higher, a target that fails the constitution saving throw is stunned until the end of its next turn.
Impact (KibblesTasty)
transmutation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous.
You impart great force into a target you touch. Make a melee spell attack against the target. On hit, the target takes 1d10 bludgeoning damage, and is knocked 5 feet directly away from you.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Nexus of Swirling Sands
1st-Level Conjuration
- Casting Time: Reaction
- Range: Self
- Components: V, S
- Duration: Instantaneous
You are surrounded by a swirling vortex of sand. When a creature you can see moves into a space within 10 feet of you, you can use your reaction to deal 2d6 bludgeoning damage to that creature. Additionally, the creature must succeed on a Strength saving throw or be unable to move within 10 feet of you.
Orbital Stones (KibblesTasty)
4th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, Up to 1 Minute.
You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three quarters cover. With at least one stone remaining, you have half cover.
As a bonus action while at least one stone remains in orbit, you can magically fling a stone at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 3d10 bludgeoning damage and is knocked backward 5 feet.
Pummelstone (Kobold Press)
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pebble)
Duration: Instantaneous
You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to 6 hit points per Sha'ir level and 2d6 bludgeoning damage. When you use a spell slot of 6th level or higher, the bonus increases 8 hit points per Sha'ir level and 3d6 bludgeoning damage.
Spire of Stone (Kobold Press)
2nd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone.
As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.
Stone Forming (KibblesTasty)
transmutation cantrip
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Instantaneous.
You touch a stone surface or the ground, and call forth stone that shapes itself to your command. You can make any roughly shaped item from the stone, including functional simple or martial melee weapons. It is worth 1 silver piece for the purpose of casting spells only. You are proficient with these weapons. Items crumble to pebbles after 1 minute.