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17/05/2019 5E Sha'ir (recuperado) - Documentos Google

Warlock Subclass: The Sha’ir

Otherworldly Patron: Genie

Your Patron is a powerful elemental creature known as a Genie. Various subtypes exist,
Djinn, Efreet, Dao, and Marid. These creatures are driven by recognizable temporal goals and
as an agent you will usually be directed to thwart their rivals or acquire wealth and power to be
leveraged for their benefit. Unlike a traditional Warlock who’s masters may remain aloof and
removed, the Sha’ir will ultimately confront their master which may precipitate a significant
change in their relationship…

Expanded Spell List


The Sha’ir does not choose spells known like other Warlocks. Instead his Gen spirit will seek
elemental magics from other planes for his use. Whenever the Sha’ir takes a short or long rest
he can send his Gen to retrieve a small number (Charisma Bonus+¼ Warlock level) of spells
from the following lists: Wizard, Warlock, Bard, Druid, Cleric.

Gen
At level one, a Gen enters the service of the Sha'ir. This is a minor elemental spirit that
lacks physical form and its connection to the Sha’ir is tenuous. As a semi sentient essence it
aids the Sha'ir by fetching magical energy that shapes spells the Sha'ir does not normally know.
These spells may be other arcane spells or even divine or Druid magic.
The Sha’ir may dispatch the Gen to find magic during a short or long rest.
To determine if a Sha’ir knows of a particular spell he must have seen it cast or succeed
on an appropriate knowledge check (Arcana for Arcane spells, Religion for Divine magic, Nature
for Druidic spells) DC (5+5 x level of the spell). While the Gen is searching for a spell, the Sha’ir
cannot spend Warlock Spell Slots to cast spells. That means he’s limited to cantrips, non spell
casting actions, or a very limited list of actions that require spell slots.
The Sha’ir must provide any verbal, somatic, focus, or material components the spell
requires.
If the Sha’ir does not have a spell slot of a sufficient level to cast the spell, any duration
greater than instant is limited to Concentration 1 minute, he has disadvantage on any Spell
Attack rolls the spell requires and targets have advantage on any Saves the spell allows.
At the DM’s discretion, Gen’s that fetch powerful magic for casters unprepared to wield
such energies may draw the attention of powerful entities.

Pact Boons
When the Sha’ir achieves 3rd level his Gen will transform depending on his chosen Pact Boon.
If he accepts the Pact of the Tome the Gen will begin creating a great scroll, its ephemeral quill
scribbling incessantly whenever there’s an opportunity.
If he accepts the Pact of the Blade, the Gen travels to its preferred plane and forges an array of
weapons from the very stuff of the plane.

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17/05/2019 5E Sha'ir (recuperado) - Documentos Google

If he accepts the Pact of the Chain he must prepare a body for the Gen to inhabit, either using
rarified quantities of the element or creating a small mechanical marvel akin to a golem.

Elemental Attunement
At Level 6 the Sha'ir becomes attuned to the element of its Patron and acquires the following
benefits-
Fire: Resistance to Fire Damage. When attacking with a melee weapon the Sha'ir may choose
to deal Fire damage instead of slashing, piercing, or budgeoning.
Air: Resistance to Lightning Damage. When attacking with a melee weapon the Sha'ir may
choose to deal Lightning damage instead of slashing, piercing, or budgeoning.
Water: Resistance to Cold damage. When attacking with a melee weapon the Sha'ir may
choose to deal Cold damage instead of slashing, piercing, or budgeoning.
Earth: Resistance to nonmagical slashing and piercing damage. The Sha'ir has the Seige
Monster trait.

Miraculous Conveyance
At level 10 the Sha'ir will be gifted with or guided to the location of a miraculous conveyance to
which he may attune his Gen. As long as the item is so attuned the Sha’ir may summon it but
needs a long rest before summoning it again.
Efreet: Flaming Chariot- this Chariot is drawn by a team of flaming horses or camels. It can hold
4-6 passengers depending on gear and desired comfort. It halves the time of overland travel.
Djinn: Flying Carpet- This Carpet can be commanded to Fly as the spell for 1 hour a day or at
half speed for 8 hours a day. It can reasonably support 4-6 passengers or 1000 lbs depending
on gear and desired comfort.
Marid: Mysterious Oasis- provided a suitably inhospitable area can be found to summon it, the
Mysterious Oasis will provide shelter and food for up to 6 humanoids. If those within take a long
rest, they will exit in the nearest patch of the least hospitable terrain near their destination but
usually no more than 500 miles from where they began. Taking a rest in the Oasis prevents it
from being summoned until after the next long rest.
Dao: Desert Catamaran- this wondrous boat can sail atop loose soil, salt flats, the desert sands,
or those of a beach equally well. It can reasonably support 4-6 passengers or 1000 lbs
depending on gear and desired comfort.

Genie Prison
At level 14, interactions with their Gen and the nature of their gifted magics have given the
Sha'ir enough insight to craft prisons for Genies, often a ring, bottle, or lamp. The prison is
crafted for a specific Genie, most often the Patron. As long as the Sha’ir is on the same plane
as the Genie, they will be drawn to the object. The inborn arrogance of Genie-kind blinds them
to its nature and they will appear before it. At this time the Sha'ir may either imprison their
master (by far the norm given the poor treatment and ill will Genie's maintain toward their
servants), or ask their master to name a rival Genie and begin a quest to imprison that being.
This usually establishes a change in their relationship, either the Sha’ir is now the master, or the
Sha’ir can no longer be considered a pet and now brandishes the power of another Genie.

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17/05/2019 5E Sha'ir (recuperado) - Documentos Google

Either way the Sha'ir has a Genie in their service. Controlling the fury and power of such a being
is difficult. By expending a Spell Slot, the Sha’ir can command the Genie to perform a variety of
tasks such as being a porter or combating foes for up to one hour but no more than once before
the Sha’ir requires a long rest. The Genie cannot be commanded to do anything that would
harm itself, though it can be commanded to face suicidal odds (Slaying an Ancient Dragon, etc.)
If the Genie dies, it is freed from service and its essence reforms on the Elemental Planes. It
will then spare no expense in trying to revenge itself upon its former master, usually appearing
within a few days (often only to be captured again). If the Genie is somehow destroyed utterly,
the Sha’ir may capture another though doing so requires crafting a new prison, getting within 30
feet of the new Genie, and affords the Genie a Save (though special considerations
incorporated into the crafting the prison may give it disadvantage).

If the Genie’s prison is destroyed, the Genie is freed and will usually try to take revenge.

If the Sha’ir dies while the Genie is imprisoned, the prison persists and will usually end up in
some creature’s stash of expensive baubles.

Cosmic Law forbids a Sha’ir from having more than one Genie in his service at a time.

At the DM’s discretion, the Sha’ir may instead be able to compel the Genie to grant him up to 3
wishes, but this is generally more trouble than it’s worth.

The Manifested Gens created by Chain Pact Warlocks

Either scaled down Elemental stats or a scaled down clockwork golem thing…

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