Sha'ir The sand rages as the people of Aproderan mine the dessert for valuable gems to feed their mighty Dao master. One of these slaves looks up to see a lone man walking through the storm with grace and haste. Upon this figure's shoulder rests a small stone creature with a smile stretched across its face. The figure approaches the Dao master and draws a scimitar and utters words not of this world. The sand begins to swallow the master as if it was a ship sinking in the great sea. The Dao cries in a agony and asks the man what he came for. The man stretches out a lamp and yells one clear resounding word YOU. The Dao master cries NO as he slowly resolve into sand as the lamp begins to siphon the great being into its small confines. The people cry with joy as they have been liberated from their torturous fates. They come to praise the brave warrior and give him great gifts of gems and precious metals. The man continues to travel across the vast dessert with a smug smile across his face. He has found what he was looking for. Embasareis of the Elemental Worlds The Sha'ir are the keepers of peace between the material plane and that of the elemental worlds. While they deal mostly with Genies of various planes they also attempt to keep the Sha'ir's own personal idea of balance in the world. Sha'irs have their preference to which element should be more abundant than others. They are the negotiators between the beings of the elemental worlds and the creatures of the material plane. Traversing the elemental planes without a Sha'ir of like elemental type can often prove fatal. Theives of the Magical Mind Every Sha'ir courts a small elemental familiar that will fetch spells from the mind of wizards and magic users alike when bribed or convinced to do so. Asking this magical ally for spells isn't as simple as asking for a spell by its name. Spells must be described by their power and effects to the elemental familiar, and the familiar will attempt to find such a spell. The familiars often needs persuading in order to retrieve spells and will often ask for a bigger payout if the spell sounds powerful. The rate of success of your familiar retrieve the particular spell is broken down by a percent chance per level shown in the Sha'ir table. The failure of your elemental familiar retrieving the spell can conclude in one of four ways: the familiar brings you a different spell, the familiar simply fails to retrieve the spell, the magic user is aware that the familiar tried to pry the spell from its mind, and lastly the magic user is aware that the familiar tried to pry the spell from its mind and it knows who the Sha'ir is. Class Features As a Sha'ir you get the following features: Hit Points Hit Dice: 1d8 per Sha'ir level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Sha'ir level after 1st Proficiencies Armour: Light armour Weapons: Simple weapons, Finesse Martial Weapons Tools: Adventure's kit Saving Throws: Charisma, Wisdom Skills: Choose two from the following : Arcana, History, Intimidation, Nature and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a scimitar or (b) a short sword

(a) leather armour or (b) padded armour

any simple weapon Elemental Familiar A Sha'ir's elemental familiar is drawn to the Sha'ir for his or her innate or embued essense of elemental energy. The elemental familiar must be within 25 feet of the magic user to steal a single spell and within 60 ft of the Sha'ir to transmit the spell. The elemental can only steal one spell at a time. Elemental familiars teleports to find the spells quickly. This Elemental Familiar does not take on the characteristics of a traditional familiar.The familiar can perform small tasks such as picking up a small pebble or a key. The elemental familiar is often hesitant to find spells and often needs persuading or bribing in order to go find them.

At 1st level choose one of the following elemental familiars: Air Elemental - Air elemental will grant the Sha'ir advantage in the retrieval of any spell that manipulates air or lightning to create its effect. The small elemental familiar will take the shape of either a humanoid-shaped cloud or a cyclone of wind. Earth Elemental - Earth elemental will grant the Sha'ir advantage in the retrieval of any spell that manipulates the earth to create its effect. The small elemental familiar will take the shape of a humanoid-shaped creature comprised sand or stone. Fire Elemental - Fire elemental will grant the Sha'ir advantage in the retrieval of any spell that manipulates the fire to create its effect. The small elemental familiar will take the shape of a humanoid-shaped creature comprised of flames or hot coals. Water Elemental - Water elemental will grant the Sha'ir advantage in the retrieval of any spell that manipulates the water to create its effect. The small elemental familiar will take the shape of a humanoid-shaped creature comprised rain or snow.

Spell Casting Ability Wisdom is your spellcasting ability for your Sha'ir spells, since your magic draws from your attunment to the elements. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Sha'ir spell you. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier 1 Sha'ir Spell Fetching and Casting The Sha'ir table shows how many spell slots you have to cast your spells and how many memory slots that you currently have. To cast one of your spells, you must expend one of your spell slots. You regain all expended spell slots when you finish a long rest. The acquisition and use of spells is unique to the Sha'ir. The Sha'ir obtains spells by asking for it's elemental familiar to fetch spells from the minds of other magic users. The Sha'ir is limited to a set number of spells that it can memorize. The Sha'ir commits these spells to memory therefore any spells or other means of wiping memories can strip the Sha'ir of its spells. The Sha'ir can exchange spells whenever it wants, but must always have its elemental fetch the spells even if the had been committed to memory previously. Sha'irs must ask for their elemental familiar to fetch spells and there is a chance for failure broken down by probability shown in the Sha'ir table. You will roll a d100 to determine if the spell is retrieved or not. This form of spell fetching does not limit the Sha'ir to any type of spell. As long as the Sha'ir can explain a description of the spell desired to its elemental familiar, the elemental will then attempt to find such a spell. Also if the Sha'ir would like to fetch a spell with a casting level higher than its natural spell level then the Sha'ir must take the chance of sucessfully acquiring that spell at its casting level. The spell can then only be casted at that level at which it was fetched. Elemental Sense When you reach 2nd level you recieve the ability to track and sense the precense of Elemental and Genie kind. This gives you advantage on Perception (Wisdom) and Investigation (Intelligence) when tracking or investigating the precense of Elemental or Genie kind. Element Path At 3rd level you choose a path that shapes the style of life that you pursue as a Sha'ir. This path will aide you blending in the existance of the elements with the material plane. 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. Chain Attack When you reach 5th level, and again at 10th, and 15th level, you can attack an additional time when you begin a chain of hits. How a chain starts is if the Sha'ir successfully hits an enemy target with a finesse weapon. The Sha'ir at 5th level can then attack an additional time with the same finesse weapon. At the additional levels of chain attack the Sha'ir must start the chain then succeed on the first chain attack to use the next and so on and so forth. Meaning that if one of the chain attacks misses then the rest of your available chain attacks are unable to be used. Chain attack(s) can only be used once per turn. The chain attacks do not include your proficiency bonus on the attack and do not add your modifier to the damage unless your Sha'ir has chosen The Way of the Material. Fate Roll The Sha'ir originates from the land of Al-Qadim "The Land of Fate". Fate may pre-determine the future of all of us, but not so for your Sha'ir. The Sha'ir traverses this "Land of Fate" with wisdom and luck. When you reach 8th level and again at 16th level your Sha'ir receives a fate roll. As an embassary of the concept of fate and bending it. This roll is never recovered. Elemental Trap When you reach 14th level you are able to trap a Genie or Elemental that has been defeated. Meaning that once a Genie or Elemental has been hit with a non-lethal blow and reduced to 0 hit points the Sha'ir has an opportunity to capture the creature. If your Sha'ir is attempting to trap a Genie you must know the Genie's true name and point a container toward the Genie. On a failed Wisdom saving throw the Genie sucked into the container. Your Sha'ir must then immediately seal the container. If your Sha'ir is attempting to trap an Elemental the Elemental must suceed a Wisdom saving throw or get sucked into the container. Your Sha'ir must then immediately seal the container. The one who holds the container may then negotiate the terms of release with the creature. The creature cannot be harmed when imprisoned in the container and once that container is broken or opened the creature is set free and restored to full health. Any terms of release agreed upon by the creature and the handler of the container is followed by the creature. However, if the creature believes that you have violated such terms then the creature will dismiss the agreement and escape. 2

The Sha'ir Level Proficiency Bonus Features Memory Slots Spell Slots Lvl 1 % Lvl 2 % Lvl 3 % Lvl 4 % Lvl 5 % Lvl 6 % Lvl 7 % Lvl 8 % Lvl 9 % 1st +2 Spellcasting and Spell Fetching, Elemental Familiar 1 1 60 10 1 1 1 1 1 1 1 2nd +2 Genie Sense 1 1 65 15 1 1 1 1 1 1 1 3rd +2 Element Path, Element Path Ability 1 1 70 40 5 1 1 1 1 1 1 4th +2 Ability Score Improvement 1 1 75 45 15 1 1 1 1 1 1 5th +3 Chain Attack, Elemental Path Ability 1 1 80 55 20 1 1 1 1 1 1 6th +3 — 2 1 85 60 20 1 1 1 1 1 1 7th +3 Element Path Ability 2 1 85 75 30 5 1 1 1 1 1 8th +3 Ability Score Improvement, Fate Roll 2 1 90 80 45 10 1 1 1 1 1 9th +4 Element Path Ability 2 1 95 85 55 15 1 1 1 1 1 10th +4 Chain Attack 2 2 95 90 60 25 5 1 1 1 1 11th +4 — 2 3 95 92 60 35 10 1 1 1 1 12th +4 Ability Score Improvement 2 3 95 95 65 40 20 1 1 1 1 13th +5 Element Path Ability 3 3 95 95 75 50 30 10 1 1 1 14th +5 Ability Score Improvement, Elemental Trap 3 3 95 95 80 55 35 20 1 1 1 15th +5 Fighting Style, Chain Attack 3 3 95 95 85 60 40 30 10 1 1 16th +5 Elemental Portal, Fate Roll 3 3 95 95 90 65 45 35 25 5 1 17th +6 Element Path Ability 4 3 95 95 95 70 55 45 35 15 1 18th +6 — 4 3 95 95 95 75 65 55 45 25 5 19th +6 Ability Score Improvement 4 3 95 95 95 85 75 65 55 35 15 20th +6 Element Path Ability 4 3 95 95 95 90 85 75 65 45 25 Elemental Portal When you reach 16th level you are able to open a 5 ft diameter portal to an elemental plane of your choosing or if you reside in an elemental plane your portal can take you back to the material plane, once per day. This portal stays open for 5 minutes. The Elemental Portal is a ritual that must include 15 saphires (water plane), 15 rubies (fire plane), 15 opals (water plane) or 15 diamonds (earth plane). Ritual takes 30 min to take place. Element Paths At 3rd level the Sha'ir must choose one of the two element paths. Choose either the way of the mind or the way of the material. Either way will further define and sculpt the Sha'ir that you desire to be. The Way of the Material Your Sha'ir prefers the manifestation of your elemental essense to be brought about by the stab of a spear or the loose of an arrow. Your Sha'ir is likely to be found in the front lines of the battle field, striking down ones foes with a flaming sphere, or loosing icy arrows with deadly accuracy. Your desire for martial training does however seem to build up a little rust when it comes to spell retrieval. This results in reduced fetch percentages from your elemental familiar. Elemental Strike When you reach 3rd level your Sha'ir is able to add its chosen type of elemental type damage to a physical attack whether it be melee or ranged equal to 1d4. This strike can be used 3 times per long rest. The elemental strike is declared after a confirmed hit of the particular creature. This damage increases to 2d4 at 5th, 3d4 at 7th, 4d4 at 9th, 5d4 at 13th, 6d4 at 17th, and 7d4 at 20th level. 3

Chain Master When your Sha'ir is able to use chain attacks starting at 5th level, the way of the material Sha'ir gains an adds the proficiency and ability modifier to the chain attack. You also gain an additional chain attack at 9th level. Fighting Style When you reach 7th level your Sha'ir adopts a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Syle option more than once. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Sha'ir Defense While you are wearing light armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gaing a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Elemental Surge When you reach 17th level your Sha'ir gains the ability to use an elemental surge. As a bonus action the Sha'ir can use an elemental surge that deals 5d6 + 4 of radiant elemental damage, once per long rest. The range of the elemental surge is a 10 ft sphere. At 20th level elemental surge increases to 7d6 + 6 radiant elemental damage, once per long rest. The range also increases to a 15 ft sphere. The Sha'ir Path of the Mind Level Proficiency Bonus Features Memory Slots Spell Slots Lvl 1 % Lvl 2 % Lvl 3 % Lvl 4 % Lvl 5 % Lvl 6 % Lvl 7 % Lvl 8 % Lvl 9 % 3rd +2 Element Path, Element Path Ability 1 1 85 65 10 1 1 1 1 1 1 4th +2 Ability Score Improvement 1 1 90 70 25 1 1 1 1 1 1 5th +3 Chain Attack, Elemental Path Ability 2 2 95 75 35 1 1 1 1 1 1 6th +3 — 3 2 95 80 40 1 1 1 1 1 1 7th +3 Element Path Ability 4 3 95 85 45 5 1 1 1 1 1 8th +3 Ability Score Improvement, Fate Roll 4 3 95 85 50 10 1 1 1 1 1 9th +4 Element Path Ability 4 3 95 85 55 15 1 1 1 1 1 10th +4 Chain Attack 4 4 95 90 60 25 5 1 1 1 1 11th +4 — 4 5 95 90 65 35 10 1 1 1 1 12th +4 Ability Score Improvement 4 5 95 95 70 45 20 1 1 1 1 13th +5 Element Path Ability 5 5 95 95 75 55 30 10 1 1 1 14th +5 Ability Score Improvement, Elemental Trap 5 5 95 95 85 65 35 20 1 1 1 15th +5 Chain Attack 5 5 95 95 90 70 45 30 10 1 1 16th +5 Elemental Portal, Fate Roll 5 5 95 95 95 75 60 45 25 5 1 17th +6 Element Path Ability 7 6 95 95 95 85 70 65 50 15 1 18th +6 — 7 6 95 95 95 90 85 75 55 30 5 19th +6 Ability Score Improvement 7 6 95 95 95 95 90 85 65 45 15 20th +6 — 7 6 95 95 95 95 95 85 75 55 25 4