Sha’ir
About this class
A Sha’ir is a wandering emissary and negotiator whose life is spent navigating the complex politics between mortals and genies. More than a scholar, they are diplomats, investigators, and lore-seekers who travel from oasis courts to remote ruins in search of hidden knowledge, lost histories, and elemental secrets. Their status comes from their unique bond with a companion, which grants them access to ancient traditions and makes them trusted, or feared, intermediaries in disputes involving elemental forces.
Domains
Arcana
Splendor
Starting stats
Hope feature
Class features
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FAMILIAR SUMMONING
You have a companion. Nature varies depending on subclass. They stay by your side unless you tell them otherwise. Take the Sha’ir Familiar sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.
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KNOWLEDGE GATHERING
One per long rest, you can make a Spellcast Roll (Difficulty 10 + the level of the chosen power) to send your familiar to provide a spell or power from any domain. Pick a card at a level you can use and place it in your loadout. It doesn't count towards your maximum available. Sending takes 1 hour per level of the choosen power. The power is removed after use or a long rest.
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GENIE LORE
You recognize the works of geniekind, including their magics and the items they’ve created. You gain advantage on this specific knowledge rolls.
Class items
- a torch,
- 50 feet of rope,
- traveling supplies,
- handful of gold
- a Minor Health Potion OR a Minor Stamina Potion
- A traveler's journal and writing material OR divination bobbles (Ex : crystal ball,divination bones, tarot cards, etc.).
Character questions
Background prompts
- How did your powers first manifested and how did your community reacted?
- You’ve been tasked with recovering some important knowledge. What is it and where can it be found?
- You’ve traveled many dangerous lands, but what is the one place you refuse to go?
Connection prompts
- What affectionate nickname have I given you?
- How did you save my life the first time we met?
- What mundane task do I usually help you with off the battlefield?
Subclass cards
Printable via header menu
Holder of the Elements
Foundation
SPELLCAST TRAIT: Presence
Familiar focus: Choose an element (Fire, Water, Earth or Air). You can summon a minor elemental of that same type as your familiar. While your familiar is within Far range, you may spend 1 Stress to channel a spell or ability as if you were in its position.
Elemental Imprint: When you damage a creature through your familiar, your familiar can mark a stress to mark the target with an Elemental Imprint and make it vulnerable.
Holder of the Elements
Specialization
Elemental Harmony: If you begin your turn within Close range of your familiar, choose the effect corresponding to its element:
Fire : Gain +2 to melee damage rolls.
Water : Reduce range damage roll by 1D4.
Earth : Reduce melee damage against them 1D4.
Air : Gain +2 to range attack roll.
Calling Upon a Jann: You can call upon a jann for aid and protection once each day. Jann are lesser genies. They haunt the desert and other lonely, forlorn places, and sha’irs must be in such a location to use this ability. The Jann provides protection, guidance, or intervention appropriate to the situation, at the GM’s discretion.
Holder of the Elements
Mastery
Perfect Conduit: One per long rest, when you channel a spell or ability through your familiar, you do so without marking Stress.
Element Unbound: Once per long rest, you can Spend 2 Hope to unleash your bond with your familiar. For the rest of the scene, when you channel through it, you add +1d8 damage and you can affect one additional target within Close range of the first.
Weaver of Faith
Foundation
SPELLCAST TRAIT: Instinct
Familiar: Choose an animal spirit guide (Mammal, bird, reptile, amphibian or fish) as your familiar. It is immaterial. Only You can see it.
Spirits Circle: Your familiar can mark a Stress to shield you with his presence. Until your next action, you cannot be forced to move or be frightened.
Shared Destiny: Spend 1 Stress to transfer 1 Hope from you to an ally.
Weaver of Faith
Specialization
Spiritual Growth: Your familiar gains 2 Hope slots that you can fill and use as your own. Their are lost after a long rest.
It is not your time yet: Spend a Hope to prevent damage on an ally within far range that would otherwise make them cross over.
Weaver of Faith
Mastery
Spirit Tangle: Your familiar can spend a stress to manifests briefly and force an enemy within Near to roll its next attack with disadvantage.
Intuition: Spend a Hope to prevent the GM gaining a Fear.
Ritual of the Hope Weaver: Once per long rest, when you soothe or guide an ally, you both gain 1 extra Hope.
Sha’ir
A Sha’ir is a wandering emissary and negotiator whose life is spent navigating the complex politics between mortals and genies. More than a scholar, they are diplomats, investigators, and lore-seekers who travel from oasis courts to remote ruins in search of hidden knowledge, lost histories, and elemental secrets. Their status comes from their unique bond with a companion, which grants them access to ancient traditions and makes them trusted, or feared, intermediaries in disputes involving elemental forces.
Domains
Arcana + Splendor
Starting Evasion
11
Starting Hit Points
5
Class Items
- • a torch,
- • 50 feet of rope,
- • traveling supplies,
- • handful of gold
- • a Minor Health Potion OR a Minor Stamina Potion
- • A traveler's journal and writing material OR divination bobbles (Ex : crystal ball,divination bones, tarot cards, etc.).
Sha’ir’s Hope Feature
FORTUNE ALTERATION : Spend 3 hopes to allow you or an ally within Far range to re-roll an attack or damage roll.
Class Features
FAMILIAR SUMMONING
You have a companion. Nature varies depending on subclass. They stay by your side unless you tell them otherwise. Take the Sha’ir Familiar sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.
KNOWLEDGE GATHERING
One per long rest, you can make a Spellcast Roll (Difficulty 10 + the level of the chosen power) to send your familiar to provide a spell or power from any domain. Pick a card at a level you can use and place it in your loadout. It doesn't count towards your maximum available. Sending takes 1 hour per level of the choosen power. The power is removed after use or a long rest.
GENIE LORE
You recognize the works of geniekind, including their magics and the items they’ve created. You gain advantage on this specific knowledge rolls.
Sha’ir Subclasses
Choose either the Holder of the Elements or Weaver of Faith subclass.
Holder of the Elements
Spellcast Trait
Presence
Foundation Features
Familiar focus: Choose an element (Fire, Water, Earth or Air). You can summon a minor elemental of that same type as your familiar. While your familiar is within Far range, you may spend 1 Stress to channel a spell or ability as if you were in its position.
Elemental Imprint: When you damage a creature through your familiar, your familiar can mark a stress to mark the target with an Elemental Imprint and make it vulnerable.
Specialization Feature
Elemental Harmony: If you begin your turn within Close range of your familiar, choose the effect corresponding to its element:
Fire : Gain +2 to melee damage rolls.
Water : Reduce range damage roll by 1D4.
Earth : Reduce melee damage against them 1D4.
Air : Gain +2 to range attack roll.Calling Upon a Jann: You can call upon a jann for aid and protection once each day. Jann are lesser genies. They haunt the desert and other lonely, forlorn places, and sha’irs must be in such a location to use this ability. The Jann provides protection, guidance, or intervention appropriate to the situation, at the GM’s discretion.
Mastery Feature
Perfect Conduit: One per long rest, when you channel a spell or ability through your familiar, you do so without marking Stress.
Element Unbound: Once per long rest, you can Spend 2 Hope to unleash your bond with your familiar. For the rest of the scene, when you channel through it, you add +1d8 damage and you can affect one additional target within Close range of the first.
Weaver of Faith
Spellcast Trait
Instinct
Foundation Features
Familiar: Choose an animal spirit guide (Mammal, bird, reptile, amphibian or fish) as your familiar. It is immaterial. Only You can see it.
Spirits Circle: Your familiar can mark a Stress to shield you with his presence. Until your next action, you cannot be forced to move or be frightened.
Shared Destiny: Spend 1 Stress to transfer 1 Hope from you to an ally.
Specialization Feature
Spiritual Growth: Your familiar gains 2 Hope slots that you can fill and use as your own. Their are lost after a long rest.
It is not your time yet: Spend a Hope to prevent damage on an ally within far range that would otherwise make them cross over.
Mastery Feature
Spirit Tangle: Your familiar can spend a stress to manifests briefly and force an enemy within Near to roll its next attack with disadvantage.
Intuition: Spend a Hope to prevent the GM gaining a Fear.
Ritual of the Hope Weaver: Once per long rest, when you soothe or guide an ally, you both gain 1 extra Hope.
Background Questions
Answer any of the following, or create your own.
- • How did your powers first manifested and how did your community reacted?
- • You’ve been tasked with recovering some important knowledge. What is it and where can it be found?
- • You’ve traveled many dangerous lands, but what is the one place you refuse to go?
Connections
Ask one of the following, or improvise.
- • What affectionate nickname have I given you?
- • How did you save my life the first time we met?
- • What mundane task do I usually help you with off the battlefield?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.