Sha'ir
The Sha'ir of Al-Quadim are an odd sub-type of generally charisma based Wizards, introduced in the Arabian Adventures splatbook for d&d 2e and fleshed out more thoroughly in The Complete Sha'ir's Handbook; they were then republished as a full class in Dragon 315 for 3rd edition. They play as a sort of wizard-sorcerer hybrid, or a warlock if you're looking at them with 5e eyes. 4th edition rules can be found in Heroes of the Elemental Chaos.
Fluff wise, sha'irs are wizards who deal with a genie familiar for knowledge of their spells, able to select from divine and arcane spell lists. Their high charisma allows them to barter for their learned spells- the higher the barter roll, the better the spell. Depending on how well you rolled your stats, they could be *hilariously* overpowered, with the ability to cast any spell (like a wizard) at any time (like a sorcerer).
Like most of the content in the Al-Quadim sourcebooks, it's been left to wither on the vine for the past 20 years due to sensitivity towards all things arab. An update for 5e taking into account the modern geopolitics of the area would be both hilarious and create phenomenal amounts of butthurt.
Dungeons & Dragons 4th Edition Classes | ||
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Player's Handbook 1 | Cleric • Fighter • Paladin • Ranger • Rogue • Warlock • Warlord • Wizard | |
Player's Handbook 2 | Avenger • Barbarian • Bard • Druid • Invoker • Shaman • Sorcerer • Warden | |
Player's Handbook 3 | Ardent • Battlemind • Monk • Psion • Runepriest • Seeker | |
Heroes of X | Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch* | |
Settings Book | Artificer • Bladesinger* • Swordmage | |
Dragon Magazine | Assassin | |
Others | Paragon Path • Epic Destiny | |
*·: Non-AEDU variant classes |