The Sah'ir are wizards unlike any other. Looked at with distrust or even derision, the Sah'ir are mages with no spellbook. They instead cast their magic the use of Gen, small elemental genies that are bound to the Sah'ir through arcane summoning and binding rituals. To the ordinary folk, the Sah'ir were also called Planecallers due to their skill with communicating with the other planes in search of Gen and other elementals and genies.   To become a Sah'ir, one must learn the Rites of Elemental Binding - to send their spirit into one of the four elemental planes and call out for a Gen. This ritual takes immense concentration to begin, but a more experienced Sah'ir can call into the planes with little effort. Like all wizards, Sah'ir enjoyed a position of power and privilege, though their role in society was equally perilous. Within their homelands, where interaction with the elementals and geniefolk are far more common, Sah'ir were sought after to be used as an intermediary. Many feared summoning a genie without a Sah'ir, or face the wrath of the being or a binding or wish go awry.   Since it was widely known that Sah'irs associated with genies, most would-be attackers thought twice before threatening them, viewing the Sah'ir with a healthy mix of fear and awe.   Arcane Binding. At second level, you perform the Rite of Elemental Binding. You call out into the Elemental Planes in search of a Gen to serve as your Arcane Conduit and in place of your prior spellbook.   As part of the ritual, you choose what type of Gen to summon. You then bind one of the following types of Gen to your service: Djinnlings (Air), Daolani (Earth), Maridans (Water), or Efreetikin (Fire). As part of the ritual, you sever your budding ability to channel the arcane energy through your spellbook as your Gen destroys your spellbook. All spells, other than cantrips, are cast from the Gen. Without your Gen within 30 feet of you, only your cantrips are available.   Your Gen, while bound to you, is not a slave. If abused or mistreated, your DM may rule that you receive punishment from a more powerful elemental entity, such as a Dao or Efreeti, for harming their kin. If the abuse is sufficient enough, the Gen may leave your service unless convinced to stay. They are also living creatures that require rest within their home plane - though they usually do this while their Sah'ir is resting.   While your familiar is within 100 feet of you, you can communicate with it telepathically. During combat, your Gen takes it's turn immediately after yours. Any levelled spell that you cast instead happens on your Gen's turn as either their action, bonus action, or reaction. If you were to cast a cantrip, your Gen may then use their own action.   If your Gen dies or leaves your service, an hour long ritual may be performed to summon another Gen to bind to your service. You can choose to attempt to summon the same Gen as before, or summon another from either the same elemental plane or another of your choosing.   Assuming you are using DND Beyond, use the Gen statblock within the 'Extras' tab on your character sheet, but then make the following changes:   HP: 5 + 5 times your Wizard level.
AC: 13 + your Proficiency Bonus (Daolani: 14 + your Proficiency Bonus.)   Sharing of the Senses. When you are bound to a Gen, you gain their sense Darkvision up to 60 feet. If you already have Darkvision, your Darkvision extends to 90 feet.   Divine Thief. At 6th level, your Gen gains the ability to Plane Shift into the realms of the gods and steal divine magic at your command. Your Gen now has the ability to search for any Cleric or Paladin spell to cast, permitting they have the appropriate spell slots available.   Stealing diving magic from the gods comes with its own risks. There is a 10% chance per spell level that a god notices your Gen's activities. You make a percentile roll to determine if the Gen is noticed. On a failure, roll on the below Divine Retribution table.   1 - The spell fails and the spell slot is wasted. Additionally, your Gen is stunned until the end of your next turn.
2 - The Evil Eye is cast upon you. The next attack against you is made with advantage, or your next saving throw is made with disadvantage.
3 - The Hand of Fate turns against you. All rolls you make are with a -2 penalty until you complete a long rest.
4 - You take 1d4 necrotic or radiant damage per the attempted spell's level. The DM chooses the damage type depending on what god has noticed your transgression.   You can attempt to steal a divine spell a number of times equal to your Intelligence modifier.   Enhanced Bond. At 6th level, your ability to connect to a Gen is now considerably stronger. You now gain the resistance to your Gen's elemental affinity. You can use a bonus action to magically teleport and swap places with your Gen when 30 feet of each other. You can do this a number of times equal to your proficiency bonus.   Additionally, if you are reduced to 0 hit points and are required to make death saving throws, you do so with advantage so long as your Gen is still alive and within 30 feet of you. Your Gen pours their elemental power into you to fuel this advantage.   You will need to add the resistance manually based on the 'Elemental Immunities' feature in the Gen statblock.   Long Distance Relationship. At 10th level, your bond with your Gen can now withstand greater distances. Your Gen can remain as your arcane conduit up to 60 feet away while still being able to cast your spells and utilise all other abilities that require your Gen to be within range.   Planecaller. At 10th level, with the assistance of your Gen, you can call into the elemental planes and seek assistance from a more powerful elemental. As an action, you can summon an elemental or genie with a CR rating no higher than half your Wizard level and bind it to your service for one minute. The being you summon can appear within 30 feet of your Gen.   While the elemental is bound to you, it must follow your orders to the letter. In combat, if you do not give the elemental an order it will take the Dodge action. Once the minute is up, you have the choice of either releasing it back to their home plane or to give the elemental the choice to remain on the Material Plane. If it remains, your binding of the elemental is severed and it regains it's free will.   You can do this once per long rest at 10th level, and twice per day at 17th level. You can have no more than one being summoned at one time.   Elemental Surge. At 14th level, your Gen now possesses an extremely powerful bond to both their Sah'ir and their elemental plane. Once per long rest, as an action your Gen can release an elemental burst within a 60 foot sphere centred on itself. The Gen channels your energy and deals a number of d8 elemental damage equal to the highest level spell slot you currently possess.   This surge does not expend your spell slot, nor does it harm the Gen. The damage type of this surge is the same as the elemental affinity of the Gen.   You do possess the ability to attempt this surge more than once per day, but to do so is at the expense of the Gen itself. If you command the Gen to release an elemental surge a second time, the Gen disintegrates within the blast and is expelled back to their home plane.   You will need to perform the Binding Ritual to either summon a new Gen or bring back the previous one.