SuperMage (5e Class)

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Creating a FlareMage[edit]

Quick Build

You can make a FlareMage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength, then Dexterity or Charisma based on your desired subclass. Second, choose the Entertainer or Spy background.

Class Features

As a FlareMage you gain the following class features.

Hit Points

Hit Dice: 1d10 per FlareMage level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per FlareMage level after 1st


Armor: Medium, Light
Weapons: None
Tools: None
Saving Throws: Strength, Constitution, Charisma
Skills: Acrobatics, Arcana, Persuation


You start with the following equipment, in addition to the equipment granted by your background:

  • None
  • If you are using starting wealth, you have 5d10x5 in funds.

Table: The FlareMage

Level Proficiency
Features Cantrips known
1st +2 Flare Movement 4
2nd +2 4
3rd +2 Elemental Discharge 4
4th +2 Ability Score Improvement 4
5th +3 5
6th +3 Day/Night Touch 5
7th +3 5
8th +3 Ability Score Improvement, weathercontrol(Solar or Lunar) 5
9th +4 5
10th +4 5
11th +4 5
12th +4 Ability Score Improvement, More proficiency 6
13th +5 6
14th +5 6
15th +5 6
16th +5 Ability Score Improvement 6
17th +6 Sun Stealer/Moon Robber 6
18th +6 6
19th +6 Ability Score Improvement 6
20th +6 6

<!-Class Feature->[edit]

<!-Class feature game rule information->

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At 3rd level, you chose a FlareMage Attunement. Choose between Lunar and Solar Attunement, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th and 13th level.

Ability Score Increase[edit]

When you reach 5th level, and again at 9th, 13th, 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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

Solar Flare[edit]

The Solar Flare power is wielded by those who show off their skills and prefer the spotlight on them when whizzing around as a ball of flame. They are thrill seekers and crowd pleasers, while normally not bad people, they can often be hard to say no too because of them literally radiating charm.

Sun's Blaze I

At 3rd level, all attacks with fire and light magic do an extra 1d4 fire/radiant damage. If a flame attack misses, the Flare mage can choose to force the target to focus on them. The target must make a wisdom save of 16dc or higher to avoid the attention drawing flame. To attempt to draw the targets focus, the user must expend a spell slot. You are resistant to fire/radiant damage, and can sense when any of it is active within 60ft. Physically impairing abilities involving heat and light do no affect to you(ie. Flashbangs, Dehydrating heat)

Sun's Blaze II

At 9th level Sun's Blaze now adds 3d4 fire/radiant damage to all attacks made with fire or light magic. You now roll advantage on charisma saves and persuasion checks when you would normally roll neutral.

True Sun's Blaze, Immense Flare Blitz

at 13th level the persuasion on fire attacks happens automatically without using a spell slot, and Sun's Blaze now adds 5d8 fire/radiant damage when using an attack that is made with fire or light magic. If a creature with less than 5% health is touched or grazed by Flare Blitz, it must make a DEX saving throw of 18dc or higher, if it fails the creature is disintegrated.

Lunar Flare[edit]

Lunar Flare magic is used by those who thrive in the cold and dark. These mages use the moon and its chill to their advantage by disguising their magic as just the weather around them. they tend to have a dense, chilly aura, but are exceptionally skilled where the Solar Flares are not. Where the sun dwellers use their power to woo crowds, the Lunars would weave their magic to cause distress or depression in the crowd, thus allowing them to profit from the sadness.

Lunar Boon

At 3rd level, you are no longer proficient in persuasion, performance, charisma saves. but you gain proficiency with/in martial/simple bladed weapons, deception, stealth, and dexterity saves. You gain sneak attack as well as the Lunar Forge ability. You are resistant to cold/necrotic damage, and can sense when any of it active within 60ft. Physically impairing abilities involving cold/necrotic magic do not affect you(ie. Frost Chains, Chill Touch) Lunar Forge; You can create any bladed melee weapon out of ice that does that weapons damage and attack rolls, but they are made with constitution rather than strength or dexterity.

Lunar Prowess

At 9th level, when it is night, you roll advantage on deception checks and dexterity saving throws when you would normally roll neutral. Lunar forged weapons do an extra 2d4 frost or necrotic damage, depending on the element of the last spell used.

Darkest Knight, FearFrost

Darkest Knight; You are the night, when in direct moonlight, you have +5AC and roll advantage on sleight of hand, stealth, acrobatics, intimidation. FearFrost; You carry a freezing aura with you, when a target creature feels the cold, they must make a wisdom saving throw f 17dc or more. If they succeed, they are not affect by the aura, if they fail, they are instilled with immense fear causing them to freeze in place.

Constitution Caster Spell List[edit]

You know all of the spells on the basic Constitution Caster spell list and additional spells based on your subclass.

1st Level

Arial Flare, Radiation/Frigidation, Flame Harbinger/Frost Harbinger

2nd Level

Flare Boost,

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the FlareMage class, you must meet these prerequisites: Constitution 15 and Charisma 10.

Proficiencies. When you multiclass into the FlareMage class, you gain the following proficiencies: Persuation, Constution saves.

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