Wizard Archetype – School of the Solar Flair

It is well known that the sun holds immense power and the wizards of the School of the Solar Flair are experts in harnessing this energy. Though highly volatile, these wizards train endlessly to fight for some semblance of control over the unmatched burning fury of the sun.

School of the Solar Flair Features

LevelFeatures
2ndSolar Flair, Suns Blessing
6thDaybreak
10thControlled Flair
14thPhotosynthesis

Solar Flair
(2nd-level School of the Solar Flair feature)

At 2nd level, your body becomes filled with the sun’s power, bursting to be released. Upon being hit by an attack or spell that deals damage, you can use your reaction to release a burst of solar energy. Roll a d4 to determine the direction of the solar flair:

  1. North
  2. East
  3. South
  4. West

All creatures within a 15ft cone in the chosen direction must succeed a dexterity saving throw or take 1d6 fire damage.

This damage increases to 2d6 at level 6, 3d6 at level 12 and 4d6 at level 18.

Suns Blessing
(2nd-level School of the Solar Flair feature)

At 2nd level, the power of the sun grants you impressive boons.

  • You gain +1 HP per wizard level.
  • You give off 10ft of bright light and 10ft of dim light.
  • You gain proficiency in light armour.

Daybreak
(6th-level School of the Solar Flair feature)

At 6th level, your spells can trigger blinding bursts of energy as the sun’s power fights to be released. When you cast a spell that deals fire damage, your body flashes brightly as the solar energy is freed. Creatures within 5ft of you are blinded until the start of their next turn.

Controlled Flair
(10th-level School of the Solar Flair feature)

At 10th level, you gain control over the outbursts of energy your body releases. You no longer roll to see where the Solar Flair feature happens and can instead choose.

Photosynthesis
(14th-level School of the Solar Flair feature)

At 14th level, the sun soothes and heals you. While stood in bright sunlight, you can use your action to expend 2 of your hit dice to heal 1d6 + your wizard level.

Final Thoughts

Thanks for reading! I hope you enjoyed this sun-themed wizard subclass! I’ve always found wizard subclasses to be rather bland and ‘meta’ in their design so when building wizard subclasses for Veneon, my goal has been to give them thematic features that are both dynamic and grounded in lore, rather than abstract game mechanics.

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