Flare (2nd Level)



Medium humanoid (supreme empowered) 2nd level blaster, chaotic good

Armor Class 14 (padded costume)
Hit Points 18 (2d8 + 6)
Speed 30 feet

11 (+0) 16 (+3) 16 (+3) 10 (+0) 9 (-1) 14 (+2)

Saving Throws Str +2, Dex +5
Skills Acrobatics +5, Athletics +2, Insight +1, Intimidation +4, Perception +1, Sleight of Hand +5
Tools Card Games +2, Cooks' Tools +2, Helicopters +2, Motorcycles +2
Feats Armor Proficiencies (light armor), Weapon Proficiencies (simple weapons)
Senses passive Perception 11, passive Insight 11
Languages English, Spanish
Allegiances New York, Roman Catholic

Heroic Contacts. You know the heroes in your city, including their tactics and MOs. If you don't know how to contact a hero, then you know people who can. You also have at least one contact in law enforcement who will help you with information but won't risk their life for you. You're also familiar with dealers who can get you gear that's helpful in fighting crime. From time to time, you may be called on by the city's heroes or other contacts for aid.

Fiery Inferno (Thematic Powers). You have super-powers which grant you the ability to generate and control fire. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Constitution is your power ability (power save DC 13, +5 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

Irresistible Power. Once per long rest, you can spend a Hero Points to double your proficiency bonus in regard to your power save or power check with a super-power.

Blood of the Ancients. When using powers, you often need to make power checks. You can reroll 1s on these power checks.

Fighting Style Hotshot. You gain a +2 bonus to attack rolls you make with ranged power attacks.

Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your blaster level. Once you use this feature, you must finish a short or long rest before you can use it again.

Accurate Shot. You know how to strike accurately and exploit a foe’s weaknesses. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a ranged weapon or ranged power and be within short range.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.


Ember Blast. Ranged Power Attack: +7 to hit, range 40/120 ft., one target. Hit: 7 (1d8 + 3) fire damage.

Hot Foot. Ranged Power Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) fire damage and target's speed is reduced by 10 feet until the start of your next turn.

Unarmed strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1) bludgeoning damage.


Lifestyle. Modest
Cash. $200
Gear. padded costume, flash goggles, smartphone, swing-line, flashlight

  • Utility belt: flashlight, swingline, snap hook, paracord (150 feet), hero's pack, zip-tie handcuffs (500)

Vehicles. Motorcycle
Home. Mid-range apartment: casual wardrobe (with lots of dark clothes and maybe some superhero log t-shirts), back-up costume, back-up goggles, laptop, large city map, and a locket with a photo of your deceased mother (a reminder of why you fight crime).

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