The Valentine Collection

by Stuffies12

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The Valentine Collection

Artificer: Toymaker

The Toymaker is an artificer that specialises in making small, playful contraptions. Such objects can include capes that can billow on command, clothes that can change appearance on a whim, and face paints that change colour depending on moods.

However, a Toymaker is also capable of making much more elaborate contraptions out of everyday objects, turning them into complex devices that can help their party in a variety of tasks from reconnaissance to combat.

Tools of the Trade

3rd-level Toymaker feature


You gain proficiency with tinker’s tools. If you already have proficiency with tinker’s tools, you gain proficiency with one other type of artisan's tools of your choice.

Toymaker Spells

3rd-level Toymaker feature


You always have certain spells prepared after you reach particular levels in this class, as shown in the Toymaker Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Toymaker Spells
Artificer Level Spell
3rd Tenser’s floating disk, unseen servant
5th locate object, shatter
9th sending, slow
13th banishment, polymorph
17th telekinesis, wall of light

Novelty Doodads

3rd-level Toymaker feature


You are always fiddling with simple knick-knacks. You can now have a number of objects affected by your Magical Tinkering feature up to twice your Intelligence modifier (minimum of two objects). Additionally, you can choose to spend three uses of your Magical Tinkering to create a common magic item. You can’t make scrolls, potions, or tattoos with this feature.

If you try to exceed your Magical Tinkering’s maximum, the oldest property immediately ends, and then the new property applies (as normal). If the oldest object is a magic item, it crumbles into dust and then the new property applies.

Toy Companion

3rd-level Toymaker feature


Your tinkering has allowed you to create animated toys. You know the Homunculus Servant artificer infusion, and it doesn’t count against the number of infusions you know. Whenever you use this infusion, the material cost required is halved. Additionally, you can bestow the homunculus with an additional trait, choosing from the options below:

Advanced Scanner. The homunculus is able to use its fine tuned sensors to pick up on subtle phenomena. Once before the end of your next long rest, when a creature you can see within 5 feet of the homunculus makes an ability check using Investigation, Nature, Medicine, or Perception, you can use your reaction to have the creature roll a d4 and add the number rolled to the check. This also uses the homunculus’ reaction.

Explosive Trigger. You can command the homunculus to blow up. Each creature within 10 feet of the homunculus must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The homunculus is destroyed when the explosion is triggered.

Homing Beacon. You are able to detect the location of the homunculus. Once before the end of your next long rest, you can use an action to magically sense the current location of the homunculus as long as it is within 1 mile of you and on the same plane of existence.

Created by Stuffies12

Automaton Enthusiast

5th-level Toymaker feature


You’ve become adept at making small toy Constructs. You can have up to two items infused with the Homunculus Servant infusion, and you can command both homunculi with the same bonus action. If you have more than one homunculi with the same trait, you can use the trait from each homunculus once before the end of your next long rest.

In addition, the maximum number of items you can infuse at once increases by 1, but this extra item must be used by the Homunculus Servant infusion.

Construct Deconstruction

5th-level Toymaker feature


Just as you are skilled in creating contraptions, you also easily dismantle them. As an action, you present your tinker’s tools and emit a pulse of energy. Each Construct of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC. If the creature fails its saving throw, it malfunctions for 1 minute or until it takes any damage.

A malfunctioning creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

In addition, when a Construct fails its saving throw, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Dismantle Construct table.

Once you use this action, you must finish a short or long rest before you can use it again.

Dismantle Construct
Artificer Level Destroys Constructs of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Complex Contraptions

9th-level Toymaker feature


Your contraptions’ functions become more elaborate. A homunculus made using the Homunculus Servant infusion now has an AC of 15. Additionally, each of the traits from your Toy Companion feature gain further improvements, as shown below.

Advanced Scanner. You can now use your reaction to activate this trait when a creature makes an ability check using any skill that uses Intelligence or Wisdom and is also within 30 feet of the homunculus

Explosive Trigger. The damage from the explosion now deals 3d8 bludgeoning damage on a failed save and half as much on a successful one. In addition, while holding the homunculus, you can use an action to set a trigger that will cause it to explode. This trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within range (for example, if someone says a specific word or if a human with brown hair comes within 10 feet of the homunculus). If you set a new trigger, the old one is forgotten.

Homing Beacon. As part of the same action you use to activate this trait, you can also see and hear from the homunculus as if you were located where it is. While using your senses in this way, you are blinded and deafened in regard to your own surroundings. This effect lasts for 1 minute and you can end it early as an action.

Toy Production Line

15th-level Toymaker feature


You improve upon your toy-making processes, gaining the following benefits:

  • A homunculus made using the Homunculus Servant infusion now has an AC of 17.
  • The homunculus can attack twice when you command it to take the Attack action.
  • You can cast the animate objects spell without expending a spell slot and without preparing the spell, provided you use tinker’s tools as the spellcasting focus. Once you cast the spell in this way, you must finish a long rest before you can do so again.
Created by Stuffies12

Barbarian: Path of Adoration

For barbarians that walk the Path of Adoration, their rage is a manifestation of the love and passion they hold toward a person or place they hold dear to them. They use this emotional attachment to fuel their rage, knowing that all that matters is protecting the object of their own affects by any means necessary.

Warrior's Beauty

3rd-level Path of Adoration feature


Your rage is defined by the passion you hold for your loved one. When you first enter your rage, you can choose one creature within 30 feet of you to act as your beloved. You gain the following benefits while within 30 feet of your beloved:

  • You have advantage on Charisma saving throws.
  • When a creature you can see hits your beloved with an attack or harmful spell, you can use your reaction to move up to your movement speed and make one weapon attack against the attacker.

Charming Strength

3rd-level Path of Adoration feature


Your gait as a warrior offers your words more weight. Whenever you make a Charisma check, you can give yourself a bonus to the check equal to your Strength modifier (minimum of +1).

Beautiful Veil

6th-level Path of Adoration feature


You project a majesty that is befitting of a passionate fighter. You have advantage on saving throws against being charmed. If you are raging, you instead become immune to being charmed. If you are charmed when you enter your rage, the effect is suspended for the duration of the rage. In addition, while you are raging, creatures of your choice within 10 feet of you have advantage on saving throws against being charmed.

At 18th level, the range of this aura becomes 30 feet.

Smitten Form

10th-level Path of Adoration feature


Anyone that attempts to beguile you instead finds themselves looking at you in awe. When another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute or until the creature takes any damage.

Beloved's Passion

14th-level Path of Adoration feature


The feelings you and your beloved hold for each other makes the two of you a combined storm in battle. Once before the end of your next long rest, when you enter your rage and choose your beloved, you can give it the benefits of a rage while it is within 30 feet of you if it is willing (the creature can’t cast and concentrate on spells while raging, as normal). The effect ends for your beloved if you are no longer raging, if you are more than 30 feet from each other, or if your beloved ends its rage effect early as a bonus action.

In addition, when your beloved is reduced to 0 hit points by an attack or harmful spell, you find yourself consumed with fury. You can use your reaction to immediately take an extra turn, interrupting the current turn, and you can do so no more than once per long rest. When you do so, you gain the following benefits, which lasts until you are no longer raging.

  • You gain a +2 bonus to AC.
  • Your melee weapon attacks deal extra damage equal to your Charisma modifier (minimum of +1).
  • You are immune to being frightened, restrained, and stunned. These effects are suppressed for the rage’s duration if you are affected by them.
Created by Stuffies12

Bard: College of Self-Reflection

Bards of the College of Self-Reflection put themselves as the centrepiece for all their tales and performances, elevating their own sense of worth. Many bards consider this college to be filled with narcissistic and vain people, but they still can’t deny the level of flair and showmanship they have when it comes to entertaining others.

Perfection Seeker

3rd-level College of Self-Reflection feature


There is no such thing as a bad performance from you. When you roll a 1 for an ability check, attack roll, or saving throw, you can expend a use of Bardic Inspiration and reroll the die. You must use the new roll.

Once you use this feature, you can't use it again until you finish a long rest.

Vain Disposition

3rd-level College of Self-Reflection feature


People can't take their eyes off of you. You learn the enthral spell, which doesn’t count against the number of bard spells you know. Whenever you cast the spell, you can modify it so you cast it as a bonus action. You can do so a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Star Attraction

6th-level College of Self-Reflection feature


You easily steal other people’s attention. When you cast a spell that forces a creature to make a saving throw to avoid being charmed by you, you can use a bonus action to expend one use of your Bardic Inspiration and roll a Bardic Inspiration die. The target has to subtract the number rolled from its saving throw.

You can also use this feature when you cast a spell that states a target would otherwise be immune to the spell's effect because it can't be charmed (such as the suggestion spell).

Entitled Performance

14th-level College of Self-Reflection feature


Your excessive pride encourages you to perform even better. When you succeed on an ability check, attack roll, or saving throw, you can use your reaction to expend one use of your Bardic Inspiration and gain one of the following benefits based on the roll. You regain this use of Bardic Inspiration at the end of your next long rest.


  • Ability Check. When you succeed on the ability check, you can choose to use the new total for a different ability check you make before the end of your next long rest
  • Attack Roll. When you succeed on the attack roll, you gain a bonus to one damage roll of the attack equal to one roll of your Bardic Inspiration die.
  • Saving Throw. If the result of a successful saving throw is that you take damage, you only take half damage. Otherwise, you can give yourself advantage on the next saving throw you make before the end of your next long rest.
Created by Stuffies12

Cleric: Fertility Domain

The creation of new life has always been held sacred — an auspicious event for budding families — and with it communities have devised numerous rituals and interwoven meanings into its act. Such is the treasured act of birthing a new soul into the world.

Clerics of this domain uphold the revered traditions of this joint communion and teach others to cherish their partners, protect their offspring, and uphold the values of family. Examples of deities in this domain can be seen in the Fertility Deities table.

Fertility Deities
Example Deity Pantheon
  Isis Egyptian
  Lanthander Forgotten Realms
  Sif Norse
  Yondalla Halfling

Domain Spells

1st-level Fertility Domain feature


You gain domain spells at the cleric levels listed in the Fertility Domain Spells table. See the Divine Domain class feature for how domain spells work.

Fertility Domain Spells
Cleric Level Spell
1st ceremony, shield of faith
3rd aid, prayer of healing
5th create food and water, Leomund’s tiny hut
7th aura of life, guardian of nature
9th dawn, mass cure wounds

Sanctity of Life

1st-level Fertility Domain feature


You uphold and protect the dignity of all life. As an action, you can choose a number of creatures you can see within 30 feet of you up to your Wisdom modifier (minimum of one creature) and give it resistance to necrotic damage and poison damage for 1 hour.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Channel Divinity: Fortuitous Stamina

2nd-level Fertility Domain feature


You use your Channel Divinity to enhance a creature’s vitality. As an action, you can choose a creature you can see within 30 feet of you. It gains a +2 bonus to AC and advantage on Constitution saving throws for 1 minute, ending early if you use this Channel Divinity on the same creature again.

Home Nest

6th-level Fertility Domain feature


You create a safe respite for others to settle. When you cast Leomund’s tiny hut, you can modify the spell so that you and your occupants gain the following benefits after taking a short rest inside the spell’s area:

  • When a creature expends Hit Dice to regain hit points, it can forgo rolling and take the highest number.
  • A creature gains temporary hit points equal to 1d4 + your Wisdom modifier, which last until the end of its next long rest.
  • A creature that is suffering from a disease is cured of it, and a creature that is poisoned is no longer poisoned.

Once you modify the spell in this way, you must finish a long rest before you can do so again.

Potent Spellcasting

8th-level Fertility Domain feature


You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Pure Restoration

17th-level Fertility Domain feature


You ensure to protect all life so they may thrive. When you use your Sanctity of Life feature, each chosen creature is now immune to necrotic damage and poison damage.

In addition, you add the power word heal spell to your spell list, and the spell counts as a cleric spell for you. You can cast this spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you cast in this way, you are unable to use any features from this subclass until you finish a long rest, and any ongoing benefits from this subclass immediately end.

Created by Stuffies12

Druid: Circle of Beauty

Druids of the Circle of Beauty vow to protect all that brings beauty in nature. From the patterns of symmetry designed to attract mates, to visual quirks designed to confuse or camouflage observers, these are all sights that should be admired and emulated. They marvel at how nature seemlessly blends together both form and function in a way man-made objects never could.

Circle Spells

2nd-level Circle of Beauty feature


Your eye for all things visually harmonious grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Beauty Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Beauty Spells
Druid Level Spell
2nd disguise self, feather fall
3rd healing spirit, lesser restoration
5th daylight, hypnotic pattern
7th charm monster, compulsion
9th creation, dawn

Natural Form

2nd-level Circle of Beauty feature


As a bonus action, you can expend one use of your Wild Shape feature to draw upon nature's splendour, rather than assuming a Beast form.

While in your natural form and wearing no armour, your Armour Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), if you die, or you use this feature again.

Whenever you assume your natural form, choose the manner of natural appearance your body transforms into; your choice gives you certain benefits while in the form:


  • Attractive. When you enter this form, and as a bonus action on your subsequent turns while it lasts, you can choose a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn. The target automatically succeeds on its saving throw if it can’t see you. It stops being charmed by you if it is attacked or damaged, or if another creature shakes it awake as a bonus action.
  • Camouflage. You can take the Hide action as a bonus action. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Verdant. When you enter this form, and as a bonus action on your subsequent turns, you can choose one creature you can see within 30 feet of you (including yourself). That creature gains 1d4 + your Wisdom modifier temporary hit points, which lasts until the start of your next turn.
Created by Stuffies12

Blessing of Symmetry

6th-level Circle of Beauty feature


You strive to emulate the symmetry that occurs in the natural world. When you or a willing creature you can see within 60 feet of you casts a spell with a casting time of 1 action and which deals damage to at least one target, the caster can forgo rolling damage dice and take the average number. If the spell has an ongoing effect that can deal damage after it is cast, this feature only applies to the initial instance of damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Beautiful Plumage

10th-level Circle of Beauty feature


The transformation into your natural form is now even more stunning. Your forms gain extra benefits as detailed below:


  • Attractive. When you charm a creature, you can command it as part of the same bonus action to use its reaction to move up to its speed and make one weapon attack against a target you can see. After the creature completes this command, it is no longer charmed by you.
  • Camouflage. When you use the Hide action and are also obscured by natural foliage or phenomena, you become invisible until you move away from the natural foliage, or until you make an attack or cast a spell.
  • Verdant. The 1d4 you roll is now a 2d4 when you give temporary hit points. While a creature has these temporary hit points, it has a +1 bonus to AC and advantage on Constitution saving throws.

Moreover, at the start of each of your turns while in your Natural Form, you can change the appearance of your form. If you do, any effects from your previous form immediately end.

Radiant Appearance

14th-level Circle of Beauty feature


Your body's aesthetically pleasing patterns and colours make others hesitate to harm you. When a creature makes an attack roll against you while in your Natural Form, you can use your reaction and force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature can’t attack you with an attack or harmful spell until the end of its current turn, and must choose a new target or lose the attack or spell (this doesn't protect you from area effects, such as the explosion of a fireball).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Created by Stuffies12

Fighter: Heartbreaker

The Heartbreaker is a fighter that has been driven to madness due to betrayal and emotional turmoil. Often, a fighter of this archetype starts off as one of the most devoted and faithful of a cause, and find themselves repeatedly let down by those who they trusted and took advantage of their faith. The mind of a Heartbreaker is one whose love has been twisted and warped into the grotesque form it has now become. Driven to insanity, they derive pleasure in breaking down others, ensuring their final moments in life are that of despair.

Deeds of Insanity

3rd-level Heartbreaker feature


You have devised multiple ways to prolong the suffering of your enemies. These exploits are represented by your Insanity dice, which are each d6. You have a number of these dice equal to twice your Charisma modifier (minimum of two dice), and they fuel various unhinged exploits you take, which are detailed at the end of this description.

Some of your exploits expend the Insanity die they use, as specified in an exploit's description, and you can't use an exploit if it requires you to use a die when your dice are all expended. You regain all your expended Insanity dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Insanity die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Insanity dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Some of your exploits and features require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Insanity save DC = 8 + your proficiency bonus +

your Charisma modifier

The exploits below use your Insanity dice.

Fearful Strike. When you hit a creature with a weapon attack, you can force it to make a Wisdom saving throw. On a failed save, the Insanity die is expended and the target becomes frightened of you for 1 minute. You also roll an Insanity die and the target takes psychic damage equal to the number rolled. On your subsequent turns, while the target is frightened in this way, you can roll an Insanity die and deal psychic damage equal to the number rolled whenever you hit it with a weapon attack, which can take this bonus damage only once per turn. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on a success.

Unsettling Presence. Your very presence is able to trip others up. As an action, you can force one creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, you expend the Insanity die. Afterward, for 1 minute, the target must roll an Insanity die whenever it makes an attack roll or ability check and subtract the number rolled from its attack roll or ability check. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Prey’s Scent. You are able to keep track of your quarry. As a bonus action, you can choose a creature you can see and force it to make a Dexterity saving throw. On a failed save, the creature can’t hide from you and doesn’t gain any benefits from being hidden or invisible for 1 minute. You also always sense the direction to the creature’s location, and are aware of the direction of its movement as long as it is within 90 feet of you. The effect ends if you are more than 90 feet away from the creature. Once a creature fails its saving throw against this effect, you must finish a short or long rest before you can use it again, unless you expend an Insanity die to take it again.

Created by Stuffies12

Psychopathic Menace

3rd-level Heartbreaker feature


Your words twist what others think of you. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.

Whenever you make an ability check using the chosen skill, you can expend and roll an Insanity die, adding the number rolled to the ability check.

Unhinged Mind

7th-level Heartbreaker feature


Your unstable tendencies make you numb to all sorts of horrors. You have advantage on saving throws made to avoid or end the frightened condition.

In addition, whenever you or a creature you can see within 60 feet of you succeeds on a saving throw against being frightened, you can use your reaction to expend an Insanity die and force a different creature you can see within 60 feet of you to make a Wisdom saving throw against your Insanity save DC. If the save fails, you roll an Insanity die and the target is frightened of you for a number of minutes equal to the number rolled. If a creature frightened in this way ends its turn in a location where it doesn't have line of sight to you, it can repeat the saving throw, ending the effect on itself on a success.

Eroding Composure

10th-level Heartbreaker feature


You trigger a bout of primal fear when approaching others. Whenever a creature that has a number of hit points up to ten times your Charisma modifier makes a saving throw against your Insanity save DC, it makes the saving throw with disadvantage.

Sadistic Glee

15th-level Heartbreaker feature


You feel the exhilaration from a satisfying kill. When you reduce a creature’s hit points to 0 with a weapon attack, you gain one Insanity die. You can’t have more Insanity dice than twice your Charisma modifier, as normal.

In addition, whenever a creature succeeds on its saving throw against a feature that uses your Insanity save DC, you can use your reaction to deal psychic damage to it equal to your fighter level.

Gaze of Horror

18th-level Heartbreaker feature


You terrify an individual simply by looking at them. You can cast the eyebite spell without expending a spell slot, and the DC for this spell is your Insanity save DC. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend an Insanity die to cast it again.

Created by Stuffies12

Monk: Way of Compassion

Monks that follow the Way of Compassion strive to treat others with kindness, even their own foes within reason. This monastic tradition seeks to build a more harmonious world, encouraging non-violence and peaceful resolutions, and teaching its followers to be more empathetic and understanding of one another.

Compassionate Persona

3rd-level Way of Compassion feature


You always try to make others feel at ease. Whenever you make a Charisma check, you can give yourself a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in the Persuasion skill. If you are already proficient in this skill, you can instead choose from one of the following: Intimidation or Performance

Superior Deflection

3rd-level Way of Compassion feature


You use your monk techniques to shield others close to you from harm. You can use your Deflect Missiles feature when a creature within 5 feet of you is hit by a ranged weapon attack.

Simmer Temperament

6th-level Way of Compassion feature


You are able to assuage strong emotions. As an action, you can spend 2 ki points and choose a number of creatures that you can see within 30 feet of you up to your Wisdom modifier (minimum of one creature). The chosen creatures must make a Wisdom saving throw against your ki save DC, with advantage if you or your companions are fighting it. On a failed save, the target can’t become hostile toward you or your companions. If the target is already hostile toward you, it is no longer hostile and becomes indifferent to you and your companions. This effect lasts until the start of your next turn. The creature automatically succeeds its saving throw if it can’t hear you.

On each of your subsequent turns, you can use an action to extend this effect for up to 1 minute. This indifference ends if you use your action to do anything else, if the target is attacked or harmed by a spell, or if it witnesses any of its friends being harmed. The target also becomes hostile if it was hostile before being affected by this feature, unless the DM rules otherwise.

Nonviolent Touch

11th-level Way of Compassion feature


You have learned to harmlessly divert attempts at violence. When a creature hits you with a melee weapon attack, you can spend a number of ki points up to your Wisdom modifier (minimum of 1 ki point), decreasing the attacker’s attack roll by 2 for each ki point you spend, potentially turning the hit into a miss.

Knockout Blow

17th-level Way of Compassion feature


When diplomacy fails, you temporarily knock out your foe to keep the peace. When you hit a creature with a melee weapon attack, you can spend 4 ki points and force the target to make a Constitution saving throw against your ki save DC. On a failed save, it falls unconscious for 1 minute. The target wakes up if it takes damage or another creature within reach uses an action to shake it awake.

Created by Stuffies12

Paladin: Oath of Matrimony

A paladin of the Oath of Matrimony is a personal knight, binding themselves forevermore to the person they consider most important to them. The paladin promises to uphold their ideals and values of the one who they are bonded to, and to be an ever supportive figure in their lives. At the same time, the paladin also acts as a guide to ensure their cherished person never strays off the very path they chose to follow with them.

Tenets of Matrimony

A paladin who assumes the Oath of Matrimony swears eternal fealty to the one person they consider the most important in their lives.

Love. The very source of your divine magic comes through the love you have for your charge. Protect it at all costs.

Cherish. Treasure the bond you have with your charge, for it is one only the two of you share.

Protect. Don't only protect your charge, but ensure their ideals are uncorrupted, for they are also yours by extension.

Oath Spells

3rd-level Oath of Matrimony feature


You gain oath spells at the paladin levels listed in the Oath of Matrimony table. See the Sacred Oath class feature for how oath spells work.

Oath of Matrimony Spells
Paladin Level Spell
3rd bless, sanctuary
5th calm emotions, warding bond
9th beacon of hope, revivify
13th aura of purity, death ward
17th Bigby’s hand, legend lore

Channel Divinity

3rd-level Oath of Matrimony feature


You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Absolute Protection. You can use your Channel Divinity to keep your charge from harm. When a creature you can see within 30 feet of you is hit by an attack or fails its saving throw, you can use your reaction to present your holy symbol and have the creature add a +5 bonus to its AC or saving throw, potentially turning the hit into a miss or the failed save into a success.

Guardian Presence. You can use your Channel Divinity to ward off dangerous effects. As an action, you can choose one creature within 30 feet of you. That creature is immune to being charmed, frightened, paralyzed, and poisoned for 1 minute. If the creature is affected by any of these conditions when you use your Channel Divinity, the effect is suspended for the duration.

Aura of Radiance

7th-level Oath of Matrimony feature


Your commitment to your oath makes you shine with radiant light. You can deal an extra 1d4 radiant damage when hitting a creature with a weapon attack, which can take this extra damage from you only once per turn. Your allies also gain this benefit if they are within 10 feet of you and you aren’t incapacitated.

At 18th level, the range of this aura increases to 30 feet.

Passionate Presence

15th-level Oath of Matrimony feature


As the sole protector of this oath, your devotion is unmatched by anyone. When you cast a spell that has a casting time of 1 action, covers a radius area centred on yourself, and has a duration of at least 1 minute requiring concentration, you can choose to modify the spell so that its area is doubled.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Treasured Retainer

20th-level Oath of Matrimony feature


You allow yourself to unleash your full power in accordance with the will of your devotion. As an action, you gain the following benefits for 1 minute:

  • You have advantage on all saving throws.
  • The extra damage from your Aura of Radiance is now 1d6.
  • As part of the same action, you can cast globe of invulnerability without expending a spell slot or material components.
  • If you have no uses of Channel Divinity remaining, you regain 1 use of it.

Once you use this feature, you can't use it again until you finish a long rest.

Created by Stuffies12

Ranger: Red String

Rangers of the Red String archetype dabble in the invisible forces of fate, able to influence them to certain degrees. Their strong link with the esoteric workings of fate, destiny, and predetermination make them capable hunters and trackers.

Fateful Strikes

3rd-level Red String feature


You use your connection with the tides of fate to augment your strikes. When you hit a creature with a weapon, you can deal an extra 1d4 force damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Red String Magic

3rd-level Red String feature


You learn the message cantrip if you don't already know it.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Red String Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Red String Spells
Ranger Level Spell
3rd guiding bolt
5th detect thoughts
9th sending
13th divination
17th reincarnate

Tied Knot

3rd-level Red String feature


You are able to tie down another’s fate. You learn the hunter’s mark spell if you don’t already know it, and it doesn’t count against the number of ranger spells you know.

While concentrating on this spell, you can use an action to see through the target’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses or until the spell ends. While perceiving through the target’s senses, you gain the benefits of any special senses possessed by it, though you are blinded and deafened to your own surroundings. You must finish a short or long rest before you can see through another creature's senses in this way again.

Entwined Souls

7th-level Red String feature


You are able to intertwine your fates with another. As an action, you can choose a willing creature you can see within 30 feet of you and entwine your fates together. You both gain the following benefits for 10 minutes, until you are more than 30 feet away from each other, you dismiss it early (no action required), or you use this feature again.

  • You can telepathically communicate with each other. To understand each other, you each must know at least one language, though it needn’t be the same one.
  • You and the entwined creature share damage resistances and immunities, as well as condition immunities.
  • Whenever you or the entwined creature takes damage, the other can use its reaction to take half the damage from the original target.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Sever Destiny

11th-level Red String feature


You cut the invisible strings that bind people to their fates. When you use your Fateful Strikes to deal extra damage, you can also force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature must roll a d6 whenever it makes an ability check, attack roll, or saving throw, and subtract the number rolled from the d20. This lasts until the start of your next turn.

Fateful Embrace

15th-level Red String feature


You are able to further strengthen the ties you have with others. Your Entwined Souls feature gains additional benefits:

  • The range of your Entwined Souls feature is now 60 feet and lasts as long as you are within 60 feet of each other.
  • You can use a bonus action to teleport to an unoccupied space you can see within 5 feet of the entwined creature. The entwined creature can also use its bonus action to teleport to an unoccupied space it can see within 5 feet of you.
  • Whenever you or the entwined creature takes damage, the other can use its reaction to take all the damage from the original target. This does not transfer the effects of the attack or spell.
Created by Stuffies12

Rogue: Influencer

You are an Influencer, a duplicitous manipulator that excels in using flattery and natural charisma to sway others to your side. When in a spot of trouble, you can rely on the followers you’ve garnered to get you out.

Beguiling Personality

3rd-level Influencer feature


You know just what to say and do to win someone over. As a bonus action, you can force a creature that you can see within 30 feet of you to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is charmed by you for 1 minute (as if you’re concentrating on a spell), ending early if it can no longer see or hear you, or until it is attacked or damaged by you or your companions. A target within 5 feet of you has disadvantage on the saving throw, and a target that can’t see or hear you automatically succeeds its saving throw.

A use of this feature is expended only when a target fails its saving throw. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain expended uses when you finish a long rest.

Backhanded Apology

3rd-level Influencer feature


Your two-faced nature makes it easy to catch others unawares. You have advantage on attack rolls against a creature that is charmed by you. In addition, you roll an extra Sneak Attack die when dealing Sneak Attack damage to a creature charmed by you.

Stiff Competition

3rd-level Influencer feature


You are aware of the tricks others use to seduce and entice. You have advantage on saving throws to avoid or end the charmed condition on yourself.

Honeyed Manipulation

13th-level Influencer feature


Your followers are practically rabid for you. As a bonus action, you can command a creature that is charmed by you to use its reaction to move up to its speed and make one weapon attack against a target within range.

Gaslight

17th-level Influencer feature


You make others question their very own logic. When a creature you can see that is charmed by you is attacked or damaged by you or your companions, or sees its allies being attacked or damaged, you can use your reaction to keep the creature charmed by you. The creature must be able to hear you, otherwise the reaction fails.

Created by Stuffies12

Sorcerer: Succubus Soul

Your innate magic is derived from your fiendish lineage, specifically that of a succubus. Whilst sufficiently diluted as to not be born a cambion, you still possess one or two physical traits that show the true nature of your bloodline.

As a descendent of these manipulative fiends, many communities will treat you with caution at best and outright hostility at worst, perhaps even more so when they find out you are the product of an unholy union between a succubus and a mortal.

Instinctual Charm

1st-level Succubus Soul feature


The magic of seduction is second nature to you. You know the charm person spell, which doesn’t count against the number of sorcerer spells you know. You can cast this spell once without expending a spell slot, and you must finish a long rest before you can do so again.

When you reach 3rd level and you use a Metamagic option on this spell, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for this spell a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Cursed Tongue

1st-level Succubus Soul feature


Your fiendish lineage allows you to comprehend the language of the Lower Planes. You can speak, read and write Abyssal and Infernal.

Seductive Gaze

6th-level Succubus Soul feature


You make others stop what they are doing and pay attention to you. As an action, you can spend 1 sorcery point and choose a creature you can see within 60 feet of you. If the target can see you, it must make a Wisdom saving throw against your spell save DC. Creatures that can’t be charmed are immune to this effect. You can choose an additional target within range for each sorcery point you spend. The maximum number of targets you can choose equals your Charisma modifier (minimum of one creature).

On a failed save, the target is drawn to you for 1 minute. During this time, it can’t take reactions, must use its movement to move closer towards you, and the only action it can take on its turn is the Dash action to move toward you, avoiding obviously dangerous terrain. The target is no longer drawn to you if it can’t see you on its turn. When a target ends its turn within 5 feet of you, its speed is 0, drops any held items, becomes incapacitated, and falls prone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Charm Resistance

6th-level Succubus Soul feature


You have advantage on saving throws made to avoid or end the charmed condition. In addition, you can use a bonus action to spend 1 sorcery point to end an effect causing you to be charmed.

Obedient Thrall

14th-level Succubus Soul feature


Your succubus powers have fully developed. You can cast charm person at will.

In addition, you can use an action to touch an incapacitated Humanoid. That creature becomes charmed by you if it wasn't already before. This lasts until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can also communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Corrupting Replenishment

18th-level Succubus Soul feature


You obtain sustenance from rending the souls you have snared. As an action, you can choose one creature you can see that is charmed by you and force it to make a Constitution saving throw against your spell save DC. If the target fails its saving throw and has a number of hit points that is less than or equal to ten times your Charisma modifier, it immediately dies. Otherwise, it takes 8d8 + your sorcerer level necrotic damage. On a successful save, it takes half damage. Success or fail, you regain a number of hit points equal to the damage dealt.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.

Created by Stuffies12

Warlock: Beloved

You have made a pact with a being that you share a significant fondness with. Despite the gulf that stands between the two of you in terms of power and physical distance, the dynamic between you and your patron is unique among warlocks.

A common goal a warlock with this patron has is to be able to meet each other and be united, though there are always subtle nuances that only you and your patron share. You decide what the finer details of your relationship with your patron are, or you can roll for a possible reason in the Beloved Motivations table.

Beloved Motivations
d6
Reason
1 Your patron was previously a mortal like yourself, and you both shared a special relationship in life.
2 Your patron will undoubtedly outlive you. You both are trying to find a solution to this problem.
3 You and your patron are supposed to be sworn enemies, but your feelings for each other have overcome that. The same can't be said for your respective kinds.
4 Your patron is a reincarnation of a loved one who has died, though they don't know it. All they see is your unwavering loyalty.
5 You had originally owed your patron a debt, though your actions now go beyond simple repayment.
6 Your family has served this patron for generations. They seem to have developed a particular interest in you.

Expanded Spell List

1st-level Beloved feature


The Beloved lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Beloved Expanded Spells
Spell Level Spells
1st ceremony, sanctuary
2nd aid, warding bond
3rd catnap, feign death
4th divination, Mordenkainen's private sanctum
5th creation, Rary’s telepathic bond

Protective Veil

1st-level Beloved feature


Your loved one will always try to shield you from harm. As a bonus action, you can give yourself an AC of 12 + your Charisma modifier which lasts for 1 hour.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a warlock spell slot to use it again.

Created by Stuffies12

Devoted Body

6th-level Beloved feature


The devotion you and your patron have with each other always keeps you together. You are immune to being charmed.

In addition, your commitment to your patron manifests as further protection. Whenever a hostile creature damages you with an attack or harmful spell while you are under the effect of your Protective Veil, it takes radiant damage equal to your Charisma modifier (minimum of one damage).

Sweetheart's Shelter

10th-level Beloved feature


The power of your patron is able to protect you from harm. At the end of a long rest, you gain the effect of a sanctuary spell which lasts until the start of your next long rest. The effect ends early when you make an attack or cast a spell on an enemy, as normal.

Together As One

14th-level Beloved feature


The love you share with your patron is so strong you are able to temporarily merge with each other. As part of the same bonus action you use to activate your Protective Veil, or as a bonus action while under the effect of your Protective Veil, you can give yourself the following benefits that last until your Protective Veil ends:

  • Once on each of your turns, you can add your Charisma modifier to one damage roll of an attack or spell you cast (minimum of one damage).
  • You regain hit points equal to 1d6 + your Charisma modifier if you end your turn in combat with fewer than half of your hit points remaining.
  • When you take damage from an attack or spell, you can use your reaction to gain resistance to all of the attack’s damage type until the start of your next turn.

Once you use this bonus action, you can't use it again until you finish a long rest.

Wizard: Confectioner

The Confectioner is a whimsical wizard that masters different schools of magic all for the sake of creating delicious sweets. The candy they make is laced with magic that makes it even more irresistible.

Candymaker Competencies

2nd-level Confectioner Magic feature


You gain proficiency in cook’s utensils, and you have advantage on Wisdom (Perception) checks that rely on smell or taste.

Confectioners Cookbook

2nd-level Confectioner Magic feature


Your spellbook doubles as a cookbook that contains all your dessert desserts. You know two desserts now, which are written in your spellbook, and you learn an additional dessert when you reach 6th and 10th level. When you learn a new dessert, you can also replace one dessert you know with a different one.

At the end of a long rest, you can create confections based on desserts inside your spellbook. You must be holding cook’s utensils, and you create enough portions to feed a number of creatures equal to your proficiency bonus. Each confectionery can be from the same dessert recipe or a different one. An unconsumed confectionery spoils at the end of your next long rest and is wasted.

A creature uses its action to consume the confectionery. When it does, the benefits of that confectionery last until the end of the creature’s long rest, ending early if the creature consumes a confectionery that you have created from a different dessert.

You can choose from the following desserts below:


  • Fluffy Pancakes. The creature’s jump distance is doubled.
  • Terrific Tiramisu. The creature gains temporary hit points equal to your Intelligence modifier (minimum of 1 hit point).
  • Gobstopper. Whenever the creature makes a Constitution saving throw, it can roll a d4 and add the number rolled to the saving throw.
  • Molten Lava Cake. The first time the creature hits a target with a weapon attack on its turn, it can deal an additional 1d4 fire damage.
  • Mocha Frappuccino. The creature’s speed increases by 5 feet.
  • Dark Chocolate Bar. The creature gains darkvision out to a range of 60 feet. If it already has darkvision from another source, its range increases by 60 feet.

Chocolate Dip

6th-level Confectioner Magic feature


Having your spells and recipes in one book causes your own spells to emit a distinctly sweet smell. Whenever you hit a target with a spell attack or it fails its saving throw against a spell you cast, you can coat it in a thin layer of chocolate. The target’s speed is reduced by 10 feet while it is covered in this chocolate, and other creatures have advantage on Wisdom (Perception) checks made to find the target. The chocolate sticks to the creature for 1 minute, and it can use an action to remove the chocolate.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all spent uses at the end of a long rest.

Delightful Desserts

10th-level Confectioner Magic feature


Travelling and studying different cuisines have elevated your own confectionary. Each of your desserts' benefits improves, as shown below. In addition, a creature can gain the benefits of up to two of your confectionaries. If it consumes a third confectionery, the benefits of the oldest confectionery ends for it.

Created by Stuffies12

  • Fluffy Pancakes. The creature’s jump distance is now tripled. It also only needs to make a running start of 5 feet, instead of 10 feet, to gain the full benefits of a high or long jump.
  • Terrific Tiramisu. The creature now gains 1d4 + your Intelligence modifier temporary hit points. While it has these temporary hit points, it has a +2 bonus to AC.
  • Gobstopper. The creature can now roll a d4 whenever it makes a Strength, Dexterity, or Constitution saving throw. In addition, if the outcome of the saving throw results in the creature taking damage, it can reduce the damage taken by the number rolled.
  • Molten Lava Cake. When the creature uses the benefit from this confection to deal extra fire damage to a target, its speed is also reduced by 10 feet until the start of the creature’s next turn.
  • Mocha Frappuccino. The creature’s speed now increases by 10 feet. In addition, it can take the Disengage action as a bonus action.
  • Dark Chocolate Bar. The creature’s darkvision allows it to see in normal and magical darkness out to its darkvision range.

Sweet Tooth

14th-level Confectioner Magic feature


Fans of your chocolate are always hungry for more. As an action, you can choose any number of creatures you can see that are currently under the effects of at least one of your confectioneries. A chosen creature gains the following benefits against a target that is covered in your Chocolate Dip, which lasts for 1 minute.

  • The creature can move an additional 10 feet, but only towards the target covered in your Chocolate Dip.
  • As a bonus action, a creature can make a special melee attack, attempting to bite the target if within 5 feet of it. This attack deals 1d6 magical piercing damage and can be either a weapon attack it is proficient in (using its choice of Strength or Dexterity) or a spell attack (if the creature can cast spells). The creature adds the ability modifier used for the attack roll to the damage roll on a hit. It also regains hit points equal to the damage dealt on a hit.

Once you give a creature these benefits, you can’t do so again for that creature until you finish a long rest.

Created by Stuffies12

Find Your

One True Love

Made by /u/Stuffies_12 (stuffies12). Created in GM Binder.

Love is in the air, sweet and syrupy and all delightfully sugary! Show that special person in your life how much they mean to you, because you don't want to let the chance slip by and regret it! There are few things that are always worth the risk, but a feeling as universal as love is certainly one of them. So what are you waiting for?

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Toymaker - Path of Adoration
College of Reflections - Fertility Domain
Circle of Beauty - Heartbreaker
Way of Compassion - Oath of Matrimony
Red String - Influencer - Succubus Soul
Beloved - Confectioner

Disclaimer

The Valentine Collection is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.