Karamela's White Day Return Gift

by Stuffies12

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Karamela's White Day Return Gift

Race Options

This homebrew introduces two new race options that you can use in your campaign, alongside the races presented in the Player's Handbook and other official sourcebooks. These new options are:

Cupid. Small adolescent Celestials that play matchmaker.

Candyfolk. A race of animate confectionaries made by a whimsical wizard.

Creating Your Character

At 1st level, you choose the race of your character from one of the official D&D sources or from a race in this collection. When you select a race, follow these rules during character creation.

Ability Score Increase

When determining your character's ability scores, unless stated otherwise, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. You can't raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character's creature type is. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn't work on a Construct or an Undead.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you'd like to determine your character's height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.

Cupid

Named after their creator, the Roman god of love and desire, Cupid created this race to spread his domain's influence and solidify his position in the upper echelons of the Roman pantheon. Though initial cupids were created to find the most ideal romantic match between partners, subsequent cupids were more haphazard, and at times mischevious, with their pairings as the god sought for quantity over quality to grow his domain.

Cupids don't age past their teenage years, giving them an eternally youthful face that reflects the visage of their creator. All cupids appear conventionally appealing and without physical flaws. However, their most striking physical trait are a pair of flightless, feathery wings that sprout from their body. This most often protrudes from their back but some cupids sport wings that sprout from their ankles, shoulders, or even ears.

Cupid Traits

As a cupid, you have the following traits:

Creature Type. You are a Celestial.

Age. Cupids reach mental maturity at around 10 years old. However, they don’t physically age past their teenage years, stopping at anywhere between 8 and 15 years. Your lifespan extends into the second century.

Alignment. As emissaries of love, cupids tend towards a good or chaotic alignment. Evil cupids are rare but those that exist stand out greatly.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Charm Resistance. You have advantage on saving throws made to avoid or end the charmed condition on yourself.

Incite Love. You have innate matchmaking abilities. As an action, you can touch one willing creature (including yourself) and bestow it the ability to cast the charm person spell without expending a spell slot. That creature can cast this spell once before the end of its next long rest, using your spell save DC for the saving throw. You are immune to this instance of the spell. Once you use this trait, you can't use it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when it is cast with this trait (choose when you select this race).

Weapon of Venus. You have proficiency with the shortbow and longbow. In addition, when you hit a creature with either weapon and you have not used your Incite Love trait, you can cast the charm person spell on the target, taking up one use of your Incite Love trait.

Candyfolk

Candyfolk are personal creations of Karamela, a charitable wizard and self-proclaimed prodigious confectionist. Many of her beneficiaries often send gifts as a token of thanks, Not wanting to leave such gestures unanswered, Karamela sends custom return gifts in the form of sentient candy, combining her magical talents and passion for sweets.

Most candyfolk can be found in three flavours:


  • Cotton Dandy. Made of floaty wisps of sugar and comes with an equally sugary personality.
  • Gingerbread Man. The classic biscuit. Now with adjustable facial expressions.
  • Pop Rock Punk. Their hardened crystalised exterior and attitude hide a sweet, gooey centre!

Candyfolk Traits

As an candyfolk, you have the following traits.

Creature Type. You are a Construct.

Age. You are created by the whimsical wizard Karamela, as a gift to loved ones. They last as long as the person has need for them and disappear in a puff of smoke when the gift is no longer welcome.

Alignment. As personal creations of Karamela, each candyfolk is customised to an alignment that best fits its recipient.

Size. You are Small or Medium. You choose when you select this race.

Speed. Your walking speed is 30 feet.

Living Food. You don’t mind when your recipient indulges in you. During a short rest, you can give a willing creature any number of Hit Dice, which it must immediately roll. The creature regains hit points equal to the number rolled plus your Constitution modifier, and your hit point maximum is reduced by the same amount until you regain that Hit Dice. This trait can’t bring you down to 0 hit points.

In addition, Karamela created you to benefit from several spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.

Unusual Nature. You don’t require air, food, or drink.

Water Susceptibility. Your sugary composition makes you react unfavourably with water. When you are exposed to at least 10 gallons of water in a single turn, your speed is reduced to 0 and you become incapacitated until the end of your next turn. Under rain, your speed is reduced by 5 feet.

Cotton Dandy

A cotton dandy has the following traits.

Flossy Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Airy Form. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma
is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Gingerbread Man

A gingerbread man has the following traits.

Baked Goods. You have resistance to fire damage. In addition, when you take fire damage, you can use your reaction to give yourself immunity to that instance of fire damage, and resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn. Alternatively, you can use this trait as a reaction when you take fire damage to end the effects of your Water Susceptibility trait if you are affected by it. Once you use this trait, you can’t do so again until you finish a long rest.

Cookie Face. At the end of a long rest, you can give yourself proficiency in the Intimidation or Persuasion skill. When you do, you have disadvantage on ability checks made with the other skill.

Pop Rock Punk

A pop rock punk has the following traits.

Cleansing Sugar. You know the purify food and drink spell. Once you cast the spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).

Condensed Crystal. If you have not moved on your turn, you can use a bonus action to give yourself a +2 bonus to AC and Strength saving throws until the start of your next turn. When you do, your speed becomes 0 for the duration. This effect ends early if your Water Susceptibility trait is triggered.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

I just thought I should clarify that these folk have no qualms about being eaten. Honest!

                                         ~ Karamela

Subclass Options

This section introduces new options for the bard, fighter, and paladin when selecting a subclass. These new options are shown in the Subclass Options table.

Subclass Options
Class Subclass
Bard College of Serenade
Fighter White Knight
Paladin Oath of Giving

Bard: College of Serenade

Followers of the College of Serenade fully embrace the stereotypical archetype of bards as master seducers. These bards are able to easily charm and win over complete strangers with their uncannily strong blend of natural charisma, good looks, and a dash of magic, able to snag anyone they chose and have them wrapped around their finger.

Captivating Words

3rd-level College of Serenade feature


You know just what to say to make others like you. When you cast an enchantment spell on a creature that requires a saving throw, you can use your reaction to roll a Bardic Inspiration die. If the creature can hear you and understand you, it must subtract the number rolled from its saving throw. You expend a use of Bardic Inspiration only if the saving throw fails.

Natural Charmer

3rd-level College of Serenade feature


Other people can’t help but be more friendly towards you. You know the charm person spell, which doesn’t count against the number of bard spells you know. When you cast this spell and the target fails its saving throw, you can use a bonus action to expend a use of Bardic Inspiration and roll a Bardic Inspiration die. The target is affected by the spell for a number of hours equal to 1 + the number rolled, instead of 1 hour.

Seductive Countercharmer

6th-level College of Serenade feature


You are so charming that other people who try to be pale in your presence. When you use your Countercharm feature, you and friendly creatures within 30 feet of you become immune to the charmed condition for the duration.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a use of Bardic Inspiration to use it again.

Intimate Relationship

14th-level College of Serenade feature


You’re able to talk people into being vulnerable around you. After engaging in conversation with a creature for at least 1 minute, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you until another creature fails its saving throw against this feature, or until 1 week has passed without seeing each other and talking in person for at least 1 minute.

While charmed in this way, the creature treats you as if you are intimately close friends. It will offer favours and gifts to you as if your relationship was as such, and speak glowingly of you to others. It will not fight or risk its life for you, unless it was already inclined to do so. The creature can repeat the saving throw whenever it sees you attempting to inflict the charmed condition on another target.

If the charmed creature sees you using this feature on another target, the creature is no longer charmed by you, the target automatically succeeds its saving throw, and both it and the previously charmed creature become hostile towards you.

When a creature is no longer charmed by you, or when it succeeds on its saving throw, it becomes unaffected by all your subclass features for the next 24 hours.

Once a creature fails its saving throw against this feature, you can’t use this feature again until you finish a long rest.

I hate using stereotypes, but this really is a case of "if the shoe fits", you know? They know exactly what to say to make you swoon. Just know that you're next in a long line of broken hearts when meeting one of these bards.

                                         ~ Karamela

Fighter: White Knight

The White Knight is the perfect picture of gallantry and politeness. On the battlefield, they seek to shield their allies from harm and also give pointers on how to best approach an enemy. Off the field, they are a reassuring presence that can improve a comrade's own natural abilities.

Chivalrous Bearing

3rd-level White Knight feature


Helping those in need is second nature to you. You gain proficiency in one of the following skills of your choice: History, Medicine, or Persuasion. Your proficiency bonus is doubled for any ability check you make with the chosen skill.

Line of Duty

3rd-level White Knight feature


When a creature you can see within 5 feet of you is hit by a melee attack, you can use your reaction to reduce the damage taken by 1d10 + your Constitution modifier + your fighter level (to a minimum of 0 damage), and you take this damage instead, which can’t be reduced in any way. You must be able to see the attacker to use this feature.

If you reduce the damage to 0, you can make one melee weapon attack against the attacker with advantage as part of the same reaction.

Welcome Assistance

3rd-level White Knight feature


You look to help others whenever possible. You can take the Help action as a bonus action. When you do, you gain 1d6 temporary hit points which last until the start of your next turn. In addition, you can give the target of your Help action one of the following benefits, depending on whether you are helping it with an ability check or attack roll.

Ability Check. The creature can reroll one of the dice once.

Attack Roll. If the creature hits the target, it can roll any damage dice twice and take the higher number.

Team Player

7th-level White Knight feature


You don’t hesitate to give your allies a hand. You gain the following benefits.

Reposition Ally. Once on each of your turns, you can choose one willing creature within 5 feet of you and switch places without spending your movement speed. This movement doesn't trigger opportunity attacks. Neither of you must be incapacitated to use this feature.

Tend to Ally. As an action, you can choose one creature you can see within 5 feet of you that is charmed or frightened, and end the condition. You must finish a short or long rest before you can use this ability again.

Rush to Aid

10th-level White Knight feature


When you use your Line of Duty feature, you can use it on a creature you can see within your movement speed, moving within 5 feet of the creature to take the damage from the attack. After you reduce the damage from the attack, you can choose to switch places with the creature if it is willing to.

Ready to Serve

15th-level White Knight feature


You are prepared to help your allies at a moment’s notice. When you take the Attack action, you can replace any number of attacks you make with the Help action. When you use the Help action, the target of your Help action also gains 1d6 temporary hit points which disappear at the start of your next turn.

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

Noblesse Oblige

18th-level White Knight feature


You exemplify the values of service towards others. When you use your Welcome Assistance feature, the target of your Help action gains additional benefits based on the roll:

Ability Check. The creature can treat any roll of 7 or lower on the d20 as an 8.

Attack Roll. The creature rolls an additional damage die on a hit.

Paladin: Oath of Giving

Paladins that follow the Oath of Giving believe in the ideals of selflessness and passing on one's blessings to others. They see gifting and helping others as something that should be done not out of reward or self-satisfaction, but simply because it is the right thing to do. These paladins abhor gifts with attached strings and taking advantage of generosity, seeing such acts as a distortion of the values they try to uphold.

Tenets of Giving

The tenets of the Oath of Giving encourage altruistic acts in order to create a kinder world.

Give Freely. Your gifts must not come with conditions, and you should never expect anything in return.

Give Generously. The recipient of your gift must come out in a better situation than they were before.

Give Willingly. You should not give out of obligation, for the act becomes insincere.

Oath Spells

3rd-level Oath of Giving feature


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

Oath of Giving Spells
Paladin Level Spell
3rd bless, sanctuary
5th enhance ability, lesser restoration
9th protection from energy, revivify
13th death ward, conjure woodland beings
17th greater restoration, legend lore

Channel Divinity

3rd-level Oath of Giving feature


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

Potent Present. You spread the blessings of your oath more freely. When you cast a spell with a range of touch that targets only one creature, you can choose an additional number of creatures that you can see in range up to your Charisma modifier (minimum of one extra creature).

Delightful Company. Your presence makes others feel more open around you. As an action, you can choose a number of creatures you can see up to your Charisma modifier to make a Wisdom saving throw. On a failed save, the creature is charmed by you for 1 hour or until it takes damage or sees one of its allies being attacked.

These guys are truly a blessing. That's all I'll say.

                                         ~ Karamela

Aura of Gratitude

7th-level Oath of Giving feature


You emit a bestowing aura. When you cast a spell with a range of touch, you can choose a target you can see that is within 10 feet of you, as long as you aren’t incapacitated. You can also use your Lay on Hands feature on a creature within this range.

At 18th level in this class, this range increases to 30 feet.

Bequeathment

15th-level Oath of Giving feature


You make sure to pass on your blessings. When you are brought down to 0 hit points but not killed outright, you can choose one spell from your Oath Spells feature and cast it without verbal, somatic, or material components. If you cast a spell that requires concentration, you don’t need to be concentrating on the spell, and it lasts for the duration or until you cast that spell again.

Gracious Giver

20th-level Oath of Giving feature


You bear gifts that offer great boons. As a bonus action, you gain the following benefits for 1 minute:

  • As part of the same bonus action, you can choose one creature you can see within 30 feet of you (including yourself) and give it a d6. That creature can use this d6 for one ability check, attack roll, or saving throw it makes before the end of its next turn.
  • Whenever an ally that is affected by one of your spells (such as the bless or protection from energy spell) takes damage, that damage is reduced by an amount equal to your Charisma modifier (minimum reduction of 1).
  • When you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to succeed on it instead.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Is Your Gift Ready?

Made by /u/Stuffies_12 (#Stuffies12#7807). Created in GM Binder.

Whatever the reason, a thoughtful gift will always bring joy. As long as you're sincere, surely your feelings will get through!

Front Cover - Secret Rendezvous by Manuel Castañón
Page 1 Art - Cupid by Limo
Page 2 Art - Cotton Candy Fairy by Vera Tiong Page 3 Art - Gala-Begrüßer by Daniel Lieske
Page 4 Art - Ajani Valiant Protector by Anna Steinbauer
Page 5 Art - Anointer of Champions by Anna Steinbauer
Back Cover - Rakish Revelers by Benjamin Ee

Notes and Disclaimer

Karamela's White Day Return Gift 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.

Special thanks to exoduspie, Inkayaku, and Juan Bot for their feedback and support.

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