Base Class: Cleric
Censer Priests use a thurible, censer, or other ceremonial tool for their religious practices. In using these tools, they conjure holy smoke, mist, or fog to provide them with an obscuring defense, and aid allies with cunning techniques.
Divine Censer
Upon choosing this domain, your deity grants you a censer. You can wield this censer in your main hand or off hand and it is a spellcasting focus for you. If your censer is lost or destroyed you can perform a 1 hour ritual to recreate it.
Sacred Rites
You have a reserve of divine power granted by your deity that are represented by Rite Slots. You have an amount of rite slots equal to your wisdom modifier plus your proficiency bonus. You can use these slots to perform a variety of rites that are detailed below.
You choose 2 rites at 2nd level, and can swap out the rites after a long rest. You gain 1 more rite at 6th, 8th, and 17th level
All rites require the use of at least one slot and expend the slot(s) at the beginning of the Rite or Ritual regardless of whether you complete it or not. You regain all your expended Rite Slots upon completing a long rest. Additionally you can perform a 10 minute ritual during a short rest to regain 2 Rite Slots, you may only do this once per long rest.
Some of your rites require creatures to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Rite save DC = 8 + your proficiency bonus + your Wisdom modifier
Additionally, rites that have a cast time of 1 minute or more require concentration to maintain, upon losing concentration the rite ends.
Warding. For 1 Rite Slot, you can perform a 10 minute ritual. This ritual must be completed for the effect to take place. This ritual cleanses the area around you in a 10 foot radius. The ritual dispels one magic effect of the highest spell slot you can cast, prevents non-divine magic from being cast inside, and prevents scrying in the area. This effect lasts for 1d4 + Wisdom modifier hours. You can increase the time by an additional 1d4 for each additional Rite Slot used. Ex: if you expend 4 rite slots, the effect will last for 4d4 + Wisdom Modifier hours.
Haze. As an action and for 1 Rite Slot, you swing your thurible and send smoke out in a 15 foot cone. Allies within the cone gain the effects of Blur until the start of your next turn or until the blur effect causes an attack to miss, whichever comes first.
Blessing. As a reaction, and for 2 Rite Slots, when you cast a spell or use a rite that targets at least one allied creature and has a range other than self or touch, you can change the targeting of the spell to a 30 foot range and affects all allies in a 20 foot radius.
Sacred Pilgrimage. As a reaction, and for 1 Rite Slot, you target a creature that you can see within 30 feet. The creature can make a Dexterity saving throw, on a success you and the creature evaporate into smoke and swap places. You can target an ally who can purposefully fail the save.
Rejuvenate. For 1 Rite slot, you perform a 1 minute ritual that brings forth the healing properties from the incense in your censer. For the duration of the ritual creatures in a 10 foot radius centered on you who start their turn in the radius, or enter on their turn gain 1 + Wisdom modifier hit points. The effect persists for 2 rounds after leaving the area or after the rite ends. If the Rite is completed, creatures in the aura gain 1d4+ Wisdom modifier temporary hit points. (This does not count as targeting)
Dense Smoke. As an action, and for 1 Rite Slot, you perform a 1 minute ritual that sends forth seeping smoke. The smoke starts in a 10 foot cone, and grows by 5 feet at the start of each of your turns. The area inside the smoke is considered difficult terrain for enemy creatures, and creatures are grounded. A grounded creatures movement speed cannot be increased above their base movement, cannot dash, jump, fly, or use teleportation/movement spells, or spell-like abilities.
Channel Divinity: Rite of Smoke
Starting at 2nd level, you can use your Channel Divinity to perform a sacred rite that defends you and your allies with the smoke from your censer.
As an action, you swing your censer and the smoke begins spewing out in a sphere. The sphere is centered on you and fills a 20 foot radius. The area is heavily obscured for all creatures except those you choose. Additionally, enemy creatures in the smoke are grounded (their movement speed cannot increase above their base movement speed, and they cannot jump, fly, or use movement abilities or spells), and suffer grievous wounds (gain half effectiveness from healing and temporary hit points).
Ardent Censer
Starting at 6th level, your censer becomes more attuned to your clerical style. Upon reaching this level choose one of the following, this choice cannot be changed later.
Censer of Wrath. Your censer now takes the shape of a flail, but still exudes smoke from the divine incense inside. You are proficient with this weapon, it counts as a spellcasting focus for you, and can use your Wisdom modifier to hit. You also gain the ability to expend one Rite Slot when you hit a creature to deal an additional 2d8 force damage. This increases to 3d8 at 8th level, and 4d8 at 12th level. This effect does not stack with other smite spells or smite-like abilities.
Censer of Peace. Your censer retains its form, but may become more intricate in design. While carrying your censer you are under the effect of Sanctuary. If you make an attack, cast a spell that directly targets/affects an enemy, or deal damage to another creature, this effect ends until you spend one minute performing a ritual to regain your peace. Additionally, once per combat, you can spend additional rite slots to grant an additional 2d4 temporary hit points per slot spent up to 3 slots (8d4 maximum).
Censer of Apostacy. Your censer now takes the form of a pipe, extended cigar, or a portable bong. Your illusion spells gain a +2 bonus to their Spell Save DC. Additionally, you can gain an additional rite called Rite of Delusion. This rite costs one action, one rite slot and targets yourself, and has a duration of 1 minute. You can perform this rite once per long rest. You inhale the smoke and hold it in, letting the smoke fill your lungs. You exhale the smoke in a 30 foot cone, all enemy creatures within the smoke must make a Constitution saving throw against your Rite Save DC. On a fail, a creature cannot determine who is friend or foe as they forget where their loyalty lies. A creature must attack the creature nearest to them whether it be friend or foe, and the creature can make a Wisdom saving throw at the end of each of their turns to end this effect early. On a successful save, a creature remains unaffected.
Additionally, you cannot be forcefully disarmed from your censer.
Censer of Delusion
Your censer now takes the form of a small handheld lamp, lantern, or other small poriferous ritual item that emits smoke. Your illusion spells gain a 1d4 bonus to their Spell Save DC. Additionally, when casting an illusion spell or performing a rite, you can expend one additional rite slot to...
Censer of Peace
While carrying your censer you are under the effect of Sanctuary. If you make an attack, cast a spell that directly targets/affects an enemy, or deal damage to another creature, this effect ends until you spend one minute performing a ritual to regain your peace. Additionally, once per combat, you can have a spell or rite that targets only allies grant 2d4 temporary hit points. You can spend additional rite slots to grant an additional 2d4 temporary hit points per slot spent up to 3 slots (8d4 maximum).
Censer of Wrath
Your censer now takes the shape of a flail. You are proficient with this weapon, it counts as a spellcasting focus for you, and can use your Wisdom modifier to hit. You also gain the ability to expend one Rite Slot when you hit a creature to deal an additional 2d8 force damage. This increases to 3d8 at 8th level, and 4d8 at 12th level. This effect does not stack with other smite spells or smite-like abilities.
Divine Assistance
Starting at 8th level, you can imbue spells you cast with divine energy. You can add your Wisdom modifier to any healing, or temporary hit points you grant once per combat. If your Wisdom modifier is already added, add it again.
Overflowing Censer
The divine energy in your censer can barely be contained. You gain a +1 bonus to your armor class, and spell and rite save DC.
Additionally, once per day, you can choose to empower one of your rites. When you use one of your rite slots, you may have creatures fail a single save DC, or do maximum healing and temporary hit points for the chosen rite.
Comments