Base Class: Cleric
Domain Spells: You gain domain spells at the cleric levels listed in the Incense Domain Spells table. See the Divine Domain class feature for how domain spells work.
Incense Domain Spells
Cleric Level Spells
1st: fog cloud, healing word
3rd: aid, enhance ability
5th:mass healing word, stinking cloud
7th: death ward, fire shield
9th: cloudkill, greater restoration
Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with alchemist’s supplies and the herbalism kit. You also learn the produce flame cantrip. It counts as a cleric cantrip for you, but doesn’t count against the number of cleric cantrips you know.
Sacred Aromatics: At 1st level, you prepare sacred oils, resins, and perfumed ashes that you can unleash in battle. When you finish a long rest, you prepare a number of sacred aromatics equal to your Wisdom modifier (minimum of one). Any unused sacred aromatics lose their potency when you finish your next long rest. As a bonus action, you can expend one sacred aromatic to produce one of the following effects. If an effect requires a saving throw, the saving throw DC equals your cleric spell save DC.
Restorative Aroma: One creature you can see within 30 feet of you regains hit points equal to 1d8 + your Wisdom modifier.
Fortifying Aroma: One creature you can see within 30 feet of you gains temporary hit points equal to 1d8 + your Wisdom modifier and has advantage on the next saving throw it makes against being charmed, frightened, or poisoned before the start of your next turn.
Spark Perfume: Choose a point you can see within 30 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much damage on a successful one. When you reach 6th level in this class, the healing, temporary hit points, and damage of these effects each increase by 1d8. They each increase by another 1d8 when you reach 17th level in this class.
Channel Divinity: Perfumed Benediction Starting at 2nd level, you can use your Channel Divinity to release a wave of sanctified incense. As an action, you present your holy symbol and choose one of the following effects.
Soothe the Faithful: Choose a number of creatures you can see within 30 feet of you equal to your Wisdom modifier (minimum of one). Each chosen creature gains temporary hit points equal to 2d6 + your cleric level and can end one effect causing it to be charmed, frightened, or poisoned.
Scour the Profane: Choose a number of hostile creatures you can see within 30 feet of you equal to your Wisdom modifier (minimum of one). Each target must make a Constitution saving throw. On a failed save, a creature is poisoned and its speed is halved until the end of your next turn.
Lingering Incense: At 6th level, your sacred vapors continue to work after first contact. When a creature regains hit points or gains temporary hit points from your Sacred Aromatics feature or from a cleric spell of 1st level or higher that you cast, that creature has advantage on the next saving throw it makes before the start of your next turn. When a creature takes fire or poison damage from your Sacred Aromatics feature or from a cleric spell of 1st level or higher that you cast, that creature can’t take reactions until the start of its next turn.
Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Grand Censer At 17th level, you are wreathed in a mantle of sanctified fragrance. When you use your Sacred Aromatics feature, you can apply two different aromatic effects at the same time, expending only one use of the feature. You choose targets and points of origin for each effect separately.
In addition, while you are conscious, you and friendly creatures within 10 feet of you have resistance to fire and poison damage, and are immune to the poisoned condition.
Domain Spells
Cleric Level Spells
1st: fog cloud, healing word
3rd: aid, enhance ability
5th:mass healing word, stinking cloud
7th: death ward, fire shield
9th: cloudkill, greater restoration
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with alchemist’s supplies and the herbalism kit.
You also learn the produce flame cantrip. It counts as a cleric cantrip for you, but doesn’t count against the number of cleric cantrips you know.
Sacred Aromatics
At 1st level, you prepare sacred oils, resins, and perfumed ashes that you can unleash in battle. When you finish a long rest, you prepare a number of sacred aromatics equal to your Wisdom modifier (minimum of one). Any unused sacred aromatics lose their potency when you finish your next long rest. As a bonus action, you can expend one sacred aromatic to produce one of the following effects. If an effect requires a saving throw, the saving throw DC equals your cleric spell save DC.
Restorative Aroma One creature you can see within 30 feet of you regains hit points equal to 1d8 + your Wisdom modifier.
Fortifying Aroma One creature you can see within 30 feet of you gains temporary hit points equal to 1d8 + your Wisdom modifier and has advantage on the next saving throw it makes against being charmed, frightened, or poisoned before the start of your next turn.
Spark Perfume Choose a point you can see within 30 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much damage on a successful one.
When you reach 6th level in this class, the healing, temporary hit points, and damage of these effects each increase by 1d8. They each increase by another 1d8 when you reach 17th level in this class.
Channel Divinity: Perfumed Benediction
Soothe the Faithful: Choose a number of creatures you can see within 30 feet of you equal to your Wisdom modifier (minimum of one). Each chosen creature gains temporary hit points equal to 2d6 + your cleric level and can end one effect causing it to be charmed, frightened, or poisoned.
Scour the Profane: Choose a number of hostile creatures you can see within 30 feet of you equal to your Wisdom modifier (minimum of one). Each target must make a Constitution saving throw. On a failed save, a creature is poisoned and its speed is halved until the end of your next turn.
Lingering Incense
When a creature regains hit points or gains temporary hit points from your Sacred Aromatics feature or from a cleric spell of 1st level or higher that you cast, that creature has advantage on the next saving throw it makes before the start of your next turn. When a creature takes fire or poison damage from your Sacred Aromatics feature or from a cleric spell of 1st level or higher that you cast, that creature can’t take reactions until the start of its next turn.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Grand Censer
When you use your Sacred Aromatics feature, you can apply two different aromatic effects at the same time, expending only one use of the feature. You choose targets and points of origin for each effect separately. In addition, while you are conscious, you and friendly creatures within 10 feet of you have resistance to fire and poison damage, and are immune to the poisoned condition.
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