Base Class: Fighter
With a tangible aura, the Censer Knight invigorates allies and disorients enemies with their combat simulants. They lead the tempo of battle through presence and intelligence. The archetypical Censer Knight places themselves at the front of combat and adapts to battle conditions with their array of incense. They are fighters who excel in the study of maladies and nature whilst pushing their bodies to the limit of physical mortal power.
Aromatic Censer
At 3rd level, you gain access to Aromatics. The most valued possession of a Censer Knight is their censer. While equipped with a censer, you can gain the ability to burn Incense, special spices and gums that instill temporary bonuses to you and your allies within range.
Incense. You gain two incense aromatics of your choice, which are detailed in "Incense" below. Many of these incense improve saving throws or ability checks. You can only use one incense at a time.
You gain an additional aromatic at 5th, 7th, 10th, and 15th-level. Each time you gain an additional aromatic, you can also replace an aromatic you have for a different one.
Incense Die. You have three uses of your incense, which are d8s. An incense die is expended when you burn incense. Swapping an incense ends the usage of the previous. You gain uses of your incense after a Long Rest.
You gain another incense usage at 7th-level and one more at the 15th-level.
Saving Throw. Some of your incense require creatures to make a saving throw to resist the incense's effects. The saving throw DC is calculated as follows:
Incense save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)
Cinnamon
As a bonus action, when you burn this incense, you are wreathed in a fiery, red smoke. When an enemy creature begins its turn within your aura, they take fire damage equal to your incense die.
Dragon's Breath
As a bonus action, when you burn this incense, you and your allies can add your incense die to ability checks made with Dexterity skills.
Honey
As a bonus action, when you burn this incense, when you or your allies in range regain hit points, you regain an additional number of hit points equal to your incense die.
Jasmine
As a bonus action, when you burn this incense, you and your allies within your incense aura deal additional melee damage equal to your Intelligence modifier.
Mint Sage
As a bonus action, you can burn this incense. Allies within your incense aura gain temporary hit points equal your proficiency modifier plus your Incense Knight level. They regain a number of temporary hit points equal to your Intelligence modifier at the beginning of your turn.
Myrrh
As a bonus action, when you burn this incense, you and all allies in range have advantage on saving throws against disease and petrification. Additionally, when a friendly creature enters the range for the first time, they regain hit points equal to your incense die.
Sandalwood
As a bonus action, when you burn this incense, you and your allies gain a bonus to your AC and saving throws equal to half your Intelligence modifier rounded down.
Smelling Salt
An ammonia odor leaks from your sensor, arousing those around you. When you burn this incense, all creatures within a 20ft radius cannot be put to sleep by magical means. Sleeping creatures within your incense aura are awakened.
Additionally, when you burn this incense. All creatures within your radius have advantage on initiative rolls and cannot be surprised.
Student of Natural Remedies
At 3rd level, you gain proficiency in Nature or Medicine skill (choose one). When you select a skill, you gain Expertise in that skill. Your proficiency bonus is doubled for any check make using that skill.
Dual Burn
Starting at 7th level, you gain the ability to burn two incense at once. Burning two of the same type of incense you increase their duration to an hour.
Improved Aromatic Censer
At 10th level, your incense dice turned into d10s. At 18th level, they turn into d12s.
Smoldering Presence
Starting at 15th level, the radius of your censer aura increases by an additional 20ft.
Unkindled Ash
Starting at 15th level, you regain all uses of your incense after a short or long rest.
Champion of Ash
At 18th level, when you roll initiative and have no incense left, you regain one use.
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Posted Oct 6, 2021I think you meant *stimulants in the opening text, but fantastic job otherwise.