# Hedonism Domain: A Cleric Domain for 5e

### What is Hedonism?

Clerics who walk this path are different from their more devout cousins. They worship beings such as Dionysus, Hedone, & Sharess. They may even worship more neutral beings, such as powerful Fey of mischief and excess, or Gods of lust and seduction.

Hedonism is the pursuit of pleasure and sensual indulgence, but not all clerics who follow this path are self-centred. They may be more chaotic in alignment, but a cleric of  a hedonism domain may act out of good, believing that all good creatures deserve to live in harmony - a state where revelry, song and excess can prosper. 

The only requirements are a sense of devotion to their god. Whilst their power does grant them the ability to create, it also grants them great influence over others, allowing them to affect the emotions of their greatest enemies with their God's blessing. 

A hedonism cleric's *suggestion* spell may occur in the form of a cheery invitation to spend the evening drinking with them. More powerful spells ensure that a hedonism cleric can foster a merry environment, although like most uses of a magic there is a line that, depending on their being of worship, a cleric may not cross.

#### Hedonism Domain Spells

| Cleric Level |Spells |
|:----:|:-------------|
| 1st | Goodberry, Tasha's Hideous Laughter |
| 3rd  | Suggestion, Calm Emotions |
| 5th | Hypnotic Pattern, Create Food & Water |
| 7th | Confusion, Compulsion |
| 9th | Creation, Modify Memory |

#### Bonus Cantrip

At 1st level, you gain the *friends* cantrip if you don't already know it.

#### Celebration

Also at 1st level, you gain the ability to create an air of good-natured merriment amongst your compatriots that can stave off any darkness. 

During a short rest, you may celebrate - through story, song, food or drink. You and anyone else who partakes in the celebration gains temporary hit points equal to your Wisdom modifier + your cleric level. These temporary hit points vanish at the end of your next short or long rest.

You may use this feature a number of times equal to half your Wisdom modifier, rounded up (a minimum of once). You regain all uses of Celebration when you finish a long rest.

#### Channel Divinity: Intoxication
Starting at 2nd level, you may use your Channel Divinity to bring on a state of intoxication to your foes, lulling them into a state of drunkenness through the sheer manifestation of your deity's excess.

As an action, you present your holy symbol. Each hostile creature within 30ft of you must make a Constitution saving throw. On a failed save, a creature has its speed halved and is considered poisoned. It may repeat this saving throw at the end of each of its turns, ending the effect on a success and taking 1d6 + your cleric level in poison damage as it expels an alcoholic drink of your choosing onto the ground.

Creatures that are immune to the poisoned condition are not effected by this feature.

#### Eat, Drink & Be Merry
Starting at 6th level, creatures who possess the temporary HP granted by your celebration also gain advantage on saving throws made against effects that cause the frightened condition, and resistance to poison damage. Once they no longer have the temporary hit points, this effect fades.

#### Compelling Nature

Starting at 8th level, you may substitute your Charisma modifier for your Wisdom modifier on any Charisma (Persuasion) check.

In addition, when a non-hostile creature succeeds on a saving throw against any of your domain spells or your *friends* cantrip, they must make a separate Wisdom saving throw or become charmed by you for one minute. During this time, the creature does not understand the ramifications of the spell you attempted to cast, although they may become hostile to you once this feature ends.

#### Dance, Dance!

Starting at 17th level, you may use your action to lull an amount of creatures that can hear you equal to your Wisdom modifier (minimum of one) into a jig.

Beautiful, merry music and laughter fills the air. Each creature must make a Wisdom saving throw or begin dancing for one minute. They may repeat this saving throw each time they take damage. Whilst a creature is dancing, they they are considered stunned. Using a bonus action you may move each creature half their speed in a direction of your choosing. The direction must be same for every creature effected by this feature. 

Creatures that are immune to the charmed condition are nof effected by this feature. Once you have used this feature, you may not use it again until you have finished a short rest.