This is a cleric domain of revelry. It generally tries to cover a couple levels of hedonism, with definite influences from Dionysus myths and MTGs Xenegos. It is based on another homebrew of the same idea by tombowings, but hopefully making the class a little more focused (with the main stage taken by whipping people into a blood frenzy). Critique is not only welcome, but requested, especially for the 17th level ability in the way of balance and the level 2 Channel Divinity in way of maybe thinking up something new. Anyway, without further ado...

Revelry Domain

Gods of Revelry always make for wonderful parties and fantastic tales of drunkenness, debauchery, hedonism, and uncontrollable madness. Dionysus, Olidammara, the Devourer, or Xenagos attempt to share with you the power they hold over these realms, and ask two things in return: blood and wine!

Revelry Domain Spells

Cleric Level Spells
1st - Goodberry, Dissonant Whispers
3rd - Alter Self, Spike Growth
5th - Fear, Plant Growth
7th - Confusion, Grasping Vine
9th - Awaken, Synaptic Static

Bonus Cantrip
At 1st level, you learn the Vicious Mockery and Shillelagh cantrip if you don’t know them already. It counts as a cleric spell for you.


Start the Party
At 1st level, whenever a creature within 30 feet of you that you can see makes a weapon attack roll, you can use your reaction to attempt to whip them into a bloody frenzy. They gain a bonus to hit equal to your Wisdom modifier and gain back health equal to half the damage done if the attack hits.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Channel Divinity: Spirit of Intoxication
Beginning at 2nd level, you can use your channel divinity as an action on your turn to disorient one creature within 30 in a fit of uncontrollable drunkenness. The creature must make a Wisdom saving throw. On a failed saving throw, the creature is put under the effects of the confusion spell. It cannot take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.


Channel Divinity: Feast of Slaughter
Beginning at 6th level, you can use your Channel Divinity as an action on your turn to invoke the spirit of wonderful hedonistic fury. You may make 4 attacks in furious succession on one target creature, using your spellcasting modifier plus proficiency as your chance to hit and dealing 1d6 + your spellcasting modifier of psychic damage. You gain life equal half the total damage dealt.


Divine Strike
Starting at 8th level, You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Sanguimania
Starting at 17th level, your “parties” become something incredible to behold. Each creature within 30 feet of you begins to hallucinate vines, snakes, haunting pan flute music and can see your true, reveling form. Each creature makes a Wisdom saving throw, taking 8d6 psychic damage on failure, and half as much on a success. You gain life equal to half the damage dealt this way (the life gained cannot put your health over half your maximum), and each creature that failed its saving throw becomes frightened of you for one turn.

After using this ability, you become paralyzed in pure ecstasy for one turn. You can use this ability again after finishing a long or short rest.