Homebrew Dominion Demon Species Details

Dominion demons are powerful fiendish entities born not merely of chaos or flame, but of conquest, control, and covenant. Unlike their brutish kin, Dominion demons do not consume souls—they bind them. Every sentient being they slay is shackled to an eternal infernal contract, adding to a growing legion of damned followers that labor endlessly within their personal dominions in the Hells.

They grow in strength not only through hunger, but through authority. The more souls under their sway—be they slain enemies or mortals who worship them as dark patrons—the more power they manifest on the Material Plane and in the Hells. Their influence often spreads through cults, warlocks, and black altars raised in their name. To face a Dominion demon is to battle not just a creature, but an empire of chained spirits.

Physically, they often appear regal and composed, with molten eyes, infernal symbols etched into their skin, and ghostly chains or soul sigils drifting about them. A Dominion demon does not need to roar to command fear—the whispers of the damned speak for them.

"Their thrones are forged from the screaming souls of kings and tyrants, each death a contract, each contract a step toward apotheosis." -Velmoras Thayne, Archscholar of the Obsidian Concord, Treatise on the Lords Below

Dominion Demon Traits

Among the mortals, the Demon's strength is restrained, but they exploit every loophole available, bringing with them Hell's fury.

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Age

Dominion Demons do not age naturally. They are fully formed upon creation and remain unchanged by time. They are effectively immortal, and can live indefinitely—unless destroyed.

If slain on the Material Plane, their soul is cast back into the Hells, where their body reforms after 1d10 days. Upon returning, they are reduced to half their previous level (rounded down) and lose all Bound Souls in the process. Their throne must be rebuilt, and their dominion reclaimed.

Permanent death occurs only if they are slain in the Lower Planes or their soul is destroyed by divine magic, a Wish spell, or a god’s intervention.

Alignment

Dominion Demons are most commonly Lawful Evil, though some may skew Neutral Evil or Lawful Neutral, depending on their methods and goals.

Size

Dominion Demons typically stand between 5 to 8 feet tall, but their appearance and size can vary widely based on when they are created or born.

Speed

Do to your supernatural nature, your base walking speed is 35 feet.

Darkvision

Accustomed to life in the hells, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

The Art of the Trade

The Demon's abilities are heavily focused on their ability to swindle mortals out of their very souls, As a Demon, you have proficiency in; Insight, Deception, and Persuasion. and have an immunity to being charmed.

Infernal Dominion

With every soul you claim, your throne in Hell grows. These souls do not burn out—they endure, eternally shackled to your dominion. They whisper, labor, scheme, and suffer on your behalf, granting you strength in the mortal realm.

Soul Binding

When a creature with a soul and sentience (e.g., humanoids, dragons, celestials, fiends, fey) dies within 30 feet of you, and:

  • You killed them, or
  • You were present and invoke your dominion (no action required).

When you bind their soul to your infernal contract. You gain 1 Bound Soul.

You cannot bind the following creatures:

  • Creatures without souls (undead, constructs, most beasts/oozes).
  • Creatures protected by divine wards (e.g., sanctuary, gentle repose, divine oaths).
  • The same soul more than once (even across multiple deaths).
  • Souls bound to other beings (Pacts)

Souls bound this way are permanent unless removed by a god, a Wish spell, or equivalent divine intervention.

Bound Soul Effects

Your power scales with the number of souls you’ve claimed. These are cumulative and passive; the more you harvest, the more dominant your presence becomes.

Soul Threshold Effects

Total Bound Souls

Buffs Gained

3+ Souls

Infernal Aura – Hostile creatures within 10 ft have disadvantage on saving throws against fear or charm effects you cause.

5+ Souls

Eyes of the Throne – Darkvision extends to 120 ft. You can see through magical darkness.

7+ Souls

Unbreakable Command – Once per short rest, reroll a failed saving throw.

10+ Souls

Aura of Dread (10 ft) – Hostile creatures must succeed a Wisdom save (DC = 8 + Prof + Cha) when entering the aura or be frightened until end of their next turn.

13+ Souls

Dominion Weapon – Your weapon attacks or damaging cantrips deal +1d6 Infernal Lightning damage.

15+ Souls

Sovereign Step – Once per turn, when you reduce a creature to 0 HP, you may teleport up to 30 ft as a flicker of hellish fire.

20+ Souls

Throne Manifestation – You radiate infernal majesty. Gain +1 AC, resistance to radiant and psychic damage, and you may float 5 ft above the ground (purely thematic unless flying is required).

25+ Souls

Chains of the Legion – Once per long rest, you may summon 3 spectral soulsworn soldiers (CR 1 shades) to fight for you for 1 minute.

 

Mortal Adherents (MAP)

Mortal followers empower you politically, ritually, and spiritually. You gain MAP (Mortal Adherent Points) through:

  • Gaining a Warlock PC/NPC → +3 MAP
  • Establishing a shrine or cult → +2 MAP
  • Gaining a noble, priest, or town leader follower → +1 MAP
  • Sacrificial rituals, major public displays → +1 MAP each

MAP-Based Perks

MAP Total

Benefit

3+

You gain a floating soul sigil that speaks your will. Advantage on Persuasion/Intimidation with mortals.

5+

Cast detect thoughts or command once per long rest, no components.

7+

You may project your voice or vision through one of your followers once per long rest.

10+

Gain a cult-wide dream link – once per week, send a shared vision to all sleeping adherents (narrative/plot effects).

12+

Hell's Chosen – Mortals recognize your name and many react with awe or dread. +2 to social checks involving intimidation or reputation.

 

Optional: Soul Ledger

Keep a narrative record of souls bound to you. Not every soul is equal:

  • A king’s soul may grant social sway.
  • A dragon’s soul may empower magic or intimidation.
  • A paladin’s soul may attract divine ire.

Your DM may grant additional narrative or mechanical bonuses depending on whose souls you’ve claimed.

Example:

  • Lord Thallus, Tyrant of Northreach: His soul grants you +1 to Intimidation in political settings.
  • Elaris the Silver, Ancient Brass Dragon: Her soul grants you immunity to being surprised.

 

Resistance of the Nine Layers

Due to your hellish origins, you are resistant to fire damage in your normal form, and immune in your true form.

True Form

When a Dominion Demon reveals their true form, their infernal dominion manifests through overwhelming presence.

In this state:

  • Chains of light and shadow drift behind them, bound souls whisper in infernal tongues, and golden soul sigils orbit their body in constant motion.
  • Their eyes glow like molten gold, and a visible aura of dread surrounds them—causing unease or fear in nearby creatures.
  • Their voice carries unnatural resonance and weight, echoing as if spoken through the halls of a distant throne.
  • Weak-willed creatures may feel compelled to submit or avert their gaze, as though standing before royalty or divine judgment.

While in this form, you gain the following effects:

Aura of Dread

  • Creatures of your choice that start their turn within 10 feet of you must succeed on a DC 13 Wisdom saving throw or suffer disadvantage on their next attack roll before the end of their turn.
  • Once a creature succeeds on this save, it is immune to this effect for 24 hours.

Infernal Gaze

  • You gain advantage on Charisma (Intimidation) checks.
  • When a creature you can see within 30 feet tells a deliberate lie, you may use your reaction to gain advantage on your next Insight check against them.

Soul-Warded Stride

  • Opportunity attacks against you are made with disadvantage.
  • You ignore non-magical difficult terrain, walking as if the ground bends beneath your authority.

Whispers of the Damned

  • You may add a +1 bonus to saving throws once per round.
  • You can understand the emotional intent of any spoken words within 30 feet, even if the language is unknown to you.

Entering your true form is a bonus action, and the transformation lasts 1 minute. You can use this feature once per long rest, or twice per long rest if you have 15 or more Bound Souls.

Note for Dungeon Masters:

⚠️ Mortal Perception Warning
Most NPCs—especially commoners, clergy, and lawful factions—will react with fear, hostility, or panicif they witness a Dominion Demon in their true form.
Even if no violence occurs, their presence is often seen as a sign of doom, blasphemy, or an infernal incursion.

⚠️ Hunted by Order
Revealing your true nature may draw the attention of inquisitors, celestials, demon-hunters, or rival fiends.
Some ancient orders are bound by divine contract to destroy soul-binders on sight, regardless of circumstance.

 

Languages

You can speak, read, and write Common and Abyssal.

Previous Versions

Name Date Modified Views Adds Version Actions
5/17/2025 2:59:47 AM
4
1
1
Coming Soon
5/17/2025 3:37:44 AM
5
1
1.1
Coming Soon
5/25/2025 11:53:13 PM
6
2
1.2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes