Angel Dominion, “Herald of Celestial Order”
The ultimate cosmic enforcer—Dominions command the heavens and keep the universe in perfect divine order!

A Dominion manifests as a towering figure radiating serene authority, often cloaked in shimmering robes woven from celestial light and threads of gold. Their wings are vast and pristine, layered like polished feathers of pure white and silver, sometimes tinged with faint glimmers of sapphire or amethyst. Their eyes glow with a calm, piercing light that seems to see through all chaos and falsehood. Around their head, a circlet of soft, radiant light hovers like a crown of divine governance.
Behavior:
Dominions embody calm, unwavering authority and wisdom. They move with purposeful grace, exuding an aura of balance and control. Unlike more fiery or chaotic angels, Dominions speak and act with measured deliberation, mediating disputes between celestial forces and guiding lesser angels with gentle but firm commands. They neither rush nor hesitate; every action is precise and deliberate.
Habitat:
Dominions dwell in the luminous courts of the Second Heaven, a realm suffused with harmonic order and structured light. Their domain is a vast celestial citadel of infinite spires and archways, where laws of divine will are woven into the very fabric of existence. This space is neither chaotic nor sterile, but perfectly balanced—radiating peace and purposeful design.
Modus Operandi:
Dominions oversee the execution of divine decrees, ensuring that lower angels fulfill their roles in maintaining cosmic order. They coordinate the movements of angelic hosts, assign tasks, and intervene to restore balance when celestial disorder threatens. When guiding mortal souls or angelic beings, Dominions provide clarity, focus, and the ability to discern the true divine path amidst confusion. They wield symbolic orbs or scepters representing their authority to govern and align energies.
Motivation:
Driven by an absolute commitment to divine harmony, Dominions strive to uphold the universal order established by the Creator. Their core motivation is to ensure that every aspect of existence unfolds according to divine law—preserving balance, justice, and the seamless flow of cosmic will. They are guardians against chaos, champions of purpose, and enforcers of sacred governance.
Dominion 5e
Dominion 3.5
Dominion Angel

Large celestial, lawful good
Armor Class 21 (natural armor)
Hit Points 310 (23d10 + 161)
Speed 40 ft., fly 90 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 18 (+4) | 25 (+7) | 20 (+5) | 23 (+6) | 24 (+7) |
Saving Throws Str +12, Con +13, Wis +12, Cha +13
Skills Insight +12, Perception +12, Persuasion +13
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Innate Spellcasting (Divine)
The Dominion’s innate spellcasting ability is Charisma (spell save DC 21). It can cast the following spells innately, requiring no material components:
- At will: detect evil and good, detect thoughts, lesser restoration
- 3/day each: greater restoration, dispel evil and good, wall of force
- 1/day each: holy aura, divine word
Legendary Resistance (3/Day)
If the Dominion fails a saving throw, it can choose to succeed instead.
Celestial Awareness
The Dominion knows the location of any creature with evil intent within 1 mile.
Magic Resistance
The Dominion has advantage on saving throws against spells and other magical effects.
Aura of Order
Allies within 30 feet of the Dominion have advantage on saving throws against being charmed or frightened and gain a +2 bonus to attack rolls and saving throws.
Heavenly Arbiter (1/Day)
The Dominion calls down divine judgment upon a creature it can see within 120 feet. The target must make a DC 21 Wisdom saving throw or be paralyzed for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
A creature that succeeds on this save is immune to this effect for 24 hours.
Actions
Multiattack
The Dominion makes three attacks: two with its Scepter of Dominion and one with Celestial Smite.
Scepter of Dominion
Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 6) radiant damage plus 9 (2d8) force damage.
On a hit, the target must succeed on a DC 19 Wisdom saving throw or be restrained by celestial chains for 1 minute. While restrained, the creature emits dim light in a 10-foot radius and cannot become invisible. It may repeat the save at the end of each of its turns, ending the effect on a success.
Celestial Smite (Recharge 5–6)
The Dominion unleashes a radiant blast in a 30-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much on a success. Fiends and undead have disadvantage on this saving throw. A fiend or undead reduced to 0 HP by this ability is disintegrated, leaving only ash and divine residue.
Orderly Rebuke (Reaction)
When a creature within 30 feet of the Dominion hits an ally with a weapon or spell attack, the Dominion may impose disadvantage on that attack roll as a reaction.
Legendary Actions
The Dominion can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Dominion regains spent legendary actions at the start of its turn.
- Command Ally. One ally within 60 feet may make a weapon attack or cast a cantrip as a reaction.
- Radiant Burst (Costs 2 Actions). The Dominion emits a burst of radiant energy. Each hostile creature within 15 feet must succeed on a DC 21 Constitution saving throw or take 22 (5d8) radiant damage and be blinded until the end of their next turn.
- Divine Shield (Costs 3 Actions). The Dominion or one ally within 30 feet gains +5 AC and resistance to all damage until the start of the Dominion’s next turn.
Tactics
- Opening Move: Cast wall of force to isolate threats or holy aura for party-wide protection.
- Mid-battle: Target powerful enemies with Scepter of Dominion and follow up with Celestial Smite to control groups.
- Support Role: Stay near allies to grant bonuses with Aura of Order and Command Ally.
- Priority Protection: Use Divine Shield on spellcasters or injured allies.
- Boss-Level Sustain: Combine Legendary Resistance with Magic Resistance to maintain presence and divine command.
Dominion

The Dominions , also known as the Hashmallim, hold the task of regulating the duties of lower angels. It is only with extreme rarity that the angelic lords make themselves physically known to mortals. They are also the angels who preside over nations.
The Dominions are believed to look like divinely beautiful humans with a pair of feathered wings, much like the common representation of Angels, but they may be are distinguished from other groups by wielding orbs of light fastened to the heads of their sceptres or on the pommel of their swords.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Dominion | |
Medium outsider (Angel, Good) | |
Hit Dice | 15d8 + 90 (157 hp) |
Initiative | +6 |
Speed | 40 ft., Fly 90 ft. (good) |
Armor Class | 36 (+8 armor, +6 Dexterity, +12 natural), touch 16, flat-footed 30 |
Base Attack/Grapple | +15/+25 |
Attack | Holy flametongue +26 melee (1d8 + 11 and 1d6 fire /17-20/x2 and 1d10 fire) |
Full Attack | Holy flametongue +26/+21/+16 melee (1d8 + 11 and 1d6 fire /17-20/x2 and 1d10 fire) and 2 wings +23 melee (1d6 + 5 and stun) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Spell-like abilities, stun, summon angels, turn undead |
Special Qualities | Damage reduction 15/greater magic and evil, Darkvision, fast healing 10, Low-Light Vision, immunity to electricity, sonic, mind affecting effects and petrification, resistance to cold 10 and fire 10, Spell Resistance 30 |
Saves | Fort +15, Ref +15, Will +15 |
Abilities | Strength 30, Dexterity 23, Constitution 23, Intelligence 20, Wisdom 22, Charisma 22 |
Skills | Concentration +24, Diplomacy+28, Intimidate +24, Knowledge (History) +23, Knowledge (Nature) +23, Knowledge (Nobility and royalty) +23, Knowledge (The planes) +23, Knowledge (Religion) +23, Listen +24, Perform (wind instruments) +24, Sense Motive +24, Spellcraft +23, Spot +24 |
Feats | Cleave, Combat Reflexes, Flyby Attack, Improved Critical (sword), Multiattack, Power Attack |
Environment | Upper Planes |
Organization | Solitary or with host (10-40 ishim, 5-20 authorities, 3-12 powers) |
Challenge Rating | 16 |
Treasure | Holy flametongue, celestial armor |
Alignment | Always good (any) |
Advancement | 16-18 HD (Medium) |
Spell-Like Abilities:
- Always active – detect evil, tongues, true seeing;
- At will – atonement, command (DC 16), cure critical wounds, daylight, dominate person (DC 21), greater dispel magic, greater shout (DC 24), greater teleport, holy smite (DC 20), holy word (DC 23), invisibility, magic circle against evil, panacea, polymorph, sanctuary (DC 17), searing light;
- 3/day – commune, flesh to stone (DC 22) geas/quest, mass hold monster (DC 25), planeshift, true strike;
- 1/day – destruction (DC 23), power word blind, power word stun, raise dead, sunburst (DC 24).
Caster level 15th
Stun (Ex): Any creature struck by a dominion’s wings must make a Fortitude save (DC 23) or be stunned for 1d6+1 rounds.
Summon Angels (Sp): Once per day, a dominion can summon 1 power, 1d6 authorities or 2d6 ishim. This is the equivalent of a 5th level spell.
Turn undead: A dominion turns undead as a 15th level cleric. It gains a +2 synergy bonus on turning checks.