Domineering Powers (2)

Explore a collection of Domineering Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

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Commanding Presence

Bonus Actions

Commanding Presence. The vampire chooses up to five creatures it can see within 60 feet and attempts to magically compell them to grovel. The creatures must make a DC 14 Wisdom save or be affected as by the Command spell. A creature that saves is immune to this effect for 24 hours.


Charm

Actions

Dominate. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire then it must succeed on a DC 15 Wisdom save against this magic or be Charmed by the vampire. While charmed in this way, the target treats the vampire as a trusted friend to be heeded and protected. It takes the vampire's requests or actions in the most favorable way it can. Each time the target takes damage, it may repeat the save to end the condition. Otherwise, the effect lasts for 24 hours or until the vampire dies or is on anther plane of existence. A creature that saves is immune to this effect for 24 hours.