Banisher (5e Class)
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Most spellcasters are familiar with the banishment spell. Banishers take the fundamentals of this spell to a new level. Banishers go through rigorous physical and mental training to be prepared to deal with the evil and fiendish forces that plague the world.
The Order of Banishment
The first banishers were born out of the joint effort of Sorcerers, Wizards, Clerics, Warlocks, and Paladins to create a more efficient way to banish fiends and other evil forces back to their planes of origin.
The result of their work was the Order of Banishment. The Order isn't tied to any religion or state, existing freely in a neutral ground, offering their help to those who need it. Banishers go through rigorous training in the Order before being deemed ready to face the dangers that await them.
Creating a Banisher
When creating a banisher, some questions come to mind: What's your relation with the Order? Are you still part of it or have you gone rogue? Were you taught by the Order itself, or by another banisher? How did you come into contact with the Order or your mentor? The Order encourages neutrality, how do you feel about that?
- Quick Build
You can make a banisher quickly by following these suggestions. First, wisdom should be your highest ability score, followed by constitution. Second, choose the Knight of the Order background. Third, choose chain mail and a simple weapon.
As a Banisher you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, Shields
Weapons: Simple weapons, martial weapons.
Saving Throws: Wisdom, Charisma
Skills: choose two from Arcane, History, Insight, Investigation, Perception, Survival, and Acrobatics.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded leather armor or (b) Chain mail
- (a) A martial weapon or (b) A simple weapon
- (a) Two daggers or (b) A shortsword
- An explorer's pack
|1st||+2||3||Banishment Potential, Banisher Token|
|2nd||+2||4||Banishing, Fighting Style|
|4th||+2||6||Ability Score Improvement|
|7th||+3||9||Order Feature, Counter Banishment|
|8th||+3||10||Ability Score Improvement|
|9th||+4||11||Painful Banishing (3d6)|
|12th||+4||14||Ability Score Improvement|
|13th||+5||15||Token of Expulsion|
|16th||+5||18||Ability Score Improvement|
|17th||+6||19||Reflexive Banishment, Painful Banishing (6d6)|
|19th||+6||21||Ability Score Improvement|
Starting at 1st level, you can tap into a special source of abjuration magic, specifically to expulse otherworldly beings. This power is represented by an amount of banishment points you have. You gain an amount of points shown on the Banishment Points column on the Banisher table.
You regain your banishment points after finishing a short or a long rest. Some of your banishment features require a saving throw. You save DC is the following:
- Banishment DC 8 + your proficiency bonus + your Charisma modifier.
Starting at 1st level, you carry an object which is necessary to channel your banishing power. The object can be any type of arcane or druidic focus, or a holy symbol of choice. When wielding the token, you have advantage on saving throws against the charmed condition, against spells from the enchantment school and against possession.
You can present your banisher token to a creature from the celestial, elemental, fey, or fiend types that can see the symbol, using a bonus action. When you do so, the creature must succeed on a Charisma saving throw against your banishment save DC or be frightened by you until the end of your next turn. If the target succeeds, it can’t be frightened by you in this way for 1 hour.
Starting at 1st level, you can use your Action to abjure otherworldly creatures. As an action, you can spend 1 banishment point and present your banisher token, and one creature of your choice that is within 30 feet of you and can be affected by your Banisher's Token must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Abjure Outsider feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Abjure Outsider table.
Also at 2nd level, once per turn, as a bonus action, if you are wielding the banisher token, you can spend 2 banishment points to attempt to banish a creature, if it is within your token's range. The creature must succeed on a Charisma saving throw against the Banisher Token DC or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
At the start of the banished creature's turn, if you are within range, you can use your reaction and spend 1 banishment point to keep the creature banished, until the end of its next turn.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at 3rd level, you can specialize your banishing powers by choosing a specific banisher order. You can choose between the Exorcists and the Wardens of Madness. You gain features at 3rd level, and again at 7th, 11th, 15th and 18th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, you can use your ability to banish creatures to protect your allies. You can spend 1 point to banish a willing or unconscious creature, rather than 2.
When you reach the 7th level, you can spend 4 banishment points to cast banishment.
In addition, you can cast this spell once, without spending spell slots. Once you do so, you can't do it again until you finish a short or a long rest.
At 7th level, whenever a creature uses the banishment spell or a similar ability against you or a friendly creature within 30 feet, you can make a Charisma check against the DC of the effect, using your reaction. On a success, the effects instantly fail.
You can use any feature that requires you to spend banishment points as part of the same reaction against the creature you countered, on a success.
At 9th level, whenever you use banishing on a creature, you can cause 3d6 force damage on a failed save, or half as much on a success, as the forceful abjuration hurt your target.
This increases to 6d6 at 17th level.
When you reach the 10th level, when you complete a long rest, you can turn one weapon you touch into a banisher's weapon, until the end of your next rest. Whenever you hit a creature with it, you can use Banishing against it, without requiring your bonus action, and without holding your banisher token.
In addition, you can cast banishing smite once, without spending spell slots, when you hit a creature with the weapon (not requiring bonus action). Once you do so, you can't do it again until you finish a long rest, unless you spend 5 banisher points to do so again.
Token of Expulsion
At 13th level, you can cast banishment at will against the creatures you can Abjure, without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
In addition, when you roll initiative and have no uses of your Banisher Token, you regain 1 use.
Starting at 14th level, when you banish a creature, you can use this feature to transport the target to a harmful position inside a plane. The creature can be thrown inside a caustic pool of ooze in the abyss, the flames of the primordial plane of fire or a vortex of death on the shadowfell.
Choose one damage type of your choice. When the target returns to the space it previously occupied, or the nearest unoccupied space, the target takes 2d10 damage from the chosen type.
You can use this feature a number of times equal to your Charisma modifier (minimum once) and regain your uses after completing a long rest. You can spend multiple uses of this feature at once, causing additional 2d10 damage per use spent.
When you reach the 17th level, as a reaction when a hostile creature from a type that can be affected by your Banisher Token moves within 30 feet of you, start its turn there, make an attack or forces an ally to make a saving throw, you can use the Banisher Token to frighten, banish or abjure that creature. The effects of your chosen ability apply before the creature's movement, attack or ability.
When you reach the 20th level, you can create a permanent expulsion on a creature you banish. When a creature fail a saving throw against your banishment, you can choose to turn that banishment permanent.
When you do so, that creature can't leave its plane of origin, unless it dispel this effect (which is considered a 9th level spell, for the purposes of dispelling) or through a wish spell or similar ability.
Once you use this ability, you can't do it again until you finish a long rest.
Despite the name, demon hunters are slayers of otherworldly creatures of any kind, not just demon, viciously stalking and killing these extra-planar monsters to protect the material plane. Using a mix of powerful banishing powers and deadly combat techniques, these fierce warriors make any demon think twice before passing through a portal.
- Sense Otherworldly Being
Starting at 3rd level, you can cast detect evil and good a number of times equal to your Charisma modifier, regaining your uses after finishing a long rest.
- Bonded Weapons
Also at 3rd level, you start with a powerful bond with your weapons of choice. Choose two weapons you are proficient with, and make a 1 hour ritual, which can be done during a short rest.
While bonded with them, you cause additional 1d6 force damage on attacks with it. This additional damage can be done only once per turn.
In addition, your bonded weapons can be used as a Banisher Token for you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Hunter Tools
When you reach the 11th level, your Bonded Weapons are considered Banisher Weapons, not counting against your regular Banisher Weapon.
In addition, whenever you make two attacks using Bonded Weapons as part of an attack action, you can make a third attack as part of the same action.
- Uncanny Dodge
Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Otherworldly Bane
At 18th level, once per turn when you cause damage to a celestial, fey, fiend or elemental, you cause additional 3d6 force damage against it.
Exorcists are religious banishers, specialized in driving off the evil presence of undead spirits and fiendish entities. They are usually called when the taint of evil is strong on an place, such as haunted houses and locations, or when individuals are possessed by darkness, such as the possession of a ghost or the mind control of a demon.
|—Spell Slots per Spell Level—|
- Ward off Evil
Starting at 3rd level, you can use your Abjure Outsider feature against Undead.
When you reach 3rd level, you increase your banishing power with the ability to cast spells.
- You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
- Spell Slots
- The Exorcist Spellcasting table shows how many spell slots you have to cast your cleric and paladin spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
- Spells Known of 1st Level and Higher
- You know three 1st-level cleric or paladin spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric or paladin spell list.
- The Spells Known column of the Banisher Spellcasting table shows when you learn more cleric and paladin spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
- The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Whenever you gain a level in this class, you can replace one of the cleric or paladin spells you know with another spell of your choice from the cleric or paladin spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
- Charisma is your spellcasting ability for your cleric and paladin spells, since you cast your spells through your sheer power of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric or paladin spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use your banisher token as your spellcasting focus for your exorcist spells.
Also at 3rd level, you gain the ability to abjure the negative influence of evil entities. As an action, you can force a creature that is possessing another within 30 feet to make a Charisma saving throw against your Banisher save DC. On a failed save, the creature is forced out of the possessed body, and that creature can't be possessed for the next 24 hours.
You can't use this feature again until you complete a short or a long rest, unless you spend 1 banishment point to do so again.
In addition, you gain proficiency in Religion.
- Resist Possession
At 7th level, you emit a powerful aura, that prevents you and your allies from being possessed. This aura covers a 10 feet radius, and grants to all creatures in the area a bonus to their saving throws against enchantment spells, charmed condition and possession equal to your Charisma modifier.
They also add your Charisma modifier to all checks made to dispel or counterspell enchantment magic.
- Abjurer's Rebuke
At 11th level, whenever you cast a spell from the abjuration school, a hostile creature within 30 feet of your target must succeed on a Charisma saving throw, or take radiant damage equal to 1d10, plus 1d10 per level of the spell slot.
In addition, whenever a creature within 30 feet causes damage to a creature under the effects of an abjuration spell you cast, that creature takes damage equal to your Charisma modifier. The damage is radiant.
- Exorcist Token
By 15th level, your belief in the higher powers that protect you have increase the effectivity of your token, allowing you to imbue it with more power. When you finish a long rest, you can touch your token, turning it into an exorcist token. While wielding it, you gain the following benefits:
- You gain resistance to necrotic damage, and you are now immune to the charmed and frightened condition.
- You can cast Hallow and Dispel Evil and Good without expending a spell slot, without preparing the spell, and without providing the material component, provided you use the exorcist token as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
- Saint Aura
At 18th level, you can summon the sacred power of the upper planes, protecting yourself and allies from evil influences. You can cast Holy Aura, without spending spell slots or material components, while you wield your exorcist token.
Once you do so, you can't do it again until you finish a long rest.
Wardens of Madness
Wardens of madness protect the frail stability of the material plane from the maddening influence of the far realm and its aberrant spawns. They drive off aberrations, their cultists and servants, fighting relentlessly to stop the invasion of eldritch gods.
- Order Keeper
Starting at 3rd level, you can use your Abjure Outsider feature against Aberrations and cultists that knowingly worship aberrations and entities from the far realm.
- Detect Aberrant Taint
Also a 3rd level, you can use your Banisher Focus to sense the presence of aberrations nearby. This works identically as the detect evil and good spell, but only allow to detect aberrations. It also allows you to detect spells and magical effects created by aberrations as a detect magic spell (this includes warlocks that have an entity from the far realm or aberration as a patron).
Finally, it reveals any creature that willingly belongs to a cult that knowingly worship aberrations. You can use this ability a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.
- Disrupt Influence
At 7th level, you can counter the negative mental influence of aberrant creatures. Whenever you, or a creature within 10 feet is charmed or frightened, you can use your reaction to cause it to succeed instead.
In addition, creatures in the area have a bonus to their saving throws equal to your Charisma modifier against aberrations.
- Telepathic Field
At 11th level, your developed mind is able to probe into other creature's thoughts. You gain 120 feet of telepathy, and can communicate to any creature that has a language using this telepathy.
In addition, you can cast detect thoughts at will, without spending spell slots, with the following differences:
- You can cast it using a bonus action.
- You have Advantage on attacks against the target of the spell for the duration. If you probe deeper, the target has disadvantage on attacks against you.
- Mental Backlash
At 15th level, your mind is protected from the nefarious influence of aberrations. You gain proficiency in Intelligence saving throws, and whenever you succeed an Intelligence, Wisdom or Charisma saving throw, the effect is reflected back at the source, forcing the creature to make a save against the same effect.
- Mind Protection
When you reach the 18th level, you can cast mind blank, without spending spell slots. Once you do so, you can't do it again for the next 1d4 days.
In addition, whenever you fail an Intelligence, Wisdom or Charisma saving throw, you can spend 1 banishment point to reroll the save.
In addition, you are resistant to psychic damage, and any creature within 60 feet causing psychic damage to you take psychic damage equal to the damage you take.