Banisher (5e Class)
Banisher
For those who prefer more of a controlled number of enemies.
Banishing
Banishing refers to removing one or more targets to a place where they can't interfere with you.
Creating a Banisher
Remember to let the DM still have his fun with the big bad.
- Quick Build
You can make a Banisher quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom.
Class Features
As a Banisher you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Banisher level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Banisher level after 1st
- Proficiencies
Armor: Shields.
Weapons: all simple weapons, martial melee weapons.
Tools: Land and water vehicles.
Saving Throws: Wisdom, Dexterity.
Skills: choose two from Arcane, History, Insight, Investigate, Perception, Stealth, Acrobatics.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor. or (b) Chain mail.
- A short sword.
- A light crossbow.
Level | Proficiency Bonus | Banishment points | Features |
---|---|---|---|
1st | +2 | 4+wis | Banishment. |
2nd | +2 | 5+wis | Unarmed attack. |
3rd | +2 | 6+wis | Unarmored defense. |
4th | +2 | 7+wis | Ability Score Improvement |
5th | +3 | 8+wis | Duration banishment. |
6th | +3 | 9+wis | Friendly banishment. |
7th | +3 | 10+wis | Reflect banishment. |
8th | +3 | 11+wis | Ability Score Improvement |
9th | +4 | 12+wis | Chain banishment. |
10th | +4 | 13+wis | Basic banishment areas. |
11th | +4 | 14+wis | Extra Attack. |
12th | +4 | 15+wis | Ability Score Improvement |
13th | +5 | 16+wis | Exotic Banishment areas. |
14th | +5 | 17+wis | Meditation |
15th | +5 | 18+wis | Banishment point reduction |
16th | +5 | 19+wis | Ability Score Improvement |
17th | +6 | 20+wis | Reactive Banishment |
18th | +6 | 21+wis | Mass banishment |
19th | +6 | 22+wis | Ability Score Improvement |
20th | +6 | 25+wis | Banishment to death |
Banishment
At 1st level. When you touch a person, beast, construct or any other target with your hands you may choose to banish them as a bonus action. Banishing them removes them from play and they are unable to be interacted with, the target is banished for 2 combat rounds or 1 non combat minute. When the banishment ends they are returned to the same spot they were banished from with all of their gear keeping their initiative order. Banishing things requires the use of banishment points relative to their size. All banished creatures must make an initial wisdom saving throw with a DC of 8 + your Wisdom modifier + your proficiency bonus. If the target passes the saving throw then the target is not banished and no banishment points are used. If the target is immune to magic then banishment does not effect them. Banishment may be dispelled by using dispel at a level higher than your proficiency.
At 15th level, banishing tiny and small sized things no longer require banishment points and all other requirements go down by 2.
Tiny:1 banishment point, small:2 banishment points, medium:3 banishment points, large:5 banishment points, huge:10 banishment points, gargantuan:15 banishment points.
Unarmed strike
At 2nd level. Your unarmed strike now does 1d4, at 6th level it does 1d6, at 11th level it goes 1d8 and at 17th level it does 1d10.
Unarmored defense
At 3rd level. When wearing no armor your AC changes to 10 + Dexterity modifier + wisdom modifier. Shields do not count against the unarmored defense.
Duration banishment
At 5th level. You may spend 1 banishment point per target to keep them banished for another round.
Friendly banishment
At 6th level, if a target is willing, then you may banish them for half of the required banishment points.
Reflect Banishment
At 7th level. If someone or something tries to banish you, they are banished instead. The original caster must then make a save DC against their own save DC. On a success they are not banished.
Chain banishment
At 9th level. If multiple targets are in direct contact then you may banish them at the same time.
Banishment areas
At 10th level. The typical banishment area is an unknown area however you may change their banishment areas. If multiple targets are being banished at the same time then they must be banished to the same place. Every turn the target starts there turn in a banishment area they must make a constitution save of your save DC.
Basic: the area you choose to banish them to may now do damage of either fire, frost, lightning, or acid.
At 13th level. Exotic: the area you choose to banish them to may now do damage of either Radiant, necrotic, force, poison, psychic, or thunder damage.
at 10th level 1d10 per round banished, at 15th level 1d12 per round banished, and at 20th level 1d20 per round banished.
Extra attack
At 11th level. You may attack one more time on your turn if you so choose.
Meditation
At 13th level Through meditation you regain all your Banishment points on a long or short rest.
Reactive banishment
At 17th level. You may now banish a target as a attack of opportunity.
Mass banishment
At 18th level. You may banish any number of targets from you within a 10ft radius.
Banishment to death
At 20th level. Once per long rest when you banish a creature of size large or smaller with 150HP or less. you may choose to banish them to the Nine Hells of Baator. They have been killed however you do not get loot or xp from using this method.
Ability Score Increase
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.
Multiclassing
To multi-class into this class you need a dexterity of 13+ and wisdom of 12+ as well as having been banished before.
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