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New Class Kits

                                      The Banisher  
                                                        by Kwan Darkwood


There are many followers of the various deities who simply live their lives quietly, simply working their religious duties amongst common mortals, whether they are the loftiest church of Pelor to the foulest institution of Nerull. However, there are a select few out of these followers who are have the courage and are granted the power to stand against some of the most powerful denizens of the universe.
Clerics, paladins, and rangers often take on this class, either serving for their deity, out of honor and piety, or simply out of a hatred of a certain type of creature. Barbarians have been known to take this class due to their dislike of the supernatural. Other classes are rare but not unseen here as well.

Table 1-1: The Banisher
Class Base Fort Ref Will
Level Attack Bonus Save Save              Save Special
1st       +1        +1      +1    +1             1st planar enemy
2nd      +2        +1      +1    +2               See invisibility
3rd      +2        +2      +1     +2             Strike of Return
4th      +3         +2     +2     +2              Planar survival
5th      +3         +2      +2    +3            2nd planar enemy
6th      +4         +3      +2    +3       Summon spell dampening
7th      +4         +3      +3    +3       Damage Reduction 10/+1
8th      +5        +3       +3    +4                 Banishment
9th      +6        +4       +3    +4            3rd planar enemy
10th    +7        +5       +5    +5                 Plane Shift

Table 1-2: Spells per Day
Class 1 2 3 4
Level
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 1 0 - -
6 1 1 0 -
7 2 1 1 -
8 2 2 1 -
9 3 2 2 0
10 3 3 2 1

Requirements:

To qualify to become a banisher, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Knowledge (the planes): 7 ranks.
Special: To become a banisher, the character must have encountered an outsider of some sort prior to taking the class. They must also possess the ability to cast divine spells, either through spell-like abilities, class spell lists, or other sources deemed appropriate by the Dungeon Master.

Class Skills:

The banisher’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (The Planes), Jump, Sense Motive (Wis), Swim (Str). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.

Class Features:

All of the following are class features of the banisher prestige class.

Weapon and Armor Proficiency: A banisher is proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

Spells: Beginning at 4th level, a banisher gains the ability to cast a small number of divine spells. To cast a spell, the banisher must have a Wisdom score of at least 10 + the spell’s level, so a banisher with a Wisdom of 10 or lower cannot cast these spells. Banisher bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the banisher gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the banisher only gets bonus spells. A banisher without a bonus spell for that level (see Table 1-1: Ability Modifiers and Spells, page 8 of the Player’s Handbook) cannot yet cast a spell of that level. The banisher’s spell list appears at the end of this description. A banisher has access to any spell on the list and can freely choose which to prepare. A banisher prepares and casts spells just as a cleric does (though the banisher cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place).
Through 3rd level, a banisher has no caster level. Starting at 4th level, a banisher’s caster level is one-half his class level.

Planar Enemy: At 1st level, a banisher may select a specific type of outsider (celestial, slaadi, demon, efreet, etc.) as a favored enemy. Due to his extensive study of his foes and training in the proper techniques for combating them, the banisher gains a +3 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A banisher also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the banisher cannot strike with deadly accuracy beyond that range). Due to his experience with such creatures, the banisher also ignores the damage reduction of his planar enemies, having developed a supernatural ability to overcome it.

At 5th level and at 9th level, the banisher may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +2. For example, a 5th level banisher has two planar enemies, with bonuses of +5 and +3.
See Invisibility (Su): Upon reaching 2nd level, a banisher has the ability to see invisibility at will, as per the spell cast by a 5th-level sorcerer. This ability allows him to see (but not affect) ethereal creatures.

Strike of Return (Su): Powerful banishers are often capable of returning outsiders to their home plane with a single, powerful blow. This is a standard action, in which the banisher makes a normal attack roll. They must declare their intent to use this ability before making the attack roll. If it is successful, the outsider must make a Will save (DC = Banisher level + Wisdom Modifier + 15) or be instantly returned to his or her own plane. This may be used a number of times per day equal to the banisher’s class level plus their charisma modifier.

Planar Survival (Ex): At 4th level, a banisher becomes attuned to the nature of the planes he visits and personally immune to their natural planar effects. Any effect that would be negated by the avoid planar effects spell is negated by the planar survival ability as well.

The banisher is immune to the “normal” fires of the Elemental Plane of Fire, but fire-based attack forms and unusually fiery areas there still affect him. Because this extraordinary ability is the result of attuning himself to a particular plane, the banisher remains vulnerable to the same sort of damage in other planes where that attack form is not part of the natural order. Fires on other planes, including the Material Plane, affect him normally.

Summon Spell Dampening (Su): Banishers often aggravate outsiders by inhibiting their ability to summon reinforcements. Three times per day, a banisher of 6th level or higher can create a dampening field that extends 100 feet in every direction. Summoning and calling spells and spell-like abilities are suppressed within this radius, though creatures summoned outside the dampening field can enter it normally. The dampening field lasts 10 rounds. Creatures summoned or called before the banisher creates the dampening field are unaffected.

Damage Reduction: A banisher of 8th level or higher has damage reduction 10/+1. This means that the character ignores (instantly regenerates) the first 10 points of damage from any attack unless a weapon with a +1 or higher enchantment bonus deals the damage, by a spell, or by a form of energy (fire, cold, and so on). This ability does not stack with other damage reduction abilities.

Banishment (Sp): The banisher may use this ability once per day, and it functions as the spell of the same name. This is a spell-like ability.

Plane Shift (Sp): The banisher may use this ability once per day, and it functions as the spell of the same name. This is a spell-like ability.

Spells

Table 1-3: Banisher Spell List:

1st-level Banisher Spells:
Cure/Inflict Light Wounds
Resist Elements
Identify
Light
Protection From Good/Evil/Law/Chaos
Read Magic
Summon Monster I


2nd-level Banisher Spells:
Darkness
Lesser Restoration
Summon Monster II


3rd-level Banisher Spells:
Dismissal
Dispel Magic
Lesser Geas
Magic Circle against Chaos/Evil/Good/Law
Neutralize Poison
Positive/Negative Energy Protection*
Safety*
Summon Monster III
Zone of Respite*


4th-level Banisher Spells:
Chamber*
Death Ward
Dimensional Anchor
Lesser Planar Ally
Make Manifest*
Summon Monster IV


*Manual of the Planes