4th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plan of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each spell slot above 4th.
All information on Banishment 5e comes from the D&D 5th edition Player's Handbook.
The following classes may cast Banishment 5e as part of their normal class spell availability:
Based on the effects and general flavor for Banishment 5e, it isn't a surprise that so many classes gain access to casting the spell.
Banishment 5e is kind of a weird spell. If you cast it upon another target native to the plane you're both on, then Banishment really only functions as a way to temporarily incapacitate the target. Don't get me wrong - completely removing an enemy from battle for a full 1-minute, or until concentration ends is a pretty decent effect.
However, during that time, the incapacitated target is on a different plane, so it's not like you're just completely stunning them for the full 1-minute while you beat them to death. Once they come back, you still have to deal with them, basically. Hopefully, just by that time, they won't have any friends around who are left alive.
The real value of Banishment 5e comes when you cast the spell on a target who is not from the plane of existence where you're both currently located. In this case, the target creature is actually banished - for good - so long as the spell effect does not end for the full 1-minute maximum duration. If concentration is interrupted, etc. then they reappear. So, it's important to make sure that the spell is not interrupted.
Banishment 5e comes in handy when you're battling demons from Avernus or storm giants from an elemental wind plane, for example. If the enemy has somehow found their way to the mortal realm (or wherever you're currently located), you can send them away, for good - that is, at least, until they find their way back again. But in the case of true banishment like these cases, once the battle's over, you don't have to then deal with the banished foe. Instead, they're just gone.
As mentioned above, Banishment 5e certainly has its points of extreme utility. Try to cast banishment in the following sorts of circumstances to increase its overall value for you.
Since Banishment 5e is a 4th-level spell, when you do cast it, you really want to make sure that the spell succeeds. It can really be a terrible feeling when you unleash a powerful spell, only to have your target resist it's effects. So, combine Banishment with the following spells to try and get the most out of your attack.
Silence 5e is always a spell to watch out for whenever you're playing any spell-casting character. Otherwise, the real key to Banishment 5e is simply to make sure that you don't take damage once the spell has succeeded.
Since the real value of Banishment comes from keeping your target imprisoned on a different plane, or even from banishing them from your plane altogether, the easiest way to get countered is simply to get hit a lot while you're concentrating on the spell. Make sure that doesn't happen, and you should just about be golden.
In the Eternity TTRPG Game System, there aren't any directly comparable spells to Banishment 5e. Though Eternity is a TTRPG that was inspired by games like DnD, it doesn't copy D&D by any means, and there are many differences.
Whereas in D&D 5e, Banishment is really something like a combat-encounter spell combined with roleplay elements, spells in Eternity TTRPG have one definite use for battle, but allow for a bit more creativity when it comes to roleplaying, than D&D does.
Slow (Magic): 4Range, Faith vs. Resilience. If this spell hits, on every one of the target’s turns, roll d20. If you roll 17-20, that target loses their turn. You can instead choose to continually maintain this spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every battle.
(Double-Hit): roll 5 numbers lower to
hit.
(Dazed): the effect from “Slow” is
temporarily interrupted while you are Dazed.
In Eternity TTRPG, the archon "Slow" spell is probably one of several that comes relatively close in nature to Banishment 5e. Though slowed characters may still be attacked, there is a chance every turn that they'll lose their action for the round, and be forced to watch as the battlefield goes on without them.
Eternity TTRPG also allows players to creatively use any spell or ability in a roleplay-specific way that they feel matches the spell's name or overall intent. Because of this rule, players could potentially make a case with their group that "Slow" should be able to temporarily banish enemies, or perhaps even reverse time, sending an extra-planar being to a different realm. Using "Slow" in this way would definitely be a stretch, but it's not impossible that some game masters would allow for it.
Curious to learn more? Check out the
Eternity TTRPG Core Game PDF!
Slow (Magic): 4Range, Faith vs. Resilience. If this spell hits, on every one of the target’s turns, roll d20. If you roll 17-20, that target loses their turn. You can instead choose to continually maintain this spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every battle.
(Double-Hit): roll 5 numbers lower to hit.
(Dazed): the effect from “Slow” is temporarily interrupted while you are Dazed.
In Eternity TTRPG, the archon "Slow" spell is probably one of several that comes relatively close in nature to Banishment 5e. Though slowed characters may still be attacked, there is a chance every turn that they'll lose their action for the round, and be forced to watch as the battlefield goes on without them.
Eternity TTRPG also allows players to creatively use any spell or ability in a roleplay-specific way that they feel matches the spell's name or overall intent. Because of this rule, players could potentially make a case with their group that "Slow" should be able to temporarily banish enemies, or perhaps even reverse time, sending an extra-planar being to a different realm. Using "Slow" in this way would definitely be a stretch, but it's not impossible that some game masters would allow for it.
Curious to learn more? Check out the
Eternity TTRPG Core Game PDF!
Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.
I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.
If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.
Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.
I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.
If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.
I may receive commissions when you click links I provide within articles and make purchases. However, this does not impact my reviews. I try my best to simply provide great content and ideas, for you.
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Eternity TTRPG offers unofficial fan content for major TTRPGs and the companies that own them, in addition to my own game.
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We may receive commissions when you click our links and make purchases. However, this does not impact our reviews and comparisons. We try our best to simply provide great content and ideas, for you.
As an Amazon affiliate, we earn from qualifying purchases.
Eternity TTRPG offers unofficial fan content for major TTRPGs and the companies that own them, in addition to our own games.