Banishment 5e - D&D 5th Edition Spell Book

Bane 5e DnD Spell
Banishment 5e Image

Banishment 5e Spell Effects

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.

Bane 5e

Classes That Can Cast Banishment 5e

The following classes may cast Banishment 5e as part of their normal class spell availability:

  • Cleric
  • Paladin
  • Sorcerer
  • Warlock
  • Wizard


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 Spell Effectiveness

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.


Banishment Usefulness

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.

  • This is obvious, but since Banishment has 60 feet range, make sure to cast the spell from as far away from enemies as possible. That way, you run less risk of being attacked, and losing concentration.
  • Try to cast Banishment on enemies who are from different planes of existence. Doing so promotes the value of Banishment 5e from a mid-tier spell to a nearly top-tier spell, as the effect of banishment may more or less become permanent.
  • If you absolutely must cast Banishment 5e on enemies who are native to the plane you're currently on, try to use it on your most difficult foes, when they're surrounded by their underlings. If you can incapacitate a dangerous enemy while dealing with their minions, then the ultimate fight against the more dangerous enemy, once they reappear, becomes much more manageable.


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Combine Banishment 5e with the Following Spells

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.

  • Bane 5e: before unleashing Banishment 5e, try to lower your target's saving throws by 1d4, using Bane. Anything you can do to increase your hit chance with Banishment is a win. Though you won't be able to continue concentrating on Bane, once Banishment is cast, you can (most likely) convince your dungeon master that its effects should stay in place until Banishment takes effect.
  • Bless 5e: similarly, have an ally cast Bless on you - even while you're concentrating on Bane (or vice versa) - so that your saving throws gain +1d4. Since concentration can be broken when you take damage, having some spell effect resistance is a major plus.
  • Mage Armor 5e: as with Bless, you can decrease your chances of taking physical damage by increasing your AC, with mage armor. Less damage taken means less chances to lose concentration with Banishment 5e.


Banishment 5e Counters

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.


Banishment-Type Spells in Eternity TTRPG

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.

Archon Class Icon

Archon - Core Class Spell

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.

  • Even if this spell misses, +7Faith vs. Will, deals 1Wisdom damage. If the target has 0Wisdom, this critical instead deals 1HP damage. This critical effect cannot Double-Hit or give a Block.
  • Even if this spell misses, one ally in 4Range, gains +3Initiative. You can instead choose to continually maintain this critical for 3Inspiration (plus the base 3Intelligence, and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
  • Roll 12-20. You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.


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!

Archon - Core Class Spell

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.

  • Even if this spell misses, +7Faith vs. Will, deals 1Wisdom damage. If the target has 0Wisdom, this critical instead deals 1HP damage. This critical effect cannot Double-Hit or give a Block.
  • Even if this spell misses, one ally in 4Range, gains +3Initiative. You can instead choose to continually maintain this critical for 3Inspiration (plus the base 3Intelligence, and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
  • Roll 12-20. You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.


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!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

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.

September 24, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=hMFP7UHtWEU Transcription [00:00:00] Welcome back to Eternity TTRPG, where we go over different happenings in the TTRPG universe, as well as talk about the game that we have been creating. Um, this go around, I think all of the hype is around, um, D&D World of Warcraft. Um, the Dungeon Masters, like, YouTube channel decided to go ahead and start a new campaign all around the World of Warcraft stuff, um, using all of those materials, even though it doesn't release until, like, mid-November. Um, so there's a lot of talk about everything that they're doing and what's going on. So I thought I'd give a little rundown of what to expect with the World of Warcraft expan- or excuse me, World of Warcraft, like, collaboration that's going on, right? So there was a lot of speculation when this first came out what it would be over. Like, is it gonna be one of the classic expansions like Burning [00:01:00] Crusade or Pandaria and just pull from one of those? Do we get any of the classic dungeons like Deadmines or Deepfathom? Um, and also what classes are they gonna bring to the table? What about subclasses and all of that kind of stuff? So I'm just gonna go over what we kind of know, um, and I think that's all that's been revealed. So with that in mind, you have, um- 13 World of Warcraft classes, um, along with they are featuring nine new and revised subclasses, and there's over 40 different specializations. So classic, um, classes that you're gonna be seeing from World of Warcraft is gonna be like Death Knight, Demon Hunter, your Druid, Mage, Priest, Monk, Warrior, Paladin. Um, they are doing the Evoker, which I think is relatively new compared to where the setting is of the, um, [00:02:00] guidebook that they're coming out with. Um, the book itself that they're coming out with, of course, has-- It does have your classic dungeons like Deadmines, and Deepfathom, and, um, Scarlet Monastery, uh, along with like Dire Maul and Shadowfang Keep. Um, so I think that's really neat that they're actually gonna do some of those, um, instances which I have fond memories of Deadmines especially 'cause, you know, that was just-- it was a classic. And they ended up coming back and remaking it for higher level which was really neat too to get more of the storyline there. Um, and then along with all of this there is like 50 monsters and 30 dungeon bosses that they give stats for in the guidebook which I think is neat because you're not gonna run out of monsters really easily with that. Um, I just hope that they reign true to like the [00:03:00] monsters that you would face and the different characters you would face in World of Warcraft like I think of the kobolds, um, in Elwynn Forest and how if you didn't, you know, prepare correctly you were gone pretty quick, right? Um, so I thought that was really neat. Um, I also think that they're reigning true to a lot of the professions and spells and magic items, um, such as Moonfire which I remember fondly from druids. Um, and then of course you have stuff like mounts and companion creatures that I think they're gonna bring into play as well, 'cause I of course remember like, oh gosh, you know, the classic horses that you see for any human. Um, and I specifically remember paladins riding them, so that was just in my mind. Um- Let's see what else we have. Oh, so subclasses that I found was gonna be like the Swashbuckler Rogue, the [00:04:00] Path of the Spiritual Guardian, and the Warrior of Mystic Brews. Which, why did that become the joke with your pandas in World of Warcraft? Why did they become the drunks? I never understood that. I still think it was a really cool touch, but now when I think of like pandas, and even Kung Fu Panda, for crying out loud, I just think of Po as like this drunk panda. Um, so I... Why did that become the thing? Yeah, um, with that all... Let's see. As far as what you can get, like D&D has this ultimate bundle going on where you get the whole like guidebook with all of the, you know, monsters, instances, potions, all that stuff. They also have like a map pack for the Icecrown Citadel, which you actually find in Northrend. [00:05:00] Um, so I think that's kind of neat. Um, and then they of course have the dungeon master screen. They have k- they have, um, the digital stuff to go all with it. Then they're doing like a promo with murloc minis. Which those murlocs, you know they're gonna have those as monsters, and you know they're gonna be mean and annoying, and they're gonna end up, you know, taking over your party pretty easily, 'cause that's what they did in the original World of Warcraft. And I had many bad experiences with murlocs, so when I hear that noise, I just, I, ew, you know, don't like it. Let's see. You know, it's just... When we think about this, right, I am so happy to see, like, us doing some world crossovers, uh, Dungeons and Dragons wanting to pull in more people. And when I [00:06:00] think of tabletop role play, my first thought actually does go to World of Warcraft, because that was like my first experience with playing a different character and having magical powers and having these different things to face and fight. So it's very nostalgic for me and, you know, in a way I kinda just want to get it for the nostalgia. Um, but the other side of this is like, is Dungeons and Dragons running out of ideas because they have to pull from existing universes? Or are they just doing what we already do when we make a campaign? You know, as a campaign, I think we pull f- As a dungeon master, campaign writer, all that kind of stuff, I feel like we pull from different things that we already see in the world around us. Um, for example, there was an anime, I'm trying to remember the name of [00:07:00] it. Um, but basically they got stuck in this video game, and you had to complete one level after another, and once you reached like level 100, you could finally leave the video game. Um, so I think we went ahead and pulled an idea of that, and like we would keep going back to this location. Every time we went to this location, it would be a different like level in it that we would ascend to. Um, sadly, that campaign never finished, but it's just another example of like we pull from the things that we enjoy, right? So if I enjoy from World of Warcraft, I'm gonna already pull ideas from that without needing the Dungeon Master Guide or needing D&D to do any kind of crossover. Um, but you know, they're bringing in two different names, um, for themselves between Dun- Dungeons & Dragons, World of Warcraft, bringing in two different audiences and, you know, bringing in new revenue for them, right? So, you know, I, I don't know. I think it's gonna be neat. I really like that they [00:08:00] wanted to do this kind of thing. But I mean, we already do that as people that make their campaigns as dungeon masters. So at what point are we really doing something new? I don't know. Leave your thoughts down below. Comment, like, subscribe, do all the stuff, and we'll catch y'all next time.
September 16, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=UteTnsp4yIE Transcription [00:00:00] Welcome back to the Eternity TTRPG YouTube channel, where I discuss different happenings in the tabletop role-playing universes, as well as talk about the game that my husband and I have been developing. So we've already gone over all of the races in the world of Eternity. Um, you know, your basics from human all the way down to espers and jaidori and treants, which are pretty neat races, if you ask me. Um, but we have not gotten to classes, right? So the classes that I wanted to start with is gonna be the first six classes that you're exposed to in Emanation, which is the card game that my husband and I came out with. So that is a combat TTRPG card game. And in this game, we show off six classes to start with, and we picked out the classes that we thought could showcase, um, a little bit of the creativity when it comes to Eternity, but also [00:01:00] some of your favorite classics that you would see in, like, D&D and other role-playing games. So to start that off, I'm actually gonna talk about the different types of classes first. So we have it split up into your casters, your, um, fighters, and your, like, spell casters, which is gonna be your crossover, a mix of the two. So the two fighters that we feature in the Emanation box is gonna be the assassin and the berserker. So the assassin is always, uh, bringing final memories for people. So since the Eternal Wars, they have been the masters of death who train to deliver a sudden death. So their main ability and what makes them the assassin is, of course, their ability to assassinate. Um, so they like to lay in shadows, build up their lethality, and then spend all of it to deal a final blow or a very, um, difficult blow, right? And then you think about your berserker, [00:02:00] and berserkers, they are furious and brutal. The more rage they have, the more power they have. And a berserker never feel, fears up-and-close encounters with anyone. So with the berserker, they are all about let me hit as much as possible, as hard as possible to as many people as possible, and that's kind of how the class was built with Emanation in mind. So the other thing about berserker to keep in mind, though, is that they are probab- they are the class that has the least health across the board when playing Emanation. So the goal is definitely, um, to get everybody before they get you. So may the rolls be in your favor. Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. [00:03:00] Each class deck comes with its own set of unique abilities which everyone plays at the same time so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. So moving on to your caster classes, that is gonna be your druid and summoner in Emanation. So the druid, of course, is gonna be a classic class that we see in a lot of ta- tabletop RPGs with your idea of shifting into different animals and working with the nature around you, right? The class lends itself to the Jadorian treant races because those were the protectors of the wild's floral fauna and the Tree of Life. Um, so a lot of your treants and Jadories are recommended to be druids. But that's just Eternity lore for you. The other caster class is gonna be the summoner. The [00:04:00] summoner was actually my first character in this um, world of Eternity, so it has a special place in my heart a little bit. But summoners are the gatekeepers of the world, and Through their portals, they can, like, pull different things out of these portals, um, and just, you know, summon them, use them, use their abilities. So they're definitely more of like a, "Hey, I'm gonna stay back here and send my summon in to do all the work." Um, they also take advantage of what's called a grand summoning. So rather than attacking every single turn in the game of Emanation, they're gonna take a turn to build up, and then on that next turn, they're gonna do something big. So they could, they could do, like, one damage to everyone or two damage to one person or a really big heal to themselves. So that makes them kind of fun, and it does have its trade-offs. So then the last two classes, which I also think are, um, really just I've [00:05:00] seen them in Eternity tabletop role-playing, so I don't know how they would translate to other tabletop role-playing games. And these are also going to be your spell fighters, and that is the Judge and the Oracle. So with the Judge, um, they are supposed to be the keepers of peace. They install law and order, and they're often acting as the accuser, judge, and jury. So it's, uh, definitely a play on law bringing and whatnot. So the Judge itself, when you're playing it in the world of Emanation, is that it defends itself as often as possible. But when it is not defending, it hits really hard. So it's definitely like another trade-off class. You go like every other turn, you want to do this to do that sort of thing. And it's also a really difficult class to actually target, um, so that's kind of a fun quirk with Judge. With [00:06:00] Oracle, Oracle is arguably the hardest class to play in the game of Emanation, um, just because of the different technicalities of it and how it interacts with everything else. I definitely think Oracle is best in a three or more player situation rather than a 1v1 situation because, like, some of the abilities with Oracle is better on a group. So, for example, they have an ability called Chains of Con-Condemnation, which basically it takes two characters at your choosing, two of your opponents, and chains them together. So if person A takes a hit and takes damage from something or someone, then the Oracle gets to roll for person B to see if person B will get hit as well. So chaining them together so that way they both take damage, and then the Oracle comes out on top. So that's definitely a really fun note about Oracle and the class that it [00:07:00] is. So I know this was a quick rundown of these six classes that you find in Emanation, and like I said, some of them do translate to other tabletop role-playing games because sometimes you can't just, you know, change the classics, right? But we can still put our spins on them and see how it goes. Anyway, um, let me know in the comments which class you would really like to play, and if you wanna see more of the classes, always check out the website. You can always check out the game. Um, let us know your thoughts and comment, like, subscribe. We will catch y'all next time.
September 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=_ytddTkKJQQ Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I talk about different happenings in the tabletop role play universe, as well as the role play game that my husband and I have been creating and we recently released our first product of. So this go around, I am going to finish up the Crooked Moon races. There are quite a few in the Crooked Moon universe, so it's taken a while to get through them, but I have three left, and those three we're gonna cover. So I have the Deepborn, Azureborn, and Bogborn. Now, the theme with Crooked Moon is that they're all horror related in a way. They give you an eerie feeling, um, they're kind of like our worst nightmares put into D&D, right? So to jump right in with that, we're gonna go with the Deepborn first. So think of the Deepborn as a sea monster, for lack of a better term, right? So you have this eldritch knowledge that they're using, and [00:01:00] because they're, like, Deepborn and in the sea, there's a lot of things about them that human races wouldn't understand. So you get to really take this idea of understanding and knowing and kind of run with it, and it's almost like whatever you say in the campaign is true because you're just this cosmic being of sorts that gets to decide what's true about your race, right? Um, another way that I think of them is kind of alien-ish or there was, um, a Netflix movie that came out recently that I would think of them as. Um, it was a really neat movie, like, this, um, family got stuck inside their house because of these water beings. Recommend it. But continuing on, they're just super creepy and could be really fun to play because of how creepy they are, right? Because they're always gonna have this, um- kind of gibberish going on in their brain that they're probably spewing out because of the eldritch knowledge that they have. Um, not to mention being sea monsters, they're gonna be [00:02:00] amphibious, so you're gonna have that water to land going on. You're gonna have maybe some dark vision available, so that could be a really neat play, never having to need the light. Um, but could that also play against you? Like not needing to be in the light, maybe you're fearful of it as your character. Kind of a cool idea. Um, other character ideas is, um, what if your Deepborn character was absolutely terrified of the ocean even though they're able to breathe underwater and basically come from the sea? Um, other thing that I've already touched on is that they kind of hear these whispers in gibberish from eldritch, that eldritch knowledge, um, and it can be a lot of like the, "Whoa, what was that? Did you guys hear that?" And they could just be always feeding the campaign in that way. Um, other thing is like treating things that are not normal by human standards as [00:03:00] completely normal. Um, these incomprehensible like cosmic entities could be really cool. Um, and the other thing is like the Deepborn could genuinely not understand why their behavior is so disturbing to the party. So super fun. I think that could be a really cool take on it, any of those ideas that you could go with. I just like the idea of a sea monster kind of thing because I think I always thought, you know, the ocean is very unexplored. Um, it's definitely the last wonders of the world, right? 'Cause we can't go as deep as we'd like to in it, and it would just be cool to get to experience that as a sea creature. Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with [00:04:00] its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. Moving on to the Azure Born. So the Azure Born is a prophetic harpy-like sky dweller. Okay, so when I hear prophetic, we're definitely thinking about a character that knows the future, knows what's gonna happen, and they're just like, they can always get a glimpse of the fate and how it's going to affect them. Now, the play that I would like with this is, yes, they can see the future, but obviously the decisions you make in the campaign can change the future they see. So that could be really cool as an NPC even to have, like, this sky-dwelling harpy that plays the prophet, gives all these things that could happen, tells you how the campaign ends, and if you as the campaign [00:05:00] doesn't like that ending, just make the decisions to change it, right? Now, as a character that you can play, right, they could be desperately trying to prevent what they've seen, um, or they could even lie about the visions that they see, so that way their prophetic ability isn't even real to everyone else, um, because they know what's going to happen. They, uh, could also have a personality where they're second-guessing every decision they make because they don't wanna make the wrong one because they've already seen what happens, right? And maybe they like that outcome, so they're like, "Well, how do I get that outcome? Maybe this is right. Maybe this is wrong. I don't know." So that could be just really fun in a character with that prophetic side of things. So last one I want to hop into was the Bog Born, and the Bog Born is your swamp-dwelling creature.[00:06:00] Um, I also think of it as like a mega swamp tank kind of guy, right? So I think of Avatar: The Last Airbender with these swamp benders when they make that giant swamp vine creature that's taking all the hits from the Fire Nation, and it just keeps regenerating. So it's like a giant tank for the army. And that is absolutely what I see when I think of this because they do have that regeneration, and they're very, you know, in tune with the swamps. So that's really fun to think of. And with that, it brings out the idea of if I'm this regenerative swamp creature, Can I be taken out? Maybe that's the whole premise of their character and how you role play this character is, "I'm gonna get into every fight possible and see just how much I can take." So it definitely brings in a different dynamic into the [00:07:00] party because if you do have a character like that, how is the party gonna react to you? Is the party going to have the same mentality? Will they constantly be pulling you back from that, um, mindset? So I don't know, maybe. With all of that going on, I think the other thing is all of the, all of these characters have a different idea when it comes to the future and fate and how to handle it, right? So the Deepborn always having this whispering knowledge in their ear. It's always this question of if the whispers are true, and maybe they're always trying to find out if they're true. The Azureborn, they know what's true, but they don't know how to get to it. And the Bogborn is like, "All I know is I'm gonna be a tank and go at this," right? So overall, they're super fun. I think you can definitely see where you can take these, uh, races. Um, and as I said earlier in the video, this [00:08:00] does round out, um, all of the Crooked Moon races. You can check in past videos to see what they were covered, what we talked about, how they are. Um, moving forward, I wanna be looking at the different classes available to you, um, specifically in Crooked Moon and specifically in the game that my husband and I have been creating. Um, so as always, like, comment, subscribe, and we'll catch you next time. Thanks. Bye.
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