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.

Box art and game components for
By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
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