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.

D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
Illustration for Critical Role Campaign 4, with a blindfolded green humanoid, castle landscape, and logo.
By Jacob Tegtman September 30, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Tv9HBlNaSMY Transcription Critical Role just dropped the story trailer for Campaign 4. It is looking like a bold campaign. We’re talking a brand-new world, an incredible 13 player characters, and a plot that kicks off with the execution of a revolutionary firebrand named Thiatzi Fang (we’ll see if I got that pronunciation right). Oh—and if you didn’t see my last video on the topic or you haven’t heard, Brennan Lee Mulligan is DMing this campaign while Matt Mercer will be a player.  Welcome back to Eternity TTRPG—your portal of divination into all things Dungeons & Dragons. First up with campaign 4—the setting. Unlike every previous Critical Role story, Campaign 4 leaves Exandria behind entirely. Instead, we’re venturing into Araman, a godless realm still haunted by the echoes of dead deities and a rebellion that shook the land 80 years ago. This isn’t just new lore, but a blank canvas, making it perfect if you’ve never watched Critical Role. There’s no prior knowledge required, which is perfect for new fans, but also a fresh start for longtime Critters. The trailer centers on Thiatzi Fang, a revolutionary who led something called the Falcon’s Rebellion twelve years back. Now, he’s been captured, condemned, and set to be executed by the mysterious Sundered Houses. Fang himself calls the Revolutionary Council a shadow of its former glory, while hinting at the unfinished war against the gods of Araman. So already, we’re looking at political intrigue, rebellion, and a potential spark for civil war. This time, Critical Role also isn’t just one party. That is to say, because there’s 13-players, they’re actually split into three connected, but altogether different parties. Each of these parties also has a name, describing their main focus in the campaign: The Seekers, the Soldiers, and the Schemers. This setup is packed with themes that Critical Role’s new DM, Brennan Lee Mulligan thrives on—iconoclasm, unity, and tension between hope and despair. The godless world of Araman asks: Without the Gods, who will seize the crown? Fans are buzzing that this campaign might explore things akin to segments from Game of Thrones, but with more dice rolls and way more crying. If you want to check it out, Campaign 4 launches October 2nd at 7 PM PT , streaming on Twitch, YouTube, and Critical Role’s Beacon service. Like I mentioned in my last video on Critical Role, they’ll be using the 2024 D&D 5e rules , with some special homebrew added by none other than Jeremy Crawford and Chris Perkins. And yes, you can jump in totally fresh if you want to see what Critical Role’s all about—no prior Exandria knowledge required. So—what do you think? Is Thiatzi Fang a hero, a villain, or something much more complicated? And which of the three parties are you most hyped to see—the Seekers, Soldiers, or Schemers? Drop your thoughts in the comments, and let’s get the speculation for this season’s campaign rolling. And lastly, if you liked this quick update, don’t forget to like, subscribe, and ring that bell so you don’t miss our usually bi-weekly dives into the biggest stories in the D&D universe. Until next time—may your rolls be high, and your executions be… postponed.
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