If a sorcerer casts the Banishment spell on a PC while in Avernus, does the PC return to their home plane?





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$begingroup$


I wanted to make it difficult for the party to leave Avernus and return to their home plane, but I have realized that one of the party members could just use the banishment spell a number of times to get the party to return to their home plane.



Is my understanding of the spell correct?










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$endgroup$








  • 2




    $begingroup$
    Highly related.
    $endgroup$
    – Miniman
    yesterday










  • $begingroup$
    Also related: If I cast Banishment on myself while in a demiplane, where exactly do I exit?
    $endgroup$
    – Ruse
    16 hours ago


















15












$begingroup$


I wanted to make it difficult for the party to leave Avernus and return to their home plane, but I have realized that one of the party members could just use the banishment spell a number of times to get the party to return to their home plane.



Is my understanding of the spell correct?










share|improve this question











$endgroup$








  • 2




    $begingroup$
    Highly related.
    $endgroup$
    – Miniman
    yesterday










  • $begingroup$
    Also related: If I cast Banishment on myself while in a demiplane, where exactly do I exit?
    $endgroup$
    – Ruse
    16 hours ago














15












15








15





$begingroup$


I wanted to make it difficult for the party to leave Avernus and return to their home plane, but I have realized that one of the party members could just use the banishment spell a number of times to get the party to return to their home plane.



Is my understanding of the spell correct?










share|improve this question











$endgroup$




I wanted to make it difficult for the party to leave Avernus and return to their home plane, but I have realized that one of the party members could just use the banishment spell a number of times to get the party to return to their home plane.



Is my understanding of the spell correct?







dnd-5e spells






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited yesterday









V2Blast

26.7k592162




26.7k592162










asked yesterday









GusGus

1313




1313








  • 2




    $begingroup$
    Highly related.
    $endgroup$
    – Miniman
    yesterday










  • $begingroup$
    Also related: If I cast Banishment on myself while in a demiplane, where exactly do I exit?
    $endgroup$
    – Ruse
    16 hours ago














  • 2




    $begingroup$
    Highly related.
    $endgroup$
    – Miniman
    yesterday










  • $begingroup$
    Also related: If I cast Banishment on myself while in a demiplane, where exactly do I exit?
    $endgroup$
    – Ruse
    16 hours ago








2




2




$begingroup$
Highly related.
$endgroup$
– Miniman
yesterday




$begingroup$
Highly related.
$endgroup$
– Miniman
yesterday












$begingroup$
Also related: If I cast Banishment on myself while in a demiplane, where exactly do I exit?
$endgroup$
– Ruse
16 hours ago




$begingroup$
Also related: If I cast Banishment on myself while in a demiplane, where exactly do I exit?
$endgroup$
– Ruse
16 hours ago










1 Answer
1






active

oldest

votes


















31












$begingroup$

Yes, but there is a caveat



Firstly banishment requires a Charisma saving throw which the party members must fail on, but given enough time/spell slots this wouldn't be a problem, merely an inconvenience.



Given failures and nothing to stop the spell prematurely, they will be sent to their home plane, as per the relevant except from the spell:




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.




However banishment makes to mention of where on the relevant plane the target appears, leaving room for the DM to choose. Most of the time (i.e. normal castings of this spell on demons, elementals etc.) that location doesn't matter, but with PC's it does. So you could rule, preferably before the spell is cast (unless you like being mean and punishing to your players), that they will end up on separate, random places on that plane with no knowledge of where they or the others are. Using this ruling will replace their current problem of being stuck on Avernus, with the problem of being stuck on random locations on the Material plane (assuming they're from there). This latter problem will be harsh on any non-spellcasters and on spellcasters who haven't got access to teleporation and/or divination spells to find the others again.






share|improve this answer











$endgroup$









  • 7




    $begingroup$
    Great answer, and just to highlight part of your answer I feel is important: Don't surprise your players with rules-"gotcha"s like "now that you're back on the material plane, you realize that you have no idea where banishment actually placed you. Your friends could be hundreds of miles away, or more."
    $endgroup$
    – goodguy5
    yesterday






  • 2




    $begingroup$
    The second half of the description gives an option: Some form of curse or effect that always causes the Banishment spell to end within 50 seconds, returning the target to Avernus?
    $endgroup$
    – Chronocidal
    yesterday






  • 1




    $begingroup$
    I like this answer and also if this happens it could make a lot of extra work for the GM who now has 3, 4, 5, 6 or however many PCs there are, separate adventures to manage. I think this approach would work best if you tell the PCs ahead of time they could end up in the middle of the ocean, in the tundra, or some other place where death might be imminent. In other words let them know they could die if they do this And really use this to convince them not to go this route.
    $endgroup$
    – lightcat
    yesterday






  • 1




    $begingroup$
    Especially considering the Material plane largely consists of cold, dark, space. I'd shudder at the thought of being banished back to the Material plane. Banishing is not a pleasant experience.
    $endgroup$
    – KoaxialKable
    yesterday






  • 1




    $begingroup$
    @wakkowarner321 the incapacitation effect only applies to creatures that are on their home plane when banishment is cast
    $endgroup$
    – Someone_Evil
    yesterday












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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









31












$begingroup$

Yes, but there is a caveat



Firstly banishment requires a Charisma saving throw which the party members must fail on, but given enough time/spell slots this wouldn't be a problem, merely an inconvenience.



Given failures and nothing to stop the spell prematurely, they will be sent to their home plane, as per the relevant except from the spell:




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.




However banishment makes to mention of where on the relevant plane the target appears, leaving room for the DM to choose. Most of the time (i.e. normal castings of this spell on demons, elementals etc.) that location doesn't matter, but with PC's it does. So you could rule, preferably before the spell is cast (unless you like being mean and punishing to your players), that they will end up on separate, random places on that plane with no knowledge of where they or the others are. Using this ruling will replace their current problem of being stuck on Avernus, with the problem of being stuck on random locations on the Material plane (assuming they're from there). This latter problem will be harsh on any non-spellcasters and on spellcasters who haven't got access to teleporation and/or divination spells to find the others again.






share|improve this answer











$endgroup$









  • 7




    $begingroup$
    Great answer, and just to highlight part of your answer I feel is important: Don't surprise your players with rules-"gotcha"s like "now that you're back on the material plane, you realize that you have no idea where banishment actually placed you. Your friends could be hundreds of miles away, or more."
    $endgroup$
    – goodguy5
    yesterday






  • 2




    $begingroup$
    The second half of the description gives an option: Some form of curse or effect that always causes the Banishment spell to end within 50 seconds, returning the target to Avernus?
    $endgroup$
    – Chronocidal
    yesterday






  • 1




    $begingroup$
    I like this answer and also if this happens it could make a lot of extra work for the GM who now has 3, 4, 5, 6 or however many PCs there are, separate adventures to manage. I think this approach would work best if you tell the PCs ahead of time they could end up in the middle of the ocean, in the tundra, or some other place where death might be imminent. In other words let them know they could die if they do this And really use this to convince them not to go this route.
    $endgroup$
    – lightcat
    yesterday






  • 1




    $begingroup$
    Especially considering the Material plane largely consists of cold, dark, space. I'd shudder at the thought of being banished back to the Material plane. Banishing is not a pleasant experience.
    $endgroup$
    – KoaxialKable
    yesterday






  • 1




    $begingroup$
    @wakkowarner321 the incapacitation effect only applies to creatures that are on their home plane when banishment is cast
    $endgroup$
    – Someone_Evil
    yesterday
















31












$begingroup$

Yes, but there is a caveat



Firstly banishment requires a Charisma saving throw which the party members must fail on, but given enough time/spell slots this wouldn't be a problem, merely an inconvenience.



Given failures and nothing to stop the spell prematurely, they will be sent to their home plane, as per the relevant except from the spell:




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.




However banishment makes to mention of where on the relevant plane the target appears, leaving room for the DM to choose. Most of the time (i.e. normal castings of this spell on demons, elementals etc.) that location doesn't matter, but with PC's it does. So you could rule, preferably before the spell is cast (unless you like being mean and punishing to your players), that they will end up on separate, random places on that plane with no knowledge of where they or the others are. Using this ruling will replace their current problem of being stuck on Avernus, with the problem of being stuck on random locations on the Material plane (assuming they're from there). This latter problem will be harsh on any non-spellcasters and on spellcasters who haven't got access to teleporation and/or divination spells to find the others again.






share|improve this answer











$endgroup$









  • 7




    $begingroup$
    Great answer, and just to highlight part of your answer I feel is important: Don't surprise your players with rules-"gotcha"s like "now that you're back on the material plane, you realize that you have no idea where banishment actually placed you. Your friends could be hundreds of miles away, or more."
    $endgroup$
    – goodguy5
    yesterday






  • 2




    $begingroup$
    The second half of the description gives an option: Some form of curse or effect that always causes the Banishment spell to end within 50 seconds, returning the target to Avernus?
    $endgroup$
    – Chronocidal
    yesterday






  • 1




    $begingroup$
    I like this answer and also if this happens it could make a lot of extra work for the GM who now has 3, 4, 5, 6 or however many PCs there are, separate adventures to manage. I think this approach would work best if you tell the PCs ahead of time they could end up in the middle of the ocean, in the tundra, or some other place where death might be imminent. In other words let them know they could die if they do this And really use this to convince them not to go this route.
    $endgroup$
    – lightcat
    yesterday






  • 1




    $begingroup$
    Especially considering the Material plane largely consists of cold, dark, space. I'd shudder at the thought of being banished back to the Material plane. Banishing is not a pleasant experience.
    $endgroup$
    – KoaxialKable
    yesterday






  • 1




    $begingroup$
    @wakkowarner321 the incapacitation effect only applies to creatures that are on their home plane when banishment is cast
    $endgroup$
    – Someone_Evil
    yesterday














31












31








31





$begingroup$

Yes, but there is a caveat



Firstly banishment requires a Charisma saving throw which the party members must fail on, but given enough time/spell slots this wouldn't be a problem, merely an inconvenience.



Given failures and nothing to stop the spell prematurely, they will be sent to their home plane, as per the relevant except from the spell:




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.




However banishment makes to mention of where on the relevant plane the target appears, leaving room for the DM to choose. Most of the time (i.e. normal castings of this spell on demons, elementals etc.) that location doesn't matter, but with PC's it does. So you could rule, preferably before the spell is cast (unless you like being mean and punishing to your players), that they will end up on separate, random places on that plane with no knowledge of where they or the others are. Using this ruling will replace their current problem of being stuck on Avernus, with the problem of being stuck on random locations on the Material plane (assuming they're from there). This latter problem will be harsh on any non-spellcasters and on spellcasters who haven't got access to teleporation and/or divination spells to find the others again.






share|improve this answer











$endgroup$



Yes, but there is a caveat



Firstly banishment requires a Charisma saving throw which the party members must fail on, but given enough time/spell slots this wouldn't be a problem, merely an inconvenience.



Given failures and nothing to stop the spell prematurely, they will be sent to their home plane, as per the relevant except from the spell:




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.




However banishment makes to mention of where on the relevant plane the target appears, leaving room for the DM to choose. Most of the time (i.e. normal castings of this spell on demons, elementals etc.) that location doesn't matter, but with PC's it does. So you could rule, preferably before the spell is cast (unless you like being mean and punishing to your players), that they will end up on separate, random places on that plane with no knowledge of where they or the others are. Using this ruling will replace their current problem of being stuck on Avernus, with the problem of being stuck on random locations on the Material plane (assuming they're from there). This latter problem will be harsh on any non-spellcasters and on spellcasters who haven't got access to teleporation and/or divination spells to find the others again.







share|improve this answer














share|improve this answer



share|improve this answer








edited yesterday

























answered yesterday









Someone_EvilSomeone_Evil

1,810320




1,810320








  • 7




    $begingroup$
    Great answer, and just to highlight part of your answer I feel is important: Don't surprise your players with rules-"gotcha"s like "now that you're back on the material plane, you realize that you have no idea where banishment actually placed you. Your friends could be hundreds of miles away, or more."
    $endgroup$
    – goodguy5
    yesterday






  • 2




    $begingroup$
    The second half of the description gives an option: Some form of curse or effect that always causes the Banishment spell to end within 50 seconds, returning the target to Avernus?
    $endgroup$
    – Chronocidal
    yesterday






  • 1




    $begingroup$
    I like this answer and also if this happens it could make a lot of extra work for the GM who now has 3, 4, 5, 6 or however many PCs there are, separate adventures to manage. I think this approach would work best if you tell the PCs ahead of time they could end up in the middle of the ocean, in the tundra, or some other place where death might be imminent. In other words let them know they could die if they do this And really use this to convince them not to go this route.
    $endgroup$
    – lightcat
    yesterday






  • 1




    $begingroup$
    Especially considering the Material plane largely consists of cold, dark, space. I'd shudder at the thought of being banished back to the Material plane. Banishing is not a pleasant experience.
    $endgroup$
    – KoaxialKable
    yesterday






  • 1




    $begingroup$
    @wakkowarner321 the incapacitation effect only applies to creatures that are on their home plane when banishment is cast
    $endgroup$
    – Someone_Evil
    yesterday














  • 7




    $begingroup$
    Great answer, and just to highlight part of your answer I feel is important: Don't surprise your players with rules-"gotcha"s like "now that you're back on the material plane, you realize that you have no idea where banishment actually placed you. Your friends could be hundreds of miles away, or more."
    $endgroup$
    – goodguy5
    yesterday






  • 2




    $begingroup$
    The second half of the description gives an option: Some form of curse or effect that always causes the Banishment spell to end within 50 seconds, returning the target to Avernus?
    $endgroup$
    – Chronocidal
    yesterday






  • 1




    $begingroup$
    I like this answer and also if this happens it could make a lot of extra work for the GM who now has 3, 4, 5, 6 or however many PCs there are, separate adventures to manage. I think this approach would work best if you tell the PCs ahead of time they could end up in the middle of the ocean, in the tundra, or some other place where death might be imminent. In other words let them know they could die if they do this And really use this to convince them not to go this route.
    $endgroup$
    – lightcat
    yesterday






  • 1




    $begingroup$
    Especially considering the Material plane largely consists of cold, dark, space. I'd shudder at the thought of being banished back to the Material plane. Banishing is not a pleasant experience.
    $endgroup$
    – KoaxialKable
    yesterday






  • 1




    $begingroup$
    @wakkowarner321 the incapacitation effect only applies to creatures that are on their home plane when banishment is cast
    $endgroup$
    – Someone_Evil
    yesterday








7




7




$begingroup$
Great answer, and just to highlight part of your answer I feel is important: Don't surprise your players with rules-"gotcha"s like "now that you're back on the material plane, you realize that you have no idea where banishment actually placed you. Your friends could be hundreds of miles away, or more."
$endgroup$
– goodguy5
yesterday




$begingroup$
Great answer, and just to highlight part of your answer I feel is important: Don't surprise your players with rules-"gotcha"s like "now that you're back on the material plane, you realize that you have no idea where banishment actually placed you. Your friends could be hundreds of miles away, or more."
$endgroup$
– goodguy5
yesterday




2




2




$begingroup$
The second half of the description gives an option: Some form of curse or effect that always causes the Banishment spell to end within 50 seconds, returning the target to Avernus?
$endgroup$
– Chronocidal
yesterday




$begingroup$
The second half of the description gives an option: Some form of curse or effect that always causes the Banishment spell to end within 50 seconds, returning the target to Avernus?
$endgroup$
– Chronocidal
yesterday




1




1




$begingroup$
I like this answer and also if this happens it could make a lot of extra work for the GM who now has 3, 4, 5, 6 or however many PCs there are, separate adventures to manage. I think this approach would work best if you tell the PCs ahead of time they could end up in the middle of the ocean, in the tundra, or some other place where death might be imminent. In other words let them know they could die if they do this And really use this to convince them not to go this route.
$endgroup$
– lightcat
yesterday




$begingroup$
I like this answer and also if this happens it could make a lot of extra work for the GM who now has 3, 4, 5, 6 or however many PCs there are, separate adventures to manage. I think this approach would work best if you tell the PCs ahead of time they could end up in the middle of the ocean, in the tundra, or some other place where death might be imminent. In other words let them know they could die if they do this And really use this to convince them not to go this route.
$endgroup$
– lightcat
yesterday




1




1




$begingroup$
Especially considering the Material plane largely consists of cold, dark, space. I'd shudder at the thought of being banished back to the Material plane. Banishing is not a pleasant experience.
$endgroup$
– KoaxialKable
yesterday




$begingroup$
Especially considering the Material plane largely consists of cold, dark, space. I'd shudder at the thought of being banished back to the Material plane. Banishing is not a pleasant experience.
$endgroup$
– KoaxialKable
yesterday




1




1




$begingroup$
@wakkowarner321 the incapacitation effect only applies to creatures that are on their home plane when banishment is cast
$endgroup$
– Someone_Evil
yesterday




$begingroup$
@wakkowarner321 the incapacitation effect only applies to creatures that are on their home plane when banishment is cast
$endgroup$
– Someone_Evil
yesterday


















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