Overview
Listen, if you're building your first caster, Banishment is a Situational gem that can end fights instantly against the right foes—think demons, devils, or elementals—but it's a mediocre pick against anything native to the Material Plane. This 4th-level abjuration burns a precious slot to force a Cha save or banish one creature: natives get shunted to a harmless demiplane (incapacitated for up to 1 min concentration), while extraplanars pop home permanently if you hold focus for 60 seconds. Veterans love it for boss removal in planar adventures, but skip it in standard dungeon crawls where concentration competes with Haste or Hypnotic Pattern. Upcasting adds targets, making it shine for Sorcerers twinning on multicasts. Opportunity cost is high—Fireball averages 28 damage on 20d6 vs this single-target gamble—but nothing beats perma-banning a Pit Fiend.
Stat Block
| Property | Value |
|---|---|
| Level | 4 |
| School | Abjuration |
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S, M |
| Material | An item distasteful to the target. |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | CHA |
| Classes | Cleric, Paladin, Sorcerer, Warlock, Wizard |
When NOT to Use This
- •High-traffic fights with constant AoE disrupting concentration (e.g., dragon breath spam).
- •Bosses with Cha 18+ and 3+ legendary resistances untapped.
- •Against immunes like ghosts (ethereal) or banish-proof maruts.
- •When party needs AoE now—Hypnotic Pattern controls 3x more creatures.
Spell Slot Efficiency
| Metric | Assessment |
|---|---|
| Slot Efficiency | Situational: Excellent (infinite value) vs extraplanars, Poor vs natives. |
| Action Economy | Good |
| Opportunity Cost | High—forgo Fireball (28 avg dmg) or Polymorph (reliable control); worth it only for perma-removal. |
When worth the slot: Planar incursions, Abyss/Avernus arcs, or CR10+ outsiders.
When NOT worth the slot: Material Plane natives, low-Cha? No, high-Cha saves, or non-con fights.
Pro Tips (Veteran Secrets)
Tip #1: Always have 2-3 'distasteful' items ready: mirror for vampires, iron for fey, feather for birds—DMs rule favorably on prep.
Why veterans know this: Saves actions in clutch moments; seen tables TPK from 'no material' rulings.
This avoids the mistake of: Players improvise poorly, failing component.
Tip #2: Against natives, treat as 1-min Stun: calculate DPR enablement (party 100 DPR x 10 rounds = 1000 damage swing).
Why veterans know this: Outscales damage spells vs tanky solos; e.g., beats Blight's 8d8 avg 36 on CON save.
This avoids the mistake of: Undervaluing incapacitate vs expecting perma.
Tip #3: Sorcerers: Twinned Banishment on two pit fiends = fight over; Quickened Haste self for sustain.
Why veterans know this: Metamagic turns situational into excellent; doubles value on upcasts.
This avoids the mistake of: Forgetting Twin's single-target limit applies perfectly here.
Common Mistakes to Avoid
Casting on natives expecting permanent banish.
Why it's bad: They return after 1 min, wasting slot vs Fireball's reliable 28 AoE damage.
Do this instead: Reserve for extraplanars; use Polymorph for natives.
Ignoring material component prep.
Why it's bad: DM denies cast mid-fight, burning action with no effect.
Do this instead: Stockpile themed items; clarify pre-session.
Dropping concentration early on extraplanars.
Why it's bad: Target returns at spell end, undoing perma-ban potential.
Do this instead: Prioritize defense: Sanctuary self, or position safely.
Usage Tips
- •Prep a specific distasteful item per enemy type (e.g., cold iron for fey, holy water for fiends) to avoid DM rulings wasting your action.
- •Cast after enemies' legendary resistances are burned—Pit Fiends have 3, so wait for the right moment.
- •Against groups of extraplanars, upcast to 5th+ for multi-banishes; averages 1-2 successes on Cha 14 foes.
- •Pair with party damage focus: use the 1 min window to nova the boss's minions.
- •Warlocks/Sorcerers: Twin it pre-combat on two outsiders for double removal potential.
Rules Notes
- •Target must be visible; no effect on objects or groups.
- •Natives return after spell ends; extraplanars stay banished post-1 min RAW, even if concentration drops early.
- •Material is DM-call on 'distasteful'—holy symbol for undead/fiends often works.
- •Upcasting targets one extra creature per slot level above 4th; all must fail saves independently.
Synergies
- •Haste: Maintain concentration while allies speed-blitz remaining threats.
- •Spirit Guardians: Clerics layer 3d8 radiant on approach, buying concentration time.
- •Banishing Smite (Paladin): Chain for no-concentration native removal.
- •Planar Binding: Follow-up on returned natives for control.
- •Wall of Force: Trap minions while you focus on banishing the big bad.
Anti-Patterns
- •Don't burn on high-Cha bosses (lich Cha 20: 95% success odds) without setup.
- •Avoid in anti-magic fields—components fail hard.
- •Skip vs swarms or objects; wasted slot.
Tactical Modules
- •Extraplanar Purge — When to use: Demon/devil/elemental bosses or lieutenants in invasion encounters.. Synergy: Upcast + Twinned Spell (Sorcerer) removes 2+ threats; party focuses fire on weakened adds.
- •Native Incapacitate — When to use: Single beefy native (ogre boss) to neuter while party cleans minions.. Synergy: Follow with grapple/shove into hazards; concentration buys 10 rounds of free hits.
- •Boss Banisher Combo — When to use: After legendary resistances depleted mid-fight.. Synergy: Synergizes with Feeblemind (lowers Cha saves) or Silence (no counterspell).
Countermeasures
- •Threat: Legendary resistance on high-Cha extraplanar (Balor CR19, Cha17). — Response: Force 3+ failed saves first via damage/Frightening Presence, then Banishment.. Fallback: Polymorph to frog as backup single-target control.
- •Threat: Concentration disrupted by grapples/AoEs. — Response: Position 60ft away behind cover; use Counterspell on enemy blasts.. Fallback: Dismissal isn't 5e, so drop to Hold Monster.
- •Threat: Target immune to banishment (some demons have it). — Response: Scout lore beforehand or test with low-level caster.. Fallback: Switch to Prismatic Wall for containment.
Frequently Asked Questions
Is Banishment good in 5e?
Situational excellent vs extraplanars (permanent removal on 1 min con), mediocre vs natives (1-min stun). Prioritize in planar campaigns; skip dungeon grinds. Sorcerers twin it for double value.
Can you twin Banishment 5e?
Yes, Sorcerers can Twinned Spell it as single-target. Upcast to hit two demons permanently—game-changer. Limit: both targets same plane type for synergy.
Does Banishment work on fiends 5e?
Yes, sends them home permanently if you hold 1 min concentration. Pit Fiend (Cha 24? Wait SRD Cha22) has poor odds but legendary resistance hurdle. Prep distasteful item like holy water.
Banishment vs Polymorph 5e which better?
Banishment for extraplanars (perma), Polymorph for natives/elementals (frog control no con needed). Polymorph more reliable (WIS save often weaker). Verdict: Poly everyday, Banish niche.
Is Banishment worth a 4th level slot 5e?
Yes vs outsiders (beats 28 Fireball DPR infinitely), no vs natives (Hold Monster 5th better). Upcast efficiency spikes for multi-target banishes.
Does Banishment work underwater 5e?
Yes, V/S/M components; no water issues RAW. Distasteful item like dry cloth for aquatic fey works. Concentration holds fine.
Banishment paladin 5e guide
Paladins get it at 13th; synergizes with Banishing Smite for double-dip. Aura of Conquest debuffs Cha saves. Excellent oathbreaker vs celestals.
Citations: api:spells/banishment
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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