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Spells

Banishment

Forces one creature within 30 feet to make a Charisma save or be transported to a harmless demiplane for up to 1 minute, where it is Incapacitated. If it completes the duration, ab...

Granted Features
Automatic:
Touch-range spell transporting you and up to eight willing creatures holding hands to a different plane of existence. Specify a destination in general terms—city, landmark, specific plane—or use a known sigil sequence of a teleportation circle to reach it precisely; excess creatures appear in nearest unoccupied spaces. Material component is a forked metal rod worth 250+ GP attuned to a target plane. Search fit: group planar travel, teleportation circle navigation, cross-plane transport.
Conditions
Inflicts:

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type.

At Higher Levels: You can target one additional creature for each spell slot level above 4.

Level 4th-Level · School Abjuration · Casting Time 1 action · Range 30 feet · Components V, S, M (a pentacle) · Duration Concentration, up to 1 minute (Concentration) · Classes Cleric, Paladin, Sorcerer, Warlock, Wizard

Save Charisma