Banishment
AbjurationYou 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 plane 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 slot level above 4th.
Spell Details
Player Guide
Use Banishment against your party's most dangerous single opponent to neutralize them for the duration, especially creatures with high damage output or action economy threats like spellcasters. The spell is most effective against native creatures (who go to a harmless demiplane) rather than extraplanar beings (who return after 1 round if they succeed). Combine it with save-debuff effects or target creatures with weak Charisma saves to maximize your chances of landing this devastating control spell.
Spell Combos
DM Tips
Clarify whether creatures banished to the harmless demiplane can perceive the material plane or act there; most interpretations suggest complete sensory isolation. Remember that if the caster loses concentration or 1 minute passes, the creature returns at the spot it left or the nearest unoccupied space, potentially creating a surprise for the party.