D&D Banishment & Ready Action: Rules?

In the intricate tapestry of Dungeons and Dragons combat, understanding the interplay between spells like Banishment, the Ready action, and the nature of creatures from other planes is crucial. The Banishment spell temporarily removes a creature from the battlefield, raising the question of whether a player can still use their reaction to trigger a held action against the banished creature upon its return.

Alright, folks, gather ’round the virtual campfire! Today, we’re diving headfirst into two seriously cool and often overlooked tactics in the wonderful world of tabletop RPGs: Banishment and Readying an Action. Think of these as your secret weapons, the kind of moves that’ll have your party members saying, “Whoa, you’re a genius!” (Trust me, that feels pretty good).

So, what exactly are we talking about? Well, Banishment, in its simplest form, is like hitting the eject button on a pesky monster, sending it packing to another dimension (at least temporarily). And Readying an Action? That’s all about being the ultimate anticipator, setting yourself up to react to a specific trigger, kind of like a superhero waiting for the perfect moment to swoop in.

Now, imagine combining these two bad boys. Boom! We’re talking strategic synergy so powerful, it’ll make even the most seasoned dungeon master sweat a little. This guide is your one-stop shop for understanding the nuts and bolts, the sneaky applications, and even how your friendly neighborhood GM might interpret these rules. Our goal here is crystal clear: to arm you with a comprehensive understanding of banishment and readying, turning you into a tactical titan at the table. Get ready to level up your game!

Unraveling Banishment: More Than Just a Magical Eviction Notice

So, you want to master the art of poofing your enemies out of existence (or at least, temporarily out of the battlefield)? Well, buckle up, buttercup, because we’re about to dive deep into the wonderful world of Banishment!

First things first, what IS Banishment? Simply put, it’s that magical “get out of jail free” card (or “get out of my face” card, depending on your playstyle) that removes a creature from the current plane of existence. Think of it as a magical bouncer, politely (or not-so-politely) escorting unwanted guests from the premises. Of course, it’s a bit more complicated than that, but that’s the gist! Now, let’s dissect the spell mechanics a little bit!

The Nitty-Gritty: Saving Throws and Resistances

Banishment isn’t a guaranteed one-way ticket to oblivion (unfortunately). The target gets a saving throw to resist the effect. The type of saving throw and the difficulty class (DC) will depend on the specific spell or ability being used. Also, some creatures are naturally resistant or even immune to banishment effects. Keep an eye out for those pesky fiends or celestials who might just laugh in your face as you try to send them packing! So before attempting Banishment, you have to know if the enemy has any resistances or Immunities.

Homebodies vs. Tourists: Know Your Target

Now, here’s where things get really interesting. Banishment works differently depending on whether you’re dealing with a creature native to the current plane or an extraplanar visitor. This is a very important concept to master!

  • Native creatures: If you banish a creature that’s originally from the plane you’re currently on, it’s usually just a temporary vacation. They get shunted off to a harmless demiplane, and after a short while, they pop right back in where they disappeared (or the nearest unoccupied space, if their old spot is taken). It’s like putting them in timeout, but in another dimension.

  • Extraplanar creatures: Now, this is where Banishment shines! If you manage to banish an extraplanar creature (like a demon, devil, or celestial), and you maintain your concentration on the spell for its entire duration, then the creature is permanently yeeted back to its home plane! No return ticket, no take-backs! Think of it as sending them back to their momma for bad behavior. This is a HUGE advantage if you’re facing a powerful extraplanar foe.

Limitations and Immunities: Not a Universal Solution

Banishment is powerful, but it’s not a cure-all. Some creatures are immune to the effect altogether. Constructs, elementals, or certain undead might not be affected. Moreover, other creatures might have specific resistances or advantages on their saving throws against banishment. Always do your homework before trying to banish a creature! There are some spells and effect that has special immunity to Banishment and it’s always better to know if the enemies have it or not!

Readying an Action: The Art of Anticipation

Ever feel like you’re just reacting in combat? Like you’re always one step behind the bad guys? Well, friend, let me introduce you to the art of anticipation: Readying an Action! Think of it as setting up a magical (or mundane) tripwire, just waiting for the perfect moment to spring into action.

So, what exactly isReadying an Action (or “Holding an Action as some folks call it)? Simply put, it’s the mechanic of prepping an action now to be unleashed when a very specific condition is met later. Instead of just blindly swinging your sword, you’re saying, “Okay, world, when this thing happens, I’m gonna do this other thing!” It’s like being a tactical ninja, except maybe with more dice rolls.

The purpose? Oh, the possibilities! Maybe you want to set up a sweet counterattack, waiting for that ogre to stumble into range. Or perhaps you’re a wizard with impeccable timing, preparing a spell for that critical moment when the villain reveals their weakness. Readying an action lets you dictate the flow of battle and turn the tables on your foes. It’s the ultimate “gotcha!” moment in TTRPG combat.

Trigger Happy: Defining the Perfect Cue

Now, here’s the kicker: the trigger. This is crucial. Your readied action hinges on it, so you need to be crystal clear about what sets it off. We’re talking about a precise and unambiguous condition. Think of it like coding – one wrong character and the whole thing crashes.

Let’s look at some examples:

  • Good Trigger: “When the banished creature reappears within 30 feet of me, I will cast fireball.” See how specific that is? We know when it happens (reappearance), who it involves (the banished creature), and where it happens (within 30 feet). Boom!
  • Bad Trigger: “When something happens, I attack.” Uh, what? Something? The bard starts singing? The rogue sneezes? Your trigger needs to be more defined than that, or your GM is perfectly justified in looking at you with a raised eyebrow.

Action Stations: What Can You Actually Ready?

So, you’ve got your trigger down. Now, what kind of action can you actually ready? Well, most actions are fair game:

  • Attack: Get ready to swing, shoot, or stab the second that goblin pokes its head out.
  • Spell: Charge up that fireball or prepare a healing word for the perfect moment.
  • Item Use: Chug that potion of invulnerability right when you need it most.

The key is that the action must be something you can normally do on your turn. No pulling rabbits out of hats unless your character sheet specifically allows it.

Line of Sight/Effect: Seeing is Believing (and Blasting)

Don’t forget about the good ol’ Line of Sight! Just because your trigger goes off doesn’t mean you can magically bypass walls or other obstructions. If you can’t see the target (or the point of origin for your spell), your readied action is a no-go. Same goes for Line of Effect – your spell needs a clear path to its target. Plan accordingly, or you’ll just end up looking silly.

Timing is Everything: Interrupting the Flow

Here’s the coolest part: when your trigger goes off, your readied action happens immediately after the trigger, and it can even interrupt whatever the triggering creature was doing! Imagine the villain monologuing about their evil plan, only to be cut off mid-sentence by your perfectly timed fireball. Priceless! But be careful, only the action you readied is interrupted. So they will continue with their turn after you have done your readied action.

Strategic Synergy: Banishment and Readying Actions Combined

Alright, buckle up, buttercups! Now that we’ve got the individual mechanics down, let’s talk about the real fun: blending Banishment with Readying an Action. It’s like peanut butter and jelly, or a rogue with a penchant for backstabbing – they’re great on their own, but oh so much better together!

The core strategy is this: you’re not just kicking a baddie out of the party; you’re setting a trap for when they inevitably try to crash it again. You’re controlling the battlefield by controlling a creature’s presence, and then capitalizing on their predictable return with a well-timed readied action. Think of it as a magical, tactical smackdown just waiting to happen.

Scenarios & Strategic Implications

Let’s paint a few pictures, shall we?

  • Instant Attack on Return: Imagine banishing a hulking ogre. As soon as that dimensional door swings open again, BAM! Our fighter, action readied, delivers a crit with their trusty greatsword. No “hello,” no pleasantries, just pure, unadulterated pain. This is perfect for squishy spellcasters who need to keep enemies at bay or to thin the ranks.

  • Counterspell on Return: Picture this: a devilish sorcerer gets banished, but you know he’s got a nasty Fireball ready to go. Your wizard, with a readied Counterspell, patiently waits. The moment the sorcerer reappears and starts chanting, BOOM, Counterspell! His spell fizzles, and he’s left sputtering and vulnerable. Control the battlefield, control the magic!

  • Area of Effect Spells (Pre-cast): This is where things get really interesting. You banish a nasty group of goblins, but before they reappear, you cast a strategically placed Fireball (or Cloudkill, if you’re feeling particularly evil). The moment they pop back into existence, they’re greeted with a fiery (or poisonous) welcome. Talk about ruining someone’s day!

Creature Abilities: The Wildcard

Now, things aren’t always that simple, are they? Some creatures have innate abilities that can throw a wrench in your plans. Does the banished creature have teleportation abilities? They might reappear somewhere you didn’t expect. Can it summon allies? Suddenly, your carefully laid trap is sprung on a bunch of innocent bystanders (or, well, as innocent as summoned creatures can be). You’ll have to adjust the strategy based on the enemy’s skillset.

Range and Duration: Planning is Key

Range is your friend. Make sure your readied action can actually reach the likely reappearance spot. There’s no point in readying a melee attack if the creature is going to pop back into existence 60 feet away.

The duration of the Banishment spell is equally important. You want to make sure you have enough time to set up your readied action before the creature comes back. A quick one-round banishment doesn’t give you much time to strategize!

Concentration: Don’t Lose Focus!

Last but not least, concentration. If the caster loses concentration on the Banishment spell, the whole plan falls apart. That big bad is coming back early, and your readied action is going to be wasted. So, protect your concentration, folks! A well-placed shield spell or a sturdy bodyguard can make all the difference.

Game Master’s Perspective: Rulings and Interpretations

Alright, folks, let’s pull back the curtain and peek behind the GM screen! As players, we strategize and scheme, but let’s not forget the all-powerful Game Master (GM), the ultimate arbiter of fun (and rules!). Think of them as the wise, sometimes mischievous, conductor of your TTRPG orchestra. They’re the ones who ultimately decide how Banishment and Readying an Action play out at their table. Remember, their word is pretty much law. No arguing with the ref, right? (Okay, maybe a little gentle persuasion is allowed!)

The GM’s Sacred Duty: Rule Interpretation

Now, Banishment and Readying Actions can sometimes get a little… *murky*. That’s where the GM’s ability to cut through the fog comes in handy. They are the all-seeing eye that make sure the rules are used as intended, but how do they do this? Well, it comes down to interpretation of rules. What exactly happens when a banished creature reappears in mid-air? Can you really ready an action to slap a pixie the nanosecond it teleports in? These ambiguities and edge cases are the GM’s playground, where they can add their own flair to the encounter.

The Cornerstone: Consistency

Imagine a GM who lets you counterspell a returning demon one week, but then rules against it the next. Talk about frustrating! It’s like playing a game where the rules change every round. That’s why consistency is key. A good GM strives to apply the rules fairly and evenly, so everyone knows what to expect. This builds trust at the table and prevents those dreaded rules arguments that can suck the joy out of a session.

Communicating with Players

Finally, a great GM isn’t just a rulebook on legs. They’re also a communicator! If they make a ruling that might seem a little out there, they explain their reasoning. “I’m ruling that the creature reappears 10 feet in the air because the area is cramped, and it needs space” makes a whole lot more sense than just a flat “No.” Clear communication avoids confusion and frustration, turning potential conflicts into learning opportunities. A GM who can clearly communicate and is transparent with players will usually be trusted more than those who keep everything to themselves.

Can a player declare an intention to use a reaction on a creature that is about to be banished?

The Banished creature is moved to another place by the banishment effect. The trigger to use a reaction occurs when a certain condition is met. The Banished creature is no longer present in the current plane when the condition is met. The Reaction cannot be used if the triggering condition occurs while the creature is banished because the Banished creature has been removed from the current plane.

Is it possible to delay an action until a banished creature returns?

The rules provide methods for delaying actions in the game. Ready action allows a creature to specify a trigger and an action. The trigger must be perceptible when it occurs for the readied action to be executed. A Banished creature is on a different plane of existence and is not perceptible. The ready action, therefore, cannot be triggered by the return of the banished creature.

What happens to a held action if the target is banished before the action is released?

A Held Action specifies a trigger and an action to be performed. The trigger must be perceptible when it occurs for the held action to be executed. The target creature is no longer present and cannot be perceived when banished to another plane. The Held Action will fail because the trigger is no longer valid when the target vanishes.

Can you target a creature with a readied action if you know they will be banished before your turn comes around?

A Readied Action requires a specified trigger and an action. The action must have a valid target when the trigger occurs. The target creature is no longer a valid target if it is banished before the trigger. The readied action will fail because the target creature is no longer present.

So, next time you’re in a campaign and a monster gets banished, remember that timing is everything. Keep those actions ready, and you might just surprise your DM (or your players) with a clever move! Happy gaming!

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