5E has Dimensional Shakles that do the trick but otherwise i agree it's very hard to prevent teleportation or extraplanar tavel and it should be in my opinion as such powerful abilities are relatively rare for creatures to be able to do so, the vast majority do not have access tu such thing.
I guess there's forcecage, but how many campaigns are going to get to a high enough level for that? A lower level option would make a lot of sense, especially for a party that knows what they're dealing with.
Counterspell can stop spell-based teleportation some of the time, but more and more monsters don't actually use spells they just have custom magical effects (but counterspell and dispel magic are explicitly spells only in RAW). So it can stop someone using misty step (at greater cost) but not an elf with Fey Step or similar (which is literally the exact same thing as misty step).
OneD&D really needs to count all magical actions as being the same thing; while it'll make counterspell stronger, that's also true for enemies if you found players are abusing it too much.
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The party (4x 6th level) is getting nervous as the thought of fighting Hags has them feel like they are not in a winnable position. The current plan of action is they are looking to recruit the City Guard, some priests, and wizards and go on a full-on assault on the Hag's lair. (Note: The lair is below the city sewers) The idea is half of the forces will go into the Ethereal Plane via many bottles of Oil of Etherealness and wait when the Material Plane forces put the scare in the Hags so when they * Bamf * into the Ethereal Plane, those forces will be ready to attack.
For what the party has available, this is not a terrible plan they will at least get some hits in and maybe drive the Hags out of the city. Plus having larger forces it makes spell casting the Hags' higher spells more random who the target will be. Visually I can see the Hags thinking they've escaped to the Ethereal Plane, only to find an opposing force that should have been a haven for them.
Banished creatures are incapacitated, so they can't pop back for the duration. However, a Night Hag has Plane Shift, so it's still only a temporary fix.
Actually, no. Only creatures that are banished to a Demiplane (because they are native to the plane where the spell is cast) are incapacitated. Creatures from another plane of existence are returned to that plane but they are NOT incapacitated or otherwise affected though the reading of Banishment would tend to imply that they could not return within the period of concentration of the spell - but that would be a DM ruling and I could see it go either way.
Here is the text.
"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."
The party (4x 6th level) is getting nervous as the thought of fighting Hags has them feel like they are not in a winnable position. The current plan of action is they are looking to recruit the City Guard, some priests, and wizards and go on a full-on assault on the Hag's lair. (Note: The lair is below the city sewers) The idea is half of the forces will go into the Ethereal Plane via many bottles of Oil of Etherealness and wait when the Material Plane forces put the scare in the Hags so when they * Bamf * into the Ethereal Plane, those forces will be ready to attack.
For what the party has available, this is not a terrible plan they will at least get some hits in and maybe drive the Hags out of the city. Plus having larger forces it makes spell casting the Hags' higher spells more random who the target will be. Visually I can see the Hags thinking they've escaped to the Ethereal Plane, only to find an opposing force that should have been a haven for them.
Yeah, a full coven of Night Hags is a pretty high octane encounter for a party like that.
The party (4x 6th level) is getting nervous as the thought of fighting Hags has them feel like they are not in a winnable position. The current plan of action is they are looking to recruit the City Guard, some priests, and wizards and go on a full-on assault on the Hag's lair. (Note: The lair is below the city sewers) The idea is half of the forces will go into the Ethereal Plane via many bottles of Oil of Etherealness and wait when the Material Plane forces put the scare in the Hags so when they * Bamf * into the Ethereal Plane, those forces will be ready to attack.
For what the party has available, this is not a terrible plan they will at least get some hits in and maybe drive the Hags out of the city. Plus having larger forces it makes spell casting the Hags' higher spells more random who the target will be. Visually I can see the Hags thinking they've escaped to the Ethereal Plane, only to find an opposing force that should have been a haven for them.
Yeah, a full coven of Night Hags is a pretty high octane encounter for a party like that.
The Hags were in separate areas throughout their large lair, and the party had the opportunity to take out one of the hags in a challenging but winnable combat giving the opportunity that a Coven would not be able to form. Unfortunately dice and decisions put them in a bad position for which the Hag escaped. On top of a few Shatter spells pretty much announced the party was in the lair.
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I guess there's forcecage, but how many campaigns are going to get to a high enough level for that? A lower level option would make a lot of sense, especially for a party that knows what they're dealing with.
Counterspell can stop spell-based teleportation some of the time, but more and more monsters don't actually use spells they just have custom magical effects (but counterspell and dispel magic are explicitly spells only in RAW). So it can stop someone using misty step (at greater cost) but not an elf with Fey Step or similar (which is literally the exact same thing as misty step).
OneD&D really needs to count all magical actions as being the same thing; while it'll make counterspell stronger, that's also true for enemies if you found players are abusing it too much.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
The party (4x 6th level) is getting nervous as the thought of fighting Hags has them feel like they are not in a winnable position. The current plan of action is they are looking to recruit the City Guard, some priests, and wizards and go on a full-on assault on the Hag's lair. (Note: The lair is below the city sewers) The idea is half of the forces will go into the Ethereal Plane via many bottles of Oil of Etherealness and wait when the Material Plane forces put the scare in the Hags so when they * Bamf * into the Ethereal Plane, those forces will be ready to attack.
For what the party has available, this is not a terrible plan they will at least get some hits in and maybe drive the Hags out of the city. Plus having larger forces it makes spell casting the Hags' higher spells more random who the target will be. Visually I can see the Hags thinking they've escaped to the Ethereal Plane, only to find an opposing force that should have been a haven for them.
Actually, no. Only creatures that are banished to a Demiplane (because they are native to the plane where the spell is cast) are incapacitated. Creatures from another plane of existence are returned to that plane but they are NOT incapacitated or otherwise affected though the reading of Banishment would tend to imply that they could not return within the period of concentration of the spell - but that would be a DM ruling and I could see it go either way.
Here is the text.
"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."
Yeah, a full coven of Night Hags is a pretty high octane encounter for a party like that.
The Hags were in separate areas throughout their large lair, and the party had the opportunity to take out one of the hags in a challenging but winnable combat giving the opportunity that a Coven would not be able to form. Unfortunately dice and decisions put them in a bad position for which the Hag escaped. On top of a few Shatter spells pretty much announced the party was in the lair.