For an encounter in a homebrew setting I’m planning on having one of the bosses get banished by a teammate (of the enemy the players are fighting) to outlast the effects of our hexalidin’s (hexblade paladin) curses. The question I have is: can things or people interact with him in the place he was banished to. For example can he prepare a space to be banished and have a healer prepared for him to get a safe heal mid-way through the fight or have there been statements that would refute this line of thinking.
If the target is native to the plane, they're set to a demiplane. Otherwise they're sent to their home. The location they sent is also (as far as I'm aware) is completely random within that plane, should they be sent there.
If they're native to the plane they're on, and thus sent to a demiplane, probably not. They're just on some random, harmless demiplane made solely to hold them (far as I know), and nobody could be there to help them. But they could totally just heal himself with potions he brought. Similar with being sent to their home plane (although that would be permanent if the spell isn't interrupted). Since they're just being sent to a random place, how could you prepare someone to be waiting there? Divination magic, that's how. But that's how I use it. It's up to you to decide, the base spell doesn't say it's random or a specific place. So you could certainly rule that anyone who is banished can choose where they end up.
They aren't frozen, so they could certainly use any of their magic or potions (or anything they have available on their person) to heal them-self.
Sort of. It depends on the type of creature. Creatures native to whatever plane they are banished from get sent to a demiplane (presumably an empty one created by the spell).
Only creatures native to a different plane get sent to that plane (which is populated with creatures and items). The spell isn't specific about where in that plane they get sent. It could be random, it could be the "entrance" to the plane, it could be the last spot they were in before they left. Up to DM.
My answer from the previous thread before it went very off topic.
From what I read of the other post, I really liked the answer that you can just have the magic do what it needs to do, particularly for a narrative effect. Perhaps the teammate/minion/lackey withers and dies as they channel this particularly strong spell if you want a reason why it isn't frequently used. Otherwise, I'd consider simply using any teleportation spell that would be available that fits your needs. The narration can be that it was a banishment, particularly if the caster is secretly working with the BBEG as a double agent.
If you are the DM then you can create a magic item or spell that allows the BBEG to be transported to a demiplane and return either at will or once/day or whatever you prefer.
From the sounds of it, the OP is not looking for the demiplane spell since that creates a shadowy doorway that lasts an hour (it is also 8th level). However, I don't think they are really looking for Banishment either since this sends the target to a "harmless demiplane" where the creature is incapacitated for up to one minute. In the case of Banishment, I think it likely that the spell does not send the target to a specific plane at a specific location. It is a "harmless"
"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 emains 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."
I think the only way that Banishment can ensure a "harmless demiplane" is by creating a new and unoccupied demiplane that only exists for the duration of the spell. Any demiplane which is already occupied can't be guaranteed to be harmless (since any creature with free will could decide to take a harmful action - even if it isn't likely - but that is more of a philosophical rather than mechanical argument :) ).
So, what the DM really wants is a demiplane in a jar. The BBEG can transfer some healers or other minions with supplies of potions or other items to the demiplane the day prior and then during combat he can use the magic item to transport himself to the demiplane and have his minions help restore him. The magic item could even have a property allowing it to be triggered either at will, as an action or reaction ... or possibly even when the attuned creature falls to zero hit points.
However, as written, I don't think either Banishment or Demiplane will do what the OP seems to be looking for ...
One problem with Demiplane: the door stays for the hour unless dispelled so nothing really prevents enemies following into it. You'll have to dispel it, cover it, or something or "fake-dispel" to make it seem like you dispel it when actually just casting an illusion - and these needs to be done by a spellcaster outside the demiplane.
If your guy cannot use planar travel himself then if that door does get dispelled he's going to be in a lot of trouble. Solutions can be Glyphs of Warding with Plane Shift stored in - and since the air will eventually run out, that's a concern as well.
Personally I think a Rod of Security will serve far better. They get to escape and heal and come back when it suits them, cannot be dispelled or followed and can take a bunch of teammates with you (including the healer).
Whether you go Banishment, Demiplane or the Rod of Security, do note the players will be able to prepare for your guy's return and wail on him with Readied actions the instant he reappears. You're going to need a bunch of minions to distract them to prevent that.
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Also, eighth level Demiplane is overkill for what is essentially second level Rope Trick or third level Tiny Hut. Sure, what OP is describing has a few advantages over Rope Trick (no undignified climbing of a rope, having the target be sent to the safe space by a third party casting a spell on them rather than moving there using their own action/movement), and over Tiny Hut (separate plane, to possibly terminate any ongoing effects which require being on the same plane), but really it's about on par with those spells. Having one of the BBEG's allies use a third or fourth level slot to whisk them to an extra dimensional space doesn't seem unbalanced, especially if you sprinkle some or all of the following:
Limited duration that wouldn't require the party to entirely lose their combat buffs/preparation (1-10 minutes?)
Caster must touch the target?
Return in same space as disappeared from?
Caster must concentrate to maintain the space or they erupt back into the material and Reflex save for 2d6 falling damage and fall prone?
Also, if the party runs up against this spell, the DM should be prepared for the casters of the group to ask about their ability to possibly learn/emulate it themselves. Totally fine to say "no you didn't grasp how they did it, must have been some special prep", but properly thought out I don't think it would be unbalanced to let a caster protect the group this way for a short amount of time for a third or fourth level slot (especially if they have to stay behind and concentrate on the spell!)
For an encounter in a homebrew setting I’m planning on having one of the bosses get banished by a teammate (of the enemy the players are fighting) to outlast the effects of our hexalidin’s (hexblade paladin) curses. The question I have is: can things or people interact with him in the place he was banished to. For example can he prepare a space to be banished and have a healer prepared for him to get a safe heal mid-way through the fight or have there been statements that would refute this line of thinking.
If the target is native to the plane, they're set to a demiplane. Otherwise they're sent to their home. The location they sent is also (as far as I'm aware) is completely random within that plane, should they be sent there.
If they're native to the plane they're on, and thus sent to a demiplane, probably not. They're just on some random, harmless demiplane made solely to hold them (far as I know), and nobody could be there to help them. But they could totally just heal himself with potions he brought. Similar with being sent to their home plane (although that would be permanent if the spell isn't interrupted). Since they're just being sent to a random place, how could you prepare someone to be waiting there? Divination magic, that's how. But that's how I use it. It's up to you to decide, the base spell doesn't say it's random or a specific place. So you could certainly rule that anyone who is banished can choose where they end up.
They aren't frozen, so they could certainly use any of their magic or potions (or anything they have available on their person) to heal them-self.
My answer from the previous thread before it went very off topic.
It sort of sounds like you want to use demiplane.
From what I read of the other post, I really liked the answer that you can just have the magic do what it needs to do, particularly for a narrative effect. Perhaps the teammate/minion/lackey withers and dies as they channel this particularly strong spell if you want a reason why it isn't frequently used. Otherwise, I'd consider simply using any teleportation spell that would be available that fits your needs. The narration can be that it was a banishment, particularly if the caster is secretly working with the BBEG as a double agent.
If I understand the OP correctly, this is exactly what they are looking for.
"Not all those who wander are lost"
If you are the DM then you can create a magic item or spell that allows the BBEG to be transported to a demiplane and return either at will or once/day or whatever you prefer.
From the sounds of it, the OP is not looking for the demiplane spell since that creates a shadowy doorway that lasts an hour (it is also 8th level). However, I don't think they are really looking for Banishment either since this sends the target to a "harmless demiplane" where the creature is incapacitated for up to one minute. In the case of Banishment, I think it likely that the spell does not send the target to a specific plane at a specific location. It is a "harmless"
"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 emains 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."
I think the only way that Banishment can ensure a "harmless demiplane" is by creating a new and unoccupied demiplane that only exists for the duration of the spell. Any demiplane which is already occupied can't be guaranteed to be harmless (since any creature with free will could decide to take a harmful action - even if it isn't likely - but that is more of a philosophical rather than mechanical argument :) ).
So, what the DM really wants is a demiplane in a jar. The BBEG can transfer some healers or other minions with supplies of potions or other items to the demiplane the day prior and then during combat he can use the magic item to transport himself to the demiplane and have his minions help restore him. The magic item could even have a property allowing it to be triggered either at will, as an action or reaction ... or possibly even when the attuned creature falls to zero hit points.
However, as written, I don't think either Banishment or Demiplane will do what the OP seems to be looking for ...
One problem with Demiplane: the door stays for the hour unless dispelled so nothing really prevents enemies following into it. You'll have to dispel it, cover it, or something or "fake-dispel" to make it seem like you dispel it when actually just casting an illusion - and these needs to be done by a spellcaster outside the demiplane.
If your guy cannot use planar travel himself then if that door does get dispelled he's going to be in a lot of trouble. Solutions can be Glyphs of Warding with Plane Shift stored in - and since the air will eventually run out, that's a concern as well.
Personally I think a Rod of Security will serve far better. They get to escape and heal and come back when it suits them, cannot be dispelled or followed and can take a bunch of teammates with you (including the healer).
Whether you go Banishment, Demiplane or the Rod of Security, do note the players will be able to prepare for your guy's return and wail on him with Readied actions the instant he reappears. You're going to need a bunch of minions to distract them to prevent that.
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Also, eighth level Demiplane is overkill for what is essentially second level Rope Trick or third level Tiny Hut. Sure, what OP is describing has a few advantages over Rope Trick (no undignified climbing of a rope, having the target be sent to the safe space by a third party casting a spell on them rather than moving there using their own action/movement), and over Tiny Hut (separate plane, to possibly terminate any ongoing effects which require being on the same plane), but really it's about on par with those spells. Having one of the BBEG's allies use a third or fourth level slot to whisk them to an extra dimensional space doesn't seem unbalanced, especially if you sprinkle some or all of the following:
Also, if the party runs up against this spell, the DM should be prepared for the casters of the group to ask about their ability to possibly learn/emulate it themselves. Totally fine to say "no you didn't grasp how they did it, must have been some special prep", but properly thought out I don't think it would be unbalanced to let a caster protect the group this way for a short amount of time for a third or fourth level slot (especially if they have to stay behind and concentrate on the spell!)
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I'm going to make this way harder than it needs to be.