Dilemma- should I banish our Paladin /u/Miserable_Pop_4593 DnD: Roll for Initiative!

Not quite a table dispute but that’s the most fitting tag I guess. Playing 5e 2014 not that it really matters

Long story short, in my campaign I’m a cleric and our Paladin is a centaur from what is functionally the feywild. His literal entire deal is that he wants to go back bc our world is shitty (undead everywhere, evil techno-theocracy controlling everything) and he wants to go home.

Based on the text of the Banishment spell I could literally just send him home to his plane of origin. I have a feeling when he arrives back there he’ll quickly find out that it’s bad there too and he needs to be with us for now so I don’t think it would remove him from our campaign or anything. He also does have a reason to pursue the central plot with us, which is a big treasure that every faction in the city is after (he’d a pirate captain so… yarrrgh, treasure.)

His single mindedness about going home has caused tons of in-character tension, and quite frankly also a little out of character frustration, bc the Paladin is a new player and keeps unwittingly getting us into trouble with his very one-track stubborn roleplay (but it’s all absolutely chill and nobody’s actually mad, we’re all friends)

I think it would be partially funny but also partially exciting for the plot if the next time my character gets annoyed with him, I just cast banishment to be rid of him, and send him on a little journey back home. I’ll probably end concentration before he gets stuck there… probably

Does anyone see it differently? I can guarantee the player will not be upset at all and it may unlock some of the mystery we’re chasing down. But I’m looking for different perspectives if anyone has one!

submitted by /u/Miserable_Pop_4593
[link] [comments]

​r/DnD Not quite a table dispute but that’s the most fitting tag I guess. Playing 5e 2014 not that it really matters Long story short, in my campaign I’m a cleric and our Paladin is a centaur from what is functionally the feywild. His literal entire deal is that he wants to go back bc our world is shitty (undead everywhere, evil techno-theocracy controlling everything) and he wants to go home. Based on the text of the Banishment spell I could literally just send him home to his plane of origin. I have a feeling when he arrives back there he’ll quickly find out that it’s bad there too and he needs to be with us for now so I don’t think it would remove him from our campaign or anything. He also does have a reason to pursue the central plot with us, which is a big treasure that every faction in the city is after (he’d a pirate captain so… yarrrgh, treasure.) His single mindedness about going home has caused tons of in-character tension, and quite frankly also a little out of character frustration, bc the Paladin is a new player and keeps unwittingly getting us into trouble with his very one-track stubborn roleplay (but it’s all absolutely chill and nobody’s actually mad, we’re all friends) I think it would be partially funny but also partially exciting for the plot if the next time my character gets annoyed with him, I just cast banishment to be rid of him, and send him on a little journey back home. I’ll probably end concentration before he gets stuck there… probably Does anyone see it differently? I can guarantee the player will not be upset at all and it may unlock some of the mystery we’re chasing down. But I’m looking for different perspectives if anyone has one! submitted by /u/Miserable_Pop_4593 [link] [comments] 

Not quite a table dispute but that’s the most fitting tag I guess. Playing 5e 2014 not that it really matters

Long story short, in my campaign I’m a cleric and our Paladin is a centaur from what is functionally the feywild. His literal entire deal is that he wants to go back bc our world is shitty (undead everywhere, evil techno-theocracy controlling everything) and he wants to go home.

Based on the text of the Banishment spell I could literally just send him home to his plane of origin. I have a feeling when he arrives back there he’ll quickly find out that it’s bad there too and he needs to be with us for now so I don’t think it would remove him from our campaign or anything. He also does have a reason to pursue the central plot with us, which is a big treasure that every faction in the city is after (he’d a pirate captain so… yarrrgh, treasure.)

His single mindedness about going home has caused tons of in-character tension, and quite frankly also a little out of character frustration, bc the Paladin is a new player and keeps unwittingly getting us into trouble with his very one-track stubborn roleplay (but it’s all absolutely chill and nobody’s actually mad, we’re all friends)

I think it would be partially funny but also partially exciting for the plot if the next time my character gets annoyed with him, I just cast banishment to be rid of him, and send him on a little journey back home. I’ll probably end concentration before he gets stuck there… probably

Does anyone see it differently? I can guarantee the player will not be upset at all and it may unlock some of the mystery we’re chasing down. But I’m looking for different perspectives if anyone has one!

submitted by /u/Miserable_Pop_4593
[link] [comments] 

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