According to the description it would still create a gate to a random location on the Astral Plane.
Placing a portable hole inside an extradimensional
space created by a bag of holding [...] instantly destroys both items and
opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of ...
From the Basic Rules, p.80:
If a spell targets a creature of your choice, you can
choose yourself, unless the creature must be hostile or
specifically a creature other than you. If you are in the
area of effect of a spell you cast, you can target yourself.
It appears that, as long as you can see yourself, you're a legal ...
Only the following elements in the core rulebooks use the Astral Plane
While it's impossible to list every possible Astral Plane interaction in D&D, the list of things in the three core rulebooks which rely on the Astral Plane is actually very limited.
The following spells, items or abilities allow travel to the Astral Plane, and will not have that ...
You are allowed to do that as the DM
The DM has the power to override rules. Even if a spell description does not state your scenario as a possibility, it is completely ok to insert a plot device like that.
The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game. (...
What do they eat
To date (5 September 2017) there are no canonical 5e explanations of what devils eat.
For earlier editions:
AD&D: it did not appear to be addressed.
AD&D 2e: they are described as having Diet: None for the least baatezu1 or Diet: Carnivore for the rest. It did not say that they needed to eat.
D&D 3.x: devils are outsiders and ...
Eberron and Faerûn might be connected, possibly
It is the default of D&D campaign settings that they are connected to one another through the “multiverse,” which refers to all the other planes beyond the Material one the campaign setting is set on. In AD&D 2e, those planes themselves became their own major campaign setting, Planescape. And it is ...
Yes, Bags of Holding create extradimensional space
From the description of Portable Hole:
[snip]...Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item ...[snip]
(similar wording exists for the Bag of Holding and Heward's Handy Haversack, as well)
The Mansion no longer exists
The first line of the spell reads:
You conjure an extradimensional dwelling in range that lasts for the duration.
This sentence implies that the mansion exists only for the duration, and ceases to exist afterwards. The ethereal nature of the mansion's contents (conjured servants cannot leave the mansion, and ...
The Etherealness spell states, in part:
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
So no, the Outer Planes don't border the Ethereal, and furthermore the Etherealness spell has no effect when used there.
Throughout the various editions of the game, the cosmology of the D&D settings has changed here and there. For example, the cosmology for the Forgotten Realms setting got completely rebooted in the 3rd edition of the game, and was rather different from the one that you will read below. It was a much more simplified cosmology with the Outer Planes likened ...
The Ranger can take care of the food
The goodberry spell, cast once per day, will provide at least enough food for your party. That means that the Ranger has to have chosen that spell, and burns one each day to keep the party fed. There is an opportunity cost to this: at second level, that's one of two spell slots per day that a Ranger has to use for that ...
Yes, but there is a caveat
Firstly banishment requires a Charisma saving throw which the party members must fail on, but given enough time/spell slots this wouldn't be a problem, merely an inconvenience.
Given failures and nothing to stop the spell prematurely, they will be sent to their home plane, as per the relevant except from the spell:
If the ...
Deities basically never come to the Material Plane. When they do, it has huge ramifications for that plane as well as for the Outer Planes, and that tends to cause lots of problems and anger all the other deities.
Instead, they send avatars to the Material Plane—and even that is quite rare, because even that still causes a lot of trouble. Most of the stats ...
Any dragon of CR 21 or greater could potentially know Plane Shift innately
The "standard" spell for crossing into arbitrary planes is Plane Shift, a 7th level spell. Any dragon that could cast this spell would be able to use it to access the Feywild. The Monster Manual's section on dragons presents a variant titled "Dragons as innate spellcasters", which ...
Making the Astral Plane a High-level Destination
The Astral Plane is already a mid-level destination. The chart Astral Plane Encounters (DMG 154) lists the minimum Astral Plane encounter as EL 8 with 1 noble djinn (MM 114-5) (perhaps accompanied and captured--so it can grant wishes--by some insignificant-to-the-EL githyanki who lost their mid-level ...
The Dungeon Master's Guide section on Hades (page 63) provides a likely answer: Larvae
A gray land with an ashen sky, Hades is the destination of many souls that are unclaimed by the gods of the Upper Planes or the fiendish rulers of the Lower Planes. These souls become larvae and spend eternity in this place that lacks a sun, a moon, stars or seasons.
Doing this mechanically RAW, is probably impractical:
At first glance, the third level spell Plant Growth could be what you're looking for
Plant growth is a third level spell on both the Druid and Ranger spell list, so available at 5th level, at the earliest. A character casting this spell repeatedly, might be able to create the effect that you want to ...
The rules on this are not specific in D&D 5e, leaving it up to the DM.
There's no particular rule that says one needs an alignment to have a soul. In fact, Dungeon Master's Guide p.24, "Bringing Back the Dead", would imply that all living creatures have souls which depart upon death, as cited in the question:
When a creature dies, its soul departs ...
No one should ever intentionally try to get to Ravenloft. That is an extremely dangerous proposition, and if you do it, you should not anticipate ever leaving.
If you really, really wanted to, the Demiplane of Dread is, for someone going in, “just” a demiplane. You can get there the same way you get to any other demiplane, usually the plane shift spell. ...
Ways to get to the Astral Plane specifically:
Wild Magic Sorcerer's Wild Magic Surge
Astral Projection spell
Robe of Stars item
Placing an item that creates an extradimensional space inside another extradimensional space
Ways to get to other planes in general:
Plane Shift spell
The violet layer of a Prismatic Wall spell
Amulet of the Planes ...
In 5th Edition, the primary source of information about both planes is the DMG. Since you're asking about 5th specifically, we'll avoid talking about earlier editions.
The Ethereal Plane is what connects the Prime Material Plane, where all elements are found, to the Elemental Planes, which serve as the sources of those elements. While in the Ethereal, you ...
Yes; Hurl Through Hell will remove the Charm Effect
The description of the Hurl Through Hell ability starts with the following description:
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
Eberron's connection to wildspace was never defined in canon.
Spelljammer ended with AD&D 2e, while Eberron made its debut in D&D 3.5, with the result being that the two settings have little overlap. Eberron couldn't have been mentioned in an AD&D Spelljammer book, and I don't recall any mention of spelljamming in any Eberron book.
The closest ...
There are several fundamental planes: the Astral Sea, the Elemental Chaos, the Mortal World, and the World's two echoes: the Feywild (from which the Eladrin came), and the Shadowfell. And then there's Sigil, the city of doors, a plane which doesn't quite fit in anywhere and may not rightly exist inside this particular cosmology at all.
There's also the Far ...
Noted in your forum thread, but the best descriptions of Acheron and Carceri that I have seen—based in, but not directly quoted from, actual text—are those by Jade Ripley (who goes by Lord_Gareth here and numerous other places, including GiantITP.com’s forums):
Acheron has no architects. None of the Outer Planes do. [...]
Yes, Acheron looks a ...
You sort of cut off the rules text, there. If you keep going, it is actually very specific and covers this question:
No spell -- not even wish -- allows one to escape from Strahd's domain. Astral projection, teleport, plane shift, and similar spells cast for the purpose of leaving Barovia simply fail, as do effects that banish a creature to another plane of ...
Hell is the alignment plane for LE souls. Abaddon is the alignment plane for NE souls. The Abyss is the alignment plane for CE souls. Pharasma's judging process is not specified in the source material.
Although this has an answer for the Forgotten Realms, the “normal setting” in the PHB is not the Forgotten Realms and there is no canonical answer for just D&D 5e by itself.
The DMG goes into more detail about setting, but the basic concept is that the “default” setting of D&D 5e is mostly unwritten so that the DM can build it up from various pieces ...
It's up to your DM
Jeremy Crawford has elaborated on this exact scenario:
If you cast banishment on yourself on a plane you're not native to & you fail the save, you return to your home plane. Who knows where! #DnD
When a spell effect is vague or unclear it falls to the DM to adjudicate the results. That is part of the 5e design ethos.
In this case ...
4e's Dragon #371 ("Origin Stories: Incorporating Races", pages 40-42) discussed the idea of Warforged in Faerûn, mentioning the following five possibilities:
a one-off wizard experiment
a product of a (non-Thayan) Red Wizard Enclave
coming from Eberron by way of Sigil
travelling from the Returned Abeir nation of Gontal (possibly from a primordial's ancient ...