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D&D5e - Heroes of The Planes

The document discusses various planar races and traits that can be used in campaigns involving travel between planes of existence. It provides details on monsters, NPC names, and alternative traits for races with connections to other planes, such as gith and planetouched races. Guidelines are also given for adjudicating the banishment spell and planar druid circles that specialize in protecting the balance between planes.

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100% found this document useful (6 votes)
2K views21 pages

D&D5e - Heroes of The Planes

The document discusses various planar races and traits that can be used in campaigns involving travel between planes of existence. It provides details on monsters, NPC names, and alternative traits for races with connections to other planes, such as gith and planetouched races. Guidelines are also given for adjudicating the banishment spell and planar druid circles that specialize in protecting the balance between planes.

Uploaded by

Lg Lw
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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HEROES OF THE PLANES

A 










Planar Monsters
The Monster Manual and Volo’s Guide to Monsters have more
than enough monsters to fulfill the needs of a planar
campaign, but for some that’s not enough. If you’re looking
for classic planar creatures you’ll want to check out Chris
Ramsley’s Planar Bestiary. From demons, to devils, to
additional Inevitables, the Planar Bestiary is full from first page
to last with creatures that have distinct places in the planar
ecology that harken back to past editions of the world’s
greatest tabletop game.
N 









½ ½


 Naturally Psionic


Some races, like the Gith, have a natural inclination towards
harnessing the innate power of their minds. You can use the
following alternative trait for races with this gift in campaign
settings where it would be appropriate.
Naturally Psionic. You gain one power point that you regain
on a rest after it is spent. Choose one racial ability that
requires a rest to regain. When you use that ability, you must
expend a power point to do so. You can exceed the normal
limit on use of your chosen ability, but must spend an
additional point each time you use it before completing a rest.












 


½



Adjudicating Banishment
The spell banishment is potentially terrifying to planar
denizens traveling outside of their native plane, which means
most of the races detailed here are potentially impacted by its
effects. In most cases “native to a different plane of
existence” is obvious: Modrons are from Mechanus, Bariuar
from Ysgard, and so on. What of the so-called Planetouched
races? Genasi can be found on both the Material plane, as well
as scattered across the elemental planes, but what precisely
are their origins? Does being born on the Material plane make
one a native, or is the planar influence of your heritage more
important?
The final call will always rest with your DM, but consider
making the Planetouched races susceptible to banishment as
well using the following variant rule. When an individual of a
Planetouched race is born on the Material Plane, there is a
50% chance that the banishment spell sends them to a plane
associated with their heritage instead of a harmless demiplane
when they are targeted by the spell on any plane other than
the one associated with their race. On the plane connected to
their race, there is a 50% chance that they are banished to
the Material Plane instead of a harmless demiplane.
Planetouched races born on the plane associated with their
race are affected as other outsiders by the banishment spell.
Use the following planes for these Planetouched races:
Aarakocra: Elemental Plane of Air
Aasimar: a randomly determined Upper Plane
Chaond: Limbo
Genasi: Elemental Plane of their type
Shadar-kai: Shadowfell
Tiefling: The Nine Hells for fiendish tieflings
The Abyss for abyssal tieflings.
Zenthyri: Mount Celestia





















d10 Resistance d10 Resistance


1 Acid 6 Lightning
2 Bludgeoning 7 Piercing
3 Cold 8 Poison
4 Fire 9 Slashing
5 Force 10 Thunder
-














Spiked Chain
The shadar-kai gravitate toward the spiked chain as their
culturally preferred weapon because the weapon can wound
around their bare flesh so that its many points and barbs
constantly bite into their skin.
The spiked chain has sharp hooks or barbs along most of the
length of both ends of the weapon. An attack with either end
of this cruel weapon deals 1d6 piercing damage. It can be
used either as a one-handed weapon with the reach property,
or two-handed as a light weapon with attacks able to be made
with either end of the chain. A spiked chain is a martial melee
weapon that weighs 8 lbs and typically costs 75 gold pieces.













C PLANAR DRUIDS
There are some druids that are not content to divide reality
into broad categories like “inside” and “outside.” To these
individuals, reality is fundamentally unified and every plane a
part of the various forces of nature they desire to protect.
Fanatical planar explorers, these Heirophant Sectators are
drawn from all walks of druidism and the following feat
establishes their unique power.
Gatekeeper Heirophants embrace the unity of the planes,
but view aberrations as having origins from the Far Realms, a
place outside the normal bounds of reality and posing an
 unconscionable threat to every plane. They travel the planes
seeking to maintain that order, treating creatures not native to
the places they visit as other druids might treat invasive
species – they look for peaceable means to return them to
where they belong.
Any druid with this feat makes for an able companion when
venturing outside the Material Plane.


Prerequisite: Druid class
You have studied the nature of the inner planes and come to a
 unique understanding of the interconnectedness of all reality
that alters your druid abilities in the following ways:
• The following spells are added to your druid spell list and
can be prepared when you have spell slots of the spell’s
level: astral projection, etherealness, gate, teleport, and
teleportation circle.
• You can use the Nature skill to make checks related to
planar environments and creatures and add twice your
proficiency bonus to the attempt.
• You can use your Wild Shape ability to assume the shape
 of any creature with the celestial, fey, fiend, or elemental
type. The chosen creature must be of a CR equal to or
lower than that allowed by your Wild Shape ability for your
level.


Spell Slot Level Destroys aberrations of CR…


GATEKEEPERS 4th ½ or lower
5th 1 or lower
On Eberron, druids of the Circle of Seals are commonly
6th 2 or lower
known as Gatekeepers. The circle was founded by the orcs of 7th 3 or lower
the Shadow Marshes some fifteen thousand years ago, based 8th 4 or lower
on the teachings of the dragon Vvaraak. Vvaraak had seen 9th 5 or lower
portents of what was to be an invasion of the daelkyr. The
Gatekeepers eventually sealed the passages to Xoriat, but at
great loss. The surviving druidic tradition aims to preserve as
much of its founding lore as possible, holding that the
Gatekeepers are of preeminent importance should the seals
barring passage to Xoriat ever fail and the daelkyr be allowed

to return.










Random Destination
d100 Destination
01 – 03 Astral Plane
04 – 06 Ethereal Plane
 07 – 11 Feywild
12 – 16 Shadowfell
17 Plane of Air
18 Plane of Earth
19 Plane of Fire
20 Plane of Water
21 – 49 Material Plane
50 – 54 Mount Celestia
55 – 59 Bytopia
60 – 64 Elysium
65 – 69 The Beastlands
70 – 74 Arborea
75 – 79 Ysgard
80 – 85 Limbo
86 – 88 Pandemonium
89 The Abyss
90 Carceri
91 Hades
 92 – 93
94
Gehenna
The Nine Hells
95 – 96 Archeron
97 – 98 Mechanus
99 – 100 Arcadia















Planar Sextant
The planar sextant is an incredibly
complex tool. The most sophisticated
versions can be collapsed into a
small sphere and are often made
of exotic materials that are resonant
with the energies of other planes.
Characters proficient with the planar sextant
can spend 30 minutes consulting the device to locate the
nearest portal within 100 feet. The sextant can also be used
to examine the properties of the plane on the other side of a
portal. You can also spend 10 minutes studying a portal to
learn one of the following traits of the destination plane:
• The directionality and magnitude of gravity on the plane.

• How time passes on the plane, relative to your current

location.
• Whether the plane is infinite, finite, or self-contained.

The sextant can also be used to channel arcane energy to aid


in the identification of planes. After a 10-minute ritual, a
creature holding the sextant can expend a spell slot and
attempt an Intelligence (Arcana) check against a DC of 18.
Success reveals the name of the plane the creature is
currently on. The creature gets a bonus to their ability check
equal to the level of spell slot expended during the ritual.


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