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Scion of the Outer Planes 5e — Which Plane Should You Choose?
dnd 5e 2014planescape

Scion of the Outer Planes 5e — Which Plane Should You Choose?

7 min read
By Andrew Blase

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  2. >D&D 5e
  3. >Feat Guides
  4. >Scion of the Outer Planes 5e — Which Plane Should You Choose?

The short answer

Scion of the Outer Planes (D&D 5e 2014, Planescape) requires the Planescape Campaign setting. Choosing one of five plane types grants a damage resistance and an at-will cantrip cast with Intelligence, Wisdom, or Charisma, and the choice permanently locks which 4th-level follow-on feat, such as Righteous Heritor or Outlands Envoy, you can later take. Both Planescape backgrounds grant it for free.

Introduction

Scion of the Outer Planes is the entry point to Planescape: Sigil and the Outlands' entire feat chain, and most characters who take it never pay a feat slot for the privilege. The two Planescape backgrounds, Gate Warden and Planar Philosopher, both grant it as their background feature. That changes the usual feat math: instead of asking "is this worth an Ability Score Improvement," most readers are really asking "which of the five plane options should I pick, given that I'm getting the feat either way."

On this page

  • Introduction
  • What the Feat Does
  • Why Most Characters Get This Free
  • Which Plane Should You Choose?
  • ● The Outlands — the generalist pick
  • ● Good Outer Plane — best if you want Righteous Heritor
  • ● Lawful Outer Plane — best for a control-leaning build
  • ● Chaotic Outer Plane — situational
  • ● Evil Outer Plane — narrow but has a niche
  • Common Mistakes
  • Verdict
  • FAQ

This guide breaks down all five options, explains how the choice locks your access to a specific 4th-level follow-on feat, and covers the one case where you would spend an actual feat slot on this instead of taking it for free.

Scion of the Outer Planes 5e

What the Feat Does

Prerequisite: Planescape Campaign.

Choose one of five plane types listed on the Planar Infusion table. Your choice grants you resistance to a specific damage type and the ability to cast a specific cantrip at will, without material components. Your spellcasting ability for the cantrip is Intelligence, Wisdom, or Charisma, chosen when you take the feat.

PlaneDamage ResistanceCantrip
Chaotic Outer PlanePoisonMinor Illusion
Evil Outer PlaneNecroticChill Touch
Good Outer PlaneRadiantSacred Flame
Lawful Outer PlaneForceGuidance
The OutlandsPsychicMage Hand

That's the entire immediate benefit: one resistance, one cantrip. What the feat is actually worth is what it unlocks. Four of the five choices (Chaotic, Evil, Good, Lawful) each gate a specific 4th-level follow-on feat that requires "Scion of the Outer Planes (that plane type)" as a prerequisite. The Outlands choice gates its own follow-on, Outlands Envoy. Planar Wanderer is the one follow-on feat that doesn't care which plane you picked — it just requires 4th level and Scion of the Outer Planes, any variety.

Why Most Characters Get This Free

Both backgrounds this book adds tie directly into the feat:

  • Gate Warden's Planar Infusion feature grants Scion of the Outer Planes outright.
  • Planar Philosopher's Faction Conviction feature grants the same feat, tied to a Sigil faction affiliation instead of a gate-town upbringing.

This mirrors the free-feat-from-background pattern the library already documents for Strixhaven and Spelljammer backgrounds. If you're building a Planescape character with either background, you already have this feat before you spend a single Ability Score Improvement. The decision that actually matters is the plane, not whether to take the feat.

The exception: a character built without either Planescape background — say, a standard Human Fighter who stumbles into a portal mid-campaign — has to spend an actual feat slot to pick this up as the entry ticket to the rest of the chain. For that character, weigh it like any other prerequisite feat: it costs a slot now to unlock a stronger feat at 4th level, and the immediate resistance-plus-cantrip payoff on its own is modest compared to a combat feat like Great Weapon Master or War Caster.

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Which Plane Should You Choose?

● The Outlands — the generalist pick

Psychic resistance is rare among common resistances and blunts aberrations, undead casters, and psionic-flavored enemies without competing with the far more common fire/cold/lightning resistances your other gear might already cover. Mage Hand is table-useful in almost every scene: retrieving items at range, triggering traps from a distance, or handling something you don't want to touch. If you have no plan to chase a specific plane-locked follow-on feat, this is the safe default and it also unlocks Outlands Envoy, which grants free castings of misty step and tongues — two of the most generically useful spells in the game.

● Good Outer Plane — best if you want Righteous Heritor

Radiant resistance covers a damage type that shows up constantly against fiends, and Sacred Flame stays useful as an at-will cantrip for the rest of the campaign, unlike some of the other cantrip options here. This is the correct pick if your 4th-level plan is Righteous Heritor, whose Soothe Pain reaction (reduce damage to yourself or an ally by 1d10 plus your proficiency bonus) is one of the stronger defensive options in the whole chain.

● Lawful Outer Plane — best for a control-leaning build

Force resistance is uncommon and valuable specifically because so few effects grant it elsewhere. Guidance is a strong support cantrip if you're already going to be standing near an ally making a check, though it competes for your action economy differently than the other four cantrips here since it's a bonus to someone else's roll rather than a personal effect. This choice unlocks Agent of Order, whose Stasis Strike (extra force damage plus a potential restrain) is one of the stronger control tools available to a martial character.

● Chaotic Outer Plane — situational

Poison resistance is common enough (many player races and several class features already grant it) that this is often a redundant pick unless your table specifically leans on poison-heavy enemies. Minor Illusion is a flexible utility cantrip, but weaker in direct combat value than Sacred Flame or Chill Touch. Take this specifically if you want Cohort of Chaos's swingy Chaotic Flare table, which rewards a build that rolls a lot of attacks or saves and doesn't mind randomness.

● Evil Outer Plane — narrow but has a niche

Necrotic resistance is useful against undead-heavy campaigns specifically and situational elsewhere. Chill Touch is a solid cantrip early (it also prevents healing on the target, which matters against tougher single enemies) but falls off in damage relative to other cantrips as you level. This unlocks Baleful Scion, whose Grasp of Avarice benefit combines damage with self-healing — useful for a melee build that wants sustain without dedicating resources to it.

For how this feat fits alongside the rest of the book's backgrounds, feats, spells, and items, see the Planescape guide's character options section.

Common Mistakes

Picking a plane before deciding on your 4th-level follow-on. Four of the five plane choices lock you into a specific follow-on feat. Decide whether you're actually going to spend a feat slot at 4th level on the matching follow-on before you commit — if you're not, judge the plane purely on its immediate resistance and cantrip value instead.

Forgetting the free-background interaction. Players sometimes plan to "spend a feat on Scion of the Outer Planes later" without checking whether their background already grants it. Check your background sheet first; you may already have this feat and just haven't used the plane choice's cantrip yet.

Treating Planar Wanderer as automatically the next pick. Planar Wanderer doesn't care which plane you chose, which makes it tempting as a universal follow-on. It's also the one follow-on feat in this chain with no Ability Score Increase — see the Planar Wanderer guide before assuming it's the default next step.

Verdict

Free for most Planescape characters via Gate Warden or Planar Philosopher, which makes the plane choice the only real decision. The Outlands is the safest generalist pick for characters without a specific follow-on plan. Good Outer Plane is the strongest pick for a character committed to Righteous Heritor at 4th level. The other three planes are fine choices when their specific follow-on feat or resistance fills a real gap in your build, but weaker as a default.

FAQ

Do I have to spend a feat slot on this? Usually not — both Planescape backgrounds grant it free.

Which plane is strongest? The Outlands for generalists; Good Outer Plane if you're chasing Righteous Heritor specifically.

Can I change my plane choice later? No, the feat text doesn't allow it, and it locks your follow-on feat eligibility.

Does this work outside a Planescape campaign? No — the prerequisite is literally "Planescape Campaign." Confirm with your DM first.

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