Planar Handbook

Planar Handbook
Abbreviation: N/A
Author: Bruce R. Cordell, Gwendolyn F.M. Kestrel
Publisher: Wizards of the Coast
Item Code: 179200000
Release Date: July 2004
Format: Hardcover
Page Count: 192
ISBN-10: 0-7869-3429-8
Price: $29.95 ; C$44.95
Product Blurb:
Explore Never-Ending Realms of Adventure

Only the most exceptional characters dare tread the infinite paths of the planes. From Sigil, the City of Doors, to the Blinding Tower at the heart of the Plane of Shadow, to the Elemental Plane of Fire’s storied City of Brass, countless perilous locations in the multiverse await bold heroes armed with remarkable talents and abilities, more than a little courage, and above all, knowledge.

This supplement for the D&D game provides everything you need to create and play characters prepared for the odyssey of planar travel, including new planar races, feats, equipment, spells, and magic items. The Planar Handbook also introduces the power of planar touchstones, along with details and advice for visiting dozens of planar sites.

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.

Races

NamePageDescription
Aasimars6Carrying the blood of a celestial, an aasimar is usually good-aligned and fi ghts against evil in the world. Some aasimars have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Bariaurs7Native to the rolling hills and woods of Ysgard, the centaurlike bariaurs wander the lands in search of evil. When a vile foe is located, the bariaurs charge into glorious battle.
Buommans8There might have been a time when the buommans were merely human visitors to the Astral Plane. But now, perhaps hundreds of millennia later, the buommans are neither merely visitors, nor merely human. Known to some astral denizens as the “moaning monks,” buommans dwell in temples and shrines formed by astral debris, which they believe to be the mortal forms of sleeping deities, long forgotten. Whether the buommans inhabit these structures in the hope of awakening these deities, or in an effort to ensure that they stay asleep, is known only to the buommans.
Mephlings10Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They’re left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood.
Neraphim12Neraphim are a nomadic people who hunt through the maelstrom of Limbo, tracking their elusive and ever-moving prey. Neraphim have developed special hunting tools and techniques, giving them exceptional skill in bringing down the game they seek above all else: the chaos beast, one of which provides a neraph tribe with a week’s worth of nutrition and raw materials for clothing. They are proficient leapers, able to jump from mote to mote of stable earth in the otherwise ever-changing environment of Limbo.
Shadowswyfts13Shadowswyfts are plane-touched beings with ancestry from the Plane of Shadow.
Spikers14Spikers are of the same general ancestry as bladelings (see Monster Manual II). Both races hail from Acheron, but scholarly speculation places their origins on the Nine Hells of Baator, the Bleak Eternity of Gehenna, or even some unknown metal-based plane.
Tieflings15Carrying the taint of evil in their forms—and perhaps their very souls—tieflings are often persecuted and feared throughout the planes. The distant descendants of humans and evil outsiders, tieflings are regarded as twisted, devious, and untrustworthy. More often than not, this opinion is accurate.
Wildren16Over time, the petitioners (spirits of the departed) who arrive in the Wilderness of the Beastlands acquire animal traits, eventually becoming celestial beasts or animals. Some instead mingle with the beasts they will one day become, creating new races that are perpetually half-animal, half-humanoid. Prominent among these are the wildren, beings descended from the union of partially transformed dwarf petitioners and celestial badgers. Prowling the darkest forests of Karasuthra, the Beastlands’ lowest layer, wildren build elaborate underground burrows, which they defend, out of a commingled racial memory, to the death. Often short-tempered and vengeful, wildren generally live solitary lives, emerging only occasionally from their burrows to hunt and seek mates.

Prestige Classes

NamePageDescription
The Athar43The Athar are sometimes called “defiers” or “the lost” because their beliefs bring them into direct philosophical (and occasionally physical) conflict with just about every religion ever established in the multiverse. They believe that TRUE gods would have limitless power, and that the deities (as the mortals of the D&D realms know them) are very much limited in what they can do. The Athar's strength of belief in their philosophy gives them unique defenses against divine spells and servants of the gods.
The Doomguard46Members of the Doomguard believe that the multiverse is slowly falling apart, and they delight in its inevitable destruction. They are often nicknamed “sinkers.” The ultimate leaders are the doomlords, who gain great powers of entropy and destruction.
The Fated49The multiverse belongs to those who can hold it. Everyone makes his own fate; you’re a victim only if you allow it. A person is meant to succeed only if he pursues success with never-ending vigor. According to “takers” (as members of the Fated are called), anyone can be great, but greatness is not guaranteed. Hard work must come first, and follow after.
The Mind’s Eye52Throughout the planes, many groups search for enlightenment. One such organization is the Mind’s Eye, headquartered in the Outlands. Members of the organization call themselves seekers, and their elite members are known as visionary seekers. They focus on the ultimate journey of self-discovery by seeking out challenges throughout the cosmos.
The Society of Sensation54The multiverse offers a multitude of different sensations to be experienced and savored. The Society of Sensation is based on Arborea. In Sigil, it runs the Civic Festhall and has a large membership base in the planar city. Many folk dabble as novice members of the Society of Sensation and see it merely as an excuse to wine, dine, and romance. Their selective attitude limits both their desire to advance in the Society and their ability to do so. True sensates seek out different experiences—many pleasurable, many not—on a quest of personal fulfillment.
The Transcendent Order58The multiverse is really one tremendous organic entity moving with some greater end that is beyond mortal minds to comprehend. Each one of us is an infinitesimal part of the whole, playing out some role whose ultimate purpose we could never guess. Since the multiverse would not work against its own interests, we all are born with perfect knowledge of what it is we are supposed to do. However, most people bury their instincts under fear, self-doubt, meaningless trivia that some call “education,” and worst of all, ego.
The Xaositects60The multiverse is chaos. Neither order nor pattern can be recognized. But chaos has a beauty and wonder all its own. By immersing oneself in anarchy, one learns to appreciate randomness. By studying the quandaries of nature, one learns that the sublime intricacies of disorder are the very foundations of existence.
Astral Dancer63The Astral Plane is a place of no gravity; moving through it is more like flying with perfect maneuverability, like walking on air. Travelers quickly learn to change directions by mentally visualizing solid footing and pivoting on it. To longtime inhabitants of the Astral Plane, ignoring the lack of gravity eventually becomes second nature. But a few skilled combatants learn to take advantage of that situation.
Elemental Warrior65The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality. The sages say that the worlds are formed through combinations of fire, water, earth, and air, and that any problem can be overcome with the correct application of these forces. The elemental warrior becomes attuned to one of these building blocks of reality, channeling its power to great effect.

Spells

PageClassLevelNameDescription
89Bard1stBeastland FerocitySubject fights without penalty while disabled or dying.
89Bard1stLocate TouchstoneFind nearest planar touchstone on the plane you currently inhabit.
89Bard2ndCloak PoolHide a color pool on the Astral Plane from view.
89Bard2ndDiscolor PoolChange the color of a color pool on the Astral Plane.
89Bard2ndSummon Elysian ThrushSummon an Elysian thrush, which accelerates natural healing.
89Bard3rdAnalyze PortalFind a nearby portal and discover its properties.
89Bard3rdAnalyze TouchstoneFind a nearby planar touchstone and discover its properties.
89Bard4thLay of the LandYou gain an overview of the geography around you.
89Blackguard3rdMantle of EvilYou gain SR 12 + caster level against spells with the good descriptor.
89Blackguard4thUnholy StormEvil-aligned rain falls in 20-ft. radius.
89Cleric1stAnarchic WaterMakes chaotic-aligned anarchic water.
89Cleric1stAxiomatic WaterMakes lawful-aligned anarchic water.
89Cleric1stLight of LuniaYou radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
89Cleric1stResist Planar AlignmentSubject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
89Cleric2ndAvoid Planar EffectsProvides temporary protection against overtly damaging planar traits.
89Cleric2ndLight of MercuriaYou radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
89Cleric2ndLocate TouchstoneFind nearest planar touchstone on the plane you currently inhabit.
89Cleric2ndSummon Elysian ThrushSummon an Elysian thrush, which accelerates natural healing.
89Cleric3rdAnarchic StormChaotic-aligned rain falls in 20-ft. radius.
89Cleric3rdAnalyze TouchstoneFind a nearby planar touchstone and discover its properties.
89Cleric3rdAttune FormGrant target creature temporary protection against overtly damaging planar traits.
89Cleric3rdAxiomatic StormLawful-aligned rain falls in 20-ft. radius.
89Cleric3rdDevil BlightDamage and confuse baatezu; damage other lawful and evil creatures.
89Cleric3rdHamatula BarbsSubjects grow barbs, which damage foes that attack subject in melee.
89Cleric3rdHoly StormGood-aligned rain falls in 20-ft. radius.
90Cleric3rdLight of VenyaYou radiate silvery light, which you can expend as 2 bolts that either deal 3d6 against evil outsiders and undead or heal 3d6 points of damage.
90Cleric3rdMantle of Chaos/Evil/Good/LawYou gain SR 12 + caster level against spells with opposite alignment descriptor.
90Cleric3rdProtection from Negative EnergyIgnore 10 points of negative energy damage per attack.
90Cleric3rdProtection from Positive EnergyIgnore 10 points of positive energy damage per attack.
90Cleric3rdUnholy StormEvil-aligned rain falls in 20-ft. radius.
90Cleric4thAstral HospiceWhile on the Astral Plane, open a portal to a demiplane so natural healing can occur.
90Cleric4thBalor NimbusSubject’s flaming body damages foes in grapple.
90Cleric4thDemon DirgeDemons are stunned and take 3d6 damage/ round for 1d4 rounds.
90Cleric4thEvil GlareParalyze creature with your glare.
90Cleric4thFocus Touchstone EnergyConvert unused touchstone abilities into temporary hit points.
90Cleric4thInfernal WoundWeapon inflicts persistent, bleeding wounds.
90Cleric4thNegative Energy Aura10-ft. radius surrounding you deals 2 points of damage/round.
90Cleric4thPlanar Exchange, LesserTrade places with one of four lesser planar creatures (your choice).
90Cleric4thPlanar ToleranceProvides long-term protection against overtly damaging planar traits.
90Cleric4thPositive Energy Aura10-ft. radius surrounding you heals 2 points of damage/round.
90Cleric4thSpell VulnerabilityReduce target creature’s spell resistance by 1 per caster level (max reduction 15).
90Cleric4thSummon Bearded DevilSummon a bearded devil to follow your commands.
90Cleric4thSummon Hound ArchonSummon a hound archon to follow your commands.
90Cleric5thCall ZelekhutA zelekhut aids you in hunting a fugitive.
90Cleric5thDeath ThroesYour body explodes when you die.
90Cleric5thOpalescent GlareKill evil creatures with a look, or make them very afraid.
90Cleric5thSummon Bralani EladrinSummon a bralani eladrin to follow your commands.
90Cleric5thUnholy StormEvil-aligned rain falls in 20-ft. radius.
90Cleric6thBarghest’s FeastDestroy target corpse, potentially preventing its return to life.
90Cleric6thPlanar ExchangeTrade places with one of three planar creatures (your choice).
90Cleric6thSummon Babau DemonSummon a babau demon to follow your commands.
90Cleric7thCall KolyarutA kolyarut aids you in punishing an oathbreaker.
90Cleric7thPlanar BubbleCreate bubble around target creature that emulates target’s native planar environment.
90Cleric7thPlane Shift, Greater’’ Plane shift’’ accurately to your desired destination.
90Cleric8thBodak’s GlareYou slay a creature, which turns into a bodak 24 hours later.
90Cleric8thFierce Pride of the BeastlandsSummon celestial lions and celestial dire lions to follow your commands.
90Cleric8thPlanar Exchange, GreaterTrade places with one of three greater planar creatures (your choice).
90Cleric9thAbyssal ArmySummons demons to fight for you.
90Cleric9thCall MarutA marut aids you in pursuing one seeking to cheat time.
90Cleric9thHeavenly HostSummons archons to fight for you.
90Cleric9thHellish HordeSummons devils to fight for you.
90Cleric9thHunters of HadesSummons a pair of pack fiends to follow your commands.
90Druid1stBeastland FerocitySubject fi ghts without penalty while disabled or dying.
90Druid1stLocate TouchstoneFind nearest planar touchstone on the plane you currently inhabit.
90Druid1stResist Planar AlignmentSubject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
90Druid2ndAvoid Planar EffectsProvides temporary protection against overtly damaging planar traits.
90Druid3rdAttune FormGrant target creature temporary protection against overtly damaging planar traits.
90Druid3rdBabau SlimeSecrete a body-covering acid that damages foes’ weapons.
90Druid4thLay of the LandYou gain an overview of the geography around you.
90Druid4thPerinarchGain greater control over Limbo’s morphic essence.
90Druid4thPlanar ToleranceProvides long-term protection against overtly damaging planar traits.
90Druid4thSummon Elementite SwarmSummon an elementite swarm to follow your commands.
91Druid4thTouchstone LightningUse your Planar Touchstone granted higher-order abilities to fuel damaging rays.
91Druid5thAstral HospiceWhile on the Astral Plane, open a portal to a demiplane so natural healing can occur.
91Druid5thFocus Touchstone EnergyConvert unused touchstone abilities into temporary hit points.
91Druid6thMiasma of EntropyRot all natural materials in 30-ft. cone-shaped burst.
91Druid6thSummon Greater ElementalSummon a greater elemental to follow your commands.
91Druid9thPerinarch, PlanarGain control over a small area of any divinely morphic plane.
91Paladin1stAxiomatic WaterMakes lawful-aligned anarchic water.
91Paladin1stResist Planar AlignmentSubject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
91Paladin3rdHoly StormGood-aligned rain falls in 20-ft. radius.
91Paladin3rdMantle of Good/LawYou gain SR 12 + caster level against spells with opposite alignment descriptor.
91Paladin4thAxiomatic StormLawful-aligned rain falls in 20-ft. radius.
91Ranger1stLay of the LandYou gain an overview of the geography around you.
91Ranger1stResist Planar AlignmentSubject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
91Ranger4thPlanar ToleranceProvides long-term protection against overtly damaging planar traits.

Sorceror/Wizard Spells

PageClassLevelSchoolNameDescription
91Sorcerer/Wizard1stAbjurResist Planar AlignmentSubject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
91Sorcerer/Wizard1stDivLocate TouchstoneFind nearest planar touchstone on the plane you currently inhabit.
91Sorcerer/Wizard1stEvocLight of LuniaYou radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
91Sorcerer/Wizard2ndEnchMechanus MindReformat subject’s mind to be coldly calculating.
91Sorcerer/Wizard2ndEvocLight of MercuriaYou radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
91Sorcerer/Wizard2ndIllusCloak PoolHide a color pool on the Astral Plane from view.
91Sorcerer/Wizard2ndIllusDiscolor PoolChange the color of a color pool on the Astral Plane.
91Sorcerer/Wizard2ndTransBelker ClawsOne touch/level deals 3d4 damage and lingers +1 round/3 levels.
91Sorcerer/Wizard3rdAbjurAvoid Planar EffectsProvides temporary protection against overtly damaging planar traits.
91Sorcerer/Wizard3rdDivAnalyze PortalFind a nearby portal and discover its properties.
91Sorcerer/Wizard3rdDivAnalyze TouchstoneFind a nearby planar touchstone and discover its properties.
91Sorcerer/Wizard3rdEvocLight of VenyaYou radiate silvery light, which you can expend as 2 bolts that either deal 3d6 against evil outsiders and undead or heal 3d6 points of damage.
91Sorcerer/Wizard3rdTransBabau SlimeSecrete a body-covering acid that damages foes’ weapons.
91Sorcerer/Wizard3rdTransDevil BlightDamage and confuse baatezu; damage other lawful and evil creatures.
91Sorcerer/Wizard3rdTransHamatula BarbsSubjects grow barbs, which damage foes that attack subject in melee.
91Sorcerer/Wizard3rdTransSpell VulnerabilityTarget takes penalty on spell resistance equal to caster level.
91Sorcerer/Wizard4thNecroEvil GlareParalyze creature with your glare.
91Sorcerer/Wizard4thTransBalor NimbusYour fl aming body damages foes in grapple.
91Sorcerer/Wizard4thTransCorporeal InstabilityTransform a target creature into an amorphous mass.
91Sorcerer/Wizard4thTransDemon DirgeDemons are stunned and take 3d6 damage/round for 1d4 rounds.
91Sorcerer/Wizard4thTransFalse GravityTravel on a solid surface as if that surface had its own gravity.
91Sorcerer/Wizard4thTransInfernal WoundWeapon inflicts persistent, bleeding wounds.
91Sorcerer/Wizard4thTransPerinarchGain greater control over Limbo’s morphic essence.
92Sorcerer/Wizard4thTransTouchstone LightningUse your planar touchstone- granted higher-order abilities to fuel damaging rays.
92Sorcerer/Wizard5thAbjurPlanar ToleranceProvides long-term protection against overtly damaging planar traits.
92Sorcerer/Wizard5thConjCall ZelekhutA zelekhut aids you in hunting a fugitive.
92Sorcerer/Wizard5thConjPrecipitate BreachYou can force planar boundaries to rip, creating a planar breach.
92Sorcerer/Wizard5thNecroDeath ThroesYour body explodes when you die.
92Sorcerer/Wizard5thNecroOpalescent GlareKill evil creatures with a look, or make them very afraid.
92Sorcerer/Wizard6thAbjurSeal PortalSeal an interplanar portal or ‘’gate’’.
92Sorcerer/Wizard6thConjWall of GearsCreates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
92Sorcerer/Wizard6thDivRary’s Interplanar Telepathic BondLink lets allies communicate across planes.
92Sorcerer/Wizard7thAbjurPlanar BubbleCreate bubble around target creature that emulates target’s native planar environment.
92Sorcerer/Wizard7thConjCall KolyarutA kolyarut aids you in punishing an oath-breaker.
92Sorcerer/Wizard7thNecroBarghest’s FeastDestroy target corpse, potentially preventing its return to life.
92Sorcerer/Wizard7thNecroMiasma of EntropyRot all natural materials in 30-ft. cone-shaped burst.
92Sorcerer/Wizard8thConjFierce Pride of the BeastlandsSummon celestial lions and celestial dire lions to follow your commands.
92Sorcerer/Wizard8thConjPlane Shift, Greater‘’Plane shift’’ accurately to your desired destination.
92Sorcerer/Wizard9thConjAbyssal ArmySummons demons to fight for you.
92Sorcerer/Wizard9thConjCall MarutA marut aids you in pursuing one seeking to cheat time.
92Sorcerer/Wizard9thConjHeavenly HostSummons archons to fight for you.
92Sorcerer/Wizard9thConjHellish HordeSummons devils to fight for you.
92Sorcerer/Wizard9thConjPrecipitate Complete BreachYou rip wide the boundary between two planes.
92Sorcerer/Wizard9thTransPerinarch, PlanarGain control over a small area of any divinely morphic plane.

Feats

NamePageDescription
Acheron Flurry37You master the secret technique developed by Acheron-native special forces of limiting a foe's options in hand-to-hand combat.
Air Heritage37You are descended from creatures native to the Elemental Plane of Air.
Anarchic Heritage38You are descended from creatures native to the planes of chaos.
Axiomatic Heritage38You are descended from creatures native to the planes of law.
Celestial Heritage38You are descended from creatures native to the Upper Planes
Celestial Summoning Specialist38You can select from a larger number of options when summoning good creatures.
Earth Heritage38You are descended from creatures native to the Elemental Plane of Earth.
Elemental Spellcasting39Choose an element. You cast spells with that descriptor more effectively than normal.
Fiendish Heritage39You are descended from creatures native to the Lower Planes.
Fiendish Summoning Specialist39You can select from a larger number of options when summoning evil creatures.
Fire Heritage39You are descended from creatures native to the Elemental Plane of Fire.
Improved Elemental Heritage40You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects.
Improved Outer Planar Heritage40Your ancestral tie to the Outer Planes manifests as an ability to deal damage with your natural attacks as if they matched the alignment of your ancestors.
Natural Heavyweight40You are descended from creatures native to a plane of heavy gravity.
Neraph Charge40You master the Limbo-native neraph martial art of motion camouflage when you charge your foe.
Neraph Throw40You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons.
Nonverbal Spell40You can cast spells that have verbal components without actually verbalizing the words.
Personal Touchstone41You draw more power form one of the planar touchstone locations to which you have forged a link.
Planar Familiar41When you are ready and able to acquire a new familiar, you may choose one of several nonstandard familiars.
Planar Touchstone41Forge a link between you and power-rich planar locations, referred to as planar touchstones.
Shadow Heritage42You are descended from creatures native to the Plane of Shadow.
Stalwart Planar Ally42The allies you summon from a specific plane are tougher than normal.
Water Heritage42You are descended from creatures native to the Plane of Water.



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gollark: It even persists that now.
gollark: Anyway, routerchain, if you don't like not sneaking you can just disable flight.
gollark: APPARENTLY flying is not enabled on this server.
gollark: You should spawn a dragon with a GTech™-approved neural interface, as a result.
gollark: Anyway, the regex should actually be entirely Lua-compatible, happily.
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