Planescape: Adventures In The Multiverse presents seven new feats for yourDungeons & Dragonscampaigns, all flavored around travel between planes. While powerful, they are closely related to each other, so you’re not as free to choose whatever you want as you might wish to be.

This means that you’ll need to make careful consideration starting at level one, because these early game choices can lock you out from powerful alternatives. To get the most out of these feats, you should take one of the new backgrounds introduced in Planescape, since they’ll give you a generous head start.

Centaur from Sigil of Planescape walks towards an open door.

7Scion Of The Outer Planes

Scion of the Outer Planes is an anchor feat, meaning that if you don’t have this feat you can’t choose the others. Fortunately, the Planescape book adds two new backgrounds (Gate Wardenand Planar Philosopher) that allow you to get Scion of the Outer Planes from level one. This feat has to rank the lowest (since it’s mandatory for the rest), but it doesn’t mean it’s bad.

It’s rather good in fact, giving you a choice from five different damage resistances, and a cantrip on top of that. All of this at level one is powerful, but remember that the plane you choose now will lock you out from other choices at level four. This is because the rest of the feats expand on your connection to your chosen plane, they don’t add new planes.

Demodand Shator by Olivier Bernard

6Cohort Of Chaos

If you choose the Chaotic Plane with Scion of the Outer Planes, you’ll be able to expand your connection to the chaotic forces further with Cohort of Chaos. This makes it so when you roll a critical success or failure (with attacks or saving throws), you’ll roll a d4 and one of four random effects will trigger.

Anyone who has ever played a Wild Magic Sorcerer knows how these effects go. They can save you from a losing battle or ruin a winning one. This can certainly add flavor to your character, making encounters more interesting, but in terms of usefulness, it just falls short. The other choices aren’t only more useful, they also don’t hinder you in any way.

DND Dabus patrolling the city in Planescape

5Agent Of Order

Agent of Order is the feat tied to the Planes of Law. It gives you access to Stasis Strike, letting you restrain enemies with your attacks. How useful this can be depends highly on your build, but if you plan around it you can prevent enemies from fleeing or from approaching you.

While you’re able to build around it, there are better choices for this type of play style, even before level four. To even restrain an enemy they must first fail a Wisdom saving throw, and even after that it only lasts until your next turn. With a limited amount of uses, it may be nice to have, but there are other ways to achieve the same result.

Dungeons & Dragons Fortress With Green Aura

4Baleful Scion

While Baleful Scion is the feat tied to the Evil Planes, you should remember that you don’t need to match the alignment of your chosen plane. You can easily be of good alignment and have a connection to the Evil Planes, either from living near a portal to the Hells or from studying them. The same can be applied to all of these feats.

That’s great because Baleful Scion is rather good. On top of the ability improvement all of these feats give you, Baleful Scion lets you add extra necrotic damage to your attacks (as many as your proficiency bonus per long rest), healing you for the necrotic damage dealt. This is great for low health characters, since you don’t need tobother your clericso often now.

dungeons & dragons bigby presents glory of the giants scion of the stronmaus by robson michel

3Outlands Envoy

While attuning to the Outlands might seem like choosing nothing, you’re actually choosing everything. The idea behind the Outlands is that you’re a traveler, not tied to a single plane and able to traverse all of them. This is why the feat gives you access to Misty Step and Tongues.

How useful Tongues can be depends on the nature of your campaign, something you can consult your Dungeon Master about. But if you’re planning any amount of traveling, between planes or otherwise, being able to communicate is crucial. And don’t forget about Misty Step, a spell that’s always useful.

Dungeons & Dragons Cleric With Full Moon Behind

2Righteous Heritor

While you might expect some healing from the Good Planes, the Righteous Heritor feat actually gives damage reduction. It’s still very useful, and at times better than healing, since you may negate the hit altogether. The reduction is rather generous, being a d10 plus your proficiency bonus.

And this power isn’t for you alone, since you may target other creatures within 30 feet. Being a reaction, you’ll be saving your teammates more often than not, and all while it’s not even your turn. Supportive abilities might not be the most popular among players, but they’re the most powerful for a reason.

Image of a DND party in a dark cave

1Planar Wanderer

While you still need Scion of the Outer Planes to pick Planar Wanderer, whatever you choose on level one won’t lock you from it. This makes it the only feat you’re able to take alongside the others, and that’s not the only thing that makes it special. How useful it can be, however, depends on how much portal hopping you’re planning on doing.

You see, Planar Wanderer is all about travel through portals, so if you never use a single one, most of its unique features would be wasted. But in portal-heavy campaigns, the Planar Wanderer can detect them, always know the way back to one, and force them open with their mind. All this makes the Planar Wanderer the perfect guide for a Planescape campaign.

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