Scion of the Outer Planes 5e

Published on October 3, 2023

Embrace the power of the multiverse, for you are a being infused with the energy of the Outer Planes.

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What Is Scion of the Outer Planes 5e?

The multiverse is vast, and the Outer Planes are realms of pure alignment and ethos. The Scion of the Outer Planes is a feat available for Planescape campaigns and represents your connection to one of the cosmic forces exuded by these planes.

This feat not only grants you resistance to certain types of damage but also bestows upon you the ability to cast a unique cantrip associated with your chosen plane. Whether you’re channeling the chaotic energies of a Chaotic Outer Plane or the righteous power of a Good Outer Plane, this feat allows you to manifest a fragment of that plane’s essence.

How Does Scion of the Outer Planes Work?

When you take this feat, you choose a type of plane you’re associated with and get a damage resistance and cantrip associated with that plane:

  • Chaotic Outer Plane: You get poison resistance and the minor illusion cantrip.
  • Evil Outer Plane: You get necrotic resistance and the chill touch cantrip.
  • Good Outer Plane: You get radiant resistance and the sacred flame cantrip.
  • Lawful Outer Plane: You get force resistance and the guidance cantrip.
  • The Outlands: You get psychic resistance and the mage hand cantrip.

Is Scion of the Outer Planes Good?

In our 5e Feats Tier List, Scion of the Outer Planes was given an A Tier rating, making it an excellent pickup for specific classes.

While a damage resistance and cantrip might not seem like much, characters that take certain Planescape backgrounds can get this feat for free at 1st-level, making it an incredible worthwhile pickup. The effectiveness of each damage resistance/cantrip combo will vary based on your campaign, but the Lawful Outer Plane’s offering of force resistance and guidance is probably going to be default choice for most builds.

Getting This Feat for Free

If you choose the Planar Philosopher or Gate Warden backgrounds presented in Planescape: Adventures in the Multiverse, you get to pick this feat up for free at 1st level.

Scion of the Outer Planes 5e Interactions

In order to take one of the cycle of five 4th-level Planescape feats introduced in Planescaoe: Adventures in the Multiverse, you’ll need to take this feat. Which plane you choose at 1st level dictates which of the 4th-level feats you qualify for. Before deciding which plane option you’re going to pick up, it’d be worthwhile checking out our other feat guides to ensure the 4th-level feat will fit with your playstyle:

Planar Wanderer is the last feat that requires Scion of the Outer Planes as a prerequisite, but it’s not dependent on the plane you choose.

Which 5e Classes Make the Most of Scion of the Outer Planes?

The color code below has been implemented to help you identify, at a glance, how good the Scion of the Outer Planes 5e feat is for a specific class/subclass.

  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange Situationally good, but a below-average option otherwise
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

This feat skews towards being more of a caster feat mainly because the cantrip’s spellcasting modifier is based on Intelligence, Wisdom, or Charisma. That said, if you don’t pick up a offensive feat, it won’t matter what you’re spellcasting modifier is. This means that Chaotic Outer Plane, Lawful Outer Plane, and the Outlands are going to be more common martial pickups, while Evil Outer Plane and Good Outer Plane are going to be common caster pickups.

Artificer: Even though artificers get a decent amount of cantrips for half-casters, they don't get access to either chill touch or sacred flame. Both of these are solid damage/debuff pickups that would compliment your trusty fire bolt, so choose whichever damage resistance you think will be more effective in your game.

Barbarian: If you want to go for a Bear Totem barbarian, this can allow you to grab psychic damage resistance so you're resistance to all damage types when you Rage. You'll also get guidance, which is a solid out-of-combat utility cantrip.

Bard: Both chill touch or sacred flame are going to be nice bonuses in your cantrip repertoire that sorely lacks damage spells.

Cleric: Clerics already get access to the best two cantrips on the list, but picking up a damage resistance and either sacred flame or guidance is a solid defensive buff and allows you to pick a different cleric cantrip to deepen your repertoire.

Druid: Both chill touch or sacred flame are going to be nice bonuses in your cantrip repertoire that sorely lacks damage spells.

Fighter: Unless you're going for an Eldritch Knight or Psi Warrior, your spellcasting ability won't be high enough to make an offensive cantrip worth it. Instead, choose a your favorite utility cantrip and damage resistance combo, Lawful Outer Plane for force damage resistance and guidance is a solid place to start.

Monk: If your monk has stacked into Wisdom, this can give you a solid defensive buff and some ranged capabilities, both of which are tempting for monks.

Paladin: Picking up a ranged damage cantrip will nicely fill out the paladin's mostly melee repertoire. The associated damage resistance is a solid bonus.

Ranger: Grabbing force resistance and guidance can be a great combo to help you round out your defensive capabilities and out of combat utility.

Rogue: Grabbing force resistance and guidance can be a great combo to help you round out your defensive capabilities and out-of-combat utility.

Sorcerer: Sorcerers will usually want to grab either sacred flame or guidance for some radiant damage or out-of-combat utility. The associated damage resistances are icing on the cake.

Warlock: Warlocks already have the best damage cantrip in the game, which outputs force damage, so they usually won't have to work around resistances. With that in mind, picking up one of the utility cantrips and a damage resistance will still be solid value. I'd probably go with Lawful Outer Plane for force damage and guidance.

Wizard: Wizards will usually want to grab either sacred flame or guidance for some radiant damage or out-of-combat utility. The associated damage resistances are icing on the cake.

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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