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    Quick Answer

    Plane Shift is a 7th-level conjuration spell for Clerics, Druids, Sorcerers, Warlocks, and Wizards. You and up to eight willing creatures who link hands travel to a different plane of existence, arriving in or near a destination you name. In the 2014 rules you can instead banish one creature: make a melee spell attack, and on a hit it makes a Charisma save or is sent to a random location on a plane you choose. The 2024 version drops the banishing option.

    Overview

    Plane Shift is the standard way to travel between planes. It needs a forked metal rod worth at least 250 gp, attuned to a particular plane. The rod isn't consumed, so you can keep using it.

    You don't get pinpoint accuracy. You name a destination in general terms, such as a city on the Elemental Plane of Fire or a palace in the Nine Hells, and you appear in or near it. The DM decides exactly where. If you know the sigil sequence of a teleportation circle on the other plane, you can arrive at that circle instead.

    The 2014 version doubles as a "save or vanish" attack. On a hit and a failed Charisma save, the target is sent to a random location on the plane you specify and must find its own way back. There is no concentration and no duration. If it works, the creature is gone for good unless it can travel between planes.

    Stat Block

    PropertyValue
    Level7
    SchoolConjuration
    Casting Time1 action
    RangeTouch
    ComponentsV, S, M
    MaterialA forked, metal rod worth at least 250 gp, attuned to a particular plane of existence.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackMelee spell attack, then CHA save (banish option, 2014 only)
    ClassesCleric, Druid, Sorcerer, Warlock, Wizard

    When NOT to Use This

    • •You want to travel within the same plane. Plane Shift only takes you to a different plane. Use Teleport for that.
    • •You need to arrive at an exact spot without a teleportation circle. "In or near" can mean across a sea of fire from your goal.
    • •The target has a strong Charisma save and high AC (2014 banish). You need two successes: your attack roll and its failed save.
    • •The target is native to the plane you would send it to, or can travel between planes on its own. A night hag can cast Plane Shift (self only) twice per day and will come back.
    • •You are using the 2024 rules and want to banish. That option isn't in the 2024 text. Use Banishment instead.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyHigh for travel: nine creatures (you plus eight) for one slot. High risk, high reward for banishing.
    Action EconomyOne action, no concentration. A successful banish removes a creature from the fight permanently.
    Opportunity CostYour only 7th-level slot until 19th level. Warlocks get one 7th-level spell per long rest through Mystic Arcanum.

    When worth the slot: Planar adventures, escaping a fight the party can't win, or banishing a boss with a weak Charisma save (2014).

    When NOT worth the slot: Same-plane travel, or banishing a creature that will just come back.

    Upcasting

    Plane Shift has no "At Higher Levels" text. A 8th- or 9th-level slot changes nothing.

    Pro Tips

    Tip #1: Collect teleportation circle sigils.

    Why it works: A known sigil sequence lets you arrive at that circle instead of "in or near" a general destination. If the circle is too small for everyone, the extra travelers appear in the closest unoccupied spaces.

    This avoids the mistake of: Landing outside the city gates when you needed to be inside the temple.

    Tip #2: Use it as an emergency exit.

    Why it works: The casting takes one action and needs only willing creatures linking hands. Plane Shift to a safe plane, rest, then Plane Shift back to the Material Plane.

    This avoids the mistake of: Losing the whole party in a fight that went wrong.

    Tip #3: Banish targets with weak Charisma saves (2014).

    Why it works: Big, dumb monsters tend to have very low Charisma. A purple worm has Charisma 4 (−3) and no save proficiency. Against DC 18 it can't succeed, because its best save roll is 17.

    This avoids the mistake of: Trying to banish a fiend with a strong Charisma save and Magic Resistance.

    Tip #4: Think about where you send the target.

    Why it works: The banished creature lands somewhere random on the plane you specify and must find its own way back. A plane that is hostile to it can keep it busy for a long time.

    This avoids the mistake of: Sending a fire giant to the Elemental Plane of Fire, where it is immune to fire.

    Common Mistakes to Avoid

    Forgetting the rod

    Why it's bad: The rod has a cost (250 gp), so a component pouch or focus can't replace it. It must be attuned to a particular plane. How a caster attunes a rod to a new plane isn't covered in the spell text. That is a DM ruling, not rules text.

    Do this instead: Ask your DM early how you get rods for the planes you want to reach.

    Expecting unwilling passengers to come along

    Why it's bad: The travel mode takes you and up to eight willing creatures holding hands. You can't drag an enemy along with the group.

    Do this instead: Use the 2014 banish mode on one unwilling creature.

    Assuming the banish is a single roll

    Why it's bad: It's a melee spell attack first, then a Charisma save. Both have to go your way.

    Do this instead: Multiply the odds before you commit your 7th-level slot (see Usage Tips).

    Thinking Magic Resistance affects the attack roll

    Why it's bad: Magic Resistance gives advantage on saving throws against spells. It does nothing to your attack roll.

    Do this instead: Expect the save to be harder, not the hit.

    Usage Tips

    All examples use a 13th-level cleric with Wisdom 20: +10 to hit with spell attacks and spell save DC 18 (8 + 5 proficiency + 5 Wisdom). These are 2014 numbers, since only the 2014 version can banish.

    • •Purple worm: AC 18, so you hit on 8 or higher: 65%. Its Charisma save is −3, so it can't reach 18 and always fails. Total: 65%. You do have to get within reach of a Gargantuan monster with a bite.
    • •Fire giant: AC 18, hit 65%. Charisma save +5 (proficient), so it fails on 12 or lower: 60%. Total: 0.65 × 0.60 = 39%.
    • •Night hag: AC 17, hit on 7 or higher: 70%. Charisma save +3, so a single roll fails on 14 or lower (70%), but Magic Resistance gives advantage, so it fails only 0.70 × 0.70 = 49% of the time. Total: 34%. And it can plane shift itself back.
    • •Rakshasa: The 2014 rakshasa can't be affected by spells of 6th level or lower unless it wishes. Plane Shift is 7th level, so it gets through, but the rakshasa has advantage on saves against it. AC 16, hit 75%. Charisma save +5 fails on 12 or lower: 60%, or 36% with advantage. Total: 27%.
    • •Monsters that cast Plane Shift in the SRD include the djinni, efreeti, lich, and rakshasa. Banishing one of them often just delays it.
    • •Related guides: Banishment, Teleport, and Sending for contacting someone on another plane before you go. Browse the full spell guide index.

    Rules Notes

    • •Travel: you and up to eight willing creatures who link hands in a circle go to a different plane of existence.
    • •Destination: a target destination in general terms. You appear in or near it, at the DM's discretion.
    • •Teleportation circle: if you know its sigil sequence, you can arrive there. Creatures that don't fit appear in the closest unoccupied spaces.
    • •Banish (2014): choose a creature within your reach and make a melee spell attack. On a hit, it makes a Charisma save. On a failure it goes to a random location on the plane you specify and must find its own way back.
    • •The rod is not consumed. With a listed cost, it must be the actual item.
    • •The Forbiddance spell, in both SRDs, names Plane Shift: creatures can't reach a forbidden area by way of the Plane Shift spell.
    • •No concentration, so nothing to protect after casting.

    Synergies

    • •Hold Person or other paralysis (2014): Attack rolls against a paralyzed creature have advantage, which raises your melee spell attack's hit chance. It does not help against the Charisma save.
    • •Bane: Subtracts 1d4 from the target's saves, including the Charisma save.
    • •Teleportation circles: Combine known sigils with Plane Shift for precise arrival.

    Anti-Patterns

    • •Banishing a creature to its home plane, where it is comfortable and can return.
    • •Using your only 7th-level slot on a long-shot banish against a high-Charisma fiend.
    • •Plane shifting into an unknown plane with no way back. Bring the rod for the Material Plane too.

    Tactical Modules

    • •Escape hatch: Party links hands, the cleric casts, everyone leaves. Plan where you'll go before the fight.
    • •Boss removal (2014): Restrain or paralyze the boss first so your melee spell attack has advantage, then walk up and banish it.
    • •Planar heist: Arrive at a known teleportation circle, do the job, and leave the same way.

    Countermeasures

    • •Threat: A strong Charisma save. Response: Bane first, or pick a different target. Fallback: Use the slot on damage or control instead.
    • •Threat: Hard to reach in melee. Response: Have an ally pull the target to you, or get there with Misty Step. Fallback: Banishment works at range.
    • •Threat: The target returns by Plane Shift. Response: Send it to a plane where it can't easily operate. Fallback: Be ready when it comes back.

    Plane Shift in the 2024 Rules

    The 2024 Player's Handbook keeps Plane Shift as a 7th-level conjuration spell for Clerics, Druids, Sorcerers, Warlocks, and Wizards. Travel works the same: you and up to eight willing creatures who link hands go to a different plane, arriving in or near a general destination as determined by the GM, or at a teleportation circle if you know its sigil sequence.

    The big change: the SRD 5.2.1 text has no banishing paragraph. The 2024 Plane Shift has no melee spell attack and no Charisma save. It is a travel spell only. The material component reads "a forked, metal rod worth 250+ GP and attuned to a plane of existence."

    The example destinations are also more general: "a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells" instead of named locations.

    Frequently Asked Questions

    What does Plane Shift do in 5e?

    It takes you and up to eight willing creatures holding hands to a different plane of existence. In the 2014 rules, it can also banish one creature to another plane if your melee spell attack hits and it fails a Charisma save.

    Can Plane Shift banish enemies in the 2024 rules?

    No. The 2024 SRD text has no banishing option. It is a group travel spell only. For a banish effect, use Banishment.

    How many people can Plane Shift take?

    You plus up to eight willing creatures, for nine total. They must link hands in a circle.

    Is Plane Shift accurate?

    Not precisely. You name a destination in general terms and appear in or near it, with the exact spot up to the DM. Knowing the sigil sequence of a teleportation circle on that plane lets you arrive at the circle.

    Does Plane Shift consume the forked metal rod?

    No. The forked metal rod worth at least 250 gp isn't consumed. You need it every time you cast the spell.

    Can Plane Shift move you within the same plane?

    No. It transports you to a different plane of existence. Use Teleport for travel on the same plane.

    Does a banished creature come back?

    Only if it can. In the 2014 rules it must find its own way back to your plane. A creature that can cast Plane Shift, or knows a portal, may return.

    Does Plane Shift need concentration?

    No. The duration is instantaneous in both editions.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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