When preparing a campaign for 168澳洲幸运5开奖网:Dungeons & Dragons, said campaign will likely be set on a planet. If your campaign is going to take place solely within the walls of a kingdom, then that lonel💛y planet might suffice, but you should know there is an entire✱ multiverse for both you and your players to explore out there.

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The 2024 Player’s Handbook includes a section on the multiverse to stimulate the imagination of its readers, showing how the elements work and where the immortal gods live. If you wish to know more about each of th﷽ese planes of existence, then join us as we explore what they have to of🐷fer.

The Material And Inner Planes

Dungeons & Dragons image showing a diagram of The multiverse.
The multiverse by Coupleofkooks.

The Material Plane is where every concept of the multiverse converges to form the complex societies we call home. It is where popular settings like Eberron or Dragonlance take place, as well as any campaign you and your friends might create.

While the illustration shown in the 2024 Player’s Handbook might make it seem like the Material Plane is just a single planet, it is just a representation. The Material Plane is what we’d call the known universe, with explainable laws🌌 of physics but with quite a few laws of magic as well.

The Feywild And The Shadowfell

Dungeons & Dragons image showing two rangers, one from the feywild and one from the shadowfell.
Farmer background image by Kenny Vo, Fey Wanderer by John Grello and Gloom Stalker by Polar Engine.

Each of these realms exists in parallel with the Material Plane, and as such, are considered Material realms. This means that, while the laws of magic and physics work a bit differently in them, they are still bound by said laws.

We don’t know if every single Material Plane has its own Feywild and Shadowfell, but cons😼idering how spells and subclasses work, it is best if your campaign includes them in some way.

As parallels, both the Feywild and the Shadowfell share a lot in common with their Material counterpart, namely the disposition of the continents and where certain major cities are. But in the Feywild, every place is overrun with nature with cities being only small settlements, while in the Shadowfell everything is dark, dead, or in ruins, with cities working as a place for criminals and assassins to gather and plot.

The Elemental Planes

Dungeons & Dragons image showing a Warlock casting a storm.
With her spell, Jallarzi’s Storm of Radiance, the Warlock Jallarzi makes vrocks regret leaving the Abyss by Joseph Weston.

The Elemental Planes surrounding the Material Plane are collectively known as the Inner Planes, and they are where the building blocks of reality come from. While we understand water and fire as chemical formulas, in the world of D&D they come from the Elemental Planes (although they seemingly still act as they do ꦐin🐼 our world).

When thinking about these planes, you shouldn’t think about them as a fire planet or a water planet, but as infinite expanses of their given element. Below💞 you’ll find ꦚbrief descriptions of each Elemental and Para-Elemental Plane.

  • Elemental Plane of Air - An infinite sky makes up this Plane, somehow looking like a constant state of daytime. The few that live here do so in floating islands, made up of materials brought from other Planes; gravity doesn’t seem to affect certain landmasses, but everything else is still capable of falling down.
  • Para-Elemental Plane of Ice - An impossibly massive iceberg makes up this Plane, sitting atop the Plane of Water and below the Plane of Air. It is so impossibly cold here that even creatures immune to cold still take cold damage, and fire can freeze solid in an instant.
  • Elemental Plane of Water - An endless ocean filled with life, this plane harbors the highest number of denizens, be them feral, friendly or foe. Without the danger of water pressure, the entire Plane can be explored freely, and most structures are made either from materials of other planes or the perpetual ice of the Para-Elemental Plane of Ice.
  • Para-Elemental Plane of Ooze - In previous renditions of this Plane, it worked as a sea of ooze with a surface, with creatures from elementals to hags living in the islands and mountains that the calcified ooze created. It isn’t clear if it now continues to work the same way, or if it now resembles its neighboring planes: a sea of ooze next to the Plane of Water, and caverns of sticky slime when approaching the Plane of Earth.
  • Elemental Plane of Earth - As expected, this entire plane is made of solid rock, with plenty of winding caverns and settlements made by the many visitors. Since this realm is filled with precious minerals and gems, it can be lucrative to have an operation here, even if the shifting caverns constantly threaten to bury your efforts into asphyxiating stone.
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  • Para-Elemental Plane of Magma - In the regions that connect with the Plane of Earth, the Plane of Magma is a similar maze of caverns, but with rivers of magma flowing constantly and the rocky walls boiling hot to the touch. Closer to the Plane of Fire, these caverns open up to volcanic islands, the sea separating them being the constant magma erupting from the always active volcanoes.
  • Elemental Plane of Fire - The volcanic islands persist in this Plane, but the sky is filled with noxious fumes and eternal fire, making it the most hostile environment from the Inner Planes by far. Only native elementals or travelers with the best protective gear can survive here, and even then, not for long.
  • Para-Elemental Plane of Ash - Not much is known about this Plane, since in older editions it was between the Fire and Negative Planes, nor Fire and Air. Due to its current position, we can assume that the cold temperatures of the Plane of Air end up turning the eternal fire into ash, but if that’s the case, then this realm is hardly inhabitable.
  • Elemental Chaos - Connecting all Elemental Planes is the Elemental Chaos, a place loosely bound by the rules of each element, combining them into unexpected locales. While it combines the perils of all the other Inner Planes, it also serves as a jump off point if, for example, someone needed to get to the Plane of Air from the Plane of Earth without using the Material Plane.

The Ethereal Plane

Dungeons & Dragons image showing a Druid casting a spell while surrounding by wild creatures.
A Druid channels the power of nature through their magic by Jessica Fong.

The Ethereal Plane is one of the two known “Transitive Planes,” used to go from one Plane to another but without much going on within it. The primary use of the Ethereal Plane is to move through the Material Plane more freely, phas♔ing through objects and mostl🅺y ignoring gravity.

Since the Ethereal Plane also connects all Material and Inner Planes together, it can also be used to get from one to another. This is, of course, not the only way to get from one Plane to the other, but it is why several spells and portals use the Ethereal as a compꦓon🌃ent.

The Outer Planes

Dungeons & Dragons image showing a diagram of the multiverse.
The multiverse by Coupleofkooks.

The Outer Planes exist outside the laws of the physical, and are governed by concepts and ideas of law, chaos, good and evil. These realms are where the immortal gods resideꦫ, and where the souls of mortals journey on their path to the afterlife.

The Astral Plane

Dungeons & Dragons image showing a Spelljammer vessel traveling through the astral sea.
Spelljammer by Robson Michael.

While not technically an Outer Plane, the Astral Plane is the connective tissue that binds both Inner and Outer Planes together. It is oddly similar to the Ele𝓡mental Plane of Air, in that it is made of large expanses of nothing, and what little civilizations dwell in it come entirely from outside of it.

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In the Astral Plane, however, time doesn’t pass, at least not for the bodies of organic beings: people don’t grow old, and there is little need for food or water. The Astral Plane is so widely used for travel that entire vessels known as spelljammers were created to safely traverse the domain.

The Outlands And Sigil

Dungeons & Dragons image showing adventurers reaching the Spire in the Outlands.
The Spire by One Pixel Brush.

Just like the Material Plane sits at the center of the Inner Planes, the Outlands are at the center of the Outer Planes, a barren wasteland filled with portals connecting to all of them. At the center of the Outlands is the Spire, a massive pillar with the City of Doors at its top.

Sigil is the City of Doors, a metropolis constructed on a ring that floats atop the Spire. It is located at the very center of the multiverse, with doors that lead to every single Plane in existence, and it is ruled by the Lady o✃f Pain, one of thꦇe most powerful beings known to exist.

The Planes Of The Immortals

Dungeons & Dragons image showing many modrons marching in a line through a cave as a giant skull watches.
Scary Modron March by Andrea Piparo

These Planes have been claimed by several godly creatures, each ruling over an aspect of morality a🧸s it is viewed in Dungౠeons & Dragons. Most adventurers never visit these places, but all of them are influenced by the ones that inhabit them.

Outer Plane

Alignment

Description

Mechanus

Lawful Neutral

A realm inhabited by robotic-like modron♚s and ruled by Primus, wher🧜e every cog has its place.

Arcadia

Lawful Good/Neutral

A paradise no𓄧t unlike an idyllic version of the Material Plane, where Good spirits come to rest. Gods based on the Egyptian pantheon can often be found here.

Mount Celestia

Lawful Good

A realm of absolute good, made 💖up of seven layers, each placed at a different point in the mountain, with the seventh layer being the top of Mount Celestia. Several popular gods make their home here, with Tyr and Bahamut among the🎶m.

Bytopia

Lawful/Neutral Good

A realm composed of two layers, each sitting above the other, meaning you can fly up and land on the other. They are Shurrok and Dothion, where the gods o🎉f the Gnomish pantheon used 🍃to reside.

Elysium

Neutral Good

This Plane is similar to the Feywild, with nature reigning supreme. The goddess of magic Mystra o♛nce had her residence here.

Beastlands

Chaotic/Neutral Good

A wilder version✤ of ꦫElysium, filled with all kinds of animals from the Material Plane, but capable of speech and casting spells.

Arborea

Chaotic Good

A green heaven where both the Greek and Elven pantheons reside. It is a place filled wi🐟th emotion, love, and drama.

Ysgard

Chaotic Good/Neutral

A set of floating islands make up this rꦗealm, inhabited by the Norse Pantheon.

Limbo

Chaotic Neutral

Similar to the Elemental Chaos, Limbo🌟 presents elements from all the Planes, and the consistency of none of them. To maintain a sense of self requires constant concentration, but gods can have realms here with eaౠse.

Pandemonium

Chaotic Evil/Neutral

A realm of shif🌳ting caverns and nonsensical gravity, the powerful howls and winds at play can turn any mortal mad.

Abyss

Chaotic Evil

The infinite layers of the Abyss are 168澳洲幸运5开奖网:home to many demons. Most known layers are ruled ౠby a Demon Lord, and their layer is morphed to serve thಌem better.

Carceri

Chaotic/Neutral Evil

In older editions, Carceri was made of interconnected, planet-sized orbs and ruled by demodands. The 2024 Player’s Handbook, however, shows it as a barren wast🌼eland and refers to it as a land filled with despair.

Hades

Neutral Evil

Home of the yugoloths, fiends as violent as demons and as clever as dev𝐆൩ils. Their gloom-filled land is ruled by them, with their outermost layer being marked by the blood war.

Gehenna

Lawful/Neutral Evil

A dark realm where volcani♕c activity was the only source of light, and everywhere you tried to stand felt like a slope. Bhaal, god of murder, once ha🐎d his home realm here.

Nine Hells

Lawful Evil

The Nine Hells are as varied as 168澳洲幸运5开奖网:each of its layers, but they all have plotting devils and deadly creatures in them. Asmodeus, lord of the Nine, resides in the deepest layer, wh𝓀ile the outer landscape is ruled by Zari🦹el as she fights off the demons in the eternal blood war.

Acheron

Lawful Evil/Neutral

A Plane of geometric shapes the size of planets, where spirits of d🔴eceased sol🌟diers with forgotten purposes fight an endless battle. Bane, god of tyranny, once held domain over an area of this Outer Plane.

The Other Planes

Dungeons & Dragons image showing the Skull card from the Deck of Many Things.
Skull card by Alex Diaz.

There are three other Planes that we know of, existing outside the Astral Plane itself. These are the Negative Plane, the Positive Plane, and the Far Realm, but we know precious little about each of🌟 them beyond their names.

The Negative and Positive Planes are opposed but equally inhabitable. The Negative Plane corrodes and withers anything that exists in it, while the Positive Plane emits radiance so bright that it disassembles creatures into their basic components.

The Far Realm is the one we know less about, and from it are creatures like Aberrations and Mind Flayers. It isn’t a place we are meant to understand, or even visit, but it is where 168澳洲幸运5开奖网:the Great Old One patron for Warlocks is from.

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