You stand in a circle hand-in-hand with up to eight volunteer creatures and are transported to a different plane of existence. You can name a destination in general (such as the City of Brass in the Fire Elemental Plane, or the palace of Disspat in the second level of the Nine Circles of Hell), and then you will appear in or near the destination.
Plane Shift 5e
Classes: Sorcerer, Druid, Cleric, Warlock, Wizard
Casting Time: 1 Action
Components: V, S, M
Assuming you wish to reach the City of Brass, as the DM determines, you might teleport to its steel avenue, or to its gates of ashes, or across the sea of flames from the city.
Alternatively, if you know the seal sequence of a teleportation phalanx that is on another plane, the spell can take you to that phalanx. If the teleportation array is too small to contain all the creatures you teleport, they appear in the unoccupied space closest to the array.
You can use this spell to banish an involuntary creature to another plane. Designate a creature within your reach and make a melee spell attack on it. On a hit, this creature must make one Charisma immunity. Those who fail the immunity are teleported to a random location on the plane you designate. A creature so teleported must find its own way back to your current plane.