You have to be careful because the normals do not necessarily transform like points, and the distance is the perpendicular distance to the origin, so you need to calculate d'= d + n.v. If all you do is translate and rotate, you can rotate normal and calculate a new perpendicular distance. But, if you scale your axes differently or do a general projective transformation, you need to relate to other things.
The way that works for everything is to use uniform coordinates, so all your transformations are 4x4 matrices, and your points and your planes are 4-vectors:
point p=(x,y,z) -> homogeneous (x,y,z,1), equiv. to (x*W, y*W, z*W, W)
plane q=[n=(a,b,c), d] -> homogeneous [a,b,c,d], equiv. to [a*K, b*K, c*K, d*K)
-> point p is on plane q iff: p.q=0 (using homogeneous coords, as above)
, 4x4 T , . , . , :
point p' = T p
plane q' = (T^-1)^t q
-> point p' is on plane q' when: p'.q'=0
then, note: p'.q' = p^t T^t (T^-1)^t q = p^t q = p.q
so: p'.q'=0 whenever p.q=0