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                        Returning 35 results for 'far these'.
                    
                
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     use this feature of the far gear, it cannot be used again until the next dawn.
Unnatural Bane. You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1
                                                
                                            
                                                
                                                     minute. Once you use this feature of the far gear, it cannot be used again until the next dawn.
Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again
                                                
                                            
                                        
                                                    Shield of Far Sight
                                                    
    
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                                                     Magic Items
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield
                                                
                                            
                                                
                                                     Blast action as though it were standing behind the shield.
If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     piece of jewelry worth 10 gp in the style of your homeland’s craftsmanship, and a pouch containing 5 gp
 
Why Are You Here?
A far traveler might have set out on a journey for one of a
                                                
                                            
                                                
                                                     number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Far Gear Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant
                                                
                                            
                                                
                                                     an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn. Unnatural Bane. You can cast the bane spell (save DC 15), which
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Far Step 5th-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Far Realm Alfven Ato  When the Dragon’s Tear comet appears above Firestorm Peak, the Vast Gate forms a bridge to the Far Realm The Far Realm is outside the known multiverse. In fact, it might be an
                                                
                                            
                                                
                                                     entirely separate universe with its own physical and magical laws. Where stray energies from the Far Realm leak onto another plane, matter is warped into alien shapes that defy understandable geometry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Far Traveler  Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Far Realm Rifts Features The following features are common in each of the three Far Realm rifts. Strange Stone The terrain of the Far Realm rifts appears to be moist stone. If damaged, the stone
                                                
                                            
                                                
                                                     seeps a strange gray ichor, like viscous blood. Damage to the stone reverses over the course of an hour. Illumination A strange, green-and-silver illumination suffuses the Far Realm rifts. It emanates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    Far Realm Cysts The influence of the Far Realm has warped a portion of the Doomvault, where several star-shaped chambers have been turned into a weird mix of worked stone and glistening walls. Unless
                                                
                                            
                                                
                                                     otherwise noted, these caverns are dark. Locations in the Far Realm Cysts are identified on map 5.6.  Map 5.6: Far Realm Cysts Lake of Madness An aboleth dwells in a watery crevasse, seething at its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                    Far Realm Confusion Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the
                                                
                                            
                                                
                                                     beginning of each turn or suffer the effects of confusion that round. The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm. Please use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Far Realm Exposure The Far Realm is toxic to most mortals. Characters who enter a Far Realm rift must succeed on a DC 12 Constitution saving throw or have the poisoned condition for 1 hour. A
                                                
                                            
                                                
                                                     character makes this save the first time they enter each rift only; after that, regardless of whether their saving throw succeeds or fails, their bodies acclimate to that particular region of the Far Realm.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Far Realm Explorers This adventure includes a few access points that allow the characters to investigate more of the bizarre Far Realm. The wonders and terrors of the Far Realm are, for the most part
                                                
                                            
                                                
                                                    , inimical to mortal life and sanity. If the characters decide to explore the Far Realm further, they would be well advised to seek out one of the Far Realm’s few safe harbors. Examples of these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Far Realm Shard Wondrous item, rare (requires attunement by a sorcerer) This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny
                                                
                                            
                                                
                                                     must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.  Left to Right: Far Realm, Feywild, and Shadowfell Shards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Far Realm Invader Some time ago, a malevolent entity from the Far Realm found a way into the shard solitaire through the extradimensional rift contained inside it. Since then, this bodiless entity
                                                
                                            
                                                
                                                    , unaware of the danger, Zorhanna donned the shard solitaire necklace to see how it looked with a new gown she planned to wear at the gala. Zorhanna’s close contact with the necklace allowed the Far Realm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    In the Far Realm Most of this adventure takes place in the Far Realm, which is inimical to mortals. Any creature other than a Far Realm denizen that finishes a long rest in the Far Realm must make a DC 15 Wisdom saving throw. On a failed save, the creature gains 1 level of exhaustion.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    The Far Realm The Far Realm is outside the known multiverse. In fact, it might be an entirely separate universe with its own physical and magical laws. Where stray energies from the Far Realm leak
                                                
                                            
                                                
                                                     influence. The entities that abide in the Far Realm itself are too alien for a normal mind to accept without strain. Titanic creatures swim through nothingness there, and unspeakable things whisper
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Far Realm Rifts Large, stable gateways into the Far Realm are difficult to create and even more difficult to sustain. The mind flayer fanatics opened such a gateway in their ritual chamber (area X16
                                                
                                            
                                                
                                                    ), but they couldn’t sustain it. To keep their ritual chamber gateway stable, the fanatics opened rifts to three smaller Far Realm pockets, inscribing a bolstering rune within each rift to augment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    The Story So Far Depending on which townspeople the characters met in Phandalin and which quests they completed or clues they gathered, they might know some or all the following information: The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Far Realm Influence In this adventure, Far Realm–devoted fanatics seek to transform Phandalin’s residents into mind flayers devoted to the evil godlet Ilvaash. Even before the fanatics attempt to
                                                
                                            
                                                
                                                     finish their ritual in chapter 8, their influence over the town infuses the place with the energy of the Far Realm. The townspeople begin to change in troubling ways. Phandalin’s buildings and the surrounding environment also experience a withering that gives the entire town an air of decay.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    32. Far and Gone The curving west wall of this room is a seething mass of color and sickly light — a partially breached portal to the Far Realm. Creatures can’t physically pass through the portal
                                                
                                            
                                                
                                                    , but the Far Realm’s influence bleeds out into the Material Plane from this place. A character can ascertain the true nature of the portal with a successful DC 20 Intelligence (Arcana) check. Any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    The Story Thus Far . . . As the Cult of the Dragon has grown bolder, its actions have drawn attention. Your character has stumbled into the Cult’s scheme in some manner or has a connection to dragons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    The Story Thus Far . . . As the Cult of the Dragon has grown bolder, its actions have drawn attention. Your character has stumbled into the Cult’s scheme in some manner or has a connection to dragons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    The Story Thus Far ... As the Cult of the Dragon has grown bolder, its actions have drawn attention. Your character has stumbled into the cult’s scheme in some manner or has a connection to dragons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                    Section 3. The Far Realm THE FAR REALM
 The Far Realm is outside the known multiverse. In fact, it might be an entirely separate universe with its own physical and magical laws. Where stray energies
                                                
                                            
                                                
                                                     from the Far Realm leak onto another plane, matter is warped into alien shapes that defy understandable geometry and biology. Aberrations such as mind flayers and beholders are either from this plane
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Welcome to the Far North North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     trying to move as far away from you as it can, and it can’t make Opportunity Attack;Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    It Came from the Far Realm What happens to the Far Realm entity is for you to decide. As a thing of pure thought, it might corrupt creatures in its vicinity, transforming them into horrible
                                                
                                            
                                                
                                                     Aberrations or zealous Far Realm cultists. Conversely, it might find solace in the body of some creature powerful enough to serve as its new host.
                                                
                                            
                                        






