Far Horizons

Initiate feat

Races of Destiny (RD), p. 155Updated Supplementals (3.5)

Far Horizons is a D&D 3.5 feat (Initiate) from RD, p. 155. By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable traveler.

Prerequisite

Cleric level 1st, deity Fharlanghn,

Add Climb, Jump, and Swim to your list of cleric class skills. Furthermore, you always know the direction of north from your current position. You cannot use this extraordinary ability in any environment where "north" does not exist. In addition, you may add the following spells to your cleric spell list: 1st Expeditious Retreat: Your speed increases by 30 ft. 3rd Leomund's Tiny Hut: Creates shelter for ten creatures. 5th Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. 6th Shadow Walk: Step into shadow to travel rapidly.

Benefit

Add Climb, Jump, and Swim to your list of cleric class skills. Furthermore, you always know the direction of north from your current position. You cannot use this extraordinary ability in any environment where "north" does not exist.

In addition, you may add the following spells to your cleric spell list:

Level Spell Description
1st Expeditious Retreat Your speed increases by 30 ft.
3rd Leomund’s Tiny Hut Creates shelter for ten creatures.
5th Overland Flight You fly at a speed of 40 ft. and can hustle over long distances.
6th Shadow Walk Step into shadow to travel rapidly.

Description

By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable traveler.