Spell Archive: Far Step

Welcome back to the Spell Archive! Today we’ll be unearthing Far Step, a 5th level Conjuration Spell. Come have a look!

Welcome welcome, to another addition into our Spell Archive! This is my first entry and I’m going to be talking about Far Step, a personal favorite spell of mine!

Far Step

5th Level Conjuration

Casting Time: 1 Bonus Action

Range: Self

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.

Spell Talk

And… that’s it! No insanely long descriptions like Animate Objects or Fabricate, just a simple bonus action spell that lets you teleport 60 feet each turn. This spell is available to Sorcerers, Warlocks and Wizards. I really enjoy it because it gives the caster an amazing opportunity to re-position each turn for a new spell. I’m especially fond of lightning bolt myself, so being able to attack from the best angle with this spell is amazing.

It also allows you to escape many sticky situations, as most enemies will have to use their full action to dash in order to catch up to your teleport. Keep hopping behind your sentinel fighter, up a cliff face, across a trench, the possibilities of putting space between yourself and your enemies are endless.

Of course the biggest downside of this spell is that dreaded concentration, not letting you focus on thing like fly, haste, Melf’s Minute Meteors, etc etc. It also uses a highly valued 5th level spell slot, but I think that Far Step gives you more than enough mobility and helps facilitate your other spells well enough that it holds its own against other 5th level staples.

Tips and Tricks

One of the greatest things about Far Step is that it lets you bypass that pesky rule where you can only cast one spell a turn, in a sense. While the turn you cast it as a bonus action you can only use a cantrip or other action, each subsequent turn you can teleport as a bonus action and unleash a spell as an action, unlike Misty Step. If you find that your enemies line up a lot, coupling this with the aforementioned lightning bolt or aganazzar’s scorcher can yield some pretty incredible results.

Also, this spell makes you exceptionally quick. If you’re ever in a situation where you have to chase down an enemy, you’re outclassing the rogue, being able to travel 120 feet in a turn with the teleport and a dash and being able to completely bypass blockades, gaps in the terrain, even threatening creatures in the way. While this is a relatively niche use of the spell, the option still presents itself.

One final little tip for a more specific case, BE CAREFUL USING THIS SPELL IN FAERZRESS. If any of you have played Out of the Abyss, the campaign that I found out about this spell in, you know how catastrophic teleporting around in areas suffused with faerzress can be! You can end up completely separated from your party, a cold and alone wizard. This effect can happen on EACH teleport in Far Step, so be especially careful!


Reflavors for this spell are similar to many other teleportation spells. Maybe your character can quickly open up portals Dr. Strange Style. Perhaps you used misty step a lot in this campaign and it adopts a very similar style, turning you into the familiar silver mist as you teleport. Your Shadow Sorcerer could quickly dart through the shadows and reappear in a pool 60 feet away. The possibilities are endless for you, and it’s a very great spell for personalizing to fit your character as best as possible.

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