Spells
This page contains all racial spells some races have, in further detail.
Ancestral Communion - (Ante'cah Racial) Starting at level 5, you commune with your ancestors for guidance, by casting gem-inlaid sticks, rolling knucklebones, laying out ornate cards, or employing some other divining tool, you receive an omen from your ancestral spirits about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Casting Time: 1 minute
Range: self
Components: V, S, M (divining tool)
Duration: Instantaneous
Battering Ram (Khionan Racial) - As a Khionan, you can throw away all caution and attempt to charge anyone in front of you. When you use the Dash action and travel at least 10 feet in a straight line, you can attempt to knock all targets Prone that you pass through (can only affect targets that are considered Large or smaller). Targets struck by the Khionan must make a Constitution saving throw against the Khionan's Constitution to resist being thrown to the ground. If the target fails the saving throw, they are knocked Prone and moved 5 feet away from the Khionan in any direction (your choice) and take damage equal to the Khionan's level. If any targets resist the charge, the charge stops at their location, moving the last target 5 feet backwards. Can be used once per long rest.
Type: Feat
Casting time: Dash Action
Range: Self
Components: N/A
Duration: 1 round
Blade Ward (Angeris Racial) - As an action, you extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Type: Abjuration Cantrip
Casting time: 1 action
Range: Self
Components: V, S
Duration: 1 round
Cloudstride (Angeris Racial) - You extend magical or mechanical wings from your back to allow you to briefly fly 30 feet in any direction for 1 round. When the spell ends, you fall if you are still midair, unless you can stop the fall. Summoning the wings consumes a bonus action and can used a number of times per long rest equal to your Dexterity modifier (minimum of 1).
Type: Transmutation
Casting time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
Deadeye - (Vanity Lightsmen Racial) Your natural skill with firearms allows you to hone your ranged attack for a moment in the heat of combat. As a bonus action your next ranged attack can double the proficiency (if not proficient with the weapon, then can add it once) for the attack and increase the range of accuracy by 50 feet. Can be used once per short rest.
Type: Feat
Casting time: 1 bonus action
Range: Self
Components: N/A
Duration: 1 round
Demonic Rage - (Dirahku and Jigoku Racial) You give into your fiery blood and embrace your demonic nature - as a free action on your turn, you can enrage yourself and add a damage amount equal to your level to your next successful damaging attack roll during the duration of the rage. You cannot be charmed or frightened while raging. This rage lasts until the beginning of your next turn and can only be used once per long rest.
Type: Enchantment
Casting time: 1 free action
Range: Self
Components: N/A
Duration: 1 round
Druidcraft (Wood Elf Racial) - Whispering to the spirits of nature, you create one of the following effects within range:
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Holy Light (Lightmen Racial) - Your faith in the Light shines as you sense it's needed presence, a creature you touch regains a number of hit points equal to 1d8 + your highest ability modifier. If cast on undead or demons, this spell deal Radiant damage instead. Can be used once per long rest. Add an additional d8 at level 7, 11, and 17.
Type: Evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Inner Discipline - (Dirahku Racial) You draw upon your implacable inner strength to harden your resolve - as a reaction you can mentally and physically strengthen yourself by adding your Wisdom modifier to any and all saving throws, as well as increasing your Armor Class equal to your Wisdom modifier. This effect lasts until the end of your next turn and must be used before knowing if the roll failed or succeeded. Can be used once per long rest (See the Spells Page for more details).
Type: Abjuration
Casting time: 1 reaction
Range: Self
Components: V, S
Duration: 1 round
Misty Step - (Erebis Racial) Starting at level 5, you gain the ability Misty Step, which allows you to envelop yourself in black mist and teleport 30 feet into an unoccupied space you can see. Can be used once per long rest.
Type: Conjuration
Casting time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Sunlight - You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright sunlight in a 20-foot radius and dim light for an additional 20 feet. The light is a bright golden light. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Type: Cantrip Evocation
Casting Time: 1 action
Range: Touch
Components: V
Duration: 1 Hour
Thaumaturgy - (Dirahku Racial) As a dark elf you can manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
Voice of Ancient Kings - (Ante'cah Racial) Starting at level 3 you call upon the ancient kings of Un'zebu; with their voice you speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Can be used once per long rest.
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
- Weal, for good results
- Woe, for bad results
- Weal and Woe, for both good and bad results
- Nothing, for results that aren’t especially good or bad
- The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. Can be used once per long rest.
Casting Time: 1 minute
Range: self
Components: V, S, M (divining tool)
Duration: Instantaneous
Battering Ram (Khionan Racial) - As a Khionan, you can throw away all caution and attempt to charge anyone in front of you. When you use the Dash action and travel at least 10 feet in a straight line, you can attempt to knock all targets Prone that you pass through (can only affect targets that are considered Large or smaller). Targets struck by the Khionan must make a Constitution saving throw against the Khionan's Constitution to resist being thrown to the ground. If the target fails the saving throw, they are knocked Prone and moved 5 feet away from the Khionan in any direction (your choice) and take damage equal to the Khionan's level. If any targets resist the charge, the charge stops at their location, moving the last target 5 feet backwards. Can be used once per long rest.
Type: Feat
Casting time: Dash Action
Range: Self
Components: N/A
Duration: 1 round
Blade Ward (Angeris Racial) - As an action, you extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Type: Abjuration Cantrip
Casting time: 1 action
Range: Self
Components: V, S
Duration: 1 round
Cloudstride (Angeris Racial) - You extend magical or mechanical wings from your back to allow you to briefly fly 30 feet in any direction for 1 round. When the spell ends, you fall if you are still midair, unless you can stop the fall. Summoning the wings consumes a bonus action and can used a number of times per long rest equal to your Dexterity modifier (minimum of 1).
Type: Transmutation
Casting time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
Deadeye - (Vanity Lightsmen Racial) Your natural skill with firearms allows you to hone your ranged attack for a moment in the heat of combat. As a bonus action your next ranged attack can double the proficiency (if not proficient with the weapon, then can add it once) for the attack and increase the range of accuracy by 50 feet. Can be used once per short rest.
Type: Feat
Casting time: 1 bonus action
Range: Self
Components: N/A
Duration: 1 round
Demonic Rage - (Dirahku and Jigoku Racial) You give into your fiery blood and embrace your demonic nature - as a free action on your turn, you can enrage yourself and add a damage amount equal to your level to your next successful damaging attack roll during the duration of the rage. You cannot be charmed or frightened while raging. This rage lasts until the beginning of your next turn and can only be used once per long rest.
Type: Enchantment
Casting time: 1 free action
Range: Self
Components: N/A
Duration: 1 round
Druidcraft (Wood Elf Racial) - Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, torch, or a small campfire.
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Holy Light (Lightmen Racial) - Your faith in the Light shines as you sense it's needed presence, a creature you touch regains a number of hit points equal to 1d8 + your highest ability modifier. If cast on undead or demons, this spell deal Radiant damage instead. Can be used once per long rest. Add an additional d8 at level 7, 11, and 17.
Type: Evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Inner Discipline - (Dirahku Racial) You draw upon your implacable inner strength to harden your resolve - as a reaction you can mentally and physically strengthen yourself by adding your Wisdom modifier to any and all saving throws, as well as increasing your Armor Class equal to your Wisdom modifier. This effect lasts until the end of your next turn and must be used before knowing if the roll failed or succeeded. Can be used once per long rest (See the Spells Page for more details).
Type: Abjuration
Casting time: 1 reaction
Range: Self
Components: V, S
Duration: 1 round
Misty Step - (Erebis Racial) Starting at level 5, you gain the ability Misty Step, which allows you to envelop yourself in black mist and teleport 30 feet into an unoccupied space you can see. Can be used once per long rest.
Type: Conjuration
Casting time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Sunlight - You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright sunlight in a 20-foot radius and dim light for an additional 20 feet. The light is a bright golden light. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Type: Cantrip Evocation
Casting Time: 1 action
Range: Touch
Components: V
Duration: 1 Hour
Thaumaturgy - (Dirahku Racial) As a dark elf you can manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
Voice of Ancient Kings - (Ante'cah Racial) Starting at level 3 you call upon the ancient kings of Un'zebu; with their voice you speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Can be used once per long rest.
- Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
- Indela (Approach) - The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Yehla (Drop) - The target drops whatever it is holding and then ends its turn.
- Baleka (Flee) - The target spends its turn moving away from you by the fastest available means.
- Igwala (Grovel) - The target falls prone and then ends its turn.
- Ima (Halt) - The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round