The Beast World uses a different way of choosing the Race trait. Ordinarily, the flow of character creation decisions work like this:
Class: “what can I do?”
Race: “what am I?”
Subrace: “what environment am I from?”
Ability Scores: “what are my natural advantages?”
Background: “what kind of lifestyle do I come from?"
This set of stats leaves out a crucial part of understanding a character: their culture. Cultural features are almost always included as part of race. Take dwarf’s Stonecunning for instance:
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Choose a species, then a subspecies (if they are available), then a homeland, then a background as normal. Homeland doesn’t replace a character’s background.
Languages. People of the Beast World primarily speaks Common. Some of the cultural languages are:
Arneria. Bat’yan and Beylik are separate languages, and Greater Arnerian is a blend of the two used on the Causeway.
Allemance. Allemagnian is used everywhere except Glasrún, which uses Glasrúnish.
Vinyot. Vinyotian.
Oria. Vanlig in the west, and Strannik in the east.
Al’ar. Al’ar has many, depending on the island and specific dock town. Most are dialects of Al’ari.
Species Languages. Loamtongue is spoken by ligonines from the Loamlink. Draconic is spoken by dragons and goblins. Seelese is spoken by jackals.
When choosing languages, characters in Beast World have Common, and the language of their homeland. The monster languages (such as Giant) and the elemental languages (such as Ignan) are also available, as scholars have been studying the speech of creatures from the Dungeon.
Homeland or Species - Naming Convention
Allemance - French, Irish.
Oria - Russian, Norwegian.
Vinyot - Italian.
Arneria (Bat’yan) - Filipino. Tagalog and post-colonial names.
Arneria (Beylik) - 1600’s Ottoman Empire. Turkish and Armenian names.
Al'ar - Caribbean. post-colonial Portuguese, Carib, and Indian names.
Jackals - Ancient Egyptian, modern Arabic.
Dragons - Greco-Roman. Traditional “fantasy” tropes.
Goblins - After something they do, something they like, or something else. Named goblins are extremely recent.
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
Classes: N/A
For the next 10 minutes, any critical hit against you becomes a normal hit. As a reaction to an effect that requires you to make a saving throw, you can treat the d20 roll as a 20. If you do, the spell ends.
Casting Time: 1 action
Range: Self
Components: S
Duration: 1 minute
Classes: N/A
You peer into the cloister of draconic secrets within the Arcana to discern truths about a creature you can see within 60 feet.
You can mentally ask up to 2 questions from the following list while looking directly at the creature. The GM offers a truthful reply that might lack context or be unhelpful if the question is unanswerable or uncertain.
What is the creature’s relationship to those they live with?
What is one of the creature’s bonds or flaws?
What is one of the creature’s fears?
What is something this creature would not tell a stranger?
What is this creature’s largest outstanding debt, and the name of the debtor?
How much money does this creature have in savings?
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: N/A
Motes of invisible arcane power split and restitch at your whim. A creature you touch regains 2 spell slots up to 2nd level. Once you cast this spell, you can’t cast it again for 24 hours.
At Higher Levels. If you cast this spell using a spell slot higher than 3rd, the target regains 2 spell slots of a level one higher than 2nd for each slot you use higher than 3rd.
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: N/A
When you cast this spell, and then as an action on each of your turns until the spell ends, you can use your breath weapon without expending a use. At the end of each of your turns, make a Constitution saving throw with a DC equal to 10 + 5 times the number of rounds since casting the spell (15 on the second round, 20 on the third round, and so on). On a failed save, or if you use an action to do anything other than use your breath weapon, the effect ends.
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: N/A
You call out the name of a dragon with Hit Dice up to half your level, rounded down. The dragon hears your call and knows who is summoning it. If it is willing, it appears in an unoccupied space that you can see within range.
If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. The target can choose to end the spell at any time during its duration.
A summoned NPC dragon can typically use its breath weapon 1d2 times. There is usually a 10% chance a friendly NPC dragon is busy and won’t answer your call, determined by the GM.