Rules

Permitted Sourcebooks:

 * PHB, DMG, XGE

General rules:

 * Heavy armor gives you disadvantage on stealth checks. People in heavy armor are under more suspicion in towns. Sleeping in heavy armor is not possible. 10 minutes to don, 5 minutes to doff.
 * The Help action can only give advantage for tasks that it makes sense to be able to provide help. (for example a strength check for lifting a heavy boulder)


 * Hunting/Fishing/Scavenging: DC10/15/20 survival check, amount passed rolls a dice for that amount, result is amount of rations gained. On a successful check, a d8 is rolled for how many hours the activity takes.
 * Only components that cost money are needed for their respective spells.
 * A sleeping character is unconscious, but aware of it's immediate surroundings (5-15 feet) at a -5 penalty to passive perception.


 * Each player pays +/- 30g/month for living expenses.This 30g can increase or decrease depending on the players living standards and the amount of time spent in in town. These living expenses include: 1 ration(2lb, 60cp) a day, unlimited water, upkeep of a home, taxes.
 * A full month in town for example: 30 rations(18gp)+10gp taxes+5gp house upkeep = 33gp/month.
 * A player needs 1 ration and 1 pint (0,5l, 1lb) of water a day. Gallons are converted to pints. Medium animals require the same amount of nourishment, large ones 3x.
 * Water can be automatically found and consumed everywhere, unless specifically in an area of low water (mountains, desert, etc.).
 * A character can stay awake for 16 hours without problems. For every consecutive 16 hours that they stay awake a constitution check is rolled with a DC of 15 +2 for every day after the first. On a failed check the character gains one stack of exhaustion. Forced march rules are as normal (8 hours maximum of travel, DC10 + 1 constitution check for every consecutive hour)


 * Spellcasters can attempt to learn two spells for every one spell they normally learn upon leveling. The player announces the spell first, and then makes a roll to learn the spell, with a chance to learn of d100<60 + Int score - (spell level * 2). The same spell cannot be attempted more than once per level up.
 * Spellcasters can research new spells. If they have instructions for the spell written down somewhere, they can attempt to learn it in 1d4 days, with a chance to learn of d100<60 + Int score - (spell level * 2). Both of these rolls are made in secret. If the player fails to learn the spell, they can try again after the 4 days. Buying spell instructions costs 70 gp per spell level.
 * Spellcasters can attempt to copy their spells in writing onto a parchment/spellbook page/etc. for others to read and learn from. These are called spell instructions. The spellcaster succeeds in doing this on a roll of d100<60 + Int score - (spell level * 2), and it takes 1d4 days.
 * Spells can also be attempted to be learned directly from another wizards spellbook. The process is the same as when learning a spell from instructions, but if the roll fails, it can never be attempted to be learned by that character from that source again.
 * A wizard can copy spells from their spellbook to a backup spellbook for 10 gp and 1 hour per spell level.
 * A spellbook with 30 pages costs 100 gp and one with 60 pages costs 200 gp.


 * Superiority Dice - 1 die restored per short rest.
 * You can expend 1 hit die on a short rest.
 * Gritty realism resting rules. (short rest is 8 hours, long rest is 7 days)


 * Being stabilized from HP≤0 with either healing or a DC 10 medicine check causes one stack of exhaustion, and the character is also prone at the beginning of it's next turn. A short rest removes one stack of exhaustion, provided the creature has also consumed food and drink.
 * Passed out players cannot be fed potions, water or food. With a DC 13 medicine check you can hydrate a sleeping character for a day.
 * Death is permanent. Any sort of resurrection spells do not work.

Movement:

 * A character may only dash once per round, regardless of the source of the dash. For example, a rogue may move, attack, and bonus action dash, but may not move, bonus action dash, action dash. Expeditious Retreat is the exception to this and permits one additional dash.
 * Long distance travel at 30ft. movement speed is 8 hexes or 40km per day.
 * At 25ft. = 7 hexes or 33km
 * At 20ft. = 5 hexes or 27km
 * At 15ft. = 4 hexes or 20km


 * Variant encumbrance rules:
 * Weight ≥ 5x Strength score: Speed -10
 * Weight ≥ 10x Strength score: Speed -20 and disadvantage on Strength, Dexterity and Constitution checks and saves.


 * Swimming, climbing and crawling uses difficult terrain rules.


 * Weight affects swimming:
 * Weight ≥ 5x Strength score: Tred water
 * Weight ≥ 10x Strength score: Sink

Combat:

 *  Cover: 
 * ½ Cover = +2 to AC and Dexterity saving throws.
 * ¾ Cover = +5 to AC and Dexterity saving throws.
 * Full Cover = Can't be hit by projectile attacks or spells.
 * Firing through allies: Allies provide cover for enemies, as per the rules above. Size of ally and enemy is taken into account.
 * Peeking from behind full cover exposes you to 3/4 cover. Moving in between areas of cover exposes you completely for that time. Readied attacks can be shot at you when these situations occur.
 * Attacks can be readied with the trigger: "Whenever the target is at it's lowest amount of cover on that turn."
 * Firing into Melee: On a natural 1, it hits an ally within 5 ft. of the target.
 * You can attack invisible enemies with disadvantage, if you guess where they are. Both attacking and getting attacked breaks invisibility.
 * Flanking: Once a creature/player is flanked, all attacks will be rolled at advantage against that creature/player including ranged attacks. No facing.
 * Hide actions in combat will be allowed depending on the situation. If an acceptable hiding place is reached, the player makes a stealth check, contested by the passive perception of the enemy they are hiding from.
 * On a Natural 1 weapon attack, character rolls a d20. On a result of d20≤5, the weapon is dropped. Otherwise nothing happens.
 * Initiative is rerolled at the end of the round. Dex mod for tiebreakers.
 *  Surprise attacks: 
 * Surprising attackers get one action at advantage against the target/targets before initiative is rolled. A target is surprised if it's enemy is hiding and their stealth check beats the targets passive perception. If combat begins, the surprising attacker still gets their surprise attack on their turn.


 *  Attacks on stunned and petrified targets: 
 * Attacks on stunned and petrified targets are at advantage.


 *  Attacks on paralyzed and unconscious targets: 
 * Melee attacks on paralyzed and unconscious targets are at advantage and a guaranteed critical hit (stacks with potential crits from the attack roll).
 * If the condition is one that ends upon receiving damage, only one attack can be made on an unconscious or paralyzed target. If more than one attack are readied to be hit at the same time, the rest of the attacks are considered surprise attacks.


 *  Critical Hits: 
 * Natural 20 's auto crit and can double crit if it passes AC by 10
 * Natural 19 's can crit if it passes AC by 10
 * Natural 18’s can crit if it passes AC by 10
 * Champion Fighters have potential crit's on 17's and 18's.
 * Rogue’s Sneak Attack can crit.
 * Other modifiers like smites do not crit.


 * Most "free item interactions" require a bonus action. Drawing a weapon is a free action, sheathing it is a bonus action. The few exceptions to this rule which you can do for free are, for example:
 * Drop an item from your hands.
 * Open or close a simple unlocked door
 * Receive an item someone is handing to you.


 * In combat, you can use a skill check such as investigation or insight as a bonus action.


 * Non-concentration spells can be held as a readied action for one round. At the beginning of the character's next round, the spell must either be cast, or failed. Both  of these consumes the spell slot for the spell.
 * Concentration spells can be held as a readied action like normal.


 * A natural 1 on a medicine check causes one failed death saving throw.

Shields:

 * There are a few different types of shields added:
 * Wooden Shield: +1 AC, 3 gp, 2 lb. Doesn't require a shield proficiency. This wooden shield is weaker than metal shields. It will catch fire if the wielder takes fire damage. A wooden shield that catches fire becomes useless. The wooden shield also breaks if the wielder takes 15 or more physical damage in a single blow.
 * Metal Shield: Same as the basic 5e "Shield".
 * Bulwark Shield: +2 AC, 25 gp, 15 lb. Requires 14 strength. -5 ft. movement penalty. As an action, this massive metal shield can be deployed as a 5 foot wide wall that provides half cover. The wielder must remain still for this effect to endure.

Spell Changes:

 * Find Familiar
 * Not a ritual cast spell.
 * The familiar does not provide flanking since it's not threatening.
 * The familiar can take the Dash, Disengage, Help, Hide, Search and Use an Object actions in combat, as well as the bonus action to use a skill check.
 * The familiar can use the help action if the action makes sense, and is something that the familiar can aid with. The familiar can enter threat range and use a help action to give someone advantage.
 * The familiar can only be dismissed when it is within 100 feet of the caster.
 * If the familiar leaves the range of the caster, it will follow it's last given orders, and then attempt to return to the place it's told to, or to where it last saw it's caster. The familiar makes intelligence checks if forced to make it's own decisions when outside the 100 foot range of the caster.
 * If the familiar is killed, the caster takes damage equal to the twice the maximum HP of the familiar.
 * If the spell is un-memorized, the familiar is lost.
 * The familiar can not deliver a touch range spell on the casters behalf.
 * Invisibility & Greater Invisibility
 * Taking damage ends the invisibility.

Banned Spells:

 * Healing Spirit

Poisons:

 * Poisons of all kinds are banned by the government.
 * All base 5e poisons exist, with one additional poison:
 * Scorpion Venom: Price per dose: 50 gp, Type: Injury. A creature subjected to this poison takes 2d4 poison damage.
 * Changes to base 5e poisons:
 * Serpent Venom: Also causes the poisoned condition for 1 hour on a failed save.

Banned Subclasses:

 * Barbarian:
 * Path of the
 * Ancestral Guardian
 * Path of the Zealot
 * Path of the Totem Warrior → Aspect of the Eagle and Totemic Attunement Eagle


 * Bard:
 * College of Whispers


 * Cleric:
 * Forge Domain
 * Grave Domain
 * Tempest Domain → Channel Divinity: Destructive Wrath - Add one additional die to damage roll rather than maximum damage.


 * Fighter:
 * Eldritch Knight
 * Arcane Archer


 * Monk:
 * Way of the Sun Soul


 * Rogue:
 * Arcane Trickster


 * Sorcerer:
 * Draconic Bloodline
 * Divine Soul
 * Storm Sorcery


 * Wizard:
 * School of Necromancy
 * School of Evocation → Sculpt Spells: Creatures you choose who pass saves take no damage, otherwise they take half.

Banned Feats:

 * Actor
 * Alert
 * Crossbow Expert - can't use bonus action to attack with your crossbow with a 1 handed weapon
 * Dungeon Delver
 * Dwarven Fortitude
 * Elven Accuracy
 * Fade Away - Comes back on a long rest instead of a short rest.
 * Keen Mind
 * Lucky & Bountiful Luck
 * Magic Initiate
 * Ritual Caster
 * Second Chance - One reaction per short rest
 * Sentinel
 * Sharpshooter
 * Skulker
 * Spell Sniper
 * War Caster → Only provides the removal of somatic components and advantage on constitution saving throws.

Playable Races:

 * Human (normal, variant), Half Elf (normal), Dwarf (hill, mountain), Halfling* (stout, lightfoot), Gnome (forest, rock, deep) Elf* (high)
 * Elves are allowed if an acceptable backstory is made. Elves in this world are more "Tolkien-esque", tend to live among themselves away from other races, and are rarely seen outside of their ancient homeland of Sildarin.
 * Halfling’s gain another +1 to a unique stat (Same as Variant Human’s)

Playable Classes:

 * Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin*, Ranger (Normal, Revised, Spell-less), Rogue, Sorcerer, Wizard
 * Paladins are allowed, but the backstory and theme of the party will be heavily affected and planned out together with the DM. Paladins must also remain loyal to their god/goddess, or risk losing their powers.

Languages:

 * Note: Languages in bold can be learned.
 * Common is the language of Terian humans (settlers). It is the most common language in Kinsia, and most people in all Kinsian states speak it. It is the national language of Danos, Ferillian, Theasra and the Peregrinus Islands.
 * Sunjanni is the national language of Sunjann
 * Elvish is the national language of Sildarin and the elves.
 * Sumerian is the national language of Keris and Merziin.
 * All other elder race languages: (Dwarvish, Halfling, Gnomish)
 * Humanoid languages: (Goblin, Giant, Orc, Kobold)


 * Exotic languages: Sylvan, Abyssal, Celestial, Draconic, Primordial