We will be starting at third level for character creation.
All characters will receive a bonus feat at character creation regardless of race; therefore, variant humans are not an option.
Revivify will work normally (and require the components listed be on hand), but higher level restorative magicks will be more difficult to accomplish.
We will be using Multiclassing as discussed in Chapter 6 of the Players Handbook.
Feats as discussed in Chapter 6 of the Players Handbook, with one caveat - Magic Initiate (if taken) must be taken at first level.
I will not be using Inspiration as written in Chapter 4 of the Players Handbook; we will try a variant where other players can award Inspiration as discussed in Chapter 8 of the Dungeon Masters Guide.
I may call for skill checks with different abilities as laid out in the variant in Chapter 7 of the Players Handbook.
I may use skill challenges, which are a variant concept lifted from both 3/3.5 and 4th Edition, depending on situations involving complex skill uses.
Combat will take place using a battle-mat, so we will be playing on a grid as discussed in Chapter 9 of the Players Handbook.
As we are using a battle-mat, I will be using the Flanking variant in Chapter 8 of the Dungeon Masters Guide, but I am not planning on using the Diagonals or Facing variants.
The planar structure will not follow the standard D&D cosmology, so do not assume the standard Great Wheel approach. At this time, suffice it to say I know how the cosmology works, and as the game progresses, so will you if it becomes pertinent. As outlined in the Dungeon Masters Guide, I will be using optional effects for planes if/when we visit them.
I will likely use parts of Renown as outlined in Chapter 1 of the Dungeon Masters Guide.
The Death Domain as outlined in Chapter 4 of the Dungeon Masters Guide will be available to player characters.
I intend to use the More Difficult Identification variant outlined in Chapter 7 of the Dungeon Masters Guide. The properties of items cannot be learned through a short rest; they require either use of the identify spell or through good old-fashioned experimentation.
I am planning on doing Milestone XP as discussed in Chapter 8 of the Dungeon Masters Guide as opposed to standard XP for killing monsters; this will allow me to do more with the "Three Pillars of Play" concepts discussed in Unearthed Arcana at Wizards of the Coast.
I plan to use the Action Options (Climb onto a Bigger Creature, Disarm, Mark, Overrun, Shove Aside, and Tumble) in Chapter 9 of the Dungeon Masters Guide.
I plan to use Hitting Cover and Lingering Injuries as outlined in Chapter 9 of the Dungeon Masters Guide.
I plan to use Morale as outlined in Chapter 9 of the Dungeon Masters Guide.
As is evident from the class/archetype list, I am using material from the official 5th Edition books (Xanathar's Guide, Mordenkainen's Tome, Volo's Guide, Sword Coast), and will be reviewing material from new books as they are released.
I would like to use the variant rules "Into the Wilds" from Unearthed Arcana at Wizards of the Coast; if they prove unwieldy, we may drop them. (superseded by Izirion's Enchiridion of the West Marches).
In the event that the Monk class becomes an option later down the road (once we start exploring Vandalmál in more depth), I intend to use a variant set of rules for the Way of the Four Elements.
I will be using variant monsters not found in the Monster Manual alongside more standard fare.
I intend to borrow the concept of Minions from 4th Edition.
I may borrow other concepts from 4th Edition to use as rewards and powers for monsters and characters alike, so don't be surprised if something odd crops up here and there.
Hobgoblins in Vandalmál tend as a race more towards Lawful Neutral. At some point, they will likely be an available PC race, using the adjustments laid out in Volo's Guide to Monsters, with the exception on alignment.
Minotaur in Vandalmál are not the same as outlined in the Monster Manual; I will likely use a combination of the two Unearthed Arcana articles to comprise the racial adjustments for Minotaur characters (here and here). (superseded by Guildmaster's Gude to Ravnica)
Some NPCs might have abilities outside what PCs do - I am using some variant classes for NPCs. If I like how they function, I might open them up to PCs later on.
I intend to use Of Ships and the Seas variant rules for ships from Unearthed Arcana at Wizards of the Coast; if they prove unwieldy, we may drop them. If/when they are replaced by an official release, we will adopt those rules (superseded by Ghosts of Saltmarsh)
I intend to use Sidekicks variant rules for ships from Unearthed Arcana at Wizards of the Coast; if they prove unwieldy, we may drop them. If/when they are replaced by an official release, we will consider the changes made and adopt those rules at that time if they make sense. (superseded by Tasha's Cauldron of Everything)
I intend to use rules from Strongholds and Followers by MCDM Productions for strongholds for both PCs and NPCs. I am still considering the use of retainers from this book alongside the Sidekicks variant above.
With the release of Ghosts of Saltmarsh, rules and variants from that book will be used as needed.
With the release of Guildmaster's Guide to Ravnica, the Minotaur racial stats from that book supersede the previous Unearthed Arcana.
Variants and options not otherwise specified from Unearthed Arcana and non-Wizards sources will be considered on a case-by-case basis.
I will be using the concept of Action Oriented Monsters as outlined by Matt Colville.
From the recent Class Features Variants Unearthed Arcana:
Proficiency Versatility is allowed.
Spell List additions for all classes are allowed. (superseded by Tasha's Cauldron of Everything)
Cantrip and Spell Versatility options for all classes are allowed.
The various updated Fighting Styles in this release are allowed. (superseded by Tasha's Cauldron of Everything)
Harness Divine Power for Clerics and Paladins is allowed. (superseded by Tasha's Cauldron of Everything)
Magical Inspiration for the Bard is allowed. (superseded by Tasha's Cauldron of Everything)
Fighter options are allowed. (superseded by Tasha's Cauldron of Everything)
Monk options are NOT allowed. (superseded by Tasha's Cauldron of Everything)
All Ranger Options are allowed. (superseded by Tasha's Cauldron of Everything)
Cunning Action: Aim is allowed. (superseded by Tasha's Cauldron of Everything)
Sorcerer Font of Magic and Metamagic Options are allowed. (superseded by Tasha's Cauldron of Everything)
The new Warlock Invocations and Pact Boon are NOT allowed. (superseded by Tasha's Cauldron of Everything)
I will be incorporating some domains from Faiths of the Forgotten Realms by Pyromanic Press as possible options for NPCs and players. Where the domains outlined call out spells from that book which use a deity's name, the spell will be referred to either by the deity's name granting the access or by a more generic name.
I will be incorporating elements from Izirion's Enchiridion of the West Marches to assist in some elements of travel and randomizing weather and the like. (superseded by official printing of this ruleset)
The Unearthed Arcana on Spells and Magic Tattoos is allowed.
From Explorer's Guide to Wildemount:
Lotusden Halfling Variant is allowed. Other Wildemount specific racial variants are case-by-case.
The subclasses are NOT allowed.
Spells dealing with Dunamancy and Chronomancy are NOT allowed.
Magic items mimicking Dunamancy and Chronomancy effects are NOT allowed.
Other magic items may be allowed on a case-by-case basis.
I wll be using the conceptual idea seen in the Vestiges of Divergence (Dormant, Awakened, and Exalted) for powerful magic items.
Hrim Humans can be either the standard Human from the Player's Handbook representing those with more Imperial heritage, or can use the Keldon stats (from Plane Shift Dominaria) representing the more traditional Hrim northerner. Those who take the Keldon path do not gain "Keldon" as a language, instead gaining Old Cirean, thus knowing the Elder tongue of the fallen northern Empires.
I will be using material from The Griffon's Saddlebag: Book One on a case-by-case basis.
I will be using material from Arcana of the Ancients on a case-by-case basis.
I will be using material from Journey to Ragnorak on a case-by-case basis.
I will be using materials from Odyssey of the Dragonlords on a case-by-case basis.
I will be using the Jumping on Mounted Combat from Arcadia Issue #1.
I will be using rules from the official printing of Izirion's Enchiridion of the West Marches for travel, superseding the previous Unearthed Arcana.
I am in the process of developing Piety rules for the gods of Vandalmál based on the concepts in Mythic Odysseys of Theros.
With the release of Tasha's Cauldron of Everything, the following options / updates are in play:
Cantrip Versatility options for classes where applicable from the Unearthed Arcana remain in effect as opposed to the printed version in Tasha's.
Proficiency Versatility from the Unearthed Arcana remains in effect.
Sidekicks will be available as an option, superseding the previous Unearthed Arcana. This does not remove the option to have Retainers as outlined in Strongholds and Followers ; some individuals will be better suited as Retainers while others will function better as Sidekicks.
Expanded Spell Lists for all classes will be used; spells from Tasha's and Xanathar's are not automatically available but can be found/researched.
Barbarian Options as printed will be used.
The Bard Option Magical Inspiration as printed will be used, superseding the previous Unearthed Arcana.
The Bardic Versatility Option in Tasha's as it pertains to Expertise will be used.
Spell Versatility for Bard from the Unearthed Arcana remains in effect as opposed to the pertinent portion of Bardic Versatility in Tasha's.
The Cleric Options for Harness Divine Power and Blessed Strikes as printed will be used, superseding the previous Unearthed Arcana.
Druids Options as printed will be used.
Fighting Style Options for the Fighter will be used as printed, superseding the previous Unearthed Arcana.
Martial Versatility will be a special case - a Fighter may change out one fighting style or Battle Master Maneuver whenever they gain a level in Fighter. This represents a departure from both the Unearthed Arcana version and the printed version in Tasha's.
Monk Options as printed will be used, superseding the previous statement on Unearthed Arcana.
Paladin Options as printed will be used.
Ranger Options as printed will be used, superseding the previous Unearthed Arcana.
Rogue Options as printed will be used, superseding the previous Unearthed Arcana.
Sorcerer Options as printed will be used, superseding the previous Unearthed Arcana.
Warlock Options as printed will be used, superseding the previous Unearthed Arcana.
Wizard Options as printed will be used, superseding the previous Unearthed Arcana.
The Rune Knight subclass for Fighter is available for Hobgoblins.
The Beastmaster subclass for Rnager is now available with the updates to Ranger in Tasha's.
The following feats from Tasha's are NOT available: Artificer Initiate, Gunner, Telekinetic, Telepathic