Races from the Player's Handbook (PHB) and Volo's Guide to Monsters (VGM) are allowed.
Classes, Subclasses, and Feats from the PHB and Xanathar's Guide to Everything (XGE) are allowed.
Any material from other published sources requires DM approval, but will probably be approved if it is not from a setting-specific sourcebook.
For your background, you may choose any two skill proficiencies and any two tool/weapon proficiencies or languages.
When rolling stats, roll 3d6 for each stat, in order. Once they are all rolled, you may swap any two stats.
When creating a low-level character, your equipment follows RAW: you start with the equipment provided in your class features and background OR the starting wealth listed for your class, which you can use to purchase equipment.
If you are creating a character at level 5 or higher, you get a different amount of money with which to purchase starting equipment, and get a certain number of free magic items. "Expendable" items are magic items that only have 1 usage, such as scrolls, potions, or ammo. "Permanent" magic items Use the following list instead of your class' starting wealth and equipment:
Level 5-8: 500 + 1d10×25 gp, 1 common expendable item
Level 9-12: 2,500 + 1d10×125 gp, 2 common expendable items, 1 uncommon expendable item, 1 common permanent item
Level 13-16: 5,000 + 1d10×250 gp, 3 common expendable items, 2 uncommon, 1 common permanent item, 1 uncommon permanent item
Level 17-20: 20,000 + 1d10×1,000 gp, 3 common expendable items, 2 uncommon expendable items, 1 rare expendable item, 1 common permanent item, 2 uncommon permanent items
You can forgo getting two free magic items of one tier in order to start with one free magic item of a higher rarity tier. For example, you could give up two uncommon items to start with one rare item. You cannot combine expendable items to get a permanent item, or vice versa.
Spells: If there is one specific spell that fits perfectly for your build, that isn't on your class' spell list, let me know, and I may allow you to take it as a class spell regardless.
I have not yet finalized every single house rule for this setting. However, here is a preview of the most important changes, so that you can more easily decide which setting to start in for the first arc of the campaign. In general, playing in Greyhawk is designed to feel like playing an "old-school" DnD game - primarily focused on exploring dungeons, fighting monsters, and getting loot. The wilderness and the dungeons are deadly, and generally cannot be explored fully in one trip - so planning and resource management are key.
Resting follows a modified form of Gritty Realism: long rests require 24 hours of downtime in a safe location, and short rests are 8 hours. However, you can expend 1 hit die over a short rest to regain all HP.
Variant Encumbrance is used, to encourage strategic thinking about how to actually get loot out of the dungeon.
Major EXP is given for finding treasure.
Crits deal no extra damage, but allow extra attacks.
Expendable magic items are craftable over downtime with the right tool proficiencies; permanent magic items are much more rare.