Most officially published material not from a setting-specific sourcebook are allowed. If you aren't sure if a book is specific to a setting or not, ask.
Aasimars are replaced by Devas (see the Homebrew page, when I eventually add them).
In addition to Devas, eventually I will make homebrew material for the following unique races: Vrylokas (vampire-like creatures), Shardminds (crystal people), Wildens (plant people).
Variant Human and Custom Lineage are banned; everyone starts with one feat for free.
Battlemaster is banned, but their maneuvers can be learned by any martial.
For your background, you may choose any two skill proficiencies and any two tool/weapon proficiencies or languages.
When rolling stats, Use point-buy.
Every character starts with a free feat.
If you are a martial character, you know a number of battlemaster maneuvers equal to your proficiency bonus, and gain 2d8 superiority dice/short rest.
If you are a half-caster (or multiclassed between caster and martial), you know a number of battlemaster maneuvers equal to your half your proficiency bonus (rounded down), and gain 1d6 superiority dice/short rest. In addition, you learn 1 extra cantrip of your choice from any spell list. These count as your class' spells.
If you are a full-caster (including warlock), you know 2 additional cantrips from any spell list. These count as your class' spells.
When creating a low-level character, you start with the equipment provided in your class features and background and the starting wealth listed for your class.
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 more free magic items. Use the following list instead of your class' starting wealth and equipment:
Level 5-8: 500 + 1d10×25 gp, 1 common
Level 9-12: 2,500 + 1d10×125 gp, 2 common, 1 uncommon
Level 13-16: 5,000 + 1d10×250 gp, 3 common, 2 uncommon
Level 17-20: 20,000 + 1d10×1,000 gp, 3 common, 2 uncommon, 1 rare
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. This can stack with other free magic items; for example, at level 17 you could start with three common items and one very rare magic item.
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 the Points of Light setting is designed to feel like a DnD 4e game, with the best parts of 4e and 5e combined together, and a narrative focus on exploration and discovery - small pockets of safety can be found dotted around a dangerous world, like points of light in the darkness.
Skill Challenges and Minions used commonly
Short rests are 5 minutes, and hit dice roll max
Major EXP is given for discovering new locations.
Downtime training is sped up significantly, but limited in other ways.
Additional martial maneuvers and spells can be learned from NPCs, ancient texts, or otherwise. This includes powerful ones that cost multiple resources.