Rules

I try my best to follow the rules as laid out in the 5e PHB but will sometimes get confused with Pathfinder rules but here are also some rules that I know are not in the rules, most are better for the players and some not so much but this is how my world works. 
=== Two weapon fighting ===
If you use an attack action you can then use your BA to attack with a second weapon but you don't get your ability mod added to the BA attack unless its negative. Both weapons must be light unless you have the two weapon fighting feat. 
===Drinking potions===
To drink a potion yourself it is a bonus action , while feeding one to another character is an action. 
===Death===
To make death a more serious there is a chance that even a resurrection spell is cast on you it may still not work, when a spell is cast the GM will roll a resurrection check DC10, the DC increases by 2 for every previous resurrection, the DC can also be modified by up to three skill checks if there is time for them to be performed, the final factor is how badly the dead persons wants to be revived which will modify the DC by up to 3 in either direction depending the strength of the argument for or against returning.
===Movement===
The first diagonal movement made in a turn costs 5ft of movement and the second costs 10ft the third is 5ftand fourth 10ft and so on for however many diagonals you move in a turn.
===Donning Armour ===
To don or doff armour, there are three stages, each with different effects. It can take a different amount of time to progress through these stages based on the type of armour. The first stage is gathering/preparing the armour; this can be as simple as picking up all the various parts or it may consist of putting on the layers of cloth and padding required for the armour. During this stage, you have no advantage or disadvantage from the armour yet. Stage two is actually putting the armour on your body which, until it is properly fastened, provides less defence than normal, but still induces the same penalties. After this stage, the armour provides half plus five of its original AC. The final stage is fastening the armour. During this stage, you can't move more than 10ft during the same turn that you make progress on donning your armour. Armour is considered fully donned after completing Stage 3. Other characters may spend their Standard Actions (SA) or Bonus Actions (BA) to help equip the armour, so with enough people, armour can be donned in 1 turn. 
Armour	Stage 1 	Stage 2 	Stage 3
Light 	1BA 	1SA 	1SA
Medium	1SA 	1BA, 2SA	2BA, 2SA
Heavy 	2BA, 3SA	3BA, 4SA	3BA, 7SA
After Stage 1 = nothing, After Stage 2 = Dex modifier and Stealth disadvantage if appropriate + reduced AC, After Stage 3 = Armour donned. 
=== Sleeping in Armour ===
You can sleep in light armour but its less comfortable and you wouldn't do it in a place you felt safe. You can sleep in medium armour but only regain half of your missing Hp and 1 spell slot of each level you then must make a constitution saving throw DC10 or receive a point of exhaustion. You can't sleep in Heavy armour, you may wear your under armour padding which will save you 1BA and 1SA in the donning process. 
=== Travel ===
When traveling cross country there are a number of factors to consider, such as the type of transportation you're using, the amount you're carrying, and the haste with which you're moving. The amount of time you spend traveling in a normal day is 10 hours, including an hour and a half spent taking breaks of various lengths, such as stopped for lunch or resting. Also, the drain of traveling causes you to lose efficiency if you travel for too long with out stopping. Every 5 full hours spent traveling causes a loss of 30 minutes of travel. 
This table shows the speed you travel per hour / per day in miles
Travel Method	Terrain 	Slow 	Normal 	Fast
Walking 	Road 	2 / 15 	3 / 22.5	4 / 30
 	Cross country 	1 / 7.5 	2.5 / 19	3 / 22.5
 	Difficult travel*	1.5 / 11	 	
Horse Back 	Road 	 	 	
 	Cross Country 	 	 	
 	Difficult travel*	 	 	
* *such as Swamp, Mountains, Forest
=== Mounted Combat ===
Mounting and dis mounting as well as falling from a mount is as seen in the PHB pg.198. If your mount is intelligent it may act on its initiative if not on your turn you may use your movement to make your mount carry out a dash action, then all none intelligent mounts move again at Initiative 0, 
While mounted Melee attacks receive +1 to dmg for every 10ft of movement in a straight line prior to the attack but suffer -1 to the roll to hit. 
While mounted unless you remain stationary for your turn you need to roll an Animal Handling check before attacking with a ranged weapon, DC 15 or receive a -1 to your attack roll if you fail by more than 5 then you receive -3, unless your trained in mounted archery when no animal handling check is required. 
While mounted unless you remain stationary for your turn, to cast a spell you must succeed at a concentration save DC equals 8 + the spell level. or the spell fails and you must make a DC 10 concentration check at the start of each turn to maintain concentration of a spell. 
=== Stowing and drawing weapons ===
During your turn, you may stow or draw items twice for free. This means you could stow one weapon and draw a second, or draw one weapon and one shield. It also means that if you are using a bow on your turn and then get to make an attack of opportunity, you may only use an unarmed strike, or your bow as an improvised weapon, not stow your bow and draw a sword. 
=== Skills===
The Arcane, Nature and Religion skills will no longer relate to the knowledge of these subjects but rather the practice of them, an arcane check will be used to successfully manipulate a spell while a new skill will be used to identify a magical effect. There is also a number of other new skills which fall into three types: Knowledge, Harvesting and Crafting. Unlike the normal D&D skills, these skills will work like Pathfinder where as a character levels they can gain ranks in these skills. Each level a character can place two ranks plus their Intelligence modifier to a minimum of 1 ranks into any of these new skills, as long as the number of ranks they have in any one skill doesn't exceed their level. 
The new knowledge skills are: 
* Knowledge Arcane: The study of all things magical. 
* Knowledge Nature: The study of natural plants and animals. 
* Knowledge Cryptid: The study of magical beasts and abnormal creatures. 
* Knowledge Religion: The study of the deities and various religions. 
* Knowledge Planes: The study of the other planes and things that come from them. 
* Knowledge Engineering: The study of complex machinery, architecture and settlements. 
* Linguistics: The study of languages and being able to learn, understand, or recognise languages. 
The new harvesting skills are:
* Lumber Jacking: The gathering of or from large plants such as trees.
* Mining: The gathering of minerals like stone and metals. 
* Geology: The gathering of precious or semi precious stones.
* Fishing: The trapping and harvesting of aquatic plants and animals.
* Foraging: The gathering of easily accessible plant matter like berries, leaves, and flowers.
* Plant Harvesting: The gathering of less accessible plant matter like stems, roots, and bulbs.
* Trapping: The catching and harvesting of small animals.
* Hunting: The hunting and preparation of larger game animals.
* Butchery: The skill of removing sturdy body parts from animals such as meat, claws, horns, and hide
* Taxidermy: The preparation of body parts for the purpose of display and sale.
* Dissection: The skill of removing delicate body parts from creatures, such as organs, glands, and venom sacks.
* Entomology: The gathering of useful resources from insects.
The new crafting skills are:
* Scroll Scribing: This skill allows you to craft magic scrolls.
*Alchemy: The skill to make potions, tonics, infusions, and salves.
* Poison Brewing: The skill to make poisons safely.
* Forging: The skill to make large metallic objects like weapons and armour. 
* Smelting: The skill to make ingots for use in forging or Jewel Craft. 
* Jewel Craft: The skill to make jewellery or to encrust an object with gemstones.
* Tinkering: The skill to make fine detailed objects, such as clockwork machines.
* Cooking: The skill to make items intended to be consumed. 
* Enchanting: The skill to imbue items that already exist with arcane abilities.
* Woodworking: The skill to craft detailed items out of wood, such as musical instruments or toys.
* Carpentry: The skill to craft larger items out of wood, such as chairs, tables, and wardrobes.
* Weaving: The skill to make larger cloth items such as carpets and bolts of cloth.
* Tailoring: This skill incorporates embroidery, knitting, and other small cloth based crafts.
* Tanning: This skill allows you to turn hide into useable leather.
* Leather working: This skill allows you to craft items out of leather.
* Brewing: The skill to make alcoholic beverages. 
* Masonry: The skill to shape and construct using large stone.
* Stone Carving: The skill to make detailed shaping of stone. 
=== Harvesting===
The Hunt for Resources action is designed to be carried out over a wide area for half a day. It can also be done while the party sets up camp but this is a quick search and so you roll one fewer dice on the locations resource table. When hunting for Alchemy supplies or Food at night you roll your survival check with disadvantage. 
First, you must choose what type of resources you are searching for - Alchemy Supplies, Minerals, Food, or Bulk Resources - then determine the type of biome in which you will be hunting for resources. You will need to roll a survival check to determine if you succeed at locating any Resources; the DC is based on your hunting location, your level, the season, and the type of resource you're hunting for. You will then get to roll a number of times on the Location Table dependent on how much you beat the DC by. If this is a quick search, either while you’re traveling or while setting up camp, then the number of rolls on the Levels Table is reduced by one. The Survival Table shows a DC which you roll against, then once you have determined whether or not you succeeded, the Success Table shows how many dice you get to roll and which dice plus modifier you would use is also found on the Survival Table.
On a 1 you get attacked while out alone, if you fail by 5 or more you mistake something harmful for a Resource you're looking for and end up suffering damage / becoming poisoned for an amount of time dependent on your level, and if you fail you find nothing.
 
Succeed by 	 	
Explanation	Lvl roll = rolling on the locations herb table that is in your lvl bracket.
Lower Lvl roll = rolling on the locations herb table that is one lvl bracket below your lvl bracket, this means that those below lvl 5 do not get these additional rolls.	Re-roll = after finding out what herbs you have found you may select one herb that you would choose to pass by, you then may roll again on the same table that herb was generated by, as long as it was generated on the herb table of your lvl bracket or below. You must take the new roll.
Nat 20 	1 roll on the table above your level, or your lvl if you’re above lvl 18	
0-2 	1 Lvl roll 	
3 	1 lvl roll. 1 lower lvl roll 	
4-6 	1 Lvl rolls 1 lower level roll 	1 Re-roll
7-8 	2 Lvl rolls 1 lower level rolls 	1 Re-roll
9-11 	2 Lvl rolls. 2 Lower level rolls 	2 Re-rolls
12-16 	2 Lvl rolls 2 Lower level rolls 	2 Re-rolls
17-22 	2 Lvl rolls 2 Lower level rolls 	3 Re-rolls
23-29 	3 Lvl rolls, 2 Lower Level rolls 	3 Re-rolls
30+ 	4 lvl rolls, 2 lower lvl rolls 	3 Re-rolls
After you know which resource(s) your character has found, you need to roll to harvest it/them. Each resource has its own DC, dosage multiplier, and gathering skill, and you will need to roll the corresponding gather skill according to the resource type. If you beat the DC you get 1 Unit/dose of the resource, then you gain an additional one if you beat the DC + the dosage multiplier, a third if you beat the DC + two times the dosage multiplier, and so on allowing you to gather multiple resources of the same type from a single find.
=== Crafting ===
There are a number of recipes that can be used to craft items. The recipes can only be attempted by people who have at least the same number of ranks in the appropriate skill as the recipe's complexity level. They also need to know the recipe, which can be found in books or by learning from knowledgeable people around the world. Each recipe is unique and is characterized by the following categories: Crafting Method, Complexity Level, Results, Enhanced Results, Value, Advanced Tools, Mundane Supplies, Ingredients, Crafting Time, Curing Time, Spells Needed, and Individual's Recipe Skill. 
==== Crafting Method ====
Each recipe requires a corresponding skill of sufficient rank in order to be crafted. 
==== Complexity Level ====
This is how hard the recipe is to craft and is the minimum rank in the crafting skill that a person must have to craft the recipe, it also increases the difficulty of the roll to craft a recipe.
==== Results ====
This is what the item that is created through the recipe does.
==== Enhanced Results ====
When an individual has mastered a recipe then they can choose to forgo the crafting time reduction they would receive from being skilled and instead get this result from crafting a recipe.
==== Value ====
There will be two values that represent the value of both the normal and enhanced results.
==== Advanced Tools ====
All recipes will require their corresponding artisan tools but some also require additional equipment to successfully craft a recipe such as an alchemy lab, a forge, or an area of religious significance. 
==== Mundane Supplies ====
This is the cost of mundane supplies that are needed alongside any ingredients that are listed.
==== Ingredients ====
A list of ingredients that must be harvested, bought, or found in order to craft the recipes. 
==== Crafting Time ====
This is the length of time that the crafter needs to spend actively working on crafting the item. Most of the time, this can be started and stopped in hour long increments and completed over the course of many sessions.
==== Curing Time ====
This is the length of time needed after an item is crafted before it is ready, during which time the crafter can leave the item and work on other things.
==== Spells Needed ====
Some recipes require the casting of spells during their creation time. This section will indicate the specific spell and number of spell levels that are needed for the recipe. The person crafting the item doesn't need to be the one who casts the spell, it just needs to be cast over the item.
==== Individuals Recipe Skill ====
Each person who can craft a recipe has a skill level. For every recipe there are 5 levels of skill: Unknown, Known of, Recipe Known, Practiced, Skilled, Mastered. 
At level "Unknown" you know nothing about the recipe. At "Known of", you will see some information but still can't craft the recipe. When a recipe becomes "Recipe Known" you can craft the recipe, but when it is finished your must roll a skill check corresponding to the Crafting Method with a DC of 10 + the Complexity level. If you fail the check, you fail to craft an item, losing the ingredients used but retaining the Mundane supplies. 
After the recipe has been crafted a few times, the skill level will progress from "Recipe Known" to "Practiced"; at this level, you now no longer need to roll after crafting the item. When your level rises to "Skilled", you can choose to halve the crafting time of an item. Once the recipe is "Mastered", you can choose either the reduced craft time or the enhanced result option.