Differences from standard 5e

A bunch of homebrew shit I'm using

Its Witcher all the way
The biggest inspiration for Prayden is The Witcher series. This video sums up the changes well. https://youtu.be/GhjkPv4qo5w

Enemies have more resistances and weaknesses. Accessing a situation and studying an encounter before it happens is vital to survive. Charging into combat is an easy way to die. You have many ways to prepare for a contract. I recommend thinking outside the box, setting traps, and speaking with NPCs that may hold more knowledge than you or or players on the current situation. You're from an Adventuring Academy, feel free to ask them questions!

Undead
Zombies are usually really weak fodder type enemies. Not in Prayden. In Prayden some undead enemies (primarily the regular zombies) can infect a person with Marrow Rot, the zombie disease. So for the love of god DO NOT CHARGE INTO THEM. Play it safe, don't make much noise, be smart. Go full Walking Dead with it.

Potions
Potions are complete fucking dogshit in 5e. So I'm going to be making it more like Pathfinder's, though I am going to tweak the potion pricing a tad. Though its not going to be as bad as 50 GOLD FOR SOMETHING THAT HEALS AN AVERAGE OF 6 HP.

Drinking a potion is a bonus action, feeding a potion to someone is a regular action.

Minor = 6 gp

Lesser = 15 gp

Weapon oils/modifications
In Prayden, damage type is going to be more important. Enemies have more weaknesses and resistances so changing damage type is vital to surviving. As such there are multiple ways to go about this. Though I recommend not getting too attached towards your starting weapon and swapping with newer ones when the situation needs it. '''Swapping a weapon or using an oil is a bonus action. Only one oil can be applied at a time.'''

Oils
Weapon oils are cheap and cheap ways to temporarily change the damage type of weapons. For example, applying an oil and setting your weapon aflame can temporarily change the damage type to fire and so on.

As well, higher costing oils are available to purchase. They do more damage, but can damage or destroy your weapon. For example you can coat a strong acid on your blade to attack something weak to acid damage, but the acid will slowly eat away at your blade.

Modifications
Modifications are permanent changes you can make for your weapon to give new options in a fight. For example, fitting a quarterstaff with a metal tip on one end gives you a way to deal piercing damage. Or fitting a razor to one side of the staff can give it slashing. I do not have a big list of weapon modifications and plan to handle them on a case by case basis. If you have a justification or idea for a modification I can make it work.

Leveling
For some added fun, I'm using a friends level bonus system cause I think its really fun.

At levels 2, 6, 10, 14 and 18 you get a feat.

At levels 4, 8, 12, 16 and 20 you get a characteristic bonus.

Fighters
Fighters however have a different feat and characteristic bonus. As they have 2 more bonuses then the other classes. As such fighters get to pick both a characteristic bonus and a feat at level 6 and 14.

Banned feats: Lucky, Observant