Theses mechanics are for 5e Dungeons & Dragons and are dependent to each group preference, playstyle and/or game theme.
Attunements
Rules stat that you can have up to three. At my table you can have up to your proficiency bonus.
Crafting
Providing that it fits in the setting of the campaign all crafting is done in three aspects.
Tools and Stations: Crafting can be done in many locations. If you purchased a tool, you also purchased a station for your craft. When purchased, you can choose to place your station at one location that is place-able, typically, in your residential home(s). This is not fitted for travel. When using a station you have proficiency with, you roll with advantage on your craft. You can purchase one for travel like for wagons and/or ships but you don't gain advantage when moving as it is more difficult to craft. Certain backgrounds can negate this.
Harvesting: Collecting ingredients or creatures parts can be difficult to a point. To get the most out of this you need the appropriate tools for the job. Doing so will grant you advantage on your rolls.
.i) Plants: You will need the herbalist Kit.
.ii) Skinning: You will need the Leatherworkers' Tools.
.iii) Poisons: You will need the Poisoner's Kit.
.iv) Ammunition: You will need the Woodcarver's Tools.
.v) Ores: You will need the Pickaxe. (Everyone is proficient in this.)
.vi) Rations: You will need the cook's Utensils.
Magical Craft: If you are proficient with Arcana then you can create magical gear based on your level. Crafting magical items takes energy and time so be mindful of your choices. Artifacts cannot be created in this manner, and each character can make only one legendary item. Your legendary item is the representation of your master work. Each one takes platinum pieces per grade, and a week time.
.i) Level 1-4 = common grade - 5pp
.ii) Level 5-8 = uncommon grade - 10pp
.iii) Level 9-12 = rare grade - 50pp
.iv) Level 13-16 = very rare grade - 500pp
.v) Level 17+ = legendary grade - 5,000pp
Potions of Healings
To administer 1 potion of healing to yourself requires only a bonus action while administering to any other creature requires 1 action.
Spell Slots Expansion
If you run out of spell slots you can push your limits to cast additional spells for a cost. (For example: You are missing a 1st level spell slot you can still cast it but suffer one point of exhaustion.) For every spell slot missing you will suffer that number of point(s) of exhaustion when trying to cast that level. (For 2nd example: If you are casting a 5th level spell that you are missing, then your character will suffer 5 points of exhaustion.)
Weapons
Weapons have various damage types. To do this you must proclaim the type of damage you are using.
B
Battleax: Piercing, Slashing, or bludgeoning
Blowgun: Piercing or Bludgeoning
Boomerang: Slashing or Bludgeoning
D
Dagger: Piercing, slashing, or bludgeoning.
G
Glaive: Piercing, Slashing or Bludgeoning
Greatsword: Piercing, Slashing, or Bludgeoning
H
Halberd: Piercing, Slashing, or Bludgeoning
Hand Crossbow: Piercing or Bludgeoning
Heavy Crossbow: Piercing or Bludgeoning
J
Javelin: Piercing or bludgeoning.
L
Light Crossbow: Piercing or Bludgeoning
Longbow: Piercing or Bludgeoning
Longsword: Piercing, Slashing or Bludgeoning
M
Maul: Piercing or Bludgeoning
Morningstar: Piercing or Bludgeoning
N
Net: Can be used as a Flail.
P
Pike: Piercing or Bludgeoning
R
Rapier: Piercing or Slashing
S
Scimitar: Slashing or Bludgeoning
Shortbow: Piercing or Bludgeoning
Shortsword: Piercing or Slashing
Sickle: Piercing or Slashing
Spear: Piercing or Bludgeoning
T
Trident: Piercing, Slashing, or bludgeoning
W
Warhammer: Piercing or Bludgeoning
Warpick: Piecing or Bludgeoning
Whip: Piercing or Slashing
Improvised Weapons
If you’re proficient with a Club and/or Great Club, you are proficient with Improvised Weapons. For all improvised weapons, add your proficiency to hit and only your Strength Mod for damage.
Monks can count improvised weapons as monk weapons.