Actions – to better simulate the fast action of combat the following rules are in place
Offhand attack is no longer a bonus action, it is part of your action.
In addition, you can do an unarmed attack as an offhand attack
For example: A character is duel wielding, they can make their main attack and then use their offhand weapon or unarmed attack/offhand attack to within the attack action.
Monks
When you use the Attack action on your turn, you can make one unarmed strike as a part of the Attack action.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as part of the action. You can then make an additional unarmed strike as part of the bonus action, assuming you haven’t already taken a bonus action this turn.
Characters using two handed weapons can use a bonus action to do an unarmed attack only, unless it using the Object Action.
The reasoning of the unarmed attack only or using an Object Action is because drawing an additional weapon and using it would require too much time. You can head butt or kick easily while wielding a two handed weapon or grab something off a table and throw it.
Characters duel wielding can use a bonus action to do an unarmed attack only and if it doesn’t require the use of your hands.
For example: the character can use the attack action and as a bonus action kick an opponent.
Any ability that gives an additional attack based off the attack action still applies.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
A Barbarian using this would get the normal attack, plus the claws feature. Which would result in two attacks. Then they could do the offhand attack without the ability bonus.
This is due to the fact that the claws feature does not state that both hands need to be free to use the feature. In which case a the 1st level character could use a shield and essentially attack twice with that hand at first level. If you take that feature away then it would severely hamper the sub-class. This is how it is written and as intended. Otherwise why would you ever use it versus a great axe.
Bonus Action
Drinking a healing potion can be a used as bonus action. When used as a bonus action, role the hp healed normally
Object Action
You can throw random items as a bonus action as an improvised weapon. So long you have a free hand. For example: A pitcher of ale is on the table and after your attack with your 2 handed weapon, you can grab the pitcher and throw it at someone or swing it at someone.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. A character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage. If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. No proficiency bonus unless there is something in a feat that or skill that allows it.
When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
Character Creation
Species You may create characters using other official D&D books for 5e produced by Wizards of the Coast. The Species may be from other realm settings. For example, character species from Spelljammer may be used in Greyhawk. However, there needs a good backstory as why they are their. Work with the DM to see how they can fit in the realm.
Downtime Activities (making magic items, buying magic items, jobs etc…)
Healing potions can be used as an action or bonus action. When taken as a bonus action, the amount healed is rolled as described. When taken as an action, the amount healed is the maximum amount. Healing potions poured into an unconscious beings mouth will use the healing amount rolled as described.
Learning new feats/tool proficiencies and languages
Resources. Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed).
Feats
10 workweeks
100 gp/week
5 days/week
every 4 levels can train a new feat
8 hrs/day
Tool Proficiencies and languages 10 workweeks
25 gp/week
5 days/week
unlimited
8 hrs/day
Resting
2 Short rests per 24 hours.
Short rest is 10 minutes.
Long rest is only possible in safe locations
Long rest is a total of 6 uninterrupted hours
If it isn’t a safe location or the long rest gets interrupted multiple times where the character can rest fully
Characters don’t regain hit points at the end of the long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.
For the effects it has on spell casters and abilities, follow the rules of a short rest.
The short rests do reset for the day.
Bladesinger/Eldritch Knight combos
Bladesinger Extra Attack works as follows: “You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.”
Eldritch Knight’s War Magic works as follows: “Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.”
Essentially the character could cast a cantrip and attack with their Bladesinging Extra Attack, then make a weapon attack as a bonus action with the Eldritch Knight’s War Magic ability. as this is not an extra attack.
For Example: The character with Bladesinger/Eldritch Knight build could:
Melee Attack (Bladesinger)
Green Flame Blade (Bladesinger)
Melee Attack (Elderitch Knight War Magic)
This is rules as written.
Booming Blade/Green Flame Blade and Shadow Blade combo
These combos are allowable
The spell component bag is worth 25 gp and is technically the item used to create the Shadow Blade
Per Jeremy Crawford this is how it is intended. The gp restriction for the Blade spells was for another purpose.