And oh, one more!
What does Unearthed Arcana need?
- An article that acknowledges how hand use rules were just imported from 3rd edition with no real thought behind it. Hand use is in my opinion a foul kludge. It is way more intricate than any 5E rule should be. It is needlessly complicated - something much simpler would do the job just fine.
Just tell us what items you can and can't use while you fight with the common "configurations" and leave the rest to the individual DM rulings.
The current rules just invites abusive nonsense where you argue things like "I let go for a moment between swings to have a hand free to use for other stuff" or "I drop the weapon, do this other thing, then pick up the weapon again. Each round."
For instance:
"Fighting using a twohanded weapon requires two hands - you have no hands free from the point you start swinging, during every round you make at least one attack, until the combat is over. Until you make any attack in a round, you may declare you release your grip with one hand, but can then generally not use your weapon for any attacks (including opportunity attacks) until the start of your next round. Unless it has the versatile property.
Fighting using two onehanded weapons requires two hands - you have no hands free. You cannot let go of either unless you declare you drop one or both (not an action) or you stow them (as an action). Picking up a weapon counts as one attack (no free "object interactions" to abuse)
While you fight using one onehanded weapon and a shield you have no hands free. You may drop or stow the weapon as above, but the shield is tied to your arm and takes time to doff. [Feel free to introduce small +1 shields (but not 3E-style bucklers) that can be dropped - and disarmed, but not stowed - as fast as a weapon]
While you climb or hold onto a ledge, a rope etc you have no hands free (unless you are a swashbuckler or have the Athlete feat). At the start of each turn you may release your grip. If you do, you can't make any climb checks until the start of your next turn, and may suffer other consequences unless you are on safe ground. When your hands are free, you may initiate a climb or hold if you have not used them during your turn. (You can't make your attacks, then climb/hold; repeat each round)
While you carry somebody or something heavy, you have no hands free. At the start of each turn, you may release your grip as above.
***
While you fight with one onehanded weapon, you have one hand free.
While you fight with an arcane focus, you generally have one hand free. Some arcane focuses require two hands to hold. Some arcane focuses double up as a weapon.
While you fight with a druidic focus, you generally have one hand free. Some druidic focuses require two hands to hold. Some druidic focuses double up as a weapon.
While you fight with a holy symbol (a divine focus), you can hold it in hand or inscribe it on your shield (requiring one hand), but you may also wear it visibly - this usage requires no hands.
While you fight with a music instrument (a bardic focus), you generally have one hand free. Some music instruments require two hands to play.
Supplying material components require one hand. If you are using a focus, you don't need to supply non-costly material components.
Supplying somatic components require (at least) one hand. This can be the same hand wielding a focus, unless that focus is especially unwieldy (a DM can rule a heavy rod or a shield prevents you from using that hand to provide somatic components). Some caster traditions require more body parts for somatic components.
Using a focus generally still does not prevent you from supplying any components even if it requires two hands. Consider this an exception to the general rule, although Dungeon Masters can still rule that casting a spell with a costly material component using a two-handed spell focus has a casting time of a full round (to account for the fact the caster has no hand free to supply the costly material component with).
***
A free hand can be used for a wide variety of utility functions: providing illumination (by holding and directing a torch or a lantern), holding something else (perhaps a book or a key), or to supply components, ammunition or thrown weapons.
The DM should feel free to require a free hand when a character is traversing difficult terrain (slippery or unsteady ground, close to a perilous fall, etc) to avoid getting disadvantage on any dexterity related checks or saves.
Especially at low levels, at least one hand free per three party members (that require light) should be allocated to provide illumination. Party members with no individual control over a source of illumination should be considered easier to ambush."
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Designer Notes: this makes it clear that while you are cleaving Orcs with your greataxe, you aren't using your hands for anything else.
Everything in one place. No need to scour several different rules passages. No need to compare rules from different chapters. The rules clearly tell you what you can expect, instead of making you piece together a puzzle from many different places.
Any hand usage that feels realistic is okay, provided the DM agrees. No counting and maximizing "object interactions".