Flutes Loot discusses their homebrew mechanics for deep, lasting injuries in D&D.
Gnome Stew discusses default/passive initiative, and how to use it to streamline both the first turn of combat and actions outside of combat.
There is, perhaps, no bigger argument when it comes to a game's mechanics than about what's more "powerful" when it comes time to roll the dice. While this is a discussion that can be had on a one-to-one comparison, the more general the discussion becomes the more likely it is you're comparing apples to pineapples.
Hipsters and Dragons takes an in-depth dive into the Polearm Master feat, as well as providing some tweaks and rebalances you can implement in your own games.
Creatures with darkvision in darkness have disadvantage on Wisdom (Perception) checks and -5 to their passive perception. Light up those torches, dungeon explorers!
Out of the box, Dungeons and Dragons’ major game mechanics are largely focused on combat and role playing, in that order. Master the Dungeon talks in detail about other types of game mechanics, from emergent to improvised, and how to implement them in your games.
It has been a long wait for those who want to explore ancient and traditional ways of tapping into magic that are beyond Western European traditions. Wizard's Laboratory goes through the various effects and rules around the new magic tattoos in Tasha's Cauldron of Everything.
There simply aren’t enough potions in DnD. To rectify this problem as a Dungeon Master, all you need to do is make some of your own. But how do you create potions? Master the Dungeon shows off some tips for turning any spell in the game into fresh new potions for your players to discover.