Needs Balance

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Needs Balance[edit]

These are the D&D Wiki pages in Category:Needs Balance. You are encouraged to go in and fix them. If the issues are resolved, please remove the "needsbalance" template from the article.

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Adding the Needs Balance Template[edit]

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5e Pages[edit]

5e Articles with a "Needs Balance" template.
Page Name Notes
(1st Grace) Grace of the Storm of a Thousand Thunders (5e Feat) The prereq is vague. Do you mean spells or features, traits... anything that deals thunder damage?? Also, the rest of the feat is a bit ridiculous. Controlling weather "as you wish" makes no sense and should probably have a range of effect. Immunity to three freaking damage types sounds like a feat and a half as it is. The other parts of enhancing damage and casting whatever that thousand thunders is also has poor wording to define its point of range and whatever "electrical damage" is.
2 Thousand Pound Bear (5e Feat) See talk page
3 Forces of the 1st Titanic Hydra (5e Feat) The regeneration alone causes this feat to be stronger than most boons; percentage-based effects do not fit the design philosophy of D&D
Aasimar, Variant (5e Race) This seems to just be a strictly better Aasimar. It has a glut already of base traits, and then the subrace recharges are also worded incorrectly. You have very strong traits also like additional HP per level, as well as how harvesting scythe and the necro mantle clearly being intended to play off one another with a lot of synergy.
Abomination of Mother Nature, Variant (5e Race) The race gains access to too many powerful traits, the natural armor/Enhanced Senses/flight/burrower/ect. is quite powerful in conjunction with the other traits, and Adaptive Assimilation is simply overpowered/not well designed due to the vast differences in the power level of some races' traits.
Abomination of Mother Nature (5e Race) On a second glance, the traits given as choices are problematic. Off the bat, you have natural armor adding whatever "toughness" is to your AC. This also scales to encompass not only unarmored defense, but also a goliath's defense gimmick. How some of these just give add-ons at levels over 5 is a bit weird, since some of the traits give basic, 1st-level racial traits at 10th level. However, this is compounded then by the addition of traits at 10th level. Remember that, in official content, there are no traits gained beyond 5th level, save for dice increases of something like dragonborn breath. This race's progression most closely mirrors something like simic hybrid, but then also outclasses it completely in scaling. There are also additional effects like "captivate" which doesn't seem to be charm, and yet the latter part of the trait mentions charm? Digger runs into the usual issue of a character gaining automatic full cover just by burrowing down. The wild disposition granting those unarmed strikes with increased die steps onto monk's toes and the tail is fairly strong as is, not even requiring necessarily an action to make the attack. This also gets piled on since you get multiattack out the gate if you combo the traits. Brain alteration uses meters, which isn't a unit used in DnD. Pounce has an arbitrary save. Many traits use the incorrect language of "per long rest" (bioelectric, blinding spittle, etc.). The stinging tail doesn't say what is needed for the extraction process check to succeed. Bloodthirsty savagery has the HUGE issue that even classes run into because it encourages the "hamsters in a bag" cheat in order to rack up unlimited extra advantage and damage. Frills doesn't specify what "terrified" is, and it's not a condition in 5e, either. Overall, this race needs a lot of work to make it scaled closer to first party content so it can be used at more tables.
Adapted Human (5e Race) Right now, this race have around 12 points in musicus meter, with subclasses taking it as high as 14, so more than double the average(considering average being 6) of PHB races, not mentionig immunity to two whole conditions. This needs some serious fine-tuning. I recommend reading [| guidline] for designing races before balancing it
Aetheri (5e Race) This race gets +1 AC AND a ridiculously high AC calculation rivaling that of a class feature (conveniently factoring their two ASI stats). This thing also gets a non-recharge-necessary attack at 3rd level that also ages targets and gets a high bonus to perception checks. The complete order and perfect attacks are also inexcusable for 5e race design and overall balance in general, breaking bounded accuracy and adding traits beyond 5th level.
Alastor, Variant (5e Race) I'm not sure how the whole "absorbing magic weapons" works here. It says you attune to them at the end of the long rest, barring long rest effects. But does that change how many items you can have attuned? Does that mean you can never un-absorb weapons you absorbed, and are stuck attuned forever? Overall, the idea of this race is incredibly iffy due to the super min-maxed nature of virtually no social utility and all in on combat.
Alastor (5e Race) Overall a very weird class that needs a design disclaimer due to you just being a sword and lacking all weapon and armor capabilities. Sort of makes the whole "while unarmored" AC calculation pointless and a bit debilitating. You are virtually an object or a flying sword so maybe a single base AC hardness would work better.
Alchemist, 2nd Variant (5e Subclass) Missing the amount of uses between rests.
Alhoon (5e Race) 40ft fly speed, poorly defined telepathy, advantage on saves against magic (not just spells, like yuan-ti!), infinite stun tentacles, and pretty much immortality. The fact you're expected to have all this at even 1st level of a class is ridiculous.
Alkilith, Variant (5e Race)
All for One (5e Class) Too many good abilities- needs to be nerfed.
Almost Immortal (5e Feat) This is stronger than several boons and does not fit the design space of a feat
Animated Statue (5e Race) Not balanced, see talk page
Anime Girl, Variant (5e Class) The April Fools template is not a valid excuse for blatantly broken classes. If you want to make a pile of ridiculous nonsense, see DuelSoulBlade Shadow Vampelf (5e Race).
Ankou Wraith (5e Race) See talk page
Anomalous Human (5e Race) The description strikes me as human variant, first and foremost. The traits afforded in the subraces are also somewhat imbalanced. See talk page
Ansuz Runestone (5e Equipment) The spell that is the main function of this item has been deleted
Arcane Assassin (5e Class) Can attack three times at level 1. Can attack an infinite number of times if it rolls all crits, or has guaranteed critical hits, such as by multiclassing into Rogue for three levels and dipping into Assassin. At level 5, can attack five times without consuming any resources. At level 11, you can cast a spell and attack five times without consuming anything but the spell slot. The Arcane Attack feature is essentially just better than Battle Master's Know Your Enemy, and six levels earlier. In regards to Cunning Reaction, what exactly are you reacting to? Further, this class has virtually no build flexibility. With being locked into dual-wielding daggers and using its Action, Bonus Action, and Reaction every round for class features, it may as well be a premade character. - An attempt at balance was made, will need to be verified 23/04/02 -
Arcane Crafter (5e Subclass) This doesn't follow the standard Origin progression. Generally features seem dull. The unique aspects of this origin are: your spells do more damage, and DC for those spells is higher.
Arcane Puppeteer (5e Subclass) Needs a look-over.
Arcane Storyteller (5e Class) Several features grant blanket advantage/disadvantage. (Un-Official Authority, Lovefool, etc.) Many features are "x" amount until completed rest which can make them very frequent, but it also forces the player to keep track of a plethora of numbers. Sudden Inspiration is much too good, granting the effects of two long rests each day. Also, features gained at the same time as you gain spell slots of 3rd level and higher.
Arch Sorcerer (5e Subclass) Numbers seem busted. Features do not follow standard Sorcerer Origin patterns (1, 6, 14, and 18), and seem even more frontloaded than usual for 5e. Pain of the Sky increases to 3d8 at level 5, but you get it at level 6? This subclass appears as though it's additive to base sorcerers instead of a flavorful specialization. You largely get more of the base class.
Arioch, Duke of Chaos (5e Creature) A creature shouldn't be able to cast wish at will. 21:27, 18 December 2023 (MST)
Artificer, 3rd Variant (5e Class) half casters shouldn't gain features at 9th. And this class has all the features of the 2017 UA alchemist, plus features from the new alchemist, without removing anything to compensate.
Astomoi (5e Race) The main crux of imbalance here is the range of 300 feet that basically makes you aware of everything around you, as worded by the telepathy, through obstacles and such. This is an extraordinary range at lower levels and makes it harder for the DM to use the usual tool box of ambush encounters.
Atomic Samurai (5e Subclass) What is the "subtlety property"? Not sure about the utility of "master of the atomic slash", since you only get one bonus action. The features don't seem particularly flavourful, they are all just "moar damage moar attacks"
Avatar (5e Class) Lots of 3.x-isims, like per round, unconditional bonuses. See talk page. If this is for 3.5e the page needs to be converted to that format.
Avatar of War, Variant (5e Class) The table does not match the features.
Awakened Beast (5e Race) Not sure how a race is played through the CR. Awakened Beast: some class' and subclass' features are overpowered
Awakened Doll (5e Race) The vagueness of the language makes this class have many traits you simply cannot use. "You reveal the horror of the void" does what, even? Frightened? Force a save? Also, races do not automatically have spell saves, as that is a class feature. This needs a lot of mechanical working and thinking to make it playable.
Axolot (5e Race) Water dependency is worded strangely. It needs to be more general like that of grung. Regeneration is a big no-no, and no limit on usage. Resilience doesn't quite understand how diseases aren't able to be rounded all the time. Xolotl's gift is virtually unusable because of how its effects are worded and incorrectly not connected to what happens when you use it. Also, the spelling and grammar is a big no.
Azathoth (5e Creature) There are no grounds for the calculations.
Baator (5e Creature) Way stronger than a tarasque. Should be rebalanced for mythic monsters? Uses checks where there should likely be saving throws.
Baby Tarrasque (5e Race) This race appears to be deliberately overpowered, with traits like blindsight, regeneration, advantage on all saves against all magic effects, and more.
Bad Omen (5e Spell) This is basically bestow curse at a lower level.
Bag of Halflings (5e Equipment) Currently unusable.
Bahamut, God Form (5e Creature) Although mythic monsters can go up to CR 50, this creature's statistics are far above what a CR 50 creature should have with the Mythic Monsters (5e Variant Rule). Besides that issue, the creature has an absurd number of features, ability scores beyond 30.
Battle Chef (5e Class) Seems more fitting to a variant skill than a class.
Battlemage, 2nd Variant (5e Class) Lots of the best parts of so many combined features, this looks like a min-max optimization.
Battlemind (5e Class) No durations or actions used for many features. As written many of the features may be used an unlimited amount of time without issues.
Beast Within (5e Class) Gains class features at the same time as access to spells of 3rd level or higher. Also, gains access to a load of spells for a halfcaster.
Beeforged, Variant (5e Race) Far too many traits which do far too many things
Beholden (5e Race) The Eye rays grants you five cantrips of Dm's choice, which is kind strange. If these are weakened beholders and you wanted balance, it might be better to just cut down on the free cantrips and then allow player choice. Also, higher ability scores shouldn't grant an additional benefit to this trait. Also, see how Beholderborn (5e Race) handles the eyebeam
Beholder Spawn (5e Race) Disintegration ray is very strong at lower levels compared to something like magic missile, and it has no limits of use.
Belial (5e Race) Clunky mechanics. Wording needs to be improved and fleshed out.
Berserker Armor, 2nd Variant (5e Equipment) There is no such thing in dnd 5e as increasing the ability scores beyond 30, free action or negative hit points; there should not be weapons that grant more than +3 to attack and damage rolls
Big Boi (5e Feat) Increasing one's size category is exceptionally powerful (allows use of larger weapons that deal significantly more damage, increases control area) to the point that a race granting Large size requires significant consideration, making this fundamentally superior to an ASI, which feats should only be equal to.
Big Dipper (5e Class) see the talk page
Bio Golem (5e Race) A +4 ASI in a single stat, base size of Large without accounting for the problems this introduces in the game, both superior darkvision and tremorsense (without noting the range for either), a base walking speed of 40 feet, natively knows a cantrip better than eldritch blast with scaling that's absolutely off the charts, a better action surge, and what looks to be an infinitely scaling damage trait.
Blackguard (5e Class) Soul Harvest give an endless supply of spell slots
Blazeblade (5e Equipment) The high cost does not mitigate that this is a light weapon that deals 2d6 damage. Where does the fire come from, is this a magic weapon? The "specials" are a little strange (how is a blade used for shoving?) and should perhaps integrate better with existing rules (see Disarming in the DMG, and Disarming (5e Variant Rule))
BlinkWeed Patches (5e Hazard) Needs some standardization of language and dice (d10 perception roll?). Also some size guides would be nice for comparison.
Blink Mage, Variant (5e Class) at first level, a character can teleport twice their movement speed without using the action economy, use your movement speed also, and still have an action. Misty step is available to 3rd level casters, I recommend modeling balance around this spell; see the talk page for blink mage.
Blood Binder (5e Subclass) Gaining traits from creatures is not limited via CR or something similar.
Blood Cursed (5e Class) A d12 hit die, half spellcasting, and great martial abilities make this class very overpowered. It's essentially an incredibly buffed version of the Blood Hunter.
Blood Elf, 3rd Variant (5e Race) "The third blood elf" What third? The formation of weapons using blood is poorly detailed and doesn't specify the time needed to make the weapon. The ability to create martial weapons using a vial of blood suffers from the same issues. In general, this weaponmaking race needs proper constraints on its abilities, like how to actually make the weapons, what it takes to do so, how long the weapons remain, etc. Otherwise, this is too easily abusable to generate large amounts of income by selling blood-made weapons.
Bonded (5e Class) This thing can do three attacks as part of one Attack Action with that many extra attacks, and is also a fullcaster with as many spells accessible as the wizard to boot.
Boon of Hourai (5e Epic Boon) final taste makes you absolutely unkillable, bc of your unlimited ressurection, as well as your inability to gain more than 4 levels of exhaustion
Boon of the Gold Dragon God (5e Blessing) "This is for a [high power level] campaign" is not a valid reason to ignore balance standards, you can use whatever you want in your home game but here we have a general consensus that content should be of a similar power level to first-party content. Missing {{Design Note}}.
Boon of the Red Dragon God (5e Blessing) Missing {{Design Note}}.
Boon of the Sapphire Dragon God (5e Blessing) Missing {{Design Note}}.
Born Bladesman (5e Race) This race is narrowly focused on weapons. Half-Orc would be a good comparison. Does Power Lounge's bonus action clause mean you make an attack with a weapon? If yes, it needs to reworked to happen only once before resting, and should probably not have any bonuses whatsoever, and even a drawback. If the damage is supposed to be done by you landing on a creature, then that needs to be clarified. Born to fight has too much going on and should be 2 traits. The section about opportunity attacks is totally bizarre and seems like it belongs a on cursed magic item instead of a racial trait. Endless Whistle's stipulation of CR 1/8 is borderline irrelevant and accounts for basically everything in the game; Ponies and mastiffs have a CR 1/8. Communication with language essentially requires attunement?
Brachiation (5e Spell) Needs to be rewritten to use the 5e D&D rules.
Brachiosaurus (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. This thing is using large size rules similar to how they are in 3.5e, which increases the damage dice for unarmed strikes (way outclassing monk here btw) and also gives it an inordinate amount of darkvision. The AC base of 16 is also frankly ridiculous. The thing that seems to be intended to "balance" these benefits is the idea that these things cannot use weapons or cast spells without normal hands. However, that only makes this seem even less like something that should be a race at all, as this is a bad race design. It has such limiting options due to the implications from its body.
Broadsword, Variant (5e Equipment) Flatly stronger than the shortsword, scimitar, and rapier with no drawbacks.
Brødrene Dal's Backpack of infinite storage (5e Equipment) Freely freezing time. Yeah, no.
Bubbly Wine (5e Equipment) Gaining hit points for 600 rounds, even a small amount, feels imbalanced.
Candy People (5e Race) See 5e Race Design Guide. Several racial traits seem to relate to being consumed which doesn't seem very useful in game, and it's strange.
Card Gun (5e Equipment) may be anachronistic.
Challenger (5e Subclass) See talk page
Chancekin (5e Race) Not viable as a race in any serious campaign - this is approximately as workable as a Deck of Many Things, an item known to immediately destroy any campaign it is introduced in.
Changeling, 4th Variant (5e Race) Shapechanger Humanoid does not explain how creature traits can be used.
Chaos Crystal (5e Trap) Inside of combat you randomly roll how long effects last, and then replace, and roll and a new duration. Outside of combat it's locked to a specific time frame. This is intolerable, and will grind any campaign to a halt. Wild Magic needs 12 rolls per minute(cursed). You could even get 2 curses. Many the effects are far too incoherent to implement.
Chargeblade (5e Equipment) Should be a magic weapon
Charm of the Wind (5e Charm) The benefits should be numerical values that are made for D&D.
Child Of the Great Dragon (5e Background) The feature should not grant a mechanical benefit.
Chrisanthor (5e Race) This race currently has far more than 10 traits. Several traits are contrary to standard 1st-party race design or are overpowered. Having potential vulnerabilities doesn't mean other traits can be broken. See 5e Race Design Guide.
Cindsler (5e Race) You get a freaking +6 ASI. Oh, and you're Large size. And have way more than the official race movement speed. As if that wasn't enough, you also have unlimited poisoning capabilities, higher-than-monk unarmed strikes (two, not just one!), a cantrip-equivalent, and a smattering of other things that just make this way over the top. Please refer to how actual official races are balanced, because this puts even a yuan-ti to shame.
Circle of Anathema, 2nd Variant (5e Subclass) This needs a look over. The fact that you choose 2 domains makes Inured of Blasphemy seem way overtuned. It looks like you can pick up too many resistances/immunities for level 14.
Circle of the Watchers (5e Subclass) 6th and 14th level features throw a lot onto the GM. Other features could use a look over.
Clover Grimoire User (5e Class) Many features and design choices make no sense or are counter-productive. Why does this class get spell slots if it has mana and a way to cast spells using it? Levels of play are ignored (another attack should only be gained at levels 5,11,17 or 20). Most confusingly, this class has 11 subclass features, and tasks the dungeon master with designing all of them. Why would such an extremely subclass-heavy class have no designed subclasses? This class either needs more class features and much less subclass features, or a varied set of example subclasses and a list of subclass design principles to help DM's implement the damn thing.
College of Mastery - Greater Being (5e Subclass) Bards get subclass features at 3rd, 6th, and 14th levels. Features need to reflect that.
Colossus (5e Race) Ridiculous ASIs, Large size, and other examples of awkward balance all around.
Colt Canada C20 DMR (5e Equipment) Stats need to be conventional. For example, 7.62x51mm (range 150km/93m)??
Combat Explorer (5e Feat) See talk page for discussion
Companion, Variant (5e Feat) Better than the ability score increase.
Conjurer (5e Class) Class features gained at the same time as when you gain access to spells of 3rd level or higher.
Contemporary Drugs (5e Other) Needs to be rewritten to use D&D 5e standards. Applying temporary bonuses and penalties to base ability scores is not _broken_ but misunderstands basic principles of 5e design.
Cookiefolk (5e Race) This race is a bit weird in balance because the Tiny size implications will never not be problematic. Going from the base race, you have a very powerful trait of life powder, which boosts your HP potential by a lot. Mad Dash doesn't have an action to use it. The glutton trait is weird because I feel it was meant to increase the effects of potions, which is also very powerful. Meals also don't get rid of exhaustion. You need nutrition AND proper rest for that. The idea of Sogginess as a new condition feels like it needs a lot more elaboration. Since this is a race for a specific supplement, it would be good to have it as a variant rule for that campaign setting. But we already have two rather powerful traits in the base.

Onto the Subraces. The flat bonuses and doubling or halving damage feels way too class-like and are also very powerful. Ovenbreaker even mentions a "high advantage" (whatever that is) and more than one subrace gives you a free pet. There's also some very overpowered traits (possession is never an answer, curse of the dark cookie is literally a warlock feature slapped here, eg). If this is intended for a certain level of play in the setting, I would recommend changing this page to be a (Cookie Run Supplement) so people don't think it's for a generic table.

Craisty (5e Race) 50 Flying speed. Advantage on saving throws for half a dozen conditions. 2 skill proficiencies, and universal advantage (or prof. bonus; I can't tell) covering a multitude of areas it shouldn't be. See 5e Race Design Guide.
Crazy Slot (5e Equipment) Mace makes a player fully immortal with no downsides.
Cryomancer, 2nd Variant (5e Class) See talk page
Cryomancer (5e Class) See talk page
Ctalln (5e Race) 5 ASI. 45 base walking speed blows 1sst party races out of the water. Having fewer traits doesn't mean the others should be overpowered to compensate. See 5e Race Design Guide.
Cyber Soldier (5e Subclass) How does overclock "automatically" activate your booster charger? Overclock is also dubious in terms of balance due to the breaking of 20 score cap along with a lot of passive benefits in exchange for really strange hp drain. Also, how long does it last, really?
Daemon Eater, 3rd Variant (5e Class) Grants Extra Attack in numbers equal to that of the Fighter, at far earlier levels.
Defensive Guardian (5e Subclass) Absurd damage dice, adds a second modifier to both attack and damage rolls, gains bear totem's damage resistances without so much as requiring a rage, doubles AC bonus from shields, infinite free opportunity attacks, freely replenishing temporary hit points on a per-turn basis, rogue's Evasion copied wholesale and applied to constitution, adding a second modifier to AC, applies improved rogue's Evasion to a 15 foot cube of area (how is that even meant to work?).
Deity (5e Background) The Divine Nature trait is kinda overpowered. And also it doesn't make sense for a diety to be an adventurer.
Dejah (5e Race) Allowing these guys to wield multiple shields and two-handed weapons on top of large size and +4 ASI is, build-wise, stronger than the marilith
Demizen Demon Lord (5e Creature) insanely overloaded, not even close to CR 30
Demon Slayer (Kimetsu no Yaiba) (5e Class) see the talk page
Deprived (5e Class) Soul Points should match the progession of the ability score increases. The ability score increases should in this sense be removed, and be replaced with interesting features.
Destiny Warlock, variant (5e Class) Hit point restoration seem to come up a bit. Many of these instances should probably be changed to temporary hit points.
Devil King (5e Class) Features without limits, crazy high damage outputs, generally way too strong compared to first-party classes.
Devoid (5e Race) The doubling and then stunning of the joints is a bit min-maxy with how it hits a dead low after a minute of faster speed and stretchy arms. The Obsession trait honestly sounds almost like something a background has (like a stalker background). Is this meant to be for general 5e play, put against first-party content, or only for the setting?
Dexterous Fighter (5e Feat) A feat should only be as powerful as an Ability Score Increase granted by a class. This feat starts with a full ASI, one of the main benefits of Alert, a higher movement speed increase than Mobile, and nothing should grant permanent advantage on all attacks.
Diane (5e Creature) This creatures is not balanced. Has the hit points of an adult dragon, but a fraction of the damage output. Overcoming Diane would be an easy 5900 XP.
Dirt (5e Race) The ASI for this thing is insane. There are also ridiculous traits (too many for me to list on a glance) including but not limited to 60 base movement speed, resistance to blud/pierce/slash, unlimited boosted healing... etc.
Do you want to build some NOVA? (5e Optimized Character Build) At best, you can have two of the three indicated Invocations at level 5. Even that would take finagling. By the time all of them become available, you get only one new invocation slot compared to before any of them were. You could abuse Eldritch Versatility to get two of them, but to get all three would take until at least level 7.
Dorrg (5e Creature) CR doesn't match the contents.
Double-Sided Crescent Dagger (5e Equipment) This is a better version of the rapier. 14:15, 12 February 2024 (MST)
Dragon, 2nd Variant (5e Race) 1d8 natural attacks, large size, etc.
Drain Life (5e Spell) No cantrip should allow you to regain hit points. You could make it temporary hit points, but there's already homebrew spells that do that.
Dreamscaper (5e Subclass) Although the class has been reviewed by players and a DM, will still tag for balance for safety
Drug Master (5e Class) 4 attacks for an alchemist class? Additional ASI and Feats (which are technically an optional rule) than are standard for classes. Savage Shroom and Drug from The Wild overlap. Versatile Drug gives unconditional, universal advantage on all saving throws. Other issues.
Dual Silver Fangs (5e Equipment) So far beyond sensible that I've half a mind to nominate it for deletion instead
Duelist, Variant (5e Subclass) Each feature exceeds the requisite level's general power.
Dusk Thief (5e Subclass) Bonuses are gained at all sorts of levels. Spellcasting gets added, that ends up being better than a main caster in some regards. Misty step is min-maxed, among other problems.
Earth Genasi, Variant (5e Subrace) Every feature on this page needs to be nerfed.
Earth Titan (5e Race) See talk.
Ectonurite (5e Race) Possession can, as written, can control an infinite number of creatures indefinitely, and you are able to take any action you want after doing so, and there is no 'cooldown'. Intermediary Darkvision instead of either Darkvision, or Superior Darkvision?
Eldritch Blade (5e Class) Wildly unbalanced throughout. Potentially an unarmored AC of 20. Misused terminology (for example "free action"). Feature stuffing (9th level has an extra attack, whatever "Determined Revenge" is (I can't see it in the wall of text), _and_ a new spell slot level).
Eldritch Gunslinger (5e Class) This class is grossly overpowered due to combining the best part of fighter(extra attacks), gunslinger(grit), and warlock(spellcasting). In addition the class has far too many features, especially so because the class has spellcasting. DMG pg. 267 allows reload to be an action, or bonus action already.
Elemental Master Archer (5e Feat) Feats shouldn't grant damage resistance. See Feat Design (5e Guideline). 13:43, 11 February 2024 (MST)
Eliatrope (5e Class) 2 common saves
Eliksni, Variant (5e Race) Scales past 5th level.
Elite Descendent (5e Class) Poor design with three features like a fighting style that scale (but don't), and all the features have clumsy mechanics to the point they are nearly impossible to read.
Elven Ascendant (5e Race) Too many overpowered features.
Empowered Critic (5e Feat) Doubling the critical hit range is fine when when going from critting on a 20 to a 19-20. Anything beyond that though, has major potential to be too strong or just be abused to the extreme with bonus damage.
Enderian (5e Race) Silk touch does not have any limits, thus allowing you to potentially pick up an obscene amount of nonmagical things without needing a check??
Enfield (5e Race) Stalker's strike is a bit too variable since it just says "make a check" and see if it works. These DCs are often up to DM discretion, which could make this trait really useless. It might benefit from simplification. So, for example, the first unarmed strike they make coming out of hiding/after hiding does not give away their location or something.
Engineer (5e Class) Several gatgets are overpowered or have other problems like having round counting, modifying of enemy creature statblocks, ect. The turret for one is extremely overpowered and needs to be heavily nerfed(see how the battle smith artificer does it).
Enhanced Folding Sword (5e Equipment) Stronger than a Greatsword, with much better properties. Consider making this a magic item instead.
Everslayer (5e Class) This class has additional features with the ASI/feat levels. While that wouldn't be too powerful in and of itself, the feature gets quite a large amount of dice scaling at higher levels, and this will couple with the extra attacks later in the class.
Experiment 626 "Stitch" (5e Race) Vastly more powerful than any first-party race.
Expert in one (5e Subclass) Mechanics need tightening up a bit. For example, the chosen spell as written is _any_ 1st level spell. It should at least be a spell you know, or even a sorcerer spell you know. Flavour-wise it's not really clear how this is a sorcerous origin. I don't know what the 14th level feature does exactly, it doesn't seem to make sense.
Explosion (5e Spell) See talk page
Eye of the Great Sage (5e Epic Boon) each bullet point of this boon could be a boon in and on itself
Eyes of the Allfather (5e Feat) This seems to be describing some kind of reward (see "Other Rewards" in the DMG) rather than a feat, it certainly goes far beyond what can be expected from a feat
Faerie Enchanter (5e Class) this class gives features at levels when new spell slot levels are gained
Fallen Avariel (5e Subrace) This is a much more powerful subrace than the UA avariel. It has extra flying speed, minor prestidigitation, and a good way to get lots of easy sneak attacks and remain in hiding. It also uses incorrect 5e terms. "Free action," for example, does not exist in 5e.
Fallen Deity (5e Background) This background is far more powerful than other comparable backgrounds due to the sheer number of proficiencies/languages you gain.
Fallen Human (5e Race) Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.
Far Mage (5e Class) See talk page page
Farborn (5e Race) Aberrant lineage does not properly detail how having this creature type affects mechanics (negation of spells that target only humanoids, etc). This race sounds like two creatures. Do you get two creatures to play as, or is this merely flavor. It sounds like a variant or setting rule than something for a generically usable race, same for the effect of when they kill each other. "Per X rest" wording needs to be properly written out ("you regain all uses of x after finishing a long rest...", eg).Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Felkie (5e Race) Flat advantage on persuasion, advantage somehow on the first turn in combat? Some of the bloodlines are just ASI, which is kind of strange, but less problematic than the earlier mentioned.
Fezandipiti (5e Creature) 12:17, 24 January 2024 (MST)
Fire Bender (5e Class) Gains class features at the same time as access to spells of 3rd level or higher. Levels at a point where a possible subclass would be useful, is missing.
Fleece of Fragile Fortitude (5e Class Feature) Multiplying your hit points by 5 for any reason is of questionable balance. Optimized magical healing means that a character with this feature could recover 200 hit points per first-level spell slot used by the party's healer.
Fleece of the Diseased Heart (5e Class Feature) This is insanely and blatantly overpowered.
Fleece of the Fates (5e Class Feature) The linked table is untenable and unbalanceable.
Flying Firecaster (5e Optimized Character Build) You can't fly 180 feet straight up with only your bonus action and normal movement. You could if you Dashed as a bonus action and as an Action. Dash says as follows; When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. That's it. It only increases how far you move when moving, from 60 to 120 in this case.
Foot long corn dog (5e Equipment) If this is a shortsword, then why is it not a magical weapon?
Forbidden Art of The World Ender (5e Class) Blade of Red Skies seems busted. Each turn fighting a boss one of your attacks can deal upwards of 8 times weapon damage, or 4 times on a successful throw. Uses one attack action giving you that +1 standard attack.
Force-User (5e Class) beyond 2nd level this is a monk ripoff(somehow even weaker than original), sith is crit champion-barb ripoff, Lightsabers does not make sense(double is more expensive, but it gives you restriction on using other arm, and less damage), half of "new" features does not make sense(can use DEX for attacks with lightsabers that are already finesse),
Forced Evolution (5e Feat) Feats should not be class specific.
Forest Mutation (5e Race) infinite, unconditional regeneration is a no go. Creature can, and should have only one creature type. And unlimited amount of grappling, that also deal damage, at the 75 feet range is nuts.
Forgemaster (5e Class) This class hasn't been playtest or undergo any balancing critique
Friction Rifle (5e Equipment) Unsure if part of the weapon should be spun off into a separate magical version. Mechanically I don't the example is legal in 5e.
Fyx (5e Race) 120 feet of truesight is imbalanced for pretty much any race at level 1. You are giving a free 6th-level spell effect that is passive. Think about that. Consult the bonthain race and how it is disclaimered and nerfed heavily due to having this powerful trait.
GUN Loader (5e Creature) "force" damage is pure magical damage; a grenade would not do this. It would most likely be piercing for a frag grenade - also why is it a ranged attack instead of an explosion? AC 10 does not seem appropriate for something made out of metal or something with a Dexterity of 18 (surely AC 14 at a _minimum_). "Reinforcements" is not a feature, this should just go in general information to describe the monster's behaviour. If you must have it, it would be a Reaction, per the Shrieker
Gambling Soul (5e Subclass) As originally written, level 8 and 9 spells were combined into a single table because access to so many upper level spells is broken. Also, though this class has variable power, the original table was very carefully designed with several considerations in mind: 1) only spells that are an action to cast were included, as this feature is an action to use. 2) a variety of in-combat and out-of-combat spells were included. 3) the number of concentration spells was limited so as not to be a major debuff should you use this feature multiple times in a row. 4) spells from all schools of magic were included as best as possible. 5) spells were placed in an order that balances class features below. 6) spells with mandatory monetary-based material components were excluded as not to waste a spell slot should you not have the component. Consult July 2022 revision history for this table.
Gem Galaxies GemKind (5e Race) Some traits outpace 1st races. The subraces are not roughly balanced between each other. See 5e Race Design Guide.
Geraldinho, The Frog (5e Creature) 16:48, 2 January 2024 (MST)
Ghani (5e Race) Several traits are not worded with mechanical stringency, leaving them vague and abusable or absolutely useless. 4 languages for a single race?
Ghoul, 2nd Variant (5e Race) Kagune were turned into a class for Ghoul, Variant (5e Race) for this exact reason, they're far too strong to just be something everyone gets automatically, especially when adapted like this. Additionally, Kakuja is a complete mess.
Giant Glacier Insect (5e Race) Racail traits are stuffed. Wielding 2 two-handed weapons with no drawbacks, unarmored AC, and flat skill bonus. 2 resistances and vulnerabilities might be too many. Also, a natural weapon with 1d6 damage and finesse? Freezing healing seems very strong and weak at the same time. See 5e Race Design Guide.
Gifted Human (5e Race) A race with what seems to be a whole subclass built in. Obvious issue there.
Glimorian (5e Creature) Unless this is part of a specific campaign, or the creature has very few actual hit points, this creature seems overly frustrating and punishing. Especially since the resurrection is timed to 6 rounds exactly.
Godly spears (5e Equipment) A one-handed weapon should not deal 1d12 damage. 21:06, 14 November 2023 (MST)
Gracious Fury (5e Class) Dex barb, but better than barbarian in any and all regards
Graviturgy, Variant (5e Subclass) See talk page
Great Marshal (5e Creature) A CR 15 creature that can summon another CR 15 creature and on average seven CR 14 creatures who can all summon their own CR 15 creatures. 21:26, 6 October 2023 (MDT)
Great Spirit (5e Race) Spirit sanctuary is clearly not finished. As it is now, this race can basically cast unlimited, instant, impossible to dispel Leomund's Tiny Hut. This cannot be, if one can even make that assumption - as nothing important about this extradimensional space is written, like ways to enter it, leave, if you can just kidnap someone into it against that creature's will etc.
Greater Shadow Balor, Blessed by Elrik (5e Creature) Creature has ability scores beyond 30, ridicolous movement and absolutely overloaded abilities, modifiers to hit and DC's are calculated wrong, and funnily, mythic monsters can go up to CR 50, but this creature's statistics are far above what a CR 50 creature should have with the Mythic Monsters (5e Variant Rule), so even CR isn't right
Grimm Kin (5e Class) Has only a rudimentary use of the D&D rules. OP may need to collaborate with a more experienced user to make this class useable.
Gun Mage (5e Class) Class features gained at the same level as spell slots of 3rd level and higher.
Gustatory Cookiefolk (5e Race) This race is a bit weird in balance because the Tiny size implications will never not be problematic. Going from the base race, you have a very powerful trait of life powder, which boosts your HP potential by a lot. Mad Dash doesn't have an action to use it. The glutton trait is weird because I feel it was meant to increase the effects of potions, which is also very powerful. Meals also don't get rid of exhaustion. You need nutrition AND proper rest for that. The idea of Sogginess as a new condition feels like it needs a lot more elaboration. Since this is a race for a specific supplement, it would be good to have it as a variant rule for that campaign setting. But we already have two rather powerful traits in the base.

Onto the Subraces. The flat bonuses and doubling or halving damage feels way too class-like and are also very powerful. Ovenbreaker even mentions a "high advantage" (whatever that is) and more than one subrace gives you a free pet. There's also some very overpowered traits (possession is never an answer, curse of the dark cookie is literally a warlock feature slapped here, eg). If this is intended for a certain level of play in the setting, I would recommend changing this page to be a (Cookie Run Supplement) so people don't think it's for a generic table.

Half-Devil, Variant (5e Race) Devil's Will trait allows hit-dice based regeneration without limiting it per rest, as well as a way to gain ridiculous stacking bonuses. Base walking speed of 40 places them above wood elves. See 5e Race Design Guide.
Half-Giant, Variant-A (5e Race) This isn't horribly overdone with traits, but some spots do need work. With +4 base ASI, and 35 ft move, this also does get a sort of lot of traits. The base race alone would make up a race budget. The fire giant heritage's fiery touch attacks do not have a duration of how long the weapon is on fire for. Stone catcher also doesn't make much sense (I assume this was ripped from monk) as it is a class feature turned into a trait, but it also uses your action for some reason when you're the one being attacked?
Half-Phantom (5e Race) Resistant or immune to almost all damage types and conditions. Ludicrous.
Half-Phoenix (5e Race) A +4 ASI combined with enhanced darkvision and racial spellcasting is already perhaps too strong, the flying speed is far too much, and the rebirth trait is problematic at best (5e does not use level drain). A design disclaimer is no excuse for imbalanced content.
Half-Rust Monster (5e Race) Too strong compared to standard first party races. There is no reason why this race should have 40 feet of movement. Their large Armor Class increase paired with their ability to corrode metals as a reaction is also too strong. Consider reducing the base Armor Class and reworking the rust effect to better suit a race.
Half-Siren (5e Race) This race grants too many features, has powerful subraces, and grants several high-power spells which can be cast AT WILL at first level. Also, the bite attack is highly powerful. This race seems more like a mid-CR monster and is in desperate need of balancing.
Half-Suva (5e Race) +4 ASI, 30 feet of flying, double drawing and instant-doffing, or choice of a class feature. This is also a pure celestial, which comes with a few spell immunities. Combined, these are a bit much.
Half-Vampire (5e Race) This race is overpowered compared to similar first-party races, and would benefit from having less powerful traits as the race currently get everything their first party race gets and a whole bunch of questionable stuff from the vampire. Overall requires a rethink and then a rework from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Halfling Half Gnome (5e Subrace) Doesn't explain if this is a halfling subrace or a gnome subrace; doesn't explain what "upgrade and create machines and constructs" means: if I've got a +4 Intelligence modifier can I instantly create 4 iron golems? What are "craftsman tools", are they like artisan's tools?
Hanma (5e Race) An absolute mess. Plus 4 to one ability score, plus seven to multiple overall is unacceptable by any metric. Permanent resistance to bludgeoning, piercing, and slashing damage is beyond scope of power of any race. What does even proficiency in grappling means? Disadvantage on all wisdom saving throws is neither needed, nor sensible and by any means balancing out other ridicolous powers this race gives out for free.
Hard Ice Elemental (5e Race) Do these guys have hands? That's a pretty big shift since players are generally assumed to have bodies that can hold weapons and cast spells. Cold air control could be worded better to reflect this.
He Who Fights Monsters (5e Feat) While it's a cool idea, there's a reason 5e doesn't have any feature-stealing features. Consider a 1st level human fighter picking up shadow's Strength Drain (which can easily kill a low-Strength creature in 2 rounds) or a will-o'-wisp's Incorporeal Movement (effectively becoming invincible so long as there's a wall to walk through), or both.
Heavy Orc slingshot (5e Equipment) Overpowered.
Hexer Variant (5e Class) see the talk page
Hippocampus (5e Race) The homeworld flying speed seems a bit strange since little information is given on it and so that speed is almost negligible as it is setting-specific. The hover speed also needs to be more stringently defined, as I am assuming it is what their "walking" speed is based off of despite the lack of legs.
Hive (5e Race) ASI is too high.
Hiveborn (5e Race) Concept is far too much for a race, mechanically and... wordedly. I recommend the Kroot (5e Race) for advice on how to make a race which gains stuff from other creatures, as it executes the concept rather well without being as overbearing as this.
Hobblegrunt (5e Race) This thing is Large size (capitalize sizes) and it gets quite a few benefits including non-focus casting for ALL spells (which no race gets), flying speed, etc. It also has an atypical body type that defies how 5e expects players to interact with their world. This would fit much better as a monster, same for all the dragon "races" made of this franchise.
Hollow Vessel (5e Class) Has a load of class features, some of which are gained at ability score improvement levels and proficiency in two common saving throws.
Human Martial, Variant (5e Race) This has just a bit too much. Normal ASI, but 40 walking speed. You also get a dual-stat AC. Full-on immunity to frightened is also eating a significant part of the race budget, and combined with brutal crit and half orc endurance, this amounts to too much.
Hybrid (5e Race) This runs into the issue as any of the make-your-own homebrew half races... And it allows you to cherry pick the best traits from two potentially very strong races (like yuan-ti and halfling, eg)
Hybrid 2nd Variant (5e Race) The pick and choose of traits allows you to easily pick out just the strongest traits of two races... Also, +5 ASI, really?
Igneous Suffocation (5e Spell) Level scaling is frankly absurd
Inertial Impostor (5e Feat) Time for one-handed Strength-based Longbows. Also, last bullet is missing a DC. Wording imprecision aside, this feat falls into a weird balance state where it's mechanically outrageous and nonsensical (Greatswords magically become finesse weapons, but Longswords don't? Okay) while also being... pretty bad. Why burn a whole feat to turn a greatsword into a finesse longsword when +2 Dex and a Rapier is strictly superior? Are finesse pikes (but not spears!) really worth a feat?
Ivory Card (5e Equipment) Is there any reason why this does more damage than a dagger?
Jade Emperor’s Body (5e Epic Boon) As per usual, each trait could be a whole boon. Please balance this
Joryun (5e Race) Huge size is still problematic. You are thematically and mechanically ridiculous in size to maneuver and use items. The category is also still Large. The race gets too much, simply, with its Huge size.
Juggernaut (5e Race Variant) This is just a straight up better version of human variant.
Kai (5e Creature) Off CR. Also, needs hit dice.
Kaonashi (5e Race) There should be a way, for example an investigation check, to discern if the gold is fake or not. How is even Maw of Arivice supposed to work? I read it three times and still do not know. Ravenous Bite is a mess, being too big of a dice, grantin unlimited healing and being mechanically unsound ("size increases by 5 feet") at the same time. And permanent invisibility
Key of mimicry (5e Equipment) Chests would lose their items and doors would no longer be openable as they would now be a monster battle.
Killy Demon (5e Creature) CR is closer to 3 or 4. Skills and saves look like they were chosen at random.
Kime's Magic Missile (5e Spell) Missing the epic spell formatting, as well as the mechanics of a spell in an appropriate level.
King of Games (5e Class) Wildly unbalanced and hard to follow, it's hard to fathom what happens with this class even at 1st level. This is what happens when you try to cram the rules of a card game into D&D, instead of just having the card game infulence the design of a D&D class.
Kirbonian (5e Race) Several features are considerably hard to understand, and the whole 'Swallow' feature effectively has no limiting factors, allowing you to gain an intense level of power from traits taken from creatures.
Kitsen (5e Race) The death before dishonor feature feels like the capstone of the samurai subclass... except that this doesn't seem to allow you to die? That makes it infinitesimally better, since you don't go night-night until combat is feasibly over, despite getting hit with only 1 temp hp, as long as you have enemies up.
Kodaku (5e Race) Instatneous Regeneration is ridiculous, and also extremely niche. Fluoroscopy is blindsight without saying blindsight plus more. The whole race seems like a dream hodge-podge of traits to make it less annoying to play. Know all languages(basically) Can't be surprised, always aware, sleep 4 hours, can't loose limbs, no lingering injuries, immune to disease, stronger so you have higher carrying capacity, higher than 20 boundary for constitution. See 5e Race Design Guide.
Kreen (5e Race) See talk page
Kumiho (5e Race) This race gets a lot at its base and gets additional things from its subraces. There is unconditional advantage that one subrace gets, and there is a fluff feature that scales into 18th level for some reason, to name a few issues.
Labaranthine (5e Class) I just posted this and want feedback. Might be OP?.
Lakyu's Shadowfell Fire (5e Spell) 1) There's no excuse for a spell to be "more powerful than usual". If a fireball is 3rd level and deals X damage, and spell Y deals 2X damage, then spell Y is greater than 3rd level. 2) Those 5-foot radius spheres are only going to be hitting the original target, unless there are creatures squeezing into that square. 3) I make the average 3rd-level damage to be about 135 (assuming the attacks hit and targets make their save half the time) - that will go up if the radius is increased. In comparison, a fireball deals 84 damage (assuming 3 creatures in the 20-foot radius).
Latex Beast (5e Race) So the winged black subrace creates offspring? Are these controlled by the player or something? What stats do those have? The "line-of-sight" seeing is strange also. So you can literally only see in a straight line as drawn from a map?
Lekgolo (5e Race) How to establish connections with a bond brother, since it does have a mechanical effect in this case, should be detailed in a trait for this race, or a small rule.
Lever-Action Shotgun (5e Equipment) The idea behind this weapon doesn't have anything to do with the min-max stats here.
Lich King (5e Creature) There cannot be CR above 30 without any special rules, neither ability scores above 30, so giving this CR 50 is baseless. You cannot have more than 20 levels in something without special rues either. Immunity against basically anything, illogical immunities to conditions(why you cannot knock him prone? Some are doubled), , legendary resistance, mile of truevision?, casting two spells in one turn, DC's are calculated wrong, spammable down to 0 hit points and instant death abilities, etc. etc.
Light Monarch, Variant (5e Class) See talk page.
Lithune (5e Race) Racial traits are significantly better than other first party feats and racial feats. Feats should not have level caps and the prereq's should have the race name in them to show their racial feats. These are more class feature type abilities than racial feats, see XGtE. 1d8 on an unarmed strike might as well be giving a monk their 11th level class feature early. Consult the 5e Race Design Guide and the 5e Feat Design Guide for help.
Living Doll, Variant (5e Race) The need to absorb spells as crystal hearth body type seems very strange and doesn't really detail the actual downside if you do not absorb these spells to keep you running. Overall, the trait is also strangely worded and the need for levels at early levels is very difficult if you only run into cantrips or only cost your allies spell slots. This sort of trait would also justify being a primary gimmick for a race alone, and would be a lot coupled with a soul type. Traits like repairable really need a re/action to trigger. Overall, the combos between soul and body types feel a bit much given how strong or advantageous some of the sub traits are on their own.
Lord (Fire Emblem) (5e Class) The subclass features are quite powerful and while overall they are fine, there exists notable exceptions that are too powerful such as the Wind God, Commander Improvement, and perhaps others. In addition, some of the main class features may need tweaking such as Pair Up which is too powerful to be an always on feature.
Love Domain, 4th Variant (5e Subclass) Cleric subclasses should have two first-level abilities. This subclass appears to have up to four, two being crammed into Heart's Tell, which is already problematic - no single feature should grant two proficiencies and an expertise-equivalent for the both of them, and gaining a bonus to a stat as part of a class feature has only ever been done as the Barbarian's capstone feature. Additionally, the 8th-level feature does not make any sense - resistance is only applicable to damage, not saving throws, and having blanket resistance to damage caused by magical effects is incredibly broken. What does love have to do with immunity to magic in the first place?
Lovian (5e Race) Universal disadvantage on deception. What's a foresight check? Grease the Wheels should be proficiency, or a conditional advantage and probably say check. Damage types involve resistances or vulnerabilities, not a variable additive to the damage. Not all classes have spellcasting capabilities (Magician). 5e Race Design Guide.
Luma (5e Race) Racial traits generally do not improve beyond 5th level save for damage dice (dragon breath, eg.). Also, since these are star guys, should they not have limits on what they can wear due to their body shape? Their size category is also listed as just small, but they can apparently be tiny also (which comes with its own potential bag of worms).
MA5C Assault Rifle (5e Equipment) Burst fire needs some explaining, as there is a firearm property in the DMG called "burst fire" that works differently. You make an attack and expend 4 shots from 32 ammunition - is this functionally different to just having 8 ammunition (a unit of "ammuntion" doesn't have to be a single round)
MEDIC! (5e Class) Combat Medic and Regeneration are not well balanced; medi-gun has the usual equipment-as-class-feature problems, the whole class is one-note rather than being a broad archetype and maybe would make a better subclass. Expert Patchwork has no mechanics, you can't just say "the DM decides what this does". That's for starters. This would take a lot of work to be useable.
Mage, 4th Variant (5e Class) The main gimmick of the class, gaining the subclass features from any subclass belonging to a full spellcasting class is far too good. Because of this, this class is overall a powered up version of the wizard class as this class has a better spell list, far more features for a full spellcasting class, the ability to choose a number of powerful features from other subclasses, and various other issues.
Magical Charms (5e Equipment) This item was created by AI, so requires a human to check it for balance
Manibus (5e Race) This race seems underpowered. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Mask of Heresy (5e Race) How is allow this race to possibly take over anything with a minimum int of 6 balanced?
Masked Puppet (5e Race) There are arbitrary DCs in this race, as well as flat bonuses to skills. Additionally, how does mask swapping work? The fact this race has essentially 4 subraces by the time they are level 20 to swap around is overpowered in besting pretty much any other race in versatility. It sounds more like a class gimmick, given how much a mask gives in comparison with something like the official eladrin.
Masked Warrior (5e Class) Multiple features jeopardize the balance of this class, like Suit Upgrade completely shattering bounded accuracy, three extra attacks, and several other questionable features.
Master of Puppets (5e Class) This class gain features in the same levels it gains spell slots and it has a d10 of hit die being a full spellcaster
Maul of the Sky Cleavers (5e Equipment) A magic item should not be able to cast an 8th-level spell multiple times. 12:33, 6 December 2023 (MST)
Medusa (5e Race) The petrifying ability on this Medusa is more powerful than the Flesh to Stone spell, that is already a 6th level spell
Merchant, Variant (5e Class) Now the feature is even worse in terms of balance. Change the bodyguards feature to be something akin to the animal companion of ranger beastmaster
Momokin (5e Race) +6 ASI, weird 4e skill bonuses, and if I understand right, the potential to make 6 attacks at 1st level.
Moon Druid: Baldur's Gate 3 Edition (5e Subclass) The creator of this page, me, has no clue on how to balance this mess of a subclass. This subclass is ported from Baldur's Gate 3 without any thought to balance. Objects to focus: HP and Damage increasement on wild shapes. Wild shape's spell casting and abilities. Helpful Balance Resources: Official circle of Moon and Spore Druids
More Is Better (5e Feat) Allows for a 3-attack Attack action at 1st level, and 5 at 20th level, potentially more with being able to take 2 bonus actions.
Mosa Moth (5e Race) I see that there is a subrace that can use hit dice repeatedly? And the whole regaining limb thing, as usual, makes spells like regenerate obsolete from early on. Rebel's Darkness also has no usage limit and has an arbitrary DC. Some of the wording issues make the traits much stronger, also.
Moth'Drin (5e Race) What is "mech armor" that impedes your flight? Also, this race just keeps gaining entire resistances to damage types? Yeah, no. And the subs have arbitrary saves, regeneration stronger than most axolotl-based homebrews, and also a large amount of excessive level scaling.
Mothlin (5e Race) Sense of smell has a mechanical benefit with the advantage on smell, so that part is fine. But the emotion part is poorly defined. What do you roll? What counts as "strong emotions?
Mr.L (5e Creature) Not at all balanced for a CR 30 creature, and in places does not use the 5e ruleset
Mr.SYS (5e Creature) Is this a joke page?
Multiplectic (5e Race) In no way is creating up to 5 additional clones balanced.
Munkidori (5e Creature) 12:16, 24 January 2024 (MST)
Mystic Eyes (5e Class) numbercrunch on this is insane, this class just gives you more damage, bonuses and overall things than official pages
NULL'S Blade (5e Equipment) A natural +3 to attack and damage, plus more from expended charges. Hit point regeneration. Although unrealistic for 99% of encounters, hit points regeneration can stack up 12 points a round? Caveats with every expenditure makes this dense.
Nature's Blessing (5e Race) The Change Form trait is far too open to interpretation, and could range from useless to gamebreaking. The Life Essence Bond trait is utterly absent of explanation.
Neckronomicon (5e Equipment) Mechanics are not playable.
Necromancer, Variant (5e Creature) Forced Company is a theoretically an infinitely, high-leveled spell-slot dressed as a feature that is free/passive.
Nightwings (5e Race) Advanatage on all skills checks of a certain type, by itself, is too powerful a trait for races. Besides that, the fact that this race can fly, but has a decent number of other traits is also a concern.
Nopon (5e Race) Their breath "weapon" is written incorrectly with a very strange scaling and usage parameter. It should mirror the dragonborn's in dice and usage.
Nosgoth Vampire (5e Race) There are way too many traits here, and gaining access to traits as you level. The class-copied stuff needs to be overhauled and greatly simplified. This should only be a small number of benefits if it's truly seeking to be a race. Has 4 total ASI.
Nue (5e Race) The natural weapons of 1d8 break monk's unarmed strike damage. The poison attack is also way too strong.
Nukenin (5e Background) Three times the tool proficiencies of Criminal background, nearly three times the starting gold as well
Null (5e Race) This race has a lot of extra senses, the maximum number traits, and damage immunity. It's also immune to aging, disease, and doesn't need sustenance, and has unconditional advantages, and inherits other bonuses. See 5e Race Design Guide.
Nymph, 4th Variant (5e Race) "Free action" is not a thing in 5e. Also, blinding beauty basically has up to 10 usages (6 second increments for a total of 1 minute). While it sounds fun to be a flickering lightbulb, it would be much more streamlined turn-wise in combat to have a simple 1-minute transformation like shifter or aasimar.
Oath of the Skywatcher (5e Subclass) Firstly, this subclass lacks precision. Ewerywhere. "Not on the ground" is extremaly bad way to describe a trigger for your abilities, like, when I am on wooden floor in a castle will they work? Or maybe on glass floor on second store of the building? What about panel from wall of force spell? Neither of those are "ground", in some meanings of the word. Skywatcher aura gives bonus to attack rolls, damage rolls? Not specified. Judgement from above is once per turn, why? It is already limited to once per long rest. And all damage must have a type. Second overall problem is Power of this subclass. It is insanely weak, both channel divinities are super circumstantial, and not worth being used in almost any situations, all the other features too - if you use them, they are helpful, not great, but helpful. IF you can manage to use them, which is propably close to never in a normal campaign. Storm sphere is a fourth level spell.
Okidogi (5e Creature) 12:13, 24 January 2024 (MST)
One with the Tribe (5e Feat) This feat is both too powerful when you gain it, as it is effectively another pc in the party and the beasts damage and hit point scaling make the beast far too powerful for just the cost of a feat.
Pact Summoner, Variant (5e Class) Pact binding is rather problematic, with a loose definition. For binding, it's not clear where creatures need to be, you can recruit hostile creatures, the target is not afforded a saving throw, you can recruit an important NPC and "know what it is thinking", potentially breaking an adventure, you can bind creatures outside of the normal CR-to-level scaling. For summoning, the creature can't use its "features" - does this mean "traits"? Many traits are inherent to what the creature is.
Paisley Dragonborn (5e Race Variant) This thing gives three resistances and an insane amount of type versatility that exceeds the usual scaling of damage by dice. In general, 5e doesn't grant trait advances past 5th level except for dice damage increases.
Palademon (5e Race) The two forms have a 7th level boost, which is beyond the usual 5th level limit. They also give a flat bonus which is more 4e and discouraged in 5e. The occult variant doesn't work on account of having force resistance of all things, and a very setting-conditional trait to communicate with deities. The race also isn't fully well-conceptualized on account of how celestials and fiends work in DnD. And it also has alignment restrictions, which are ill-advised for 5e.
Paradox Men (5e Class) Some features are actually broken, starting with Time Stop. Needs rewriting to make better use of the D&D rules. Spellcasting is broken. Powerful features are given on levels where you also get a new spell slot level. At-will dimension door. All sorts of spicy and nonsensical stuff here.
Parasite Alpha (5e Subrace) What race is this? The way it is infection makes it sound more like a disease. It also uses arbitrary DCs and essentially seems to allow you to take over a creature or something, or spawn a creature under your control? That's pretty broken and the mechanics behind it are also ill-defined.
Path of Ragnarök (5e Subclass) Off to a fantastic start with resistance to all damage at 3rd level and damage immunity at 6th level. Then... uh... rapid and unlimited "physical" and "mental" "attribute" increases? Some of the terms used below are D&D terms and others seem to be from some other game? ("stackable temporary health", "temporary life", "check cd"?). This needs... a _lot_ of work to be usable
Path of the Otherworldly, Hybrid Version (5e Subclass) This class is just to atempt to balance how a hybrid subclass could be, this is made for me to find a good spot to create a system where everyone could make a deal with a warlock's patron.
Pecharunt (5e Creature) 12:21, 24 January 2024 (MST)
Pegasifolk (5e Race) Is this actually a pegasus? The typing is weird in that case. Also, the unhampered flying speed should have a clause about armor. Kick of wind needs to be worded like actual unarmed strike traits, Light of Love needs restrictions on use.
Perfect Homunculus v2 (5e Race) Seems more like a creature NPC then a playable race.
Phantom-kind (5e Race) Ghostly form doesn't seem to fit the design space for 1st-party race-based spellcasting. Needlessly better than standard darkvision.
Pirate Cover (5e Feat) Overpowered. There is more here than some subclasses and backgrounds, and this is supposed to be a half feat. See 5e Feat Design Guide. Acting is not a skill.
Pistol, Variant (5e Equipment) In 5e, a standard pistol deals greatsword damage, a slightly smaller caliber firearm should deal more than half as much.
Plant Being (5e Background) The feature allows for regeneration and even damage resistance. Backgrounds should have ribbon features to help with roleplay
Pop Star (5e Class) Class is still replete with balance and mechanical issues
Possesion Doll (5e Race) Possession can use charges from the previous trait to get around the 'cooldown', the CR scales 1-to-1 based on your own level, and your game statistics are changed for the duration which can slow down the gaming experience. Adding more conditions onto the trait will not solve the problem; it does not fit the design space of a racial trait. Cursed eyes does not reflect 1st party race spellcasting/dragonborn breath weapon. These traits feel more like a class, especially with the charges. Racial traits should be a number of bonuses that are linked together via a theme and feeling of the race, not by having charges that stored and usable across a multitude of traits.
Power Of The Forest (5e Spell) Region is not a good range, it lacks clarity. Also, this spell is... whacky. Complete control over a creature, any and all creature of your choice without any kind of save is ridicolous, and the downsides... are. Like, they exist, but they are weird and lacking clarity. What even is the goal of this spell?
Primarch (5e Race) Where do I even begin. This race has +2 to everything, which is a direct upgrade to the already pretty good Human. Flat AC bonuses are a big no-no, and a damage increase to all melee attacks is insane as well.It's almost like the Primarchs are intentionally meant to be a direct perfection of the baseline Human form, hmm?
Prinny (5e Race) not one race feature in here is remotely balanced, reach one being way over the top
Protecter (5e Background) Backgrounds do not confer mechanical benefits.
Psionic Human (5e Race) See talk page.
Psycho (5e Background) Mechanical bonuses.
Pug (5e Race) Why do we need a separate page for a Dog (5e Race) subtype?
Qin Shi Huang (5e Subclass) Being able to Dodge as a bonus action for free is still too strong. Compare the monk, who must spend ki, a limited resource, to Dodge as a bonus action. 23:30, 14 February 2024 (MST)
Quar (5e Race) Uses negative ability scores. Capable of increasing an ability score by 3. Blood Frenzy is much too strong of a conditional advantage to be on all the time. See 5e Race Design Guide.
Radiation (5e Spell) Useless in one-on-one combat, absurdly powerful in massive combats
Raesokeran Felis (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Round counting, flat increases to AC, several strong/useful traits wrapped up one. Overall too many strong traits are given/wrapped up and the traits will need a rework from a mechanic perspective to better work with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Ursus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. natural attack? The subraces comparatively are not balanced compared to one another. A number of traits of questionable balance such as granting near conditional advantage on attack rolls and 4 proficiencies? Overall needs a nerf and a clean up to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raiment of the Fey Queen (5e Equipment) Your AC becomes 26 and you become immune to nonmagical attacks and resistant to all other attacks. Allows you to cast an 8th-level spell at will. 21:28, 23 December 2023 (MST)
Raw Silk (5e Equipment) This should be attuned too.
Reincarnated Devil, Variant (5e Race) Per the talk page, basing abilities purely off their anime sources is a very bad way to balance in DnD. You have traits gained after 5th level.
Reincarnated Devil (5e Race) Per the talk page, basing abilities purely off their anime sources is a very bad way to balance in DnD. You have traits gained after 5th level.
Renamon (5e Race) Three skill proficiencies, for a race, are too numerous. Although not precisely comparable, Half-Elves by comparison have double skill proficiencies, darkvision, and fey ancestry, and a +4 ASI.
Rhopalofae (5e Race) The fact they are described as looking like normal butterflies, which are extremely tiny, and having 35 feet of flying speed, is a disconnect. Tiny size for PCs also can have some implications, see this variant rule, and this should be considered. Dex casting, even more so than con casting, is extremely powerful considering dexterity is a god stat in 5e. This is also poorly corroborated as to why dexterity, even. It would make more sense to only have cantrips from the subs, since they already get two. Getting three and having the spread score use is very messy and strong.
Ring of Thoth (5e Equipment) A worse headband of intellect at the same rarity. 16:09, 2 November 2023 (MDT)
Robot (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Missing multiple damage/condition immunities/vulnerabilities, Construct creature type, too much choice for ASI's, +3 possible, missing the "you cannot increase this score over 20" descriptor, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rock Shell Tortle (5e Race Variant) A race with even higher possible AC than base tortle (which already has a very high 17) AND a damage immunity.
Rune-Smith (5e Subclass) Even moreso than artificer, this sub explicitly just lets you craft up magic items of or below a certain rarity. It's not limited to what they can be, except by rarity, and this can open up a lot of exploitation in taking away what normally is a device used by the DM. Heck, with proper downtime, you can get a good 5 fireball spell scrolls. It also doesn't state whether or not you can use these runes with magic weapons and armor, which means you could buff a +3 sword to a +6.
Rune Smith (5e Class) The exact way in which rune components work is questionable and should be reworked. The balance of many of the rune effects themselves is also questionable.
Runesmith (5e Class) Class features not balanced currently.
Rät (5e Race) Burrowing speed is very very dangerous for PCs, same as flying speed. Burrowing speed will allow a player to essentially gain cover very easily, and it is not limited in any way here, in contrast to the rakaka or dao subrace of the genie race. Additionally, their speed and supposed size is strange, since if they were Small, having a speed as fast as 35 feet is weird. There could be more flavorful traits injected here.
Saiyan, Variant (5e Creature) Assuming the above is accurate, even a simple +3 increase to a single ability requires weaker traits, +4 to three is way too much. As for the second half, what's keeping a player from maxing out their ability scores in 1 session using acid splash? A simple +2 ASI is a major class feature, throwing out ASIs this easily is not a good idea.
Saiyan fighter, 3rd variant (5e Class) Almost identical to Saiyan Fighter, 2nd Variant (5e Class) but with earlier acquisition of features.
Scorpion Whip, Variant (5e Equipment) too powerful for a nonmagical weapon
Scrapper Armor (5e Equipment) Without the modifications, this armor is overpowered. Besides that, heavy armor does not allow you to add an ability modifier to the armor's AC, how salvaged materials provide such great protection is unexplained, and most of the armor modifications are overpowered.
Sealing (5e Race) Flat armor bonus. See 5e Race Design Guide#Race Do's and Dont's (modifiers section).
Sentient Slime Armor (5e Equipment) This is far too powerful to be a mundane item. It should be converted into a magic item of some kind.
Serpent-Kin (5e Race) Constrict starts off simple, and then climbs the damage range quite a bit. Additionally, it doesn't have a recharge, so you can use this more often than something like a dragonbreath. Speed burst also doesn't make any sense with "1.5m"
Shadow Monarch, 3rd Variant (5e Class) Is casting spells remotely (up to 100ft. away from yourself) without any drawbacks balanced? The exact mechanics of the shadow servant and shadow demon need to be looked into. Army of Shadows gives temporary hit points every turn.
Shadow Monarch, 5th Variant (5e Class) See talk page.
Shadow Monarch, Variant (5e Subclass) The Summon Soldiers feature is far above the power level of a 2nd level wizard subclass feature as you get too many summons that are too powerful. For example, the ability to control one creature at around 1/4 of your CR is around the power level one should go for and even then the feature is extremely strong and still may be too powerful.
Shadow Monarch (5e Class) See talk page.
Shadowling (5e Race) See talk page
Shadowreaver (5e Class) More attacks than fighter well before fighter gets 4. Gets expertise three times as well.
Shapeshifter (5e Race) So. Proficiencies in way too many things, at minimum a +4 to your stats without any major drawbacks, literal immunity to needing a Constitution saving throw, a literal +7 to your AC by simply going Bear mode.
Shukaku's Shield, Ultimate Defense (5e Spell) This spell makes you totally immune to lower level creatures. Assuming a 7th level caster with 3 spellcasting ability, they become immune to damage of 17 or less. The "break it all in one go" seems wrong.
Silver Blue (5e Class) What few features can actually be understood are blatantly overpowered
Silversmith (5e Feat) Why would I take a feat that lets me go through an elaborate silvering process to get a +1 AC and (what I think is supposed to be) a +1 or +2 damage bonus against certain creatures with certain equipment... when I could just take a +2 ASI in Dexterity and get an unconditional +1 AC, +1 damage, +1 to-hit, and +1 to a lot of other things
Skeleton Fairy (5e Background) Far more powerful than any official feat, design disclaimer acknowledges the issue but does nothing to address it.
Skull of Corruption (5e Equipment) This legendary item just lets you cast a version of the fire bolt cantrip that deals psychic damage as a 1st-level character, or a 5th-level one if you perform an hour-long ritual. 19:55, 31 December 2023 (MST)
Slime, Variant (5e Race) Base AC of 17 and includes con mod. Proficiency in grappling isn't a thing, and the absorb trait deals auto-damage (also is written poorly in terms of targeting). And, of course, ridiculous resistances
Slime (5e Race) A full immunity plus another resistance, and two options to infinitely poison
Slimecican (5e Race) I can’t figure out whether divide needs to be buffed or nerfed.
Slippy Slime (5e Race) "within reason" is a nebulous constraint that means nothing and needs mechanical constraint for change form. Other traits also need some more mechanical wording, like usage specifications (is there a limit to what kind of item you can stick in your body, eg.).
Sorcerer, Elemental Variant (5e Class) Class features gained at the same time as access to 3rd level spells and higher.
Spider Silk (5e Equipment) This should be attuned too.
Spin Master (5e Subclass) What class is this designed for.
Spore Infected (5e Subclass) The original writer recognizes that most of this page may be too overpowered and is asking for help balancing.
Starmaker (5e Creature) The mechanics behind this creature need a lot of cleanup as the creature has many confusing aspects, unclear or non-existant mechanics, and other issues. Recharge doesn't use a d6.
Storm Reincarnation (5e Class) Class features gained at the same time as access to spells of 3rd level or higher.
Studied Summoner (5e Class) This class frequently provides features at the same time as an ASI, but then has dead levels following that.
Sugar Elemental (5e Race) Some of the wording for the traits is non-standard to 5e (using expertise or conditional expertise, eg). Also, no race should give resistance to any of the 3 basic weapon damage types
Super Vampire (5e Race) You gain 60 feet of unrestricted flight when you gain wings, which in and out of itself is a broken feature, but after that statement nothing describes how you gain those wings, not a word. This race also have features that are not finished being described.
Surrakar, Variant (5e Race) unlimited healing on ravenous bite from level 5, blood rage is hard to use, prevent from harming other players, and way to strong
Swamp Ogre (5e Race) Aside from the two-player thing, even if this were a no-subrace race, this thing gets large size, extra movement, an even higher HP increase than normal races, AND a feat at base. With the subraces, this only gets more out of hand. Adamantine skull, for example, gives a super high damage die to unarmed strikes and a +3 to con. The -2 is reminiscent of the powergaming min-max of older editions, which is not the philosophy of design in 5e. The other subraces have similar power issues.
Swift Strike Master, Variant (5e Feat) The highest abilility score prerequisite a feat should have is 13, and combat is not a state in 5e (although it is somewhat clear what the feat is trying to do). Players can be in and out of combat every turn or two and really the second feature needs to be reworked.
Swiper the Fox (5e Creature) This content was created in collaboration with AI text generation, so requires a human to double check it for balance
Sword Whip (5e Equipment) See talk page.
Sylphs (5e Race) This race could have 1 or 2 more traits. Unrestricted flying speed is iffy. See the 5e Race Design Guide.
Symbiote (5e Race) This reminds me of the priaced race, which was deleted for pretty obvious reasons. The way you even get a host and can just overpower them is not detailed well enough to balance this against first party content. Additionally, some of the traits scale beyond 5th level and are not simply damage increases like the dragonborn's breath. These are also written weird. Devour is also obviously unlimited healing. And also, sonic damage isn't a thing this edition.
Tabaxi (5e Race Variant) All base traits plus those granted by these subraces puts them significantly farther ahead of other 1st party races. More base race traits need to be taken away.
Tarrasqueborn (5e Race) This either needs a Design Disclaimer that it's intentionally broken, or a complete redesign.
Tengu Raven (5e Race) This race has a surplus of traits: +4 ASI, 2 natural weapons, flying speed and even a form which can increase their flying speed as well as ASI, etc. This could do with some overall culling.
Tenno/Warframe (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
The Book (5e Equipment) An artifact, by definition, is a sole example of itself in whole multiverse, and having an artifact that can be just copied and redistributed to everyone in party(or the whole world) is just, bad. "spell cast for good does not expend a spell slot", so what, casting power world heal every turn, because healing is good? Meteor storm every turn, bc the target is an evil lich? Wish? Examples are innumerable really. It's hard to say the artifact is overpowererd, but this definitively is.Also, artifacts must have a clearly stated way what to do to destroy them
The Eater of Worlds (5e Race) An extradimensional evil monster that is better than changeling doesn't seem like a good PC choice. This has changeling's properties and ridiculous traits about rolling for intimidation when rolling over 18 on an attack roll? And also advantage after 27 hours, why even.
The Prodigal Sorcerer: Optimizing Magic Missile (5e Optimized Character Build) Cannot take Agonizing Blast with Eldritch Adept unless you have at least one level of Warlock. Magic Missile is not affected by Spirit Shroud, because Magic Missile does not use attack rolls. If you quicken Eldritch Adept, you can't cast Magic Missile on the same turn.

This build relies on breaking the rules; you cannot quicken EB if you cast magic missile as your action. You would have to quicken magic missile which increases its quicken cost and burn through SP faster.

The Shattered Soul, Variant (5e Subclass) Having unlimited range(bc this is basically what this subclass gives you) on EVERYTHING except melee attacks is nuts. Many features or spells were made with the range of touch in mind, and this subclass breaks them, literally. There should not be features that "are determined by the DM", class' features should be clear and strict, and as a whole Consciousness Transfer allows you to just lay in bed and do whatever you would do normally, just without any possibility of death or taking damage, without limit either in uses or range(truesight as a stone, yeah, right). Biological Anchor lets you hack a corpse and use it for your own ends, and again, there should not be features that "are determined by the DM". Soul Phylactery either gives you nothing at all or punishes you for picking and playing this subclass, which should never, ever happen. This needs a lot of work to be playable. I suggest reading through 5e Class Design Guide before fixing it.
The Shattered Soul (5e Subclass) Having unlimited range(bc this is basically what this subclass gives you) on EVERYTHING except melee attacks is nuts. Many features or spells were made with the range of touch in mind, and this subclass breaks them, literally. And multiple uses of inducing shor term madness, which is way more powerful than any spell, for it does not allow a saving throw to end the effects, is way too much.
The all-destructive beam (5e Spell) 3rd-level spells should not deal more damage than fireball, itself strong for a 3rd-level spell. 15:42, 3 February 2024 (MST)
The cloaked (5e Race) The traits offer far too many bonuses, and detriments to be a playable race. It also does not follow many standard 5e design guidelines. See 5e Race Design Guide.
The haki børge (5e Subclass) Subclasses by definition cannot be shared between classes, as classes gain their subclass abilities at different levels
Time Anomaly (5e Subclass) The features may be improperly balanced for standard play, as it gives additional sorcerer subclass features at nonstandard levels.
Time Shift (5e Spell) Being able to literally turn back time is outside of the bounds of a cantrip. Not only does this introduce a save-scumming problem, it would also be an absolute pain to work with on the tabletop.
Titan Elephant (5e Creature) lacks abilities more or less expected to be present on such high cr creature, making cheezing it, even at the level 1, fairly easy, and trivializing encounter to slow, extended, full of high-numbers disapointment
Titan Of Snakes (5e Creature) Absolutely absurd.
Trinity Force (5e Equipment) This weapon is absurdly powerful compared to the scimitar of speed. This weapon has a +3 bonus to attacks/dmg, allows you to attack two additional times, and deals extra damage based on alignment(creature's no longer have alignment in recent printings and no mechanic should be based off of it). In addition, the for the trinity property only compounds these issues and more(reactions need triggers, unclear wording, round counting/non-standard durations, ect.).
True Monk (5e Class) This needs thoroughly checking for balance and basic game mechanic competence. A few other examples: has more ki points than an SRD monk but features have the same or fewer ki points to activate.
True Moon Elf (5e Race) The base of this race gets +4 ASI already, and the subs each add +1 so that's +5 total. If that's not a red flag, then the aggregate power of 35+ base speed, natural armor of 15 base plus dex, and relentless endurance+ for full moon should say something. Then the other sub is just an outright suped up drow with no drawbacks.
True Necromancer (5e Class)
True Shpechanger (5e Feat) Well over the power of a feat. No written limits.
Turtle Cat (5e Race) +4 ASI (a -2 as well, which is not encouraged for 5e anymore), non-mechanically defined traits like feline senses, scaling AC bonuses, etc... And that doesn't even touch on subraces.
Twin-Spears (5e Equipment) See the talk page. This is clearly more powerful than nonmagical weapons with no drawback. This weapon should either be changed into a magic weapon (see 5e Magic Weapons) or nerfed to the point it does not outperform similar weapons.
Uchiha (5e Race) The structure of "Dominant Abilities" does not match the framework of 1st party races. 30 base movement speed that increases as you level and has special exceptions for monks? Several other traits are also modified based on this. This race reads like a class in almost every way. This needs a {{Design Disclaimer}} if it's to remain relatively as is.
Ultra Power Awakening (5e Spell) Instant damage, scaling off player level, in a large area. All of these are incredibly discouraged. Putting the burden of balance on DM's is unfair for types and bonus action. There should be a specific damage type for the spell, or a specific list to choose from (like protection from energy).
Unblooded (5e Race) Life of the forest has no usage limit. Also, cure wounds is not a cantrip. Sniping references a circumstance bonus, which doesn't exist in 5e. Also double your level is too much for a bonus in 5e. And what the heck is a ranged sneak attack
Unidentified Hydronian (5e Race) Some of these traits do not seem mechanically defined enough. If you cannot fly within certain parameters, those dimensions should be listed out. The inner storm attack uses round count charging, which is not a 5e thing, and the recharge wording is incorrect. The damage of the attack seems a bit iffy to me. The trait to just regrow heads and limbs makes regenerate moot. Also, non-breathing should be written more mechanically, like how undead nature uses it.
Uriel's Vessel (5e Feat) +6 Intelligence or Wisdom is too much for a feat to grant. Remember, you're taking this instead of an ASI, which only allows you to increase an ability score by a maximum of 2. 01:59, 27 January 2024 (MST)
Uxar (5e Race) Almost all animal forms have something wrong with them, way too much to describe here. I suggest reffering to race design guide before fixing this. Also, how those "Addons" work? There is no text explaining them, and many of them seem obviously more powerful than others. If changing into an animal is the core trait for this race, you should probably NOT be indistinguishable from the creatures you are copying. There should be a investigation/perception/nature check to notice you aren't the animal whose form you have adapted. Other than for reasons relating to size, why would ever choose to be a cat over a wolf? You gain exactly the same traits, and you get 2 additional, beneficial traits on top of that. One of which is conditional, barely, advantage on attack rolls. Similar problems can be seen with arctic foxes. Drow are an example of elves with advantages over other elven forms, but also suffer a cost due to their highly specific environment.
Valinor Guard, Variant (5e Subclass) Grossly overpowered. For one, subclasses should not increase ability scores by virtue of being picked. Second, Cunning Defense is like defensive duelist or shield spell, except this is stronger, and at 12th level gives you just +10 to AC. Paired with Retaliation, which on itself is too strong of a feature, this lets you attack horrendous amount of times in one round. Third, feats are optional for play, so no feature in class/subcalss description should ever even mention them. Fourth, add double your ability modifier for both attack and damage rolls never was, and never will be in realm of balanced game design. And fifth, other features are not so strong to the point of nerfing them, but paired with one another are too much. I suggest reading through Class Design Guide before making a subclass or attempting to balance this.
Vampire, 2nd Variant (5e Race) The bit attack is essentially 1d4 + 1d8, which is much stronger than that of the lizardfolk, with maximum damage potential equal to dragonborn breath (2d6). The nightborn subrace exacerbates this issue. There also are simply too many traits compared to even the already strong vampire race. The use of blood points make this race very abusable in healing and general versatility if you can just suck off your friends. The embraced just straight up gives you pick of traits from all humanoid races and it also lessens the restriction of drinking blood. Some of the traits do not use strictly defined wording, which leads to possible abuse. For example, defining the amount of sunlight will just have the dm and player arguing over the situation of damage dealt. Overall, this thing is way too powerful.
Vampire, Noble (5e Race) Many of the traits are overpowered as written. Feast of Blood gives advantage without conditions or specific criteria needing to be met. It also turns the target into a spawn without requiring a saving throw. There seems to be no limit to the number of spawns one can have under their control. Maximum hit point reduction. Noble blood seems to includes ALL vampires regardless of previous dispositions to you. Sunlight Sensitivity is not given a 'cooldown' if you will. As written it seems to instantly kill your character if they go into sunlight.
Vampire Lord, Variant (5e Class) This is oddly worded, and has some questionable abilities, namely 1d8 unarmed attacks
Vigilante, Variant (5e Class) There are a lot of choices here and bullet points; this needs an in-depth analysis for balance.
Visored (5e Class) Two common save proficiencies. Free actions aren't a thing in 5e. There are some numbers that might benefit from a lookover in general on this page.
Void Vessel (5e Race) Needs a look through. It seems to be a little too much.
Vorik's Wing (5e Race) Resistance to paralysis? That's a condition usually induced by saves, not a damage type. Same for hold spells. Resistance to those make no sense.
Wardrober (5e Race Variant) This race starts with a feat and then also has the poise trait? How does that stack? The use of clothing on stacked creatures sounds like something straight out of memes, since the game itself doesn't deal too well with occupying same spaces. The enhance charisma trait is also extremely wonky since it will also screw with your skills tied to the stats (generally finagling with stats isn't too common in 5e for this reason). The strange roll of 2-5 on a d6 is also just weird.
Warforged, 5th Variant (5e Race) The celestial variant has fly speed of about 60 feet, 120 feet of darkvision, and immunity to radiant as well as resistance to necrotic damage. That is only one of the options here. The rest need to be properly assessed as well. See talk page.
Water Bender (5e Class) Gains class features at the same time as access to spells of 3rd level or higher.
Water Caller (5e Class) gains features at levels when gaining new levels of spell slots
Water Genasi, Variant (5e Subrace) Which race is this designed as it's subrace?
Waterborne (5e Feat) Be wary of powerful feats that are balanced by being environmentally locked, like this. In an aquatic campaign, it's overpowered. In a dry campaign, it just isn't going to be taken. That's not a "balanced feat"
Way of the Blitz (5e Subclass) Resistance to all bludgeoning, piercing and slashing damage at level 11 is too strong when the war cleric gains resistance to those damage types only from nonmagical weapons at level 17. 03:33, 24 January 2024 (MST)
Way of the Mythological Creatures (5e Subclass) This subclass has almost enough features to qualify for being a class in its own right. This subclass seems to massively improve the baseline for monks in addition to offering new features.
Weakening Sludge (5e Spell) Reduction in save DC and attack modifier does not have a duration, could be better worded, saving throw should be defined rather than caster's choice
Weaver, Variant (5e Class) Beyond of the problem many spellcasters working on mana not spellslots to cast, leading to possibility of casting far greater amount of high level spells than the rest of the classes, and gaining class features when gainig new spell slots(or here, spell levels to learn), all the while being able to cast ANY spell of ANY class, when combined birthing the best spell list in the game, while being noticably better at martial aspects, having d8 for hit die and some proficiencies, having unreal capstone letting you spam 9th level spells every turn, and being able to cast two spells as one action, which should never, ever be allowed to happen, this class have a massive gameplay flaw. It cannot learn spells withou the help of other spellcasters. I will repeat - if in your team you do not have a spellcaster(willing to teach you, mind you), or you do not nag some NPC to spend extensive time with you to teach you(considering you will even find one), this class cannot cast spells. A full caster who cannot cast spells without the specific conditions not dependant upon the character. This literally cannot stand.
Werewolf (5e Background) Either the mechanical features need to be removed, or this needs to be moved to 5e Classes or 5e Templates.
Winter Elf (5e Race Variant) This race has a higher speed than any playable race. Is this a comprehensive variant? Do you choose a subrace with this variant, or not?
Witch (5e Race) Multiple extremely powerful traits, including free invisibility
Witch Sniper (5e Class) Ultimate Marksman cannot miss, and should probably have a base number that's modified by core class ability. Without a trace: Invisibility as a spell can last up to 1 hour, this is way too long for a bonus action. Witch Calling Cards has no limit on GP. Reloader has free action. Most of Customized Weapons seem overpowered. Needs to be retuned.
Witcher, 4th Variant (5e Class) Immunity to a damage type, condition, at 1st level is far too powerful without greater consideration. though changing them to contest checks and saves against persuasion and deception checks. Advantage against being charmed on top of this all is also far too powerful.
Witcher Trials (5e Feat) Basically the Resilient feat with more benefits.
Woodcrawler (5e Race) Overpowered. 50 feet of climbing speed and tremorsense up to 70 feet are way too strong. Literally not being able to fail a stealtch check is simply laughable, and some ridicolous drawbacks never justify having overpowered feature, or even exist at all, beside very specific things essential to race fluff. Unarmed strikes doing 2d12 is way beyond anything, and 1d6 additionaldamage against certain type of enemy is a rare item's property, unfit to be given to race. I suggest reading through race design guide before fixing this one.
Woven Sling (5e Equipment) It's a double-damage sling with nearly twice the range. For why?
Yama no Oni (5e Race) This race has just a bit too many goodies in quantity. As the base race is, you have the centerpiece of changeling, a drow's superior darkvision, a skill, a small health boost (usually the centerpiece of many an axolotl race here), and ASI. This base alone makes for a plenty strong race. The subraces bumps ASI to base +4 total, and also extra traits, including innate spellcasting, that then push the envelope too far. I suggest culling some of the base race traits and reducing ASI to the usual +3. This thing far outclasses first party content.
Yata no Kagami (5e Equipment) an item should never give +4 to hit, this does so, for example for eldritch blast of warlock, or attacks of hexblade, or anything warlock, bard and sorcerer do
Yharnam Hunter (5e Class) 2 common saves. D&D 5e do not deal with percentages. Healing from attacking at level 2(propably, features are close to being incomprehensible). Base for saves is 8+smth, not 11+smth. 4 attacks st 17th level. And way more.
Yuan-Ti Abomination (5e Race) See Discussion.
Zírán (5e Race) Camouflage on itself is fairly strong, and paired with Evasion(that monk's and rogue's class feature), three cantrips without spellcasting ability score listed, and in subclasses one grants +3 to wisdom, and every "gift" feature is incomprehensible
Ætherborn (Variant) (5e Race) Æther Dash lacks cost, and moving yourself up means you will immediately fall down. Æther Blade is a mess, not mentioning it is 2nd level spell. Gifted have unlimited healing, blessed have unrestriced flight, true is lacking explanation and an actual description what a servo is

4e Pages[edit]

4e Articles with a "Needs Balance" template.
Page Name Notes

3.5e Pages[edit]

3.5e Articles with a "Needs Balance" template.
Page Name Notes
Adeptus Astartes (3.5e Race) No level adjustment. A rough LA from Soldarin's calculator is a LA of 22 [12 (hit dice) + 1.6 (natural armour) + 0.2 (disease immunity) + 4.2 (physical abilities) + 0.6 (intelligence) + 3.6 (speed)]. This would seem to be make it unplayable.
Demon (3.5e Race) (Demon Slayer Anime) See talk page
Denizen of Order (3.5e Race) Min-max ability score adjustments.
Dragon Soul (3.5e Class) Original creator is changing from April Fools to a playable class, may take some time and completely change the class
Electromaster (3.5e Class) Skills are poorly defined, with missing ranges, saving throws or other mechanics - oh, and uses the word "skill" to describe its spell-like things which is confusing.
Elven Truesteel (3.5e Equipment) WTF people! You gave it keen and a crit range increase (would cost a minimum of 9k if magically enhanced just for the keen) and you make it cost 2.5k? At a minimum the step increase would be 30k easy. Not to mention its better than mithril with only a little more cost?
Gravity Rail (3.5e Feat) Mechanics are worded to work with a specific feature, but for all intent and purposes this is not payable unless we know what it's trying to be used with.
Half-Dragon, Variant (3.5e Race) Please make this into a 3.5e Racial Paragon Classes, because no race has just progressions at certain levels.
Horse Mist Walker (3.5e Race) This race is far too powerful for LA1, and could use some adjusting.
Kryptonian, Variant (3.5e Race) Wildly overpowered for a la 1 race, this requires significant adjustment.
Mystical Engineer (3.5e Class) See talk page.
Perfectionist (3.5e Class) This class is imbalanced in terms of features and saves. Has all skills as class skills.
Song Dragon (3.5e Racial Class) I don't know 3.5e that well, but are all those infinitys alright?
Ultimate Buffer (3.5e Optimized Character Build) See talk page.

2.5e Pages[edit]

2.5e Articles with a "Needs Balance" template.
Page Name Notes

Pathfinder Pages[edit]

Pathfinder Articles with a "Needs Balance" template.
Page Name Notes
Perfectionist (Pathfinder Class) Broken. The features grant permanent bonuses for a simple point used which is gained again. And this stacks.

d20M Pages[edit]

d20m Articles with a "Needs Balance" template.
Page Name Notes

Uncategorized Pages[edit]

Pages with no edition category.

Uncategorized Articles with a "Needs Balance" template.
Page Name Notes
Amesha (5e Race) +3 to every ability score, base movement speed of 240 feet ignoring difficult terrain, truesight with unlimited range, need I go on?
Ex-Machina (NGNL) (5e Race) ridiculous resistances
Exsithmix (5e Race) ASI of 10+ and a base AC of 19. Need I say more?
Hog Rider (5e Class) Way too many problems with this to list here. I suggest reading through 5e Class Design Guide before making a class, not skipping it
The Perfection (5e Class) Regen is also unbalance
Tyrant (5e Class) d12 hit die, full spellcasting, martial weapon proficiency, and a better Extra Attack than the fighter. Prunus Serrulata is also very strong, giving a chance on every incoming attack to not only ignore all damage, but deal damage back. Perhaps this could work better as a limited resource.
Yautja (Revised) Resistance to two of the most common damage types. These alone with nothing else would unbalance a race.
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