Needs Balance

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Articles with a "Needs Balance" template.
Page Name Notes
1911 (5e Equipment) Please look at the modern firearms in the DMG.
4e Mundane Poisons Make sure all the poisons listed here are edited to say they are "consumables"
Abyssal Murderer The attack powers will need the Weapon or Implement keyword, or otherwise have an inherent tiered bonus (or they are going to miss a lot)
Adamantine Knight (3.5e Prestige Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Adsecula (3.5e Race) See talk page
Advent (3.5e Prestige Class) A non epic prestige class (and even an epic prestige class) should never automatically grant divine rank.
Aeth (3.5e Race) This is totally optimized for spellcasters and it is better than LA 2.
Agent (3.5e Class) This is a very good start, but some things are really quite out of whack, especially the noncasting specialisations. These need to be compared to actually effective builds of this type when measuring what they can do, as potential power means nothing in the face of actual power.
Agumon What does half of this mean? What is a "digidestined partner"? Is this part of a campagin?
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Aikijitsu Sensei (3.5e Class) Base Attack and Saves are incorrect, please refer to the rulebook.
Alamanti (3.5e Race) No way the LA is correct on this.
Alien (5e Creature) Why do they have 9 hp? (1d8 - 2 is 2 hp, or are they supposed to have more than one hit die?)
Allergic to Alcohol (3.5e Flaw) Penalty can be trivially avoided by simply not drinking alcohol. There is an edge case of someone tricking you into drinking (or the edgiest of edge cases, being a blood drinker that drinks from an intoxicated victim), but this is not going to happen often enough to be worth a bonus feat.
Aluminum (3.5e Equipment) ok lets go through this, its like mithral in that it is somehow stronger than steel? The figures need adjusting. Also suggest guideline on how it is extracted from ore in a typical medieval-fantasy setting, since it's more difficult than other metals.
Amputation Knife (5e Equipment) So, a shortsword, except simple instead of martial.
Andarra Bloodmane (3.5e NPC) This NPC's statistics are undergoing renovation at this time and are not yet finalized. --Argent Fatalis (talk) 21:39, 20 May 2013 (MDT)
Angelic Warrior (3.5e Class) This is thoroughly unbalanced. The ability descriptions of levels gained are not congruent with the table. d20 HP and full BAB and all Good saves and a whole ton of abilities equals Really, really unbalanced.
Angels, Raven (3.5e Race) *Ability Scores are a total ability mod of +4. The only official 3.5e races in the LA1 and LA2 brackets that come close are the Catfolk(ROTW), Merfolk, and Ixitxacitl(MM2). The Merfolk is balanced by not having a land speed and relatively few other benefits. The Ixitxacitl has a +10 total mod, but also cannot use many skills, cannot wield weapons, can only wear non-humanoid armor when assisted, etc.. The Catfolk has a +6 total mod, but little else, and even it is considered an extreme outlier.
  • This race gets several feats as in-born abilities. Bowstring is a vague bunch of weapon proficiency feats, including exotic weapons (it only specifies "bows", which is a category of several different weapons). Kind Familiar is the Obtain Familiar(CArc) feat, presuming it has the same penalties.
  • Celestial is not a subtype. Most Celestials (Archons, Devas, Solars, etc.) are considered Outsider (Extraplanar, Good). They can also have either Archon or Angel subtypes.
  • Fly Speed 80 is exceptional on its own, considering only the Aarakocra(RoF) beat that with their Fly 90 among LA2 races, although with several other limitations. Furthermore, Arcane Wings is presumably an at-will ability (does not state any limitations on uses) that doubles the fly speed.
  • In regards to Holy Hands, there are no medicine checks, only Heal checks. Lay on Hands is a Paladin's unique class ability that has specific rules not linked here, Raise Dead is a Level 5 spell with costly material components, and Heal Greater Wounds does not exist, so far as I can tell. None of these should be given to a creature based on their race for a mere LA +2. Furthermore, there is no specification for whether "knowing" these abilities means they can use them, or how they use them (use as a spell-like ability, or as a spell requiring a class with spell slots, etc.), or how often they can use them (once per day? once per encounter? etc.)
  • Angelic Bolts is the equivalent of a +3 weapon enhancement, which normally costs +18,000 gold pieces, plus the value of a masterwork weapon. Furthermore, it is considered to be applied to all arrows fired by the creature (by virtue of no limits per day, no action requirement, etc.). In addition, "Holy" is not a damage type.
  • Arrows of Justice mimics, at will, a set of magical ammunition with a cost no less than 150 gp, which only increases with level, has magic missile properties, and stacks with Angelic Bolts since no restriction to prevent this exists.
  • Hero is incredibly vague and can be argued to apply to an infinite number of situations, thereby granting the Raven Angel a constant 2d6+5 damage bonus at any or all times, in addition to everything else, along with a +5 to any and all checks (something equivalent to 4th or higher level spells, which usually have durations, use up spells per day, etc.).
Anima Toughness (3.5e Feat) 01:32, 4 July 2015 (MDT)
Animate Rope (5e Spell) Needs to be adapted to 5e.
Anthropomorphous Stone (Stonemen) (5e Race) See talk page
Anthropomorphous Wind (Windmen) (5e Race) as quoted from “flight at 1st level is considered so useful that the one official race that has it only has one other minor trait.”
Apex Predator (4e Class) I don't know if the OP intends to continue work on this: Class is still frontloaded with all the features at level 1, further progression is very uneventful, dead level after dead level. If there's no further development I'll continue to migrate things to Smilodon Maioribus (4e Elite Character)
Arasi (3.5e Race) See the talk page.
Arborens (5e Race) Queries on talk page.
Arcane Highwayman (3.5e Class) Reflex save progression is incorrect
Arcane Physician (3.5e Class) No justification for three good saves, weapon proficiencies are specific but unexplained; "If an arcane physician kills someone": 'person' is undefined, does it mean any humanoid? Seems to be a thinly veiled Doctor Who. Relies on a piece of equipment for spells, doesn't explain what to do if it is lost or destroyed.
Arcane Sight (5e Spell) Needs to be better adapted to 5e.
Archaic Gothic Fighter (D20 Modern Advanced Class) Improved PL and Modernize Weapon don't make any sense
Archanians (3.5e Race) x0 template does not match the traits; favored class is unusably incomplete; Regeneration and Flight is a combination worth more than +1 LA (I can just fly up out of harm and regenerate my wounds), the "flaws" do not balance this.
Archer, Noble (3.5e Class) Devastating Shot - what action does the spot check need? I also don't think this should effect creatures not succeptible to critical hits. Called Shot is not balanced against creatures with unusual anatomies (e.g. beholders) - it mentions "reduced effects" but this is vague, which makes a weak design. This is one reason why called shots are not in the base rules.
Archer (5e Class) See Talk
Archer of Infinite Blades (3.5e Class) Why play this class? See talk.
Architect (3.5e Class) Just looking at level 1 I see problems. It doesn't cost anything to make the small construct, just 8 hours. So I can make one per day. If I have a month of downtime between adventurers, I now have 30 of these assistants. I now have 30 attacks per round.

Reply: If you read the Army Outfitter ability, it implies you can't. On that logic I made this class for a player in my campaign and so far we have run from level 1 to level 8 with average gold gain and everything seems ok.

Armed With Wings (5e Class) "Energy Maximums" is poorly defined
Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Armor Padding (3.5e Equipment) it actually is pretty alright right up until it gives DR. Nothing else except for adamantine gives DR and that is because it is a super hard material. Hell mithral has a much higher hardness and doesn't give DR.
Armor of the magi (5e Equipment) Armor for spellcasters that they can't be proficient with.
Armored Marksman of the Gods (3.5e Prestige Class) Things like Improved Keen Weapon and Fast Healing are quite overpowered.
Aroghin (3.5e Race) Anger Mastery needs to be clear as to what conditions it works under.
Arsamri (3.5e Equipment) Traits, terminology, template need fixing.
Artemis Eye (3.5e Equipment) Clearly a magical weapon or an artifact, rather than a base weapon; please use Template:3.5e Magic Item or Template:3.5e Artifact.
Artificer (4e Class) You can't dual-wield a staff and a blade, since the staff is a two-handed weapon. The bonus Blade Opportunity feat pushes them to use a blade, so staff is quite inappropriate as their implement. The Rune Caster feat is a mandatory bonus feat for the artificer, and can only be taken by an artificer, so it's not really a feat, it's a class feature - not that it works, since none of the powers have a Rune keyword and it's less useful than taking Staff Expertise.
Ashiian (D20 Modern Race) Traits are a mess. Why do they have the Vermin type? (Vermin have no Intelligence score). There's no LA (they have flight and high natural AC) or favoured class. Why do they have skill penalties? What is "angrish"?
Assassin, Nuki (3.5e Class) Overpowered. Not much to say, just look at what they get at 1st level alone.
Assassin Suit (5e Equipment) playtesting and review are suggested.
Asura (4e Race) Propose these changes: Name change, I might include this in the magazine, so we need to avoid copyright issues with GW2, it's also confusing with the Hindu asura which has been a monster in previous editions; Asura Will needs changing, defense bonuses are usually there to make up a deficiency due to ability scores, but they are already guaranteed +1 will from their abilities; Ingenious Tinkerer should do something even if the character doesn't have those feats; Technobabble certainly shouldn't daze as an effect.
Atom Smasher (3.5e Class) BAB needs to be a normal BAB. Monk rules should be used for unarmed damage. There are no "half-round" actions, maybe a move action or a standard action?
Atriarch (3.5e Template) You don't adjust BAB like this. +6 LA looks low for such huge bonuses to nearly every stat.
Aura Guardian (3.5e Class) See talk.
Autobots/Decepticons (D20 Modern Race) The transforming trait needs to be much clearer on how it works. There is no restriction on what a "form" is (can I transform into a cloud?), or what weapons can be built in (how about a tactical nuclear missile?). I get all the items hit points... but vehicles can have 50 or more hit points...
Awesome Body (3.5e Feat) With a reasonable Charisma of 18, this increases DR by 8 and hit points by 18.
Azure (5e Race) Ability score increase listed twice; is possibly a little overpowered; Persuasion proficiency should be its own trait
Baby Fatal Wombat (5e Creature) Incorrect hit dice, hit point calculation, in fact most of this is wrong.
Badger Lord (5e Race) See talk page
Balloon-Mage (3.5e Class) There needs to be a save to resist having the balloons attached to a creature. How far can the balloons lift someone into the air? What happens in a dungeon? Maybe summoning a hot-air balloon would also be a good idea.
Barbarian, Tome (3.5e Class) This is way overpowered, right? Fast Healing alone makes this class invincible from levels 1-10
Bardic Monk (5e Class) See talk page
Basket-hilt Broadsword (3.5e Equipment) Tivanir (talk) 11:11, 6 March 2013 (MST)
Battle-Control Mage (5e Class) Gives spellbook as starting equipment, but spellcasting feature doesn't say how it can be used. Spellcasting doesn't say if spells need preparing, or if they are spontaneous. Can give a character attack roll advantage for a whole combat... think of the rogues... also "combat" is not a defined duration. In fact several features throw around advantages like they were cookies. Frightful Presence doesn't give a range or saving throw or duration or recharge. Difficult to judge how well balanced the full spellcasting is with the combat-related features, since the spellcasting information is incomplete, but note that the class gets features even on levels where they gain a new spell slot level.
Battle Brother (3.5e Prestige Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Battle Butler (3.5e Feat) If the designated master is another PC, the 8HD bonus damage applies to every creature in every combat encounter. If you have good BAB progression, this is an absurd bonus.
Talk:Battle Ribbon (5e Equipment) Could do with rewriting to work with 5e D&D rules.
Battle Scythe (3.5e Equipment) So, you start with a scythe, then you increase the average damage from 5 to 7, and add Reach? Even if you make this exotic, it is two steps overpowered. The weights, hardness and hit points are all wrong. That's not even getting on to the variants.
Battle Wizard (3.5e Optimized Character Build) No optimization here.
Battlemage (5e Class) Full spellcasting with d10 HD, and good weapon/armor profs. Some features do not work well, see talk page.
Bear (3.5e Race) Should be made clear that the 2d6 attack is a natural attack, not an unarmed strike (think bear monk). Probably needs an LA.
Beast Shaman (3.5e Class) This article is in the process of being constructed. Please do not alter or edit the Beast Shaman class unless for administrative or site specific functions.
Beast Shaman Maneuvers (3.5e Maneuver) This article is part of a class that is not yet complete. Please do not edit this article unless it is for administrative or site function reasons.
Beeforged (5e Race) Works very awkwardly with 5e design; subrace traits do not include basic information.
Beriadan's Warcraft Death Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Berry Picker (3.5e Flaw) Does not follow the guidelines at UA:Character Flaws.
Berserker(Fallout venture Supplement) Poorly formed class features, see talk page.
Bibliophile (3.5e Trait) Will save needs to be removed.
Birthsigns (Elder Scrolls Supplement) Each sign needs to be roughly similar in power, no greater in power than a feat, and anything that interacts with Magic should use the UA magic points system. Table needs fixing
Black Lion (4e Class) Makes a poor striker, with no bonus damage anywhere. The author on the talk page argues that the Black Lion Lead's Mastery Path feature makes up for this, but a core striker feature should not be offloaded to an optional path that the character can't access anyway until level 11.
Blackguard (5e Class) Feature spread needs rearranging. There are some levels where you get a new spell slot level and other features, yet there are levels where you get nothing new.
Blackscale Lizardfolk (3.5e Race) LA +3 does not have such high ability score adjustments and they need to be even numbers.
Blade Dancer (5e Class) Wilful blades doesn't make any sense. Blade orbit doesn't say exactly what it does. _How_ does it protect you against ray of frost? magic missile? What other spells does it protect you from?
Blade Master (5e Archetype) See talk page
Bladebonded (5e Class) A couple from Class Do's and Don'ts (5e Guideline)
Bladed-Staff A few questions, see talk page
Bladed Cape (3.5e Equipment) No category (martial? exotic?) or handedness. Cost seems a bit much.
Blessing of the Ancients (4e Power) Is this a close burst or an area burst? Implement attacks do not target AC
BloodHost (5e Race) Needs balancing. Just bizarre in places ("problem eating sad flesh"? What?)
Blood Bender, Variant (3.5e Prestige Class) Tivanir (talk) 09:42, 6 May 2014 (MDT)
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
Blood Magic (5e Feat) See talk page
Blood Weaver Powers (4e Power List) Are these weapon or implement attacks? Also watch wording ("Upon dropping to 0 health for the first time in battle" -> "You drop to 0 hp for the first time in an encounter."
Blood bond (3.5e Feat) What is the benefit of this? How does this work?
Bloodied Frenzy (3.5e Feat) Prerequisite should be odd-numbered; D&D doesn't have a statistic called "health"; a HD roll does not scale to AC, or damage, and BAB can't benefit from a bonus; it doesn't explain how the feat scales with level; what is the DC for the Will save, and how long does the frenzy last for? Otherwise, good work.
Bloodletter See talk page
Bloodwatch Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Bofro (3.5e Race) Skunk spray needs to use actual conditions from 3.5e, probably sickened. Creature template needs completing or removing.
Bog Cloud (4e Feat) Does not scale to tier correctly
Bolt Magazine (3.5e Equipment) should require 2 rounds to reload, confer a -1 to hit for being bulky and take 5 rounds to replace when you run out of 20. ranged weapons are slower than melee because no one would melee if you could just kill everything from a distance.
Boon of golden fingers Needs to be much stricter mechanically. What if I get someone to hide 100,000 gp, then I'll find it and I get an extra 10,000 gp? Hide the total again and repeat
Boundless Soul (5e Race) Some things need clarifying, see talk page
Brecht, Cerilian Human (4e Race) Is this part of a campaign setting? If it's not presented here, then just say "Common" for language. Ability scores fall outside of normal design guidelines. No such thing as a "cultural" bonus. Fluff needs to explain how every Brecht, from commoner to nobility, is trained in a superior weapon, and if they do have this trait you should drop the bonus feat.
Broken Shackles (5e Equipment) If this is for 5e, it should use the rules for 5e.
Cabbage to Gin (4e Ritual) Is this on par with other 5th level rituals?
Cantrip Master (3.5e Class) Cantrip Widen and Cantrip Extend are unplayable.
Carbine, Lever-Action Repeating (3.5e Equipment) This is really just too good. High damage and high crit, compare the various bows. The "drawback" really isn't much of one.
Cast Iron Grenade (5e Equipment) Needs modifying into a grenade-type equipment (per DMG) rather than a weapon
Catgirl/Nekomusume/Nekomimi (3.5e Race) LA is not well balanced, since the player can pick and choose, for example you can take a penalty to a dump stat for -1 LA.
Celtic Leather Battle Armor Please think of some benefit other than higher AC, otherwise this is like +2 magic leather armor.
Chain Blade Master (5e Class) Mostly does not make any sense. This also seems to be just describing a fighting style, which is too narrow in scope for a class (consider a feat or an archetype instead)
Chanter (3.5e Class) Saving throw progressions are incorrect.
Chaos Dryad (4e Creature) No such size as "medium-large"; Chaos and Psychic are not creature keywords; creatures do not have healing surges; needs a Fortitude value; Will score is incorrect; Attacks need attack values; Shift power doesn't adequately explain the ramifications of changing size, and the creature doesn't have a power that lets it use the claws; Cannot have a split ability scores; Ability scores and skill values are incorrect; I can fix this if given permission or otherwise abandoned.
Chaos Meditator (4e Feat) Elemental Preference represents a permament defense bonus and proficiency, which is not in accordance with multiclass feats
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
Child, Variant (3.5e Template) Is this a class or a template? In addition some of the class features are rather good for -1 ECL.
Child of Nature (3.5e Trait) Fails UA:Character Traits#Behind the Curtain: Designing Traits
Chiroptera (3.5e Race) "Difficult" is not a maneuverability for SRD:Fly. Air Attack, Noctis and so on still do not make mechanical sense.
Chitine (4e Creature) Too many powers; monsters do not have "daily" powers.
Chronic Disease (3.5e Flaw) These all need vetting for balance and appropriateness as a flaw. Insuline requires modern-day technology to synthesize.
Chronomancer (5e Class) Sorry, still full of flaws. See talk page
Cirque du Maboul (3.5e Quest) Knocking out is hard to do... Players always get mad saying it's not following game rules. That needs to be changed somehow.
Clumsy See UA:Character Traits
Cluster Ki Bomb (3.5e Spell) Needs to work with a class on 3.5e Spells.
Colichemarde Okay, so you start with a rapier, then you increase its damage by one step, then you add the light tag, then you add a AC bonus. That's three steps overpowered.
Color Bearer (4e Class) Class features are tied to specific piece of equipment, which seems to go against 4e class design philosophy; see talk page.
Color Blindness, Red-Green (3.5e Trait) What spells rely on flashing colors?
Combustion Master (3.5e Class) Poorly written class features
Commando (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Complete Apathy (3.5e Trait) Benefit should be a bonus, not an immunity: Countering a bluff isn't just about reading emotions. Drawback needs to be more specific about which checks it applies to (if I'm using Use Rope to tie up an unconscious enemy I'm "interacting with others", but clearly the penalty shouldn't apply there.
Confounding Shot (3.5e Feat) Needs to be rewritten to better use existing 3.5e mechanics.
Conjetium (3.5e Equipment) this is way underpriced for the benefits. the weapons should be in the +45000 to +50000 range and the armor should be more along the lines of +120k-+160k based on the fact that it gives huge bonuses that can't ever be taken away.
Constuct Artificer (5e Class) Needs to make better use of 5e rules, particularly with respect to constructs, swarms, construction times, etc
Cora (3.5e Campaign Setting) Someone needs to take a look at Cora Stones, 3.5e Boosts and the classes that use them because it's not clear how they work.
Corena (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Corrusium (3.5e Equipment) much too low of a cost when it can render entire classes pointless
Corsair (5e Class) Unsure if this is a joke class or not, some of these features are gibberish.
Couazol (4e Race) Godly Descendant is highly dependent on campaign, should be optional (i.e. a feat)
Courageous (3.5e Trait) The drawback is mechanically poor. It becomes increasingly easy to avoid for characters with a high Will, otherwise it can force the behaviour of other PCs, which isn't good.
Cow God Unsure if OP wants this to be anything other than a lolbignumber joke page, but the stats are wrong (the target HP range for CR 30 is 806 to 850 for example)
Cranes (4e Race) The traits are all melee weapon related, which rather forces class choice. Refers to a "winglord" class?
Create Minion (4e Ritual) Does not follow the standards for either summoned creatures or companion characters, breaks action economy, can have a proficiency in a superior weapon, implies that it can be used in combat but doesn't present the required stats.
Create Undead (4e Ritual) Does not say what statblock is used for the zombie minion (one from one of the monster manuals?) or how commanding the zombie ties into action enconomy.
Create stone wall There is already a Wall of Stone spell in the PHB, but this might be workable as a low-level version
Creation God (3.5e Racial Paragon Class) Features need to state if they are Ex, Sp or Su; how many times per day can they be used; some features don't make sense: targets of gravity push "take 1d5" - 1d5 what? Damage? Why a d5?
Creed (3.5e Race) Automatic critical hit has no justification.
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Crown of Power (3.5e Equipment) See talk page
Crushing Despair (5e Spell) Ugly 3.5e-isms, could do with a 5e rewrite
Crystalics (3.5e Race) Essence of Crystals and Planted Seed belong in the description. Stages of race's lifecycle are not traits, particularly if they take a year to process. High LA races are generally unbalanced, and there are areas here where the LA can be reduced, for example by normalizing the Con / Dex modifiers and reducing the DR.
Crystalline (4e Race) "Construct Traits" are a holdover from 3e, and make no sense in 4e. Suggest examining the mechanics for 4e Living Construct races (Warforged and Shardmind) and trying again. Crystal Shape needs careful wording. Compare with Prestidigitation and think of some mechanic other than a percentage roll (which 4e doesn't use).
Cullen (4e Race) Cullen Durability: Now some adventures might be entirely indoors/underground, some might be at night, some will be at day, so let's say that this will take effect 1/3 of the time. There are 4 defenses, so this trait is worth a bonus of +8/3. This is more than twice as powerful as a normal trait of +1 bonus to one defense.
Curious (3.5e Trait) No mechanical drawback related to the benefit.
Curse Water (5e Spell) 5e doesn't have a thing called "outsiders".
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Dagger Master (5e Class) See talk page.
Damascus Steel (3.5e Equipment) Holy hell batman this is about 10 times better if not more than adamantite and costs about the same. This thing needs a major overhaul to be workable.
Damascus Steel (LD) (3.5e Equipment) A lot closer than the other entry but since you are effectively combining mithral and adamantite together the cost should be slightly higher (about 45k for heavy scale from there.)
Dark Defender (D20 Modern Class) See talk.
Dark Soul (3.5e Prestige Class) The "Must have been fused with an evil spirit, trapped god or the like" needs game mechanics present. The Dark Arts: Spell Mimication is based off level, however prestige classes and so can have separate spellcasting, etc. Such a mechanic should relate to the caster level maybe? Sign of Terror gives an ability score bonus. It is normally not good practice to give such benefits, unless one is epic level (Paragon classes excluded).
Dark Surge (3.5e Template) Since Dark Surge seems to be involuntary, a creature with this template will inevitably explode.
Dark monk (3.5e Alternate Class Feature) Taking a base class and adding an ability score bonus and proficiency with all weapons is obviously overpowered.
Dead Shot (5e Feat)
Dead gentleman (3.5e Creature) Ability scores are off the scale, please see the pathfinder bestiary for comparisons (e.g. Lucifer)
Deadman (3.5e Class) This class has fast healing at 1st level. This is unbalanced because it's fast healing. At 1st level.
Deadpool (3.5e Template) Unclear if this should be marked as a joke article or not, but should have more description on how a deadpool's are made and how they fit into a D&D campaign, and there are clear balance issues.
Deafening Spell (4e Feat) D&D 4e does not have a "deafened" condition.
Death Knight (4e Paragon Path) "light", "darkness" and "ice" are not 4e keywords. Death's Shroud is overpowered. Encounter powers should not cause ongoing damage.
Death Knight (5e Class) The class's flavor and capabilities suggest the Revenant homebrew race but many abilities gained at higher levels are identical, effectively removing abilities gained at higher levels for players who chose that as their race. Additionally, many of the spells and talents are too strong, needing to have fewer charges and/or less damage per use.
Death Reaver (3.5e Equipment) Needs to be clear on exactly what "blade wave" is.
Deceiver Debris (3.5e Equipment) bonuses are way too high for the amount of money this thing costs.
Defender (3.5e Class) Dead levels at 13th, 18th, 19th
Deity (3.5e Racial Paragon Class) Saves are still incorrect, see talk page
Demon-Born (3.5e Race) Completely confused. Uses a mix of 3.5e and 5e terminology, and some non-D&D terminology (there isn't a "health" stat). Dark Form is useless if it gives you -24 Wisdom, this would turn you into an oblivious object.
Demonbane (3.5e Equipment) "...a +2 Holy Longsword of Evil Outsider Bane until its wielder scores a confirmed critical hit..." - what does the sword become afterwards, then? " also has a chance of casting one of the following spells..." - what is the chance, how is this determined? The information under "market price" (and it still needs a market price, even if it's unique) implies this is an intelligent item (it "tests" the wielder)
Demonic Aura (3.5e Feat) Since "half-demon", "soul of demon" and "demon heritage" are not things in the SRD, please provide wikilinks (or book and page number) for what you mean. "People" needs defining: is it just humanoids? Does "all intimidation checks" mean just the character's checks? The aura radius needs to be in multiples of 5 feet (D&D doesn't even use meters).
Department-7 (D20 Modern Occupation) rather underpowered for an occupation.
Dependable (3.5e Trait) The drawback is trivially avoided, ill-defined, and the penalty is arbitrary and unrelated to the benefit.
Destroyah (3.5e Creature) and a review. This thing isn't more powerful than gods if you actually level them where they should be (hectonaires are godlike brothers to the gods and while regular gods are weaker it's not by leaps and bounds.) second as a monstrous creature it wouldn't actually be this high of a cr because it isn't a god or related to them. Third if this was really an issue any high level deity would simply unmake it because you don't get a saving throw from that divine power. So this thing in reality is pointless. Also as a side note with a decent party, equivalent equipment and greater sustenance this actually isn't very strong and would easily lose to a 4 man party.
Destructive Axe (3.5e Equipment) damage scheme does not follow standards
Detached (3.5e Flaw) Should be adapted to remove the Will save and enforced behaviour
Devil Preparation (3.5e Feat) Grants too many bonuses.
Devotion (3.5e Feat) What is a domain's "greater power"? I thought it might be a typo for "granted power", but it's mentioned twice.
Dimensional Lock (5e Spell) No attempt has been made to adapt this to 5e. Range and duration need fixing. Could probably be a ritual. Text needs to refer to spells that exist in 5e.
Disease (Elder Scrolls Supplement) Should adpated to use the rules for SRD:Disease, since there are rules for disease. C'mon, this isn't rocket science.
Disorganized (3.5e Flaw) See talk page.
Disrupting Spell (4e Feat) With respect to monster statblocks, there's no such thing as a "nonmartial power"
Dissociative Identity Disorder (3.5e Trait) Repeated appeals to DMs discretion makes for a weak design. The trigger for changing personalities is poorly defined. The examples suggest that the different personalities can have different classes, it does not explain how this would work.
Divine Intervention (5e Spell) Needs to make some sense.
Divinely Spellgifted (3.5e Trait) Drawback is trivially avoided by merely not learning anything from that very small subset of spells.
Dorthin (5e Race) Hand-to-hand needs rewriting so that it's useful for any class choice, not just monks. The "Dorthin-Ohm" doesn't make sense, doesn't say what it is (subrace? variant?)
Dracomancer (3.5e Race) Lots of good ability score bonuses and double bonuses to some abilities, as well as as +5 AC is not a LA +4 race.
Draconic-humanoid (3.5e Race) Lots of good ability score adjustments, amazing flight and movements speeds, and 3 levels with x8 skill points is not LA +4.
Draconic Heritage (4e Feat) Rapidly becomes a poor attack, since it does not benefit from enhancement bonuses.
Dragon's Rebirth (4e Paragon Path) Break their Stride: What is "special" about the standard action? Encounter powers should not cause ongoing conditions. Sigil's Defense: How long does the zone last for? Till the end of the encounter, or through a sustain?
Dragon's Wing (4e Paragon Path) Concealing Shadow: How long does the concealment last for? Falling From the Sky is a utility power, not an attack power. Forceful Tactics has no Miss, Effect or similar function required by a daily power.
Dragon Bow (3.5e Class) What is a "draconic" race, does it mean a race with the dragon type? If a Dragon takes this class, how do they wield a bow? The saving throws are incorrect. Features need to be Ex, Su or Sp.
Dragon Master (5e Class) Natural armor proficiency doesn't make sense. Actually all the features that aren't copies of PHB features are poorly written.
Dragon Scale Tunic (3.5e Equipment) marketprice, costs and prerequisites are not correct
Dragon Slayer Many dead levels; their starting equipment includes mandatory armor, which they will then immediately remove to benefit from unarmored defense; doesn't explain how you "eat your element" to regain spell slots, or how you "coat your limbs" with the element. Dragon Force has an "encounter" duration, but this isn't 4e, and the bonuses are clumsy ("all defenses"? Again, this isn't 4e). Why can't I multiclass? Is Fire Blast a ranged weapon attack or spell attack, and what is the attack bonus and damage? At 16th level, has +6 AC (+10 if you include Dragon Force), perhaps the OP is not aware of how AC scales in 5e.
Dragon Sword (5e Equipment) Well, clearly magical, we are yet to see how magic items are formatted (we'll know more on the 9th Dec.)
Dragon of the Mid-Day Sun (4e Paragon Path) You can't take an immediate reaction on your own turn, so sweeping strike wouldn't work, nor would you be in melee 1 range if you've shifted away from your target. Siege is needlessly complicated.
Dragonborn (5e Class) The shouts are gibberish.
Dragoncraft Armor or Shield (3.5e Equipment) needs changed to not reflect skyrim. skyrim might be nifty but it doesn't translate into table top gaming.
Dragoneer (4e Paragon Path) Frightful Presence is not an attack power (You can't use Intimidate as an attack); it looks like it's trying to be a skill utility based on Intimidate's ability to force bloodied foes to surrender. Onslaught should be worded differently, since Reliable should be unique to martial powers, also you can't interrupt yourself (try Free or No action)
Dragonslayer (4e Class)
Dragoon, Variant (4e Class) Needs an immediate interrupt charge attack to enforce its mark. Jump seems unnecessarily complicated, and breaks the initiative flow in a way that interacts poorly with interrupts, ready and delay actions. Maybe it should be reworded to use the existing Ready Action rules.
Drake (3.5e Creature) Attacks/Full Attacks are inconsistent.
Drakegun (5e Equipment) See talk page
Draylian (3.5e Creature) Advancement is "none" - shouldn't this be "by character class"? How is being able to see "radiation" defined in D&D? (can they see everything from gamma rays to visible light to microwaves?) "Survive in any condition" is poorly defined: how about in a pool of lava? The condition of "dying"? Shouldn't they be a living construct?
Drehn (4e Race) Tentacle - Be specific that it counts as a weapon so that it can be used with weapon powers. Can it be enchanted? If not, it soon becomes worthless. What weapon group? Flail? Does it leave the characters hands free? If so, then it's broken. Would probably make a better encounter power. 4e doesn't have an aberration subtype: pick an origin and type.
Drider (5e Race) Webbing and spider climb need balancing next.
Drudge Puppet (3.5e Template) There is a whole for a wizard or similar class to get more out of this than he loses.
Drug Lord (3.5e Class) Improvised weapon proficiency refers to a "barkeep". The key class feature is "income", but it doesn't explain fully how this works. Does the character have to be actively working on this, or is it a "downtime activity"? How is the income generated, presumably there is some product involved? Is this an illicit activity, what are the risks? Does the size of the town matter - if you have 30+ followers, surely the income will be capped in a town of 200 people? 17th level "Starting an Empire" refers to 6th level followers, but you don't get these until Epic (21st level)
Druid's Robes (3.5e Equipment) no max dex bonus and even with that this is actually better than padded or leather armor
Drunken Brawler (5e Class) Generally superior version of monk. See talk page.
Dungeonomicon (DnD Other)/Charactonomicon
Dust of Corrosion (3.5e Equipment) you shouldn't be able to render a fighter unable to do anything (most of their equipment would be metal) for 100 gold especially since the higher level items are extremely expensive. This should also work only on regular steel items as I don't think adamantite and mithral can rust (will need to double check that, but fairly certain of it.)
Dwarven Big Game Hunter (3.5e Class) Needs linking to a campaign setting that include firearms, clearly isn't going to work in vanilla D&D
Dwarven Box Gun (3.5e Equipment) Statblock says this is martial; the description mentions a "simple ranged attack"; the categories say this is exotic. Which is it?
Dwarves, Mithral (3.5e Race) +1 LA is too low for bonus ability scores, spell resistance, condition immunites and high skill bonus; suggest increasing to +2 LA or toning down the traits.
Eagleborn (4e Race) Flight not restricted enough. Double skill roll is overpowered. Weapon proficiencies, whilst not broken, don't seem justified in the fluff.
Earth-Bound (3.5e Class)
Earth Rune (4e Power) Bursts are either Area or Close. "Earth" is not a keyword. Implement attacks have a damage type and do not target AC. Strikers should not be getting burst 3 attacks at level 1. Please refer to "How to Read a Power" in the Player's Handbook.
Ebtekal Angel (3.5e Race) really powerful for a la +0. 2 free feats, +6 cha, cha to ac and saves
Effeminate Build Why is being feminine associated with being a whole size category smaller? Is this trait supposed to be for a particular race?
Eijilund Plushies (3.5e Race) Why so many ability score degradations? Shouldn't they be vulnerable to fire? Maybe their size and build should be variable?
Eladradactyl (4e Race) Racial power does not make sense.
Elder (4e Race) Pretty close, but need more of an excuse than "strong headed" to justify not being dropped at 0 hit points, really doesn't fit the fluff either. Scrap Claws Hands if it's going to be half-hearted. If these guys can be claw fighters, give them a Claw Fighting feat.
Elementalist, Variant (4e Class) Weapon proficiencies give access to superior weapons. Chaos Power requires round counting, and gives the controller build a striker-like damage bonus.
Elementalist V2.0 (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Elf, Aethrzoen (4e Race) See talk page, issues with languages and weapons
Elf, Alfar (4e Race) Divine Experience is on par with paragon level feats, so needs replacing. Should have the fey origin
Elf, Gray (4e Race) Proficiencies in superior weapons. Reflex bonus when their ability scores already guarantee a reflex bonus. Daily power rather than Encounter.
Elin (Tera Style) Traits need rewriting? Is their speed 30 feet or 50 feet? What exactly is the language learned by Nature Talk, how long does it take to learn the language and how often can it be done? Not much flavour or description.
Elusiveness (4e Feat) Does not mesh well with stealth & movement rules, see talk page.
User:ElvenKingSlave/Weapon Summoner If the goal of this class is to be a mix of the fighter specializing in weapon combat (through feats) and a wizard effecting weapons it can be done better. Either add spells with a spell list that relates to weapons or make the command weapons a new complex special ability component sort. Keep the aspects of storing them on himself though as this is unique.
Elven Starsteppers (3.5e Race) 30 ft. flight does not make a +0 LA race; nor would a winged creature have perfect flight. Also, what is a "blue mage"?
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 1k? At a minimum you should multiply the material bonus by 3 to 27k just for the keen, the step increase would be another 30k easy. Not to mention its better than mithril with only a little more cost?
Elves, High, Variant (3.5e Race) The ability score adjustments are too good for the various LA's (all of them).
Elves, High-Mind (3.5e Race) Way unbalanced, that much Int bonus alone should warrant level adjustment or much heavier penalties on others
Elves, Wolf (3.5e Race) The traits are not well written. For example, this pet wolf thing. Pets are effectively a piece of equipment that you buy and then operate with the Handle Animal skill, and there are rules for rearing wild animals. Equipment is not a racial trait. You could grant a bonus to Handle Animal checks when dealing with wolves, instead.
Enduring Flame (4e Paragon Path) "Primordial" is not a keyword. Needs a power source.
Equipment (Arachonomicon; the Book of Spiderkind Chapter) Spidersilk is a new category of armor, but doesn't explain which classes are proficient in it (even the arachonomicon classes don't seem to have this proficiency).
Equipment Compendium (Stormforge Supplement) Level 8 items do not grant +1 enhancements; they are +2 by then - level progressions are all wrong, they are supposed to go up in steps of 5 per enhancement bonus. Ugh. Banshee's Fate is supposed to be a unique relic, so why is it given different levels instead of being an artifact?
Eternal Staff of Fire (3.5e Equipment) What is Finger of Fire, why does it have half a charge, and what justifies the staff recharging itself?
Ethereal (5e Race) See talk page
Ettekin (4e Creature) Alacritous Grip needs a trigger and a range
Eye Jab (4e Power) "You must be able to reach your target [sic] eyes with your fingers..." - that would be range "melee 1", then? Daily powers should have a Miss or Effect, or be Reliable
Eye Poke (4e Power) Under normal circumstances, the blind condition causes the target to 1)grant combat advantage, 2)hit things with a -5 penalty, 3)not be able to flank. Any one of these might be OK for an at-will power, but the full Blind condition is overpowered.
Ezurian Saber (3.5e Equipment) Tivanir (talk) 11:24, 6 March 2013 (MST)
FMA Alchemy (3.5e Variant Rule) This has been discussed elsewhere, but there need to be counter saves, etc. E.g. why not transmute the air in someone's lungs into water? Also, the balance of the gate feats do not work (not using D&D rules- an "ordeal" may relate to prerequisites, but not change the game's balance).
Faceless Trickster (4e Paragon Path) What PC Race is being used for Doppelganger? The attack powers do not have the Weapon or Implement keyword, so they are going to miss a lot. Trick Blow is actually a power disguised as a feature, and should be formatted as such; also what is the range?
Fairy Eater (3.5e Feat) Overpowered, the bonus to Disguise alone is better than Skill Focus.
Fang Weapon (4e Equipment) 30 gp for +1d4 damage, +2 attack and High Crit to the spider rider's [B] damage is not balanced: this is better than a magic weapon at ten times the cost.
Fantasty Soldier (3.5e Class) See talk page
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Fatal Wombat (5e Creature) Hit dice, HP calculation is wrong, DR is wrong, regeneration doesn't make sense, CR is completely off.
Fear of Starvation (3.5e Flaw) So if the campaign is in a city, or the character acquires a ring of sustenance, this becomes a free feat. It's also not clear which carrying capacity to use (light, medium, heavy, maximum load?)
Fearless Heart (3.5e Trait) Traits should not include a save to avoid the drawback, and it enforces player behaviour in a poorly defined way, and "fear check" is not defined.
Felid (4e Race) Master Hagglers enters the realm of DM fiat. Glowing Eyes could and should be a level 2 racial utility power.
Feral Child (3.5e Feat) Each of these bonuses is better than a normal feat, so as a whole is obviously hugely overpowered.
Ferocious Assault (4e Power) Why would the target not be targeted by the triggering attack? The trigger is that you hit with an attack; that would naturally be your target.
Ferocious Intellect (4e Power) You can't pull an enemy who is adjacent to you, which would be the case with non-reach weapons.
Fifth Party Member (3.5e Optimized Character Build) Incomplete, not really optimized for anything.
Fire Borne (Second Form) (3.5e Equipment) this (even with the weaker starting form) at a minimum would be a greater artifact. There is no limit on the soul charges (problem one) you always knock someone prone (second problem) Huge crit range (3rd problem and it certainly shouldn't be a spread of 5, 4 max) and oh yea it gets stronger?
Fire Darkin (3.5e Race) Traits need tightening up (e.g., fiery step probably needs line-of-sight; what are the mechanics of Blood Scent)
Fire Starter (5e Feat) Disproportionally favours area-of-effect spells.
Firearms Specialist (3.5e Class) Advanced Training has stackable AC or Attack bonuses every other level?! How does the equipment upgrade appear out of nowhere? If, say, bayonets are available in the campaign why can't the character just buy one? Reflex sights weren't invented until the 20th century?
Fist Master (4e Class) What is their extra striker damage? (eg: Warlock's Curse, Avenger's Oath)
Fixed Bayonet (3.5e Equipment) damage chart needs reviewed the numbers don't always change.
Flamefist (3.5e Optimized Character Build) No real optimization.
Flamekin (3.5e Race) Getting a special ability which can be extremely costly and requires XP to cast is overpowered.
Flamespark (4e Power) No Action without a trigger, no implement or weapon keyword, Strength isn't a key ability for the Engineer, fixed plus on the damage, stuns as an Effect, and (save ends) to boot, doesn't improve at epic tier.
Flying Ace (3.5e Feat) Benefit needs to be balanced
Force Blade (3.5e Equipment) If the intent is that this can hurt ethereal creatures like ghosts, then the ghost touch enhancement already does this. If it does a bit more than this, then at least use ghost touch as a base.
Force Blast (3.5e Invocation) Tivanir (talk) 07:16, 6 March 2013 (MST)
Forceful Strike (4e Power) As pointed out on the talk page, this is no different to a melee basic attack. Okay, now it's overpowered.
Foreseeable Damage (3.5e Feat) See talk page
Forest Hylian (4e Race) The encounter powers encroach on the responsibility of classes. A Hylian with Forest Flurry or Forest Strike is surely a ranger. These are just elf rangers, aren't they?
Foulkin (4e Race) Farspeech is not a 4e language, "attacks that dominate your mind" is undefined: do you mean "immune to the Dominated condition"? In which case this is overpowered. "Working in direct opposition of your symtiote's will" is undefined, and races templates should not give penalties. Large size. An encounter power that gives a bonus until the end of the encounter, so effectively gives the character a permanent +3 bonus to attacks and defenses. No explanation of the "corruption" mechanic.
Four-tail Trickster (4e Feat) Skill bonus needs the "feat" type
Fox-Spirit (3.5e Race) Pretty crazy stats for a LA2/EL3. Compared to standard drow and other LA2 races for how unbalanced this is
Fox Blade (3.5e Equipment) Can we be clear on what this is? This is dagger that can only be wielded in a kitsune's tail? How is it wielded? Kitsune (3.5e Race) doesn't mention anything about a prehensile tail or multiple tails. What does "multiple blades sprout" mean? What does "sneak past cuts" mean? The statblock says 1d8 damage for every available size, and then the description says 2-9 damage? What is a "critical damage boost"? The range increment, type and hardness make no sense. Is this even for 3.5e D&D?
Fox Magic (4e Feat) Flat bonus to attack will need a type; i.e. "+2 feat bonus to attack rolls"
Foxin (3.5e Race) This is not LA 0.
Friendly Ghost (3.5e Feat) Is this even plausible given a ghost's horrific appearance? Does it work if a ghost is manifesting? Does it work any number of times, such that passing through a populated area allows you to regain a lot of hit points?
Frost Knight (3.5e Class) Why are they proficient with full plate? Should they get armored spellcasting? This needs to be resolved.
Furyans (3.5e Race) Fast healing 10 a bunch of bonus stats and the bonus feat? And it is a LA 0? Also the speed is unjustified (they can't run faster than say a horse at 40ft a round)
Gabriel's sword +3 weapons are very rare, so a legendary might get you a +3 with another benefit. 3d10 + 3d8 damage is just MOAR DAMMMAGE going beyond what we would expect for the benefit.
Gargantuan Spiked Bolas (3.5e Optimized Character Build) Does not work currently. See talk for a provisional version.
Gaucho (4e Race) As discussed elsewhere, Bugbear-style "oversized" trait isn't suitable for PC races. Permanent +1 reach breaks it.
Gauntlet's of Blocking (3.5e Equipment) marketprice, costs and prerequisites are not correct
Geas Lord (4e Paragon Path) Encounter power with a sustain that causes an ongoing condition? Doesn't make sense. The powers do not have correct range types. Pursuasion is an encounter power that gives a bonus that lasts until the end of the encounter. This is effectively a permanent bonus. Geas of Command's sustain doesn't make sense either. Maybe they were supposed to be in different fields.
Gebby (3.5e Race) See talk page
Genothrope (4e Race) Genetic Shuffle, Animal Aspect and Animal Empathy all inelegant. Powers are messy. I will try to fix at some point. A lot of this can be handled through feats and racial utility powers.
Ghost (5e Race) "Going Toward the Light". Trigger: Whenever the DM feels like. Result: The player drops out of the game. Conclusion: This will either be not used, or abused.
Ghost Warrior (4e Class) Has way too many features now, including three defensive features. Ghost Surge says they get Power Points instead of Encounter powers, but the powers list has encounter powers. A bit of a mess.
Ghostly Hands (5e Spell) Please compare with the other damaging cantrips in the PHB
Giant Fatal Wombat (5e Creature) Same issues as Fatal Wombat
Gilldren (5e Class) Poorly defined traits.
Gladiator (5e Class) Heavy Punches should be made its own action so as not to make a Gladiator/Monk overpowered. No feature should "double XP". XP is a reward granted by the DM, you don't get to change that.
Glitterdust (5e Spell) It's not clear what the mechanical effect is. The "outlining in light" effect we can already do with faerie fire. This is otherwise poorly adapated to 5e (range, duration, Stealth check penalty)
Glyphologist (4e Class) The effects of Activate Glyph are poorly worded. I'm also not sure how Invoke is supposed to work, see talk page.
Gnome Loremaster "Divine Scrolls Reader" (3.5e Optimized Character Build) No real optimization going on here, see talk page.
Goblin:Dusgaia Supplement (4e Race) "You gain 1 extra healing surge per level." Must be a typo. Goblin wizards with 26 healing surges by the end of paragon tier?
Goblin Spear (3.5e Equipment) Tivanir (talk) 11:27, 6 March 2013 (MST)
God Smith (3.5e Prestige Class) Wording and terminology is confusing. What does a prerequisite of "Strenght +20" mean? How does the weaponsmithing tie in with the rules for crafting magical weapons? What does "increasing natural enhancement to +20" mean?
Godling (4e Race) Divine Recuperation: Suggest using contemporary values for "average" skill DC, which I think are DC 12 at Heroic, 19 at Paragon, 26 at Epic. Word of Power: Since it doesn't have the implement keyword, it will need a +2 bonus to attack to keep up with enchantments.
Goh'ul (3.5e Race) Lacks any racial abilities, General Clean up and Grammer,Ages, Height and Weight.
Golem-Blooded (4e Race) No justification for two free-choice bonus languages. Expansive Memory: All encounter powers are recharged after an extended rest normally anyway. Stoneskin: Pc Races can have resistances, but not immunities and vulnerabilities. Golem's Strength needs a burst range if it can be triggered by an ally.
Goliath(variant) (5e Race) Some of the traits need balancing, specifically 'Goliath Weaponry'.
Good Hope (5e Spell) Ugly 3.5e-isms, could do with a 5e rewrite
Gor (4e Race) A total of +9 skill bonuses and +8 conditional skill bonuses, which is too high. Beast Senses looks like it's been modified from 3.5 Scent ability, as such adds a new mechanic that falls outside normal 4e design space. Just a +1 or +2 modifier to Perception checks to Find Tracks and Nature checks to Handle Animals would encapsulate this. Skirmisher: Races should never restrict equipment or class choices.
Grand Marionettist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Grappler (3.5e Class) being able to ignore an attack per round is a huge advantage especially when the character gets a large hp pool to work from and damage reduction.
Grasp of the Dead (4e Power) Needs weapon or implement keyword. Overpowered; the components of this are comparable with daily powers. Suggest comparing with published at-will powers.
Gray Aria (3.5e Equipment) Can someone calculate the CL, Prerequisites and Costs for this? It looks prohibitive.
Greater Ghost Ward (3.5e Equipment) I think this might be referring to the Ghost Ward in the Magic Item Compendium. That is already a +1 bonus, so if this is better than that, shouldn't this be a +2 bonus or higher?
Greater Two-Handed Weapon Specialization This actually works out better than the Epic feat Overwhelming Critical.
Greenwyrm Scion (4e Paragon Path) Tail Sweep's miss effect is too powerful. Frightful Presence's effect is that of an Attack power, not a Utility. Luring Glare needs a cap on the slide, or make it a pull, otherwise the player can move the enemy indefinitely. If the target ends up more than 3 squares away from the player (because, say, the player moved away or the target was teleported), it can't move at all (since even moving towards the player will be "more than 2 squares"). Careful rewording will fix this.
Grimlock (4e Race) +1 to all defenses all the time is overpowered. I know this is ostensibly conditional, but once you've made the decision to wear light armour, this is unlikely to change. Compare with humans, who have +1 to non-AC defenses only; and Deva, who have +1 to all defenses under a condition that occurs only 50% of the time.
Grinreaper (3.5e Prestige Class) Full BAB and Spellcasting is overpowered. Poorly written flavor, abilities do not make sense together, also author doesn't know how to spell "Grim Reaper"
Guard (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Guardian's Shield (3.5e Equipment) Provides the same AC bonus as a tower shield, but without the penalties. suggestion increase the armor penalty by an additional two for each type remove wicker and give it a minus for attack say -1 on hit rolls. also make it an exotic shield proficiency and tower shield proficiency. also this should cost a whole lot more.
Guillotine Whip (4e Equipment) Overpowered in every conceivable way.
Guldarine, Caliginous (3.5e Race) Slight fatigue is not well written, and only serves to hamper the whole party. Beast Form needs to follow the standards for polymorph/alternate form. Favored class doesn't change based on environment.
Guldarine, Coppice (3.5e Race) Has druid as favored class, but then takes a bunch of druid features, so it actually combines poorly. Beast form needs to follow the standards for alternate form. Probably needs an LA.
Guldarine, Palisade (3.5e Race) Don't underestimate the usefulness of a burrow speed, should be worth an LA. Beast form needs to follow the standards for alternate form.
Gunchuks Why do you get two attacks. How is this faster than, say, a club (which are the statistics you use for a nunchuck). Or is it a joke?

A nunchuk is far faster than a club. Watch anything with Bruce Lee in it.

Gungnir Needs to use formatting for either magic weapons or artifacts. You just need to link to SRD:Vorpal, you don't need to reproduce the text.
Gunslinger, Variant (5e Class) Needs checking through for 5e rules compatibility. For example, it mentions "Craft checks" (what are those?) and "jams or misfires" (which aren't part of the firearms rules in the DMG), weapon stats should be removed from the starting items (they are already in the DMG).
Gunslinger (5e Class) See talk page
Gunslinger Varient(2) (5e Class) See talk page
Guul Drak (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Gymizophun(3.5e Race) I assume the traits are just a rough draft and still need working into something reasonable.
Gūru (4e Race) See talk page
HEV Suit (D20 Modern Equipment) Has a percentage-based damage reduction with vague values, based on the suit's "charge": it isn't explained how charge maps to damage reduction, or at what rate the charge is depleted.
Half-Basilisk See talk page
Half-Dragon, Variant (4e Race) Suggestions: "+2 to any other stat": Ah, no, give 'em a choice of two per racial design guidelines. Change resistance to 5 + 1/2 level. Fly: Encounters typically only last for 5 rounds anyway, so round counting is a false mitigation (and is fiddly to boot). Make it an encounter power (see Pixies in Heroes of the Feywild) - if you want them to fly more often have it recharge on bloodied. And, monster-style recharges: if you insist, but we should put a design disclaimer here. The dragon breath attack power is pretty much the same as a dragonborns so you should change it in some way. You need to be more specific when describing what powers or feats you can take from the humanoid race half. If I'm a dragonborn half dragon do I get two dragon breath encounter powers, do half dragon warforged characters get to be constructs and also fly, and can they take all the feats of their half race. I feel that without specification this race is overpowered and will unbalance the game in some places. This race would be overall better as a level modifying character template. Needs more fluff and pictures in all areas. The more fluff and pictures you have the better this race will be
Half-Dragon (5e Race) Unclear how this is supposed to be applied. It's more of a template than a race, and more like a were-dragon than a half-dragon. Can anyone take this? Isn't the true dragon form disruptively overpowered at the lower levels?
Half-Eladrin (4e Race) A bonus feat is the human's thing. No other race should have it. "+5 resistance vs. powers with the sleep keyword." doesn't make any sense. The feat Fey Senses is worse than taking Skill Focus (and I would hope that it is meant to say "+2 feat bonus".
Half-Elf, Variant (4e Racial Trait Variant) Takes traits that should be unique to humans and elves (human's bonus feat and power; elf's speed) and mashes them together into one overpowered blob.
Half-Kobold (4e Race) I like the idea of fiery stealth, but it is abusable. You can deliberately fail a stealth check (-10 penalty if you run! not to mention heavy armour and shield) and instantly wipe out any number of minions at any range, at will. Fire Shift doesn't seem to have any benefit - all characters can shift. How does group stealth work fluff-wise?
Half-Moon Katar (3.5e Equipment) Tivanir (talk) 11:19, 7 March 2013 (MST)
Half-Solar (5e Race) as quoted from “flight at 1st level is considered so useful that the one official race that has it only has one other minor trait.”
Half-Time Lord (3.5e Race) Regenerate and TARDIS channeling are poor design, needs rewriting.
Half-blood (demigod variant) (5e Race) Appears to be deliberately overpowered, so needs some guide on how to use this in a normal game. Some of the features are physically painful to read through a combination of poor formatting, grammar and balance.
Half-blood Armor (5e Equipment) Armors of rare materials (that are superior to mundane armors) should be considered a magical item with a rarity (compare with mithril armor)
Half Demon (3.5e Template) *Compare this page and the Half-Fiend SRD page, which is a LA +4 template that provides lower scores and lesser abilities.
  • "While in demon form, any divine magic a half demon uses changes into pure demonic energy from the lower planes" is not defined, and as such as no notable effect on gameplay.
Half Succubus-Warforged (3.5e Race) No way the LA is +4 and all the benefits are easily min-maxed for combat-focused characters.
Half Wolf (3.5e Race) This article contains what appears to be an unfinished work, such as citing an "Animal Subtype" (Animals are classically a type), "Humanoid (Wolfkin)", having uneven ability score adjustments (that which do not match the racial template in the listing), some miscategorizing, along with vague or very powerful mechanics (ability to innately ignore difficult terrain). The Level Adjustment is also set too low. --Argent Fatalis (talk) 17:18, 10 July 2013 (MDT)
Hammerspace (3.5e Environment) This removes any humor at all in such situations. "Here is the justification for doing x funny thing haha ? Makes the "funnyness" even worse.
Hand Crossbow, Reworked (3.5e Equipment) see damage table
Harpie (3.5e Race) No maneuverability rating given for flight; "avian body" should use the existing rules for fatigue, does not say how often they can fly.
Healer's Robes (5e Equipment) Armor provides a set AC value, not an AC bonus. Advantage on all medicine checks would be good for a magic item, let alone a mundane item worth 35 gp
Healing Touch (4e Feat) Grants sorcerers too much of the leader role, and can turn bards into healing monstrosities.
HealthTank (3.5e Prestige Class) Saving throw progression is incorrect for a start. Terminology needs fixing (characters do not have a stat called "Health")
Heated Hands There isn't an "immediate" casting time or a "melee" range, and you can't use spell slots to cast a cantrip. Please see the spell information in the PHB. Does the caster need to use an action to melt the ice?
Heavy (3.5e Equipment) Does not state a bonus modifier
Heavy Dueling Sword (3.5e Equipment) So what would go wrong with making a bastard sword martial and allowing you to use weapon finesse with it, so it also qualifies for backstab?
Heavy War Staff (3.5e Equipment) first weapon prerequisites for stats were removed in 3.5. second no martial weapon should EVER be this powerful. The fullblade is pretty much the end all be all of upper limits and this surpasses it and doesn't even need a feat.
Hellish Overlord (5e Class) see talk page
Helpless Generosity (5e Spell) Why would the target give you an extra item if they succeed their saving throw? Can't one use charm person or dominate person for this?
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
Hero (3.5e Class) this class needs a rebalancing to make it good to go otherwise not too terrible. Good saves, full BAB and a group of spells is a bit expensive
Hero (3.5e Template) However you look at this, you're getting an insane amount of bonuses for little LA. See the talk page
HexMonk (3.5e Optimized Character Build) No real optimization here.
Hexblade, Variant (3.5e Class) a bonus shouldn't be higher than a good base save for anything.
Hidden Polesword (4e Equipment) How does it work? How does it change size? Can you still attack with it when it is a smaller size? What does "shift sword" mean?
High Metabolism Healing (3.5e Feat) Allows an epic-tier effect at 1st level. The associated flaw does not balance this.
Hilt Smash (4e Power) "1/2[W]" does not make sense.
Hive Mind (5e Class) Features should have a better spread; some levels you get a spell slot and a feature, whilst others you don't get anything; also see talk page.
Hobgoblin Spear (3.5e Equipment) Tivanir (talk) 11:30, 6 March 2013 (MST)
Holy Warlord (3.5e Optimized Character Build) No real optimization here.
Homunculus, Variant (4e Race) Vigilance needs some clarification. Extended Rest is an important game mechanic that many powers are keyed off - is the intention here to disallow a Homunculus player from taking them as normal? There will also be adventuring situations where "midnight" doesn't make any sense; e.g. travelling through other planes. Suggest using the same mechanic that other non-sleeping races use.
Honey Badgerkin (3.5e Race) It doesn't know what edition its for (refers to "intellect" ability score, Bloodied value and Minor actions as well as 3.5e terms); traits are wildly unbalanced (full restoration of HP by merely consuming two rations?) and some that heavily restrict class choice; overall a bad design
Hook Sword Needs a rewrite. Should be no better at tripping than any other reach weapon (e.g. whip), but you should be able to link them together to give it reach.
Hoskuld (3.5e NPC) Combat Reflexes does not give any benefit (Dex 10) and is not used for any prerequisites.
Human, Orc Slayer (3.5e Race) Many of the traits describe the result of nuture, not nature. This "race" should be handled by simply having a human with a certain set of feats.
Human? (5e Race) Almost no description, what we do have is vague. Features are poorly defined mechanically.
Humans, Albion,Warborn (3.5e Race) The bonuses far outweight the category and listed LA and just increasing the LA makes this simply melee-optimized.
Humans, Kohanim (3.5e Race) Ability score adjustments need to be even numbers. Indomitable Will is really awkward.
Hunter of the Undead (3.5e Prestige Class) What is "suffered the loss of a complete level"? Do you mean a negative level?
Huntmaster (4e Paragon Path) Level 20 daily Effect is too powerful: note this occurs on a hit and miss. Was this meant to be on the Hit line?
Hybrid 3rd Class Warrior (3.5e NPC Class) Unplayable. Unable to reclaim. Who needs a NPC class anyway. Template posted by author.
Hylian (4e Race) The weapon attacks are a function of class, not race - these are things Link can do because he is a fighter, not because he is a Hylian. A Hylian is a human that lives in Hyrule, so not sure why we need this when a racial heritage feat would suffice.
I can USE shurikens (3.5e Optimized Character Build) No real optimization going on here.
Iaijutsu Master (3.5e Optimized Character Build) No real optimization here.
Ice Spike (4e Power) Needs the Implement or Weapon keyword. Encounter powers should not cause ongoing or effects that last beyond the end of the player's next turn.
Idea (3.5e Race) How does this even work as a character.
User:Idlem/Apocalypse Incarnate (3.5e Class) Terminology is confused. "Extraordinary spells"? An ability is either extraordinary, or spell-like, or supernatural. The dark miracles are all spells, so couldn't you just say that you cast those spells as though they were extraordinary and save a lot of waffle? "Envoy of desctruction" has the PC dropping attitude levels - who with?
Illiteracy (3.5e Flaw) This is not a significant drawback when at least one person in the party can read. For the stoic fighter who stands at the back when there's no fighting happening, this is a free feat. Suggest making it relevant, perhaps a "slow reader" flaw for classes that use spellbooks and scrolls.
Illusionist (3.5e Class) There are a few things - the biggest one of all is 'Over Powered Illusions'
Illusionist summoner (3.5e Optimized Character Build) Not optimized currently, could be optimized if you statted out the whole Shadowcraft Mage progression.
Imbuement (3.5e Feat) Doesn't have a spell slot modifier
Immunity to Magic (3.5e Trait) It's reasonably possible to be in a party of non-spellcasters using potions for healing, making this incredibly powerful, worth more than a feat (let alone a trait). It also doesn't use defined keywords: does magic refer to just spells? Or spell-like abilities, supernatural abilities as well? Unclear what "cot of any healing done in towns" actually is. If I rent a inn room to rest for natural healing, does that count? Buying healing potions? How do the people charging you know you have this trait? What are "enchanted items", are they like magic items?
Imposed Corpse (5e Race) Traits need rewriting to better use 5e rules. Crippling Ligaments and Insanity Hours do not make sense. Only one subrace. Arguing Self means that the player doesn't make any choices (depending on the definition of "activity"?)
Improved Blindsense (3.5e Feat) This is a much more powerful version of an SRD feat (1728x more powerful) and it has much lower prerequisites. See discussion for further details.
Improved Dragon Breath (4e Feat) Involves a lot of effects that are not suitable for an encounter power. Switching to daily might fix that. Like the draconic heritage power, quickly becomes a poor choice due to lack of enhancement bonuses.
Improved Guiding Bow Fairly awful design that grants bonuses way out of bounds.
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
Increased Monk Armor (3.5e Feat) Compare with Armored Monk (3.5e Feat)
Incubus/Succubus (5e Race) as quoted from “flight at 1st level is considered so useful that the one official race that has it only has one other minor trait.”
Infernal Protectors (3.5e Race) The bonuses far outweigh the listed LA, and the abilities do not even explain how often they can be used with what game mechanics.
Infinium, Gun Mage (3.5e Class) Issues raised on talk page
Infurianism (3.5e Trait) See UA:Character Traits, this is a massive bonus especially for a character with Wisdom as a dump stat. The drawback of a trait must be related to the bonus. In addition, the trigger is subjective, the player can just decide if they are feeling an emotion or not. At worst, this might have a DM ruling that a PC is feeling a particular way, and also deciding the PCs behaviour during the "uncontrollable" state: this doesn't "balance" the huge bonus, it's just bad form.
Inkling (Splatoon) (5e Race) One or two issues raised on talk page.
Interdimensional Voyager (5e Background) Mechanical benefits need removing
Inventive (3.5e Trait) The drawback is not significant. If I really have to make a knowledge check after claiming the bonus, I can just wait the one hour out. It also says that the bonus is once per day, but also at-will. Which is it?
Inventor (5e Class) See talk page
Investigator (5e Background) Provides a whole bunch of mechanical bonuses unsuitable for a background.
Ion Cannon (5e Equipment) Many of the numbers involved here are not scaled to 5e, and it misunderstands the force damage type.
Iridium (3.5e Equipment) Yes of course a +2 static bonus to damage means it would cost the same as normal! oh wait then EVERYTHING would be made from this because there is no reason to use steel EVER. Needs price table and adjustment (at least 12k probably closer to 20 for static +2 damage bonus.

More balance issues: A blacksmith's forge gets to about 1500 C; the melting point of iridium is 2466 C; it is very hard to work, it is brittle, should be reflected in penalty to Craft rolls; it is also very rare. An iridium weapon weights 3 times as much as a steel one. )

Jade Empire Monk (3.5e Class) Many of the styles have ramifications, particularly when you are double this or that bonus. There's one that changes BAB, which should not be done as it's often a prerequisite for other things. There's a style that grants +5 to attack and damage rolls. Stunning attacks are thrown around without any limitation. Conditions are referred to seemingly in ignorance of actual 3.5e conditions (Examples: "slowed" and "confused" aren't related to similar conditions. Bad design throughout.
Jagged Hammer (3.5e Equipment) A hammer of this type would be a heavier edition of the war maul and would do 2d8x3. ability score prerequisite needs removed.
Jelly Orb (3.5e Spell) So what this does is duplicate the effects of a 3rd level spell. Hmmm.
Jester (3.5e Class) Jester's Feint distracts an enemy by throwing a brightly coloured object. This apparently works against ochre jellies, rat swarms, and is particularly effective against creatures that aren't very good at seeing things.
User:Jota/Gear (3.5e Class) Has a myriad of issues Talk:Gear (3.5e Class)#Large List of Notes.
Juggernaut (4e Creature) powers look a little screwy, need vetting; ability bonuses are wrong
Jumping Spider (4e Creature) Example encounter includes creatures 9 levels below encounter level; this falls outside of the +/- 4 range. Try something else.
Kanabo (3.5e Equipment) finally one I can say is under powered. 2d6 x2 is actually low for an exotic weapon for a two hander. strength score needs to come off.
Kantian Paladin (3.5e Class) well let's increase the abilities of a paladin and spell casting for a minor drawback (lower save on REF.) Class needs balanced
Ideas: A: A forced choice between healing or smiting specialization; B: Some tweaks to it in terms of stats or combat prowess to make it more balanced; or C: A change in armor/weapons; maybe they can't use exotic weapons even with the feat, or maybe needing to take a feat for heavy armor
Karnins (3.5e Race) Really good ability score adjustments, a scalar bonus on fire damage spells, and at-will spells scaling to HD is well over the current LA.
Keldren (4e Race) See discussion.
Kelir Shaythan (3.5e Template) Why not change all your HDs to d12's for LA 0?
Kender Cursed (3.5e Template) The LA / CR adjustment doesn't work since it doesn't take into account a creatures special qualities. Even with the penalties, a cursed wraith shouldn't go from CR 5 to CR 1/2. A PC Wizard could start play at level 5 (ECL 1) with access to 3rd level spells, the reduced attack and defenses doesn't matter a great deal.
Kender Mithral (3.5e Equipment) If people donning this armor typically have charisma modifiers of +4 or more, the cost of this item should be significantly greater.
Khinasi, Cerilian Human (4e Race) Campaign-specific languages and non-standard ability bonuses may require design disclaimer. "Cultural bonus" doesn't exist in 4e. "Magical" is not a keyword, so one can't have a bonus AC against "magical attacks". Katar is a superior weapon.
Ki Ball (3.5e Spell) What is "typeless magic damage"?
Ki Bomb (3.5e Spell) D&D does not have a "typless magic damage"
Ki Destruction (3.5e Spell) Needs to work with a class on 3.5e Spells.
Ki Knuckles (3.5e Equipment) Does not have the correct creation costs or market price; it needs to be either magic gauntlets (weapon) or gloves (wondrous item)
Ki Master (3.5e Class) needs to have some adjustments.
Ki Shackles (3.5e Spell) Needs to work with a class on 3.5e Spells.
Kiegon (3.5e Race) There is no explanation of how these abilities work using normal game mechanics.
Kineticists (variant) Not written with respect to D&D 5th edition rules (in fact it looks like a mish-mash of 3.5e and 5e) Suggest reading through the 5e PHB and trying again.
Kitsune-bito (3.5e Race) The tails are better than many stand-alone feats and this race gets them every second level, which is not balanced.
Kitsune (4e Race) "spirit creatures" is undefined in 4e. Damage resistance too broad. Harbored Annoyance seems unnecessarily complicated. If you've just attacked a monster, why would it want to make indimitation or diplomacy rolls anyway? The second sentence after Hit doesn't seem to make sense. This could be adapated to make a satisfactory and flavourful attack encounter power expandable through feats, or a racial utility power.
Knight, Teoryran (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight, Tome (3.5e Class) d6 for each level is overpowered.
Knight, Variant Various from Class Do's and Don'ts (5e Guideline). Many features do not function on a basic level, and the numerics are all over the place.
Knight, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight in Shining Armor (3.5e Feat) The first benefit alone grants +8 in skill bonuses (the armor caveat is hardly mitigation, presuming such armor would be worn for the majority of adventuring time).
Know Direction (5e Spell) Needs to be better adapated to 5e. Rangers do not have cantrips, for a start.
Knowledge is Eveything (3.5e Feat) The melee equivalent (combat insight) is an epic feat
Kobold, Variant (4e Creature) Kobold Spirit - you can't have an "elite minion".
Kraj (3.5e Race) Ability scores are all over the place. The rationale for the gender split is based on nurture, not nature, which should not be a factor for racial ability score adjustments. I propose removing them.
Kraken Form (5e Feat) How is this activated? How do you "ram" a living creature? What damage type is the ram damage? Is it supposed to not work on non-living creatures? "acid" damage, not "acidic".
Kusarigama (3.5e Equipment) *No HP
  • Is essentially the same as a the Kusari-Gama given on pg. 144-145 of the Dungeon Master's Guide, but with more power (original is 1d6) and the cost/weight of a spiked chain
Kyoketsu Shoge (3.5e Equipment) *It's a weaker spiked chain in every way: Same weight, same handedness, same cost, same benefits, less damage.
  • No HP
  • A Kyoketsu is traditionally a ninja tool that has applications similar to the Kusari-Gama (pg. 144-145 of DMG) and as a climbing aid. This needs to be distinguishable from the Spiked Chain and Kusarigama if it is to be a separate weapon; It currently is not.
Kyuubi no Ookami Could do with rewriting to better use 5e rules (and to correct spelling and grammar.)
LEGOLAS BOW Even at legendary, this is excessive. A "normal" +3 weapon is only one rarity behind this; this has four attacks (I.. think... it "can shot 1 to 4 bows"? and deals four times the damage and has extra range.
Lab Coat (5e Equipment) See talk page. Is this exclusively for physicians, or can everyone get this cheap +1 AC with no drawback?
Lapuard (4e Deity) Please pick warpriest domain and divine domains from Domains (4e Index)
Lawgiver (5e Class) See talk page
Legendstone (3.5e Equipment) The abilities are ridiculous. At a minimum the adjustment would be in the 500k to millions range for even simple items for this material.
Level Advancement (3.5e Variant Rule) If the group feels they are advancing too quickly, wouldn't it just be less complicated for the DM just to reduce the CR value of encounters by 1? (e.g. a CR3 encounter would grant the XP for a CR2 encounter.)
Lictor (3.5e Race) The traits are not explained with sufficient game mechanics, and saves are necessary for them to function.
Life & Death Domain Author has confused Cleric levels with spell levels when choosing the domain spells
Life Drain (4e Power) A close burst 3 at-will attack power that causes 2d6 damage and heals hit points as an effect? This is three kinds of unbalanced.
Light Nordic Armor (5e Equipment) This is the same as not wearing armor at all.
Lightkin (4e Race) Languages: Supernal (a normally restricted language) and three other languages. PC Races can have damage resistances, but not immunities. The encounter power needs a tiered attack bonus to keep up with enchantments, and damage progression should be 1d8, 2d8, 3d8. Stun effect should not be available for 1st level characters, and encounter powers should not cause damage on a miss.
Lightning's Child (4e Race) Needs to use D&D 4e rules. I can help with this if you wish.
Lightning Guard (4e Creature) Numbers are off (a level 1 artillery would not have AC 18, attack values are off); it doesn't need two basic melee powers
Lizardfolk, Greenscale (4e Race) Athlete is the equivalent of a paragon level feat - suggest making this conditional to whatever task it is that these lizardfolk excel at. Hold Breath: as written they can't hold their breath as long as normal PCs (see the updated "rule of 3" for endurance checks for PHB p 185). Suggest making this a +5 bonus to endurance checks made to hold breath. Still puzzled as to the utility of Claws - why not just give them access to Claw Fighter (4e Feat) instead so that those who want to have a lizardfolk who fights with claws can do so properly at their option.
Lolth's Chosen (4e Race) Some powers have attack rolls, but no hit effects and do not have inherent tiered attack bonuses. "Spiderkind" is not an origin.
Long-Term Addiction (3.5e Flaw) This is still abusable since the new prerequisite is vague. Per my previous example, alcohol can be considered "harmful" and it's trivial to stay supplied with this.
Lost Men (5e Race) Strange Diet forces PC behaviour if that's what "lose control" means); should be written to impart a mechanical penalty, or moved to a custom personality trait table. Carnivorous is overpowered; having it grant a lower number of temporary hit points instead is a possible fix
Lunarcrafted (3.5e Equipment) The weapon quality needs a price increase to 8k. substituting other ability scores is huge since strength only covers total weight and melee combat.
Lupine (5e Race) See talk page
Lurer (3.5e Creature) See talk.
Lycanthropic Saliva (3.5e Equipment) Needs purchase cost, mechanics need formalizing a bit better to fit with poison rules.
Lyganium (3.5e Equipment) As the creator of the artificer base class I need to say that this thing is terrible. Costs are not done per pound but how much it takes to make a weapon, armor or shield. Further a blanket +10 to hit and damage would cost in the realm of 3-4 million because it is a static bonus that would be multiplied on critical hits.
Ma'aleca'andrans (3.5e Race) Clearly meant to be enormously overpowered. Everything should be quantified and needs an enormous LA for bonuses like these.
Mace of Light (3.5e Equipment) "Radiant" is not a listed special ability - do you mean holy? Missing item creation details and aura.
Mage (NPC) (5e Creature) Doesn't seem significantly different from the Mage NPC in the MM, except several values are incorrect (skills, for example)
Mageblade, Variant (3.5e Class) Dead levels a 5th and 17th, so features could do with rearranging.
Mageblade (3.5e Class) Mage spellcasting plus fighter attack bonuses and more feats - class is very overpowered for 3.5
Magic (Elder Scrolls Supplement) Should be adapted to use UA:Spell Points
Magic Device Specialist (3.5e Alternate Class Feature) This is extreme. I would suggest either 1/2 BAB or make them class skills like other homebrew feats. Otherwise you can automatically use items for most fighters better than most magic classes or thieves.
Magic and Magic Items (City-States In Chaos Supplement) Magic item rarity needs a bit more thought. For example, potions of vitality will suddenly no longer be commonly available for paragon characters, and those that are given are now artifacts? Also not sure what is meant by magic moving to other items.
Magical Artisan (3.5e Class) The prestige class or class aspects need to be chosen as one or the other and used throughout.
Magically Uninclined (3.5e Trait) Disparate benefit and drawback.
Magma Golem (3.5e Creature) See discussion.
Magnetic (3.5e Equipment) way too many bonuses for a +1 enhancement. Uses non-standard terminology
Magorian (3.5e Equipment) Totally negating half the classes in the game is suppose to be difficult not cost you 20k.
Maji (3.5e Race) Granting an SR, bonus CL levels, and at-will spells is well over LA +3.
Making of The Mage (3.5e Optimized Character Build) Doesn't do anything interesting in the way of optimization.
Maledictus Osseus (5e Race) Traits do not make any sense.
Mammoth (3.5e Class) How is increasing your weight 8 times and growing a size category an Ex ability?
Mana blooded (3.5e Trait) Please see the guidelines at UA:Character Traits. Also does not explain what spells can be cast.
Manyspell Storing, Greater (3.5e Equipment) Well first it shouldn't be the same as the version that only stores 5 price wise. Second the ability to cast multiple (and in this case medium to high level) spells in a round is downright broken.
Manyspell Storing (3.5e Equipment) This should be a +2 as you can store a lightning bolt and two shocking grasps or some equal combination giving a huge boosts to hybrid fighter classes. Spells take time for a reason and beyond that you shouldn't be able to inflict multiple spells a round.

This ability doesn't make since. It has a prerequisite of Spell Storing which has a caster level of 12th level yet the caster level for this property is 6th. Plus, Spell Storing indicates the creator of the weapon must be at least 12th level. This one indicates the minimum is 9th level.

Martyr Necromancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Master of the Sword (5e Class) Continues to have balance issues particularly with AC scaling
Mechromancer (3.5e Race) Mechromancer (3.5e Class) says this is a racial template, it which case it needs to be a template with an LA. A lot of the features are poorly written.
Mediator (5e Archetype) 3rd and 9th level features emphasize strong Charisma, but the 3rd level feature emphasizes strong Intelligence. If my Cha is my primary or secondary ability score, then Meticulous Negotiator isn't much use.
Medusa (3.5e Race) Needs an appropriate LA.
Mesmer (5e Race) Good description, but mechanics need some work, see talk page.
Metal Plate (3.5e Equipment) Yet another "big sword" entry. We've already got Buster Sword (3.5e Equipment) and Fullblade, Variant (3.5e Equipment) and who knows what else. The hit penalty doesn't "balance" 2d12 damage.
Meteor Dash (3.5e Alternate Class Feature) Enabling coup de grace actions for two rounds is obscenely powerful.
Miaodao Possibly Overpowered. It's better than before, but hasn't been playtested.
Military/Army Structure (City-States In Chaos Supplement) PC background should be moved to the other backgrounds provided by region, and the benefits balanced (i.e. remove constitution modifier)
Mime (3.5e Class) Mimic and replication abilities need some checks. Concentration checks should be added when the mime is focused. Maybe Instability should be changed to a class feature that still gives some benefits to a then failed check, ergo with some potential setbacks?
Mime 2.0 (3.5e Class) Seems to allow the player access to a monster's Ex abilities, for an indefinite period of time, which can lead to a whole manner of brokenness.
Mirror Beast (4e Creature) Needs attacks and defenses appopriate for a solo creature. In can only attack one player per turn, and can easily be locked down with status effects.
Mirthful bonus (3.5e Feat) +2 no type AC per Hit Die is crazy over powered
Mithril Chain Shirt (5e Equipment) Mithril chain shirts are already in the base game (DMG, p. 182), is this supposed to be something else?
Moe Weakness (3.5e Flaw) It's easy to pick moe factors that will rarely appear; that so many caveats have been added, and caveats that require interpretation (the "likeliness" of a factor) shows that this is a weak design for a Flaw. A dragon is given as an example: could I then have "dragons with red scales", "dragons with horns", "dragons with green eyes".... a dragon may or may not be ever encountered. To "balance" this, the actual numerical penalties are way over what is expected in the guidelines.
Monk,Scribe (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Monkeybird (4e Race) Flight power needs fixing.
Monkeyfolk (4e Race) See talk page
Monohue Magician (4e Paragon Path) Suggest changing Burst of Color to a Minor Action, since it doesn't cause damage itself.
Moon Elf (Elf Varient) (4e Race) Too many skill bonuses, proficiency in superior weapon.
Mordekai (3.5e Race) See the talk page for a list of some of the problems. In short, it doesn't work.
Morque, the Taker of Lives (3.5e Equipment) See talk.
Motholplex (3.5e Creature) 100 hit dice, and all it can do is a few melee attacks and wobble around in the air. Does not explain what the "bug swarm" is (there isn't one in the MM, and none that are there are suitable for a CR 40 encounter). An Epic level party would cream this monster in a few rounds.
Movanic Deva (3.5e Racial Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mummy (3.5e Template) d12 HDs, bonuses to Str, natural attacks, +4 Intimidate, etc— this is perfect for a melee-fighter type class and is not LA 0.
Murasame "The Demon Blade" This is so obscenely overpowered it should be an artifact with the usual connotations (and even toned down for that)
Murmillio (4e Race) Sharkbite is underpowered, see talk page. Suggest low-light rather than darkvision.
Musical Battle (3.5e Alternate Class Feature) Rules are poorly explained and written.
Mystic Fist (5e Class) Looks like it needs a balance pass. Feature spread looks like the place to start.
Mystic One (4e Paragon Path) Frightening Action involves round-counting. It also says "Charisma score" - should this read "Charisma modifier"? Deep Ground is absurdly fast, and burrowing already leaves a tunnel by default (see the monster manual glossary). Lavos Scream: Encounter powers should not cause ongoing conditions. Lavos Armor is an encounter power that grants a bonus until the end of the encounter; this is effectively a permanent bonus.
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Nantosuelta (3.5e Deity) Barely any description. The bonuses are a nice idea, but shouldn't be given "for free" (feats seem like the obvious place for these)
Nature's Gauntlets (3.5e Equipment) market price and costs need recalculating
Necklace of zeus blood Needs a rewrite. I know artifact are supposed to be powerful, but good grief.
Necrologist (4e Paragon Path) Damage die go up to d12, so Dab of Life needs rewording. Inspiring Expiration ought to specify which d20 rolls it can apply to. Encounter powers should not cause ongoing effects; a level 11 encounter power shouldn't be causing unconsciousness. Glyph of Life is overpowered. Glyph of Undeath should use the same rules for commanding beasts and summonings: i.e. A standard action used to make it attack, move action to make it move, etc
Necromancer (4e Paragon Path) Features and powers refer to "minions you control", but doesn't explain where these minions come from. Shroud of the Grave: Undead minions don't have vulnerabilities - they only have 1 hit point. Check the monster manual. Skull King's Command: You can't just turn a minion into an elite or solo creature, there's more to it than that. Eternal Undeath is confusing - minions never have more than 1 hit point.
Necromania (3.5e Trait) The drawback needs to be twice the value of the benefit.
Negative Level Adjustment (3.5e Variant Rule) Ridiculously, horribly unbalanced.
Nel Zhim’s Vivisector (5e Spell) Per talk page.
Niebo Blade (3.5e Class) Saves are too high (why do the poor saves start at +1?); has the figher's hit points and BAB and bonus feats and an AC bonus and additional class features.
Night Doctor (3.5e Class) The non-SRD feats need wikilinks. Sythesize Drugs has no GP or XP cost, so unlimited numbers of these can be produced during downtime. The syringe does seem to tie in with the existing rules for poisons. Randomized surgery: What attack bonus is the extra attack made at? This is just for starters, there are problems like this throughout.
Nightmare (5e Spell) It would be cool if this was better adapted to the 5e rules rather than a copy of the 3.5e version. For example, in 5e, we don't have a bunch of modifiers to saving throws (but they might have advantage or disadvantage)
Nightmare Ride (4e Feat) This needs rewriting. It has an attack roll but doesn't use Implement or Weapon. It is a level 1 encounter power that stuns on a miss. The Beast Form keyword only makes sense if you are a druid. It has (save ends) and an after effect, which are only appropriate for a daily power. It's all too much.
Nobility (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Non-Violent Adventure (3.5e Quest) Do they confront the Yuan-Ti? What can their skills do in the various situations?
Nordic Axe (5e Equipment) See talk page
Nordic Shield (5e Equipment) The shield in the PHB is generic enough that it can be used for shields from all kinds of cultures.
Nordic Sword (5e Equipment) Just use the longsword statistics. If there is something particular about nordic weaponsmithing, this is a campaign-level template that could be applied to the appropriate weapons, no need for seperate statblocks.
Nordic Variant See talk page
Nordling (3.5e Race) Still do not know what is meant by "+1 racial Base Attack Bonus". They would only have this if they also had 2 HD of Humanoid.
Norse Lamellar Armor (5e Equipment) Have a maximum Dex bonus or find some other way to balance this.
North Shaman (5e Class) Please see talk page
Northlanders (3.5e Race) Ability score adjustments should be even numbers
Nosan's Ring Of Chaos (3.5e Equipment) Even as an Epic quality ring, the balance of this ring is absolutely all over the place; I understand it is a "Ring of Chaos", but there is a notable difference between "unpredictable" and "unpredictable instant kill/near instant kill". --Argent Fatalis (talk) 03:14, 14 April 2013 (MDT)
Novus (4e Race) Um, that's a lot of racial powers.
Obscure (4e Power) At-will powers should not cause dazing.
Obsidian Axe (4e Equipment) Considering that a normal axe is military/+2/1d10, this is not balanced; it's puzzling how this 3lb axe can be "light thrown" when the 3lb handaxe is "heavy thrown"
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
Ombréclat (5e Equipment) Needs to take better care with 5e rules. What do you mean "ignore every resistance"? - this weapon only deals slashing and either radiant or necrotic damage. What is "force shield" and "force wall"? What is an "etheral creature"? (I know this means, for example, ghosts, but a regular magic sword already isn't subject to its resistance)
Oni (3.5e Race) I'm sure there's a better way of handling drunken strength than to introduce a special resource
Orb of Fiendish Chaos (3.5e Equipment) A one use item is not an artifact. Major magical item (like the iron flask) certainly but it isn't an artifact.
Ortaurs (3.5e Race) Think for a minute about how The Beast Within would be like in actual play.
Ottsel (5e Race) See talk page.
Oversized Weapon (D20 Modern Equipment) static weight gain, no mention of size gain, small price increase
Owl Kin (3.5e Race) Silent Wings, Perch, Swivel, Superior Dark Vision and Light Blindess all seem to have been written in ignorance of the 3.5e rules. Needs rewriting.
PK Love (3.5e Power) Level 4 power that "does 15d6 damage and can not be avoided through saves or resistance." In a 100 ft. cone.
Pacifist Unclear if this is a joke class or not, but you might as well just make a wizard and learn spells like sleep, friends, charm, etc
Paladin, Lord Dhazriel Variant (3.5e Class) this thing is a bit over the top since it adds a ton of new abilities without any drawbacks. there are reasons they came up with variant rules for things. Dated 24 Mar 2012.
Paper Scale Armor (3.5e Equipment) even at the reduced costs I would say it would be at most +5 +5 and the cost to repair should be two silver per AC point. Further this should be stated as not being able to be masterwork, and it wouldn't help against the big mauler type crossbows (those things will punch straight through platemail.)
Paradox Men (5e Class) See talk page
Paragon of Corruption (3.5e Optimized Character Build) Anyone that can be taken out this easily by crowd-clearing spells meant to take out henchmen shouldn't really be called a good optimization.
Parry Blade (3.5e Equipment) The mechanics do not make any sense.
Pathfinder (3.5e Class) Base Attack and Saving Throw values are incorrect, doesn't say what the feat selection is for bonus feats, "Abilities" is supposed to explain what ability scores are important for the class, class features don't make much mechanical sense, campaign information is quite brief.
Pathiel (5e Creature) Ability scores could be toned down. Try to think of them on a scale of 1-20, then in exceptional creatures a few abilities can go over 20 (but not by much)
Pegasus (4e Race) Flight is reserved for other tiers. It needs to be changed to something like a hover. Encounter power is broken: range doesn't make sense, attack needs inherent bonus, effects need to be balanced and worked into the Hit line (not the Effect line). What is the "cutie mark" feat, and why isn't it just a racial trait?
Pegasus Pony (3.5e Race) DR 15 is crazy good, the movements speeds are faster than what they should be, and I have no idea what the "cloud" is for or why one would need it at all.
Permanent Manifestation (DnD Feat) There are plenty of high level powers that really ought not to be permanent. Prerequisite ability scores should be odd-numbered.
Phalanx See talk page, unbalanced mix of 3.5e and 5e
Phantom Knight (3.5e Class) Strong BAB and two good saves and strong spellcasting and sneak attack and a multiple other features each level and good skill points. A bit of a Mary-Sue. My previous comment about the issues with phantom strike etc. were not addressed.
Phoenix Cannon (3.5e Feat) What is this nonsense?
Pious Crusader (3.5e Optimized Character Build) needs playtesting
Pirate, Archetype Variant Sorry but every trait here is poorly designed, some do not even work.
Pit Fiend (4e Race) Terminology needs to be amended, e.g. a "power bonus" is only found inside powers. Most of these bonuses should be racial bonuses. "+2 to attack with all spells", does this mean all powers or literally just arcane powers for wizards?
Plague Doctor's Outfit (5e Equipment) Is this supposed to occupy the armor slot - if so shouldn't the AC be 12 + Dex?
Plane Of Two Worlds (3.5e Environment) This would work better as just an environment; not a stand-alone plane.
Plated Boots of Capacity (3.5e Equipment) Creation costs, prerequisites and marketprice are incorrect.
Platinum (3.5e Equipment) This needs reality-checking. Platinum makes a poor material for weapons and armor. It's hardness is 3.5 on the Moh scale (a steel weapon is between 5 and 7) for example, and it is quite ductile. It would only be useful to put platinum plating on an item.
Platypus Person (3.5e Race) Why "Platypus Person!" and not "Half-Platypus"? Also this is rather bland. Another nice racial trait or the current one turned into a poison would be very nice.
Player's Information (City-States In Chaos Supplement) Regional benefits need to be formalized as Backgrounds and balanced (in particular bonuses to attack rolls and ability scores need removing)
Poison Dart (4e Power) Needs the implement or weapon keyword. Does this attack AC or Reflex? At-will powers shouldn't cause ongoing damage, certainly not as an effect.
Poisonous (3.5e Equipment) that is a really high damage and DC for a +3 bonus I would suggest scaling it by 2s for DC (12 14 16) and 1d3 1d4 and 1d6. otherwise this thing is better than most regular poisons and has a higher DC to boot. Also you get to use it forever and force them to save with every swing you take.
Pole Mace (5e Equipment) Overpowered.
Polecats (3.5e Race) Defensive Spray ability is clunky.
Pond Rainid (3.5e Race) This does not follow normal DnD guidelines and needs to be adjusted
Portable painting easel (3.5e Equipment) This has no mechanical effects or even clear roleplaying effects (like clothes), it seems. Just needs an effect of some kind.
Potion of Cure all Wounds(4e Equipment) 4e already has three different types of healing potion, one for each tier. This doesn't even use any surges. One way to balance it might be to have it use up 4 surges and make it rare. "Recipe" field perhaps made in ignorance of the way magic items are made in 4e.
Pride (3.5e Flaw) Poorly defined, I could declare another PC to be my "enemy" and go adjacent to them to prevent or end the condition
Primordial Earth Titan Knucklebone Ring Please can this do something more interesting. The DMG already has legendary magic item that sets your Strength (to 27)
Prion of Madness (4e Disease) Doesn't explain how this disease is contracted. Does the effect of stage one happen every round? Does it happen both in and out of combat? Why does a save end the prone state, when the normal method is to just stand up? Stage 2: The alignment change asks the player to roleplay their character in a way they probably won't want to, and in a way not conducive to the party: combining this with "always miss" and this effectively removes the PC from play. This is bad for the game. Stage 3: This doesn't work as written, I wonder if "you target an ally" was intended rather than "you hit an ally". The ongoing damage has no end condition.
Prism (5e Class) First level is very weak. Sparkle only effects unarmed attacks, so is not going to be used until they can apply it to weapons at 5th level. Until then I just get a few cantrips. A sorcerer makes a better warrior and spellcaster than this.
Pro deus (3.5e Template) needs playtesting, ac bonus alone is insane, coupled with all the other addons this template appears to be unplayable
Projectionist (5e Class) Stub template was removed, so presume this is presented as complete. See talk page for issues.
Promised Walk of Peace (5e Spell) There's already a spell that slows like this. It's called "slow". Can this do something different, thanks,
Prophet of Truth (4e Creature) Needs attacks and defenses appropriate for a solo creature. It can only attack one creature per turn, and has no way to deal with stuns, dazes, etc
Prostitute (Common) (5e Equipment) 3 gp is 1 month's wage for a commoner. Disease rate is 50%. This could do with more research and better writing.
Protector (3.5e Creature) Monstrous Humanoids have d8 hit dice; missing skills; Int and Wis are way too low.
Protector (3.5e Feat) What exactly happens with this? Is it magic?
Proto-Mage (3.5e Template) The special quality is poorly defined, and requires the player to roll percentile with every action, which is disruptive.
Psyker (5e Class) Several dead levels. Riddled with balance issues, in particular it gets carried away with damage output.
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, what is a "pumpkin king" class?; very clumsy summoning trait
Pun-Pun (3.5e Optimized Character Build) See talk. A problem with the familiars HD progression stops the limitless HD loophole, and thus most of this page.
Puppet Specialist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Pyromancer's Gauntlets (3.5e Equipment) What is "raging flames"?
Quick Jab (4e Power) What does "Increase damage to 2 Dexterity modifier" mean? Add? Multiply?
Quick Throw (3.5e Feat) Per talk page. Effectively allows an extra attack at no penalty.
Quintessential v2 I think these bonuses are supposed to replace the effects of a typical loadout of magic items. But a) Different classes will have different needs, and b) Theses bonuses are overpowered. Bonus feats? Fast healing 5 by level 7?
Races of Teoryran (Teoryran World Supplement) Social castes shouldn't be separate races; use background feats instead.
Racist (3.5e Trait) Per UA:Character Traits. If your target race is, say, orcs, you are rarely going to be using bluff, diplomacy or gather information checks with them - but you'll benefit from the attack bonus all the time. Maybe restrict this to demi-humans?
Radiant Warrior (3.5e Class) ok I stand corrected look and you shall receive. this is even more overpowered than the other radiant class. additional attacks huge jumps in ac and attack strength not to mention huge weapon improvements for free. the god form is also highly overpowered (2d8 plus a d8 per strength bonus is 5d8 with just a belt not to mention strength damage added to it.)
Rage (5e Spell) No attempt made at adapting this 3.5e spell to 5e. Range and duration need adjusting, and 5e doesn't do bonuses in this way.
Rage Against the Unliving (3.5e Flaw) Triggered by an enemy that might not be encountered frequently (depending on campaign); uses a Will save so the frequency is further reduced (to almost never if you have a high Will); it forces character behaviour; does not give a numerical penalty to a specific capability; the actual penalty is the use of a feature that the player might well want to use anyway.
Rageborne (3.5e Template) The gained traits do not make sense. "+1 speed bonus"? How does "Raging Blade" work?
Raging Aura (3.5e Spell) Poor design, needlessly complicated. For example, gains a Strength bonus and a bonus to damage and attack rolls: only one of these is needed since the former already provides the latter. Has a random effect each turn, but some of the effects last more than one round.
Rain Acid Blood (4e Ritual) Concerns on talk page; also disregard for 4e mechanics (resistance throw and a percentage throw)
Ranger (BD) (3.5e Class) Killer's Arrows doesn't make sense. In fact most of these features are clumsily written (as often seems to be the case with video-game conversions)
Ranger (Graatel) (3.5e Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Rapier of undying (3.5e Equipment) Doesn't make sense in the context of 3.5e rules. Please look at the magic weapons in your DMG and use the "create new magic item" link at Add New 3.5e Equipment
Raygun (5e Equipment) Needs a rewrite to use rules for splash weapons.
Razen Blade (5e Equipment) The bulk of this text describes how the weapon is made, which is nice, but magic item creation is a campaign-level process determined by the DM (see the DMG). That leaves us with a +1 weapon (already an uncommon item in the DMG) with changed damage dice. It makes the most sense to do this with a dagger, it's like having a greatsword that you can dual-wield and throw and Small creature can use. I wish it were more interesting, in any case the rarity should be increased.
Razor of Gloom (3.5e Equipment) Really awkward mechanics, needs rewriting.
Reaver (3.5e Class) Classes that specialize in one kind of weapon are not base classes. This is a prestige class and needs to be adjusted as such. Some features are sloppy and need rewording (for example, Capture the Soul should only work on living creatures, not undead or constructs)
Red Mountain Ogre (3.5e Race) The ability score adjustments together with the natural armor bonus is too good for LA +2. In addition, this race is an optimization of melee combat and does not offer traits for PCs with different playing styles.
Reflexive Repulsion Armor (3.5e Equipment) protects like heavy armor for 10 attacks? this thing is overpriced especially if you count in the idea of having to hit before it reduces in ability (i.e. +8 armor and no dex bonus can make you almost unhitable if you stack things, and it probably doesn't count as armor.)
Reflexman (3.5e Optimized Character Build) Thought to be inferior (thus indicating a lack of optimization) on talk page. Also agreed to be not flavorful, leaving it somewhere in no man's land. If even marginal DPR statistics can be produced or suitable changes are made (bringing it up to at least +30 base Reflex saves, which is achievable with unused Complete Scoundrel prestige classes), remove this template. If no one is willing to make such changes, leave this for an administrator's judgment.
Repel Vermin (5e Spell) Copy of a 3.5e spell so: duration needs adapting; 5e spells look at hit points rather than hit dice; damage needs a damage type; "vermin" was a creature type in 3.5e, but this is not the case anymore.
Rhumnam (5e Equipment) Uh.. needs a little refinement, e.g. the +3 benefit needs writing out in full. How often can the magic missile be used? it says "6 blasts" but it has "5 slots"?
Rift Weaver (5e Class) See talk page
Ring Of Godspeed (3.5e Equipment) Marketprice, costs and prerequisites are not correct
Ring of Backup Plan (3.5e Equipment) No price. See talk.
Ring of Distance (3.5e Equipment) Needs a price or needs to be changed into an artifact.
Ring of Wrong Writing (3.5e Equipment) Needs to be better explained. What happens with spellbooks? How much does this cost? etc.
Ring of the Dragon (3.5e Equipment) Marketprice, costs and prerequisites are not correct
Rising Gladiator (3.5e Class) Class features need Ex, Su or Sp designations. Some seem to duplicate feats, but aren't declared as feats, so stack with the feats of the same name? Terminology needs correcting throughout. Saving throws have incorrect progression. Accumulated bonuses start getting rather high (e.g. attack bonus can be +10 on top of BAB by 18th level, not including bonuses from feats. With Blade Master and Gladius Critical, a greataxe deals 4d6 damage with a x6 multiplier.)
River Needle(5e Equipment) Please compare with the scimitar of speed (DMG p. 199). River Needle is the same except it has another attack and foils regenerating creatures. This needs nerfing and/or increasing to legendary.
Robe of Blades (3.5e Equipment) Does not follow the standards for magic items. Is this a weapon or a wondrous item? How do you attack with it? What is an "elemental canister"? What are the creation costs and CL?
Rock Reaver (5e Class) See talk page
Rock Warrior (4e Paragon Path) Still no description, powers are still unusable, if you need help please say so on the talk page rather than removing this template
Rocket (3.5e Equipment) "adamantine" and "concussive" are not 3.5e damage types.
Rubyspire Vale (3.5e Environment) Why a plane? To me this seems to work as just a normal environment as well with the DM adding it where it can fit best.
Ruler (3.5e Equipment) Base weapons do not have specific special materials - you apply a material onto a base weapon.
Rune-forged Grenadier Doesn't make any sense, see talk page
Rune Blade (5e Class) I've raised some issues on the talk page.
Runes (3.5e Variant Rule) Please help check the balance of the individual runes (not their availability). -User:Bricius
Runic Rapier Runic weapons are in Adventurer's Vault 2. Should be constructed as a enchanted weapon, not a mundane weapon.
Runner (3.5e Optimized Character Build) Speed on its own doesn't do much. But if you really wanna find an insane speed, use Persistent Spell (through DMM cheese) on Footsteps of the Divine (CC) while worshipping Fharlanghn and end it early.
Rush Skies (3.5e NPC) Info is outdated. Unable to balance/finish.
Sacred Gear (Heavenly Dragon) Needs a rewrite for correct 5e terminology, design style, spelling and grammar
Sacred Javelin(3.5e Spell) "good damage"?!
Sage (4e Class) Problems identified with powers and role at Talk:Sage Powers (4e Power List)
Saiyan (4e Race) Oozaru: Traits should not change ability scores; by "temporarily gain hit points" do you mean "temporary hit points"? This should be a triggered power, not a trait - probably a racial utility power. Weak tail still doesn't work well, since monsters usually make a grab as part of power, rather than using the grab action. Trait7 refers to "Oozaru Ki beam" which is now under Super Saiyan 4, which doesn't mention, so what's going on. What does "This also takes up a slot in your Paragon Path" mean, is it a paragon path or not? If so, this all needs to go on a separate page and formatted as such. Super Saiyan mechanics and terminology is a mess.
Saiyans, True (3.5e Race) needs a much higher LA, the flight maneuverability is much too high (read maneuverability, if you have perfect you can change directions instantly at a minimum this race would need to stop before heading backwards) general cleanup also needed. It would be much better to break this out into a small template with additional base classes, prestige classes etc instead of trying to lump it all into one. You would just need to make the prerequisite be this race.
Saiyans (3.5e Race) needs a much higher LA, the flight maneuverability is much too high (read maneuverability, if you have perfect you can change directions instantly at a minimum this race would need to stop before heading backwards) general cleanup also needed. It would be much better to break this out into a small template with additional base classes, prestige classes etc instead of trying to lump it all into one. You would just need to make the prerequisite be this race.
Salvation (4e Power) See talk page.
Samarie's Doomsteel (3.5e Equipment) The damage bonus is far too high. No non magical material should ever increase the damage of an item by a full die step. The AC DR combo is also undervalued and would end up being approximately 150k minimum for heavy probably more in the 220k ish arena.
Samaries (3.5e Race) This is not LA +1 with Fast Healing 1 and then a who;e HD progression alongside other good abilities like an extra attack each day (great for spellcaxters).
Samurai,Arqebuser (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Samurai, Races of War (3.5e Class) See talk. This character type does not conform to normal 3.5e balance precepts (this is a class for the Races of War variant rules.) Before approving this character class the DM is highly encouraged to read all abilities closely.
Sangheili (Halo elites) Equipment should not be part of the race, but you could link to items in the 3.5e homebrew
Saradi (3.5e Prestige Class) Mary Sue class (as discussed on talk page); Example character only uses 1 level of saradi?
Scared Ones (4e Race) Psysic [sic] Infused bonus is too high. Insubstantial is overpowered, and yet "Can't use weapons or implements" makes the race incompatible with 4e (Utterly useless for weapon-wielding classes from the offset; won't benefit from enchantment bonuses so any class will be useless by Paragon.) Physical Being means the player will have to hope that every fight will have physical, humanoid, weapon-wielding enemies for a chance to do one dazed action per turn. Psychic Blast initially overpowered, then becomes useless by Paragon.
Scepter of Time (3.5e Equipment) Poorly defined traits. Missing information suitable for an artifact (history, how to destroy or neutralize...)
Schemer (3.5e Feat) Has vague definitions, and undefined bonus types
Scorpion (NPC)(5e Creature) Ability scores need adjusting, hit point calculations are incorrect, skill values are incorrect, some traits (e.g. Fire Travel) don't quite make sense
Scourge (4e Equipment) A scourge is already a 4e weapon (+2 prof, 1d8 dam, off-hand military flail); the triple-headed flail is the superior variant; what kind of weapon is this supposed to represent?
Scrimshawing tools (5e Equipment) see talk page
Scrounger (5e Background) Features are not a background features. Please refer to the guidelines in the DMG.
Secret Page (5e Spell) Needs to be better adapted to 5e. Could be made a ritual for a start. Rogues do not have a spell list.
Seed Wha is this i Can't even
Seeker of New Skies (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Sentient Weapon (5e Race) Does not work well (or at all) with many class choices, player can be left in a situation in which they basically cannot function. If another player is wielding this player, what happens.
Sequester (4e Power) What is a "jumper fighting style"? The Jumper class page doesn't mention it.
Seven-tail Sharpnose (4e Feat) So, yeah, I guess the main problem with this feat sequence is that it gives the player 7 additional powers. Seems pretty broken.
Shadar-Kai (3.5e Race) A strong Dex bonus, at-will spells, +4 natural armor, and good racial bonuses are too much for the listed LA. The racial HD levels are also good on top of these, so the combination also needs to be considered.
Shade (3.5e Template) LA0 version may not fit with all campaigns, ask your DM for approval, this is similar to one in Races of Faerun albeit toned down quite a bit. Also, no change to CR? Are you kidding me?
Shadow Arrows (3.5e Spell) Needs to explain how the attack is resolved. Do you need a bow? Is this a weapon attack made with the caster's BAB?
Shadow Assassin (3.5e Class) This is effectively a combined Rogue and Assassin, with some sprinklings of various shadow magic classes. I recommend limiting some of the class features.
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?
Shadow Imbued (3.5e Template) Not LA +1.
Shadow Reaver (5e Class) Rewrite in progress.
Shadow Rogue See talk page
Shadow Witch (4e Paragon Path) Encounter powers should not cause ongoing damage. Power should not change ability scores. Neither of the attack powers use weapons, implements, or have an inherent attack bonus. "Level" is a bit akward as a damage constant - it doesn't quite scale right correctly.
Shadowcat (3.5e Race) Races should not have odd-numbered ability score bonuses; terminology needs improving (e.g. D&D does not have a trait called "accuracy"); sneak attack needs explaining.
Shadowcraft Blade (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadowcrafter (4e Paragon Path) Dark Shroud as an opporunity attack is possibly not as useful as a basic melee attack. Whilst it has the advantage of Charisma instead of Strength, it doesn't benefit from weapon proficiency or weapon/implement enchantment bonuses.
Shadowmonk (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadows (3.5e Race) Needs to use... the rules... I guess.
Shadows (Untethered) (3.5e Race) Traits need balancing. Shadow walk would probably require line-of-sight for example.
Shadowy Assassination (4e Power) 4e combat doesn't have facing, so you can't be "behind" a target. Perhaps this could say "You are flanking the target"?
Shaman (Warcraft Version) (5e Class) Weapon / spell component issue per talk page. Dead level @ 18th.
Shaper of Form, Redux (3.5e Prestige Class) Features need careful rewriting. "Like Begets Like", as written, could turn a normal sword into a +6 holy avenger. The table is also apparently for a Death Knight.
Shapeshifter (3.5e Class) Allows easy access to monsters extraordinary abilities, which will lead to Pun-Pun levels of madness. By comparison, see how carefully the druid's wildshape, or the polymorph spell have been written.
Sheep (5e Creature) Please compare with the Goat in the Monster Manual
Shield Fighter (3.5e Class) Many features are poorly worded or vague.
Shining Imitator (3.5e Alternate Class Feature) Well as I read it it appears to anyways. This is essentially allowing a warrior BAB that casts cleric spells to also cast arcane spells if I read it right.
Shining Shadow (3.5e Equipment) Price needs recalculating.
Shinryu (4e Creature) Very easily locked down, and inadequate number of attacks. An Epic tier group would easily defeat this monster.
Shisha (3.5e Class) Saving throw progressions are wrong, class features are a mess
Shivering (3.5e Equipment) Enhancement prices have an effective bonus, not a fixed value. Does this affect creatures otherwise immune to cold? If it "waste a full round action and cannot make any other action", isn't that the same as it just not being able to take actions?
Shock stone Needs to use Template:3.5e Magic Item, needs to use correct terminology; spelling and grammar need work.
Shocking Rod (4e Equipment) First power refers to this being a weapon, but it is not a weapon, it is an implement. Second power does not describe something that can be used in place of a basic attack. Missing rarity.
Shotgun Stinger (3.5e Class) See talk page
Shroud of Zehir (4e Paragon Path) Deathcharge: Encounter power should not cause ongoing damage. How long does the combat advantage last for?
Shur'Talon, Shieldbound (3.5e Race) Some of the traits have poor definitions, and Divine Weapon is making me grind my teeth.
Shur'Talon, Swordbound (3.5e Race) Some of the traits have poor definitions, and Divine Weapon is making me grind my teeth.
Shur'Talon (3.5e Race) Some of the traits have poor definitions, and Divine Weapon is making me grind my teeth.
Sieg'gram (5e Equipment) "If your target weighs less than 25 times your roll" is impossible to determine in many cases, as monster statblocks do not provide this. What does it mean to be knocked back, say, 3 feet? Do you round to the nearest 5 feet? What does "feels like a standard longsword in terms of proficiency" mean... that it's a greatsword but if you have longsword proficiency you are proficient with this?
Sinner (5e Class) One or two balance issues, see talk page
Sirens (3.5e Race) Incorrect ability score adjustments and singing needs to be clarified.
Sith apprentice (3.5e Class) Looks like force block renders the PC and those near him nearly immune to melee and ranged attacks
Six-tail Sharpnose (4e Feat) Skill bonus needs a type
Skaab (5e Race) corps evolution doesn't make sense. And how does this race work with backgrounds?
Slaughterer (5e Class) Full of design errors. The first two features alone are abusable to the point of giving the player an unlimited number of hit points.
Slayer, Variant (4e Class) The "slaying styles" do not make much sense.
Slayer (5e Class) See talk page, amongst other things the attack roll bonuses are way out there.
Sliver (5e Race) See talk page
Slothful (3.5e Template) There is a whole for a heavy armor wearer or similar class to get more out of this than he loses, as long as he accepts never going first in the combat order.
Snaketongue (4e Race) Bite and Constrict quickly become worthless; at-will attacks should not have ongoing damage; serpent form should use the squeezing rules rather than have the player considered Tiny
Sniper (5e Class) A few traits need rewriting, see talk page
Sniper range spree (3.5e Feat) At what BAB? How many times?
Snuffle Stuff (3.5e Equipment) No effect length mentioned.
Softening (3.5e Equipment) Enhancements have a price bonus, not a fixed value. Does this really give the target no change to avoid the effect, and it does not distinguish between different contributions to AC
Soldier (5e Class) See talk page
Solopsist (3.5e Trait) Benefit should not be as great as that given by a feat, see UA:Character Traits for examples
Son of Sparda (3.5e Class) Conceptually a prestige class or levelled template rather than a base class; Saves do not use correct progression; starts with access to several exotic weapons; Class features are attacks that are not well integrated with D&D mechanics. They seem to override the damage die associated with weapons and do not explain what kind of action is required to use them, some just do not make sense.
Song Dragon (3.5e Class) What is this supposed to be? Is it trying to be a base class (hint: base classes do not have racial prerequisites), or a monster progression?
Song of Distraction (5e Spell) I'm not sure if this is actually supposed to be for 5e or not, since the mechanics are off, and there are already plenty of D&D spells that have this effect.
Songweaver (4e Class) The class uses a new kind of implement, so magic versions of those implements need to be created or they will become an increasingly poor choice.
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Soul Reaper, Variant 2.1 See Class Do's and Don'ts (5e Guideline) for starters.
Soul Reaper (5e Class) Terminology and Balance issues that need to be addressed are on the Discussion page
Soul Reaver of Barator (3.5e Prestige Class) There's no separate ambidexterity feat/trait in 3.5, and you can't wield a scythe in each hand.
Soul collector (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Soulless Kittelar (3.5e Template) There is a whole for a monk or similar class to get more out of this than he loses.
Soulsnare Puppeteer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Space Marine (3.5e Race) Needs an LA and some explanation as to how this fits into a normal D&D campaign (surely D20M would be a better fit). Why are "run" and "sprint" given, instead of adpoting the normal rules for running. In fact none of these traits are well designed. And, ugh, "hit points" not "health".
Spartan (3.5e Class) Because quite frankly I can make the most god awful damage dealer with a pair of bucklers and two weapon fighting with this build. The bonus damage abilities are way too high, second it should be a spear and not a lance (I smell lance charge cheese trying to be constructed here), charging rampage makes no sense seeing how you are trying to make it some sort of cinematic proposition, not to mention the fact that as it currently reads your shield attacks do 22d6 (precision strike does not state that it doesn't stack with the bash.
Spartan assault gun (5e Equipment) What is this i cant even
Speaker For The Dead (4e Paragon Path) Rune of Carnal Conscription should use the same mechanics as summoned creatures, and also note that the "basic" actions of elite and solo creatures are significantly more powerful than those of standard creatures
Specimin Curate (3.5e Class) [really just needs a little work].
Spell Empowering (3.5e Equipment) the non empowering spell storing weapons need to be higher caster level so this does too. Also fixing broken link
Spell Weaver (5e Class) Two good saves; better-than-full spellcasting; has powerful features on levels where new spell slots levels are gained
SphereMode (3.5e Template) The bonuses to not equate to a +4 CR; Doesn't explain what kind of action is needed for the Ram
Spider (4e Creature) "20 tiny spiders" is a spider swarm.
Spider Keeper (4e Paragon Path) Encounter powers should not cause ongoing damage
Spider Lancer (4e Paragon Path) Fang of the Theraphosa needs fixing
Spider Lord (4e Paragon Path) Encounter powers should not cause ongoing damage. Queen's Bite: Does the save end both weakened and ongoing damage, or do each need a separate save?
Spike Hylian (4e Race) Broken natural weapon; 4e doesn't have slashing damage or grapples.
Spirit (4e Race) Immaterial Form and Binding Object are all kinds of broken. Will it be much fun to be effectively permanently Weakened? If I'm insubstantial, how do I carry my object? If my object is an item of equipment, is it also insubstantial? Can it be the armour I wear? A hamburger?
Split Axe(5e Equipment) Um, what?
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
Squirrel, Scout (3.5e Creature) Numbers not meeting the creature requirements.
Squirreling Paragon (3.5e Racial Paragon Class) 01:55, 19 October 2013 (MDT)
Staff recharg (3.5e Equipment) This seems to be confused.
Stand-up Guy (3.5e Alternate Class Feature) What is this an alternate class feature for? A Bard? What feature does it replace? Is this a spell-like ability, or mundane?
Standing Tower Shield (3.5e Equipment) well you don't get a shield bonus if you aren't actively using it as a shield. also I think this is covered in one of the books as a way for healers to set up mobile cover to allow them a chance to aid people.
Starborn (3.5e Race) If they can fly, they should have an LA. Their maneuverability would not be perfect. Critical Point: How do they infuse their weapons? How often can they use this? Frail: Would rolling a critical end their current turn, if they need to rest? What actions can they take while resting, can they move?
Starburst Striker (3.5e Prestige Class) AC Burst: works with any attack, including spells? +1d20 to every attack roll is ridiculous. The damage penalty is irrelevant if you are using the attack as a delivery for some other kind of effect.)
Steam Plushie (3.5e Template) Not LA 0. Racial abilities do not negate the penalties that one can, potentially, get around in their game anyway.
Steam Sword (3.5e Equipment) So. The energy for this bonus damage is from superheated steam in its hilt. Doesn't that harm the wielder? If there's protection, say gloves or plenty of hilt wrapping, then wouldn't an equal amount of protection on the victim (say, armor) be enough to avoid the damage when the steam is expelled? When the steam is expelled, the heat energy is no longer in the sword, so why does it _then_ begin to heat up? I know this is fantasy, but perhaps we can have some basic thermodynamics here.
Steel Skin (3.5e Feat) Seems a bit unlikely considering that DR 3/- is an epic tier feat
Stolen Breath (DnD Feat) I'm not sure if this is worth a feat?
Stone-born (3.5e Race) Very min-maxed for combat-focused classes and the abilities are better than what is LA +4.
Storage Magician (5e Class) Features need a better spread: sometimes you get a new spell slot level and a feature, but on other levels you don't get anything.
Storm Knight (5e Class) See talk page
Sulkai (3.5e Race) Also something special should be added to this. These are amazingly bland after the ability score adjustments. The random starting ages in templated form need to be added (see the preload).
Summon Ethereal Dragon (4e Ritual) 08:00, 18 May 2015 (MDT)
Summon Fire Creature (3.5e Power) Needs to be added to an SRD's class power list as well.
Summon Weapon (3.5e Spell) Compare with Summon Weapon spell in Complete Mage (which is 2nd level), and adjust/rename as appropriate
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works. Duration probably should be 1 minute
Sumo Wrestler nonsensical at-wills and misuse of power bonus
Sun Spit(3.5e Equipment) A bit unsure about this "extra die of damage". Does this mean a medium sun spit greataxe deals 2d12 damage? On average that's an extra 6 damage, which is a lot, better than most magic weapons. Then a greatsword becomes 3d6, so whilst the base damage is about the same as a greataxe, a sun spit greatsword only deals an average of 3 extra damage. Also, there's no associated cost.
Supreme Many Shot See talk page
Survivability Warlock (3.5e Optimized Character Build) No real optimization going on here.
Swarm Host (5e Class) The features need rewriting to be usable; also not a well-rounded class, would probably serve better as an archetype.
Swift Sword (3.5e Class) The description says "is a specialised soldier", but is truthfully just an amalgam of different SRD Class features. It gains variations of the Barbarian's or Monk's speed, along with good progression BAB, Improved Evasion and Improved Uncanny Dodge; It also effectively defeats the purpose of the Weapon Finesse feat, since you don't need to specify any specific weapon, are able to use both your Strength and Dexterity for attack rolls, and eventually do more damage based on your dexterity. Why would more speed make you more accurate? On top of this, they effectively have all Knowledge Skills as class skills, and then gets AC Bonuses just for leveling up, without any need for activation. A cheese class that shouldn't be available to players in your standard campaign, as it stands.
Switcheroo Potion (5e Equipment) Needs rewriting to make sense.
Sword Saint (3.5e Prestige Class) Table is malformed, BABs are wrong, Saves are wrong, metamorphosis breaks game structure (characters of level X are expected to have Y skill points and Z feats), and the feat qualifier is ambiguous; DR is not expected to be a percentage, so this can break when interacting with other DR game mechanics; the class features seem to get sillier from there.
Swordsman (4e Class) Specialization in particular weapon types should either be an alternate build option for an existing character class, or a paragon path.
Symbiote Seeker (3.5e Prestige Class) Issues on talk page; too many dead levels; could do with a DPL of symbiotic creatures either here or on the subtype page
Sympathetic Vibrations (5e Spell) Durations etc. need adapting to 5e.
T.A.O.E's Biomancer (3.5e Class) Spell points should be balanced using UA:Spell Points as a guide. **Biomass Absorption abuse fixed, so far**)
TULKAS HOLY WARRIOR (3.5e Prestige Class) At-Will True Strike, Doesn't follow Critical Range multiplication rules, +20 base attack boost. Clearly, this was meant to be strong, and sure, it is meant for epic levels, but there is just too much cheese to take it seriously.
Tactician (3.5e Class) <Just need some second opinions.>
Tail Lash (4e Feat) Balanced some of the qualities of this move, made it an encounter and added some (what I think) proper keywords to the mix. I still feel it's a bit overpowered so I reduced the die size to 1d4. Compared to Tail Slap, this is still probably the better choice as this can grant you (and your whole party) combat advantage before you even do your standard action (making that land easier also) for two turns. Whereas Tail Slap is situational, and only provides knock down which (in most cases) makes the target harder to hit. And Combat Advantage is much better than a prone target in most cases (especially if the party as a rogue)
Talented Magic Swordsman (3.5e Class) broken. unable to reclaim. posted by author.
Talosoi (4e Race) unbalanced skills. Oversized not suitable for PC races. Talosoin Reflexes is overpowered.
Taracian (3.5e Template) This mostly doesn't make sense.
Taxes (DnD Other) See talk page
Tecknik What are you trying to achieve with this? Is it Light or Two-Handed? Pick one. Is it magic? Is it for a specific campaign?
Tempest Knight (5e Class) See talk page
Tempest Scout(3.5e Optimized Character Build) 50' base speed is not optimization and there's very few other notable highlights here.
Templar's Cross (5e Equipment) What is a "smite spell"? This weapon is the same as a Holy Avenger, except it deals more damage and it lets you cast some spells and whatever this smite spell thing is but then reduces the rarity from legendary to very rare! Also needs rewriting to meet standards.
Templar's Ring (3.5e Equipment) Cost needs correctly calculating, probably needs a spell prerequisite; description needs improving.
Templar (3.5e Class) Poorly defined class features.
Tenken (3.5e Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Tenro (3.5e Equipment) way overpowered for the price
Terran (4e Race) Favoured enemy is campaign specific so should be moved to feats. Deletagtion adds another two unconditional skill bonuses on top of the normal racial bonuses, this is overpowered. Intuition copies the half-elf trait.
The Defective Angel (3.5e Race) Ability score adjustments should all be even-numbered; flight comes with LA
The Demon Lord's Right Hand (3.5e Equipment) I don't know what the "demonic" property is. Missing market price, costs, prerequisites, cl, aura, school.
The Fourth Wall (3.5e Environment) I don't understand how this fits in with societal advancement? Is this implying that now we live in the height of achievement? The space age hasn't even started yet...?
The Loner (4e Ritual) 10gp / 10 mins is awfully cheap and fast for +5 to all skills and +2 attack/damage (even if they are made "solo")
The Mimic (3.5e Class) Description does not make it clear what this actuall is supposed to be. The Saving throw progressions are incorrect, any many of the features are nonsense ("They have gained fire and cold dc"?)
The Red Pill (3.5e Equipment) Essentially untyped bonus to stats for next to nothing is unbalanced. Compare to potion of Eagle's Splendor, etc. Also the price is horribly low.
The shop of wonderous oddities (3.5e Environment) Does not work with the city generation rules in the DMG.
Theurge of Charisma (3.5e Optimized Character Build) No real optimization going on here
Theurgist (3.5e Alternate Class Feature) Archivists do not gain any domains from their class, and do not have domain spell slots like clerics, so this ability makes no sense.
Thokola (5e Creature) This is not at all a CR 1 creature, hit point calculation is wrong (I make it 5d8 + 15, where does the +8 come from?) Is Brute supposed to be like the Gladiator's Brute trait?
Threaded Cane (5e Equipment) How does the "hit multiple enemies in a cone" work?
Thrillseeker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Thunderbeard Punchkill (3.5e NPC) no listed CR
Thunderfury, Blessed Blade of the Windseeker (5e Equipment) The first minor beneficial property is actually pretty major. It also grants an extra attack, and is a +4. Both of these things are far outside the games norm.
Tibbits (4e Race) Cat form claws and bite attacks are broken as-is. Requires further wording.
Time Walker (3.5e Class) See talk page
Timewalker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Titan Blade (3.5e Prestige Class) See talk page
Titan slayer (5e Class) None of these features actually work, this would need a complete rewrite to be usable.
Toa of Light (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Tome of Necromancy (3.5e Sourcebook)/The Necronomicon Many of these spells are beyond overpowered. Please see the discussion.
Torch Mace (3.5e Equipment) A cheap +1 mace? What are you wrapping it in that costs 1 gp?
Totemic Wanderer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Trail of Blood (3.5e Feat) What kind of attacks? At what attack bonus?
Trained Mind (3.5e Feat) Overpowered. Look what this gets you: +1 to the level of spells that you can learn, +1 spell per day, +1 to the DC of your spells, and +1 to all Int-based skills. Even +1 to Intelligence is an epic-tier feat.
Trap Master (3.5e Prestige Class) Per talk page
Tremorian (5e Race) See talk page
Trickster, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Triforce (3.5e Equipment) Just noticed that this is silly overpowered. "+infinity spell slots per day, and can not die"? give me a break.
Triscadecaphobia (3.5e Trait) Metagame based effects.
Troll, Darkspear (Warcraft Version) (3.5e Race) Gains more ability score than a LA0 race should. Racial abilities need to be reworked.
Trueblade Myrmidon (3.5e Class) This seems a little overpowered might need some tweaks
Tsuku-Master (4e Class) See talk page
Tunnel Vision (3.5e Trait) Really quite overpowered. The value of the penalty should be twice that of the benefit; +2 to attack and damage is too much anyway; in one-on-one combat it's just a straight bonus.
Turaank (3.5e Race) Ability Scores are never odd numbers. Racial abilities are unbalanced for a LA0 race. Odd, confusing, non-standard rules for many things.
Turtlekin (3.5e Race) Rules are really wonky. Bad ability score adjustments, and "room" etc are not defined.
Twilight Reaver (5e Class) Per all the others in this series (shadow reaver, plant reaver, rock reaver, fire reaver), near identical and I don't want to repeat myself again.
Twitchy, Spasm (3.5e Flaw) The Will save needs removing; (Altered Will save to scale with level to keep its relevancy) flaws need to be relevant at higher levels too
Two-Handed Spell (3.5e Feat) The benefits are too powerful for a feat. See discussion for further details.
Two-Handed Weapon Flurry (3.5e Feat) I'm pretty sure this would need some prerequisites. Also, what happens if you are wielding a double weapon?
Two-Weapon Focus (3.5e Feat) The prerequisites should be much more strict, and perhaps even Epic.
Two-Weapon Karmic Fighter (3.5e Optimized Character Build) No real optimization going on here. Mediocre damage.
Ugg (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Damage Dervish (3.5e Optimized Character Build) Abilities don't add up.
Ultimate Infiltrator (3.5e Optimized Character Build) You could easily go Wizard 20 and still get the same spells while having higher spellcasting. With this you only end up with level 7 arcane spells and level 4 divine spells by level 20, and it hurts even more at the middle levels.
Ultimate Master (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Summoner (3.5e Optimized Character Build) Not optimized
Ultimus (3.5e Equipment) Seems to be a bit off with abilities but overall not bad.
Umbral Enspelling (DnD Mystery) This needs to fit somewhere.
Unarmed Combat Specialization (4e Feat) Doesn't follow the standards for natural weapons
Unattentive Retard (3.5e Template) Using wraith as an example again, a retard wraith goes from CR 5 to CR 2 but the penalties do not impact it much.
Undead (4e Race) Unbreakable is handled rather clumsily - recommend using the same mechanic as Warforged.
Undead Beserker (3.5e Creature) Ability scores, saves, and attack roll numbers are all wrong.
Undead Paragon (3.5e Racial Paragon Class) Very overpowered.
Undead Red Templar (4e Creature) Defenses are really low for a soldier role. Should also probably ahve some undead traits.
Unigan (3.5e Race) This is barely comprehensible.
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Urumi (5e Equipment) What does "agility is less than 18" mean?
Useless Bastard (3.5e Template) Overpowered. -8 Skill checks is well worth an ECL 11 race, or another nice template.
Using Reaping Mauler to Extract Brains (3.5e Optimized Character Build) No real optimization going on here, not a very high grapple check.
Uwa-obi How does a sash occupy the armor slot? Should it be worn with other armor? Is it partial armor? How does a strip of leather provide +1 AC?
Valadar Darkbane (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Valinor Guard (3.5e Class) This article requires balancing and refining in order to be playable. Certain portions of this article, such as BAB and Parry Magic, are far too powerful while others are too vague, or mechanically do not function as written such as in the case of Tears of the Two Trees. This article also requires major rework in the form of spelling/grammar and general English. --Argent Fatalis Also no class should give a divine rank at level 20. (talk) 14:26, 28 June 2013 (MDT)
Vampire, Variant (4e Race) Day/Night traits are inherently broken: DM fiat needed as soon as the party goes to a different plane or spends any length of time underground. Ability scores should most certainly not change. Too many skill bonuses. Blood Frenzy and Night Fury both broken. Vampiric Skin ignores existing mechanics for damage resistance and "non-magic weapon" undefined for monster attacks. Deadly Glare should use the Gaze keyword, can't use Intimidate as an attack, and daily powers shoudn't become encounter or at-will powers (daily powers are designed differently). Blood Bank is worse than useless.
Vampire, Variant (5e Class) Various from Class Do's and Don'ts (5e Guideline), misses the fact that vampires are undead, most features are missing basic information required for them to work, all the features are entirely combat based, so not a well-rounded class.
Vampire God (3.5e Prestige Class) This class is overpowered for conventional campaign power levels, and continues to gain more power or less restrictions with more and more edits. A private demi-plane that is more powerful than a wish or miracle spell, that can store an extra 600 or so hit points at average stats around 15th level, abilities that server to give huge bonuses to every attribute... the list goes on.
Vampire Lord (3.5e Prestige Class) Has many powerful abilities packed into only 4 levels. There's enough to be spread out over 10 levels.
Vampire Paragon (3.5e Race) This would need a _significant_ LA. Some of the traits do not make sense, blood lust for example, this is not how blood drain works in D&D. "All past, current and futre hit die are now d12+1/3 character level" makes no sense at all.
Vampiric Surge (3.5e Feat) Doesn't make any sense.
Vanguard (D20 Modern Class) unfinished mechanics, doesn't fit d20M norms
Vaporous Serpent (4e Creature) PC summoned creatures are handled through the Summoning mechanic; a stat block isn't needed. See various wizard summon spells, and Arcane Power.
Vartexion (3.5e Race) No creature that uses wings to fly will have perfect flight. Other stuff from HD need listing (i.e. saves and BAB)
Veleno Bevitore (4e Race) Traits and powers do not meet the standards for 4e races. I can suggest ways to fix this if there is some kind of description of this race to work from.
Versatile Crafter (3.5e Feat) Effectively saves the character a lot of free skills, and makes him more versatile not only in crafting.
Vice (5e Spell) Needs to better use the D&D rules. Is the crushed target grappled or restrained? The target should have some method of escaping the vice (this is usually a repeat of the saving throw) otherwise it will eventually kill anything after just one failed save. What is the damage type? (I'm guessing bludgeoning, like Bigby's Hand). Duration should probably be Concentration, and it should have a proper range.
Voice of Madness (3.5 Prestige Class) Features need better definitions. For example, Maniacial Laughter should specific that it is a mind-affecting effect.
Volatile (3.5e Equipment) If the AC reduction is supposed to represent corrosion, then it should respect different contributions to AC
Volta (4e Race) "increase the weapon die size by two" - sweet lord, no. You mean 2d8? More damage than a Gargantuan-sized falchion? Encounter powers should not deliver ongoing effects. No justification for Darkvision.
Vorpal Rabbit (5e Creature) "naturally threatens a range of 18-20/x3" - this is 3.5e talk, please rewrite for 5e (maybe look at the vorpal weapon in the DMG)n
Vox Mortis (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Vroons (3.5e Race) Does not make sense, high level spells for an ECL of 2!
Waltz of Blades (3.5e Prestige Class) A level 6 (e.g. fighter 5/wizard 1) character can get the benefits of a major special weapon ability, and it's troublesome that this can be applied to an existing magical weapon. Suggest making animate objects the prerequisite spell instead of mage hand, and increasing BAB requisite to +11.
Wandering Cacti (4e Creature) Needs to use 4e rules :) I'll get round to fixing this one up.
War-born (3.5e Race) Says it is both a humanoid and a construct, which is it? Constructs cannot have Fast Healing; consider Regeneration instead.
Warcraft Death Knight (5e Class) Why is the runes and rune level spread so uneven? Shouldn't it be like the warlock slot level spread? We've got levels where you get a class feature and a new spell level, and a level where you don't get a spell slot level or a feature.
Warden (5e Class) Incomplete
Warden of Eldath (5e Class) see talk page
Warlord (3.5e Class) Interesting but needs a major overhaul. Huge stacking abilities make it far more powerful than compatible damage dealers in 3.5.
Warp Metal(3.5e Spell) Whats "Fur 2"? This needs to be work with a standard class and then it can complement another.
Warpriest of Asgard (5e Class) OP seems to be confused as to what edition they are writing for
Warpstepper (3.5e Class) Conditions of the warp step teleport needs defining. At the moment, you could just rename it "bypass dungeon"
Warrior Resolve (3.5e Feat) Please compare with SRD:Great Constitution
Warrior of a Thousand Attacks of Opportunity (3.5e Optimized Character Build) No real optimization going on here, poor damage per attack makes number of attacks redundant.
Weak Mind (3.5e Flaw) Considering that the effect covers almost everything that Will does, no-one will take this flaw instead of UA:Weak Will. Maybe if it just affected the shaken/fright/panic saves at a -4 penalty?
Wealthy Family (3.5e Trait) No drawback
Weapon-born(5e Race) Difficult to make out, a lot of it doesn't even make sense. The same kind of thing was attempted at Sentient Weapon (5e Race), and even though that's legible, it has proved quite difficult to balance.
Weapon Gale (4e Power) I've read through this a few times and I can't make sense of it. If you can describe on the talk page what you want this to do, we can see about fixing it.
Wendigo Needs to be rewritten to work with 5e
Were Ape (5e Creature) Is the wereape still Large when in human form? Or is the base creature some a large humanoid?
Whirlwind Jutsu (4e Power) I don't understand how this works. Which target are you teleporting to? Is this a weapon or implement attack? What's the power source, and if it's martial how does the teleportation work?
White Cleric (3.5e Class) Some of the class features do not make any sense, others are poorly constructed.
White Lion (3.5e Class) you are essentially handing a medium or light fighter a druid companion. this will not balance well against existing classes, and as such probably needs tweaked down slightly.
White Slaad (4e Race) Ability bonuses too broad; unconditional teleport speed; no such origin as "outsider"; useless natural claw attack; Some brief fluff required to explain entropic heritage; the encounter powers require round-counting, which isn't something that should happen in 4e; is morph actually a keyword?; encounter powers with embedded encounter powers?! Are the encounter power skill bonuses temporary or permanent? If the former, they should be in the effect. If the latter, you need to remove the existing skill bonuses.
Wicken (4e Paragon Path) A +1 enchantment bonus is pretty pointless, since players at Paragon will mostly likely have a +2 or better enchantment bonus on their existing magic implements. With the seeds, "you can cast one power", needs clarification (is that one power once, or one power any number of times? which power?). The conjuration also needs clarification.
Wii console (3.5e Equipment) No cost present.
Wilder (4e Race) The at-will power is broken. How does being an animal allow you to ignore challenging terrain? Opportunity attacks are not normally triggered by shifts anyway, so this confers no benefit. More explanation is needed for the natural attacks - what's the proficiency bonus? weapon group? do they have an enchantment bonus or are they effectively useless at higher levels? Suggest +2 racial bonus for stealth rather than a flat +5. What happens if the player is a druid? Superior Hunter - Enemies either get a surprise round or they don't, so how does this work if some party members are surprised and others aren't?
Wildmen (4e Creature) All the powers need rewriting. For example, "bone blast" should be a, well, blast (rather than "5 attacks"), descriptions need to be moved out of the "effect" line (which is for effects that occur regardless of a hit or miss)
Windborn Accuracy (4e Feat) This is mathematically similar to Elven Precision (which has +2 to hit on the reroll). Suggest some other benefit.
Windstalker (4e Paragon Path) Diving strike: confusing attack vs. defense; unarmed claw attack is useless since it doesn't have the proficiency or enchantment bonuses of a weapon, nor the damage bonuses of a magic weapon. Has an effect that lets the player fly a number of squares, then a special that puts them in the enemy's square?! Hurricane Fury: doesn't explain when the player gets the secondary and tertiary attacks.
Wing Clip (4e Power) 11:58, 19 March 2013 (MDT)
Witch (5e Class) 5e class from scratch using core classes as a guide, little experience playtesting
Wolf Lineage (4e Feat) We have a benefit now, but it doesn't match the description or the summary.
World Domination (3.5e Epic Spell) The DC's seem very high as well as the price (possibly fixed, needs verifiation). Also maybe permanency could be added later (with this spell saying it works with permanency?
Worshiper of Banjo (4e Paragon Path) Not sure if this is supposed to be a joke article or not (considering the origin). It's clearly unbalanced (+5 to all skill checks for all allies as a minor at-will?), but nothing here is funny either.
Wraith (5e Race) Phase should have more limits (perhaps recharge after a long rest). Soul Strike should be a Charisma saving throw.
Wrench (5e Equipment) Should be an improvised weapon. Aside that, it's a 2d6 weapon with the light property. And the versatile property with no value.
Wyvern Lord (4e Class) (e.g. wyvern breath is an implement attack that targets AC, range 3, flat 1d8 fire damage. Throwing a rock would be more effective.) or unbalanced (wyvern health flare has unrestricted HP gain; look at the healing powers in the PHB and note the relationship between usage, surges, HP/THP)
Xaphan (5e Creature) Ability scores are a bit OTT
Xeen (3.5e Race) The ability score adjustments need to be even numbers, and granting a +10 Natural Armor bonus is overpowered.
Xeron (4e Race) Iron Skin needs changing - races shouldn't receive flat AC bonuses. Blood Fury is overpowered. Constructed should explicitly state which Living Construct traits they get. Ferocious Strength: "Reliable" is a keyword reserved for martial daily powers, rangedmod should probably be 1, trigger should perhaps be "An attack bloodies you.", effects are overpowered in about 4 different ways.
Xiao (4e Race) Sleight of Hand - all weapons (apart from the crossbow) can already be reloaded as a free action. Effective Unarmed Combat and Immobilizing Strike - these kind of features are defined by class, not race. Their unarmed attacks are also useless compared to weapons (no proficiency bonus, no enchantments, incompatible with feats. Immobilizing Strike will need an inherent attack bonus or it's going to miss a lot. They're really just halflings that favour the monk class.
Xiphiphilia (3.5e Flaw) Needs to be adapted so that it does not involve a Will save, and if possible change the enforced character behaviour into player choice.
Yak Folk (4e Creature) Needs to be better integrated with 4e rules. In particular with reference to magic items, feats, domination, summonings, and there's a lot of unnecessary waffle.
Yathchol Webrider (4e Paragon Path) Encounter powers should not cause ongoing conditions
Yautja (4e Race) Needs an encounter power. +1 attack and damage against non-bloodied enemies is a tad too good.
Yautjas (3.5e Race) Pounce and Sneak Attack are not appropriate racial features.
Yokai-Humanoid (3.5e Race) This race grants really good ability score adjustments, and the ability to permanently gain hp by killing another Yokai pushes this race to a state of unplayability.
Yonbi Izuna (3.5e Race) Ability score adjustments need to be even numbers and the wording for the abilities is very vague. All creatures in an area are effected, but what of the party? And why is the tail only an attack behind but without a change to flanking options? Also, how many attacks does this race get every round, and is that balanced?
Yoni (3.5e Race) Abilities are too good with SU abilities, DR 3/, and I have no idea why this would either be LA +2 or LA +3.
Zeff (4e Race) Changing size. Don't do it. Just... don't. Outsider is not a 4e keyword.
Zendra (3.5e Deity) I don't recognize half of those domains. The favored weapon is an artifact, how are followers all supposed to wield it? So do her followers get +18 charisma?
Zeppelins (3.5e Equipment) Zeppelins are not "intensely complex". There is an engineering hurdle - you need a light alloy for the frame, a method of producing a lifting gas, and a mechanism to make it go forwards (this page doesn't describe any of these). But learning to operate it shouldn't be much harder than learning to operate a ship. The reliance on goblins is bizarre. Piloting shouldn't be a binary yes/no based on Intelligence, it should be based on skill checks.
Zero Style (3.5e Feat) Who makes the save? How was DC 14 derived? What kind of attack can trigger this (ranged? melee? spell?) What kind of attack is the counterstrike? At what attack bonus? What is the "1d6"? damage? Should also have some hefty prerequisites.
Zone of Silence (5e Spell) There's already a silence spell? Also copied from 3.5e, so casting time, duration, etc not well adapated.
Zora (4e Race) Natural weapons are still broken. Please see gnolls and their claws feat to see how to handle this.
Zuberaak (3.5e Race) Shadow Step does not explain how many times a day it can be used, and Shadow Weapon has no game rules associated with it.
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