Needs Balance

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

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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"
Aasimar (5e Race Variant) What traits are being dropped to accommodate the subrace benefits?. I've copied over the subraces with the same names from the aasimar page, so it all needs renaming/merging as appropriate.
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.
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.
Allomancer, Inquisitor (5e Class) The dead levels are no good. I recommend making the useage of the metals improve by ease of finding resources (e.g. planar connections), ease of refining raw metals (e.g. mage fire), and finially adding some telekenesis to applying the metals, and also by applying them remaining as unnoticed actions. How long do some of the effects last, and can they stack?
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.
Ancient Remnant, Ice (3.5e Race) Abilities are not mechanically understandable, and {{x0}} and the categories need to be filled out.
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)
Angel, Variant (4e Race) to many attribute, too powerful attributes, and missing encounter power.
AngelTouched(3.5e Feat) This feat gives +4 to Charisma
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) How does the familiar work, do they obtain it in the same way as wizard? Holy Hands seems to have two traits in one.. is the +5 Heal considered (Sp) as well?! How many arrows become energized and how long for? Is this a standard action? What type is the damage? Arrows of Justice and Hero are mechanically awkward and need rewriting
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
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.
Athagoraphobia (3.5e Flaw) Seems rather broad and subject to a lot of debate between players and GMs. For one, it only ever comes into effect when someone interrupts the flawed character, which is further narrowed down to characters close to the subject. Furthermore, the relevance mod brings in a number of qualifiers that are subjective, as well: When does one decide they like or love another party member? Is it entirely up to the player?
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...
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.
Bad Seed (3.5e Flaw) Flavor seems to indicate that this is meant to illustrate a character who is easily swayed by dark desires and impulses due to his tainted blood/essence/soul/inner-goop, but as written, it means the Tiefling has a much higher chance of taken full damage from evil spellcasters casting Unholy Blight and highly likely to fail saves against Blasphemy, both of which seem silly, given the flawed character's already existing affinity to evil, flavor-wise.
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. Better now, but still some problems like 1d20 range, damage optimizations– read the talk page carefully.
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.
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 Guidance (5e Feat) Should be adapted so anyone can benefit.
Beast Hunter (5e Class) Dead levels.
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.
Beastial Instinct (3.5e Flaw) This flaw is essentially a free feat for Monks and melee-wildshaping Druids. While any flaw can be gamed, and I believe that to be a problem inherent with UA's guidelines for flaws, this one is especially so because it literally has no effect on those two types of characters outside of being beneficial.

Let's take it to the talk page.

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.
Bibliophile (3.5e Trait) Will save needs to be removed.
Binding Contract (3.5e Flaw) This doesn't really appear to be a flaw; just an open ended story hook. No tangible penalties, and what happens if some random schmoe half a world away has the item but doesn't give commands, or know about the curse? Perhaps this should be a quest, instead?
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.
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
Blind Senses (5e Feat) Mechanically a little vague.
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 Rush (5e Feat) Feats shouldn't really refer to class features, perhaps this can be rewritten so that anyone can benefit from it
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 the monster tamer (5e Epic boon) Doesn't really explain how this works.
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?
Cambion (4e Race) too many good things, three languages, Immunity, Summoning a swarm of demons, getting rid of these would bring it to the average 4e race
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.
Celestrian (Dragon Quest IX Race) Overpowered
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
Chaotic Angel (3.5e Race) The traits are awful.
Charger (Variant) Feat chains should be avoided; recommend reducing speed increase to 5 feet, or not let them stack
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
Chummy (3.5e Flaw) Broken by virtue of any character with an animal companion (Druid, Ranger), familiar (Wizard, Sorcerer), or psicrystal (Psion) can be argued to have a companion in-sight if playing them reasonably well, and no limitation seems to exempt these. Could also fall into weird circumstances with a Intelligent Item being a companion? Also, the entire latter portion about a Boon Companion is mechanical roleplay that is too loose to be considered a significant detriment, and absurd in some situations (charge into a Purple Worm's maw in order to save Friend McFriendson? How did you know he was down to begin with? What does 'falls in battle' really mean?)
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?
Combat Style (5e Feat) Feats shouldn't refer to class features, and a combat style does not have the same worth as a feat.
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.
Compulsive Killer (3.5e Flaw) Define angered. While flaws are already dangerous enough when it comes to mechanizing roleplay options, they are excessively so when their conditional trigger is hinged on a subjective value.
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
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.
Critical Impact (5e Feat) Scope, terminology, maths, grammar and target assumptions all need looking at.
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).
Cubic Vision (3.5e Flaw) The stunned condition indicates that a character cannot take actions. Meaning, should the character come into contact with a large, spherical object (full moon, sun at dusk or dawn, or some sort of statue in a dungeon, etc.), they can never move again.

Also, consider putting this in the April Fools Category. It is humorous, but... well, asinine.

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".
Curse of the Wild (3.5e Flaw) Should this be a trait, instead?
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.)
Dancer (5e Class) At a glance I noticed several little errors, needs going through with a toothcomb, I'll do this when I get the chance.
Dark Defender (D20 Modern Class) See talk.
Dark Premonition (3.5e Flaw) See Talk page; Being prophetic isn't really a flaw so much as it is a benefit for a lot of characters, and it definitely shouldn't give you a feat.
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.
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 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).
Dense (3.5e Flaw) Scope needs to be a bit wider; Anyone taking a armor check penalty greater than 2 is already counting on ignoring this, anyways.
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 Buster (5e Feat) Doesn't fit the scope of a 5e feat. Also, 5e doesn't have facing, the "d20 die" roll doesn't explain what a success would be, 5e already has a mechanic for grabbing a creature, you don't "gain" an opportunity attack, the damage doesn't have a type, and creatures usually get a saving throw against a stun condition.
Devil Preparation (3.5e Feat) Grants too many bonuses.
Devil Trigger (5e Feat) I'm willing to try and fix this, but can the OP please decide if this is for devils or demons? In D&D they are quite different.
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.
Directionless (3.5e Flaw) Twice as long to travel alone is not a significant drawback because 1) most times you are with a party, and 2) traveling isn't necessarily eventful.
Dirge/Priest of Nihilism (5e Class) Lots of typos, wording issues, some mechanical issues, see talk page
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.
Disgruntled Barkeep (5e Background) Langauges adds a mechanic for something normally under DM adjudication... other characters might reasonably be able to have basic language comprehension. The way to do this is to move it to a variant rule, then link to that. A basic fluency could be worth half a proficiency. Also have an issue with the feature, as the PHB indicates that income effects the lifestyle you support rather than direct GP.
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.
Doomhammer (5e Equipment) Mechanics need improving, particularly the ability score bonus which isn't really done like this in 5e.
Dorthin (5e Race) Total of +4 to abilities, just a little over the top, but on its own not too bad. They have perfect eyesight in all directions out to 60ft and immunity to blindness, but oddly still can't see in the dark. "Once-a-day" is not a 5th edition mechanic. A 10-minute meditation is pretty much meaningless in the regular flow of gameplay (and mechanics) for 5th edition. Hand-to-hand needs rewriting so that it's useful for any class choice, not just monks.
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.
Draconic Strike (5e Feat) Does not fit the scope of a 5e feat.
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 Knight (3.5e Class) Massively overpowered. Takes a Fighter as base, drops the HD one step and then adds a dragon. And to be clear: at 9th level I can have a young adult gold dragon with a CR of 9, a creature with alternate form such that I'm effectively playing two characters (one with LA +5!)
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 (4e Racial Trait Variant) this is a straight upgrade to the normal dragonborn consider a re-balance, breathweapon needs "until the end of your next turn" for effects as it is an encounter in addition to damage removal or reduction.
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.
Easily Possessed (3.5e Flaw) The effect is rather small and limited to a small set of spells, albeit highly dangerous.
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) What is "Jaws of the wolf, Bite of the werewolf"? x0 template does not match the new traits.
Enduring Flame (4e Paragon Path) "Primordial" is not a keyword. Needs a power source.
Enhaced Focus (5e Feat) Rather goes against 5e feat design philosophy.
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 Optimist The temporary hit points benefit doesn't make sense.
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
Exotic Animal Trainer (5e Feat) Makes an assumption about a DM adjudicated aspect of the game (i.e. animal training), so does not fit the scope of a 5e feat.
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.
Familiar Pet(5e Race) Well, it's a sweet idea, but how does this work. Most of the complexity comes from the class, do you still pick a class with this? If not, why do we even need this, the player can just pick an animal statblock and go with that.
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.
Fencing Expert (5e Feat) Feats shouldn't refer to class features, rewrite so that it benefits everyone as well as improving feint without referring to it.
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.
Firearm Proficient The 2nd and 3rd benefit ought to be with a firearm mastery feat rather than bundled with proficiency. The 4th benefit shouldn't refer to a class feature. You could do something like "you always consider firearms to be simple weapons", so that they qualify as monk weapons
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?
First Angels (3.5e Race) How do you go about "absorbing Quintessence"? Is this something to do with the Immortal's Handbook? What is the "warp touch" disease? And something about helium balloons?
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.
Furgulge The traits need rewriting to work with D&D mechanics. The LA is quite high, but many of the benefits are needless. Why are they immune to acid? Why do they get a bonus to their BAB? Normalizing these bonuses could lower the LA making a more balanced race.
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.
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.
Goring Fighter (5e Feat) "has blood" requires DM adjudication, and makes an assumption about how bleeding works. Does an ooze have blood? What if you hit a swarm, do they all start bleeding?
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 (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.
Hail Mary (5e Feat) What is "minimum range", is this supposed to be the normal range? The last benefit could do with rewriting so that you're not making extra rolls every round when fighting an invisible foe. Also unclear on the situation where a creature can be successfully hiding from you, but you are aware of it.
Half-Angel (3.5e Race) This thing's idea of making Half-Celestial more specialized is to just add on more ability score bonuses, and then some more. Boring.
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.
Haunted Past (3.5e Flaw) *Having a 15% chance of being affected by a flaw isn't really much of a flaw.
  • Flaws aren't usually foisted upon the DM or other characters to deal with. Traditional flaws are strictly numeric in their detriments, while even deviant flaws have explicit effects that target the bearer of the flaw, not others around them, unless coincidentally.
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. Maybe get rid of the gauntlet attack and the spells.
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 Functioning Alcoholic (3.5e Flaw) This flaw can be removed in a method that doesn't require buying it back, which, although I respect the difficulties the author made for this path, may not be the best way to go about it, balance-wise.
High Jump Could do with a slight rewrite and renaming to fit 5e feat design.
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.
Hos'ri-ein (5e Race) See talk page
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"?)
Imposible Tallent (5e Feat) You can't just give away free permanent advantages and roll success.its a one way ticket to game-destruction
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?
Improved Unarmed Augmentation Feat chains should be avoided, and this doesn't really fit the scope of a 5e feat.
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.
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".
Kra 'i' Maghull (5e Race) With a flying speed of 10*level ft., a level 20 character has a flying speed of 200ft. Nothing matches that. There is no such thing as a devotion roll, but religion is a skill which can be called on by skill checks. I'm not sure how you can have advantage on "the gods listening", since that is not a numeric variable. Also, is that a reference to who is listening, whether they listen to you at all, or whether they obey you or not? Gaining two cantrips from two different caster spell lists, seemingly arbitrarily, makes no sense, and is a little more powerful than is usually anticipated from a race.
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
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?
Lapine (5e Race) See talk page
Last Breath (5e Feat) 5e does not have negative hit points. Does not meet 5e feat design philosophy.
Lawgiver (5e Class) See talk page. Double check those points to get this page usable.
Leave No Stone Unturned (3.5e Flaw) This is silly.
  • The character does not need to physically search the item themselves.
  • The flaw does not account for cumulative penalties. Does a character really get more and more of these until he goes back and checks every single container?
  • Walking through a city with this flaw would likely very quickly get the character either -100 to all relevant skills and saves or would get them killed for burglary.
  • It is either arbitrarily restricted to five specific types of containers, or it is figurative, and all containers impart these penalties, as mentioned above.
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 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.
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