Needs Balance

From D&D Wiki

Jump to: navigation, search

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.

If the balance issues of an article are irresolvable, substitute the "needsbalance" template for a "delete" template.

Adding the Needs Balance Template[edit]

To request a page gets balanced please and add the code below to the top of that page. Please do not remove any content from the page when adding this template. The discussion about its balance should take place on its talk page.

{{needsbalance|<!--Insert why this article is not balanced here.-->}}

Back to Main PageMeta Pages

Articles with a "Needs Balance" template.
Page Name Notes
A Level in Badass (3.5e Feat) Doesn't this just break the entire concept of non-lethal damage?
Abyssal Knight (5e Class) This class can make multiple broken or badly designed features including: making a creature take damage for you, having every creature you hit make a saving throw, advantage on melee attack rolls, regeneration, mind control(Apostle of Rot), and numerous other design flaws or balance problems in other archetype features(round counting, becoming invulnerable, broken bonus to damage, etc.). See Class Do's and Don'ts (5e Guideline).
Abyssal Murderer (4e Paragon Path) 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)
Acolyte of the Dragon (3.5e Class) This class has had balance issues for years. Needs a serious revamp on skill and ability balance.
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.
Adapter (3.5e Race) Huge number of traits that should be spread over racial levels; many refer to "transformation" which is not clearly defined (is it polymorph, alter self, shapeshifting?). Can turn into a CR 7 creature at 1st level.
Adsecula (3.5e Race) See talk page
Advanced Warforged (3.5e Base Class) SR, DR, Fast Heal, and large bonuses that cost zero resources to receive are not balanced for 3.5e play.
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 (3.5e Creature) 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.
Aigis (3.5e Race) A raft of convoluted powers and skills, as well as good ability changes, at LA0
Aikijitsu Sensei (3.5e Class) Base Attack and Saves are incorrect, please refer to the rulebook.
Alacrite (3.5e Class) class has different skill points for regular and epic progression, the feats are almost as numerous as a fighter, the extra move or standard action effectively gives the character pounce, and he moves with a bonus of 70 feet at level 20? this is D&D not munchkin.
Alchemical Armband (3.5e Equipment) Prerequisite "must be an alchemist" - is this a homebrew class? Someone with ranks in an alchemy skill? How long does the transmutation last? If I transmute my arm into adamantine, what is the "strength and damage bonus"? Can I transform my arm into a Titan's and get Strength 43? How does this work if it's only in one arm?
Alchemist of nonmagic (5e Class) Alchemical Knowledge is too vague an should not be left up to DM, because they can make your potions either impossible to get or give you materials to make hundreds.
Alien technology (open page, please edit) (5e Equipment) Substandard. The robot spider doesn't use D&D rules. Unless this is for a particular campaign setting, it should reference the Alien Technology sectio of the DMG.
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.
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
Anima Toughness (3.5e Feat) 01:32, 4 July 2015 (MDT)
Animal Leader (3.5e Class) Cut out spellcasting, lowered animal companion max, and lowered wild shape max. Additional editing possibly needed.
Animated Armor (5e Race) Some racial traits may be too powerful or not written as intended. See talk page.
Animorph (3.5e Class) A class should never allow you to break the game. This class quite literally allows you to change between ridiculous ECL options at will to fight as.
Anomaly (5e Class) What can this class actually do at 1st level? Gravity Manipulation gives you some points (but no inherent way of using them), General Relativity let's you detect, I dunno, houses and elephants that are near you that you somehow didn't see? Natural Mettle is in the table at 1st level, but the description says you get it at 3rd level.
Arachnia (3.5e Race) Large number of powerful traits that a) need writing out correctly, b) would come with an LA
Arcane Card Master (3.5e Class) Full caster progression, medium BAB, and a bunch of special abilities. This needs toned down for standard 3.5.
Arcane Duelist Academy (3.5e Other) Able to cast Dispel Magic or Disjunction as a free action at higher levels nonstop, extreme bonuses to dispelling magic. This is a feature that may be too good at shutting down spellcasters.
Arcane Form (5e Feat) Starts by giving you the equivalent of an epic boon (boon of resilience), then adds more stuff on top of that. It is also preferable if the name of the feat can end the sentence "I am a ..." or "I am ..." 5e Feat Design Guide.
Arcane Highwayman (3.5e Class) Reflex save progression is incorrect
Arcane Lobber (5e Class) 1st and 2nd levels are quiet weak.
Arcane Pistoleer (3.5e Prestige Class) Everything from the "master class level" table onwards doesn't seem to have anything to do with this class.
Arcane Summoner (3.5e Class) Its a wizard with even more random crap. It needs trimming and reeled in a bit.
Archaic Gothic Fighter (D20 Modern Advanced Class) Improved PL and Modernize Weapon don't make any sense
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.

Arisen (5e Class) Extremely questionable balance. This class frequently gains proficiency and advantages at a game breaking rate. Many things need to be adjusted such as: gaining the Extra Attack feat at 3rd level which is too early, gaining an ability score increase at 5th level (right after the ability score increase feat every character gets at 4th level and so on) as well as increasing all weapon dice, constant proficiency and advantage gains, immunity to exhaustion at 15th level, permanent doubled health at 17th level, not needing air at 18th level, and dealing 6 times damage to dragons.
Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Armor of Gurdians (5e Equipment) So you can have an infinite number of zombies, they don't require bodies, and you can farm souls until you can cast 2 arcane swords with this armor? How is having souls balanced over using charges for this armor?
Armor of the Undead Legion (5e Equipment) At first glance, this looks like expensive chain shirt with Stealth disadvantage. Then it mentions an "Abyssal Corruption table". I don't know what this is.
Armsbearer (3.5e Class) This is unusable in its current format due to power problems (i.e. aid of binder another that you can do unlimited times per round so you can constantly hinder every action or aid every action. Just no.) Recommendation stands.
Arsetronian weapon master (3.5e Class) Poorly written and designed, see talk page.
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.
Assassin, Assassin's Creed Variant (5e Class) Fails to define who counts as an "innocant". Expertise is not an actual keyworded mechanic in 5e, it is a specific class feature. The Creed #3 is not a game mechanic. The first level feature assumes the player is is it the starting gear provided by the class. This is only an option available to the player. If they decide to purchase their gear through random starting wealth, they would not have the blade the feature depends on. Also at level 1, using the class effectively in combat means your starting weapon should almost always deal 1d6+2d4 damage. At level 1. At this point, I'm done critiquing, this is clearly meant for an extremely specific type of game. A {{Design Disclaimer}} may be necessary, even after it is made technically sound.
Assassin, Tome (3.5e Class) This class is of questionable balance unless you are playing a Races of War sourcebook campaign. It is highly suggested that any DM read and understand the class fully before passing judgement on allowing this class into a game.
Assassin (3.5e Class) I skipped ahead to the "Deadly Arts" and saw that they are awkwardly written, with percentages everywhere and incorrect terminology. Why are caltrops nothing like SRD:Caltrops?
Astrologian (5e Class) Haven't heard back from OP, so I've stopped working on it. Currently not in usable state.
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...
Automaton Crafter (5e Feat) CR shouldn't scale to GP in a linear fashion.
Axe of Changing State (5e Equipment) This weapon has a +3 bonus to attack and damage rolls and has additional transformations that do too much damage.
Azure (5e Race) This is still rough, terminology/formatting needs improving ("Can half the damage of 1 source", "1 to any other stat.", what is this "sever the chain", etc), and it is still overpowered.
Backup Qualf Four Arms needs to work with downtime activities (e.g. look at crafting, it progresses at value-per-day; also I don't think this should effect social activies such as sowing rumours?)
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 Club (5e Equipment) The weapon deals far too much damage for a simple melee weapon(any weapon for that matter) and the effect the weapon has is quite strong.
Barraki (5e Race) Issues on talk page not dealt with.
BattleCaster This feat is a whole other feat plus a bunch more. It's basically the Magic Initiate feat, but gives you more spells, as well as provides unlimited use of the Distant Spell and Quickened spell metamagic options, which usually require many sorcery points.
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 Knowledge (5e Feat) Shouldn't have an Int prerequisite and increase your Int. Pick one!
Battle Mage, Leafmender Variant (3.5e Class) Adding a ton of abilities onto a full mage, including the armored mage feat, and then adding even more bonus feats is terrible.
Battle Mage (3.5e Class) Full mage, full druid animal companion, bunch of eextra abilities. Need I say more.
Battle Wizard (3.5e Optimized Character Build) No optimization here.
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.
Beastmaster (3.5e Class) Or possible deletion. Seven separate animals all at full level is more than a little broken. That's like adding seven party members that you control the actions of.
Bender, Air, Variant (3.5e Class) Some parts of this are near-gibberish.
Biomage (3.5e Class) an interesting class but it goes overboard really quick in what it can accomplish (including regen) and needs to be fixed or possibly deleted as it would need to be gutted and worked from the ground up.
Black Blood (5e Class) This class has a few questionable features including damage reflection, creating a clone, and has static bonus or negatives to ability scores and saving throws. Many features are not clear how they are activated (action, bonus action, reaction) and when the effect ends. See Class Do's and Don'ts (5e Guideline).
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) Basically: Combine all of the combat features from the fighting man classes and paint it black. This is not innovative, nor is it especially well balanced. It demeans what makes the other classes special by taking their themes for itself, and adds nothing special to differentiate itself. It is a full martial class with half-casting baked into the base class, plus sneak attack, with skill monkey potential. Also, why rename features that are just duplicated from pre-existing classes? That just makes it harder to read, because it makes people search for differences that aren't there. --Kydo (talk) 04:21, 6 September 2017 (MDT)
Blackheart (5e Race) Large size issues.
Blade Dancer (3.5e Class) Adding extra limbs as a class feature is really not suggested.
Blessing of the Ancients (4e Power) Is this a close burst or an area burst? Implement attacks do not target AC
Blood Bender, Variant (3.5e Prestige Class) Broken beyond all recognition
Blood Berserker (5e Class) Hmm, it looks like most of these features don't make sense.
Blood Knight (3.5e Class) What is the revelry calculation based off? A HD calculation? Or possibly deleted. This thing is a balance nightmare.
Blood Mage 1.5 (5e Class) The "X/day" should be changed to "X/per long rest", so that if the recharge scaling is changed, this changes with it. Little design errors such as round-counting and missing damage types, "advantage on all magic attack rolls", and so forth.
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
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."
Bloodborne Hunter (5e Class) See talk page.
Bloodletter (5e Race) This race seems to lack any notable abilities.
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
Bonarell (3.5e Race) Needs an LA. It might be "for personal advanced play", but it still needs an LA for comparative purposes. If the campaign is high powered, the DM can allow an amount of "free" LA.
Bone Knight (3.5e Prestige Class) Feature spread, overall power (note two good save and good BAB), skeletal minion doesn't quite work.
Bone breaker (5e Class) class reworked recently, needs reviewed/peer reviewed for balancing suggestions
Boon of Archetypes (5e Epic Boon) now reads so that class-by-class handling is necessary.
Boon of the Steelbond (5e Epic Boon) 20th level characters are still subject to bounded accuracy. This could possibly be adapted to have a temporary or circumstantial AC bonus.
Boots of the Trickster (5e Equipment) This item has an extremely specific attunement requirement and provides a static bonus to ability score while having broken regeneration.
Bound Greatsword (3.5e Equipment)
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.
Brewmaster (5e Class) See talk page
Bringer of the Black Sky (5e Equipment) Inherent problem with ability score prerequisites, see talk page. Might be better treating this as a special weapon with a rarity (using the magic item template; it doesn't have to be magic) or have the additional properties unlocked with a feat or special training.
Bulwark Regalia (5e Equipment) Static decrease to the amount of damage taken by just weapons could be replaced with resistance to slashing damage from non-magical attacks. The armor also provides 21 AC with 2d6 extra damage for unarmed attacks.
Bungis (5e Race) Equipment works awkwardly as a racial trait. Wouldn't it be better to describe the items properly on respective equipment pages, then just give the race proficiency in those items? "You have proficiency with any weapon which deals ranged damage" should probably just be "You have proficiency with simple and martial ranged weapons", although that's really broad.
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
Candy Person (3.5e Race) Regeneration would come with a higher LA; Refrigeration doesn't make sense, AC doesn't work like that.
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.
Card Slinger (5e Class) There are no free actions in 5e, see Class Do's and Don'ts (5e Guideline).
Card summoner (5e class) See talk.
Catarina Knight Armor (5e Equipment) See talk page.
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.
Caustic (3.5e Prestige Class) Seems a bit overpowered, the immunities gained is a bit crazy. Should probably spread the features over 10 levels rather than 7.
Celestrian (Dragon Quest IX) (5e Race) Significantly overpowered
Chain Cloak (3.5e Equipment) +1 AC for everyone except high Dex characters. For those actually using it, there should be some tradeoff.
Chain Knives (5e Equipment) A finesse weapon with reach should not be able to deal 2d6 damage, also what type of damage does this weapon deal?
Chameleod (4e Race) The extra ability score choice makes the race far more versatile than the majority of other races. The immunity to flanking is to powerful for a racial and removes any sort of punishment for charging in, while there is a feat that provides the same bonus, racial traits are weaker than feats.
Chanter (3.5e Class) Saving throw progressions are incorrect.
Chaos (3.5e Class) Feature spread needs improving.
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.
Charr (4e Race) Large creatures change how the close burst mechanics work, they are larger and technically more powerful, you could give them a trait to define how close blast attacks work for them. But large creatures will have to squeeze through one wide hallways and most doorways, making them very vulnerable. In addition they will be unable to fit into smaller places that medium creatures would be able to, again limiting them immensely
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 Ares (5e Feat) Still doesn't match purpose of feats. This should be an epic boon, not a feat. It increases the maximum of ability scores by 2, above the maximum, AND gives the user extra AC and something akin to "Half-Orc Resilience"
Child of Eris (5e Class) Has a mind control feature, has too many features and can cast multiple spells for free, gains advantage on two skill checks and pretty much all attack rolls, can have a +10 weapon, can summon any CR fiend, uses terms like once per encounter, ect.
Child of Eros (5e Class) Has too many features and can cast multiple spells for free, can cast any spell at a range, has a fly speed of usually 60ft with round counting, has terms such as full action, and has broken features in Volley, Intoxicating touch, Charismatic, Irresistible Presence, and Majesty to name a few. The class also links to another site with its spells, some of which(flame arrow), are not in SRD.
Child of Nature (3.5e Trait) Fails UA:Character Traits#Behind the Curtain: Designing Traits
Child of Nyx (5e Class) This class is a full spellcasting class with a broken sneak attack replacement(dealing 30d6 as a bonus action is never ok) that too many features, including when it get spell slot levels. The class in general is outright better than the rouge with many features that allow you to cast spells for free, give you advantage on attacks rolls, permanently making creatures unable to see you, can stop time(really?), a 30ft aoe blind, and gives you invisibility while in darkness plus advantage on stealth checks made in darkness. Then there is Faded Presense, why is that feature a thing? Overall the class does not need to sneak around to accomplish the same things a rouge does except much better.
Child of Persephone (5e Class) What is the goal of this class? Most of the features provide mediocre benefits or are outright broken with no set aim or goal(are you a druid or nature based class, shadow based class(Shadow Travel), or undead based class? Spring Supremacy, Shadow Travel, Soulsight, Travel Rose, and spring supremacy are broken. The class also has too many features, especially when it gains spell slots levels. Plus, without the features that just give you a spell or that are outright broken, this class has next to no actual features.
Child of Phobos (5e Class) This class has a d10 hit die with 4 attacks and several features that frighten other creatures or augment combat. The class also has round counting, too many features, and a few features that are broken or overpowered(Phobias within 10ft of you grant you resistance to all damage, Fear Fuel, Spellbreaker, Mislead, deja vu, mislead) or break rules, see Class Do's and Don'ts (5e Guideline). Also, why is Strength not your highest ability score, and why is Charisma not listed at all since this is a class about frightening others?
Chiroptera (3.5e Race) "Difficult" is not a maneuverability for SRD:Fly. Air Attack, Noctis and so on still do not make mechanical sense.
Chirot (4e Race) Interesting concept but not very viable at the moment
Chitine (4e Creature) Too many powers; monsters do not have "daily" powers.
Chosen Undead (5e Race) As usual, there's a "soul absorbing"-type feature that isn't described well enough: Does it use an action or some other period of time? What is a "defeated enemy"? It works on undead and constructs? What does "reset" mean, does it mean the number of souls you have goes to 0? What action is used to expend the souls? How is the damage of a weapon increased?; If the race is undead, are they still Humanoid type? Do they still breathe, eat and sleep?; Dark Sigil doesn't make much sense either.
Chronic Disease (3.5e Flaw) These all need vetting for balance and appropriateness as a flaw. Insuline requires modern-day technology to synthesize.
Chronoblade (Balanced) Unless the feat restriction is referring to the class bonus feats only, the DM adjudicates what feats are available. All the power point values are unnecessarily multiples of 5. Time Manipulation should be Su rather than Ex. Attack and Damage bonuses look like they excessively stack.
Chronolord (5e Class) A full spellcasting class should not gain features when it gains spell slot levels. The class also breaks the bounds of what a class should be able to do in 5e, with the class being able to cast multiple spells as an action, taking a full turn by your self is a feature, round counting, and other problematic features. The class also should be able to multiclass and have its spells moved to 5e Spells.
Chronomancer, Astral Form (Individual) (5e Class) A full spellcasting class should not gain features when they gain spell slot levels. There is also the fact that you can and have 4 skill proficiencies, unarmored defense, are a full spellcasting class, and can deal 3d12 additional force damage with your unarmed strikes or certain other weapons. The class also several other problems including damage reduction, spells scale to ridiculous levels based on your chrono dice, gaining a second action to cast spells on your turn, "cannot fail" a certain skill check, and spells having no saving throws for damage. Finally, the class's spells should be copied to 5e Spells.
Chronomancer (5e Archetype) Overpowered and poorly worded.
Chronomancer (5e Class) Features are ripe with a-typical parameters. Spells should be copied to 5e Spells.
Circle of the Lost (5e Archetype) 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.
Clairvoyant (5e Class) Feedback on the talk page
Cloak of Dragon Power (5e Equipment) How do you use the cloaks power and how long does it last? What does "half the lifespan of a dragon" mean? Presumably the bonuses end when the shift ends? The armor also shouldn't give static bonus to ability scores or HP. If I somehow stay attuned to the cloak for 50 years, you can summon an infinite number of medium(what does medium mean?) dragons for no duration!?
Clugs (3.5e Race) See talk page. Could do with an LA?
Clumsy See UA:Character Traits
Cluster Ki Bomb (3.5e Spell) Needs to work with a class on 3.5e Spells.
Coinshot (3.5e Class) Poorly defined traits. Has many of the problems I mention at Talk:Lurcher (3.5e Class)
Coldvein (5e Race) This race has 2 common damage immunities and 3 condition immunities, and +4 ASI. The bad parts, is not huge enough to merit this amount of natural tankyness
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.
Complete Werewolf Overhaul (3.5 template variant) You are aware as 3.5 is built percentage increases don't work because you can't assign a static ECL or level adjustment to the template right? Also the bonuses outlined would make this unplayable in every campaign except for epic campaigns.
Concentration Everfliers (5e Archetype) This... er.. this isn't how... sorcerous origins work?
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.
Conjure Devil Missing some basic information for this to function correctly (please compare with, well, the other conjure spells. Similarly, the CR needs adjusting (compare with conjure celestial)
Conjurer (5e Class) Breaks action economy. Overloads the map with summons.
Constuct Artificer (5e Class) Needs to make better use of 5e rules, particularly with respect to constructs, swarms, construction times, etc
Cool Hat (5e Equipment) Does not meet 5e standards in many places. Charisma should be set to a value, not given a bonus. The statistics for the "chaotic neutral halflings " are nonsense. If you can roll on this chart once every minute, it will quickly become obnoxious.
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.
Corollin (5e Race) see talk
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.
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.
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.
Creeper's Sun (5e Equipment) See talk page
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Crusader (5e Class) This class has round counting, it can make 4 attacks by 7th level, in general deals far too much damage, has a d12 hit die, can stun a creature at 2nd level, gains broken amounts of AC, and has numerous other broken features. See Class Do's and Don'ts (5e Guideline) as well.
Cryomancer (5e Class) The class has a few broken or overpowered features such as Heart of Ice, Ice Plate of the Frozen Knight, blood of ice, Ice Born, ect. and also has two common saving throws. The class also gains a more than 1 feature or spell slot level at several levels.
Crystal Pick of Minerals (5e Equipment) Needs rewriting so that it actually uses the rules. What is a "sonic" attack, and why does this vulnerability deal 50% more damage instead of what 5e vulnerability actually is? What is the Armor Class and Hit Points for, the item itself? What is the damage, is this a weapon? Shouldn't the shock lightning damage?
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.
Cursed blade (5e Equipment) Design needs improving. It's nonsensical in places.
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Daemon Eater (5e Class) Archetypes go well beyond their intended boundaries, and don't seem connected to this class. See talk.
Dagger Master (5e Archetype) Issues on talk page have not been addressed
Dagger mage (5e Class) Feature spread needs improving, I find myself saying yet again (3rd time today): "some levels have no features, whilst some levels you gain a feature and a new spell slot level.
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.)
Dance Fever (5e Spell) Doesn't really make much sense?
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.
Dancer (Variant) (5e Class) See talk page.
Dark Defender (D20 Modern Class) See talk.
Dark Folk (3.5e Race) The Racial Traits for this are slightly overpowered, especially for first level. Not to mention, they only have a +1 LA.
Dark Knight, Variant (3.5e Prestige Class) Okay, the features are also poorly designed. As far as I can tell "negative energy" isn't a damage type.
Dark Meister (5e Class) Yet another darkshadownecrotic class. This one gets terminology wrong, has round counting, lacks definitions, poor balance (why am I investing in dealing 1d6 with an unarmed strike, when I'm wielding a martial weapon?), multiclassing prerequisites are even instead of odd, and so on.
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 Spear (5e Equipment) If this is a sentient weapon, please use the formatting for sentient weapons and be clear on what would cause a conflict. Non-5e terms need correcting ("free actions", "health")
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.
Dawnbringer (5e Equipment) Gives enough charges to have the benefits effectively permanently; is there a reason that the longsword statistics are repeated here; hit point regeneration is really high - 2d4+2 hit points every turn for an hour?! No need for anyone to expend hit dice, then.
Dead King's Blade (5e Equipment) This weapon has a +3 bonus, can store up to 8 levels worth of spell slots, and has another effect in King’s Decree.
Deadly Initiator (5e Feat) +5 and advantage on initative rolls with high dexterity means your almost guaranteed to be at the top of the initiative list, giving you a +1 or +2 bonus on all attack rolls. The dps benefits alone are overpowered.
Deadman (3.5e Class) This class has fast healing at 1st level. This is unbalanced because it's fast healing. At 1st level.
Death Elf (5e Subrace) Ah, the good old "cannot be killed." This along with necrotic absorption makes this too powerful.
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 Magus (5e Class) See talk page.
Death Pact (5e Spell) Full of errors.
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.
Deep Curse (5e Archetype) Not sure what "while in your normal form" means, there's no mention of changing form anywhere else. "Cursed Gift" makes magic missile too powerful, as it makes many separate damage rolls, and the saving-throw-reduction thing is quite awkward (additional rolls on a round-by-round basis should be avoided; and given Constutition will be +4 or +5 at this stage, you may as well say the spellcaster has disadvantage on their saving throws)
Defender (3.5e Class) Dead levels at 13th, 18th, 19th
Dellan (4e Race) The power seems to not be based off of a typical 4e system, additionally needs another secondary ability score. It needs some traits to make it more unique as well
Demon Hunter (5e Class) Quick build isn't a quick build (and doesn't even mention Charisma, which seems to be an important ability for this class), two common saves, the no-feature level is in the wrong place (this should happen when you gain a new slot level, i.e. 13th not 14th, and some features should be removed at other new-slot-level levels, that's the price you pay for being a full spellcaster - I've also noticed that the slot levels are wrong too!), value of starting equipment is too high, too many skills, fiendish forseeing is really vague... just errors throughout, really; and quite overpowered.
Demon Huntress (5e Class) One dead level. Unarmoured Defense doesn't quite make sense (how does Str come into it? Why wouldn't Dex be a factor?) Doesn't really have a unique core feature, in fact most of this seems to be copied from the rogue class.
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 Assassin(Balanced) (5e Class) Demonic Possession doesn't say what action is needed, or how many of the traits you know. As such, it's difficult to determine how well balanced this is. The lore is a bit confused.
Department-7 (D20 Modern Occupation) rather underpowered for an occupation.
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.
Devas (5e Race) Racial traits are poorly defined and are not exactly functional.
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 Elemental (5e Creature) I know you can technically set attack bonus to whatever you want, but why does it only have +2 to attack, given those high ability scores? I think it should also set itself to one particular disease rather than a "random disease", as some diseases are way beyond CR 6. Average damages for attacks are incorrect. Hit point calculation is incorrect.
Dishonered Noble (5e Background) Four skill proficiencies, when every other background gives 2, and also gives expertise, which no other background does. Three tool proficiencies and two languages, when every background gives either one of each or two of one and none of the other. 100 gp, when every other background generally gives out no more than 20.
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 (5e Background) That roleplaying feature does very little in most campaigns. It doesn't really change the way the character interacts with much of anything, nor does it really encourage any sort of roleplaying behavior. It basically just says "Good guys will be nice to you and bad guys won't."
Divine Intervention (5e Spell) Needs to make some sense.
Djinn (4e Race) Magic compatible blind-sight, two full resists, Choice of any cantrip, large disease resist. Just to many good things all wrapped into one, perhaps create options with different abilities similar to Genasi.
Doctor Octagonapus Lazer Cannon (D20 Modern Equipment) Not a great piece of writing, and the "100% Charge" isn't very helpful. How many shots can it fire? It mentions "full power", are there other power levels? How long exactly does it take to recharge?
Doom Gate (3.5e Spell) Save or Die with no Spell Resistance
Doomed (5e Background) Design Disclaimer said: "Made to be a roleplay challenge. Doesn't have flaws because, as you'll see, the background itself is a flaw". This does not resolve the issues on the talk page. A flaw is a roleplaying suggestion, not a mechanical drawback. Furthermore, the background describes what the character is now, not what they were doing before they were an adventurer. This is so far out of background design, that it's not a case of "design disclaimer", but a case of finding better design space for it. As I suggest on the talk page, a template would be good.
Doomspore Myconids (4e Race) Though the communication is interesting it just provides a huge hindrance with role play and generally limits the player and DM. Having no additional traits other than the interesting telepathy. However the Racial power is far to strong, The zone it'self for only the one turn would be an amazingly powerful racial, but the sustaining and it being an Encounter makes it incredibly overpowered.
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 Angel (Variant) (5e Race) Way too powerful and too many traits. I recommend comparing this race to the harpy or EEPC's Aarakocra.
Draconic Harmony A legendary magic weapon has a +3 bonus to attack and damage rolls, so this is very overpowered (and I assume that the +6 to "melee attacks" is only with this weapon, not all melee attacks.)
Draconic Heritage (4e Feat) Rapidly becomes a poor attack, since it does not benefit from enhancement bonuses.
Draconic Warrior (5e Archetype) 7th level gives you a whole bunch of powerful features.
Draenei (4e Race) No racials are highest ability mod, racial utilities gained by leveling do not increase in effectiveness, though you can make versions for higher level utility slots (PC's keep all utilities throughout their lives thus making theses undeniably better). Additional minor things 3 languages is a bit much with everything else, Custom languages should be avoided (perhaps choice of Elven, Draenei, or another fey language as that seems most appropriate to me)--Aitharious (talk) 21:58, 6 July 2016 (MDT)
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 Eater (3.5e Class) The features in the table don't match the feature descriptions. Many features have dubious mechanics and are nonsensical in places.
Dragon Scale Tunic (3.5e Equipment) marketprice, costs and prerequisites are not correct
Dragon Slayer (Fire) (3.5e Class) Core mechanic, Dragon Form, is poorly designed; wording is difficult to understand in some places.
Dragon Thorn What. Was this supposed to be a magic weapon?
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)
Dragonfang Longbow (5e Equipment) See talk page.
Dragonknight (5e Archetype) See talk page.
Dragonslayer "Creator" (5e Equipment) 100 damage per hit to any creature is completely broken even if you can not kill a target. The weapon also summons an elemental every time it is used, and has questionable transform effect(with round counting).
Dragonslayer (5e Equipment) Okay, so this item has a +3 bonus to attack and damage (like a regular very rare weapon), but also deals +2d8 damage and another 2d10 damage against fiends? (and "abyssal creatures" - fiends, then?) That alone pushes the boundaries of legendary. The other features are not defined satisfactorily, e.g. What does the acrobatics check of "full-frontal assault" do?
Dragonsoul (5e Class) What I just said at the near-identical Dragonslayer (5e 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.
Drainblade(5e Equipment) This is not well balanced for a legendary weapon, and it should acknowledge that "oversized" is a variant rule (that I'm beginning to regret.)
Drake (3.5e Creature) Attacks/Full Attacks are inconsistent.
Drakegun (5e Equipment) See talk page
Drakoniant (5e Race) "Age. 2000"; "+2 to health"; If this is deliberately overpowered, what is the framework for this? Could you spread some of the features over some racial class levels?
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?
Dread Fighter, Variant (5e Class) A more powerful version of an old version of Dread Fighter (5e Class), which was already of questionable balance.
Dread Master (5e Archetype) See talk.
Dream Walker (5e Class) Seems to be same as Warg (5e Class), which are you keeping? As I mention there, Warging is overpowered. If it were a spell, imagine what level it would be. Dominate Person is 5th level (you would have to be a 9th level wizard), this gives you vague control over a humanoid for 1 minute. Warging gives you perfect control over a humanoid indefinitely.
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.
Drudge Puppet (3.5e Template) There is a whole for a wizard or similar class to get more out of this than he loses.
Druid of The Zerg Fairly comprehensive example of what not to do with a class. Could you not just make the statistic for the zerg creatures, then allow a PHB druid to wild shape into them?
Drunken Brawler (5e Class) Generally superior version of monk. See talk page.
Dualist (5e Class) Questionable design and balance, see talk page.
Duelists Vest (5e Equipment) Facing is an optional rule in the DMG, so should be made to work with that. Even taking that into consideration, this breaks the upper cap of light armor AC. With a Dex bonus of +5, this grants AC 19.
Dungeonomicon (DnD Other)/Charactonomicon
Dunkleonoid (5e Race) Need to explain the ramifications of Large size. Can they use Large weapons? What is this underwater walking speed, is it for walking along the sea bed, or is it supposed to be a swimming speed? All traits considered, this is overpowered.
Dusksong & Dawnsvoice See talk page.
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, Albion (3.5e Race) Martial Proficiency, Spell Resistance that scales with HD, and other neat benefits at no LA?
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.
Ebon Blade (5e Equipment) I see you did some wordings, but it does not fundamentally balance the weapon as a whole. For starters, why should an Ebon Blade be a specific 1d10/2d6 sword (which is unorthodox) when a holy avenger can be "any sword" with a +3 bonus? What is the rarity of Ebon Blade? What about the constant hit point regeneration that disregards hit point economy? See talk page for more comments.
Eevee (3.5e Race) Someone should probably create a class for eevee so they could actually be a practical race.
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.
Element Magebred (3.5e Template) Selecting minus' to certain ability scores does not balance with the benefits.
Elemental Blast (5e Spell) Is this automatic damage? Or is it a ranged spell attack? Why would water deal force damage?. As a bonus action, deals too much damage: suggest making it 2 damage (increasing to 4, 6, 8)
Elemental Warrior (5e Class) This class should not gain features when it gains spell slot levels or when it gains ability score increases.
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 (5e Class) Mostly doesn't make sense?
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.
Elitist (5e Feat) Critical ranges are always set not stacked, as this isn't 3rd edition (and it should certainly never ever reach 15-20). Unclear why there are prerequisites.
Elusive 5e doesn't distinguish "outside" or "inside" combat. This is also a numeric bonus to Stealth and advantage to stealth, where the advantage mechanic was supposed to replace stacking bonuses, and is supposed to be circumstantial.
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 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.
Eoptera (3.5e Race) 50 ft. perfect flight would certainly come with a LA
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?
Ethereal (5e Race) See talk page
Ettekin (4e Creature) Alacritous Grip needs a trigger and a range
Ex-Blood Doll (5e Background) roleplaying features should not have any mechanical effects whatsoever.
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.
Explosive (3.5e Equipment) 3.5e doesn't have "fumbling" or "explosive damage". Is the hit above/below 10 on the natural die roll or after modifiers? Is this an enhancement (in which case what is the bonus {and it wouldn't have a cost of "100 xp"}), or a specific weapon?
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.
Eye Ring (3.5e Equipment) Prerequisites and costs are wrong. How does "transform holy items into unholy ones" work, can we have an example?
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/Slender (5e Race) Detect life is overpowered. Fresh Food is vague. Teleport is overpowerd. Blindsight is overpowered. Dark tendrils is overpowered. So there's that.
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?
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.
Fangbringer (3.5e Prestige Class) Feature that dictate PC actions and can adversely effect the whole group. Doesn't state when the frenzy ends. Grand Hyena is redlinked. What is an "ability boost", does it just mean those ability scores are increased? Has a dead level and yet some levels with two features. Endurance is abusable (have another PC put an undead rat in a box so you don't have to see it, but carry it around with you for DR 10 all the time).
Farming Mastery (5e Feat) Combat features are slightly too strong for a feat, perhaps? Needs more fluffs.
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Fate and Fortune (5e Equipment) Rolling a d100 on every attack roll for an effect that rarely occurs is hardly good design.
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.
Fey Corgi (5e Race) Traits need standardizing (with respect to DCs, natural attacks, etc); and has too many traits.
Field Medic (remade) Don't know if this is finished or not, but obviously at-will hit-point restoration is overpowered, basically making Hit Dice redundant.
Fifth Party Member (3.5e Optimized Character Build) Incomplete, not really optimized for anything.
Final Spark (5e Spell) See talk page
Findrei (4e Race) too many good traits paired with a good power, just needs a general reduction. Additionally needs to have the second secondary Ability score as per standard 4e
Finisher (Scythe) Compare to the very rare scimitar of speed. Also why is the subtype halberd if this si supposed to be a scythe?
Fire (5e Feat) Very much out of line with what feats are expected to be in 5e. See talk.
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?
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
Fist Master (4e Class) What is their extra striker damage? (eg: Warlock's Curse, Avenger's Oath)
Fists of Balance (Regressed) This listed as nonmagical even though it is clearly magical and would ideally be listed as a magic weapon, if not a monk archetype or variant rule. 5e doesn't have "[15/-]" damage resistance, nor a "knuckle" weapon type.
Flame Giant (5e Race) See talk page.
Talk:Flame Giant (5e Race) This race features multiple game breaking abilities.
Flamefist (3.5e Optimized Character Build) No real optimization.
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.
Flayerkin (4e Race) This race has some interesting ideas but it needs to change. No 4e race has any penalties associated with it. Traits should not give any bonus to ability scores. Dominate should not be on a racial encounter as it is (to my knowledge) exclusively reserved for level 29 dailies. Needs new traits to provide it some benefits that aren't ridiculous.
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.
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?
Forge Breaker (5e Equipment) The concept of this weapon does not work well in 5e, as 5e does not have weapon breaking rules anymore. See the talk page.
Forgotin (4e Race) The Forgotin can learn 4 languages total included a typically forbidden language, need an additional ability score choice, should have some racial traits that actually do something, should have the immortal origin. With the powers, You don't need an at-will racial that's simply an attack. Bonuses to defenses shouldn't increase with level, and Wingstorm is quite powerful for a racial ability, though it could be fine with some tweaks.
Forneus (4e Race) Born of the Abyss has no duration. Unsure why minor shifting has a limit of "only two at a time". Humanit's Influential Protection is a permanent +2 bonus to all attack rolls (since you could carry a mouse in your pocket or whatever). I'm not sure what Bloodline does. I don't know what Forced Summoning does: the words are garbled.
Four-tail Trickster (4e Feat) Skill bonus needs the "feat" type
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"
Frederick of Ylisse (5e Creature) That's not how saving throws or hit dice work in D&D, Outdoor Fighter breaks bounded accuracy, Luna doesn't need to halve AC since a critical is an auto-hit, that's not even how Bowbreaker works in FE and Frederick can't get that skill anyway since it's a Bow Knight skill, nor can he get Rally Strength (Warrior) or Wyrmsbane (Manakete), "silver sword" isn't a D&D weapon, why does Discipline boost swords when Fred is known more for using lances and axes, and the CR is WAAAY too high; with these stats he's a CR 2 at best. Decent effort but please try again.
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?
Furious Fists (5e Feat) Vastly increases the damage output of any character that takes it, especially monks. Removing templates without fixing the issues they bring up is not allowed.
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)
Galvanizer (5e Class) Needs a better feature spread. There are dead levels and overburdened levels.
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.
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.
Geastreor (3.5e Race) Ability score adjustments should not be odd.
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.
Genovesan (5e Class) Various from Class Do's and Don'ts (5e Guideline)
Ghost, variant (5e Race) A player-character of this race cannot function in a normal campaign. See talk page for details.
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.
Ghoul Touch (5e Spell) In a typical combat, this 2nd-level spell is more powerful than hold monster, a 5th-level spell.
Giant Door Shield (5e Equipment) What is the "shield" property? Okay, even if we ignore all the special features, this is a simple one-handed weapon that deals 1d10 damage, which isn't right. Then on top of that it grants +2 AC and can hit multiple creatures dealing 3d6 damage and pushing them? Why would you choose any other weapon?
Giant Fatal Wombat (5e Creature) Same issues as Fatal Wombat
Gilldren (5e Class) Poorly defined traits.
Gladiator (5e Class) I hope the rewrite is still in progress? Still a bit muddled. See if you can spot what isn't correct about the weapon proficiencies; then look at "Weapon Master" at 7th level. There are some dead levels, and yet other levels where you get multiple features. Keeps referring to a "gladius". This is a shortsword. Cultural renaming is done at the campaign level. Many features do not make sense.
Glass Angel (5e Race) Needs to better use 5e terminology, for example "vulnerability" instead of "double damage". 2d4 on unarmed attacks makes lower level monks too powerful.
Glaven (5e Race) Does not fully use the 5e rule set, particularly with the "of Mortalality [sic]" traits and the weaknesses (that suddenly flip into "an level of immunity")
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.
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 Eater (5e Class) Poorly designed features, some of which are incomprehensible (particularly the core feature, god arc). All of the features are combat related: a good class has interaction and exploration features too. Refers to "oversized" weapons, this is a variant rule that should be linked to and noted at the top.
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.
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.
Goyle (4e Race) This race is essentially featureless with a bad if not terrible racial power, You waste your turn to potentially get a 5 point damage barrier, At higher levels though monsters can easily break through the resistances of the power causing you to lose more HP than you save
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.
Graug (5e Race) AC bonuses too large, 1d8 unarmed strike, ect. Interacts poorly with class choice.
Grave Walker (5e Class) See talk page
Gray Aria (3.5e Equipment) Can someone calculate the CL, Prerequisites and Costs for this? It looks prohibitive.
Great-Beast Palm (3.5e Martial Artist Maneuver) The example doesn't match the effect, unclear why smaller foes are pushed less distance, unclear what the distinction bewteen "flying backwards" and "tumbling" is. Seems to work even on Colossal creatures.
Great Wyrm Force Dragon (5e Creature) See talk page.
Great saber tooth (5e Race) Race takes on a great number of features, and doesn't work well with the standard classes. Can be resolved by making a custom class.
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"
Gromril Armor (5e Equipment) Combines several magic items: armor of fire resistance (rare), armor of cold resistance (rare), and part of armor of invulnerability (legendary). This is not a mundane item. Even if it is nonmagical, it should be treated as a legendary magic item (c.f. adamantine armor)
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.
Guhuza (5e Race) Poor handle on 5e mechanics.
Guillotine Whip (4e Equipment) Overpowered in every conceivable way.
Guisarmuse (Pathfinder Equipment) The total effective bonus is too high, even for an artifact.
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.
Gun-sword (5e Equipment) 2d8 damage. The most damaging weapon in core 5e is the heavy crossbow at 1d10.
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.
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-Angel (3.5e Race)
Half-Basilisk (5e Race) At 1st level, stunning a creature for even 1 round is a big deal, but here we have a feature that uses round counting, and stuns a creature even if they pass the saving throw!
Half-Demon, Demonkin (4e Race) This is a 3.5 or 3e race combine with a 4e race. If it's supposed to be a 4e race then it should fallow those rules and conventions, if not then it should be moved and changed entirely into it's proper version
Half-Devil (5e Race) Overpowered, too many traits, needs a major formatting, spelling, grammar and balance update to meet wiki standards. The removable of needsbalance stubs when the race hasn't met this standard is prohibited.
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-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-Lavos (4e Race) Being able to take any feat from any race is way to powerful even if the race is otherwise underwhelming, In addition the Racial Absorption as it currently stands would allow you to take immensely powerful encounters from solo monsters that can change the tide of battle in an instant, so as it lies this is not a balanced race
Half-Moon Katar (3.5e Equipment) Tivanir (talk) 11:19, 7 March 2013 (MST)
Half-Time Lord (3.5e Race) Regenerate and TARDIS channeling are poor design, needs rewriting.
Half-Troll, Variant (5e Race) Regeneration.
Half-Zombie (4e Race) Under the assumption that "healing charges" are meant to be healing surges than getting theoretically infinite is way to powerful, The alternate form power is complex and should be simplified, shouldn't have a penalty to skills. Being fully active when making death saves should be changed to at least dazed when making death saves
Half-githzerai Having two standard actions is not a thing that should be happening, additionally it has no traits and is generally unfinished
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)
Hallucinate (5e Spell) This is essentially the minor illusion spell. Is there any reason you can't use it instead?
Hammer of the Stars (3.5e Equipment) How does it deal "2d8/2d8" damage, is it a double weapon? The "celestial meteors" and "starlight" do not have enough information to use - what is the range? They they use attack rolls, or a DC? Why not use existing spells?
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
Hands of Undeath (3.5e Spell) High saves to break out at lvl 1
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.
Hart's Incredible Lightning Power Laser (5e Spell) At the moment, this is just a more powerful version of lightning bolt with no real defining characteristics outside of slightly increased damage (especially odd, considering that it is a level higher than chain lightning, which is in many ways an "improved version" of lightning bolt) and imposing disadvantage on the saving throw to mechanical targets.
Headsman (5e Creature) Waaaaay too strong for an ordinary headsman. For example, it has a higher Strength score than a gladiator.
Healer's Robes (5e Equipment) Needs to be changd to a magical item
Healing Goo (3.5e Creature) Since this creature is of no actual threat, should its CR be reduced to 0?
Healing Touch (4e Feat) Grants sorcerers too much of the leader role, and can turn bards into healing monstrosities.
Heartless (5e Race) See talk page.
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?
Heaven's Guard (3.5e Creature) 17 feats on a 10 HD outsider
Heavy (3.5e Equipment) Does not state a bonus modifier
Hell's Descendant (5e Background) Has too many proficiencies, and background feature should not grant mechanical benefits. Please read the section on creating backgrounds in the DMG.
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.
Hiltless throwing dagger (5e Equipment) Basically identical to the dagger in the SRD, except it deals more damage and costs more.
Hippopotomonstrosesquipedaliophobia (3.5e Flaw) Flaw should not have a benefit
Hito-Neko (4e Race) Though the easily distracted is good for flavor its terrible for gameplay, Claws are a feat as well as a trait so it should only be the feat as per standard on the Dandwiki, could use some additional traits to help bring them up to standard
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 Magus (3.5e Prestige Class) This basically seems to be SRD:Mystic Theurge with more features added.
Holy Night (5e Equipment) No weapon should be able to give you levels in another class. This weapon also deals too much damage, and a glaive does not deal 2d10 damage, see glaive.
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.
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.
Hook of Aether (5e Equipment) So this weapon has +4 bonus to attack and damage rolls, deals 3d8 + 2d6 damage, ton of resistances, absorbs spells, and has 75 spell charges. Couldn't you negate this weapon's negative effects by having a NPC attune to this or by casting remove curse after you have finished using the weapon as that removes attunement? What is even the goal of this weapon, to kill the user but make them blatantly overpowered for a short amount of time? How can that be called a sound design for a weapon?
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 Puppet (5e Class) There isn't even any point to the Weaponized Body feature, as the shortsword I start with deals more damage and you should not be able to attack with it as a bonus action. Touch of Needles and Weaponized Body also does way to much damage as you start to level up. The variable amount of damage and range the features do does not fit 5e very well, see Class Do's and Don'ts (5e Guideline). The class also has a few too many features.
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, Companion Variant (5e Class) The class has static bonuses/negatives to skill checks, see Class Do's and Don'ts (5e Guideline). Also, Natural Explorer has far too many effects, there is not a reflex save in 5e, and the class shouldn't have a custom spell slot table.
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 (3.5e Race) 04:27, 16 October 2016 (MDT)
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 Know It(3.5e Feat) Ability swaps are normally reserved for epic tier, and effects a few aspects of the ability score, not everything. Prerequisites should also be odd-numbered.
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.
Iaijutsu Master (5e Feat) This allows me draw, attack and sheathe every turn, thereby gaining a large bonus to attack and damage rolls with every attack made with that weapon. If combined with Dual Wielder or other feat that allows you to draw, the bonuses become especially ridiculous.
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.
Ichal (5e Race) Some of the traits don't make sense.
Ichor Geist Thrust needs rewriting to better use 5e rules.
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?
Iejirisk (4e Race) One of the few grossly underpowered races it needs some extra traits (or even an extra encounter) to bring it up to par, even with all the feats.
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.
Imbue Harmlessness (5e Spell) No, you can't negate a creature's ability to harm the party with a 5th-level spell (and without a saving throw, no less!)
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?
Immunity to Transmutations (3.5e Spell) 4 rounds to cast a spell that costs 1000 XP to grant immunity to Transmutation for possibly 1 round
Imperial Gold Weapon (5e Equipment) What is a "wind elemental"? Is it like an air elemental? Celestial Bronze and Stygian Iron need wikilinks Is this a magic weapon or nonmagical?
Imperial Warden (5e Class) see talk page
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 Gigantic Weapon (3.5e Feat) What does "The character can use a weapon up to 2 plus 1/(20 Str)." mean? Should probably have one of the various oversized weapon feats as a prerequisite.
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
Inchling (5e Race) Some of the problems this race faces is that you can not hold most weapons, you can not hold items like components for spells, and you can not get to creatures that are on a several foot tall platforms or that are floating. The height size of this race was not well thought out, as you can do next to nothing based on your height with this race as it currently stands.
Increased Monk Armor (3.5e Feat) Compare with Armored Monk (3.5e Feat)
Infernal Blooded (4e Race) Needs additional traits to bring it up to standard. Also needs to have a choice for an alternate ability score.
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.
Infiltrator (3.5e Class) Sneak attack is absurd, save progressions are wrong, way too many features
Infinium, Gun Mage (3.5e Class) Issues raised on talk page
Inspiration Potion (5e Equipment) See talk page.
Intellect (3.5e Feat) Maybe in some limited case, but not on everything.
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?
Iridescent Ray (5e Spell) See talk.
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. )

Irinsians (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
Ishvalan (3.5e Race) Alchemical Explosion doesn't make sense.
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.
Jedi (5e Class) Has spellcasting at 1st level, but no spell slots. Is it in the right place? Spell selection is limited. Should probably have the psionics tag and some kind of focus to eschew material components. Unclear if this is supposed to be for a futuristic campaign or a fantasy campaign or both.
Jelly Monarch (3.5e Race) Size altering not sufficiently explained. What jellys can be absorbed and how does it happen? Why does this use its own Str/Con/Dex modifier instead of the standard ability score adjustments for changing size? Exactly what is the jelly that is created with Lord of the Ooze (is it an SRD creature? What are its stats?) On the whole this race is a mess.
Jellybean (3.5e Spell) Doesn't have some necessary limits (c.f. SRD:Create Food and Water)
Jester (5e Class) Per talk page. Applies circumstantial advantages on a permanent basis; poor feature spread (10th level has a new spell slot level and misplaced extra attack and two other features. Many features use non-5e mechanics. Extra attack goes off the scales at later levels. Multiclassing prerequisites are incorrect. Almost everything is wrong, basically.
Jewel of Fists (5e Equipment) It seems like this can be used to attain insanely high ability scores, without attunement. By comparison the manual of quickness of action is of the same rarity, but increases Dexterity (and only Dexterity) by +2 instead of +15.

The weakness imposed by this item assumes the use of targeted attacks or called shots, even though this aren't part of 5e without variant rules or DM fiat.

See talk page.
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.
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.
Kataima Incarnate Unclear what half of this means. "This consumes your concentration slot."? What is the "DC 8 + Strength + Proficiency + 3" of the dual whip for?
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.
Kenpachi (5e Class)
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 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 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 (5e Class) Abilities aren't quite balanced for proper use in a campaign yet, could use a little input or other changes.
King of Games (5e Class) See talk page
KirbySpawn (5e Race) Gaining a creature's main features is not adequately explained and is probably horribly unbalanced. Also, this race appears to be 2 separate races so wouldn't the star warrior be a variant of this race? The star warrior race is also incredibly weak and only has one main questionable traits(rolling on a round object?).
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, 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).
Knight of Bretonnia (5e Class) See talk page
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.
Krogan (5e Race) This race has too many powerful race features, and may be overpowered as a result. See talk page.
Kurotsume(revised) Ability scores are too much for LA +0, and the traits are a bit boring.
Kyuubi no Ookami Could do with rewriting to better use 5e rules (and to correct spelling and grammar.)
Lawgiver (5e Class) See talk page. Double check those points to get this page usable.
Leadership (5e Feat) Needs to be aware of the actual rule for followers (in the DMG)
Legendary Vitality This increases two ability scores by one each, and provides several other very powerful benefits on top of that. In many cases this is definitively better that taking a normal Ability Score Improvement, which balanced feats shouldn't be.
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.)
Lich Knight (5e Class) Overpowerd class(high number of extra attacks with other features and Lichdom), also could this class be converted into an Warlock Pact?
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.
Lifesense (3.5e Feat) 'or smaller' makes this clumsy. Why not change it to be heat based?
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 Blade (3.5e Class) Fortitude saves progression is wrong.
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
Lightning Walker (5e Class) Most of the class's features are overtly broken with Electric Transfer being overpowered at 1st level and has two common saving throws. Then there are features like gaining your proficiency bonus in AC, gaining a fly speed of 60ft, halve all damage, paralyzing creatures with a DC 18 save at 2nd level, thunder/stunning aura(and all the other auras), and numerous(if not all) of the other features being overtly broken. This class also gains too many feature at most levels.
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.
Lobster (4e Race) No armor removes a magic item slot and also severely hinders their defenses at higher levels. There is a standard claws feat that should be used instead of the claws trait. 4e does not limit alignment or worship, Understanding Creature eliminates most of the need for any other language as is thus too powerful.
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.
Lone Walker (5e Class) Two common saves. Numeric bonuses and penalties to skills. Weak 1st level. There are no "exotic weapons" in 5e. Says "one skill based on Strength", but there is only one Strength skill. Ammo crafting doesn't appear related to the crafting downtime activity. I believe this class was written without having first read the PHB.
Longknife (5e Equipment) Variable type of damage. Also see talk page.
Lost Traits are not well defined.
Lullaby (5e Spell) This spell is too powerful for a cantrip. See the talk page for details.
Lumins (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
Luna Blade (3.5e Equipment) Why make it complicated when you can make it uncomplicated?
Lupine (5e Race) See talk page
Lupox (5e Race) Despite supposedly being a 5th edition race, includes racial bonuses to skill checks, which 5E has done away with. Additionally, there's no such thing as extraordinary abilities (a 3.5ism) in 5E.
Lurcher (3.5e Class) Poorly defined features, 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.
Lynch Needs statistics for the swarm of spiders.
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.
Machete (5e Equipment) Realism and consistence. Machete shoudn't make more damage than a scimitar. Machete is similar to kukri which also isn't a d8 weapon in this wiki.
Mage (NPC) (5e Creature) Doesn't seem significantly different from the Mage NPC in the MM, except several values are incorrect (skills, for example)
Mage Melee (5e Spell) See talk page.
Mageblade, Variant (3.5e Class) Dead levels a 5th and 17th, so features could do with rearranging.
Mageblade, Variant (5e Class) A lot of this is awkwardly worded and not to 5e design standards.
Mageblade (3.5e Class) Mage spellcasting plus fighter attack bonuses and more feats - class is very overpowered for 3.5
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.
Magister Magi (5e Class) The class entails playing two characters at the same time with magic. Needs rewording and context to some abilities see talk page
Magma Golem (3.5e Creature) See discussion.
Magorian (3.5e Equipment) Totally negating half the classes in the game is suppose to be difficult not cost you 20k.
Magus (Halfcaster) (5e Class) I need a free hand to cast spells, so half of the fighting styles are no good. The text for the archery style is wrong. Furthermore, since they cannot use an arcane focus, they ought to have a spell component pouch as starting equipment, unless you want the player to micromanage M components.
Maiden's Children (5e Race) Total +4 ASI. A little over-the-top. Seers makes no sense. What does it mean by "use foresight"? Is that a spell? It certainly isn't a 5e mechanic. Then it just gives a bonus to some checks out of nowhere. Are those permanent bonuses? Temporary? What activates them? What do those bonuses represent?
Maji (3.5e Race) Granting an SR, bonus CL levels, and at-will spells is well over LA +3.
Make up kit of deceit (3.5e Equipment) Some of the effects are poorly defined
Mako soldier (5e Class) See Class Do's and Don'ts (5e Guideline) (Unarmored adrenaline, Prediction, and a few other class features need changing according to it). This class has too many features that increase its damage and survivability(1d12 hit die, 4d6 damage with 3 attacks is not balanced in any class, all the limit breaks are overpowered, Mako enhancement should not be a 10th level feature, it is very powerful, and most of the archetype features are broken). Overall the class needs to be massively reworked to even be close to being balanced.
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.
Mannequin Overlord (4e Race) Breaks Several 4e conventions. More than two options for secondary ability score bonus, edits core mechanic, 4e does not give vulnerabilities. Additionally the race is currently incomplete and has poorly described traits at this time.
Many More Feats Really?
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.
Martyr Necromancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mascot (5e Class) It may be a joke but it also needs to make sense. 5e doesn't have "critical failures" so that needs explaining. Nor does it have "critical success" for ability checks and saving throws. The gadgets aren't too well explained (can I reacquire when I lose one? Can I pass them out to my friends?)
Mask of Deformation (5e Equipment) Unclear why you would put this mask on. Do not know what a "decayed" ability score means, and other detriments have no mechanical definition. The deformities basically render the PC unplayable for an indefinite amount of time, this is not a good player experience, does not lend itself to storytelling unless the player really wanted to sit out a bunch of adventures or retire the character.
Massive Greataxe (5e Equipment) See talk page
Massive Hammer (4e equipment) Weapon's damage dice is way to high especially considering there are no drawbacks to the weapon, should either be an April fools weapon, or be re balanced
Master Caster (5e Feat) Doesn't adequately explain what happens to spells with multiple damage rolls. Do you add your modifier to each damage roll? If so that's really powerful. The saving throw feature is a bit dubious too, as strictly speaking you don't make the saving throw to "avoid or reduce damage", you make a saving throw against the effect of the spell (imagine a hypothetical spell in which if you fail the saving throw the caster can choose an effect, one of which is to deal damage... what happens?)
Master Spellcrafter (3.5e Prestige Class) Breaks the crafting economy. Also offers full advancement without meaningful tradeoffs, making it significantly more powerful than most existing game material.
Master of the Sword (5e Class) See talk page
MechMaster (5e Class) See talk page
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.
Melee Specialist (3.5e Class) Broken BAB among other abilities.
Memory Make Mage (5e Class) Memory Bank is very vague, puts a lot of onus on the DM to assess new spells on the fly, potentially abusable.
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.
Metalborn (5e Race) See talk page
Metamagic Mastery (5e Feat) Feats should be limited by class or class features. The Metamagician feat is a better version of this.
Meteor Dash (3.5e Alternate Class Feature) Enabling coup de grace actions for two rounds is obscenely powerful.
Meteor Knight (5e Class) See talk.
Meteoric Greatsword (5e Equipment) How is a reach weapon that deals 6d12+12 damage even close to being balance? Isn't the point of magical items is that you find them, so couldn't you find an augmented meteoric greatsword? The weapon also has at will teleportation.
Miaodao Possibly Overpowered. It's better than before, but hasn't been playtested.
Mighty Arm (5e Class) This class has 4 attacks that can deal 2d12 damage along with features broken or overtly powerful features throughout the class(see One-Two Punch, Nature's Wrath, Might of The Underworld, Metal Durability, ect. for an example) that can be used repeatedly. The class has static bonuses to saving throws, can make a creature make a saving throw on every hit, and a few other issues, see Class Do's and Don'ts (5e Guideline). Besides the archetypes, the class itself also seems to be a broken monk that earns better features than the class or learns the features at earlier levels than the class.
Mighty Gauntlet (5e Equipment) 5e doesn't have weapon sundering (you are thinking of 3e), and this is clearly too heavy to be a finesse weapon.
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) This is a morass of special rules to try and limit what the PC can copy, but doesn't avoid the fact that a creature's special abilities could be anything.
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.
Mimic Mask What does any of this mean.
Mind Field (5e Class) I must advise against temporary ability score ("stat boost", ugh) changes. Look at how 5e SRD:Enhance Ability works.
Minutemen outfit (Fallout Supplement) d20 Modern doesn't have agility or perception statistics, and the armor price seems a bit cheap for the bonuses.
Momentum Warrior (5e Class) Dubious balance. If I have an AC of 18, I have a +6 bonus to attack and damage rolls with unarmed strike ("only unarmed strikes?" Well, that's 7 damage, the average of 2d6). At 18th level, I have a +13 bonus, which is absurd. Throws in "you get a monk's martial arts feature" like its a trivial thing.
Monk,Scribe (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Monk of the Bloodied Hand (5e Class) A side-by-side comparison with the PHB monk shows that this is massively overpowered. See talk page for side-by-side comparison.
Monk of the Outer Planes (5e Class) At 14th level your base AC is 23. The expected cap (before circumstantial bonuses) is 20. There doesn't seem to be any reason to invest in Strength, so not sure why it is used in "fists of fury". What is the DC for "Indominable"? Has two "strong" saves. Has proficiency in "unarmed strike" and "simple weapons", even though an unarmed strike is a simple weapon. Extra attack needs to explain how the extra attack words (try standard wording for this). Well that's for starters I guess.
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.
Monsoon This needs more of a balancing factor than cost. Why not use the burst property? Also "light crossbow" isn't a category. Is this simple ranged or martial ranged?
Monster Hunter (5e Class) Feature spread needs looking at. On some levels no new feature is gained, whilst on others you gain two - including the ASI levels! 1st level is quite weak, like a poor man's ranger.
Monstrous Strength (5e Feat) This is outright better than the Resilient (PHB) and Brawny (UA) feats combined.
Moon Elf (Elf Varient) (4e Race) Too many skill bonuses, proficiency in superior weapon.
Moonwolf (5e Race) Ignoring AC and overpowered damage on natural weapons.
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.
Movanic Deva (3.5e Racial Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mudra shinobi (5e Class) Just to say, with Bird, your passive perception is "always on"; you can't choose to use it instead of an active check.
Multiplectic (5e Race) Clone Self. So there's me and 6 clones carrying identical equipment. It doesn't say how they act except "they take telepathic orders", so I assume they move and take actions as the player directs. I can use them to box in enemies and block their movement. My damage output each turn is 7d10 (say, with a longsword or fire bolt; at 5th level my damage output becomes 14d10). If I have the axe of the dwarvish lords, now I have six more copies of it. A clone might only have 5 HP, but I can make a new one every turn. Since a clone is identical to me, they can make their own clones too.
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.
Murmillio (4e Race) Sharkbite is underpowered, see talk page. Suggest low-light rather than darkvision.
Mystic's Delight (3.5e Spell) This spell is basically just an arcane version of Virtue that's better (No Spell Resistance, less components, no save)
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)
Naruto: Ninja v3 (5e Class) This class has two common saving throws. Unlimited casting of spells or spell like features(jutsus) is not balanced, see chakra. Most of the clan heritage features are overpowered and are only balanced "based on your DM's discretion". Many features or jutsus have round counting, see Class Do's and Don'ts (5e Guideline).
Naruto Ninja Class V2 (5e Class) See talk page
Nature's Gauntlets (3.5e Equipment) market price and costs need recalculating
Necklace of zeus blood This needs completely rewriting. The traits are just not right in the way they are worded or with their mechanical effects.
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, Variable (5e Class) Refers to "durability", which is not a 5e thing. No feature at 2nd level. Has spell slots but no spellcasting feature. The necromancer spell list says that you know an awful lot of spells, more than any other class. Many features do not work or are insufficiently explained.
Necromancer (3.5e Class) This class still has major balance issues. The spells/day alone already makes it just a more powerful necromancy wizard. Add in the d6 HD, more class skills, fear auras, etc. and crazy amounts of buffs to all the necromancy stuff every single level. This needs serious nerfing.
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.
Needle Gun (5e Equipment) Surely this should be a renaissance item? The cost doesn't seem correct in comparison to the DMG firearms. The reloading special rule doesn't make sense. How can be both a rifle but also fire musket balls?
Negative Level Adjustment (3.5e Variant Rule) Ridiculously, horribly unbalanced.
Nephilim (5e Class) Spellcasting is a mess (doesn't say what spells you know; and no, cantrips shouldn't give people hit points back; and these cantrips do not have enough information to be spells.)
Nescerei (5e Race) Sky Being Ancestry is very overpowered
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) BAB and saves have incorrect values, the drugs have problematic mechanics (e.g. if alchemy skill is maximized, "smiler" restores an awful lot of hit points for yer 35 gp investment). It looks like cure ailment can be repeatedly retried with no action until it works. Many pieces of equipment referenced are modern-day ("gas mask"), with no explanation as to how they appear in a normal campaign. "+1 in all mental stats" really grates.
Nightbringer Incomplete definitions (Advantage not given circumstances; incomplete extra attack; "gain resistance to mental/psychic damage"; "critical fails on both 1s and 2s" (5e doesn't have critical fails); "gain +5 and advantage" (the advantage mechanic is designed to replace numeric bonuses); "immediate action" (5e doesn't have immediate actions); etc
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.
Ninja, Naruto (5e Class) See talk page
Nobility (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Nocturnal Enuresis (3.5e Flaw) Save Gateway allows complete avoidance of flaw penalty
Non-Violent Adventure (3.5e Quest) Do they confront the Yuan-Ti? What can their skills do in the various situations?
Northern Wulfen (3.5e Race) Ability score adjustments are not odd numbers, among this page's incompleteness.
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.
Oath of Sacrifice (5e Archetype) The level 20 ability Ultimate Sacfrice is Game Breaking, makes the character into a unstoppable fighting force
Oath of the Deep (5e Archetype) This archetype gains access to mores spells than the regular paladin, and has overpowered features in Channel Divinity/Channel the Deep and Avatar of the Void.
Obscure (4e Power) At-will powers should not cause dazing.
Observant Doesn't fit the scope of 5e feats. Such reliance on the DM to decide things is against the philosophy of feat design. In addition, you probably shouldn't need a feat to observe and learn about a creature, especially if it's up to the DM anyway.
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"
Obsidian and Moonstone (3.5e Equipment) Splitting this page into two weapons makes sense. The wierd mechanics, uncertainty with dual wielding, and their availability in a setting, do not make sense in their current form.
Ochremancer (3.5e Class) In evaluating this, I've run into a problem straight away. Sludge bomb deals 1d6 damage per level. In comparison with, say, a warlock's eldritch blast, this increases twice as quickly: and with the warlock, the damage increase is considered the feature for that level. Is this class getting too much stuff?
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
One-Hit Wonder Well, firstly, you can't give up your action because you need it to make the attack. Secondly, you can't "give up" a bonus action: bonus actions are not like minor actions in 4e that are just waiting to be used, you might have a bonus action or you might not. Thirdly, weapons don't have "multi attack"; Multiattack is a feature that some monsters have. Fourthly, "Extra Attack" is a feature that some classes have, not a feat: I can't think why you would give up the extra attack for +2 damage. That leaves us with the movement sacrifice, which is a shame, because combat should be dynamic not stilted. The even-numbered prerequisite is the anti-cherry on the cake.
One Armed Master (5e Feat) This feat also lets me wield a longbow in one hand. The -2 penalty doesn't really offset being able to deal 1d12 or 2d6 damage in one hand. This isn't really how 5e feats should be, they are never just straight flavourless damage increases.
Oni (3.5e Race) I'm sure there's a better way of handling drunken strength than to introduce a special resource
Oozing Spirit (Pathfinder Prestige Class) I'm not convinced I've made this a balanced class, and maybe not mechanically clarified enough. --SgtLion (talk) 04:45, 26 May 2016 (MDT)
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.
Ore Beast (5e Race) Awful mechanics. Specifically, poorly designed traits. It creates a cantrip in-feature rather than linking to a separate spell article. It does not use the phrasing of the source material. Some clunky wording would allow a rules lawyer to abuse this race severely.
Original Warcraft Shaman (5e Class) A full spellcasting class should not have features when they gain spell slot levels.
Ork (Warhammer 40k) (5e Race) Race uses round counting, does not take into account how powerful the Large size is, so the race is overpowered, and has ability score increases that resemble earlier editions(negatives don't balance out the positives).
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.
Overlord (4e Race) I don't mean to be rude but the dandwiki does have standards of balance and quality to uphold, and if you're just wanting this race for personal use then you'd be better off making it as a document on your own rather than uploading it here. However if you have any interest in making a balanced race based off of the anime/manga I'm more than willing to help --Aitharious (talk) 12:15, 29 March 2017 (UTC)
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.
POTATO! (5e Equipment) Not even... I can't... what?
Paired Shamshir (5e Equipment) 1) A shamsir is as-near-as-dammit a scimitar, which is already in the PHB. You can fight with two scimitars already. The special rule that this entry provides is awkward and unnecessary and not inherent to the weapon (if I can make a "both weapons swing at once" attack with these, why not scimitars, or any other light weapon?) 2) We shouldn't have a single set of weapon statistics to represent two separate weapons.
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.
Paladin (3.5e Class variant) Full bab, heavy armor, damage reduction, 9th level spells. This has too much going on even with changing the abilities of the hard paladin.
Paper Lantern (3.5e Equipment) How does a candle and some paper make a "firebomb"? How do you attack with it, what is the radius?
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.
Paranoid Agent (5e Background) roleplaying features should not provide mechanical benefits
Parry Blade (3.5e Equipment) The mechanics do not make any sense.
Path of the Gorechosen (5e Archetype) Unrelenting is basically a stronger version of "Frenzy" from the Berserker, adding a very significant damage increase WHILE getting an absurdly high health regen at that. While Unwavering is okay, i think increasing the chances of a critical is especially strong in a barbarian who gets more critical damage dice, as well as in an archetype that gets a third attack per turn. Meanwhile Unstoppable is just outright overpowered in every single aspect, the free damage bonus being insane and stupid (as if the total damage output wasn't off charts already).
Pathfinder Tengu (5e Race) 5e doesn't have "racial bonuses" (a 4e term) and uses numeric bonuses only in a limited way. They have "tengu" as a language, so the language needs to be described (what script does it use?). Swordtrained reels off a bunch of weapons that are not in the PHB; if they are homebrew you need to link to them. Low-light is also a 4e term. ("see twice as far in dim light" doesn't make sense in 5e.
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.
Persona user (5e Class) This needs some serious rewriting. "insta kill spell" - that's not a term I want to see anywhere in D&D.
Pewterarm (3.5e Class) Poorly defined traits. Has many of the problems I mention at Talk:Lurcher (3.5e Class)
Phantom (4e Race) Huge options for racial bonuses, with no prevention of stacking the racial for a +4 to one. Poison and necrotic resist in addition to a standard cold resist. Immune to disease just discourages the DM from using diseases at all. taking 10 on saving throws allows you to just roll until you have a natural 20 without facing any risks, should put you unconscious after 3 "failed" Saves. Too many good traits at the moment, some need to be cut.
Phantom Disaster (5e Equipment) It is a poor design choice to make each attack separate into 4 arrows, since that is 4 times as many attack and damage rolls you need to make. An enemy of an enemy is also overpowered.
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 Blood (5e Archetype) see talk page
Phoenix Cannon (3.5e Feat) What is this nonsense?
Piper (5e Class) Feature spread needs improving. There are some levels where nothing new is gained, and yet other levels where you get a feature and a new spell slot level. Missing information and incorrect terminology throughout (e.g. rat swarm doesn't say what the save DC is for maintaining concentration; repeatedly refers to "major action" which is not a thing.)
Pirate, Archetype Variant Where does the poison come from in dastardly attack? Does it materialize suddenly on whatever weapon is being used? It has round-counting and I think, on the whole, deals too much extra damage.
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?
Pixie (3.5e Race) Compare to Pixie.
  • This is largely the same creature, although some information seems to have been changed (favored class expanded, no natural armor, no explicit mention of fey type benefits, and lowered CR for being able to use irresistable dance)
Placebo Enhancer (5e Equipment) See talk page
Plague (3.5e Spell) This is a stronger version of Contagion, in that it has more diseases and a bigger range, for the same spell level.
Plague Doctor, Variant (5e Class) The class feature spread needs to be looked at.
Plague Doctor (5e Class) The class feature spread needs to be looked at. Full of little wording/terminology errors.
Plague Rat (5e Race) Easiliy giving diseases to other creatures is not even close to being balanced, see the contagion spell for reference as it is a 5th level spell that might give a creature 1 disease.
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.
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.
Possessed Ooze Knight (5e Creature) Either the CR is really low or the damage output is incorrect. I make the DCR to be 7 (84 hp, x2 for immunities; AC 13 + 2 for magic resistance) and the OCR to be 17 (Three longsword attacks is 111 damage, adjusted for attack bonus), final CR is 13.
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.
Potion of violent divination (5e Equipment) The psychic damage is a bit pointless, you would just wait until a long rest to drink this. Doesn't really explain what the "random flashes from the future" are. Is it an image, or a thought or a feeling? How specific or vague is it? How "random" is it? If the "flash" is that the player is eating a cheesecake in 20 days time, what happens if the player decides not to eat a cheesecake? Is it the burden of the DM to force the situation? Is the "upgraded" version the rare version? Why does making it shine increase the rarity?
Power Armor VII (Aquila/Imperator Armour) (5e Equipment) See talk page.
Practical Magic (3.5e Feat) Int mod to Initiative and AC is crazy overpowered. Feel free to reply on the talk page if you disagree.
Predator Hunters mask (5e Equipment) This needs to have a better grasp of 5e. This is categorized as a suit of light armor. If you wear this, that's all you're wearing. You could perhaps use the "partial armor" variant rule. You don't need to say "all attacks count as Sneak attacks". "thermal vision" and "x-ray vision" are not explained in game terms - is this for a campaign in which they are defined?
Pressure Point Striker (5e Feat) What if the target is an ettin with two heads? Or a remhoraz with dozens of legs? Or a skeleton?
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.
Prismatic Blades (3.5e Spell) A "tier 2" spell that lets you use prismatic spray 8 times with a successful attack.
Prismatic Bow (5e Spell) See talk page.
Pro deus (3.5e Template) needs playtesting, ac bonus alone is insane, coupled with all the other addons this template appears to be unplayable
Prodigy (5e Feat) Which can be paraphrased as: You gain proficiency in all musical instruments. Bland, does nothing interesting, and very questionable in actual gameplay.
Projectionist (5e Class) Stub template was removed, so presume this is presented as complete. See talk page for issues.
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
Protect (3.5e Spell) Can be cast as a free action, reduces damage the caster takes to 1.
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?
Psion, Variant (5e Class) See talk page.
Psion (5e Class) See talk page.
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, what is a "pumpkin king" class?; very clumsy summoning trait
Puppet Specialist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Puppeteer (5e Class) Archetypes do not have a level progression.
Puppeteer (5e Spell) Comparing this 5th-level spell to dominate monster, it seems like it should be around 8th level. Either spell allows you to take control over any creature within 60 feet with one failed save, but for several reasons this one is much better in a combat situation, especially against a single boss-like creature.
Pyromancer's Gauntlets (3.5e Equipment) What is "raging flames"?
Pyromancer's Parting Flame (5e Equipment) "catalyst" is not a base weapon type. Doesn't explain what the "+2" is or what a "fist weapon" is. "fire-based spells". "Constantly equipped" and "while you are attuned to it" are already assumed. Doesn't define (as usual with homebrew items) what has a "soul" and can I carry a bag of rats, killing some whenever I want to top up to maximum?; "'dodge' flame"? Try using wording similar to the rogue's Evade feature.
Pyromancer (5e Class) A full spellcasting class should not have features when they gain spell slot levels, and when they gain ability score improvements. The class also has several broken or overpowered features such as Smoldering armor, damage improvement at 4th level(Dancing with the Flames), immunity to fire damage at 5th level, With Fire and Sword, and most of the class's other features as well.
Quantumancer (5e Archetype) By new user, not yet playtested, looking for feedback
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.
Quincy (3.5e Class) We've gone from having some dead levels, to having far too many features.... and many of the features are very overpowered or poorly defined.
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?
R'lyeh Spawn (5e Class) The ability score bonuses, and the free health alone make this class overpowered. The other features do not help either.
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?
Radia (3.5e Race) Powerful traits that would come with a higher LA. Acidic body (I assume it deals acid damage) at, say, 10th level, deals 10d6 to any creature that lays a natural attack on this PC, without any saving throw. Chemical Eruption halves a creatures hit points, at will, with no action and no range given. Radiation Blast has no action and no range. Nuclear Consumption means that the PC can easily top up to maximum hit points (and oil is a natural material, where do you think it comes from?!)
Radiant Hero (5e Class) Extremely narrow in concept. Weapon Triangle would probably be better as a variant rule applied to all classes, same for Counter and Double Attack. Ragnell should not be a class feature; it is a magic sword and Ike doesn't even have Ragnell for most of his games anyway. Additionally, "Radiant Hero" probably isn't the best name for this class; if you were to build Ike in D&D he would probably be a champion fighter.
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.)
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)
Rakshasa (5e Race) Invincible.
Ranged Opportunist (5e Feat) See talk page.
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.
Ratmen (5e Race) Race has too many powerful traits
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.
Redbull (5e Equipment) 8 levels of exhaustion, you say? You mean more than it takes for you to keel over dead (6 levels)? Also, that is some hyper-accelerated exhaustion-purging, considering that normally it takes a full long rest (and some food and water) to rid yourself of one level.
Reflectionist (5e Class) Didn't get far before there was a problem. Deflect: 1) "mitigating 1d4 damage.", 2) "free action", 3) "within the path of the attack". These have no definition in 5e mechanics. I know what its trying to get at, but it needs rewriting. Also, rolling a die to reduce damage is OK in limited cases, but it's not good to have that on every incoming attack. More problems further down, I see things like variable round-counting, which isn't done in D&D anymore.
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.
Revenant (5e Race) Some of this needs further clarification. How do you go about possessing a corpse? Specifically, what actions would you need to take in order to make that happen? With adversary, apparently you transform into a soul version of yourself, but this is never explained in more detail.
Reverse Transmutation (3.5e Spell) What can this spell do that break enchantment or dispel magic can already do? In addition, Instant casting time.
Revert Time (5e Spell) A healing spell that is effectively "cure wounds but cures more," and is exclusive to classes that normally lack robust healing spells.
Revolutionist (5e Background) "short swords" is not a background proficiency, nor should backgrounds provide weapons and armour
Rhinocereetle Any flat bonus to AC is too much nevermind a +3 to +7. there is a standard natural weapon feat which should be in place over the horn weapon. The racial daily should not have an auto hit
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 Arcanum (5e Equipment) See talk.
Ring of Backup Plan (3.5e Equipment) No price. See talk.
Ring of Solomon (5e Equipment) Has a lot of features and replicates the effects of a number of powerful magical rings, most of which are rare or very rare, and one is even legendary.
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 Demon See talk page for list of issues.
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 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
Ronin of the Blade(3.5e Class) Save progressions are wrong.
Rope Dart (5e Equipment) The special attacks represent specialist use of the weapon, not inherent to the weapon itself, so should be moved to a feat or a class feature.
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.
Rune Craft (5e Class) See talk page
Rune of Random Wounds (5e Equipment) "1d1000000" is probably the absurd thing to roll in tabletop game. (That's like six d10s, and overkills pretty much everything in the game.) Pretty much everything in this item is under DM's discretion, no mechanic obligation or whatsoever. Not to mention that the wordings are poorly written.
Runes (3.5e Variant Rule) Please help check the balance of the individual runes (not their availability). -User:Bricius
Runeterra: Ionian (5e Race) See talk page
Runeterra: Marksman (5e Class) See talk page
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.
Ryujin (5e Race) Design should not grant inherent flight (movement types need to be designed by DD or fixed).
SOLDIER FF7 (5e Class) How is this class unique? Can this class not just be a fighter archetype?
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)
Sai Swords (4e Equipment) "Attacks with these weapons count as minor actions". The action of an attack is determined by the power that initiated it, so what does this mean?
Sai Swords (5e Equipment) A hasty conversion from a 4e page. This doesn't work in 5e. Plus a sai would just be a monk weapon (simple weapon).
Salandrians (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
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).
Samuel "Bostock" Barreller (5e Equipment) The 1500 year history puts huge onus on the DM. The weapon is extremely weak when you first get it, and has round counting, and damage counting as well?
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?
Sarandors (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
Savior (5e Creature) Almost everything is wrong.
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.
Scarlet Sage (5e Class) Is something missing? They gain "ruby knowledge" at 1st level, which gives them 2 "arcane points": but I can't see anything they can do with these at 1st level. I'm not sure how spellstrike works. "Offensive spell" isn't a defined keyword. Some of the homebrew spells look like they have been copied from 3.5e (Lesser Regeneration has "Close (25 ft. + 5 ft./2 levels)" range and "1 round/level (D)" duration for example). Little errors all over the place.
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
Schrödinger's Von Neumann–Wigner Quantum Revival Automatically casts when dead.
Scorpion-kin (5e Race) They get a lot of stuff, and there is a lot of overlap between the subraces.
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?
Scribe (5e Class) Core feature conflicts with the magic item rules in the DMG. The DM decides on the cost, availability, and creation process of creating a magic scroll. The recommended values of a 1st level spell scroll are a fraction of the cost presented below. Even if the campaign requires this class's method of making scrolls, the costs are beyond the means of low-level PCs, giving the class not much to do for a long time. d4 hit dice. Scribe Tracks seems to be describing occupation: anyone attempt these tasks anyway, using a downtime activity.
Sea Dragon (5e Creature) Primarily because this creature lacks any form of Multiattack, its current Challenge Rating of 16 is a vast overestimation of the current statistics (which put it roughly around CR 10). As was already stated on the talk page, Frightful Presence should be an action.
Seed Wha is this i Can't even
Seeker (3.5e Class) Poorly defined traits. Has many of the problems I mention at Talk:Lurcher (3.5e Class)
Seeker of New Skies (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Sellsword (5e Archetype) Coup de Grace still needs to be changed to a reasonable power level, and not be brokenly overpowered. Please compare this archetype to the thug.
Sequester (4e Power) What is a "jumper fighting style"? The Jumper class page doesn't mention it.
Seraph (5e Race) Massively Overpowered.
Seriphaurus Literally every racial trait seems to be intentionally overpowered. Taking the cake are a +6 to any ability score, resistance to weapon damage at all times, 60 foot flight speed at all times without drawback, unfailing ability to charm anyone you want, and "1.5 times damage" from any weapon you wield—all of which would be ludicrously overpowered on their own. -*fixed*-
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.
Sexy is the new strong (3.5e Feat) As an unlikely ability swap that effects two statistics, this should probably be Epic and have more stringent prerequisites.
ShadowHunter (5e Class) See talk page
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, Variant (5e Class) Check Talk Page
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 Assassin (5e Class) See talk page
Shadow Born (3.5e Race) The fast healing alone is worth +1 LA, also has good immunities and high-level spells and continual spell effects. This needs a significant LA or toning down. Writing is also a bit rough. x0 template does not match the traits.
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?
Shadow Hunter(Balanced) (5e Class) This class seems to be a much more powerful version of the rouge, with a fighting style, an extra attack, bonus to damage, and other powerful features. There is also no such thing as a free action in 5e, see Class Do's and Don'ts (5e Guideline).
Shadow Imbued (3.5e Template) Not LA +1.
Shadow Knight (5e Class) This class has too many features at lower levels and has features when it gains spell slots. The class also does not use regular half spellcasting. Finally, the class's spells should be moved to 5e Spells and should provide a link to them instead of having them listed in the class.
Shadow Reaver (5e Class) Rewrite in progress.
Shadow Rogue (5e Class) See talk page
Shadow Walker (5e Class) Either remove the features that you get on levels where you gain a new spell slot level; or change to a half or third spellcaster (and ditto). Dark Mana is basically Sorcery Points. If you call it the same thing, then it multiclasses with sorcerer nicely.
Shadow Warrior (3.5e Class) So, I may be out of touch with 3.5e, but I know there's something wrong when you take a fighter, give it three good saves instead of one, and add a bunch of extra features.
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.
Shadow unknown The poisons are too powerful. You shouldn't be able to paralyze at 1st level, let alone for 1 minute without a repeat save. Too many ability score bonuses, this isn't 3e. Please look at the Player's Handbooks to see how level-scaled saving throws and repeated saves work.
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.
Shadowrend (5e Equipment) The mechanics here are all over the place, not very "5e", and often nonsensical.
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.
Shadowsoul (5e Class) Several features have poor definition, see talk page.
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) Almost all of this class's totems and many features are unbalanced,(+5 aura AC, taking the attack action lets you make two extra attacks, 50d4 aura healing over 1 minute) and several of this class's features break numerous spellcasting and combat rules(sometimes not using spell slots, bonus to ability scores, and damage reduction to name a few). See Class Do's and Don'ts (5e Guideline).
Shambali (5e Class) See talk page. please leave CONSTRUCTIVE criticism only.
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.
Shield Fighter (3.5e Class) This things gets a lot more bonuses than a fighter, more armor, deflects ranged attacks, negates successful attacks, and a bunch of other abilities. In short it needs to lose some stuff to be balanced.
Shield Knight (5e Class) Trip and disarm are optional rules, so Guard Maneuvers shouldn't refer to them. Various stacking bonuses should be replaced with 5e equivalents.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Shieldbearer (5e Class) Gives both of the best saves, rather than one physical and one mental as is the trend in 5e. Several features are essentially hybridized fighting styles, so you don't have to choose. Some of the wording is so clumsy, it could be interpreted to do very strange things. Much of this depends on balance by obfuscation; it refers to properties that either don't make sense or don't exist. For example, how do you determine what the size class of a spell effect is? This class is also written with the trappings of 3.5e, using that game's traditions and terminology, such as "spot check", which did not reappear in 5e. --Kydo (talk) 04:59, 6 September 2017 (MDT)
Shieldman (5e Archetype) Abandoned by principle author, may need further tweaking to be balanced.
Shifter (5e Race) This race does not appear to be standard and as such needs a design disclaimer, detailing how the race is different than normal(ASI get turned into flexile points that you can use on any ability score).
Shiki (5e Race) Traits are very rough. Blood thirsty and infection aren't even usable.
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.
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.
Shorten Rest (3.5e Feat) Doesn't make sense. For example, a wizard regains spells by "getting a good night’s sleep and spending 1 hour studying her spellbook." Is this supposed to reduce the good night's sleep, or the spellbook study? If it's the sleep, let's say 8 hours, if I take this feat 5 times, I only need to rest for half an hour before I study the spellbook, is that correct? But if I need to sleep anyway, what's the difference?
Shotgun Stinger (3.5e Class) See talk page
Shovel Knight (3.5e Class) Not really balanced well (e.g. has effectively unlimited healing), "regular action", some Ex abilities are clearly magical, etc.
Shroud of Zehir (4e Paragon Path) Deathcharge: Encounter power should not cause ongoing damage. How long does the combat advantage last for?
Shundo Jutsu (5e Feat) See talk page.
Siege Blocker (5e Equipment) So this is plate armor but there is a AC calculation based on your modifiers? This armor also gives resistance to very common damage types and mentions adamantine, which is no longer in 5e. There is also broken unarmed damage and a decrease to an ability score. Also, the augmentations seem to read as weapons is this on purpose(they give damage, spells, and one literally says it is a great sword)? There are various other problems with those as well including healing 1d25 per round(non-standard damage/healing rolls), storm damage, casting spells as bonus actions, and being generally overpowered.
Silenced pistol I'm a little confused. Is this a modern firearm or a fantasy weapon? Also seems to be very overpowered?
Sith (5e Race) Some of the traits are not worded correctly, and are often overpowered.
Sith Lord (5e Class) Class has round counting, starts with a weapon that deals 3d8 force damage, and has several other incredibly powerful features.
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
Sky Mage (5e Class) See talk page
Slayer, Variant (4e Class) The "slaying styles" do not make much sense.
Slayer Controller (5e Equipment) Controlling all dragons with no saving throws for an infinite duration is not balanced.
Slayer Creator (5e Equipment) Changes a PC class to an unknown class and deals a ridiculous amount of damage, also see the talk page.
Slayer Destroyer (5e Equipment) "+6 weapons that deal 3X damage against dragons" shows a misunderstanding on how things are scaled in 5e, I can only recommend reading through the magic items section in the DMG and trying again.
Slender Tendril Mastery(5e Feat) So now I've had chance to read the parent page, I can say this more overpowered that I would have guessed. Tendrils attack as a bonus action. So this is an at-will bonus attack with a reach of 15 feet that deals up to 5d6 (untyped?) damage + 3d8 psychic damage.
Slimefolk, Variant (5e Race) This variant is essentially an overpowered version of the Slimefolk_(5e_Race) it is based on.
Slinger's wand (5e Equipment) A +2 rare weapon should not have additional effects. The weapon also has a full round action and other design errors(casting a spell that requires a spell slot as a cantrip?).
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 Rifle (5e Equipment) No reply on 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) Exteremly overpowered class with multiple features that break rules. This class gets 4 attacks with an attack action, starts with 4 proficiencies and can get more, has broken fighting style options, and has multiple problems with the archetype features, some of which are gamebreaking or extremely overpowered(special tactics, gunner tactics, ect).
Solopsist (3.5e Trait) Benefit should not be as great as that given by a feat, see UA:Character Traits for examples
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?
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.
Sosmunii Lancet (3.5e Equipment) High GP value does not balance the fact that this two steps overpowered.
Soul Eater, variant (5e Equipment) So this weapon's curse rarely happens and in return, you get a rare +1 weapon that does not require attunement that can deal an additional 4d6 slashing damage? That is not balanced.
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.
Soul melt (5e Spell) Yet another instant-kill-9th-level-spell. You should not be able to one-shot a legendary creature or other boss. Maybe if you weaken it first... but power word kill spell already does exactly that. This spell also shouldn't work on constructs or undead, and should recognize that a wish or true resurrection spell should allow the target to revive.
Soulborg (5e Race) See talk page.
Soulbowman (5e Class) See talk page.
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-Time Knight (5e Class) A sorcerer+rouge+monk in space time is not balanced. Choose the power of just one class. Also, this page uses round counting, free actions, etc.
Space-time Wizard (5e Class) This class has an absurd amount of features that upgrade without adding the upgrade to the class features table, see fighter and extra attack. The class has too many features at 1st level and 3rd level. The class has a non-standard save DC(10 instead of 8). A few features have odd wording on when the feature is recovered and a few other things that don't make sense(proficience), see more info on Class Do's and Don'ts (5e Guideline). Energy Points and spellcasting are not sufficiently explained. Finally, multiclassing should be odd, among a host of other issues.
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".
Space Pirate (5e Race) Large size is a balance issue, unless it can be justified in a campaign setting. Even disregarding size, the race is overpowered.
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.
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].
Spectral Thiefs Hand (5e Spell) See talk page.
Speedster (5e Class) Extra Movement should be referring to initiative. Recommend having a set bonus or advantage so that the initiative value remains within expected values. At 4th level has two permanent advantages. Advantage should be circumstantial. Various other features are lacking enough definition to be properly usable.
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 Surge Ritual (5e Feat) No reply on talk page.
Spellfire Wielder (5e Class) BTW, "dang powerful" is an accurate description. I'd give a detailed review, but frankly, I can't be motivated to care enough about a poor adaptation of an originally overpowered and uninspired spellcaster class.
Sphenisciphobia (3.5e Flaw) Flaws should not have a benefit
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.
Spike of distorted flesh (5e Equipment) Refers to sizes that don't exist in 5e. Mythic Monsters (5e Variant Rule) might help with the larger sizes. I also feel like "the size of the moon" is a campaign-ending result, but it says "don't make them too over powered". You could just sit there repeating the d10 roll until you roll a 10 and destroy the bad guy and his citadel and all the surrounding hordes, or whatever.
Spiked Gloves Okay, now it's versatile. How can a gauntlet be wielded in two hands?
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 of Cats (5e Equipment) Saves against turning into a cat, as well as actions as turn-based mechanics are missing.
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?
Stand User Variant (5e Class) The stand is invisible, but can attack? This, along with confusing and overpowered abilities needs to be worked with.
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.
Stone will The prerequisite doesn't make sense; Strength and Will are on different scales.
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.
Storyteller (5e Class) Severly overpowered and vague; 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)
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works. Also which classes can cast this spell?
Sumo Wrestler nonsensical at-wills and misuse of power bonus
Super Hero (5e Class) This class has two common saving throws, any four skills(should be 2 if any), a d12 hit die, more powerful features than the fighter and deals more damage then them earlier, and it has the expertise provided by the rouge.
Supreme Many Shot See talk page
Survivability Warlock (3.5e Optimized Character Build) No real optimization going on here.
Swamp Lord (5e Race) "This is my land!" is not correct. It mentions a swamp - is that what the circle creates? Grants far too much hit point recovery, and you don't keep track of turns during a 5 minute duration (It's 50 turns, or enough to top yourself up to maximum hit points. You may as well say "if you spend 5 minutes in the circle, you regain all your hit points" -- now it sounds overpowered, doesn't it?
Swashbuckler, Variant (5e Class) Some dubious design here and there, e.g. Razor's Edge 2. I've seen weapon die increases to make simple weapons more viable, but now a one-handed weapon deals 1d12 damage; or longsword wielded in both hands deals 1d20 damage. I guess a greatsword deals 2d10 damage? Madness.
Sword Keeper (5e Creature) Way too weak for a CR 12 monster. Consider granting it Multiattack.
Sword of Demonkind Shouldn't this be a cursed weapon? The effect seems quite weak for a Balor to take over your body and possibly kill your PC. This weapon also uses a contested throw of charisma saving throw contested by the Balor's Wisdom throw.
Swordsman (4e Class) Specialization in particular weapon types should either be an alternate build option for an existing character class, or a paragon path.
Sylfaen (5e Race) Too many traits.
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
Sync Masters' Wrap (5e Equipment) I feel this should have more restrictions. It's trivial to have one or more hirelings follow you playing music, you could have advantage on all "combat rolls" (do you mean attack rolls?)
T.A.O.E's Biomancer (3.5e Class) Very overpowered, bioweapons do massive damage at starting level for basically killing a plant. Massive amount of starting gold, possible to get 10000. Abilities in general way too overpowered.
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.
Tame Spirit (3.5e Flaw) See talk page
Tanathans (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
Taracian (3.5e Template) This mostly doesn't make sense.
Tauren (5e Race) Use of oversized weapons is quite powerful, often adding 1d6 or more damage to each attack. This needs limiting in some way, or reducing the other traits.
Tazer, Variant (5e Class) Parts of this are very hard to follow. Some mechanics are quite "non-5e". Multiclassing mentions a "Taser artefact", and starting equipment says "artefact(irremovable, skin melded)".. wuh?
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.
Tenki Knight (5e Class) Narrow lens. Healer seems really broken at high lvl, at max lvl you can use 8D12 healing with a 1st lvl spell slot until you run out of spell slots.
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.
Thaumic researcher (5e Class) I'm afraid a lot of this doesn't work, incorrectly calculated DCs, incorrect scaling of bonuses,
The 20 moon pearls (5e Equipment) Mechanics need bringing to standards.
The Amulet of Control (5e Equipment) I think this was made for the wrong edition of D&D? Hmm, but it does mention bonus actions... what a mystery!
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 Gauntlets of Zerthimon (5e Equipment) Since +3 weapons are very rare, we should expect a +3 legendary weapon to have some added benefit. This has permanent advantage on attack rolls against 75% of creatures PCs are likely to fight, and that's for starters. Also doesn't link to what a "ward cestus" is.
The Hybrid Blade (5e Equipment) You do not do percentage calculation in D&D. You either deal an additional damage, however small. Plus, you deal less damage when you choose necrotic damage, then why even bother to choose it in the first place?
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 Ring of Power (5e Equipment) As written, this is just a worse version of the ring of invisibility. What is the DC of the check that must be "successfully completed"?
The Sword of Founding Does not fully explain what the effects of severing a limb is. Also, removing a limb 1 time in 10 is a bit overpowered, perhaps the target should be allowed a Constitution saving throw.
The Weeping Toothpick (3.5e Equipment) Is it a rifle or a shotgun, or does it have one barrel for each? If so, which does the 2d20 refer to? What does "deals nonlethal and lethal damage exclusively" mean? It's got to be one or the other. If it is lethal, what is the damage type? How do you know if it "gose [sic] through the target"? Then this sort of rambles off, I don't know what it's talking about. Also, if this is a magic weapon, it should've been created with the "add" link at 3.5e Magical Weapons, not mundane equipment.
The Witcher (3.5e Class) See talk page
The iron gauntlet (5e Deity) Deities have 0, 1, sometimes 2, very very rarely 3 domains. 4 is too many. There's a boon that lets you endlessly churn out treasure. There's a boon that breaks the 4th wall. Boon of shape shifting needs work too.
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
Thinuaran Blade (5e Equipment) See talk page
Thorns Needs some limit to how often you can do this, as handing out vulnerabilities like cookies is quite abusable.
Thousand Cuts (5e Feat) There's no such thing as dagger-class weapons, nor bleed damage. In addition, the name and the actual benefit don't fit the scope of 5e feats. See Feat Design (5e Guideline)
Thrillseeker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Thánatos & Vita (5e Equipment) This weapon's curse should actually have a meaningful negative effect instead of giving you extra damage. Also, a +2 legendary weapon that can make an extra attack as a bonus action is not balanced, see swift rapier.
Tibbits (4e Race) Cat form claws and bite attacks are broken as-is. Requires further wording.
Tieren (5e Equipment) A +3 weapon that deals additional damage and allows you to cast spells all as an action is broken.
Time Stride (5e Spell) See talk page.
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.
Tineye (3.5e Class) What does half of this mean? Stuff like "Percing [sic] Strike (Ex): When a Tineye is burning tin, they can flare (use four actions worth) to find a weakness in their’s [sic] foes stance or armor. Gaining a 2d6 to their next strike. "?
Tinkerling (5e Class) Definitions need improving. For example, we're not told that the "a small, handheld contraption" is. Is it a thrown weapon? Is it an object you can throw to a point within 60 feet like a grenade? Is the effect determined when you build it or when you throw it? Are the materials used to create it conjured out of nowhere, or should there be a gp cost? Or is that what tinker points represent (tinker points are not explained)
Titan Blade (3.5e Prestige Class) See talk page
Toa of Light (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Todd (3.5e Equipment) Limitations need correcting. A Str limit does not account for different sizes, the penalty does not tie in with any core mechanic (when it could)
Tome of Necromancy (3.5e Sourcebook)/The Necronomicon Many of these spells are beyond overpowered. Please see the discussion.
Tome of runes (5e Equipment) Why would I ever use this, if it heavily penalizes my spellcasting ability? If I'm a wizard and I create a rune for a 6th level spell, my Intelligence goes down by 3?
Tonka (5e Race) Traits need rewriting, as 5e doesn't handly bonuses and penalties in this way.
Toosh, Variant (5e Race) Riddled with errors. Salvager: What "battlefield"? If I spend 8 hours a day searching, I can gain 96 gp per day. Are Toosh societies filthy rich? Where does all the gold come from? Ahdow Slumber: No, rests are never half length, please consider what happens to HD/resource economy if you get two rests while everyone else gets one. Cover of Dark, Transcendence and many others make little sense. Ammo Hunter is pointless, as this is DM adjudicated anyway, and I could just buy new ammo for that 1 gp.
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?
Transmutation Mage (3.5e Class) Last Try is vague, and "free standard action" is a contradiction.
Transmute Spell (3.5e Spell) Requires special saving throw, I have no idea what this spell actually does, 4 minute casting time to alter 1 single spell.
Treant (5e Race) This has changed from Medium to Large size from when I last saw it, but the implications of Large size hasn't been taken into consideration. For example, arm club doesn't seem very useful when I can wield a large-sized club that deals 2d4 damage, or a large-sized greatclub that deals 2d8 damage. See Large Races (DnD Guideline)
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 (5e Race) This race has several overpowered traits, look at the traits Horn Attack, Psionic Capabilities, Diverse Masters, and Chucklevoodoos. Even the other sub-races and race combined have a few too many traits to be balanced.
True Dragonborn (5e Race) Much stronger than anything in the SRD; see talk.
True Summoner (5e Class) Seems... pretty overpowered, largely because this seems to be a conversion of a powerful Pathfinder class. (I remember it being considered so powerful Paizo made an officially nerfed version of it, even.) Among other things, it has full casting and more cantrips than any other class, plus effectively a second character that is arguably better than some PCs would be on their own.
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.
Two-Handed Spell (3.5e Feat) The benefits are too powerful for a feat. See discussion for further details.
Two-Weapon Karmic Fighter (3.5e Optimized Character Build) No real optimization going on here. Mediocre damage.
Ulfren (5e Creature) See talk page.
Ultimate Elimentalist (3.5e Class) Ridiculous quantity of features. I've lowered the HD from d12 (again), this is just overpowered for any standard game. Mechanics are also very unclear (e.g. what is the "Beauty" stat?). This is like a Monk, except with 15-20 more features than it should have. Self-heals, insane stats, etc.
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 LongBow The "loyal undead minion" isn't fully explained, and this should be limited to certain types of creature, and limited in how many times it can be done (or given a recharge)
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 have some undead traits.
Unearth Normally, you'd have to cast create undead as a 9th-level spell to create three wights, but you also need three corpses and you can only cast the spell at night. With this cantrip, you can summon 1d4 of them, later 2d4 or 3d4 wights at any time of day and without requiring any corpses.
Ungor (4e Race) Way to many skill bonuses. Three +2's, One +4, and two conditionals of +1 and +3 respectively.
Unicorn (5e Race) Trample and Hooves traits are overpowered.
Unigan (3.5e Race) This is barely comprehensible.
Unknown (5e Race) Horribly unbalanced.
Unmade (5e Race) Uses round counting, grapple as a bonus action, Broken Life and Undying curse trait, and the race as a whole is overpowered.
Unstoppable Rage (5e Feat) This should be an archetype, not a feat. Feats should not be class specific, based off class features.
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ursian (5e Race) How does this race hold weapons? Also, the race needs to change round counting (3 turns) to something else(until the start of your next turn, 1 minute, ect.). Also the Resemble Bear trait could probably be changed to you can permanently act like a bear.
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.
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.
Valheru (5e Race) See talk page.
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 Race) "Each turn you regain 3 hit points" borks up the Hit Die economy.
Vampire (5e Class) Several of these class features are too powerful for a typical campaign, not least of which is rapid regeneration at 1st level. See talk page.
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(Edit Psionic Genesis power level 9 metacreativity Psionic handbook), 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 Slayer (5e Class) Advantage is supposed to be a circumstantial benefit, but Equaliser gives you advantage for whole battles. Consider a different benefit. Doesn't say what the base statistics are for a stake. Wording on Extra Attack is incorrect.
Vampiric Surge (3.5e Feat) Doesn't make any sense.
Vanguard (5e Class) Some of the features aren't defined well, some break unwritten rules (such as with Brutal: a saving throw made with every attack)
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.
Variant Rock Gnome (5e Subrace) Advantage is circumstantial. You don't get it on all Dexterity saving throws all the time. Changes to Tinker seem a bit arbitrary?
Varied Caster (5e Feat) An inferior version of Magic Initiate feat, I suppose. The wordings are ambiguous and confusing as well. (By the way, if I'm not supposed to add this template, please let me know - I just couldn't stop myself.) --WeirdoWhoever (talk) 03:39, 4 April 2017 (UTC)
Vault Suit (Shielded Lining) (5e Equipment) No armor should be able to provide 15 + your Dexterity modifier AC.
Vault Suit (Treated Lining) (5e Equipment) A plain 13 AC light armor is not balanced.
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.
Vins Dagger (5e Equipment) KK I think it's clear that the OP hasn't read the rulebook or has mistaken it for 3rd edition.
Violent Racism (3.5e Flaw) *"Race" is too specific and can potentially be applied to extremely rare and unlikely to be encountered races, such as Ixitxachitl.
  • Some Races are also location-specific, and are unlikely to be encountered away from their specific locations. Selecting Azer or Drow allows you to ignore these penalties, for the most part, so long as you never venture into the Underdark or visit cities in the Elemental Plane of Fire, outside of very forced circumstances on the GM's part.
  • In many cases mentioned above and beyond, the penalties would not be present enough to be considered a constant drawback, therefore diminishing this flaw's balance.
  • The DC is nonstandard and not tied to an ability score. While this is not necessarily a problem, it bears consideration if you intend to use/allow this flaw.
Viperfish (5e Race) If taken at face value, Lantern's Light is comparable to 7th-or-8th-level spell but can be used at will. Light Camouflage can apparently be used to emulate a 2nd-level spell, at will, under typical dungeon conditions.
Void Mage (3.5e Class) The new spells do not have enough information to be used, and in many cases closely duplicate existing spells for the sake of it (e.g. void missile / magic missile). Feature spread needs working on, and most features have dubious mechanics.
Voidblade (5e Class) Poorly balanced. "All is dust" is pretty bad for example.
Volatile (3.5e Equipment) If the AC reduction is supposed to represent corrosion, then it should respect different contributions to AC
Volki (5e Race) Devotion [sic] is undefined.
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.
Vortex Gaze (5e Spell) Range should be specified as length (as in, "n feet" or even "1 mile"), not "line of sight." Somatic component "must be visual," what does this mean? Oh, and this is even a stronger version of dominate monster and also a cantrip, which says a lot. See talk page for more.
Vroons (3.5e Race) Does not make sense, high level spells for an ECL of 2!
Wabbajack (5e Equipment) To use the staff you choose a target; but then most of of the table results say "nearest creature" or "random creature" or "choose a target", etc
Wabbajack Remastered (5e Equipment) Shouldn't the wabbajack be an artefact? Anyway, this is full of non-D&D terms: "12 seconds", "30 minutes", "30 seconds"; "Heal 1d4 to every creature"; "heal 2d4"; many of the entries are poorly written or defined; has far too many charges - it might be funny once a day or so, but 8 times a day is going to get obnoxious. "Make 3 spells in one attack" doesn't make any sense. Are the "spells" the entries on the table, or are they your own spells? What is the "attack"? Are you making an attack roll?
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 Corruption (5e Feat) This has many of the same issues as Drider (5e Feat).
War Mage (5e Feat) So, the opposite of the capstone features of several spellcasting archetypes then?
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 "old school" (5e Class) This class has damage reduction and can get above 20 Strength or Constitution. The class also uses terms such as per combat, see Class Do's and Don'ts (5e Guideline).
Warg (5e Class) The "warging" feature is abusively overpowered. Incorrect terminology used throughout. Roguish archetype with mind control. Still has the problems of mind control as well as several features' terms need to rewritten to 5e standards. As is stands now, this class is just another broken mind control class.
Warlock Patron: Celestial (5e Archetype) see talk page
Warmage (5e Class) This class is completely unbalanced because of the amount of damage the class deals along with getting several other features that boost capabilities in battle. The gets access to 4 attacks in an attack action, regains all used spell slots upon taking a short rest, bonuses to damage, half spellcasting, blood points, and the class has a d10 hit die.
Warpriest of Asgard (5e Class) OP seems to be confused as to what edition they are writing for
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.
Way of the Hermit (5e Archetype) Does not take care with the various stacking bonuses.
Way of the Kuda Spirit (5e Archetype) Since the only benefits you gain at levels 6 and 11 are minor upgrades, I'd recommend having new features unlock at those levels as well. Also, Energy Charging and Dash both need to be given a duration, and better wording for the upgrades. Also, what kind of action is used to activate them? Kuda Spirit also needs a duration change (5e doesn't have round-counting). I'd suggest 1 minute, which is equal to ten rounds.
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.
Weapon Growth (3.5e Feat) As a non-magical enhancement this does not work.
Wendigo (5e Class) Not balanced and very disruptive, see talk page.
Wetboy (5e Class) Items do not have a duration and could probably be created in 5e Equipment and linked here, Armour of Darkness is overpowered(it is armor byw), Crippling Strike gives access to too many options, Shadow's Swiftness is overpowered, Perception makes Perfect needs its duration changed to be standard(see Class Do's and Don'ts (5e Guideline)), multiclassing prerequisites are always odd, and the archetypes needs fixing up.
Wheel (5e Equipment) This is blatantly superior to any martial melee weapon in terms of damage, also acting as a shield, and requiring only one hand to wield, yet has no apparent drawback.
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.
Wight (4e Race) Ability scores are more versatile than others, could potentially get a +4 strength. Speed can reach 8 which some classes can boost even further. Can have up to 4 languages. for all intents and purposes you ignore dying. Unclear how the necromancer master works. Terrible resistance with weakness (4e doesn't have vulnerabilities to player races). Immunity is generally not a good thing as it limits the DM. Racial power can deal insane damage to multiple targets. Essentially needs a nerf/rework on every front.
Wii console (3.5e Equipment) No cost present.
Wild Speech (5e Feat) Feats shouldn't be dependent on a class feature. Perhaps instead grant the ability to always speak with beasts creature you share a language with? Currently, this might make a neat druid circle.
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?
Wilderi (5e Race) "when you receive an attack on your back" doesn't mean much unless you are using the optional facing rules. If that is the case, it needs pointing out, and an alternative given for those not using that rule. "lose all the mental effect" doesn't mean anything, nor does "heal for 1d8" (but I can guess that it means recover 1d8 hit points)
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)
Wilt and Bloom (5e Equipment) As with this contributor's other weapons, this just piles on the bonuses and is nonsensical in places. 2d5 damage sounds like a lot of fun to roll. Plus there is the basic fact that this is a +3 weapon if a ton of additional effects.
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.
Windwalker (5e Class) Class features are worded poorly, and cannot be used right. Upwards of 8 attacks in one round, with special dice, and a specific 'cooldown' is just confusing and unplayable. The class also uses things such as round counting, has weird features like Wind's Guidance, and has limited multiclassing.
Wing Clip (4e Power) 11:58, 19 March 2013 (MDT)
Winged Elf, Dragon (3.5e Race) Ability score adjustments should be even-numbered, and a race with flight should come with an LA.
Wisdom in the bones Benefit does not make any sense.
Wisdom of the druids Benefit does not make any sense.
Witch (5e Class) Various from Class Do's and Don'ts (5e Guideline), 10 minutes per witch level, five feet per level, spiritual sources(?), 3 turns, and a few broken features(right of exorcism stunning, Spirit Bonds, most of the archetype features, possessing bodies, large number of spells at the classes disposal, ect.)
Witch Doctor (5e Class) See talk page
Witcher, Variant (3.5e Class) Please make the "balanced" version the base version, and move the "extremely powerful" version to the Balance Changes section.
Woad Warrior (5e Class) See talk page.
Wolf Knight Greatsword (5e Equipment) Seems to be a modified holy avenger with the similar concept.
Wolf Lineage (4e Feat) We have a benefit now, but it doesn't match the description or the summary.
Woodkin (4e Race) Races should never have a flat AC bonus, could get a bonus to fortitude, extra healing surges, or a +1 to death saves to represent their sturdy nature
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 Pants (5e Equipment) Permanent darkness centered on the wearer, Monk's Shadow Step, and +4 AC from an Uncommon rarity item? I'll take 20.
Wrestler (5e Class) There's quite a bit here that doesn't work well, it should be obvious where, but I can go into detail on request. One DM has found the damage output too high.
Wyvern (5e Race) Sorry, the design disclaimer doesn't excuse this. Firstly if something is obviously overpowered, there needs to be some guide on how much more powerful so that encounters can be adjusted appropriately. Secondly, consideration needs to be made to how this effects the other players. Thirdly, the physiology of a wyvern makes many class choices difficult to function (e.g. how does a wyvern wizard get components from a pouch or scribe a scroll?) Fourthly, and critically, a wyvern is possible using existing design standards by making a class for it. This resolves the class conflict, and allows the "overpowered" traits to be spread over class levels.
Wyvern Lord (4e Class) 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)
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.
Xianghua (5e Feat) Perequisites are WAY too specific and the benefits are WAY too powerful. Doesn't fit the scope of 5e feats at all. Having resistance to every type of damage essentially doubles your hit points and dealing an extra 2d6 damage almost doubles the damage you deal on your turn. It's essentially an overpowered rage. Feats should be able to be taken by almost any type of character. This should be an monk archetype called "Way of the Xianghua" or something that grants something modeled and balanced after the Barbarian's rage ability.
Xianghua (Rebalanced, 5e Feat) Not necessarily unbalanced, but it's still so specific in its abilities that it should a class archetype like a Monastic Tradition, not a feat.
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.
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.
Yami (5e Equipment) This weapon can literally cancel out 3 spells(non-holy whatever that definition means) of any level. There is also the basic fact that this is a +3 weapon that deals 2d6 additional damage, and has additional effects.
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.
Yegg (5e Class) Many of the features aren't great. What does "reverse engineer a trap" mean? Some features allow advantage where I think expertise would be more appropriate. Ultimate haggler tries to add a mechanic to something normally under DM adjudication. Weapon proficiency says "Simple, martial, and all crossbows" - crossbows are already simple weapons. Gets class features on levels where you also gain a new spell slot level, and then has nothing at 18th.
Yellow Jacket (5e Equipment) Original "needsbalance request" A +3 weapon is already very rare. Suggest making this legendary, or removing or reducing the bonus (you don't have to have a bonus you know). The wording doesn't make sense. ("a target marked by Yellow Jacket is prone one of the following...", huh?, and there's round counting and stuff.

Notes after balancing The text itself has been altered to make (more) sense. The following topics were added/altered to balance this item:

  • Reduced to a +2 weapon (instead of +3).
  • Added a time limit of 6 rounds for the mark (instead of no limit).
  • Added the restrictions that the marking can only be applied to 1 creature at a time and can't be reapplied when it fades (instead of no limit).
  • Reduced the dice rolls for the duration of the effect from Volatile Mix, 2 and 4 to a 1d4 (instead of a 1d6).
  • Changed Volatile Mix, Paralysis to paralyze the target (instead of the target losing consciousness and falling prone).
  • Better defined the Fright effect with the addition of a 1d20 roll to determine the state of fear.

Some suggestions/ideas for additional ways to balance are:

  • Limiting Deadly Venom so the additional damage can only be applied once per round (instead of multiple times due to extra attacks).
  • Adding the rule that the mark of the Yellow Jacket can only be applied during an Attack Action. (so not during a bonus action or reaction)
  • Allowing creatures effected by the Fright and Altered Mind effects to do a DC 16 Wisdom saving throw at that start of it's turn to snap out of it.
  • Changing it so that Deadly Venom is one of the sub-types of Volatile Mix and Double Vision becomes it's own separate effect. (Makes more sense effect-wise)

Further balancing might still be needed.

Yellow Sun Kryptonian (5e Class) Not even slightly balanced.
YoRHa Android (5e Race) Why does the black box explosion deal force damage? Is it magical? What does "supported by a bunker" mean? The features of this race seem to support repeated self-destruction and "re-spawning", with a level of damage that is abusable at low levels (save it for the adventure's BBG, then boom, defeated in 1st round).
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.
Yoru Mmmmm.... needs rewriting somewhat, see talk page
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.
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.
Zurrens (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
Æsir (4e Race) Much better than before, still not sure about defenses, and three racial skill bonuses is too much considering they are already quite great in combat.
Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors