Needs Balance

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

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Articles with a "Needs Balance" template.
Page Name Notes
1911 (5e Equipment) Please look at the modern firearms in the DMG.
4e Mundane Poisons Make sure all the poisons listed here are edited to say they are "consumables"
Abyssal Murderer The attack powers will need the Weapon or Implement keyword, or otherwise have an inherent tiered bonus (or they are going to miss a lot)
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
Advent (3.5e Prestige Class) A non epic prestige class (and even an epic prestige class) should never automatically grant divine rank.
Aetherius, the Dragon Slayer Damage/attack bonus is too high, no information on the sentience, 5e doesn't have Will saves, doesn't explain what the save is for. Suggest reading the DMG section on magic weapons.
Agent (3.5e Class) This is a very good start, but some things are really quite out of whack, especially the noncasting specialisations. These need to be compared to actually effective builds of this type when measuring what they can do, as potential power means nothing in the face of actual power.
Agumon What does half of this mean? What is a "digidestined partner"? Is this part of a campagin?
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Aikijitsu Sensei (3.5e Class) Base Attack and Saves are incorrect, please refer to the rulebook.
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?
Alcoholic (3.5e Flaw) The character either has access to alcohol, in which case there's no effect, or they don't in which case the character is crippled.
Allergic to Alcohol (3.5e Flaw) Penalty can be trivially avoided by simply not drinking alcohol. There is an edge case of someone tricking you into drinking (or the edgiest of edge cases, being a blood drinker that drinks from an intoxicated victim), but this is not going to happen often enough to be worth a bonus feat.
Allomancer, Inquisitor (5e Class) The dead levels are no good. I recommend making the useage of the metals improve by ease of finding resources (e.g. planar connections), ease of refining raw metals (e.g. mage fire), and finially adding some telekenesis to applying the metals, and also by applying them remaining as unnoticed actions. How long do some of the effects last, and can they stack?
Almost the Chosen One (5e Background) significant option power and general directionlessness makes this background oddly overpowered without actually breaking any of the design guidelines set out in the DMG. The mechanical benefits need to be restrained somewhat, to reduce that option power.
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.
Ambassador Please see the DMG guide on creating backgrounds.
Amputation Knife (5e Equipment) So, a shortsword, except simple instead of martial.
Ancient Remnant, Ice (3.5e Race) Abilities are not mechanically understandable, and {{x0}} and the categories need to be filled out.
Andarra Bloodmane (3.5e NPC) This NPC's statistics are undergoing renovation at this time and are not yet finalized. --Argent Fatalis (talk) 21:39, 20 May 2013 (MDT)
Angel, Variant (4e Race) to many attribute, too powerful attributes, and missing encounter power.
AngelTouched(3.5e Feat) This feat gives +4 to Charisma
Angelic Warrior (3.5e Class) This is thoroughly unbalanced. The ability descriptions of levels gained are not congruent with the table. d20 HP and full BAB and all Good saves and a whole ton of abilities equals Really, really unbalanced.
Anima Toughness (3.5e Feat) 01:32, 4 July 2015 (MDT)
Animal Leader (3.5e Class) This class is all over the place.
Animate Rope (5e Spell) Needs to be adapted to 5e.
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.
Apex Predator (4e Class) I don't know if the OP intends to continue work on this: Class is still frontloaded with all the features at level 1, further progression is very uneventful, dead level after dead level. If there's no further development I'll continue to migrate things to Smilodon Maioribus (4e Elite Character)
Arachnia (3.5e Race) Large number of powerful traits that a) need writing out correctly, b) would come with an LA
Aran-iods (5e Race) Overpowered
Arborens (5e Race) Queries on talk page.
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 Highwayman (3.5e Class) Reflex save progression is incorrect
Arcane Robot (5e Race) Can choose Huge size, which is problem right there (if they wield a huge-sized longsword, that's 4d10 damage). I don't know what "Living Magic" is trying to say. Otherwise overpowered, with too many powerful traits.
Arcane Sight (5e Spell) Needs to be better adapted to 5e.
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, Adventuring (3.5e Class) Some levels have up to three feats. Also damage size this class is a bit sub par. It could be fixed up with relatively minor effort.
Archer, Noble (3.5e Class) Devastating Shot - what action does the spot check need? I also don't think this should effect creatures not succeptible to critical hits. Called Shot is not balanced against creatures with unusual anatomies (e.g. beholders) - it mentions "reduced effects" but this is vague, which makes a weak design. This is one reason why called shots are not in the base rules.
Archer (5e Class) See Talk
Archer of Infinite Blades (3.5e Class) Why play this class? See talk.
Archfiend (5e Race) Overpowered, and has traits that only benefit certain class choices. Some traits are poorly defined
Architect (3.5e Class) Just looking at level 1 I see problems. It doesn't cost anything to make the small construct, just 8 hours. So I can make one per day. If I have a month of downtime between adventurers, I now have 30 of these assistants. I now have 30 attacks per round.

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

Armed With Wings (5e Class) "Energy Maximums" is poorly defined
Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Armor Padding (3.5e Equipment) it actually is pretty alright right up until it gives DR. Nothing else except for adamantine gives DR and that is because it is a super hard material. Hell mithral has a much higher hardness and doesn't give DR.
Armored Marksman of the Gods (3.5e Prestige Class) Things like Improved Keen Weapon and Fast Healing are quite overpowered.
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.
Aroghin (3.5e Race) Anger Mastery needs to be clear as to what conditions it works under.
Arsamri (3.5e Equipment) Traits, terminology, template need fixing.
Artemis Eye (3.5e Equipment) Clearly a magical weapon or an artifact, rather than a base weapon; please use Template:3.5e Magic Item or Template:3.5e Artifact.
Artificer (4e Class) You can't dual-wield a staff and a blade, since the staff is a two-handed weapon. The bonus Blade Opportunity feat pushes them to use a blade, so staff is quite inappropriate as their implement. The Rune Caster feat is a mandatory bonus feat for the artificer, and can only be taken by an artificer, so it's not really a feat, it's a class feature - not that it works, since none of the powers have a Rune keyword and it's less useful than taking Staff Expertise.
Ashiian (D20 Modern Race) Traits are a mess. Why do they have the Vermin type? (Vermin have no Intelligence score). There's no LA (they have flight and high natural AC) or favoured class. Why do they have skill penalties? What is "angrish"?
Assassin, 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 Suit (5e Equipment) playtesting and review are suggested.
Asura (4e Race) Propose these changes: Name change, I might include this in the magazine, so we need to avoid copyright issues with GW2, it's also confusing with the Hindu asura which has been a monster in previous editions; Asura Will needs changing, defense bonuses are usually there to make up a deficiency due to ability scores, but they are already guaranteed +1 will from their abilities; Ingenious Tinkerer should do something even if the character doesn't have those feats; Technobabble certainly shouldn't daze as an effect.
Athagoraphobia (3.5e Flaw) Seems rather broad and subject to a lot of debate between players and GMs. For one, it only ever comes into effect when someone interrupts the flawed character, which is further narrowed down to characters close to the subject. Furthermore, the relevance mod brings in a number of qualifiers that are subjective, as well: When does one decide they like or love another party member? Is it entirely up to the player?
Atom Smasher (3.5e Class) BAB needs to be a normal BAB. Monk rules should be used for unarmed damage. There are no "half-round" actions, maybe a move action or a standard action?
Atriarch (3.5e Template) You don't adjust BAB like this. +6 LA looks low for such huge bonuses to nearly every stat.
Attaining Godhood (5e Variant Rule) Max level in 5e is 20.
Aura Guardian (3.5e Class) See talk.
Autobots/Decepticons (D20 Modern Race) The transforming trait needs to be much clearer on how it works. There is no restriction on what a "form" is (can I transform into a cloud?), or what weapons can be built in (how about a tactical nuclear missile?). I get all the items hit points... but vehicles can have 50 or more hit points...
Azure (5e Race) 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.
Bad Seed (3.5e Flaw) Flavor seems to indicate that this is meant to illustrate a character who is easily swayed by dark desires and impulses due to his tainted blood/essence/soul/inner-goop, but as written, it means the Tiefling has a much higher chance of taken full damage from evil spellcasters casting Unholy Blight and highly likely to fail saves against Blasphemy, both of which seem silly, given the flawed character's already existing affinity to evil, flavor-wise.
Balloon-Mage (3.5e Class) There needs to be a save to resist having the balloons attached to a creature. How far can the balloons lift someone into the air? What happens in a dungeon? Maybe summoning a hot-air balloon would also be a good idea.
Barbarian, Tome (3.5e Class) This class is balanced against the Races of War sourcebook and is not meant for regular 3.5e gameplay. DMs are advised to closely look at the class and abilities before approval.
Bardic Monk (5e Class) See talk page. Better now, but still some problems like 1d20 range, damage optimizations– read the talk page carefully.
Basket-hilt Broadsword (3.5e Equipment) Tivanir (talk) 11:11, 6 March 2013 (MST)
Battle-Control Mage (5e Class) Gives spellbook as starting equipment, but spellcasting feature doesn't say how it can be used. Spellcasting doesn't say if spells need preparing, or if they are spontaneous. Can give a character attack roll advantage for a whole combat... think of the rogues... also "combat" is not a defined duration. In fact several features throw around advantages like they were cookies. Frightful Presence doesn't give a range or saving throw or duration or recharge. Difficult to judge how well balanced the full spellcasting is with the combat-related features, since the spellcasting information is incomplete, but note that the class gets features even on levels where they gain a new spell slot level.
Battle Arms What is this. Is it like the arm of a suit of plate armor?
Battle Blood Needs rewriting to use correct 5e mechanics and terminology.
Battle Brother (3.5e Prestige Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Battle Butler (3.5e Feat) If the designated master is another PC, the 8HD bonus damage applies to every creature in every combat encounter. If you have good BAB progression, this is an absurd bonus.
Battle 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 Scythe (3.5e Equipment) So, you start with a scythe, then you increase the average damage from 5 to 7, and add Reach? Even if you make this exotic, it is two steps overpowered. The weights, hardness and hit points are all wrong. That's not even getting on to the variants.
Battle Wizard (3.5e Optimized Character Build) No optimization here.
Battlemage (5e Class) Full spellcasting with d10 HD, and good weapon/armor profs. Some features do not work well, see talk page.
Bearer of the Curse (5e Background) Too much optio power in the background's mechanical features. The roleplay feature gives you combat advantage.
BeastMaster: Spirit Companion (5e Archetype) "does not progress in spell abilities" needs defining precisely. Does it mean that the player does not gain any further spell slots? If so, you also need to explain the exception when multiclassing (spell slots, p. 164). "Spiritual Animal Companion" refers to "Beast Template (see the chart above)", but there is no chart above, nor anything called "beast template" on this page.
Beast Hunter (5e Class) Dead levels.
Beast Shaman (3.5e Class) This article is in the process of being constructed. Please do not alter or edit the Beast Shaman class unless for administrative or site specific functions.
Beast Shaman Maneuvers (3.5e Maneuver) This article is part of a class that is not yet complete. Please do not edit this article unless it is for administrative or site function reasons.
Beastial Instinct (3.5e Flaw) This flaw is essentially a free feat for Monks and melee-wildshaping Druids. While any flaw can be gamed, and I believe that to be a problem inherent with UA's guidelines for flaws, this one is especially so because it literally has no effect on those two types of characters outside of being beneficial.

Let's take it to the talk page.

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.
Beholder Kin-Lesser, Watcher (5e Race) The traits are wildly unbalanced, do not make sense in some places, and the physiology renders many class features unusable. You'd be better rewriting this as a racial class.
Bender, Avatar (air) Some parts of this are near-gibberish, also missing categories.
Berry Picker (3.5e Flaw) Does not follow the guidelines at UA:Character Flaws.
Bibliophile (3.5e Trait) Will save needs to be removed.
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.
Birthsigns (Elder Scrolls Supplement) Each sign needs to be roughly similar in power, no greater in power than a feat, and anything that interacts with Magic should use the UA magic points system. Table needs fixing
Black Blood (5e Class) Dead levels, and most of the features don't make sense.
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.
Black Rose (Item) Suggest looking to see how creature summoning works in 5e.
Blackscale Lizardfolk (3.5e Race) LA +3 does not have such high ability score adjustments and they need to be even numbers.
Blade Dancer (3.5e Class) Adding extra limbs as a class feature is really not suggested.
Blade Dancer (5e Class) Wilful blades doesn't make any sense. Blade orbit doesn't say exactly what it does. _How_ does it protect you against ray of frost? magic missile? What other spells does it protect you from?
Blade Master (5e Archetype) See talk page
Blade Weaver (3.5e Class) that is way too many feats for 3.5 rogue types on top of class abilities.
Blade of the West Resistance works with damage, not saving throws, also could this be more interesting, thanks.
Bladebonded (5e Class) A couple from Class Do's and Don'ts (5e Guideline)
Bladed-Staff A few questions, see talk page
Bladed Cape (3.5e Equipment) No category (martial? exotic?) or handedness. Cost seems a bit much.
Blademaster (Warcraft) Giving them their monk attacks with a 1d10 longsword and 19-20 crit, seems a bit much.
Bleeding Violet see talk page
Blessing of the Ancients (4e Power) Is this a close burst or an area burst? Implement attacks do not target AC
BloodHost (5e Race) Needs balancing. Just bizarre in places ("problem eating sad flesh"? What?)
Blood Bender, Variant (3.5e Prestige Class) Tivanir (talk) 09:42, 6 May 2014 (MDT)
Blood Celebrant (3.5e Class) Specifically the con bonus. All other class bonuses to stats tend to be weak otherwise, but this receives full caster advancement.
Blood Hunter (5e Class) Almost every single feature here is wrong. For anyone wanting to fix this and can't see the problems, message me and I will go into detail.
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 Knight (5e Class) Needs a better feature spread. ETA: Oh god, the mechanics, this needs fixing.
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
Blood Magic (5e Feat) See talk page
Blood Weaver Powers (4e Power List) Are these weapon or implement attacks? Also watch wording ("Upon dropping to 0 health for the first time in battle" -> "You drop to 0 hp for the first time in an encounter."
Bloodied Frenzy (3.5e Feat) Prerequisite should be odd-numbered; D&D doesn't have a statistic called "health"; a HD roll does not scale to AC, or damage, and BAB can't benefit from a bonus; it doesn't explain how the feat scales with level; what is the DC for the Will save, and how long does the frenzy last for? Otherwise, good work.
Bloodletter (5e Race) See talk page
Bloodwatch Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Bofro (3.5e Race) Skunk spray needs to use actual conditions from 3.5e, probably sickened. Creature template needs completing or removing.
Bog Cloud (4e Feat) Does not scale to tier correctly
Bolt Magazine (3.5e Equipment) should require 2 rounds to reload, confer a -1 to hit for being bulky and take 5 rounds to replace when you run out of 20. ranged weapons are slower than melee because no one would melee if you could just kill everything from a distance.
Boon of the monster tamer (5e Epic boon) Doesn't really explain how this works.
Boundless Soul (5e Race) Some things need clarifying, see talk page
Bow of Light (5e Equipment) Okay, what is this, how can a bow have the Light property, can you use it in one hand? What are the Advanced, Bright and Strong properties? If it doesn't use ammo surely this is a magical weapon? (They are over here)
Brecht, Cerilian Human (4e Race) Is this part of a campaign setting? If it's not presented here, then just say "Common" for language. Ability scores fall outside of normal design guidelines. No such thing as a "cultural" bonus. Fluff needs to explain how every Brecht, from commoner to nobility, is trained in a superior weapon, and if they do have this trait you should drop the bonus feat.
Broken Shackles (5e Equipment) If this is for 5e, it should use the rules for 5e.
Cabbage to Gin (4e Ritual) Is this on par with other 5th level rituals?
Cambion (4e Race) too many good things, three languages, Immunity, Summoning a swarm of demons, getting rid of these would bring it to the average 4e race
Candy Person (3.5e Race) Regeneration would come with a higher LA; Refrigeration doesn't make sense, AC doesn't work like that.
Cannoneer (5e archetype) Classes should not refer to feats, as they are an optional mechanic. What is a "gun-smithing and ammo kit". A cone AoE attack would be a saving throw, not individual attack rolls. What is the action economy for Sniper School: is that two attacks per Attack action, or per attack? How does this effect the actual loading properties of a firearm? Since the needle shot hits everything in a line with one attack roll, which creature's AC and range do you use? Heavy dart: If I make an attack at, say, 240 feet, this deals an extra 24d6?! Refers to a "standard action" though this is not 4e. Shredder round: what is the "bleed" effect? Okay, all that is for starters.
Cantrip Master (3.5e Class) Cantrip Widen and Cantrip Extend are unplayable.
Carbine, Lever-Action Repeating (3.5e Equipment) This is really just too good. High damage and high crit, compare the various bows. The "drawback" really isn't much of one.
Cast Iron Grenade (5e Equipment) Needs modifying into a grenade-type equipment (per DMG) rather than a weapon
Catkin (5e Race) the core race provides too many beneficial traits with no counterbalance. None of them are specifically OP on their own, and all of them are thematically valuable. In order to keep all of the traits in race and subrace combined, this race needs some drawbacks. The mountain survivalist trait does not make thematic sense- what does artisanship have to do with survival? Natural thief needs a condition for the advantage. Consider replacing advantages with conditional expertise, following the example precedent set by the Dwarf.
Celestial Bronze Weapon (5e Equipment) A +3 weapon is very rare, but this adds "The celestial bronze is extremely mortal to monsters. It causes any weapon made from it to triples it's damage dice against monsters." o_O
Celtic Leather Battle Armor Please think of some benefit other than higher AC, otherwise this is like +2 magic leather armor.
Chain Blade Master (5e Class) Does not work well with the 5e ruleset. Needs rewriting. Lacks interaction and/or exploration features.
Chain Knives (5e Equipment) This is still unclear. It says that this is 2 daggers. Are they connected as one weapon, or is this a set of weapons? If it is two weapons, what happens if I wield one? Does "versatile" mean that one chain blade can be held in one or two hands? How is someone expected to hold a 19-lb weapon in one hand? What is the versatile damage value? Does "1d6 per blade" mean that if I wield two, I deal 2d6 damage or is it 1d6 for each?
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.
Charger (Variant) Feat chains should be avoided; recommend reducing speed increase to 5 feet, or not let them stack
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 Darkness (5e Background) See talk page
Child of Nature (3.5e Trait) Fails UA:Character Traits#Behind the Curtain: Designing Traits
Chiroptera (3.5e Race) "Difficult" is not a maneuverability for SRD:Fly. Air Attack, Noctis and so on still do not make mechanical sense.
Chirot (4e Race) Interesting concept but not very viable at the moment
Chitine (4e Creature) Too many powers; monsters do not have "daily" powers.
Chronic Disease (3.5e Flaw) These all need vetting for balance and appropriateness as a flaw. Insuline requires modern-day technology to synthesize.
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.
Chronomancer (5e Class) Sorry, still full of flaws. See talk page
Chummy (3.5e Flaw) Broken by virtue of any character with an animal companion (Druid, Ranger), familiar (Wizard, Sorcerer), or psicrystal (Psion) can be argued to have a companion in-sight if playing them reasonably well, and no limitation seems to exempt these. Could also fall into weird circumstances with a Intelligent Item being a companion? Also, the entire latter portion about a Boon Companion is mechanical roleplay that is too loose to be considered a significant detriment, and absurd in some situations (charge into a Purple Worm's maw in order to save Friend McFriendson? How did you know he was down to begin with? What does 'falls in battle' really mean?)
Cirque du Maboul (3.5e Quest) Knocking out is hard to do... Players always get mad saying it's not following game rules. That needs to be changed somehow.
Clugs 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)
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.
Commoner (5e Class) See talk page
Complete Apathy (3.5e Trait) Benefit should be a bonus, not an immunity: Countering a bluff isn't just about reading emotions. Drawback needs to be more specific about which checks it applies to (if I'm using Use Rope to tie up an unconscious enemy I'm "interacting with others", but clearly the penalty shouldn't apply there.
Confounding Shot (3.5e Feat) Needs to be rewritten to better use existing 3.5e mechanics.
Conjetium (3.5e Equipment) this is way underpriced for the benefits. the weapons should be in the +45000 to +50000 range and the armor should be more along the lines of +120k-+160k based on the fact that it gives huge bonuses that can't ever be taken away.
Constuct Artificer (5e Class) Needs to make better use of 5e rules, particularly with respect to constructs, swarms, construction times, etc
Cora (3.5e Campaign Setting) Someone needs to take a look at Cora Stones, 3.5e Boosts and the classes that use them because it's not clear how they work.
Corena (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Corrusium (3.5e Equipment) much too low of a cost when it can render entire classes pointless
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.
Coyouin (5e Race) Ability and effects are not timed or keyed by encounter in 5th edition. Their tail as a natural weapon dealing 1d6 damage with proficiency on the first usage is pretty darn powerful along with the rest of this stuff. Trait 5 is "cursed with awesome". Although it makes it harder to lie, it also makes it impossible to fail at persuasion. Not equivalent, and not an effective counterbalance. That is the single most tangibly destructive bite attack 5e has ever seen. All that and blindsight to boot! Why play anything else? Also, you can't have resistance to a condition. Resistance halves the damage of a given type. 5e doesn't have a keyword for "advantage on saves against a condition". I guess they just like saying that phrase over and over again.
Cranes (4e Race) The traits are all melee weapon related, which rather forces class choice. Refers to a "winglord" class?
Create Minion (4e Ritual) Does not follow the standards for either summoned creatures or companion characters, breaks action economy, can have a proficiency in a superior weapon, implies that it can be used in combat but doesn't present the required stats.
Create Undead (4e Ritual) Does not say what statblock is used for the zombie minion (one from one of the monster manuals?) or how commanding the zombie ties into action enconomy.
Create stone wall There is already a Wall of Stone spell in the PHB, but this might be workable as a low-level version
Creation God (3.5e Racial Paragon Class) Features need to state if they are Ex, Sp or Su; how many times per day can they be used; some features don't make sense: targets of gravity push "take 1d5" - 1d5 what? Damage? Why a d5?
Creed (3.5e Race) Automatic critical hit has no justification.
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Cross-Class Experience (3.5e Feat) This is crazy overpowered. A Monk1/Fighter1/Rogue1 has abilties as if they were level 2 in all? So if I'm multiclassing anyway, I can spend the cost of one feat for a ridiculous amount of class features?
Crown of Power (3.5e Equipment) See talk page
Crushing Despair (5e Spell) Ugly 3.5e-isms, could do with a 5e rewrite
Crystalics (3.5e Race) Essence of Crystals and Planted Seed belong in the description. Stages of race's lifecycle are not traits, particularly if they take a year to process. High LA races are generally unbalanced, and there are areas here where the LA can be reduced, for example by normalizing the Con / Dex modifiers and reducing the DR.
Crystalline (4e Race) "Construct Traits" are a holdover from 3e, and make no sense in 4e. Suggest examining the mechanics for 4e Living Construct races (Warforged and Shardmind) and trying again. Crystal Shape needs careful wording. Compare with Prestidigitation and think of some mechanic other than a percentage roll (which 4e doesn't use).
Cullen (4e Race) Cullen Durability: Now some adventures might be entirely indoors/underground, some might be at night, some will be at day, so let's say that this will take effect 1/3 of the time. There are 4 defenses, so this trait is worth a bonus of +8/3. This is more than twice as powerful as a normal trait of +1 bonus to one defense.
Curious (3.5e Trait) No mechanical drawback related to the benefit.
Curse Water (5e Spell) 5e doesn't have a thing called "outsiders".
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Dagger Master (5e Class) See talk page.
Damascus Steel (3.5e Equipment) Holy hell batman this is about 10 times better if not more than adamantite and costs about the same. This thing needs a major overhaul to be workable.
Damascus Steel (LD) (3.5e Equipment) A lot closer than the other entry but since you are effectively combining mithral and adamantite together the cost should be slightly higher (about 45k for heavy scale from there.)
Dancer (5e Class) At a glance I noticed several little errors, needs going through with a toothcomb, I'll do this when I get the chance.
Dark Defender (D20 Modern Class) See talk.
Dark Premonition (3.5e Flaw) See Talk page; Being prophetic isn't really a flaw so much as it is a benefit for a lot of characters, and it definitely shouldn't give you a feat.
Dark Soul (3.5e Prestige Class) The "Must have been fused with an evil spirit, trapped god or the like" needs game mechanics present. The Dark Arts: Spell Mimication is based off level, however prestige classes and so can have separate spellcasting, etc. Such a mechanic should relate to the caster level maybe? Sign of Terror gives an ability score bonus. It is normally not good practice to give such benefits, unless one is epic level (Paragon classes excluded).
Dark Surge (3.5e Template) Since Dark Surge seems to be involuntary, a creature with this template will inevitably explode.
Dark monk (3.5e Alternate Class Feature) Taking a base class and adding an ability score bonus and proficiency with all weapons is obviously overpowered.
Dead Shot (5e Feat)
Dead gentleman (3.5e Creature) Ability scores are off the scale, please see the pathfinder bestiary for comparisons (e.g. Lucifer)
Deadly Shooter (5e Feat) This attempts two things: increased chance to hit at longer ranges, and extra damage for ranged attacks. The Sharpshooter feat already does this in a mechanically superior way.
Deadman (3.5e Class) This class has fast healing at 1st level. This is unbalanced because it's fast healing. At 1st level.
Death Knight (4e Paragon Path) "light", "darkness" and "ice" are not 4e keywords. Death's Shroud is overpowered. Encounter powers should not cause ongoing damage.
Death Knight (5e Class) See talk page.
Death Reaver (3.5e Equipment) Needs to be clear on exactly what "blade wave" is.
Deceiver Debris (3.5e Equipment) bonuses are way too high for the amount of money this thing costs.
Defender (3.5e Class) Dead levels at 13th, 18th, 19th
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
Demigod (5e Race) This needs going through and checking 1) that this is worth two PCs. At the most basic level, this means a broader range of abilities/skill (this does not mean higher bonuses, and twice the number of attacks (or other combat option, again doesn't necessarily mean higher bonuses), 2) that it does not dominate over class choices, 3) that it respects 5e design philosophy (for example, Descender of War incorrectly assumes that the optional Feat mechanic is being used), 4) Using my rating system, this should score a 9.
Demon Lord (5e Race) Size would be Medium, since humans are always Medium. Demon's Rage needs to make sense. Changed needs a mechanical benefit.
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? "...it also has a chance of casting one of the following spells..." - what is the chance, how is this determined? The information under "market price" (and it still needs a market price, even if it's unique) implies this is an intelligent item (it "tests" the wielder)
Demonic Aura (3.5e Feat) Since "half-demon", "soul of demon" and "demon heritage" are not things in the SRD, please provide wikilinks (or book and page number) for what you mean. "People" needs defining: is it just humanoids? Does "all intimidation checks" mean just the character's checks? The aura radius needs to be in multiples of 5 feet (D&D doesn't even use meters).
Dense (3.5e Flaw) Scope needs to be a bit wider; Anyone taking a armor check penalty greater than 2 is already counting on ignoring this, anyways.
Department-7 (D20 Modern Occupation) rather underpowered for an occupation.
Dependable (3.5e Trait) The drawback is trivially avoided, ill-defined, and the penalty is arbitrary and unrelated to the benefit.
Destroyah (3.5e Creature) and a review. This thing isn't more powerful than gods if you actually level them where they should be (hectonaires are godlike brothers to the gods and while regular gods are weaker it's not by leaps and bounds.) second as a monstrous creature it wouldn't actually be this high of a cr because it isn't a god or related to them. Third if this was really an issue any high level deity would simply unmake it because you don't get a saving throw from that divine power. So this thing in reality is pointless. Also as a side note with a decent party, equivalent equipment and greater sustenance this actually isn't very strong and would easily lose to a 4 man party.
Destructive Axe (3.5e Equipment) damage scheme does not follow standards
Detached (3.5e Flaw) Should be adapted to remove the Will save and enforced behaviour
Devil 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.
Directionless (3.5e Flaw) Twice as long to travel alone is not a significant drawback because 1) most times you are with a party, and 2) traveling isn't necessarily eventful.
Disease (Elder Scrolls Supplement) Should adpated to use the rules for SRD:Disease, since there are rules for disease. C'mon, this isn't rocket science.
Disgruntled Barkeep (5e Background) Langauges adds a mechanic for something normally under DM adjudication... other characters might reasonably be able to have basic language comprehension. The way to do this is to move it to a variant rule, then link to that. A basic fluency could be worth half a proficiency. Also have an issue with the feature, as the PHB indicates that income effects the lifestyle you support rather than direct GP.
Disorganized (3.5e Flaw) See talk page.
Disrupting Spell (4e Feat) With respect to monster statblocks, there's no such thing as a "nonmartial power"
Dissociative Identity Disorder (3.5e Trait) Repeated appeals to DMs discretion makes for a weak design. The trigger for changing personalities is poorly defined. The examples suggest that the different personalities can have different classes, it does not explain how this would work.
Divine (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.
Divine Magic (5e Archetype) This doesn't work. If you prepare spells like a cleric, this grants you access to all wizard spells, which is wrong; at 14th level you have access to all wizard and cleric spells?!
Divinely Spellgifted (3.5e Trait) Drawback is trivially avoided by merely not learning anything from that very small subset of spells.
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.
Doomhammer (5e Equipment) Mechanics need improving, particularly the ability score bonus which isn't really done like this in 5e.
Dracomancer (3.5e Race) Lots of good ability score bonuses and double bonuses to some abilities, as well as as +5 AC is not a LA +4 race.
Draconic-humanoid (3.5e Race) Lots of good ability score adjustments, amazing flight and movements speeds, and 3 levels with x8 skill points is not LA +4.
Draconic Heritage (4e Feat) Rapidly becomes a poor attack, since it does not benefit from enhancement bonuses.
Draenei (4e Race) Intimidate is already against your will defense so Draenei can be immune, 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 Blooded Total ASI of +4. And it's player choice. Tangible option power has never been so juicy. Immunity to a damage type is overpowered, because it renders certain enemies nearly irrelevant, and also does so in a boring, anticlimactic way. Replace the immunities with resistances or advantage on condition saves.
Dragon Master (5e Class) Natural armor proficiency doesn't make sense. Actually all the features that aren't copies of PHB features are poorly written.
Dragon Scale Tunic (3.5e Equipment) marketprice, costs and prerequisites are not correct
Dragon Slayer (3.5e Feat) Unfortunately this means that a mid-tier (or higher) character could trivially defeat a low-CR dragon to gain quite high bonuses (it's not enough to trust that the DM be aware of this feat and make the appropriate challenges; it needs to be mechanically sound as well
Dragon Slayer (Fire) (3.5e Class) Core mechanic, Dragon Form, is poorly designed; wording is difficult to understand in some places.
Dragon Sword (5e Equipment) Well, clearly magical, we are yet to see how magic items are formatted (we'll know more on the 9th Dec.)
Dragon of the Mid-Day Sun (4e Paragon Path) You can't take an immediate reaction on your own turn, so sweeping strike wouldn't work, nor would you be in melee 1 range if you've shifted away from your target. Siege is needlessly complicated.
Dragonborn (4e Racial Trait Variant) this is a straight upgrade to the normal dragonborn consider a re-balance, breathweapon needs "until the end of your next turn" for effects as it is an encounter in addition to damage removal or reduction.
Dragoncraft Armor or Shield (3.5e Equipment) needs changed to not reflect skyrim. skyrim might be nifty but it doesn't translate into table top gaming.
Dragoneer (4e Paragon Path) Frightful Presence is not an attack power (You can't use Intimidate as an attack); it looks like it's trying to be a skill utility based on Intimidate's ability to force bloodied foes to surrender. Onslaught should be worded differently, since Reliable should be unique to martial powers, also you can't interrupt yourself (try Free or No action)
Dragonslayer (Fairy Tail Version) (3.5e Class) In some places this is nonsense - e.g. Armor of Scales says "providing a +2 + 2 per 5 lvls to AC and +10 +4 Per 5 lvls Spell Resistance" ??
Dragoon, Variant (4e Class) Needs an immediate interrupt charge attack to enforce its mark. Jump seems unnecessarily complicated, and breaks the initiative flow in a way that interacts poorly with interrupts, ready and delay actions. Maybe it should be reworded to use the existing Ready Action rules.
Drake (3.5e Creature) Attacks/Full Attacks are inconsistent.
Drakegun (5e Equipment) See talk page
Draylian (3.5e Creature) Advancement is "none" - shouldn't this be "by character class"? How is being able to see "radiation" defined in D&D? (can they see everything from gamma rays to visible light to microwaves?) "Survive in any condition" is poorly defined: how about in a pool of lava? The condition of "dying"? Shouldn't they be a living construct?
Drehn (4e Race) Tentacle - Be specific that it counts as a weapon so that it can be used with weapon powers. Can it be enchanted? If not, it soon becomes worthless. What weapon group? Flail? Does it leave the characters hands free? If so, then it's broken. Would probably make a better encounter power. 4e doesn't have an aberration subtype: pick an origin and type.
Drider (5e Race) Webbing and spider climb need balancing next.
Drudge Puppet (3.5e Template) There is a whole for a wizard or similar class to get more out of this than he loses.
Drug Lord (3.5e Class) Improvised weapon proficiency refers to a "barkeep". The key class feature is "income", but it doesn't explain fully how this works. Does the character have to be actively working on this, or is it a "downtime activity"? How is the income generated, presumably there is some product involved? Is this an illicit activity, what are the risks? Does the size of the town matter - if you have 30+ followers, surely the income will be capped in a town of 200 people? 17th level "Starting an Empire" refers to 6th level followers, but you don't get these until Epic (21st level)
Druid's Robes (3.5e Equipment) no max dex bonus and even with that this is actually better than padded or leather armor
Drunken Brawler (5e Class) Generally superior version of monk. See talk page.
Dullahan (Variant) (5e Race) Large number of overpowered traits.
Dungeonomicon (DnD Other)/Charactonomicon
Dunkleonoid (5e Race) Traits need balancing. For example, advantage is circumstantial, you would not have it on all intimidation checks. Regurgitation has no action, range or attack type.
Dust of Corrosion (3.5e Equipment) you shouldn't be able to render a fighter unable to do anything (most of their equipment would be metal) for 100 gold especially since the higher level items are extremely expensive. This should also work only on regular steel items as I don't think adamantite and mithral can rust (will need to double check that, but fairly certain of it.)
Dwarven Big Game Hunter (3.5e Class) Needs linking to a campaign setting that include firearms, clearly isn't going to work in vanilla D&D
Dwarven Box Gun (3.5e Equipment) Statblock says this is martial; the description mentions a "simple ranged attack"; the categories say this is exotic. Which is it?
Dwarves, Mithral (3.5e Race) +1 LA is too low for bonus ability scores, spell resistance, condition immunites and high skill bonus; suggest increasing to +2 LA or toning down the traits.
Eagleborn (4e Race) Flight not restricted enough. Double skill roll is overpowered. Weapon proficiencies, whilst not broken, don't seem justified in the fluff.
Earth-Bound (3.5e Class)
Earth Rune (4e Power) Bursts are either Area or Close. "Earth" is not a keyword. Implement attacks have a damage type and do not target AC. Strikers should not be getting burst 3 attacks at level 1. Please refer to "How to Read a Power" in the Player's Handbook.
Easily Possessed (3.5e Flaw) The effect is rather small and limited to a small set of spells, albeit highly dangerous.
Eevee (3.5e Race) 13:04, 7 September 2016 (MDT)
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?
Einherjar (5e Race) This race is a method of arbitrarily stacking extra racial traits on top of those already provided by the core rules, while simultaneously getting better ability score bonuses. (It is, however, mechanically brilliant! A genuinely valid method of creating a racial template without such a thing existing in the core rules! This is worth cleaning up.)
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.
Elder wisdom Benefit does not make any sense.
Elementalist, Variant (4e Class) Weapon proficiencies give access to superior weapons. Chaos Power requires round counting, and gives the controller build a striker-like damage bonus.
Elementalist V2.0 (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Elf, Aethrzoen (4e Race) See talk page, issues with languages and weapons
Elf, Alfar (4e Race) Divine Experience is on par with paragon level feats, so needs replacing. Should have the fey origin
Elf, Gray (4e Race) Proficiencies in superior weapons. Reflex bonus when their ability scores already guarantee a reflex bonus. Daily power rather than Encounter.
Elin (Tera Style) Traits need rewriting? Is their speed 30 feet or 50 feet? What exactly is the language learned by Nature Talk, how long does it take to learn the language and how often can it be done? Not much flavour or description.
Elusiveness (4e Feat) Does not mesh well with stealth & movement rules, see talk page.
User:ElvenKingSlave/Weapon Summoner If the goal of this class is to be a mix of the fighter specializing in weapon combat (through feats) and a wizard effecting weapons it can be done better. Either add spells with a spell list that relates to weapons or make the command weapons a new complex special ability component sort. Keep the aspects of storing them on himself though as this is unique.
Elven Starsteppers (3.5e Race) 30 ft. flight does not make a +0 LA race; nor would a winged creature have perfect flight. Also, what is a "blue mage"?
Elven Truesteel (3.5e Equipment) WTF people! You gave it keen and a crit range increase (would cost a minimum of 9k if magically enhanced just for the keen) and you make it cost 1k? At a minimum you should multiply the material bonus by 3 to 27k just for the keen, the step increase would be another 30k easy. Not to mention its better than mithril with only a little more cost?
Elves, High, Variant (3.5e Race) The ability score adjustments are too good for the various LA's (all of them).
Elves, High-Mind (3.5e Race) Way unbalanced, that much Int bonus alone should warrant level adjustment or much heavier penalties on others
Elves, Wolf (3.5e Race) What is "Jaws of the wolf, Bite of the werewolf"? x0 template does not match the new traits.
Enchanter (5e Class) Still unbalanced, and doesn't make sense in many places.
Enduring Flame (4e Paragon Path) "Primordial" is not a keyword. Needs a power source.
Engineer (5e Class) Since firearms are campaign-dependent, this needs to explain what firearms it is referring to.
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?
Eternal Optimist The temporary hit points benefit doesn't make sense.
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.
Expert Dual Wielder Please see the WotC design notes for Feats [1]
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?
Ezurian Saber (3.5e Equipment) Tivanir (talk) 11:24, 6 March 2013 (MST)
FMA Alchemy (3.5e Variant Rule) This has been discussed elsewhere, but there need to be counter saves, etc. E.g. why not transmute the air in someone's lungs into water? Also, the balance of the gate feats do not work (not using D&D rules- an "ordeal" may relate to prerequisites, but not change the game's balance).
Faceless Trickster (4e Paragon Path) What PC Race is being used for Doppelganger? The attack powers do not have the Weapon or Implement keyword, so they are going to miss a lot. Trick Blow is actually a power disguised as a feature, and should be formatted as such; also what is the range?
Fairy Eater (3.5e Feat) Overpowered, the bonus to Disguise alone is better than Skill Focus.
Familiar Pet(5e Race) Well, it's a sweet idea, but how does this work. Most of the complexity comes from the class, do you still pick a class with this? If not, why do we even need this, the player can just pick an animal statblock and go with that.
Fang Weapon (4e Equipment) 30 gp for +1d4 damage, +2 attack and High Crit to the spider rider's [B] damage is not balanced: this is better than a magic weapon at ten times the cost.
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Faunus (5e Race) Issues with Crystal Slash (see talk page), I also calculate this to have one trait too many
Fear of Starvation (3.5e Flaw) So if the campaign is in a city, or the character acquires a ring of sustenance, this becomes a free feat. It's also not clear which carrying capacity to use (light, medium, heavy, maximum load?)
Fearless Heart (3.5e Trait) Traits should not include a save to avoid the drawback, and it enforces player behaviour in a poorly defined way, and "fear check" is not defined.
Felid (4e Race) Master Hagglers enters the realm of DM fiat. Glowing Eyes could and should be a level 2 racial utility power.
Fencing Expert (5e Feat) Feats shouldn't refer to class features, rewrite so that it benefits everyone as well as improving feint without referring to it.
Feral Child (3.5e Feat) Each of these bonuses is better than a normal feat, so as a whole is obviously hugely overpowered.
Ferocious Assault (4e Power) Why would the target not be targeted by the triggering attack? The trigger is that you hit with an attack; that would naturally be your target.
Ferocious Intellect (4e Power) You can't pull an enemy who is adjacent to you, which would be the case with non-reach weapons.
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.
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
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
Firearms Specialist (3.5e Class) Advanced Training has stackable AC or Attack bonuses every other level?! How does the equipment upgrade appear out of nowhere? If, say, bayonets are available in the campaign why can't the character just buy one? Reflex sights weren't invented until the 20th century?
Fist Master (4e Class) What is their extra striker damage? (eg: Warlock's Curse, Avenger's Oath)
Fixed Bayonet (3.5e Equipment) damage chart needs reviewed the numbers don't always change.
Flamefist (3.5e Optimized Character Build) No real optimization.
Flamekin (3.5e Race) Getting a special ability which can be extremely costly and requires XP to cast is overpowered.
Flamespark (4e Power) No Action without a trigger, no implement or weapon keyword, Strength isn't a key ability for the Engineer, fixed plus on the damage, stuns as an Effect, and (save ends) to boot, doesn't improve at epic tier.
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.
Flying Ace (3.5e Feat) Benefit needs to be balanced
Force Blade (3.5e Equipment) If the intent is that this can hurt ethereal creatures like ghosts, then the ghost touch enhancement already does this. If it does a bit more than this, then at least use ghost touch as a base.
Force Blast (3.5e Invocation) Tivanir (talk) 07:16, 6 March 2013 (MST)
Forceful Strike (4e Power) As pointed out on the talk page, this is no different to a melee basic attack. Okay, now it's overpowered.
Foreseeable Damage (3.5e Feat) See talk page
Forest Hylian (4e Race) The encounter powers encroach on the responsibility of classes. A Hylian with Forest Flurry or Forest Strike is surely a ranger. These are just elf rangers, aren't they?
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.
Four-tail Trickster (4e Feat) Skill bonus needs the "feat" type
Fox-Spirit (3.5e Race) Pretty crazy stats for a LA2/EL3. Compared to standard drow and other LA2 races for how unbalanced this is
Fox Blade (3.5e Equipment) Can we be clear on what this is? This is dagger that can only be wielded in a kitsune's tail? How is it wielded? Kitsune (3.5e Race) doesn't mention anything about a prehensile tail or multiple tails. What does "multiple blades sprout" mean? What does "sneak past cuts" mean? The statblock says 1d8 damage for every available size, and then the description says 2-9 damage? What is a "critical damage boost"? The range increment, type and hardness make no sense. Is this even for 3.5e D&D?
Fox Magic (4e Feat) Flat bonus to attack will need a type; i.e. "+2 feat bonus to attack rolls"
Friendly Ghost (3.5e Feat) Is this even plausible given a ghost's horrific appearance? Does it work if a ghost is manifesting? Does it work any number of times, such that passing through a populated area allows you to regain a lot of hit points?
Frost Knight (3.5e Class) Why are they proficient with full plate? Should they get armored spellcasting? This needs to be resolved.
Furgulge The traits need rewriting to work with D&D mechanics. The LA is quite high, but many of the benefits are needless. Why are they immune to acid? Why do they get a bonus to their BAB? Normalizing these bonuses could lower the LA making a more balanced race.
Fury Warrior Please don't use "cooldowns".
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)
Gargantuan Spiked Bolas (3.5e Optimized Character Build) Does not work currently. See talk for a provisional version.
Gaucho (4e Race) As discussed elsewhere, Bugbear-style "oversized" trait isn't suitable for PC races. Permanent +1 reach breaks it.
Gauntlet's of Blocking (3.5e Equipment) marketprice, costs and prerequisites are not correct
Geas Lord (4e Paragon Path) Encounter power with a sustain that causes an ongoing condition? Doesn't make sense. The powers do not have correct range types. Pursuasion is an encounter power that gives a bonus that lasts until the end of the encounter. This is effectively a permanent bonus. Geas of Command's sustain doesn't make sense either. Maybe they were supposed to be in different fields.
Gebby (3.5e Race) See talk page
Genothrope (4e Race) Genetic Shuffle, Animal Aspect and Animal Empathy all inelegant. Powers are messy. I will try to fix at some point. A lot of this can be handled through feats and racial utility powers.
Ghost (5e Race) "Going Toward the Light". Trigger: Whenever the DM feels like. Result: The player drops out of the game. Conclusion: This will either be not used, or abused.
Ghost Warrior (4e Class) Has way too many features now, including three defensive features. Ghost Surge says they get Power Points instead of Encounter powers, but the powers list has encounter powers. A bit of a mess.
Giant Fatal Wombat (5e Creature) Same issues as Fatal Wombat
Gilldren (5e Class) Poorly defined traits.
Gladiator (5e Class) Heavy Punches should be made its own action so as not to make a Gladiator/Monk overpowered. No feature should "double XP". XP is a reward granted by the DM, you don't get to change that.
Glitterdust (5e Spell) It's not clear what the mechanical effect is. The "outlining in light" effect we can already do with faerie fire. This is otherwise poorly adapated to 5e (range, duration, Stealth check penalty)
Glyphologist (4e Class) The effects of Activate Glyph are poorly worded. I'm also not sure how Invoke is supposed to work, see talk page.
Gnome Loremaster "Divine Scrolls Reader" (3.5e Optimized Character Build) No real optimization going on here, see talk page.
Goblin:Dusgaia Supplement (4e Race) "You gain 1 extra healing surge per level." Must be a typo. Goblin wizards with 26 healing surges by the end of paragon tier?
Goblin Spear (3.5e Equipment) Tivanir (talk) 11:27, 6 March 2013 (MST)
God Smith (3.5e Prestige Class) Wording and terminology is confusing. What does a prerequisite of "Strenght +20" mean? How does the weaponsmithing tie in with the rules for crafting magical weapons? What does "increasing natural enhancement to +20" mean?
Godling (4e Race) Divine Recuperation: Suggest using contemporary values for "average" skill DC, which I think are DC 12 at Heroic, 19 at Paragon, 26 at Epic. Word of Power: Since it doesn't have the implement keyword, it will need a +2 bonus to attack to keep up with enchantments.
Goh'ul (3.5e Race) Lacks any racial abilities, General Clean up and Grammer,Ages, Height and Weight.
Golem-Blooded (4e Race) No justification for two free-choice bonus languages. Expansive Memory: All encounter powers are recharged after an extended rest normally anyway. Stoneskin: Pc Races can have resistances, but not immunities and vulnerabilities. Golem's Strength needs a burst range if it can be triggered by an ally.
Goliath(variant) (5e Race) Some of the traits need balancing, specifically 'Goliath Weaponry'.
Good Hope (5e Spell) Ugly 3.5e-isms, could do with a 5e rewrite
Gor (4e Race) A total of +9 skill bonuses and +8 conditional skill bonuses, which is too high. Beast Senses looks like it's been modified from 3.5 Scent ability, as such adds a new mechanic that falls outside normal 4e design space. Just a +1 or +2 modifier to Perception checks to Find Tracks and Nature checks to Handle Animals would encapsulate this. Skirmisher: Races should never restrict equipment or class choices.
Goring Fighter (5e Feat) "has blood" requires DM adjudication, and makes an assumption about how bleeding works. Does an ooze have blood? What if you hit a swarm, do they all start bleeding?
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.
Gravity Knight (5e class) Level 1: Shouldn't refer to optional mechanic (feat). Event Horizon: does this take an action? What does "drawn to attack you" mean, is this just refering to the disadvantage? Can a hostile creature crawl, fly, disengage or dash away from you without having to make a save? (it only mentions "walk"). All the features are combat-oriented, there are no exploration or interaction features, and there are no options or archetypes.
Gray Aria (3.5e Equipment) Can someone calculate the CL, Prerequisites and Costs for this? It looks prohibitive.
Greater Ghost Ward (3.5e Equipment) I think this might be referring to the Ghost Ward in the Magic Item Compendium. That is already a +1 bonus, so if this is better than that, shouldn't this be a +2 bonus or higher?
Greater Two-Handed Weapon Specialization This actually works out better than the Epic feat Overwhelming Critical.
Greenwyrm Scion (4e Paragon Path) Tail Sweep's miss effect is too powerful. Frightful Presence's effect is that of an Attack power, not a Utility. Luring Glare needs a cap on the slide, or make it a pull, otherwise the player can move the enemy indefinitely. If the target ends up more than 3 squares away from the player (because, say, the player moved away or the target was teleported), it can't move at all (since even moving towards the player will be "more than 2 squares"). Careful rewording will fix this.
Grimlock (4e Race) +1 to all defenses all the time is overpowered. I know this is ostensibly conditional, but once you've made the decision to wear light armour, this is unlikely to change. Compare with humans, who have +1 to non-AC defenses only; and Deva, who have +1 to all defenses under a condition that occurs only 50% of the time.
Grinreaper (3.5e Prestige Class) Full BAB and Spellcasting is overpowered. Poorly written flavor, abilities do not make sense together, also author doesn't know how to spell "Grim Reaper"
Guard (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Guardian's Shield (3.5e Equipment) Provides the same AC bonus as a tower shield, but without the penalties. suggestion increase the armor penalty by an additional two for each type remove wicker and give it a minus for attack say -1 on hit rolls. also make it an exotic shield proficiency and tower shield proficiency. also this should cost a whole lot more.
Guillotine Whip (4e Equipment) Overpowered in every conceivable way.
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.
Gunchuks Why do you get two attacks. How is this faster than, say, a club (which are the statistics you use for a nunchuck). Or is it a joke?

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

Gungnir Needs to use formatting for either magic weapons or artifacts. You just need to link to SRD:Vorpal, you don't need to reproduce the text.
Gunslinger (5e Class) See talk page
Guul Drak (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Gymizophun(3.5e Race) I assume the traits are just a rough draft and still need working into something reasonable.
Gūru (4e Race) See talk page
HEV Suit (D20 Modern Equipment) Has a percentage-based damage reduction with vague values, based on the suit's "charge": it isn't explained how charge maps to damage reduction, or at what rate the charge is depleted.
Hail Mary (5e Feat) What is "minimum range", is this supposed to be the normal range? The last benefit could do with rewriting so that you're not making extra rolls every round when fighting an invisible foe. Also unclear on the situation where a creature can be successfully hiding from you, but you are aware of it.
Half-Angel (3.5e Race) This thing's idea of making Half-Celestial more specialized is to just add on more ability score bonuses, and then some more. Boring.
Half-Basilisk (5e Race) See talk page
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-Dragon, Variant (4e Race) Suggestions: "+2 to any other stat": Ah, no, give 'em a choice of two per racial design guidelines. Change resistance to 5 + 1/2 level. Fly: Encounters typically only last for 5 rounds anyway, so round counting is a false mitigation (and is fiddly to boot). Make it an encounter power (see Pixies in Heroes of the Feywild) - if you want them to fly more often have it recharge on bloodied. And, monster-style recharges: if you insist, but we should put a design disclaimer here. The dragon breath attack power is pretty much the same as a dragonborns so you should change it in some way. You need to be more specific when describing what powers or feats you can take from the humanoid race half. If I'm a dragonborn half dragon do I get two dragon breath encounter powers, do half dragon warforged characters get to be constructs and also fly, and can they take all the feats of their half race. I feel that without specification this race is overpowered and will unbalance the game in some places. This race would be overall better as a level modifying character template. Needs more fluff and pictures in all areas. The more fluff and pictures you have the better this race will be
Half-Dragon (5e Race) Unclear how this is supposed to be applied. It's more of a template than a race, and more like a were-dragon than a half-dragon. Can anyone take this? Isn't the true dragon form disruptively overpowered at the lower levels?
Half-Eladrin (4e Race) A bonus feat is the human's thing. No other race should have it. "+5 resistance vs. powers with the sleep keyword." doesn't make any sense. The feat Fey Senses is worse than taking Skill Focus (and I would hope that it is meant to say "+2 feat bonus".
Half-Elf, Variant (4e Racial Trait Variant) Takes traits that should be unique to humans and elves (human's bonus feat and power; elf's speed) and mashes them together into one overpowered blob.
Half-Kobold (4e Race) I like the idea of fiery stealth, but it is abusable. You can deliberately fail a stealth check (-10 penalty if you run! not to mention heavy armour and shield) and instantly wipe out any number of minions at any range, at will. Fire Shift doesn't seem to have any benefit - all characters can shift. How does group stealth work fluff-wise?
Half-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-Solar (5e Race) as quoted from 164.38.32.28 “flight at 1st level is considered so useful that the one official race that has it only has one other minor trait.”
Half-Time Lord (3.5e Race) Regenerate and TARDIS channeling are poor design, needs rewriting.
Half-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-blood (demigod variant) (5e Race) Appears to be deliberately overpowered, so needs some guide on how to use this in a normal game. Some of the features are physically painful to read through a combination of poor formatting, grammar and balance.
Half-blood Armor (5e Equipment) Armors of rare materials (that are superior to mundane armors) should be considered a magical item with a rarity (compare with mithril armor)
Half-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)
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
Harpie (3.5e Race) No maneuverability rating given for flight; "avian body" should use the existing rules for fatigue, does not say how often they can fly.
Healer's Robes (5e Equipment) Armor provides a set AC value, not an AC bonus. Advantage on all medicine checks would be good for a magic item, let alone a mundane item worth 35 gp
Healing Touch (4e Feat) Grants sorcerers too much of the leader role, and can turn bards into healing monstrosities.
Heated Hands There isn't an "immediate" casting time or a "melee" range, and you can't use spell slots to cast a cantrip. Please see the spell information in the PHB. Does the caster need to use an action to melt the ice?
Heavy (3.5e Equipment) Does not state a bonus modifier
Heavy Dueling Sword (3.5e Equipment) So what would go wrong with making a bastard sword martial and allowing you to use weapon finesse with it, so it also qualifies for backstab?
Heavy War Staff (3.5e Equipment) first weapon prerequisites for stats were removed in 3.5. second no martial weapon should EVER be this powerful. The fullblade is pretty much the end all be all of upper limits and this surpasses it and doesn't even need a feat.
Helpless Generosity (5e Spell) Why would the target give you an extra item if they succeed their saving throw? Can't one use charm person or dominate person for this?
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
Hero (3.5e Class) this class needs a rebalancing to make it good to go otherwise not too terrible. Good saves, full BAB and a group of spells is a bit expensive
Hero (3.5e Template) However you look at this, you're getting an insane amount of bonuses for little LA. See the talk page
Heroic Spirit (5e Class) See talk page.
Heroic Spirit (Variant) (5e Class) As with Heroic Spirit (5e Class)
HexMonk (3.5e Optimized Character Build) No real optimization here.
Hexblade, Variant (3.5e Class) a bonus shouldn't be higher than a good base save for anything.
Hidden Polesword (4e Equipment) How does it work? How does it change size? Can you still attack with it when it is a smaller size? What does "shift sword" mean?
High Functioning Alcoholic (3.5e Flaw) This flaw can be removed in a method that doesn't require buying it back, which, although I respect the difficulties the author made for this path, may not be the best way to go about it, balance-wise.
High Jump Could do with a slight rewrite and renaming to fit 5e feat design.
High Metabolism Healing (3.5e Feat) Allows an epic-tier effect at 1st level. The associated flaw does not balance this.
Highest AC possible? See talk page
Hilt Smash (4e Power) "1/2[W]" does not make sense.
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 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.
Horn Hunter (5e Class) Dead level at 11th. There's a 30 second duration. Some wording issues (e.g. "heal" -> "regain hit points"; what is an "elemental damage type"); all these songs have existing spell equivalents and I wonder if it's better to just refer to them, or even make this a bard archetype
Horned Devil (4e Race) Horrid Indernal Wound: Utilities shouldn't directly deal damage, and most creatures can't regain HP making it 5 permanent ongoing damage, both infernal wound and fear aura are above the average bringing this race above average in terms of traits. Infernal wound has very high damage for a racial encounter, and Fear aura is self perpetuating (the bonus you gain allows you to have it for longer)
Hos'ri-ein Assassin (5e Creature) Little to no mechanical relevance of attacks and abilities, stats are nigh-unbeatable, saves are nigh-unsaveable. A DC of 65 is beyond impossible for any challenge, by contrast the highest possible save thus far in 5e is DC 27. Unsure if OP is serious about this as a challenge or as a lolbignumber joke.
Hoskuld (3.5e NPC) Combat Reflexes does not give any benefit (Dex 10) and is not used for any prerequisites.
Human, Orc Slayer (3.5e Race) Many of the traits describe the result of nuture, not nature. This "race" should be handled by simply having a human with a certain set of feats.
Human? (5e Race) Almost no description, what we do have is vague. Features are poorly defined mechanically.
Humans, Albion,Warborn (3.5e Race) The bonuses far outweight the category and listed LA and just increasing the LA makes this simply melee-optimized.
Humans, Kohanim (3.5e Race) Ability score adjustments need to be even numbers. Indomitable Will is really awkward.
Hunter of the Undead (3.5e Prestige Class) What is "suffered the loss of a complete level"? Do you mean a negative level?
Huntmaster (4e Paragon Path) Level 20 daily Effect is too powerful: note this occurs on a hit and miss. Was this meant to be on the Hit line?
Hybrid 3rd Class Warrior (3.5e NPC Class) Unplayable. Unable to reclaim. Who needs a NPC class anyway. Template posted by author.
Hylian (4e Race) The weapon attacks are a function of class, not race - these are things Link can do because he is a fighter, not because he is a Hylian. A Hylian is a human that lives in Hyrule, so not sure why we need this when a racial heritage feat would suffice.
I can USE shurikens (3.5e Optimized Character Build) No real optimization going on here.
Iaijutsu Master (3.5e Optimized Character Build) No real optimization here.
Ice Spike (4e Power) Needs the Implement or Weapon keyword. Encounter powers should not cause ongoing or effects that last beyond the end of the player's next turn.
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.
Ikuisuus (5e Race) Looks underpowered
Illusionist (3.5e Class) There are a few things - the biggest one of all is 'Over Powered Illusions'
Illusionist summoner (3.5e Optimized Character Build) Not optimized currently, could be optimized if you statted out the whole Shadowcraft Mage progression.
Imbuement (3.5e Feat) Doesn't have a spell slot modifier
Immunity to Magic (3.5e Trait) It's reasonably possible to be in a party of non-spellcasters using potions for healing, making this incredibly powerful, worth more than a feat (let alone a trait). It also doesn't use defined keywords: does magic refer to just spells? Or spell-like abilities, supernatural abilities as well? Unclear what "cot of any healing done in towns" actually is. If I rent a inn room to rest for natural healing, does that count? Buying healing potions? How do the people charging you know you have this trait? What are "enchanted items", are they like magic items?
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?
Imposed Corpse (5e Race) Traits need rewriting to better use 5e rules. Crippling Ligaments and Insanity Hours do not make sense. Only one subrace. Arguing Self means that the player doesn't make any choices (depending on the definition of "activity"?)
Improved Dragon Breath (4e Feat) Involves a lot of effects that are not suitable for an encounter power. Switching to daily might fix that. Like the draconic heritage power, quickly becomes a poor choice due to lack of enhancement bonuses.
Improved Guiding Bow Fairly awful design that grants bonuses way out of bounds.
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
Improved Unarmed Augmentation Feat chains should be avoided, and this doesn't really fit the scope of a 5e feat.
Increased Monk Armor (3.5e Feat) Compare with Armored Monk (3.5e Feat)
Incubus/Succubus (5e Race) Unlimited Charm Person at-will? Unlimited shapechange at-will? Fly speed? Trance? Fiend type? Telepathy? Darkvision? I feel this race may be meaningfully overpowered.
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
Infurianism (3.5e Trait) See UA:Character Traits, this is a massive bonus especially for a character with Wisdom as a dump stat. The drawback of a trait must be related to the bonus. In addition, the trigger is subjective, the player can just decide if they are feeling an emotion or not. At worst, this might have a DM ruling that a PC is feeling a particular way, and also deciding the PCs behaviour during the "uncontrollable" state: this doesn't "balance" the huge bonus, it's just bad form.
Inkling (Splatoon) (5e Race) One or two issues raised on talk page.
Inquisitor (5e Class) This class is outrageously broken. It gives you an item called a priest kit, but that doesn't exist in the corebooks, the class does not tell you what that is or does, and it does not link you to a page which explains it. Priest kit sounds similar to priest pack, which does exist in the PHB, so I'm assuming that's what was meant. You cannot have proficiency with the priest's pack, it's a preset collection of adventuring gear. The starting gear can grant a piece of medium armor to a caster class, despite them having no armor proficiency, this is incoherent design. It grants you full spellcasting of both the cleric and wizard spell lists, which is HUGE option-power, making this class autometically superior to the wizard by spell selection alone. The class makes you a prepared caster, but does not allow you to add spells to your book like a wizard, either by researching them from physical sources, OR by gaining levels, which is frankly dysfunctional. Why give them full casting, but no capacity to learn any spells over first level? Divine Power gives a preparation caster with a massive selection of spells the sorcerer's Font of Magic feature, making this class also more desirable than a sorcerer. (You know, if they got anything more than 1st level spells. Kind of a waste of time otherwise) I'm sorry, I just can't read on any further. This class increasingly dysfunctional at every step, and is emotionally exhausting to read.
Inquisitor (5e archetype) Poorly defined traits. What exactly is a "magic user"? What is the DC for the Spell Dampening dexterity saving throw? etc
Inspiring Greatness (3.5e Feat) Good grief what.
Intelligent Blademaster (3.5e Feat) See talk page
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?
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. )

Irken (5e Race) "Self explanatory" is not very explanatory. What are its actual game mechanics? Very few of the features are explained in game terms.
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.
Jelly Orb (3.5e Spell) So what this does is duplicate the effects of a 3rd level spell. Hmmm.
Johyo (5e Creature) Needs rewriting to better conform to 5e standards.
User:Jota/Gear (3.5e Class) Has a myriad of issues Talk:Gear (3.5e Class)#Large List of Notes.
Juggernaut (4e Creature) powers look a little screwy, need vetting; ability bonuses are wrong
Jumping Spider (4e Creature) Example encounter includes creatures 9 levels below encounter level; this falls outside of the +/- 4 range. Try something else.
Kanabo (3.5e Equipment) finally one I can say is under powered. 2d6 x2 is actually low for an exotic weapon for a two hander. strength score needs to come off.
Kantian Paladin (3.5e Class) well let's increase the abilities of a paladin and spell casting for a minor drawback (lower save on REF.) Class needs balanced
Ideas: A: A forced choice between healing or smiting specialization; B: Some tweaks to it in terms of stats or combat prowess to make it more balanced; or C: A change in armor/weapons; maybe they can't use exotic weapons even with the feat, or maybe needing to take a feat for heavy armor
Karnins (3.5e Race) Really good ability score adjustments, a scalar bonus on fire damage spells, and at-will spells scaling to HD is well over the current LA.
Kataima Incarnate Vague attunement requirement.
Keldren (4e Race) See discussion.
Kelir Shaythan (3.5e Template) Why not change all your HDs to d12's for LA 0?
Kender Cursed (3.5e Template) The LA / CR adjustment doesn't work since it doesn't take into account a creatures special qualities. Even with the penalties, a cursed wraith shouldn't go from CR 5 to CR 1/2. A PC Wizard could start play at level 5 (ECL 1) with access to 3rd level spells, the reduced attack and defenses doesn't matter a great deal.
Kender Mithral (3.5e Equipment) If people donning this armor typically have charisma modifiers of +4 or more, the cost of this item should be significantly greater.
Khinasi, Cerilian Human (4e Race) Campaign-specific languages and non-standard ability bonuses may require design disclaimer. "Cultural bonus" doesn't exist in 4e. "Magical" is not a keyword, so one can't have a bonus AC against "magical attacks". Katar is a superior weapon.
Ki Ball (3.5e Spell) What is "typeless magic damage"?
Ki Bomb (3.5e Spell) D&D does not have a "typless magic damage"
Ki Destruction (3.5e Spell) Needs to work with a class on 3.5e Spells.
Ki Knuckles (3.5e Equipment) Does not have the correct creation costs or market price; it needs to be either magic gauntlets (weapon) or gloves (wondrous item)
Ki Master (3.5e Class) needs to have some adjustments.
Ki Shackles (3.5e Spell) Needs to work with a class on 3.5e Spells.
Kiegon (3.5e Race) There is no explanation of how these abilities work using normal game mechanics.
Kineticists (variant) The talents have 3.5e-style Su or Sp designations. Ability Score Improvement is usually considered the feature for that level, but here we have one or two non-trivial features in addition.
King's Ranger (5e Background) Please read 5e Background Design Guide.
Kitsune-bito (3.5e Race) The tails are better than many stand-alone feats and this race gets them every second level, which is not balanced.
Kitsune (4e Race) "spirit creatures" is undefined in 4e. Damage resistance too broad. Harbored Annoyance seems unnecessarily complicated. If you've just attacked a monster, why would it want to make indimitation or diplomacy rolls anyway? The second sentence after Hit doesn't seem to make sense. This could be adapated to make a satisfactory and flavourful attack encounter power expandable through feats, or a racial utility power.
Knight, Teoryran (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight, Tome (3.5e Class) d6 for each level is overpowered.
Knight, Variant Various from Class Do's and Don'ts (5e Guideline). Many features do not function on a basic level, and the numerics are all over the place.
Knight, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight in Shining Armor (3.5e Feat) The first benefit alone grants +8 in skill bonuses (the armor caveat is hardly mitigation, presuming such armor would be worn for the majority of adventuring time).
Know Direction (5e Spell) Needs to be better adapated to 5e. Rangers do not have cantrips, for a start.
Knowledge is Eveything (3.5e Feat) The melee equivalent (combat insight) is an epic feat
Kobold, Variant (4e Creature) Kobold Spirit - you can't have an "elite minion".
Kraj (3.5e Race) Ability scores are all over the place. The rationale for the gender split is based on nurture, not nature, which should not be a factor for racial ability score adjustments. I propose removing them.
Kraken Form (5e Feat) How is this activated? How do you "ram" a living creature? What damage type is the ram damage? Is it supposed to not work on non-living creatures? "acid" damage, not "acidic".
Kusarigama (3.5e Equipment) *No HP
  • Is essentially the same as a the Kusari-Gama given on pg. 144-145 of the Dungeon Master's Guide, but with more power (original is 1d6) and the cost/weight of a spiked chain
Kyuubi no Ookami Could do with rewriting to better use 5e rules (and to correct spelling and grammar.)
Lab Coat (5e Equipment) See talk page. Is this exclusively for physicians, or can everyone get this cheap +1 AC with no drawback?
Lapine (5e Race) See talk page
Lawgiver (5e Class) See talk page. Double check those points to get this page usable.
Leave No Stone Unturned (3.5e Flaw) This is silly.
  • The character does not need to physically search the item themselves.
  • The flaw does not account for cumulative penalties. Does a character really get more and more of these until he goes back and checks every single container?
  • Walking through a city with this flaw would likely very quickly get the character either -100 to all relevant skills and saves or would get them killed for burglary.
  • It is either arbitrarily restricted to five specific types of containers, or it is figurative, and all containers impart these penalties, as mentioned above.
Legendstone (3.5e Equipment) The abilities are ridiculous. At a minimum the adjustment would be in the 500k to millions range for even simple items for this material.
Lethal Attack (5e Feat) Not in the slightest bit balanced.
Level Advancement (3.5e Variant Rule) If the group feels they are advancing too quickly, wouldn't it just be less complicated for the DM just to reduce the CR value of encounters by 1? (e.g. a CR3 encounter would grant the XP for a CR2 encounter.)
Lictor (3.5e Race) The traits are not explained with sufficient game mechanics, and saves are necessary for them to function.
Life Drain (4e Power) A close burst 3 at-will attack power that causes 2d6 damage and heals hit points as an effect? This is three kinds of unbalanced.
Light Nordic Armor (5e Equipment) This is the same as not wearing armor at all.
Lightkin (4e Race) Languages: Supernal (a normally restricted language) and three other languages. PC Races can have damage resistances, but not immunities. The encounter power needs a tiered attack bonus to keep up with enchantments, and damage progression should be 1d8, 2d8, 3d8. Stun effect should not be available for 1st level characters, and encounter powers should not cause damage on a miss.
Lightning's Child (4e Race) Needs to use D&D 4e rules. I can help with this if you wish.
Lightning Guard (4e Creature) Numbers are off (a level 1 artillery would not have AC 18, attack values are off); it doesn't need two basic melee powers
Lizardfolk, Greenscale (4e Race) Athlete is the equivalent of a paragon level feat - suggest making this conditional to whatever task it is that these lizardfolk excel at. Hold Breath: as written they can't hold their breath as long as normal PCs (see the updated "rule of 3" for endurance checks for PHB p 185). Suggest making this a +5 bonus to endurance checks made to hold breath. Still puzzled as to the utility of Claws - why not just give them access to Claw Fighter (4e Feat) instead so that those who want to have a lizardfolk who fights with claws can do so properly at their option.
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 Survivor (5e Background) roleplaying features should not provide mechanical benefits
Long-Term Addiction (3.5e Flaw) This is still abusable since the new prerequisite is vague. Per my previous example, alcohol can be considered "harmful" and it's trivial to stay supplied with this.
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.
Ma'aleca'andrans (3.5e Race) Clearly meant to be enormously overpowered. Everything should be quantified and needs an enormous LA for bonuses like these.
Mace of Light (3.5e Equipment) "Radiant" is not a listed special ability - do you mean holy? Missing item creation details and aura.
Mage (NPC) (5e Creature) Doesn't seem significantly different from the Mage NPC in the MM, except several values are incorrect (skills, for example)
Mageblade, Variant (3.5e Class) Dead levels a 5th and 17th, so features could do with rearranging.
Mageblade (3.5e Class) Mage spellcasting plus fighter attack bonuses and more feats - class is very overpowered for 3.5
Magic (Elder Scrolls Supplement) Should be adapted to use UA:Spell Points
Magic Device Specialist (3.5e Alternate Class Feature) This is extreme. I would suggest either 1/2 BAB or make them class skills like other homebrew feats. Otherwise you can automatically use items for most fighters better than most magic classes or thieves.
Magic Man (5e Equipment) See talk page
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.
Magical Girl (5e Class) See talk page
Magically Uninclined (3.5e Trait) Disparate benefit and drawback.
Magma Golem (3.5e Creature) See discussion.
Magnetic (3.5e Equipment) way too many bonuses for a +1 enhancement. Uses non-standard terminology
Magorian (3.5e Equipment) Totally negating half the classes in the game is suppose to be difficult not cost you 20k.
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
Making of The Mage (3.5e Optimized Character Build) Doesn't do anything interesting in the way of optimization.
Mammoth (3.5e Class) How is increasing your weight 8 times and growing a size category an Ex ability?
Mana Creature (5e Race) Not in the slightest bit balanced.
Mana blooded (3.5e Trait) Please see the guidelines at UA:Character Traits. Also does not explain what spells can be cast.
Manyspell Storing, Greater (3.5e Equipment) Well first it shouldn't be the same as the version that only stores 5 price wise. Second the ability to cast multiple (and in this case medium to high level) spells in a round is downright broken.
Manyspell Storing (3.5e Equipment) This should be a +2 as you can store a lightning bolt and two shocking grasps or some equal combination giving a huge boosts to hybrid fighter classes. Spells take time for a reason and beyond that you shouldn't be able to inflict multiple spells a round.

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

Martyr Necromancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Masochist (3.5e Flaw) *"Inflicted Pain" is not defined, sufficiently. This can range from a tiny, light-hearted jab, taking actual damage, or any amount of interpretations of pain.
  • This needs to be a constant effect. As written, a party member just needs to, at most, prick the subject's finger to avoid all penalties for a day, each day.
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) Continues to have balance issues particularly with AC scaling
Mechromancer (3.5e Race) Mechromancer (3.5e Class) says this is a racial template, it which case it needs to be a template with an LA. A lot of the features are poorly written.
Mediator (5e Archetype) 3rd and 9th level features emphasize strong Charisma, but the 3rd level feature emphasizes strong Intelligence. If my Cha is my primary or secondary ability score, then Meticulous Negotiator isn't much use.
Medusa (3.5e Race) Needs an appropriate LA.
Mesmer (5e Race) Good description, but mechanics need some work, see talk page.
Metal Plate (3.5e Equipment) Yet another "big sword" entry. We've already got Buster Sword (3.5e Equipment) and Fullblade, Variant (3.5e Equipment) and who knows what else. The hit penalty doesn't "balance" 2d12 damage.
Meteor Dash (3.5e Alternate Class Feature) Enabling coup de grace actions for two rounds is obscenely powerful.
Miaodao Possibly Overpowered. It's better than before, but hasn't been playtested.
Milingator (5e Creature) Creatures have one type, not three. They shouldn't really have more than 4 skills. How does "strategize" work in an encounter? Missing CR/XP. HP does not match the HD, and the HD is missing Con modifier. Damage calculations are wrong. There isn't a "slicing" damage type. An opportunity attack (not "attack of opportunity") is part of the base rules, so doesn't need listing under reactions. Passive Perception would be 10.
Military/Army Structure (City-States In Chaos Supplement) PC background should be moved to the other backgrounds provided by region, and the benefits balanced (i.e. remove constitution modifier)
Mime (3.5e Class) Mimic and replication abilities need some checks. Concentration checks should be added when the mime is focused. Maybe Instability should be changed to a class feature that still gives some benefits to a then failed check, ergo with some potential setbacks?
Mime 2.0 (3.5e Class) Seems to allow the player access to a monster's Ex abilities, for an indefinite period of time, which can lead to a whole manner of brokenness.
Mirror Beast (4e Creature) Needs attacks and defenses appopriate for a solo creature. In can only attack one player per turn, and can easily be locked down with status effects.
Mithril Chain Shirt (5e Equipment) Mithril chain shirts are already in the base game (DMG, p. 182), is this supposed to be something else?
Moe Weakness (3.5e Flaw) It's easy to pick moe factors that will rarely appear; that so many caveats have been added, and caveats that require interpretation (the "likeliness" of a factor) shows that this is a weak design for a Flaw. A dragon is given as an example: could I then have "dragons with red scales", "dragons with horns", "dragons with green eyes".... a dragon may or may not be ever encountered. To "balance" this, the actual numerical penalties are way over what is expected in the guidelines.
Monk,Scribe (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Monkeybird (4e Race) Flight power needs fixing.
Monkeyfolk (4e Race) See talk page
Monohue Magician (4e Paragon Path) Suggest changing Burst of Color to a Minor Action, since it doesn't cause damage itself.
Monster Obsessed Will Save Gateway, and a rather nebulous DC potential, at that.
Moon Elf (Elf Varient) (4e Race) Too many skill bonuses, proficiency in superior weapon.
Mordekai (3.5e Race) See the talk page for a list of some of the problems. In short, it doesn't work.
Morque, the Taker of Lives (3.5e Equipment) See talk.
Motholplex (3.5e Creature) 100 hit dice, and all it can do is a few melee attacks and wobble around in the air. Does not explain what the "bug swarm" is (there isn't one in the MM, and none that are there are suitable for a CR 40 encounter). An Epic level party would cream this monster in a few rounds.
Movanic Deva (3.5e Racial Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mr. Stake Needs to make some sense. Is it a plant or a beast? HP calculation is wrong. What is the justification for 30 Str and Con and 5 save proficiencies?
Mummy (3.5e Template) d12 HDs, bonuses to Str, natural attacks, +4 Intimidate, etc— this is perfect for a melee-fighter type class and is not LA 0.
Murasame "The Demon Blade" This is so obscenely overpowered it should be an artifact with the usual connotations (and even toned down for that)
Murmillio (4e Race) Sharkbite is underpowered, see talk page. Suggest low-light rather than darkvision.
Mute Fighter (3.5e Flaw) But what if you just choose to say nothing while fighting? This is a free feat outside of select situations, then?
Mystic Fist (5e Class) See talk. Looks like it needs a balance pass. Feature spread looks like the place to start.
Mystic One (4e Paragon Path) Frightening Action involves round-counting. It also says "Charisma score" - should this read "Charisma modifier"? Deep Ground is absurdly fast, and burrowing already leaves a tunnel by default (see the monster manual glossary). Lavos Scream: Encounter powers should not cause ongoing conditions. Lavos Armor is an encounter power that grants a bonus until the end of the encounter; this is effectively a permanent bonus.
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Nantosuelta (3.5e Deity) Barely any description. The bonuses are a nice idea, but shouldn't be given "for free" (feats seem like the obvious place for these)
Nature's Gauntlets (3.5e Equipment) market price and costs need recalculating
Necklace of zeus blood Needs a rewrite. I know artifact are supposed to be powerful, but good grief.
Necrologist (4e Paragon Path) Damage die go up to d12, so Dab of Life needs rewording. Inspiring Expiration ought to specify which d20 rolls it can apply to. Encounter powers should not cause ongoing effects; a level 11 encounter power shouldn't be causing unconsciousness. Glyph of Life is overpowered. Glyph of Undeath should use the same rules for commanding beasts and summonings: i.e. A standard action used to make it attack, move action to make it move, etc
Necromancer (4e Paragon Path) Features and powers refer to "minions you control", but doesn't explain where these minions come from. Shroud of the Grave: Undead minions don't have vulnerabilities - they only have 1 hit point. Check the monster manual. Skull King's Command: You can't just turn a minion into an elite or solo creature, there's more to it than that. Eternal Undeath is confusing - minions never have more than 1 hit point.
Necromania (3.5e Trait) The drawback needs to be twice the value of the benefit.
Negative Level Adjustment (3.5e Variant Rule) Ridiculously, horribly unbalanced.
Nel Zhim’s Vivisector (5e Spell) Per talk page.
Nephilum (5e Race) Writing quality needs improving.
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 Angel (5e Race) This is insanely overpowered.
Night Doctor (3.5e Class) The non-SRD feats needs linked to.
Nightmare (5e Spell) It would be cool if this was better adapted to the 5e rules rather than a copy of the 3.5e version. For example, in 5e, we don't have a bunch of modifiers to saving throws (but they might have advantage or disadvantage)
Nightmare Ride (4e Feat) This needs rewriting. It has an attack roll but doesn't use Implement or Weapon. It is a level 1 encounter power that stuns on a miss. The Beast Form keyword only makes sense if you are a druid. It has (save ends) and an after effect, which are only appropriate for a daily power. It's all too much.
Ninja: Naruto (5e Class) Bad ability spread, and giving them a pool for their abilities is not a good solution. Why do they know everything right away? Why is their knowledge not as powerful as what they can do, e.g. where are they limited for what reasons? abilities referenced that are not even mentioned later
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?
Nordic Axe (5e Equipment) See talk page
Nordic Shield (5e Equipment) The shield in the PHB is generic enough that it can be used for shields from all kinds of cultures.
Nordic Sword (5e Equipment) Just use the longsword statistics. If there is something particular about nordic weaponsmithing, this is a campaign-level template that could be applied to the appropriate weapons, no need for seperate statblocks.
Nordic Variant See talk page
Nordling (3.5e Race) Still do not know what is meant by "+1 racial Base Attack Bonus". They would only have this if they also had 2 HD of Humanoid.
Norse Lamellar Armor (5e Equipment) Have a maximum Dex bonus or find some other way to balance this.
North Shaman (5e Class) Please see talk page
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)
Novakid (5e Race) "You have advantage in all saving throws."
Novus (4e Race) Um, that's a lot of racial powers.
Obscure (4e Power) At-will powers should not cause dazing.
Obsessive Compulsive (3.5e Flaw) Needs a definitive list of compulsions, preferably like Phobia. As is, this is too open-ended; It should probably also be a constant threat whenever the subject of compulsion is present (collect all red items, always have a number of arrows divisible by 10, etc.)
Obsidian Axe (4e Equipment) Considering that a normal axe is military/+2/1d10, this is not balanced; it's puzzling how this 3lb axe can be "light thrown" when the 3lb handaxe is "heavy thrown"
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
Ombréclat (5e Equipment) Needs to take better care with 5e rules. What do you mean "ignore every resistance"? - this weapon only deals slashing and either radiant or necrotic damage. What is "force shield" and "force wall"? What is an "etheral creature"? (I know this means, for example, ghosts, but a regular magic sword already isn't subject to its resistance)
Oni (3.5e Race) I'm sure there's a better way of handling drunken strength than to introduce a special resource
Ooze-Kin (5e Race) I am aware this is your first race, so I'll be plain about it. This race has too many traits, and almost all of them are huge combat benefits. Please go check out the 5e Race Design Guide for some pointers and tools on how to achieve appropriate balance.
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.
Orc (4e Race) 1. savage heart is equivalent to a daily racial power (maybe slightly below) 2. Warrior's surge utility power is powerful I would suggest making it only on a hit and only when bloodied at the least. for comparison the warden has a level 2 utility where it has to KILL and enemy to get the same effect
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.
Ortaurs (3.5e Race) Think for a minute about how The Beast Within would be like in actual play.
Otherworlder (5e Background) Too much option power in letting the player choose any 1 proficiency at will.
Ottsel (5e Race) See talk page.
Oversized Weapon (D20 Modern Equipment) static weight gain, no mention of size gain, small price increase
Owl Kin (3.5e Race) Silent Wings, Perch, Swivel, Superior Dark Vision and Light Blindess all seem to have been written in ignorance of the 3.5e rules. Needs rewriting.
PK Love (3.5e Power) Level 4 power that "does 15d6 damage and can not be avoided through saves or resistance." In a 100 ft. cone.
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.
Pathfinder (3.5e Class) Base Attack and Saving Throw values are incorrect, doesn't say what the feat selection is for bonus feats, "Abilities" is supposed to explain what ability scores are important for the class, class features don't make much mechanical sense, campaign information is quite brief.
Pathiel (5e Creature) Ability scores could be toned down. Try to think of them on a scale of 1-20, then in exceptional creatures a few abilities can go over 20 (but not by much)
Pegasus (4e Race) Flight is reserved for other tiers. It needs to be changed to something like a hover. Encounter power is broken: range doesn't make sense, attack needs inherent bonus, effects need to be balanced and worked into the Hit line (not the Effect line). What is the "cutie mark" feat, and why isn't it just a racial trait?
Pegasus Pony (3.5e Race) DR 15 is crazy good, the movements speeds are faster than what they should be, and I have no idea what the "cloud" is for or why one would need it at all.
Permanent Manifestation (DnD Feat) There are plenty of high level powers that really ought not to be permanent. Prerequisite ability scores should be odd-numbered.
Pewterarm (3.5e Class) Poorly defined traits. Has many of the problems I mention at Talk:Lurcher (3.5e Class)
Phalanx See talk page, unbalanced mix of 3.5e and 5e
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 Knight (3.5e Class) Strong BAB and two good saves and strong spellcasting and sneak attack and a multiple other features each level and good skill points. A bit of a Mary-Sue. My previous comment about the issues with phantom strike etc. were not addressed.
Phoenix Cannon (3.5e Feat) What is this nonsense?
Physicist (5e Class) Dead levels and bad bonuses over the levels are unbalanced. See also talk.
Pious Crusader (3.5e Optimized Character Build) needs playtesting
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)
Plague Doctor's Outfit (5e Equipment) Is this supposed to occupy the armor slot - if so shouldn't the AC be 12 + Dex?
Plague Doctor (5e Class) The class feature spread needs to be looked at.
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.
Pokemon Trainer (5e Class) Dead levels are no good, and how this class functions together with their companions needs to be mechanically explained. How do they augment the creature's attacks and abilities?
Pole Mace (5e Equipment) Overpowered.
Polecats (3.5e Race) Defensive Spray ability is clunky.
Pond Rainid (3.5e Race) This does not follow normal DnD guidelines and needs to be adjusted
Portable painting easel (3.5e Equipment) This has no mechanical effects or even clear roleplaying effects (like clothes), it seems. Just needs an effect of some kind.
Potion of Cure all Wounds(4e Equipment) 4e already has three different types of healing potion, one for each tier. This doesn't even use any surges. One way to balance it might be to have it use up 4 surges and make it rare. "Recipe" field perhaps made in ignorance of the way magic items are made in 4e.
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.
Pride (3.5e Flaw) Poorly defined, I could declare another PC to be my "enemy" and go adjacent to them to prevent or end the condition
Prion of Madness (4e Disease) Doesn't explain how this disease is contracted. Does the effect of stage one happen every round? Does it happen both in and out of combat? Why does a save end the prone state, when the normal method is to just stand up? Stage 2: The alignment change asks the player to roleplay their character in a way they probably won't want to, and in a way not conducive to the party: combining this with "always miss" and this effectively removes the PC from play. This is bad for the game. Stage 3: This doesn't work as written, I wonder if "you target an ally" was intended rather than "you hit an ally". The ongoing damage has no end condition.
Prism (5e Class) First level is very weak. Sparkle only effects unarmed attacks, so is not going to be used until they can apply it to weapons at 5th level. Until then I just get a few cantrips. A sorcerer makes a better warrior and spellcaster than this.
Pro deus (3.5e Template) needs playtesting, ac bonus alone is insane, coupled with all the other addons this template appears to be unplayable
Projectionist (5e Class) Stub template was removed, so presume this is presented as complete. See talk page for issues.
Promised Walk of Peace (5e Spell) There's already a spell that slows like this. It's called "slow". Can this do something different, thanks,
Prophet of Truth (4e Creature) Needs attacks and defenses appropriate for a solo creature. It can only attack one creature per turn, and has no way to deal with stuns, dazes, etc
Prostitute (Common) (5e Equipment) 3 gp is 1 month's wage for a commoner. Disease rate is 50%. This could do with more research and better writing.
Protector (3.5e Creature) Monstrous Humanoids have d8 hit dice; missing skills; Int and Wis are way too low.
Protector (3.5e Feat) What exactly happens with this? Is it magic?
Proto-Mage (3.5e Template) The special quality is poorly defined, and requires the player to roll percentile with every action, which is disruptive.
Psyker (5e Class) The optimizations of the spells and in attack rounds are very powerful. Several dead levels. Riddled with balance issues, in particular it gets carried away with damage output.
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, what is a "pumpkin king" class?; very clumsy summoning trait
Pun-Pun (3.5e Optimized Character Build) See talk. A problem with the familiars HD progression stops the limitless HD loophole, and thus most of this page.
Puppet Specialist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Purgatory Gauntlet Needs to use the rules for 5e D&D.
Pyromancer's Gauntlets (3.5e Equipment) What is "raging flames"?
Quick Jab (4e Power) What does "Increase damage to 2 Dexterity modifier" mean? Add? Multiply?
Quick Throw (3.5e Feat) Per talk page. Effectively allows an extra attack at no penalty.
Quintessential v2 I think these bonuses are supposed to replace the effects of a typical loadout of magic items. But a) Different classes will have different needs, and b) Theses bonuses are overpowered. Bonus feats? Fast healing 5 by level 7?
Races of Teoryran (Teoryran World Supplement) Social castes shouldn't be separate races; use background feats instead.
Racist (3.5e Trait) Per UA:Character Traits. If your target race is, say, orcs, you are rarely going to be using bluff, diplomacy or gather information checks with them - but you'll benefit from the attack bonus all the time. Maybe restrict this to demi-humans?
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 Warrior (3.5e Class) ok I stand corrected look and you shall receive. this is even more overpowered than the other radiant class. additional attacks huge jumps in ac and attack strength not to mention huge weapon improvements for free. the god form is also highly overpowered (2d8 plus a d8 per strength bonus is 5d8 with just a belt not to mention strength damage added to it.)
Rage (5e Spell) No attempt made at adapting this 3.5e spell to 5e. Range and duration need adjusting, and 5e doesn't do bonuses in this way.
Rageborne (3.5e Template) The gained traits do not make sense. "+1 speed bonus"? How does "Raging Blade" work?
Raging Aura (3.5e Spell) Poor design, needlessly complicated. For example, gains a Strength bonus and a bonus to damage and attack rolls: only one of these is needed since the former already provides the latter. Has a random effect each turn, but some of the effects last more than one round.
Rain Acid Blood (4e Ritual) Concerns on talk page; also disregard for 4e mechanics (resistance throw and a percentage throw)
Ranger (BD) (3.5e Class) Killer's Arrows doesn't make sense. In fact most of these features are clumsily written (as often seems to be the case with video-game conversions)
Ranger (Graatel) (3.5e Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Rapier of undying (3.5e Equipment) Doesn't make sense in the context of 3.5e rules. Please look at the magic weapons in your DMG and use the "create new magic item" link at Add New 3.5e Equipment
Raygun (5e Equipment) Needs a rewrite to use rules for splash weapons.
Razen Blade (5e Equipment) The bulk of this text describes how the weapon is made, which is nice, but magic item creation is a campaign-level process determined by the DM (see the DMG). That leaves us with a +1 weapon (already an uncommon item in the DMG) with changed damage dice. It makes the most sense to do this with a dagger, it's like having a greatsword that you can dual-wield and throw and Small creature can use. I wish it were more interesting, in any case the rarity should be increased.
Razor of Gloom (3.5e Equipment) Really awkward mechanics, needs rewriting.
Reaver (3.5e Class) Classes that specialize in one kind of weapon are not base classes. This is a prestige class and needs to be adjusted as such. Some features are sloppy and need rewording (for example, Capture the Soul should only work on living creatures, not undead or constructs)
Red Mountain Ogre (3.5e Race) The ability score adjustments together with the natural armor bonus is too good for LA +2. In addition, this race is an optimization of melee combat and does not offer traits for PCs with different playing styles.
Reflexive Repulsion Armor (3.5e Equipment) protects like heavy armor for 10 attacks? this thing is overpriced especially if you count in the idea of having to hit before it reduces in ability (i.e. +8 armor and no dex bonus can make you almost unhitable if you stack things, and it probably doesn't count as armor.)
Reflexman (3.5e Optimized Character Build) Thought to be inferior (thus indicating a lack of optimization) on talk page. Also agreed to be not flavorful, leaving it somewhere in no man's land. If even marginal DPR statistics can be produced or suitable changes are made (bringing it up to at least +30 base Reflex saves, which is achievable with unused Complete Scoundrel prestige classes), remove this template. If no one is willing to make such changes, leave this for an administrator's judgment.
Reincarnated Devil (5e Race) Kiss needs some work, I didn't have time to rewrite it.
Repel Vermin (5e Spell) Copy of a 3.5e spell so: duration needs adapting; 5e spells look at hit points rather than hit dice; damage needs a damage type; "vermin" was a creature type in 3.5e, but this is not the case anymore.
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 Backup Plan (3.5e Equipment) No price. See talk.
Ring of Distance (3.5e Equipment) Needs a price or needs to be changed into an artifact.
Ring of Wrong Writing (3.5e Equipment) Needs to be better explained. What happens with spellbooks? How much does this cost? etc.
Ring of the Dragon (3.5e Equipment) Marketprice, costs and prerequisites are not correct
Rising Gladiator (3.5e Class) Class features need Ex, Su or Sp designations. Some seem to duplicate feats, but aren't declared as feats, so stack with the feats of the same name? Terminology needs correcting throughout. Saving throws have incorrect progression. Accumulated bonuses start getting rather high (e.g. attack bonus can be +10 on top of BAB by 18th level, not including bonuses from feats. With Blade Master and Gladius Critical, a greataxe deals 4d6 damage with a x6 multiplier.)
River Needle(5e Equipment) Please compare with the scimitar of speed (DMG p. 199). River Needle is the same except it has another attack and foils regenerating creatures. This needs nerfing and/or increasing to legendary.
Robe of Blades (3.5e Equipment) Does not follow the standards for magic items. Is this a weapon or a wondrous item? How do you attack with it? What is an "elemental canister"? What are the creation costs and CL?
Rock Reaver (5e Class) See talk page
Rock Warrior (4e Paragon Path) Still no description, powers are still unusable, if you need help please say so on the talk page rather than removing this template
Rocket (3.5e Equipment) "adamantine" and "concussive" are not 3.5e damage types.
Ronin of the Blade(3.5e Class) Save progressions are wrong.
Rubyspire Vale (3.5e Environment) Why a plane? To me this seems to work as just a normal environment as well with the DM adding it where it can fit best.
Ruler (3.5e Equipment) Base weapons do not have specific special materials - you apply a material onto a base weapon.
Rune-forged Grenadier Doesn't make any sense, see talk page
Rune Blade (5e Class) I've raised some issues on the talk page.
Runes (3.5e Variant Rule) Please help check the balance of the individual runes (not their availability). -User:Bricius
Runeterra: Ionian (5e Race) See talk page
Runeterra: Marksman (5e Class) See talk page
Runic Rapier Runic weapons are in Adventurer's Vault 2. Should be constructed as a enchanted weapon, not a mundane weapon.
Runner (3.5e Optimized Character Build) Speed on its own doesn't do much. But if you really wanna find an insane speed, use Persistent Spell (through DMM cheese) on Footsteps of the Divine (CC) while worshipping Fharlanghn and end it early.
Rush Skies (3.5e NPC) Info is outdated. Unable to balance/finish.
S'Tek (5e Race) all was good till I got to scaly. +2AC at all times? Along with all these other benefits? What's the point in avoiding being attacked, if being attacked isn't a big deal? It discourages the stealthy style the race is based on.
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)
Salvation (4e Power) See talk page.
Samarie's Doomsteel (3.5e Equipment) The damage bonus is far too high. No non magical material should ever increase the damage of an item by a full die step. The AC DR combo is also undervalued and would end up being approximately 150k minimum for heavy probably more in the 220k ish arena.
Samaries (3.5e Race) This is not LA +1 with Fast Healing 1 and then a who;e HD progression alongside other good abilities like an extra attack each day (great for spellcaxters).
Samurai, Races of War (3.5e Class) See talk. This character type does not conform to normal 3.5e balance precepts (this is a class for the Races of War variant rules.) Before approving this character class the DM is highly encouraged to read all abilities closely.
Sangheili (Halo elites) Equipment should not be part of the race, but you could link to items in the 3.5e homebrew
Saradi (3.5e Prestige Class) Mary Sue class (as discussed on talk page); Example character only uses 1 level of saradi?
Scared Ones (4e Race) Psysic [sic] Infused bonus is too high. Insubstantial is overpowered, and yet "Can't use weapons or implements" makes the race incompatible with 4e (Utterly useless for weapon-wielding classes from the offset; won't benefit from enchantment bonuses so any class will be useless by Paragon.) Physical Being means the player will have to hope that every fight will have physical, humanoid, weapon-wielding enemies for a chance to do one dazed action per turn. Psychic Blast initially overpowered, then becomes useless by Paragon.
Scepter of Time (3.5e Equipment) Poorly defined traits. Missing information suitable for an artifact (history, how to destroy or neutralize...)
Schemer (3.5e Feat) Has vague definitions, and undefined bonus types
Scorpion (NPC)(5e Creature) Ability scores need adjusting, hit point calculations are incorrect, skill values are incorrect, some traits (e.g. Fire Travel) don't quite make sense
Scourge (4e Equipment) A scourge is already a 4e weapon (+2 prof, 1d8 dam, off-hand military flail); the triple-headed flail is the superior variant; what kind of weapon is this supposed to represent?
Scrimshawing tools (5e Equipment) see talk page
Scythe Master (5e Feat) Lacks mechanical understanding (you can already attack enemies from behind cover), adds mechanic to area of DM adjudication (trip attacks, shoves)
Secret Page (5e Spell) Needs to be better adapted to 5e. Could be made a ritual for a start. Rogues do not have a spell list.
Seed Wha is this i Can't even
Seeker (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.
Selachinoid (5e Race) Poorly defined and unbalanced traits.
Sepulchral Stalker (5e Race) Has an attack that seems to instantly defeat an enemy?
Sequester (4e Power) What is a "jumper fighting style"? The Jumper class page doesn't mention it.
Seven-tail Sharpnose (4e Feat) So, yeah, I guess the main problem with this feat sequence is that it gives the player 7 additional powers. Seems pretty broken.
Shade (3.5e Template) LA0 version may not fit with all campaigns, ask your DM for approval, this is similar to one in Races of Faerun albeit toned down quite a bit. Also, no change to CR? Are you kidding me?
Shadow Arrows (3.5e Spell) Needs to explain how the attack is resolved. Do you need a bow? Is this a weapon attack made with the caster's BAB?
Shadow Assassin (3.5e Class) This is effectively a combined Rogue and Assassin, with some sprinklings of various shadow magic classes. I recommend limiting some of the class features.
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?
Shadow Imbued (3.5e Template) Not LA +1.
Shadow Reaver (5e Class) Rewrite in progress.
Shadow Rogue See talk page
Shadow Witch (4e Paragon Path) Encounter powers should not cause ongoing damage. Power should not change ability scores. Neither of the attack powers use weapons, implements, or have an inherent attack bonus. "Level" is a bit akward as a damage constant - it doesn't quite scale right correctly.
Shadowcraft Blade (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadowcrafter (4e Paragon Path) Dark Shroud as an opporunity attack is possibly not as useful as a basic melee attack. Whilst it has the advantage of Charisma instead of Strength, it doesn't benefit from weapon proficiency or weapon/implement enchantment bonuses.
Shadowmonk (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadows (3.5e Race) Needs to use... the rules... I guess.
Shadows (Untethered) (3.5e Race) Traits need balancing. Shadow walk would probably require line-of-sight for example.
Shadowy Assassination (4e Power) 4e combat doesn't have facing, so you can't be "behind" a target. Perhaps this could say "You are flanking the target"?
Shaman (Warcraft Version) (5e Class) Weapon / spell component issue per talk page. Dead level @ 18th.
Shaper of Form, Redux (3.5e Prestige Class) Features need careful rewriting. "Like Begets Like", as written, could turn a normal sword into a +6 holy avenger. The table is also apparently for a Death Knight.
Shapeshifter (3.5e Class) Allows easy access to monsters extraordinary abilities, which will lead to Pun-Pun levels of madness. By comparison, see how carefully the druid's wildshape, or the polymorph spell have been written.
Sheep (5e Creature) Please compare with the Goat in the Monster Manual
Shield Fighter (3.5e Class) 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 Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Shining Imitator (3.5e Alternate Class Feature) Well as I read it it appears to anyways. This is essentially allowing a warrior BAB that casts cleric spells to also cast arcane spells if I read it right.
Shining Shadow (3.5e Equipment) Price needs recalculating.
Shinryu (4e Creature) Very easily locked down, and inadequate number of attacks. An Epic tier group would easily defeat this monster.
Shisha (3.5e Class) Saving throw progressions are wrong, class features are a mess
Shivering (3.5e Equipment) Enhancement prices have an effective bonus, not a fixed value. Does this affect creatures otherwise immune to cold? If it "waste a full round action and cannot make any other action", isn't that the same as it just not being able to take actions?
Shock stone Needs to use Template:3.5e Magic Item, needs to use correct terminology; spelling and grammar need work.
Shocking Rod (4e Equipment) First power refers to this being a weapon, but it is not a weapon, it is an implement. Second power does not describe something that can be used in place of a basic attack. Missing rarity.
Shot (20) (5e Equipment) Item already exists, except at half the cost quantity and weight. (DMG pg 268).
Shotgun Stinger (3.5e Class) See talk page
Shroud of Zehir (4e Paragon Path) Deathcharge: Encounter power should not cause ongoing damage. How long does the combat advantage last for?
Shur'Talon, Shieldbound (3.5e Race) Some of the traits have poor definitions, and Divine Weapon is making me grind my teeth.
Shur'Talon, Swordbound (3.5e Race) Some of the traits have poor definitions, and Divine Weapon is making me grind my teeth.
Shur'Talon (3.5e Race) Some of the traits have poor definitions, and Divine Weapon is making me grind my teeth.
Sieg'gram (5e Equipment) "If your target weighs less than 25 times your roll" is impossible to determine in many cases, as monster statblocks do not provide this. What does it mean to be knocked back, say, 3 feet? Do you round to the nearest 5 feet? What does "feels like a standard longsword in terms of proficiency" mean... that it's a greatsword but if you have longsword proficiency you are proficient with this?
Silenced pistol I'm a little confused. Is this a modern firearm or a fantasy weapon? Also seems to be very overpowered?
Silver Tongued (5e Feat) "Negotiating" is vague and "shift attitude" is something that anyone should be able to do anyway (see the Unearthed Arcana article for details)
Sinner (5e Class) One or two balance issues, see talk page
Sirens (3.5e Race) Incorrect ability score adjustments and singing needs to be clarified.
Sith apprentice (3.5e Class) Looks like force block renders the PC and those near him nearly immune to melee and ranged attacks
Six-tail Sharpnose (4e Feat) Skill bonus needs a type
Skaab (5e Race) corps evolution doesn't make sense. And how does this race work with backgrounds?
Slaughterer (5e Class) Full of design errors. The first two features alone are abusable to the point of giving the player an unlimited number of hit points.
Slayer, Variant (4e Class) The "slaying styles" do not make much sense.
Slayer (5e Class) See talk page, amongst other things the attack roll bonuses are way out there.
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.
Smoker (3.5e Flaw) Please see UA:Character Flaws. Also does not make sense. I lose 2 Con if I gain this flaw, and become panicked and exhausted if I don't gain the flaw?
Snaketongue (4e Race) Bite and Constrict quickly become worthless; at-will attacks should not have ongoing damage; serpent form should use the squeezing rules rather than have the player considered Tiny
Sniper (5e Class) A few traits need rewriting, see talk page
Sniper range spree (3.5e Feat) At what BAB? How many times?
Snuffle Stuff (3.5e Equipment) No effect length mentioned.
Softening (3.5e Equipment) Enhancements have a price bonus, not a fixed value. Does this really give the target no change to avoid the effect, and it does not distinguish between different contributions to AC
Soldier (5e Class) See talk page
Solopsist (3.5e Trait) Benefit should not be as great as that given by a feat, see UA:Character Traits for examples
Something (5e Spell) Needs more of guide for the DM as to what to expect to give. A sample random table would help per talk page.
Son of Sparda (3.5e Class) Conceptually a prestige class or levelled template rather than a base class; Saves do not use correct progression; starts with access to several exotic weapons; Class features are attacks that are not well integrated with D&D mechanics. They seem to override the damage die associated with weapons and do not explain what kind of action is required to use them, some just do not make sense.
Song Dragon (3.5e Class) What is this supposed to be? Is it trying to be a base class (hint: base classes do not have racial prerequisites), or a monster progression?
Song of Distraction (5e Spell) I'm not sure if this is actually supposed to be for 5e or not, since the mechanics are off, and there are already plenty of D&D spells that have this effect.
Songweaver (4e Class) The class uses a new kind of implement, so magic versions of those implements need to be created or they will become an increasingly poor choice.
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Soul Reaper, Variant 2.1 See Class Do's and Don'ts (5e Guideline) for starters.
Soul Reaper (5e Class) Terminology and Balance issues that need to be addressed are on the Discussion page
Soul Reaver of Barator (3.5e Prestige Class) There's no separate ambidexterity feat/trait in 3.5, and you can't wield a scythe in each hand.
Soul Warden (3.5e Class) Class features are not well designed.
Soul collector (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Soulless Kittelar (3.5e Template) There is a whole for a monk or similar class to get more out of this than he loses.
Soulsnare Puppeteer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Space Marine (3.5e Race) Needs an LA and some explanation as to how this fits into a normal D&D campaign (surely D20M would be a better fit). Why are "run" and "sprint" given, instead of adpoting the normal rules for running. In fact none of these traits are well designed. And, ugh, "hit points" not "health".
Space Marine (5e Class) This needs revisited for balance on a lot of levels. That or cleansed by fire. Three attacks and a grab bag of random powers is not a good sign.
Space Pirate (5e Race) See talk page.
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
Special Materials (5e Variant Rule) Unclear if OP is aware of magic item rules in the DMG: Mithral Armor and Adamantine Armor are already present and treated as a magic item, and crafting items does not require a roll against a DC. If this is using the same system as the DMG, then rarities are missing. Otherwise, this page needs to present the alternate framework.
Specimin Curate (3.5e Class) [really just needs a little work].
Spell Empowering (3.5e Equipment) the non empowering spell storing weapons need to be higher caster level so this does too. Also fixing broken link
Spell Weapon (5e Feat) What do you mean "cast spells through it"? Do you mean the weapon acts as an arcane focus? Is the "weapon of your choice" one particular weapon, or one type of weapon? If the former, what happens if you lose that weapon or want to change to a different one?
Spell Weaver (5e Class) Two good saves; better-than-full spellcasting; has powerful features on levels where new spell slots levels are gained
Spellblade Mage (3.5e Class) As above.
Spellbreaking Metamagic (5e Feat) Weak mechanical definitions ("buffing spell"), points-to-level scaling (counterspell), targetting/ranges (disturbing spell), etc
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.
Spiked Gloves Okay, now it's versatile. How can a gauntlet be wielded in two hands?
Spirit (4e Race) Immaterial Form and Binding Object are all kinds of broken. Will it be much fun to be effectively permanently Weakened? If I'm insubstantial, how do I carry my object? If my object is an item of equipment, is it also insubstantial? Can it be the armour I wear? A hamburger?
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
Squirrel, Scout (3.5e Creature) Numbers not meeting the creature requirements.
Squirreling Paragon (3.5e Racial Paragon Class) 01:55, 19 October 2013 (MDT)
Staff recharg (3.5e Equipment) This seems to be confused.
Stand-up Guy (3.5e Alternate Class Feature) What is this an alternate class feature for? A Bard? What feature does it replace? Is this a spell-like ability, or mundane?
Standing Tower Shield (3.5e Equipment) well you don't get a shield bonus if you aren't actively using it as a shield. also I think this is covered in one of the books as a way for healers to set up mobile cover to allow them a chance to aid people.
Starborn (3.5e Race) If they can fly, they should have an LA. Their maneuverability would not be perfect. Critical Point: How do they infuse their weapons? How often can they use this? Frail: Would rolling a critical end their current turn, if they need to rest? What actions can they take while resting, can they move?
Starburst Striker (3.5e Prestige Class) AC Burst: works with any attack, including spells? +1d20 to every attack roll is ridiculous. The damage penalty is irrelevant if you are using the attack as a delivery for some other kind of effect.)
Steam Plushie (3.5e Template) Not LA 0. Racial abilities do not negate the penalties that one can, potentially, get around in their game anyway.
Steam Sword (3.5e Equipment) So. The energy for this bonus damage is from superheated steam in its hilt. Doesn't that harm the wielder? If there's protection, say gloves or plenty of hilt wrapping, then wouldn't an equal amount of protection on the victim (say, armor) be enough to avoid the damage when the steam is expelled? When the steam is expelled, the heat energy is no longer in the sword, so why does it _then_ begin to heat up? I know this is fantasy, but perhaps we can have some basic thermodynamics here.
Steel Skin (3.5e Feat) Seems a bit unlikely considering that DR 3/- is an epic tier feat
Stolen Breath (DnD Feat) I'm not sure if this is worth a feat?
Stone-born (3.5e Race) Very min-maxed for combat-focused classes and the abilities are better than what is LA +4.
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.
Storm Knight (5e Class) See talk page
Stygian Iron Weapon (5e Equipment) Define "monster" and "half-blood". How long does the Frightened effect last - can the target repeat the saving throw per 5e standards? If they succeed the save, do they have some immunity to the effect or do they immediately have to make the saving throw again?
Sulkai (3.5e Race) Also something special should be added to this. These are amazingly bland after the ability score adjustments. The random starting ages in templated form need to be added (see the preload).
Summon Ethereal Dragon (4e Ritual) 08:00, 18 May 2015 (MDT)
Summon Fire Creature (3.5e Power) Needs to be added to an SRD's class power list as well.
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works. Duration probably should be 1 minute
Sumo Wrestler nonsensical at-wills and misuse of power bonus
Supreme Many Shot See talk page
Survivability Warlock (3.5e Optimized Character Build) No real optimization going on here.
Swarm Host (5e Class) The features need rewriting to be usable; also not a well-rounded class, would probably serve better as an archetype.
Swift Sword (3.5e Class) The description says "is a specialised soldier", but is truthfully just an amalgam of different SRD Class features. It gains variations of the Barbarian's or Monk's speed, along with good progression BAB, Improved Evasion and Improved Uncanny Dodge; It also effectively defeats the purpose of the Weapon Finesse feat, since you don't need to specify any specific weapon, are able to use both your Strength and Dexterity for attack rolls, and eventually do more damage based on your dexterity. Why would more speed make you more accurate? On top of this, they effectively have all Knowledge Skills as class skills, and then gets AC Bonuses just for leveling up, without any need for activation. A cheese class that shouldn't be available to players in your standard campaign, as it stands.
Switcheroo Potion (5e Equipment) Needs rewriting to make sense.
Sword Saint (3.5e Prestige Class) Table is malformed, BABs are wrong, Saves are wrong, metamorphosis breaks game structure (characters of level X are expected to have Y skill points and Z feats), and the feat qualifier is ambiguous; DR is not expected to be a percentage, so this can break when interacting with other DR game mechanics; the class features seem to get sillier from there.
Swordsman (4e Class) Specialization in particular weapon types should either be an alternate build option for an existing character class, or a paragon path.
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
Sympathetic Vibrations (5e Spell) Durations etc. need adapting to 5e.
T.A.O.E's Biomancer (3.5e Class) Spell points should be balanced using UA:Spell Points as a guide. **Biomass Absorption abuse fixed, so far**)
TULKAS HOLY WARRIOR (3.5e Prestige Class) At-Will True Strike, Doesn't follow Critical Range multiplication rules, +20 base attack boost. Clearly, this was meant to be strong, and sure, it is meant for epic levels, but there is just too much cheese to take it seriously.
Tactician (3.5e Class) <Just need some second opinions.>
Tail Lash (4e Feat) Balanced some of the qualities of this move, made it an encounter and added some (what I think) proper keywords to the mix. I still feel it's a bit overpowered so I reduced the die size to 1d4. Compared to Tail Slap, this is still probably the better choice as this can grant you (and your whole party) combat advantage before you even do your standard action (making that land easier also) for two turns. Whereas Tail Slap is situational, and only provides knock down which (in most cases) makes the target harder to hit. And Combat Advantage is much better than a prone target in most cases (especially if the party as a rogue)
Talented Magic Swordsman (3.5e Class) broken. unable to reclaim. posted by author.
Talosoi (4e Race) unbalanced skills. Oversized not suitable for PC races. Talosoin Reflexes is overpowered.
Taracian (3.5e Template) This mostly doesn't make sense.
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.
Taxes (DnD Other) See talk page
Tecknik What are you trying to achieve with this? Is it Light or Two-Handed? Pick one. Is it magic? Is it for a specific campaign?
Tekneyan (5e Race) Poison bite and natural armor together are too much. You should drop one. Either one is fine, because neither is explicitly justified by their description. Quick witted is a significant bonus, as dexterity saves are the most frequent and the most important saves made in the game. Water Kills is likewise potent, because it is effectively a double-bonus against non-aquatic creatures; being underwater reduces the opponent's combat effectiveness, but increases your own! Also, it doesn't specify whether or not you or your opponent need to be underwater. Do you get this advantage if the enemy is in water, but you are safely ashore? Do you get this attack if you are under water attacking an enemy who is not? Does it apply to ranged attacks as well? And what counts as "under water"? Complete submersion? Swimming along the surface? Wading through a waste-deep river? Standing in an ankle-deep puddle?
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.
Terran (4e Race) Favoured enemy is campaign specific so should be moved to feats. Deletagtion adds another two unconditional skill bonuses on top of the normal racial bonuses, this is overpowered. Intuition copies the half-elf trait.
The 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 Helmet of Devin-e Energy (5e Equipment) I'm guessing this is some sort of joke, but if it is supposed to be an artifact it requires more information per DMG.
The Loner (4e Ritual) 10gp / 10 mins is awfully cheap and fast for +5 to all skills and +2 attack/damage (even if they are made "solo")
The Mimic (3.5e Class) Description does not make it clear what this actuall is supposed to be. The Saving throw progressions are incorrect, any many of the features are nonsense ("They have gained fire and cold dc"?)
The Red Pill (3.5e Equipment) Essentially untyped bonus to stats for next to nothing is unbalanced. Compare to potion of Eagle's Splendor, etc. Also the price is horribly low.
The 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 Twins (Luke and Lisa) A glaive is a polearm. You're thinking of Krull. You need to pick a base weapon. You don't want a ranged weapon that can be used in melee, you need to pick a melee weapon with the thrown property. You don't pass levels, you gain them. At 15th level, the weapon deals 5d6 damage on every attack. What does "attack twice" mean, is that per Attack action, or per attack (if it's the latter, a 15th level fighter's damage output is going to be 30d6, which is absurd, more if this is a light weapon. What is going on with the barrage, is this 50 attack rolls? With the +3 hit/damage as well, this whole thing far exceeds legendary rarity.
The Witcher (3.5e Class) See talk page
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
Thokola (5e Creature) This is not at all a CR 1 creature, hit point calculation is wrong (I make it 5d8 + 15, where does the +8 come from?) Is Brute supposed to be like the Gladiator's Brute trait?
Threaded Cane (5e Equipment) How does the "hit multiple enemies in a cone" work?
Thrillseeker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Thunderbeard Punchkill (3.5e NPC) no listed CR
Thunderfury, Blessed Blade of the Windseeker (5e Equipment) The first minor beneficial property is actually pretty major. It also grants an extra attack, and is a +4. Both of these things are far outside the games norm.
Tibbits (4e Race) Cat form claws and bite attacks are broken as-is. Requires further wording.
Time Walker (3.5e Class) See talk page
Timewalker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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. "?
Titan Blade (3.5e Prestige Class) See talk page
Titan slayer (5e Class) Rewrite in progress
Toa of Light (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Tome of Necromancy (3.5e Sourcebook)/The Necronomicon Many of these spells are beyond overpowered. Please see the discussion.
Torch Mace (3.5e Equipment) A cheap +1 mace? What are you wrapping it in that costs 1 gp?
Totemic Wanderer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Trail of Blood (3.5e Feat) What kind of attacks? At what attack bonus?
Transmutation Mage (3.5e Class) Last Try is vague, and "free standard action" is a contradiction.
Trap Master (3.5e Prestige Class) Per talk page
Tremorian (5e Race) See talk page
Trickster, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Triforce (3.5e Equipment) Just noticed that this is silly overpowered. "+infinity spell slots per day, and can not die"? give me a break.
Triscadecaphobia (3.5e Trait) Metagame based effects.
Troll, Darkspear (Warcraft Version) (3.5e Race) Gains more ability score than a LA0 race should. Racial abilities need to be reworked.
Trueblade Myrmidon (3.5e Class) This seems a little overpowered might need some tweaks
Tsuku-Master (4e Class) See talk page
Tunnel Vision (3.5e Trait) Really quite overpowered. The value of the penalty should be twice that of the benefit; +2 to attack and damage is too much anyway; in one-on-one combat it's just a straight bonus.
Turaank (3.5e Race) Ability Scores are never odd numbers. Racial abilities are unbalanced for a LA0 race. Odd, confusing, non-standard rules for many things.
Turtlekin (3.5e Race) Rules are really wonky. Bad ability score adjustments, and "room" etc are not defined.
Twilight Reaver (5e Class) Per all the others in this series (shadow reaver, plant reaver, rock reaver, fire reaver), near identical and I don't want to repeat myself again.
Twitchy, Spasm (3.5e Flaw) The Will save needs removing; (Altered Will save to scale with level to keep its relevancy) flaws need to be relevant at higher levels too
Two-Handed Spell (3.5e Feat) The benefits are too powerful for a feat. See discussion for further details.
Two-Handed Weapon Flurry (3.5e Feat) I'm pretty sure this would need some prerequisites. Also, what happens if you are wielding a double weapon?
Two-Weapon Karmic Fighter (3.5e Optimized Character Build) No real optimization going on here. Mediocre damage.
Ugg (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ulfren (5e Race) They have a climbing speed of 25ft, which is fine, but then they have the ability to move across ceilings for 15ft, which doesn't actually have a keyworded speed resource to use here. That should be written up as a separate racial trait. Also, what about this race allows them to do that? Consume lets you eat any fallen enemy, apparently even elementals and constructs, and if minmaxed restores between 12 and 15hp by level 17. It has no restrictions, so as long as you kill more than 3 enemies at a time on average, you will never need a healing potion, healing spell, or a rest. This is a strong incentive to never allow enemies to flee or take them captive, and encourages players to fight on mindlessly, because vistory promises that their health resources will be replenished by victory itself. As such, not only is it broken, it also encourages a disruptive style of play that is hard to rebalance against. Bleed is not a damage type in 5e. Akill saves are not really a mechanic in 5e either, (a DM could make one up very easily, but absolutely nothing in the core material justifies it) as such, you should post this as a houserule for a bleed condition, and make a link to it from here. Killer instinct is very powerful, as it makes it impossible to get particularly bad rolls. Minmaxed at first level, it puts out a minimum result of 17, which is well above a moderate DC, and a maximum of 27
Ultimate Damage Dervish (3.5e Optimized Character Build) Abilities don't add up.
Ultimate Infiltrator (3.5e Optimized Character Build) You could easily go Wizard 20 and still get the same spells while having higher spellcasting. With this you only end up with level 7 arcane spells and level 4 divine spells by level 20, and it hurts even more at the middle levels.
Ultimate Master (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Summoner (3.5e Optimized Character Build) Not optimized
Ultimus (3.5e Equipment) Seems to be a bit off with abilities but overall not bad.
Umbral Enspelling (DnD Mystery) This needs to fit somewhere.
Umuri (5e Equipment) Absurd statistics. The damage is way too high, and "light versatile" doesn't even make sense. Suggest making it a slashing flail, with some kind of small benefit if you are willing to risk injuring yourself.
Unarmed Combat Specialization (4e Feat) Doesn't follow the standards for natural weapons
Unarmed Elemental Augmentation (5e Feat) Should be rewritten to remove the prequisites so anyone can benefit, and to make mechanical sense (there isn't an "earth" damage type).
Unattentive Retard (3.5e Template) Using wraith as an example again, a retard wraith goes from CR 5 to CR 2 but the penalties do not impact it much.
Undead (4e Race) Unbreakable is handled rather clumsily - recommend using the same mechanic as Warforged.
Undead Beserker (3.5e Creature) Ability scores, saves, and attack roll numbers are all wrong.
Undead Paragon (3.5e Racial Paragon Class) Very overpowered.
Undead Red Templar (4e Creature) Defenses are really low for a soldier role. Should also probably have some undead traits.
Ungor (4e Race) Way to many skill bonuses. Three +2's, One +4, and two conditionals of +1 and +3 respectively.
Unigan (3.5e Race) This is barely comprehensible.
Urban Vigilante (5e Race) The roleplaying feature provides you with physical property and other material goods, and simultaneously fails to detail what they are so it's dysfunctional as well
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Urumi (5e Equipment) What does "agility is less than 18" mean?
Useless Bastard (3.5e Template) Overpowered. -8 Skill checks is well worth an ECL 11 race, or another nice template.
Using Reaping Mauler to Extract Brains (3.5e Optimized Character Build) No real optimization going on here, not a very high grapple check.
Uwa-obi How does a sash occupy the armor slot? Should it be worn with other armor? Is it partial armor? How does a strip of leather provide +1 AC?
Valadar Darkbane (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Valinor Guard (3.5e Class) This article requires balancing and refining in order to be playable. Certain portions of this article, such as BAB and Parry Magic, are far too powerful while others are too vague, or mechanically do not function as written such as in the case of Tears of the Two Trees. This article also requires major rework in the form of spelling/grammar and general English. --Argent Fatalis Also no class should give a divine rank at level 20. (talk) 14:26, 28 June 2013 (MDT)
Vampire, Variant (4e Race) Day/Night traits are inherently broken: DM fiat needed as soon as the party goes to a different plane or spends any length of time underground. Ability scores should most certainly not change. Too many skill bonuses. Blood Frenzy and Night Fury both broken. Vampiric Skin ignores existing mechanics for damage resistance and "non-magic weapon" undefined for monster attacks. Deadly Glare should use the Gaze keyword, can't use Intimidate as an attack, and daily powers shoudn't become encounter or at-will powers (daily powers are designed differently). Blood Bank is worse than useless.
Vampire God (3.5e Prestige Class) This class is overpowered for conventional campaign power levels, and continues to gain more power or less restrictions with more and more edits. A private demi-plane that is more powerful than a wish or miracle spell, that can store an extra 600 or so hit points at average stats around 15th level, abilities that server to give huge bonuses to every attribute... the list goes on.
Vampire Lord (3.5e Prestige Class) Has many powerful abilities packed into only 4 levels. There's enough to be spread out over 10 levels.
Vampiric Surge (3.5e Feat) Doesn't make any sense.
Vanguard (D20 Modern Class) unfinished mechanics, doesn't fit d20M norms
Vaporous Serpent (4e Creature) PC summoned creatures are handled through the Summoning mechanic; a stat block isn't needed. See various wizard summon spells, and Arcane Power.
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.
Ventriloquism (5e Spell) You can already do this with minor illusion
Versatile Crafter (3.5e Feat) Effectively saves the character a lot of free skills, and makes him more versatile not only in crafting.
Vice (5e Spell) Needs to better use the D&D rules. Is the crushed target grappled or restrained? The target should have some method of escaping the vice (this is usually a repeat of the saving throw) otherwise it will eventually kill anything after just one failed save. What is the damage type? (I'm guessing bludgeoning, like Bigby's Hand). Duration should probably be Concentration, and it should have a proper range.
Vidreans (5e Race) Eldritch blast is a pretty strong spell to grant as a racial trait, especially when paired with a universal +1AC. It's a 120' 1d10 force damage weapon that nobody can take from you. Imagine what that would mean for a DM who is trying to contain the players.
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.
Voice of Madness (3.5 Prestige Class) Features need better definitions. For example, Maniacial Laughter should specific that it is a mind-affecting effect.
Volatile (3.5e Equipment) If the AC reduction is supposed to represent corrosion, then it should respect different contributions to AC
Volta (4e Race) "increase the weapon die size by two" - sweet lord, no. You mean 2d8? More damage than a Gargantuan-sized falchion? Encounter powers should not deliver ongoing effects. No justification for Darkvision.
Vox Mortis (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Vroons (3.5e Race) Does not make sense, high level spells for an ECL of 2!
Waltz of Blades (3.5e Prestige Class) A level 6 (e.g. fighter 5/wizard 1) character can get the benefits of a major special weapon ability, and it's troublesome that this can be applied to an existing magical weapon. Suggest making animate objects the prerequisite spell instead of mage hand, and increasing BAB requisite to +11.
Wandering Cacti (4e Creature) Needs to use 4e rules :) I'll get round to fixing this one up.
War-born (3.5e Race) Says it is both a humanoid and a construct, which is it? Constructs cannot have Fast Healing; consider Regeneration instead.
War Magi At first glance I can see that you get class features at levels where you also gain a spell slot level, whilst other levels you don't get anything. Needs a better spread.
Warcraft Death Knight (5e Class) Why is the runes and rune level spread so uneven? Shouldn't it be like the warlock slot level spread? We've got levels where you get a class feature and a new spell level, and a level where you don't get a spell slot level or a feature.
Warden (5e Class) Incomplete
Warden of Eldath (5e Class) see talk page
Warforged (5e Race) Still overpowered? Removed Strength bonus, resistance to piercing and slashing damage, HP recovery from spells and rests, edited the the Battle Caster subrace so that AC was sub-par with Scout's. Also clarified language.
Warlord (3.5e Class) Interesting but needs a major overhaul. Huge stacking abilities make it far more powerful than compatible damage dealers in 3.5.
Warmaster (5e Class) Absurd DPR, see talk page
Warp Metal(3.5e Spell) Whats "Fur 2"? This needs to be work with a standard class and then it can complement another.
Warpriest of Asgard (5e Class) OP seems to be confused as to what edition they are writing for
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 Focused Fist (5e Archetype) I am not currently in a position to test this subclass myself, as my group doesn't have a monk, so I don't know how this subclass would fair in actual combat
Weak Mind (3.5e Flaw) Considering that the effect covers almost everything that Will does, no-one will take this flaw instead of UA:Weak Will. Maybe if it just affected the shaken/fright/panic saves at a -4 penalty?
Weapon-born(5e Race) Difficult to make out, a lot of it doesn't even make sense. The same kind of thing was attempted at Sentient Weapon (5e Race), and even though that's legible, it has proved quite difficult to balance.
Weapon Gale (4e Power) I've read through this a few times and I can't make sense of it. If you can describe on the talk page what you want this to do, we can see about fixing it.
Wendigo (5e race) Needs to be rewritten to work with 5e
Were Ape (5e Creature) Is the wereape still Large when in human form? Or is the base creature some a large humanoid?
Whirlwind Jutsu (4e Power) I don't understand how this works. Which target are you teleporting to? Is this a weapon or implement attack? What's the power source, and if it's martial how does the teleportation work?
White Cleric (3.5e Class) Some of the class features do not make any sense, others are poorly constructed.
White Lion (3.5e Class) you are essentially handing a medium or light fighter a druid companion. this will not balance well against existing classes, and as such probably needs tweaked down slightly.
White Slaad (4e Race) Ability bonuses too broad; unconditional teleport speed; no such origin as "outsider"; useless natural claw attack; Some brief fluff required to explain entropic heritage; the encounter powers require round-counting, which isn't something that should happen in 4e; is morph actually a keyword?; encounter powers with embedded encounter powers?! Are the encounter power skill bonuses temporary or permanent? If the former, they should be in the effect. If the latter, you need to remove the existing skill bonuses.
Wicken (4e Paragon Path) A +1 enchantment bonus is pretty pointless, since players at Paragon will mostly likely have a +2 or better enchantment bonus on their existing magic implements. With the seeds, "you can cast one power", needs clarification (is that one power once, or one power any number of times? which power?). The conjuration also needs clarification.
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.
Wilder (4e Race) The at-will power is broken. How does being an animal allow you to ignore challenging terrain? Opportunity attacks are not normally triggered by shifts anyway, so this confers no benefit. More explanation is needed for the natural attacks - what's the proficiency bonus? weapon group? do they have an enchantment bonus or are they effectively useless at higher levels? Suggest +2 racial bonus for stealth rather than a flat +5. What happens if the player is a druid? Superior Hunter - Enemies either get a surprise round or they don't, so how does this work if some party members are surprised and others aren't?
Wildmen (4e Creature) All the powers need rewriting. For example, "bone blast" should be a, well, blast (rather than "5 attacks"), descriptions need to be moved out of the "effect" line (which is for effects that occur regardless of a hit or miss)
Windborn Accuracy (4e Feat) This is mathematically similar to Elven Precision (which has +2 to hit on the reroll). Suggest some other benefit.
Windstalker (4e Paragon Path) Diving strike: confusing attack vs. defense; unarmed claw attack is useless since it doesn't have the proficiency or enchantment bonuses of a weapon, nor the damage bonuses of a magic weapon. Has an effect that lets the player fly a number of squares, then a special that puts them in the enemy's square?! Hurricane Fury: doesn't explain when the player gets the secondary and tertiary attacks.
Wing Clip (4e Power) 11:58, 19 March 2013 (MDT)
Wisdom in the bones Benefit does not make any sense.
Wisdom of the druids Benefit does not make any sense.
Witch (5e Class) 5e class from scratch using core classes as a guide, little experience playtesting
Witcher, Variant (3.5e Class) Please make the "balanced" version the base version, and move the "extremely powerful" version to the Balance Changes section.
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 (5e Race) Phase should have more limits (perhaps recharge after a long rest). Soul Strike should be a Charisma saving throw.
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 Lord (4e Class) (e.g. wyvern breath is an implement attack that targets AC, range 3, flat 1d8 fire damage. Throwing a rock would be more effective.) or unbalanced (wyvern health flare has unrestricted HP gain; look at the healing powers in the PHB and note the relationship between usage, surges, HP/THP)
Xaphan (5e Creature) Ability scores are a bit OTT
Xeen (3.5e Race) The ability score adjustments need to be even numbers, and granting a +10 Natural Armor bonus is overpowered.
Xeron (4e Race) Iron Skin needs changing - races shouldn't receive flat AC bonuses. Blood Fury is overpowered. Constructed should explicitly state which Living Construct traits they get. Ferocious Strength: "Reliable" is a keyword reserved for martial daily powers, rangedmod should probably be 1, trigger should perhaps be "An attack bloodies you.", effects are overpowered in about 4 different ways.
Xiao (4e Race) Sleight of Hand - all weapons (apart from the crossbow) can already be reloaded as a free action. Effective Unarmed Combat and Immobilizing Strike - these kind of features are defined by class, not race. Their unarmed attacks are also useless compared to weapons (no proficiency bonus, no enchantments, incompatible with feats. Immobilizing Strike will need an inherent attack bonus or it's going to miss a lot. They're really just halflings that favour the monk class.
Xiphiphilia (3.5e Flaw) Needs to be adapted so that it does not involve a Will save, and if possible change the enforced character behaviour into player choice.
Yak Folk (4e Creature) Needs to be better integrated with 4e rules. In particular with reference to magic items, feats, domination, summonings, and there's a lot of unnecessary waffle.
Yathchol Webrider (4e Paragon Path) Encounter powers should not cause ongoing conditions
Yautja (4e Race) Needs an encounter power. +1 attack and damage against non-bloodied enemies is a tad too good.
Yautjas (3.5e Race) Pounce and Sneak Attack are not appropriate racial features.
Yokai-Humanoid (3.5e Race) This race grants really good ability score adjustments, and the ability to permanently gain hp by killing another Yokai pushes this race to a state of unplayability.
Yonbi Izuna (3.5e Race) Ability score adjustments need to be even numbers and the wording for the abilities is very vague. All creatures in an area are effected, but what of the party? And why is the tail only an attack behind but without a change to flanking options? Also, how many attacks does this race get every round, and is that balanced?
Yoni (3.5e Race) Abilities are too good with SU abilities, DR 3/, and I have no idea why this would either be LA +2 or LA +3.
Zaa' Hraa (5e Race) speedburst, requiring no action resource, can be combined with the dash action to move 120ft in 6 seconds. Psychic push contains quite a bit of power, considering it's just at-will and unrestricted. It says you must keep concentration, but gives no consequences for what happens when concentration is broken- a mechanic which is inherent in the 5e rules. Concentration is fragile. Who cares about restraining an enemy, if damage will kill them? It would make more sense to interrupt your own concentration repeatedly in a single turn by using this again and again until the enemy dies. A player could psychic push an infinite number of enemies an infinite number of times in one turn. In essence, no creature with HP can even approach one of these or they will instantly die. Telepathy is not a language, it is a racial trait in its own right and should be listed as such.
Zazreil (5e Creature) Multiple errors in abilities and traits; also far too many traits, and 20 class levels on top of that.
Zeff (4e Race) Changing size. Don't do it. Just... don't. Outsider is not a 4e keyword.
Zendra (3.5e Deity) I don't recognize half of those domains. The favored weapon is an artifact, how are followers all supposed to wield it? So do her followers get +18 charisma?
Zeppelins (3.5e Equipment) Zeppelins are not "intensely complex". There is an engineering hurdle - you need a light alloy for the frame, a method of producing a lifting gas, and a mechanism to make it go forwards (this page doesn't describe any of these). But learning to operate it shouldn't be much harder than learning to operate a ship. The reliance on goblins is bizarre. Piloting shouldn't be a binary yes/no based on Intelligence, it should be based on skill checks.
Zero Style (3.5e Feat) Who makes the save? How was DC 14 derived? What kind of attack can trigger this (ranged? melee? spell?) What kind of attack is the counterstrike? At what attack bonus? What is the "1d6"? damage? Should also have some hefty prerequisites.
Zone of Silence (5e Spell) There's already a silence spell? Also copied from 3.5e, so casting time, duration, etc not well adapated.
Zora (4e Race) Natural weapons are still broken. Please see gnolls and their claws feat to see how to handle this.
Zuberaak (3.5e Race) Shadow Step does not explain how many times a day it can be used, and Shadow Weapon has no game rules associated with it.
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.
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