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
Absolute Darkness (5e Spell) Much more powerful than even Wish.
Abyssal Murderer (4e Paragon Path) The attack powers will need the Weapon or Implement keyword, or otherwise have an inherent tiered bonus (or they are going to miss a lot)
Acolyte of the Dragon (3.5e Class) This class has had balance issues for years. Needs a serious revamp on skill and ability balance.
Adamantine Knight (3.5e Prestige Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Adapter (3.5e Race) Huge number of traits that should be spread over racial levels; many refer to "transformation" which is not clearly defined (is it polymorph, alter self, shapeshifting?). Can turn into a CR 7 creature at 1st level.
Adsecula (3.5e Race) See talk page
Advanced Aerobatics (3.5e feat) Please think of some other benefit, as the "Improved Flight" feat has appeared in multiple WotC publications.
Advent (3.5e Prestige Class) A non epic prestige class (and even an epic prestige class) should never automatically grant divine rank.
Agent (3.5e Class) This is a very good start, but some things are really quite out of whack, especially the noncasting specialisations. These need to be compared to actually effective builds of this type when measuring what they can do, as potential power means nothing in the face of actual power.
Agumon (3.5e Creature) What does half of this mean? What is a "digidestined partner"? Is this part of a campagin?
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Aigis (3.5e Race) A raft of convoluted powers and skills, as well as good ability changes, at LA0
Aikijitsu Sensei (3.5e Class) Base Attack and Saves are incorrect, please refer to the rulebook.
Aku These racial traits appear to be intentionally overpowered. This could be edited into a race-class hybrid and balanced accordingly, but as it stands the race is too powerful for a typical campaign.
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.
Alien (Xenomorph) (5e Creature) Medium creatures have d8 HD, not d10. Not particularly lore friendly, traits and attacks need better design; the aliens from the film are not god-like epic tier monsters
Allergic to Alcohol (3.5e Flaw) Penalty can be trivially avoided by simply not drinking alcohol. There is an edge case of someone tricking you into drinking (or the edgiest of edge cases, being a blood drinker that drinks from an intoxicated victim), but this is not going to happen often enough to be worth a bonus feat.
Aluminum (3.5e Equipment) ok lets go through this, its like mithral in that it is somehow stronger than steel? The figures need adjusting. Also suggest guideline on how it is extracted from ore in a typical medieval-fantasy setting, since it's more difficult than other metals.
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
Anima Toughness (3.5e Feat) 01:32, 4 July 2015 (MDT)
Animal Leader (3.5e Class) Cut out spellcasting, lowered animal companion max, and lowered wild shape max. Additional editing possibly needed.
Animated Armor (5e Race) Some racial traits may be too powerful or not written as intended. See talk page.
Animorph (3.5e Class) A class should never allow you to break the game. This class quite literally allows you to change between ridiculous ECL options at will to fight as.
Anomaly (5e Class) What can this class actually do at 1st level? Gravity Manipulation gives you some points (but no inherent way of using them), General Relativity let's you detect, I dunno, houses and elephants that are near you that you somehow didn't see? Natural Mettle is in the table at 1st level, but the description says you get it at 3rd level.
Anthromals (5e Race) Lots of little errors: A monk bear is overpowered; a +4 to an ability check when it should be an advantage, "per long rest", wolf frighten feature doesn't say how long it lasts for or what action it uses, etc
Apofficon (5e Race) The flat "+2 bonus to your AC" from Underdark Resilience breaks the bounded AC philosophy used by 5e. This race could be improved if that trait was replaced with one that didn't increase AC.
Aquaebant (5e Race) Unrestricted +2 AC bonus pushes limits of bounded accuracy. Unrestricted bonus action attack at 1d6+str is functionally free two-weapon fighting. High number of features in addition to normal ability score bonuses. Nautiloid features lag behind other subrace options.
Arachnia (3.5e Race) Large number of powerful traits that a) need writing out correctly, b) would come with an LA
Arcane Card Master (3.5e Class) Full caster progression, medium BAB, and a bunch of special abilities. This needs toned down for standard 3.5.
Arcane Duelist Academy (3.5e Other) Able to cast Dispel Magic or Disjunction as a free action at higher levels nonstop, extreme bonuses to dispelling magic. This is a feature that may be too good at shutting down spellcasters.
Arcane Highwayman (3.5e Class) Reflex save progression is incorrect
Arcane Pistoleer (3.5e Prestige Class) Everything from the "master class level" table onwards doesn't seem to have anything to do with this class.
Arcane Summoner (3.5e Class) Its a wizard with even more random crap. It needs trimming and reeled in a bit.
Archaic Gothic Fighter (D20 Modern Advanced Class) Improved PL and Modernize Weapon don't make any sense
Archer (5e Class) See Talk
Archer of Infinite Blades (3.5e Class) Why play this class? See talk.
Architect (3.5e Class) Just looking at level 1 I see problems. It doesn't cost anything to make the small construct, just 8 hours. So I can make one per day. If I have a month of downtime between adventurers, I now have 30 of these assistants. I now have 30 attacks per round.

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

Arisen (5e Class) Extremely questionable balance. This class frequently gains proficiency and advantages at a game breaking rate. Many things need to be adjusted such as: gaining the Extra Attack feat at 3rd level which is too early, gaining an ability score increase at 5th level (right after the ability score increase feat every character gets at 4th level and so on) as well as increasing all weapon dice, constant proficiency and advantage gains, immunity to exhaustion at 15th level, permanent doubled health at 17th level, not needing air at 18th level, and dealing 6 times damage to dragons.
Armed With Wings (5e Class) This class starts off far better than any other by far, including a high fly speed, a d10 Hit Die, four skill proficiencies, effectively all the weapons and weapon proficiencies a Dex-build fighter would need, among other things, and easily the most powerful 1st level class features available in a typical campaign. Almost all of its class features after that are overpowered in some way. It has some of the most powerful features of fighter and barbarian, and even more powerful features on top of that. See talk page.
Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Armor of the Undead Legion (5e Equipment) Why would anyone wear this?
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.
Artemis Eye (3.5e Equipment) Clearly a magical weapon or an artifact, rather than a base weapon; please use Template:3.5e Magic Item or Template:3.5e Artifact.
Artificer (4e Class) You can't dual-wield a staff and a blade, since the staff is a two-handed weapon. The bonus Blade Opportunity feat pushes them to use a blade, so staff is quite inappropriate as their implement. The Rune Caster feat is a mandatory bonus feat for the artificer, and can only be taken by an artificer, so it's not really a feat, it's a class feature - not that it works, since none of the powers have a Rune keyword and it's less useful than taking Staff Expertise.
Assassin, 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 (dark brother hood) (5e Class) This class gets the full sneak attack scaling of rogue (aka the reason to be rogue), but more extra attacks than any official class other than fighter. On top of this its "curved blade" weapon is vastly superior to any weapon that would be available at comparable levels, especially considering it seems to get a flat +2 bonus on attack rolls at 2nd level. There seems to be little regard for the bounded AC of 5e, as even its followers (25 AC) can exceed the AC limits that official classes would follow, and at 16th level this assassin can easily have an AC of 22 (and that's assuming no shield or magic items).
Astrologian (5e Class) Haven't heard back from OP, so I've stopped working on it. Currently not in usable state.
Asura (4e Race) Propose these changes: Name change, I might include this in the magazine, so we need to avoid copyright issues with GW2, it's also confusing with the Hindu asura which has been a monster in previous editions; Asura Will needs changing, defense bonuses are usually there to make up a deficiency due to ability scores, but they are already guaranteed +1 will from their abilities; Ingenious Tinkerer should do something even if the character doesn't have those feats; Technobabble certainly shouldn't daze as an effect.
Athagoraphobia (3.5e Flaw) Seems rather broad and subject to a lot of debate between players and GMs. For one, it only ever comes into effect when someone interrupts the flawed character, which is further narrowed down to characters close to the subject. Furthermore, the relevance mod brings in a number of qualifiers that are subjective, as well: When does one decide they like or love another party member? Is it entirely up to the player?
Atom Smasher (3.5e Class) BAB needs to be a normal BAB. Monk rules should be used for unarmed damage. There are no "half-round" actions, maybe a move action or a standard action?
Atriarch (3.5e Template) You don't adjust BAB like this. +6 LA looks low for such huge bonuses to nearly every stat.
Aura Guardian (3.5e Class) See talk.
Autobots/Decepticons (D20 Modern Race) The transforming trait needs to be much clearer on how it works. There is no restriction on what a "form" is (can I transform into a cloud?), or what weapons can be built in (how about a tactical nuclear missile?). I get all the items hit points... but vehicles can have 50 or more hit points...
Avariel (5e Race) Flight at 1st level. *Clarification Question: Do you mean the Flight speed?
Azure (5e Race) This is still rough, terminology/formatting needs improving ("Can half the damage of 1 source", "1 to any other stat.", what is this "sever the chain", etc), and it is still overpowered.
Backup Qualf Four Arms needs to work with downtime activities (e.g. look at crafting, it progresses at value-per-day; also I don't think this should effect social activies such as sowing rumours?)
Ball and Scythe (5e Equipment) "Two handed, Heavy, Finesse" :( "half bludgeoning and half slashing" :(
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.
Barbed Arrow Monster statblocks do not state what the Dexterity contribution is to AC. Doesn't explain conceptually why this arrow can reduce AC.
Bardic Monk (5e Class) See talk page. Better now, but still some problems like 1d20 range, damage optimizations– read the talk page carefully.
Basilica Armor (5e Equipment) This AC is too high for nonmagical medium armor. See talk page.
Basket-hilt Broadsword (3.5e Equipment) Tivanir (talk) 11:11, 6 March 2013 (MST)
Battle-Control Mage (5e Class) Gives spellbook as starting equipment, but spellcasting feature doesn't say how it can be used. Spellcasting doesn't say if spells need preparing, or if they are spontaneous. Can give a character attack roll advantage for a whole combat... think of the rogues... also "combat" is not a defined duration. In fact several features throw around advantages like they were cookies. Frightful Presence doesn't give a range or saving throw or duration or recharge. Difficult to judge how well balanced the full spellcasting is with the combat-related features, since the spellcasting information is incomplete, but note that the class gets features even on levels where they gain a new spell slot level.
Battle Brother (3.5e Prestige Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Battle Chef (5e Class) Features are sketchy, not enough information to use properly. Two good saves.
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 Medic Variant (5e Class) This rather got carried away with adding features. Full spellcasting, with extra features (sometimes two!) at levels where a new spell slot is gained, and also extra features where an ability score improvement is gained!

Updated! This was rather powerful, and was understood to be powerful. However the feedback is appreciated, changes have been made, and we love having other's opinions on the class. Thank you for the feedback!

Hello D&DWiki and Players! My name is ゴゴゴ DIO ゴゴゴ and I have been assisting with the rebalancing and adjusting of Battle Medic Variant! Unfortunately, we have decided to completely overhaul the class to make it more unique and balanced. This class will remain in the Imbalanced section for a while while HorribleKnight and I flesh out the remaining updates! Also BloodedThorn is helping by writing the background! Three cheers for group effort!

Battle Wizard (3.5e Optimized Character Build) No optimization here.
Battlegear of Might (5e Equipment) So I could get a friend to repeatedly punch me until I stack up a whole bunch of action surges?
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 (Dark Souls 2) (5e Background) Starts with a ruby (have you seen how much they are worth in the DMG?!). Feature is vague and pointless. I'm not even clear what this background is supposed to be.
Beast Guidance (5e Feat) Very limited in the scope of characters that can benefit from it. In addition, offers relatively minor benefits.
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.
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.
Beeforged (5e Race) See Talk page for details.
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.
Beholderborn (5e Race) Traits are not complete or balanced
Bender, Air, Variant (3.5e Class) Some parts of this are near-gibberish.
Berry Picker (3.5e Flaw) Does not follow the guidelines at UA:Character Flaws.
Bibliophile (3.5e Trait) Will save needs to be removed.
Bigbys Planar Hand (3.5e Spell) This spell is a Save-or-die that ignores Spell Resistance, and can be cast as an immediate action.
Biomage (3.5e Class) an interesting class but it goes overboard really quick in what it can accomplish (including regen) and needs to be fixed or possibly deleted as it would need to be gutted and worked from the ground up.
Black Blood (5e Class) 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.
Blade Armor (5e Equipment) okay. What. Why would I unsheath the weapons forming the armor? I can just use some other weapons? How do the blades form the armor, do they magically bend around you?
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 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.
Blessing of the Ancients (4e Power) Is this a close burst or an area burst? Implement attacks do not target AC
Blinding Powder (5e Equipment) See the talk page for details. This would be improved if it was adventuring gear instead of a weapon, had either a lower or fluctuating DC, and if it was easier to recover from being blinded.
Blood-Soaked Armor (5e Equipment) See talk page. I'm also not sure why anyone would wear this. (I Fixed it for you).
BloodHost (5e Race) Needs balancing. Just bizarre in places ("problem eating sad flesh"? What?)Why would one want to become a BloodHost? There is no motivation for one to do so.
Blood Bender, Variant (3.5e Prestige Class) Tivanir (talk) 09:42, 6 May 2014 (MDT)
Blood Berserker (5e Class) Hmm, it looks like most of these features don't make sense.
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 Mage (5e Archetype) This points uses hit points as a ressource to cast spell, making it highly unpredictable. It will always stay in the unbalanced section because of that. It is still playable, but you have to make sure that you take a close look at the class with your Dungeon Master before making your character, as using hit points has a ressource will not be permitted by every Dungeon Master.
Blood Mage (5e Class) Full of design errors.
Blood Mage 1.5 (5e Class) The "X/day" should be changed to "X/per long rest", so that if the recharge scaling is changed, this changes with it. Little design errors such as round-counting and missing damage types, "advantage on all magic attack rolls", and so forth.
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
Blood 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."
Bloodletter (5e Race)
Bloodsong (5e Equipment) With a +5 bonus and an absolutely massive advantage against the next three BBGs you come across, this ought to be an artifact or have its benefits cut.
Bloodwatch Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Blue Dragon Storm Armor (3.5e Spell) Can be cast as an immediate action, doubles ability scores, +49 to attack and damage, and perfect flight.
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.
Bonarell (3.5e Race) Needs an LA. It might be "for personal advanced play", but it still needs an LA for comparative purposes. If the campaign is high powered, the DM can allow an amount of "free" LA.
Bone Knight (3.5e Prestige Class) Feature spread, overall power (note two good save and good BAB), skeletal minion doesn't quite work.
Boon Of Dual Speciality (5e Epic Boon) The Boon of the Wizard already covers this.
Boon of Giant Strength (5e Epic Boon) When you gain an epic boon, you can instead increase your Strength by 2 (up to 30) (DMG p. 230).
Boon of Perfect Form (5e Epic Boon) There should be a greater version for this boon, instead of just allowing it to be re-taken.
Boon of Rust (5e Epic Boon) Is it the creature's AC that decreases (if so, how long for?) or is the armour AC that decreases (like with a rust monster)?
Boon of True Chance (5e Epic Boon) What does this mean? Is it a joke?
Boon of golems (5e Epic Boon) I don't understand the prerequisites, and the effect looks abusable.
Boon of the Monster Tamer (5e Epic Boon) Doesn't really explain how this works.
Boots of Hermes (5e Equipment) Essentially, these are better boots of speed.
Bottled Misery (5e Equipment) Why would anyone drink this?
Boundless Soul (5e Race) Some things need clarifying, see talk page
Boxer (5e Class) The combination of Unarmored Defense and Quick Feet easily outperforms the AC of official classes, and seems to fly in the face of the bounded AC around which 5e is designed.
Brecht, Cerilian Human (4e Race) Is this part of a campaign setting? If it's not presented here, then just say "Common" for language. Ability scores fall outside of normal design guidelines. No such thing as a "cultural" bonus. Fluff needs to explain how every Brecht, from commoner to nobility, is trained in a superior weapon, and if they do have this trait you should drop the bonus feat.
Brewmaster (5e Class) See talk page
Brigandine (5e Equipment) Double the cost of chain shirt and 10 lbs. heavier weight.
Broken Shackles (5e Equipment) If this is for 5e, it should use the rules for 5e.
Brood Mother (5e Race) Traits have awkward wording and missing information. For example, Chosen Children: Acidic - how is the enemy targeted? (action? range?) What does it mean to lose 5 AC? (does it represent armour being corroded? What if the target isn't wearing armor?) What are the DCs of the saving throws?
Bubonem (5e Race) Aarakocra, as the only official race with flying speed, have no racial traits except a 2/1 ASI and flying. A tiny creature is permitted flight for mobility and balance, but other creatures shouldn't be able to if they have other abilities and a 2/1/1 ASI. Also, 1d6 slashing for talons is too much. I think that's it.
Bularre (5e Race) "Treated as Large Size in all ways in which it is advantageous to you." means they can wield Large-sized weapons. 5e doesn't have "+2 racial bonus", you would use double proficiency bonus instead.
Bungis (5e Race) Equipment works awkwardly as a racial trait. Wouldn't it be better to describe the items properly on respective equipment pages, then just give the race proficiency in those items? "You have proficiency with any weapon which deals ranged damage" should probably just be "You have proficiency with simple and martial ranged weapons", although that's really broad.
C L O C K W O R K armor (5e Equipment) In places this is mechanically and grammatically questionable, and in other places lengthily duplicates an existing spell effect. Has no rarity.
Cabbage to Gin (4e Ritual) Is this on par with other 5th level rituals?
Cambion (4e Race) too many good things, three languages, Immunity, Summoning a swarm of demons, getting rid of these would bring it to the average 4e race
Candy Person (3.5e Race) Regeneration would come with a higher LA; Refrigeration doesn't make sense, AC doesn't work like that.
Cantrip Master (3.5e Class) Cantrip Widen and Cantrip Extend are unplayable.
Carbine, Lever-Action Repeating (3.5e Equipment) This is really just too good. High damage and high crit, compare the various bows. The "drawback" really isn't much of one.
Catarina Knight Armor (5e Equipment) See talk page.
Caustic (3.5e Prestige Class) Seems a bit overpowered, the immunities gained is a bit crazy. Should probably spread the features over 10 levels rather than 7.
Celestial Summon (5e Race) 11:48, 1 December 2016 (MST)
Celestial paint (5e Equipment) The die rolls are all over the place. "contains D10-D4 uses" - so I can have negative uses, I guess? "D4, on a 3-4" - everywhere else in 5e, a d20 is used to get a 50% chance. What does "The effect can be any word" mean? What does any of this mean, it's vague to the point of being unusable.
Celestrian (Dragon Quest IX) (5e Race) Significantly overpowered
Celtic Leather Battle Armor (5e Equipment) 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 Cloak (3.5e Equipment) +1 AC for everyone except high Dex characters. For those actually using it, there should be some tradeoff.
Chain Knives (5e Equipment) 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.
Charr (4e Race) Large creatures change how the close burst mechanics work, they are larger and technically more powerful, you could give them a trait to define how close blast attacks work for them. But large creatures will have to squeeze through one wide hallways and most doorways, making them very vulnerable. In addition they will be unable to fit into smaller places that medium creatures would be able to, again limiting them immensely
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
Child, Variant (3.5e Template) Is this a class or a template? In addition some of the class features are rather good for -1 ECL.
Child of Ares (5e Feat) Doesn't match purpose of feats. This should be variant rule, not a feat. It does nothing but alter the maximum of ability scores by 2.
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.
Choke (3.5e Spell) Automatically Panic a target, is a cantrip.
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 Archetype) Overpowered and poorly worded.
Chronomancer Variant (5e Class) This is all manner of wrong.
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?)
Circle of spirits (5e Archetype) The levels do not match druid archetype levels. Spirit meditation gives no guide on what questions can be asked, or what kind of answers you get, and just rehashes existing spells such as augury or commune with nature. Spirit summon doesn't explain where the spirit appears or what it does. Spirit shapeshift doesn't explain, well, anything really. Sorry, nope, I'm stopping there, this is bad.
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.
Cleaver (5e Equipment) This is a one-handed weapon that deals 2d6 damage. Balancing it would just making it statistically the same as one of the existing swords (or axes), so not sure what to do with this.
Cloak of Dragon Power (5e Equipment) How do you use the cloaks power? What does "half the lifespan of a dragon" for "an hour once every five days" mean? Presumably the bonuses end when the shift ends? If I somehow stay attuned to the cloak for 50 years, I'm also receiving +104 Strength, Charisma and Dexterity?!
Cloaked Operator (5e Class) See talk page
Clugs (3.5e Race) See talk page. Could do with an LA?
Clugs (5e Race) See talk page
Clumsy See UA:Character Traits
Cluster Ki Bomb (3.5e Spell) Needs to work with a class on 3.5e Spells.
Coat of Plates (5e Equipment) strictly inferior to hide armor.
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?
Colossus (5e Creature) See talk page.
Combat Medic (5e Background) Needs cloths in the equipment package
Combustion Master (3.5e Class) Poorly written class features
Commando (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Complete Apathy (3.5e Trait) Benefit should be a bonus, not an immunity: Countering a bluff isn't just about reading emotions. Drawback needs to be more specific about which checks it applies to (if I'm using Use Rope to tie up an unconscious enemy I'm "interacting with others", but clearly the penalty shouldn't apply there.
Complete Werewolf Overhaul (3.5 template variant) You are aware as 3.5 is built percentage increases don't work because you can't assign a static ECL or level adjustment to the template right? Also the bonuses outlined would make this unplayable in every campaign except for epic campaigns.
Conduit (5e Class) Main class features is confusing. For example, what does "Whenever you enter an engagement" mean? If the powers are spells, what are their spell levels? (is the same as stage?) For multiclassing, how can you be "above 20 Int" when 20 is the normal cap? Why is it so high?
Confounding Shot (3.5e Feat) Needs to be rewritten to better use existing 3.5e mechanics.
Conjetium (3.5e Equipment) this is way underpriced for the benefits. the weapons should be in the +45000 to +50000 range and the armor should be more along the lines of +120k-+160k based on the fact that it gives huge bonuses that can't ever be taken away.
Conjure Devil Missing some basic information for this to function correctly (please compare with, well, the other conjure spells. Similarly, the CR needs adjusting (compare with conjure celestial)
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.
Corollin (5e Race) see talk
Corrusium (3.5e Equipment) much too low of a cost when it can render entire classes pointless
Couazol (4e Race) Godly Descendant is highly dependent on campaign, should be optional (i.e. a feat)
Courageous (3.5e Trait) The drawback is mechanically poor. It becomes increasingly easy to avoid for characters with a high Will, otherwise it can force the behaviour of other PCs, which isn't good.
Cranes (4e Race) The traits are all melee weapon related, which rather forces class choice. Refers to a "winglord" class?
Create Minion (4e Ritual) Does not follow the standards for either summoned creatures or companion characters, breaks action economy, can have a proficiency in a superior weapon, implies that it can be used in combat but doesn't present the required stats.
Create Soul Gem (5e Spell) How does the "grab someone's soul" bit work? Which creatures have souls? What is "close" range? There must be some kind of saving throw involved, otherwise this is an instant-kill-anything spell.
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.
Creeping Darkness (5e Spell) Seems rather more useful (range, AoE, etc) than the 2nd-level blindness/deafness
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Critical Defender (5e Feat) Doesn't say when the uses of each feature are regained. Even if the recharge is a long rest, this seems very powerful.
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
Crystal Pick of Minerals (5e Equipment) Needs rewriting so that it actually uses the rules. What is a "sonic" attack, and why does this vulnerability deal 50% more damage instead of what 5e vulnerability actually is? What is the Armor Class and Hit Points for, the item itself? What is the damage, is this a weapon? Shouldn't the shock lightning damage?
Crystalics (3.5e Race) Essence of Crystals and Planted Seed belong in the description. Stages of race's lifecycle are not traits, particularly if they take a year to process. High LA races are generally unbalanced, and there are areas here where the LA can be reduced, for example by normalizing the Con / Dex modifiers and reducing the DR.
Crystalline (4e Race) "Construct Traits" are a holdover from 3e, and make no sense in 4e. Suggest examining the mechanics for 4e Living Construct races (Warforged and Shardmind) and trying again. Crystal Shape needs careful wording. Compare with Prestidigitation and think of some mechanic other than a percentage roll (which 4e doesn't use).
Cullen (4e Race) Cullen Durability: Now some adventures might be entirely indoors/underground, some might be at night, some will be at day, so let's say that this will take effect 1/3 of the time. There are 4 defenses, so this trait is worth a bonus of +8/3. This is more than twice as powerful as a normal trait of +1 bonus to one defense.
Curious (3.5e Trait) No mechanical drawback related to the benefit.
Curved Greatsword How on earth is this a finesse weapon?
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Dagger Master (5e Class) "This class is completely op and will break your game" is not joking, but the overpowered nature is completely unnecessary. There's a conceptual problem in that classes should be broad, and this is narrow, more appropriate for a rogue archetype. We already have a dagger master archetype. This is also, just, a bit boring. There are no class options. Targeted Effectiveness has round-counting.
Dagger Whip Either increase the category to Martial, or reduce the damage to 1d2. Since this is for monks, it looks like the damage reduction is most likely. Also 5e doesn't have "full actions" or "free actions"
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.)
Dance Fever (5e Spell) Doesn't really make much sense?
Dancer (5e Class) At a glance I noticed several little errors, needs going through with a toothcomb, I'll do this when I get the chance.
Dark Defender (D20 Modern Class) See talk.
Dark Folk (3.5e Race) The Racial Traits for this are slightly overpowered, especially for first level. Not to mention, they only have a +1 LA.
Dark Knight, Variant (3.5e Prestige Class) Okay, the features are also poorly designed. As far as I can tell "negative energy" isn't a damage type.
Dark Knight (5e Class) "X/day" needs replacing with "X/long rest" so that it scales correctly if recharge rates are changed. Damage-self-for-benefit isn't advisable. Challenge damage and/or frequency needs adjusting. At 11th level, it can deal 10d10 damage, something like 8 times per day. Design problems throughout.
Dark Meister (5e Class) Yet another darkshadownecrotic class. This one gets terminology wrong, has round counting, lacks definitions, poor balance (why am I investing in dealing 1d6 with an unarmed strike, when I'm wielding a martial weapon?), multiclassing prerequisites are even instead of odd, and so on.
Dark 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 Spear (5e Equipment) If this is a sentient weapon, please use the formatting for sentient weapons and be clear on what would cause a conflict. Non-5e terms need correcting ("free actions", "health")
Dark Swathe (5e Spell) "dark damage", also D&D already has lots of damage-on-a-dex-save spells, this could do with distinguishing itself more.
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.
Darkside Heartless (5e Creature) See talk page.
Dawnbringer (5e Equipment) Gives enough charges to have the benefits effectively permanently; is there a reason that the longsword statistics are repeated here; hit point regeneration is really high - 2d4+2 hit points every turn for an hour?! No need for anyone to expend hit dice, then.
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 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.
Dedicated Magician (3.5e Trait) The drawback is focused on Wisdom, and does not scale like the benefit.
Defender (3.5e Class) Dead levels at 13th, 18th, 19th
Deity Bound (5e Class) Rudimentary, comprised of half sentences. Magic weapon bonuses scale up to +3, not +5. Deity binding is vague. Spellcasting doesn't use spell slots, so it becomes wonky when multiclassing. Unbalanced features. This needs a complete rewrite. Let me know if you'd like me to do this.
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.
Demigod (empowered) Seems to be deliberately overpowered? In which case, it needs to explain how it fits into the game. No idea what "Demigods get 1d4 of their Godly parents powers within reason" means. Or "Adv on whatever saving throws correlate with the class chosen".
Demonbane (3.5e Equipment) "...a +2 Holy Longsword of Evil Outsider Bane until its wielder scores a confirmed critical hit..." - what does the sword become afterwards, then? " also has a chance of casting one of the following spells..." - what is the chance, how is this determined? The information under "market price" (and it still needs a market price, even if it's unique) implies this is an intelligent item (it "tests" the wielder)
Demonic Assassin(Balanced) (5e Class) Demonic Possession doesn't say how often it can be used or what action is needed, or how many of the traits you know. As such, it's difficult to determine how well balanced this is. I don't know what's going off with dual strike, is it supposed to tie in with two-weapon fighting? The lore is a bit confused.
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).
Demonic Gauntlet (5e Equipment) "Verstatile, ... Two-handed" makes no sense at all, and makes even less sense for a gauntlet. Oh let's throw +3 AC in there as well? Was this supposed to be a magic item?
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
Devas (5e Race) Racial traits are poorly defined and are not exactly functional.
Devil Preparation (3.5e Feat) Grants too many bonuses.
Devotion (3.5e Feat) What is a domain's "greater power"? I thought it might be a typo for "granted power", but it's mentioned twice.
Digital domain (5e Archetype) Like some of the other OPs archetypes, the levels do not match up with cleric archetype levels. Might I suggest having the PHB open on the class you are making an archetype for, then like refer to it?
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 Elemental (5e Creature) I know you can technically set attack bonus to whatever you want, but why does it only have +2 to attack, given those high ability scores? I think it should also set itself to one particular disease rather than a "random disease", as some diseases are way beyond CR 6. Average damages for attacks are incorrect. Hit point calculation is incorrect.
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?!
Djinn (4e Race) Magic compatible blind-sight, two full resists, Choice of any cantrip, large disease resist. Just to many good things all wrapped into one, perhaps create options with different abilities similar to Genasi.
Doctor Octagonapus Lazer Cannon (D20 Modern Equipment) Not a great piece of writing, and the "100% Charge" isn't very helpful. How many shots can it fire? It mentions "full power", are there other power levels? How long exactly does it take to recharge?
Doom Gate (3.5e Spell) Save or Die with no Spell Resistance
Doomspore Myconids (4e Race) Though the communication is interesting it just provides a huge hindrance with role play and generally limits the player and DM. Having no additional traits other than the interesting telepathy. However the Racial power is far to strong, The zone it'self for only the one turn would be an amazingly powerful racial, but the sustaining and it being an Encounter makes it incredibly overpowered.
Doppelganger (5e Subrace) +6 ASI
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 Elf (5e Race) Traits start off okay, if a little dull, then goes a bit awry at dragon scales
Draconic Harmony A legendary magic weapon has a +3 bonus to attack and damage rolls, so this is very overpowered (and I assume that the +6 to "melee attacks" is only with this weapon, not all melee attacks.)
Draconic Heritage (4e Feat) Rapidly becomes a poor attack, since it does not benefit from enhancement bonuses.
Draenei (4e Race) No racials are highest ability mod, racial utilities gained by leveling do not increase in effectiveness, though you can make versions for higher level utility slots (PC's keep all utilities throughout their lives thus making theses undeniably better). Additional minor things 3 languages is a bit much with everything else, Custom languages should be avoided (perhaps choice of Elven, Draenei, or another fey language as that seems most appropriate to me)--Aitharious (talk) 21:58, 6 July 2016 (MDT)
Dragon's Rebirth (4e Paragon Path) Break their Stride: What is "special" about the standard action? Encounter powers should not cause ongoing conditions. Sigil's Defense: How long does the zone last for? Till the end of the encounter, or through a sustain?
Dragon's Wing (4e Paragon Path) Concealing Shadow: How long does the concealment last for? Falling From the Sky is a utility power, not an attack power. Forceful Tactics has no Miss, Effect or similar function required by a daily power.
Dragon-Ogre (5e Race)
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 Eater (3.5e Class) The features in the table don't match the feature descriptions. Many features have dubious mechanics and are nonsensical in places.
Dragon Elf (5e Race) Gets too much stuff. Musicus score of ~12.5.
Dragon Knight (5e Class) Gives permanent advantage on some saves and skills. Terminology needs improving (e.g. "it gains 1d6 + con hit points" should probably be "1d6 + its Constitution modifier hit points". Hypnotic speech has a skill check opposed by a saving throw. Oh god, errors everywhere. Look at Strike Of Antimagic.
Dragon Mage (5e Class) Dragons Magic is vague; lacks design. Why not just play a sorcerer with the draconic bloodline?
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 (Fire) (3.5e Class) Core mechanic, Dragon Form, is poorly designed; wording is difficult to understand in some places.
Dragon Slayer Wizard (5e Class) So, most of fighter features. +monk AC and improved unarmed strike, +plus 1st level immunity and 3rd level healing and massive AOE cone, now I understand this is fairy tale, and I like you idea, so I'll leave what I thinks should be changed in talk.
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.
Dragon tamer (overpowered) Suggestion limit Dragons to 2, for combat. and any more become interchangeable and perform a job while not in combat use, either as mounts, guardians, transport safety, ect... If a dragon is gifted or sold as a mount then a wisdom/charisma should be made to depart with it. Gaining immunity to the dragons breathe damage type's under their control. Plot a campaign that involves a Dragon/drake slave trading using a tamer and some sort of magic items that keep the dragons tame. The team goes in to break it up. Or to profit from it.. If the later then roll chances for the tamed dragons without the items to betray the party. This class does seem powerful at first, but. a tamer has to go through hell to earn the dragons or get lucky as fuck. You can also have the dragons have personalities to test the player.
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)
Dragoon, Variant (4e Class) Needs an immediate interrupt charge attack to enforce its mark. Jump seems unnecessarily complicated, and breaks the initiative flow in a way that interacts poorly with interrupts, ready and delay actions. Maybe it should be reworded to use the existing Ready Action rules.
Drainblade(5e Equipment) This is not well balanced for a legendary weapon, and it should acknowledge that "oversized" is a variant rule (that I'm beginning to regret.)
Drake (3.5e Creature) Attacks/Full Attacks are inconsistent.
Drakegun (5e Equipment) See talk page
Drakin (5e Race) Quite very overpowered, there's enough here to fill a class.; doesn't make sense in many places (""Full Extra" attacks from certain classes"?)
Drakyn (5e Race) A side-by-side comparison to dragonborn or non-variant human shows this race is incredibly overpowered in its current form.
Dramorian (5e Race) Racial traits are extremely overpowered.
Draylian (3.5e Creature) Advancement is "none" - shouldn't this be "by character class"? How is being able to see "radiation" defined in D&D? (can they see everything from gamma rays to visible light to microwaves?) "Survive in any condition" is poorly defined: how about in a pool of lava? The condition of "dying"? Shouldn't they be a living construct?
Dread Fighter (5e Class) See talk page.
Dream Walker (5e Class) Seems to be same as Warg (5e Class), which are you keeping? As I mention there, Warging is overpowered. If it were a spell, imagine what level it would be. Dominate Person is 5th level (you would have to be a 9th level wizard), this gives you vague control over a humanoid for 1 minute. Warging gives you perfect control over a humanoid indefinitely.
Drehn (4e Race) Tentacle - Be specific that it counts as a weapon so that it can be used with weapon powers. Can it be enchanted? If not, it soon becomes worthless. What weapon group? Flail? Does it leave the characters hands free? If so, then it's broken. Would probably make a better encounter power. 4e doesn't have an aberration subtype: pick an origin and type.
Drone Builder (5e Class) Could do with using the actual D&D mechanics. Has dead levels.
Drudge Puppet (3.5e Template) There is a whole for a wizard or similar class to get more out of this than he loses.
Druid'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.
Dryt (5e Race) Hugely overpowered, terminology errors.
Dual Wield Master (5e Feat) The AC bonus makes little sense mechanicaly, and making 3 attacks without the Extra Attack feature is very questionable for balance.
Dullahan (5e Race) See talk page
Dullahan (Variant) (5e Race) Large number of overpowered traits.
Dungeonomicon (DnD Other)/Charactonomicon
Dunkleonoid (5e Race) Need to explain the ramifications of Large size. Can they use Large weapons? What is this underwater walking speed, is it for walking along the sea bed, or is it supposed to be a swimming speed? All traits considered, this is overpowered.
Dusksong & Dawnsvoice See talk page.
Dwarven Big Game Hunter (3.5e Class) Needs linking to a campaign setting that include firearms, clearly isn't going to work in vanilla D&D
Dwarven Box Gun (3.5e Equipment) Statblock says this is martial; the description mentions a "simple ranged attack"; the categories say this is exotic. Which is it?
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 Giant (5e Race) Large creatures, unless otherwise stated, can use large weapons, which is a significant factor.
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.
Ebon Blade (5e Equipment) Doesn't make any sense. "2d6 slashing, 1d10 versatile"? "advantage of +5"?? "disadvantage of +5 to AC on attacks"???
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?
Eladradactyl (4e Race) Racial power does not make sense.
Elder (4e Race) Pretty close, but need more of an excuse than "strong headed" to justify not being dropped at 0 hit points, really doesn't fit the fluff either. Scrap Claws Hands if it's going to be half-hearted. If these guys can be claw fighters, give them a Claw Fighting feat.
Element Magebred (3.5e Template) Selecting minus' to certain ability scores does not balance with the benefits.
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.
Elnade 5e (5e Race) Far and away more powerful than any official race. No reason to play anything else if this is in the game.
Elusive 5e doesn't distinguish "outside" or "inside" combat. This is also a numeric bonus to Stealth and advantage to stealth, where the advantage mechanic was supposed to replace stacking bonuses, and is supposed to be circumstantial.
User:ElvenKingSlave/Weapon Summoner If the goal of this class is to be a mix of the fighter specializing in weapon combat (through feats) and a wizard effecting weapons it can be done better. Either add spells with a spell list that relates to weapons or make the command weapons a new complex special ability component sort. Keep the aspects of storing them on himself though as this is unique.
Elven Blade Okay, so you've taken the Elven Thinblade (5e Equipment), increased the damage, and given it the versatile property.
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.
Embodied Mouther (5e Race) See talk page
Empathians (5e Race) Traits are a confusing mess. ETA: This is a human who drank a magic potion. Rather than a race, could this not be a magic potion?
Enchanter (5e Class) Still unbalanced, and doesn't make sense in many places.
Encrypt (5e Spell) Like illusory script, then.
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
Everlasting Child (5e Race) "Unharmeble" is an awkward rehash of a charm spell, so why not just make it a charm spell? Forcing a saving throw on every hostile creature every time is a lot of extra die rolls, which isn't good design. "Threatless" has no mechanical effect. Not sure about all these +1d4 to skills, what is the reason? If they are just extra good at those skills, it should be double proficiency bonus. Proficiency in unarmed strikes is spectacularly useless. The age ranges do not match up with the maturity rates of different races, so should be given general terms.
Ex-Blood Doll (5e Background) roleplaying features should not have any mechanical effects whatsoever.
Exotic Animal Trainer (5e Feat) Makes an assumption about a DM adjudicated aspect of the game (i.e. animal training), so does not fit the scope of a 5e feat.
Explosive (3.5e Equipment) 3.5e doesn't have "fumbling" or "explosive damage". Is the hit above/below 10 on the natural die roll or after modifiers? Is this an enhancement (in which case what is the bonus {and it wouldn't have a cost of "100 xp"}), or a specific weapon?
Eye Jab (4e Power) "You must be able to reach your target [sic] eyes with your fingers..." - that would be range "melee 1", then? Daily powers should have a Miss or Effect, or be Reliable
Eye Poke (4e Power) Under normal circumstances, the blind condition causes the target to 1)grant combat advantage, 2)hit things with a -5 penalty, 3)not be able to flank. Any one of these might be OK for an at-will power, but the full Blind condition is overpowered.
Eye Ring (3.5e Equipment) Prerequisites and costs are wrong. How does "transform holy items into unholy ones" work, can we have an example?
FMA Alchemy (3.5e Variant Rule) This has been discussed elsewhere, but there need to be counter saves, etc. E.g. why not transmute the air in someone's lungs into water? Also, the balance of the gate feats do not work (not using D&D rules- an "ordeal" may relate to prerequisites, but not change the game's balance).
Faceless 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.
Falucin (5e Race) See talk page
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.
Fangbringer (3.5e Prestige Class) Feature that dictate PC actions and can adversely effect the whole group. Doesn't state when the frenzy ends. Grand Hyena is redlinked. What is an "ability boost", does it just mean those ability scores are increased? Has a dead level and yet some levels with two features. Endurance is abusable (have another PC put an undead rat in a box so you don't have to see it, but carry it around with you for DR 10 all the time).
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.
Fiendish Claws (5e Spell) Does this work while you are "brandishing" a ranged weapon? Or carrying a heavy load? Maybe just specify that your hands need to be empty? Is "ethereal" just flavour or they actually ethereal? Can the "two melee weapon attacks in a turn" be anyone's turn, or just on your turn? If it's just your turn, you don't need this sentence or the following sentence, you just need to say they are considered to be light weapons. Wouldn't a melee spell attack be better than a melee weapon attack? (This is not a desirable spell for a warlock if it uses Strength for the attack roll.
Fifth Party Member (3.5e Optimized Character Build) Incomplete, not really optimized for anything.
Final Spark (5e Spell) See talk page
Findrei (4e Race) too many good traits paired with a good power, just needs a general reduction. Additionally needs to have the second secondary Ability score as per standard 4e
Finisher (Scythe) Compare to the very rare scimitar of speed.
Fiore: Maker Mage (5e Class) By using mandatory spell points instead of spell slots, you've made this awkward to multiclass with. Spell points are a campaign-level variant (DMG p. 288) that would be applied to all spellcasters so there is some internal consistency.
Fire Borne (Second Form) (3.5e Equipment) this (even with the weaker starting form) at a minimum would be a greater artifact. There is no limit on the soul charges (problem one) you always knock someone prone (second problem) Huge crit range (3rd problem and it certainly shouldn't be a spread of 5, 4 max) and oh yea it gets stronger?
Fire Strikes (5e Feat) It's a neat idea, but doesn't fit the scope of 5e feats. It's very specific, and few characters who aren't a monk would really benefit from this at all. It increases a monk's damage output by about 50%, which is huge. This should probably be part of a monk archetype called "Way of the Fire Striker" or something.
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.
Flame Adept This is an extra 9 damage per turn (assuming that being ablaze doesn't stack, the text isn't clear on that).
Flamefist (3.5e Optimized Character Build) No real optimization.
Flamekin Every single trait needs rewriting.
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.
Flex Plate (5e Equipment) See talk page.
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)
Force Born (5e Class) Eh, what game system are you writing this for?
Forceful Strike (4e Power) As pointed out on the talk page, this is no different to a melee basic attack. Okay, now it's overpowered.
Forest Hylian (4e Race) The encounter powers encroach on the responsibility of classes. A Hylian with Forest Flurry or Forest Strike is surely a ranger. These are just elf rangers, aren't they?
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 (5e Creature) Or, you could use the jackal statistics (see 5e Monsters Reimagined).
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?
Frieza Clan (5e Race) If you want to have traits and features beyond the first few levels, especially ones as powerful as these, you should consider have a race-exclusive class instead. The races Barbed Devil (5e Race) and Goron (5e Race) have examples of this.
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)
Fused Warrior (5e Class) Wow. d20 hit dice. 100 ft. cone attacks. Fast movement twice as fast as a monk. Unarmoured defense has a base of 12 instead of 10 for no apparent reason. "proficiency in all saving throws". What on earth is "unfuse" going on about?
Galvanizer (5e Class) Needs a better feature spread. There are dead levels and overburdened levels.
Gargantuan Spiked Bolas (3.5e Optimized Character Build) Does not work currently. See talk for a provisional version.
Gaucho (4e Race) As discussed elsewhere, Bugbear-style "oversized" trait isn't suitable for PC races. Permanent +1 reach breaks it.
Gauntlet of the Duel (5e Equipment) Should give a range, an action, terms of the duel, probably a saving throw, and other things noted on the talk page
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, variant (5e Race) A player-character of this race cannot function in a normal campaign. See talk page for details.
Ghost Warrior (4e Class) Has way too many features now, including three defensive features. Ghost Surge says they get Power Points instead of Encounter powers, but the powers list has encounter powers. A bit of a mess.
Giant Fatal Wombat (5e Creature) Same issues as Fatal Wombat
Gilldren (5e Class) Poorly defined traits.
Glass Angel (5e Race) Needs to better use 5e terminology, for example "vulnerability" instead of "double damage". 2d4 on unarmed attacks makes lower level monks too powerful.
Glaven (5e Race) Does not fully use the 5e rule set, particularly with the "of Mortalality [sic]" traits and the weaknesses (that suddenly flip into "an level of immunity")
Glyph Trap This is a cantrip which is cast as a bonus action, can stun, and deals decent damage on top of that. Even if one assumes this couldn't be cast in an occupied 5 foot square, it is extremely powerful for a cantrip. It would be too powerful for a 1st level spell, even.
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?
Godbound (5e Class) I don't know what this is. "A step into the boots of a god, by a being forged from it's blood." reads like randomly generated text. The idea of going back to 0 XP just doesn't work. Say the party (all level 20) complete a CR 20 challenge and are awarded 5000 XP each. This Godbound character zips from 1st level to 4th level in one encounter. You gain another 4d12 hit dice and a bunch of features, that's huge. You would also have to multiclass into this, which isn't acknowledged in the initial class features. The class traits themselves are all over the place with no regard to balance.
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.
Godly Construct of the Astral Plains (5e Creature) Not a good design, not at all CR 30, it's closer to CR 16-18. "encountered in groups of two." belongs in the description, not a feature.
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.
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.
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
Graceful (3.5e Template) Poorly written with absurdly high bonuses. No CR adjustment. Text gives LA 5, but is categorized for LA 8.
Grand Marionettist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Grappler (3.5e Class) being able to ignore an attack per round is a huge advantage especially when the character gets a large hp pool to work from and damage reduction.
Grasp of the Dead (4e Power) Needs weapon or implement keyword. Overpowered; the components of this are comparable with daily powers. Suggest comparing with published at-will powers.
Gray Aria (3.5e Equipment) Can someone calculate the CL, Prerequisites and Costs for this? It looks prohibitive.
Great-Beast Palm (3.5e Maneuver) The example doesn't match the effect, unclear why smaller foes are pushed less distance, unclear what the distinction bewteen "flying backwards" and "tumbling" is. Seems to work even on Colossal creatures.
Great Wyrm Force Dragon (5e Creature) See talk page.
Greater Ghost Ward (3.5e Equipment) I think this might be referring to the Ghost Ward in the Magic Item Compendium. That is already a +1 bonus, so if this is better than that, shouldn't this be a +2 bonus or higher?
Greater Two-Handed Weapon Specialization This actually works out better than the Epic feat Overwhelming Critical.
Greenwyrm Scion (4e Paragon Path) Tail Sweep's miss effect is too powerful. Frightful Presence's effect is that of an Attack power, not a Utility. Luring Glare needs a cap on the slide, or make it a pull, otherwise the player can move the enemy indefinitely. If the target ends up more than 3 squares away from the player (because, say, the player moved away or the target was teleported), it can't move at all (since even moving towards the player will be "more than 2 squares"). Careful rewording will fix this.
Grimlock (4e Race) +1 to all defenses all the time is overpowered. I know this is ostensibly conditional, but once you've made the decision to wear light armour, this is unlikely to change. Compare with humans, who have +1 to non-AC defenses only; and Deva, who have +1 to all defenses under a condition that occurs only 50% of the time.
Grinreaper (3.5e Prestige Class) Full BAB and Spellcasting is overpowered. Poorly written flavor, abilities do not make sense together, also author doesn't know how to spell "Grim Reaper"
Gromril Armor (5e Equipment) Combines several magic items: armor of fire resistance (rare), armor of cold resistance (rare), and part of armor of invulnerability (legendary). This is not a mundane item. Even if it is nonmagical, it should be treated as a legendary magic item (c.f. adamantine armor)
Guard (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Guardian's Shield (3.5e Equipment) Provides the same AC bonus as a tower shield, but without the penalties. suggestion increase the armor penalty by an additional two for each type remove wicker and give it a minus for attack say -1 on hit rolls. also make it an exotic shield proficiency and tower shield proficiency. also this should cost a whole lot more.
Guardian Construct of the Consul (5e Creature) CR is incorrect. A creature that deals 23 damage per round and has no other effects is not a challenge for a 10th level party. Consul's Core needs rewriting to make a bit more sense. What exactly is happening, is it an explosion? A beam that shoots out? What does "saving throw of dc 15+" mean?
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.
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.
Guyver (5e Class) Many errors still remain, see talk page
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-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-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-Giant (5e Race) Over the past year this has gone from OK to hugely overpowered.
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 “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-Troll, Variant (5e Race) Regeneration.
Half-Troll (With Subraces) (5e Race) "You gain 1d4 Health at the beginning of each turn". Large size.
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)
Half dwarf (5e race) You get +2 to four different ability scores. Even getting +2 to a mere two ability scores is an abnormally large amount.
Hammer of the Stars (3.5e Equipment) How does it deal "2d8/2d8" damage, is it a double weapon? The "celestial meteors" and "starlight" do not have enough information to use - what is the range? They they use attack rolls, or a DC? Why not use existing spells?
Hammerspace (3.5e Environment) This removes any humor at all in such situations. "Here is the justification for doing x funny thing haha ? Makes the "funnyness" even worse.
Hand Crossbow, Reworked (3.5e Equipment) see damage table
Hands of Undeath (3.5e Spell) High saves to break out at lvl 1
Harpie (3.5e Race) No maneuverability rating given for flight; "avian body" should use the existing rules for fatigue, does not say how often they can fly.
Hart's Incredible Lightning Power Laser (5e Spell) At the moment, this is just a more powerful version of lightning bolt with no real defining characteristics outside of slightly increased damage (especially odd, considering that it is a level higher than chain lightning, which is in many ways an "improved version" of lightning bolt) and imposing disadvantage on the saving throw to mechanical targets.
Haunting (5e Spell) You mean, like minor illusion?
Headsman (5e Creature) Waaaaay too strong for an ordinary headsman. For example, it has a higher Strength score than a gladiator.
Healer's Robes (5e Equipment) 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 Goo (3.5e Creature) Since this creature is of no actual threat, should its CR be reduced to 0?
Healing Mist See talk page.
Healing Touch (4e Feat) Grants sorcerers too much of the leader role, and can turn bards into healing monstrosities.
Healing Wind (5e Spell) This spell provides an immense about of hit point recovery for its level (~15 per cast for the entire party and then some), even if it is gradual. See the talk page.
Heated Hands There isn't an "immediate" casting time or a "melee" range, and you can't use spell slots to cast a cantrip. Please see the spell information in the PHB. Does the caster need to use an action to melt the ice?
Heaven's Guard (3.5e Creature) 17 feats on a 10 HD outsider
Heavy (3.5e Equipment) Does not state a bonus modifier
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.
Heide Knight Armor (5e Equipment) See talk page.
Hell's Descendant (5e Background) Has too many proficiencies, and background feature should not grant mechanical benefits. Please read the section on creating backgrounds in the DMG.
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
Hero (3.5e Class) this class needs a rebalancing to make it good to go otherwise not too terrible. Good saves, full BAB and a group of spells is a bit expensive
Hero (3.5e Template) However you look at this, you're getting an insane amount of bonuses for little LA. See the talk page
Heroic Spirit (5e Class) See talk page.
Heroic Spirit (Variant) (5e Class) What on earth is this. Full wizard spellcasting with overburdened levels, martial weapons, medium armor, extra attack; poorly defined features; unexplained "mana points"?
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 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.
Hiyori (5e Equipment) Heart of ice says it is both a ranged spell attack, and a 3-foot line. A line is an area of effect (PHB p. 205), you wouldn't use an attack roll. It's unclear if the various sizes of ice spike given have any bearing.
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.
Homunculus Variant (5e Race) See talk page.
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)
Hoskuld (3.5e NPC) Combat Reflexes does not give any benefit (Dex 10) and is not used for any prerequisites.
Hound Spear (5e Equipment) Does not actually explain how it works. How does it follow the target? How do you know if it has hit an object, and exactly what is the threshold for penetrating it? c.f. Arrow of Seeking (5e Equipment)
Human, Orc Slayer (3.5e Race) Many of the traits describe the result of nuture, not nature. This "race" should be handled by simply having a human with a certain set of feats.
Human Puppet (5e Class) 1st level seems really weak. There isn't even any point to the Weaponized Body feature, as the shortsword I start with deals more damage.
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 (3.5e Race) 04:27, 16 October 2016 (MDT)
Hybrid 3rd Class Warrior (3.5e NPC Class) Unplayable. Unable to reclaim. Who needs a NPC class anyway. Template posted by author.
Hydration Potion (5e Equipment) You mean this is just water?
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.
HyperCompress (5e Spell) Instantly kill a creature with no chance of a save, that must be useful for those epic boss fights at the end of a campaign, huh.
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.
Illumina (5e Equipment) Spells granted through magic item do not use a spell slot anyway. How do you use "a illumina" instead of the 1,000 gp material component? What is a moonblade? This also functions as a legendary weapon, even though it is very rare. What a mess :/
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.
Imagination Illusion school, but seems to create actual things? If we're talking 9th level, wish already does this with a better guideline for what can be created. If it is an illusion, then the various illusions spells in the PHB covers this.
Imbue Harmlessness (5e Spell) No, you can't negate a creature's ability to harm the party with a 5th-level spell (and without a saving throw, no less!)
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?
Immunity to Transmutations (3.5e Spell) 4 rounds to cast a spell that costs 1000 XP to grant immunity to Transmutation for possibly 1 round
Imperial Armor (5e Equipment) Or, a breastplate that costs more than twice as much, has a Strength requirement and is more than two times heavier?
Imperial Gold Weapon (5e Equipment) What is a "wind elemental"? Is it like an air elemental? Celestial Bronze and Stygian Iron need wikilinks Is this a magic weapon or nonmagical?
Imperial Warden (5e Class) see talk page
Imperium Armor (5e Equipment) See talk page.
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 Gigantic Weapon (3.5e Feat) What does "The character can use a weapon up to 2 plus 1/(20 Str)." mean? Should probably have one of the various oversized weapon feats as a prerequisite.
Improved Guiding Bow Fairly awful design that grants bonuses way out of bounds.
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
Increased Monk Armor (3.5e Feat) Compare with Armored Monk (3.5e Feat)
Inert Aura This doesn't really fit the design philosophy of 5e feats, and it's a bit dubious mechanically.
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 Archetype) Poorly defined traits. What exactly is a "magic user"? What is the DC for the Spell Dampening dexterity saving throw? etc. Favored enemy is weak, as barely any enemies will have a class, and only a fraction of those will have the favored class.
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.
Inspiration Potion (5e Equipment) See talk page.
Intellect (3.5e Feat) Maybe in some limited case, but not on everything.
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. )

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.
Jean Armor (5e Equipment) This is entirely superior to leather armor, but costs and weighs half as much or less.
Jedi (5e Class) Has spellcasting at 1st level, but no spell slots. Is it in the right place? Spell selection is limited. Should probably have the psionics tag and some kind of focus to eschew material components. Unclear if this is supposed to be for a futuristic campaign or a fantasy campaign or both.
Jelly Monarch (3.5e Race) Size altering not sufficiently explained. What jellys can be absorbed and how does it happen? Why does this use its own Str/Con/Dex modifier instead of the standard ability score adjustments for changing size? Exactly what is the jelly that is created with Lord of the Ooze (is it an SRD creature? What are its stats?) On the whole this race is a mess.
Jelly Orb (3.5e Spell) So what this does is duplicate the effects of a 3rd level spell. Hmmm.
Jellybean (3.5e Spell) Doesn't have some necessary limits (c.f. SRD:Create Food and Water)
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.
Kamen Rider Gaim Rider (5e Class) See talk page.
Kantian Paladin (3.5e Class) well let's increase the abilities of a paladin and spell casting for a minor drawback (lower save on REF.) Class needs balanced
Ideas: A: A forced choice between healing or smiting specialization; B: Some tweaks to it in terms of stats or combat prowess to make it more balanced; or C: A change in armor/weapons; maybe they can't use exotic weapons even with the feat, or maybe needing to take a feat for heavy armor
Karnins (3.5e Race) Really good ability score adjustments, a scalar bonus on fire damage spells, and at-will spells scaling to HD is well over the current LA.
Kataima Incarnate Unclear what half of this means. "This consumes your concentration slot."? What is the "DC 8 + Strength + Proficiency + 3" of the dual whip for?
Keldren (4e Race) See discussion.
Kelir Shaythan (3.5e Template) Why not change all your HDs to d12's for LA 0?
Kender Cursed (3.5e Template) The LA / CR adjustment doesn't work since it doesn't take into account a creatures special qualities. Even with the penalties, a cursed wraith shouldn't go from CR 5 to CR 1/2. A PC Wizard could start play at level 5 (ECL 1) with access to 3rd level spells, the reduced attack and defenses doesn't matter a great deal.
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 Fighter (5e Class) Seems to be an overpowered monk with no flavour?
Ki Knuckles (3.5e Equipment) Does not have the correct creation costs or market price; it needs to be either magic gauntlets (weapon) or gloves (wondrous item)
Ki Shackles (3.5e Spell) Needs to work with a class on 3.5e Spells.
Ki Warrior (5e Class) If the ki blast is a "normal ranged attack" that counts as magical, why not make it a ranged spell attack? How much damage does it deal?
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.
Kitsune-bito (3.5e Race) The tails are better than many stand-alone feats and this race gets them every second level, which is not balanced.
Kitsune (4e Race) "spirit creatures" is undefined in 4e. Damage resistance too broad. Harbored Annoyance seems unnecessarily complicated. If you've just attacked a monster, why would it want to make indimitation or diplomacy rolls anyway? The second sentence after Hit doesn't seem to make sense. This could be adapated to make a satisfactory and flavourful attack encounter power expandable through feats, or a racial utility power.
Knight, Teoryran (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight in Shining Armor (3.5e Feat) The first benefit alone grants +8 in skill bonuses (the armor caveat is hardly mitigation, presuming such armor would be worn for the majority of adventuring time).
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".
Kozane Armor (5e Equipment) Medium armour is defined by the fact that it's got a +2 cap to Dex modifier, I don't know if it was omitted here deliberately or not. If we reinstate it, it becomes reflavoured scale mail with a Str prerequisite?
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.
Kri (5e Race) See the talk page.
Kryptonian (5e Class) Doesn't explain what the special equipment is. Has solar charges at 1st level but can't do anything with them. You don't need to say that an unarmed attack uses Strength for attack and damage rolls, this is already the default for melee weapon attacks. Extremely weak first few levels, all they can do is make a feeble melee attack.
Kunai (5e Equipment) Take a dart and increase the damage and range? Why does this thrown-only weapon have the Light property? Why not just use the dart statistics?
Kurotsume(revised) Ability scores are too much for LA +0, and the traits are a bit boring.
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?
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.
Lesser Balefire (3.5e Spell) Spell exceeds DMG Spell damage cap for spell level (25 damage dice, affecting multiple creatures)
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.
Lighting Sh*t on Fire; Pt 2 See talk page
Lightkin (4e Race) Languages: Supernal (a normally restricted language) and three other languages. PC Races can have damage resistances, but not immunities. The encounter power needs a tiered attack bonus to keep up with enchantments, and damage progression should be 1d8, 2d8, 3d8. Stun effect should not be available for 1st level characters, and encounter powers should not cause damage on a miss.
Lightning's Child (4e Race) Needs to use D&D 4e rules. I can help with this if you wish.
Lightning Blade (3.5e Class) Fortitude saves progression is wrong.
Lightning Guard (4e Creature) Numbers are off (a level 1 artillery would not have AC 18, attack values are off); it doesn't need two basic melee powers
Lightning Spear (5e Spell) See talk page.
Liquid Spell (5e Equipment) Better than a spell scroll, as anyone can use it, and yet the rarities are practically the same. And, just, ugh, what's the point of this.
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.
Lizardfolk, Variant (5e Race) Natural armor gives them +2 to +6 AC.
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.
Long-Term Addiction (3.5e Flaw) This is still abusable since the new prerequisite is vague. Per my previous example, alcohol can be considered "harmful" and it's trivial to stay supplied with this.
Lost Traits are not well defined.
Lost Child (5e Race) This is the creator's first homebrew race. Please feel free to suggest changes and balances.
Loxodon (5e Race) Unarmed attack deals 1d12, so there's yer overpowered monk. Also overpowered in a general way, with too many traits (scores 7 or more with my metric; should be scoring 4.5)
Lullaby (5e Spell) This spell is too powerful for a cantrip. See the talk page for details.
Luna Blade (3.5e Equipment) Why make it complicated when you can make it uncomplicated?
Lupine (5e Race) See talk page
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.
Machine Doll (5e Race) Stub template was removed, so assume this is finished. Traits are still very rough, not using 5e style or terminology, and it's overpowered with far too many traits, the ability score bonuses are all over the place like it's 3rd edition.
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 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 Fang, Greater (5e Spell) Many 3.5e terms and norms are used here. The spell would benefit from conforming to 5e norms.
Magic and Magic Items (City-States In Chaos Supplement) Magic item rarity needs a bit more thought. For example, potions of vitality will suddenly no longer be commonly available for paragon characters, and those that are given are now artifacts? Also not sure what is meant by magic moving to other items.
Magical Artisan (3.5e Class) The prestige class or class aspects need to be chosen as one or the other and used throughout.
Magically Uninclined (3.5e Trait) Disparate benefit and drawback.
Magma Golem (3.5e Creature) See discussion.
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
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.
Mancore (5e Race) Overpowered, see talk page
Manooverer (3.5e Class) The lack of spellcasting and ranged weapon proficiency really hold this class back in terms of viability. Why would I choose to play this class if I can just play a wizard or cleric instead since they are magic and therefore overpowered and therefore more fun? There's a viable build if it were tri-stalted with binder, druid, swordsage, and factotum, but, as is, it really needs significant improvement since Wiz20 OP
Manyspell Storing, Greater (3.5e Equipment) Well first it shouldn't be the same as the version that only stores 5 price wise. Second the ability to cast multiple (and in this case medium to high level) spells in a round is downright broken.
Martyr Necromancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mascot (5e Class) It may be a joke but it also needs to make sense. 5e doesn't have "critical failures" so that needs explaining. Nor does it have "critical success" for ability checks and saving throws. The gadgets aren't too well explained (can I reacquire when I lose one? Can I pass them out to my friends?)
Mask of Deformation (5e Equipment) Unclear why you would put this mask on. Do not know what a "decayed" ability score means, and other detriments have no mechanical definition. The deformities basically render the PC unplayable for an indefinite amount of time, this is not a good player experience, does not lend itself to storytelling unless the player really wanted to sit out a bunch of adventures or retire the character.
Massive Hammer (4e equipment) Weapon's damage dice is way to high especially considering there are no drawbacks to the weapon, should either be an April fools weapon, or be re balanced
Master 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.
MechMaster (5e Class) See talk page
Mechromancer (3.5e Race) Mechromancer (3.5e Class) says this is a racial template, it which case it needs to be a template with an LA. A lot of the features are poorly written.
Mediator (5e Archetype) 3rd and 9th level features emphasize strong Charisma, but the 3rd level feature emphasizes strong Intelligence. If my Cha is my primary or secondary ability score, then Meticulous Negotiator isn't much use.
Medusa (3.5e Race) Needs an appropriate LA.
Merchant's Glamer (5e Spell) Or, you could cast just about any other illusion spell to a similar effect.
Mesmer (5e Race) Good description, but mechanics need some work, see talk page.
Metal Plate (3.5e Equipment) Yet another "big sword" entry. We've already got Buster Sword (3.5e Equipment) and Fullblade, Variant (3.5e Equipment) and who knows what else. The hit penalty doesn't "balance" 2d12 damage.
Metalborn (5e Race) See talk page
Metamagic Mastery (5e Feat) Feats should be limited by class or class features. The Metamagician feat is a better version of this.
Meteor Dash (3.5e Alternate Class Feature) Enabling coup de grace actions for two rounds is obscenely powerful.
Miaodao Possibly Overpowered. It's better than before, but hasn't been playtested.
Mighty Gauntlet (5e Equipment) 5e doesn't have weapon sundering (you are thinking of 3e), and this is clearly too heavy to be a finesse weapon.
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) This is a morass of special rules to try and limit what the PC can copy, but doesn't avoid the fact that a creature's special abilities could be anything.
Mime 2.0 (3.5e Class) Seems to allow the player access to a monster's Ex abilities, for an indefinite period of time, which can lead to a whole manner of brokenness.
Mimic Mask What does any of this mean.
Mind kill (5e Spell) Seems underwhelming. 6th level spell that only affects target for 1 hour, with a 1 minute casting time.
Miqo'te (5e Race) Overpowered with the ability scores alone.
Misgendered Body (3.5e Trait) The number's don't make sense, that's not how SRD:Disguise works. The best this would do is negate the penalty to disguise checks for disguising as the opposite gender. I don't know what "+10 to all checks made against you to appear as the opposite gender" means, I don't know what might be "effects that target or affect a specific a gender"
Mobile Water Weird (5e Race) I really like this idea, but the traits need work, as does the spelling and grammar.
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.
Mogogol (5e Race) "+4 racial bonus" needs turning into a 5e trait, probably double proficiency. There isn't a "Climb" skill, anyone can climb without using a skill; you probably mean Strength (Athletics) checks made while climbing.
Momentum Warrior (5e Class) Dubious balance. If I have an AC of 18, I have a +6 bonus to attack and damage rolls with unarmed strike ("only unarmed strikes?" Well, that's 7 damage, the average of 2d6). At 18th level, I have a +13 bonus, which is absurd. Throws in "you get a monk's martial arts feature" like its a trivial thing.
Monk's Belt (5e Equipment) So, either overpowers a monk, or makes a monk less special.
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.
Monsoon This needs more of a balancing factor than cost. Why not use the burst property? Also "light crossbow" isn't a category. Is this simple ranged or martial ranged?
Monster 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.
Mordenkainen's Disjunction (5e Spell) Not written with 5e in mind.
Morque, the Taker of Lives (3.5e Equipment) See talk.
Mountain (5e Class) Incorrect terminology needs fixing. Taunt has very dubious mechanics. Blood of the Strong means that two Mountain characters can trivially top each other up to maximum HP.
Movanic Deva (3.5e Racial Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mummy (3.5e Template) d12 HDs, bonuses to Str, natural attacks, +4 Intimidate, etc— this is perfect for a melee-fighter type class and is not LA 0.
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's Delight (3.5e Spell) This spell is basically just an arcane version of Virtue that's better (No Spell Resistance, less components, no save)
Mystic One (4e Paragon Path) Frightening Action involves round-counting. It also says "Charisma score" - should this read "Charisma modifier"? Deep Ground is absurdly fast, and burrowing already leaves a tunnel by default (see the monster manual glossary). Lavos Scream: Encounter powers should not cause ongoing conditions. Lavos Armor is an encounter power that grants a bonus until the end of the encounter; this is effectively a permanent bonus.
Naginata, Variant (5e Equipment) A finesse weapon with reach that inflicts 1d12 damage? What's the special property? At the very least, something this potent should be listed as a magic weapon.
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.
Nalfar (5e Race) Traits do not make sense.
Namekian Fusion If one could even accomplish this in a campaign, it is simply far too powerful for a mere feat, and too situational otherwise.
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 the Healing Faith (5e Equipment) "has all daily spell slots doubled". Author doesn't understand how spells work in 5e. Perhaps limit it to all healing based spells of level 3 or lower. level can change based on DM's digression
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.
Needle Gun (5e Equipment) Surely this should be a renaissance item? The cost doesn't seem correct in comparison to the DMG firearms. The reloading special rule doesn't make sense. How can be both a rifle but also fire musket balls?
Negative Level Adjustment (3.5e Variant Rule) Ridiculously, horribly unbalanced.
Nel Zhim’s Vivisector (5e Spell) Per talk page.
Niebo Blade (3.5e Class) Saves are too high (why do the poor saves start at +1?); has the figher's hit points and BAB and bonus feats and an AC bonus and additional class features.
Night Doctor (3.5e Class) BAB and saves have incorrect values, the drugs have problematic mechanics (e.g. if alchemy skill is maximized, "smiler" restores an awful lot of hit points for yer 35 gp investment). It looks like cure ailment can be repeatedly retried with no action until it works. Many pieces of equipment referenced are modern-day ("gas mask"), with no explanation as to how they appear in a normal campaign. "+1 in all mental stats" really grates.
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?
Non-magically Mute Spellcasting What does any of this mean. 5e doesn't have "drawbacks". You can't take a feat at character creation (unless you are the human variant).
Nordic (Outlander) See talk page
Nordic Variant See talk page
Norse Lamellar Armor (5e Equipment) strictly inferior to chain shirt.
Nosan's Ring Of Chaos (3.5e Equipment) Even as an Epic quality ring, the balance of this ring is absolutely all over the place; I understand it is a "Ring of Chaos", but there is a notable difference between "unpredictable" and "unpredictable instant kill/near instant kill". --Argent Fatalis (talk) 03:14, 14 April 2013 (MDT)
Novus (4e Race) Um, that's a lot of racial powers.
O-ran (5e Race) "gain proficiency in 5 tools or skills of choice". "when dealing damage, deal 1d4 extra fire damage". "bonus feat".
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"
Occultist (5e Feat) I concur with Carcabob on the talk page.
Ochremancer (3.5e Class) In evaluating this, I've run into a problem straight away. Sludge bomb deals 1d6 damage per level. In comparison with, say, a warlock's eldritch blast, this increases twice as quickly: and with the warlock, the damage increase is considered the feature for that level. Is this class getting too much stuff?
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
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) Makes zero sense; who said the quote; needs more names;
Oozing Spirit (Pathfinder Prestige Class) I'm not convinced I've made this a balanced class, and maybe not mechanically clarified enough. --SgtLion (talk) 04:45, 26 May 2016 (MDT)
Orb of Fiendish Chaos (3.5e Equipment) A one use item is not an artifact. Major magical item (like the iron flask) certainly but it isn't an artifact.
Ore Beast (5e Race) Awful mechanics. Specifically, poorly designed traits. It creates a cantrip in-feature rather than linking to a separate spell article. It does not use the phrasing of the source material. Some clunky wording would allow a rules lawyer to abuse this race severely.
Ortaurs (3.5e Race) Think for a minute about how The Beast Within would be like in actual play.
Ottsel (5e Race) See talk page.
Overlord (4e Race) I don't mean to be rude but the dandwiki does have standards of balance and quality to uphold, and if you're just wanting this race for personal use then you'd be better off making it as a document on your own rather than uploading it here. However if you have any interest in making a balanced race based off of the anime/manga I'm more than willing to help --Aitharious (talk) 12:15, 29 March 2017 (UTC)
Overlord (5e Class) This class gains Ability Score Improvements way way too often. This makes this class easily overpowered. The damage and scaling for abilities need to be seriously revised. this class is ment for a one-man-campaign
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.
Pack Leader (5e Feat) Feats aren't supposed to be limited by class. It really doens't fit the scope of 5e Feats.
Paired Shamshir 1) A shamsir is as-near-as-dammit a scimitar, which is already in the PHB. You can fight with two scimitars already. The special rule that this entry provides is awkward and unnecessary and not inherent to the weapon (if I can make a "both weapons swing at once" attack with these, why not scimitars, or any other light weapon?) 2) We shouldn't have a single set of weapon statistics to represent two separate weapons.
Paladin, Lord Dhazriel Variant (3.5e Class) this thing is a bit over the top since it adds a ton of new abilities without any drawbacks. there are reasons they came up with variant rules for things. Dated 24 Mar 2012.
Paladin (3.5e Class variant) Full bab, heavy armor, damage reduction, 9th level spells. This has too much going on even with changing the abilities of the hard paladin.
Paper Lantern (3.5e Equipment) How does a candle and some paper make a "firebomb"? How do you attack with it, what is the radius?
Paper Scale Armor (3.5e Equipment) even at the reduced costs I would say it would be at most +5 +5 and the cost to repair should be two silver per AC point. Further this should be stated as not being able to be masterwork, and it wouldn't help against the big mauler type crossbows (those things will punch straight through platemail.)
Paradox Men (5e Class) See talk page
Paragon of Corruption (3.5e Optimized Character Build) Anyone that can be taken out this easily by crowd-clearing spells meant to take out henchmen shouldn't really be called a good optimization.
Paranoid Agent (5e Background) roleplaying features should not provide mechanical benefits
Parry Blade (3.5e Equipment) The mechanics do not make any sense.
Pathfinder Tengu (5e Race) 5e doesn't have "racial bonuses" (a 4e term) and uses numeric bonuses only in a limited way. They have "tengu" as a language, so the language needs to be described (what script does it use?). Swordtrained reels off a bunch of weapons that are not in the PHB; if they are homebrew you need to link to them. Low-light is also a 4e term. ("see twice as far in dim light" doesn't make sense in 5e.
Pathiel (5e Creature) Ability scores could be toned down. Try to think of them on a scale of 1-20, then in exceptional creatures a few abilities can go over 20 (but not by much)
Pegasus (4e Race) Flight is reserved for other tiers. It needs to be changed to something like a hover. Encounter power is broken: range doesn't make sense, attack needs inherent bonus, effects need to be balanced and worked into the Hit line (not the Effect line). What is the "cutie mark" feat, and why isn't it just a racial trait?
Pegasus Pony (3.5e Race) DR 15 is crazy good, the movements speeds are faster than what they should be, and I have no idea what the "cloud" is for or why one would need it at all.
Perfect Pitch (5e Feat) The only apparent intention of this feat is to break a fundamental balancing mechanic of the game.
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)
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.
Pheonixhearted (5e Race) Interesting idea, but it's overpowered.
Phoenix Blood (5e Archetype) see talk page
Phoenix Cannon (3.5e Feat) What is this nonsense?
Pillar Men Vampiric touch is a 3rd-level spell, so shouldn't be available to 1st level characters. Nor should PCs have a trait that lets them recover back to maximum hit points without consuming a resource (as written, this race has no need for hit dice)
Pious Crusader (3.5e Optimized Character Build) needs playtesting
Pirate, Archetype Variant Where does the poison come from in dastardly attack? Does it materialize suddenly on whatever weapon is being used? It has round-counting and I think, on the whole, deals too much extra damage.
Pit Fiend (4e Race) Terminology needs to be amended, e.g. a "power bonus" is only found inside powers. Most of these bonuses should be racial bonuses. "+2 to attack with all spells", does this mean all powers or literally just arcane powers for wizards?
Pitfall You mean like the existing 5e SRD:Pits?
Pixie (3.5e Race) Compare to Pixie.
  • This is largely the same creature, although some information seems to have been changed (favored class expanded, no natural armor, no explicit mention of fey type benefits, and lowered CR for being able to use irresistable dance)
Placebo Enhancer (5e Equipment) See talk page
Plague (3.5e Spell) This is a stronger version of Contagion, in that it has more diseases and a bigger range, for the same spell level.
Plague Doctor's Outfit (5e Equipment) Is this supposed to occupy the armor slot - if so shouldn't the AC be 12 + Dex?
Plague Doctor, Variant (5e Class) The class feature spread needs to be looked at.
Plague Doctor (5e Class) The class feature spread needs to be looked at. Full of little wording/terminology errors.
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)
Pnévma (5e Race) Overpowered.
Poison Dart (4e Power) Needs the implement or weapon keyword. Does this attack AC or Reflex? At-will powers shouldn't cause ongoing damage, certainly not as an effect.
Poisonous (3.5e Equipment) that is a really high damage and DC for a +3 bonus I would suggest scaling it by 2s for DC (12 14 16) and 1d3 1d4 and 1d6. otherwise this thing is better than most regular poisons and has a higher DC to boot. Also you get to use it forever and force them to save with every swing you take.
Pole Mace (5e Equipment) Overpowered.
Polecats (3.5e Race) Defensive Spray ability is clunky.
Pond Rainid (3.5e Race) This does not follow normal DnD guidelines and needs to be adjusted
Portable painting easel (3.5e Equipment) This has no mechanical effects or even clear roleplaying effects (like clothes), it seems. Just needs an effect of some kind.
Possessed Ooze Knight (5e Creature) Either the CR is really low or the damage output is incorrect. I make the DCR to be 7 (84 hp, x2 for immunities; AC 13 + 2 for magic resistance) and the OCR to be 17 (Three longsword attacks is 111 damage, adjusted for attack bonus), final CR is 13.
Potion of Cure all Wounds(4e Equipment) 4e already has three different types of healing potion, one for each tier. This doesn't even use any surges. One way to balance it might be to have it use up 4 surges and make it rare. "Recipe" field perhaps made in ignorance of the way magic items are made in 4e.
Powerlifter (5e Feat) See discussion page.
Practical Magic (3.5e Feat) Int mod to Initiative and AC is crazy overpowered. Feel free to reply on the talk page if you disagree.
Practiced Caster (5e Feat) More care need to be taken with the wording, as it doesn't work with warlocks or 1st level spells, and should explain how it works with spell slots, and it doesn't say that the spell has to be one you know, and there are no full-round actions or free actions.
Predator Hunters mask (5e Equipment) This needs to have a better grasp of 5e. This is categorized as a suit of light armor. If you wear this, that's all you're wearing. You could perhaps use the "partial armor" variant rule. You don't need to say "all attacks count as Sneak attacks". "thermal vision" and "x-ray vision" are not explained in game terms - is this for a campaign in which they are defined?
Pressure Cannon (3.5e Spell) Special Save DC that involves caster level, is a 2nd level domain spell with large area that knocks people back at least 50. ft with no save allowed.
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
Primal Agility (5e Feat) This is a very specific feat with specific prerequisites. 5e feats should be general. It seems to be imitating the monk's Martial Arts and Unarmored Movement class features, but as a feat with limited presentation.
Primal Barbarian(5e Class) Most of this is poorly written. Extra attack needs to be written out in full. You now may attempt to do an opportunity attack.This attack doesn't provokes opportunity attacks against you." is meaningless. Immortal breaks hit dice economy, etc.
Primal Fighter (5e Class) 1:00, 30th April 2017
Primitive Human (5e Race) Does not fit 5e design.
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.
Prismatic Blades (3.5e Spell) A "tier 2" spell that lets you use prismatic spray 8 times with a successful attack.
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.
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.
Protect (3.5e Spell) Can be cast as a free action, reduces damage the caster takes to 1.
Protector (3.5e Creature) Monstrous Humanoids have d8 hit dice; missing skills; Int and Wis are way too low.
Protector (3.5e Feat) What exactly happens with this? Is it magic?
Psion (5e Class) See talk page.
Psyche Drain, Variant (5e Spell) Ability score damage doesn't exist in 5e.
Psyche Drain (5e Spell) Ability score damage doesn't exist in 5e.
Psychic (5e Feat) It's gotten a little better over the edits. Still WAY too many benefits. In order to keep so many choices, perhaps make it like Martial Adept, but link it to the Mystic class and some of the features there? Just a thought.
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 King (5e class) This page doesn't even look usable from a game standpoint. Admittedly pointless class features that do nothing?
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.
Punisher (5e Race) Massively overpowered
Puppet Specialist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Pure Elementium Band (5e Equipment) Guy already noted this on the talk page, but "+3 to cast healing spells" doesn't mean anything.
Pyromancer's Gauntlets (3.5e Equipment) What is "raging flames"?
Quantumancer (5e Archetype) By new user, not yet playtested, looking for feedback
Quick Jab (4e Power) What does "Increase damage to 2 Dexterity modifier" mean? Add? Multiply?
Quick Reflexes (5e Feat) This adds extra dice rolls to virtually every round, using fairly complex and specific rules and DCs that are very hard to remember. It's very likely that it would bog down every combat to some degree. Your Dexterity modifier is already supposed to represent dodging or blocking attack rolls. In addition, feat chains (requiring other feats in the prerequisite) should not exist in 5e. Finally, the name should be a descriptor of the one who takes it, not the name of an abtract noun (change it to something like "Reflexive").
Quick Throw (3.5e Feat) Per talk page. Effectively allows an extra attack at no penalty.
Quincy (3.5e Class) We've gone from having some dead levels, to having far too many features.... and many of the features are very overpowered or poorly defined.
Quintessential v2 I think these bonuses are supposed to replace the effects of a typical loadout of magic items. But a) Different classes will have different needs, and b) Theses bonuses are overpowered. Bonus feats? Fast healing 5 by level 7?
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.)
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 Armor Piercing (5e Equipment) What counts as "an enemy that bleeds"? Does an ooze bleed? Does a plant bleed?
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.
Redbull (5e Equipment) 8 levels of exhaustion, you say? You mean more than it takes for you to keel over dead (6 levels)? Also, that is some hyper-accelerated exhaustion-purging, considering that normally it takes a full long rest (and some food and water) to rid yourself of one level.
Reflectionist (5e Class) Didn't get far before there was a problem. Deflect: 1) "mitigating 1d4 damage.", 2) "free action", 3) "within the path of the attack". These have no definition in 5e mechanics. I know what its trying to get at, but it needs rewriting. Also, rolling a die to reduce damage is OK in limited cases, but it's not good to have that on every incoming attack. More problems further down, I see things like variable round-counting, which isn't done in D&D anymore.
Reflexive Repulsion Armor (3.5e Equipment) protects like heavy armor for 10 attacks? this thing is overpriced especially if you count in the idea of having to hit before it reduces in ability (i.e. +8 armor and no dex bonus can make you almost unhitable if you stack things, and it probably doesn't count as armor.)
Reflexman (3.5e Optimized Character Build) Thought to be inferior (thus indicating a lack of optimization) on talk page. Also agreed to be not flavorful, leaving it somewhere in no man's land. If even marginal DPR statistics can be produced or suitable changes are made (bringing it up to at least +30 base Reflex saves, which is achievable with unused Complete Scoundrel prestige classes), remove this template. If no one is willing to make such changes, leave this for an administrator's judgment.
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.
Reverse Transmutation (3.5e Spell) What can this spell do that break enchantment or dispel magic can already do? In addition, Instant casting time.
Revolutionist (5e Background) "short swords" is not a background proficiency, nor should backgrounds provide weapons and armour
Rhinocereetle Any flat bonus to AC is too much nevermind a +3 to +7. there is a standard natural weapon feat which should be in place over the horn weapon. The racial daily should not have an auto hit
Rhumnam (5e Equipment) Uh.. needs a little refinement, e.g. the +3 benefit needs writing out in full. How often can the magic missile be used? it says "6 blasts" but it has "5 slots"?
Rift Weaver (5e Class) See talk page
Ring Of Godspeed (3.5e Equipment) Marketprice, costs and prerequisites are not correct
Ring of Arcanum (5e Equipment) See talk.
Ring of Backup Plan (3.5e Equipment) No price. See talk.
Ring of Blackrock (5e Equipment) "+1 to cast healing spells" doesn't mean anything.
Ring of Distance (3.5e Equipment) Needs a price or needs to be changed into an artifact.
Ring of Incredible Strength (5e Equipment) Magic items set ability scores at particular values, to avoid stacking bonuses.
Ring of Jumping (5e Equipment) There already is a ring of jumping.
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
Rod of Rings (5e Equipment) Can we be clear on if this lets the player break the rule of having a maximum of three attuned magic items? I also think perhaps this should have a limit on the rarity of the ring, because there's theoretical situation of having the benefits of 10 legendary rings.
Rogren (5e Race) The effects of a matriach's racial traits would be better described in more detail so others can understand them. What do crystal eggs do in the short term? To what extent can crystals be manipulated? The mechanics and limitations of the Influential trait are very unclear, too. Alternatively, the subraces could be removed and all rogren could be like the guardian subrace, which on its own would be balanced enough if it wasn't Large.
Ronin of the Blade(3.5e Class) Save progressions are wrong.
Rope Dart (5e Equipment) The special attacks represent specialist use of the weapon, not inherent to the weapon itself, so should be moved to a feat or a class feature.
Rubyspire Vale (3.5e Environment) Why a plane? To me this seems to work as just a normal environment as well with the DM adding it where it can fit best.
Rune-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
Runner (3.5e Optimized Character Build) Speed on its own doesn't do much. But if you really wanna find an insane speed, use Persistent Spell (through DMM cheese) on Footsteps of the Divine (CC) while worshipping Fharlanghn and end it early.
Rush Skies (3.5e NPC) Info is outdated. Unable to balance/finish.
Sacred Gear (Heavenly Dragon) Needs a rewrite for correct 5e terminology, design style, spelling and grammar
Sacred Javelin(3.5e Spell) "good damage"?!
Sage (4e Class) Problems identified with powers and role at Talk:Sage Powers (4e Power List)
Sai Swords (4e Equipment) "Attacks with these weapons count as minor actions". The action of an attack is determined by the power that initiated it, so what does this mean?
Sai Swords (5e Equipment) A hasty conversion from a 4e page. This doesn't work in 5e. Plus a sai would just be a monk weapon (simple weapon).
Saiyan Fighter (5e Class) This is effectively unusable in the current format. Permanent bonus hit points, ridiculous damage modifiers, a free vampire effect and more. This needs to be rebuilt from the ground and not trying to shoe horn an anime into dnd.
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 Armor (5e Equipment) Medium armour is defined by its +2 cap to Dex modifier. Unclear if it was omitted here deliberately or not. If we reinstate it here, this becomes reflavoured expensive half-plate armour.
Sand Manipulator (5e Class) Features are poorly formed. e.g., fire hand. Is this a weapon melee attack? spell melee attack? A dedicated Action?
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?
Savior (5e Creature) Almost everything is wrong.
Scared Ones (4e Race) Psysic [sic] Infused bonus is too high. Insubstantial is overpowered, and yet "Can't use weapons or implements" makes the race incompatible with 4e (Utterly useless for weapon-wielding classes from the offset; won't benefit from enchantment bonuses so any class will be useless by Paragon.) Physical Being means the player will have to hope that every fight will have physical, humanoid, weapon-wielding enemies for a chance to do one dazed action per turn. Psychic Blast initially overpowered, then becomes useless by Paragon.
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
Schola (5e Race) Making some dumpstats does not balance a very high ability score bonus. Some of this doesn't make sense ("racial abilities of your base class."), it's not very "5e" and it's more like a template than a race.
Schrödinger's Von Neumann–Wigner Quantum Revival Automatically casts when dead.
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
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.
Sequester (4e Power) What is a "jumper fighting style"? The Jumper class page doesn't mention it.
Seraph (5e Race) Massively Overpowered.
Seven-tail Sharpnose (4e Feat) So, yeah, I guess the main problem with this feat sequence is that it gives the player 7 additional powers. Seems pretty broken.
Sexy is the new strong (3.5e Feat) As an unlikely ability swap that effects two statistics, this should probably be Epic and have more stringent prerequisites.
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 Assassin (5e Class) See talk page
Shadow Born (3.5e Race) The fast healing alone is worth +1 LA, also has good immunities and high-level spells and continual spell effects. This needs a significant LA or toning down. Writing is also a bit rough. x0 template does not match the traits.
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?
Shadow Hunter (5e Class) See talk page
Shadow Imbued (3.5e Template) Not LA +1.
Shadow Kin Might be worth the OP reading through the Player's Handbook again to get a feel for the rules.
Shadow Reaver (5e Class) Rewrite in progress.
Shadow Rogue (5e Class) See talk page
Shadow Warrior (3.5e Class) So, I may be out of touch with 3.5e, but I know there's something wrong when you take a fighter, give it three good saves instead of one, and add a bunch of extra features.
Shadow Witch (4e Paragon Path) Encounter powers should not cause ongoing damage. Power should not change ability scores. Neither of the attack powers use weapons, implements, or have an inherent attack bonus. "Level" is a bit akward as a damage constant - it doesn't quite scale right correctly.
Shadow unknown The poisons are too powerful. You shouldn't be able to paralyze at 1st level, let alone for 1 minute without a repeat save. Too many ability score bonuses, this isn't 3e. Please look at the Player's Handbooks to see how level-scaled saving throws and repeated saves work.
Shadowborn (5e Race) Traits need rewriting to meet 5e standards.
Shadowcraft Blade (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadowcrafter (4e Paragon Path) Dark Shroud as an opporunity attack is possibly not as useful as a basic melee attack. Whilst it has the advantage of Charisma instead of Strength, it doesn't benefit from weapon proficiency or weapon/implement enchantment bonuses.
Shadowmonk (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadowrend (5e Equipment) The mechanics here are all over the place, not very "5e", and often nonsensical.
Shadows (3.5e Race) Needs to use... the rules... I guess.
Shadows (Untethered) (3.5e Race) Traits need balancing. Shadow walk would probably require line-of-sight for example.
Shadowsoul (5e Class) Several features have poor definition, see talk page.
Shadowy Assassination (4e Power) 4e combat doesn't have facing, so you can't be "behind" a target. Perhaps this could say "You are flanking the target"?
Shadti (5e Subrace) Not at all balanced, quite overpowered.
Shaman (5e Class) See talk page
Shaman (Warcraft Version) (5e Class) Weapon / spell component issue per talk page. Dead level @ 18th.
Shape changer (5e Class) CR does not scale to a single PC's level.
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.
Shapeshifter (5e Class) 20th level ability lets you turn into a pit fiend, ancient dragon, or even Tarrasque for as long as you want
Shield Fighter (3.5e Class) This things gets a lot more bonuses than a fighter, more armor, deflects ranged attacks, negates successful attacks, and a bunch of other abilities. In short it needs to lose some stuff to be balanced.
Shield Knight (5e Class) Trip and disarm are optional rules, so Guard Maneuvers shouldn't refer to them. Various stacking bonuses should be replaced with 5e equivalents.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Shieldman (5e Archetype) Abandoned by principle author, may need further tweaking to be balanced.
Shiki (5e Race) Traits are very rough. Blood thirsty and infection aren't even usable.
Shining Imitator (3.5e Alternate Class Feature) Well as I read it it appears to anyways. This is essentially allowing a warrior BAB that casts cleric spells to also cast arcane spells if I read it right.
Shining Shadow (3.5e Equipment) Price needs recalculating.
Shinryu (4e Creature) Very easily locked down, and inadequate number of attacks. An Epic tier group would easily defeat this monster.
Shivering (3.5e Equipment) Enhancement prices have an effective bonus, not a fixed value. Does this affect creatures otherwise immune to cold? If it "waste a full round action and cannot make any other action", isn't that the same as it just not being able to take actions?
Shock stone Needs to use Template:3.5e Magic Item, needs to use correct terminology; spelling and grammar need work.
Shocking Rod (4e Equipment) First power refers to this being a weapon, but it is not a weapon, it is an implement. Second power does not describe something that can be used in place of a basic attack. Missing rarity.
Shocking reaction (5e Spell) As a reaction, you can prevent even a tarrasque from hitting you with more than one of its five attacks without fail. At lower levels, you can do 2d4 damage as a reaction against anyone who attacks you without fail. This is a cantrip, so you can use it every round freely and still be able to cast spells and whatnot on your turn as normal, especially considering a typical spellcaster doesn't use too many reactions otherwise. It's a bit much, don't you think? It would arguably be overpowered as a cantrip if it only gave you free reaction damage, even.
Shorten Rest (3.5e Feat) Doesn't make sense. For example, a wizard regains spells by "getting a good night’s sleep and spending 1 hour studying her spellbook." Is this supposed to reduce the good night's sleep, or the spellbook study? If it's the sleep, let's say 8 hours, if I take this feat 5 times, I only need to rest for half an hour before I study the spellbook, is that correct? But if I need to sleep anyway, what's the difference?
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?
Shrouded Armor (5e Equipment) Overpowered; see talk page.
Shundo Jutsu (5e Feat) See talk page.
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 blade (5e Equipment) Can't you just use the silvered swords that are already part of the game, rather than making something overpowered and nonsensical.
Sinner (5e Class) One or two balance issues, see talk page
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?
Skeksis (5e Race) The features do not make any mechanical sense.
Slaves Champion (5e Feat) Phrases like "magical buffs" are vague and imprecise.
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.
Snaketongue (4e Race) Bite and Constrict quickly become worthless; at-will attacks should not have ongoing damage; serpent form should use the squeezing rules rather than have the player considered Tiny
Sniper Rifle (5e Equipment) No reply on talk page.
Sniper range spree (3.5e Feat) At what BAB? How many times?
Snuffle Stuff (3.5e Equipment) No effect length mentioned.
Softening (3.5e Equipment) Enhancements have a price bonus, not a fixed value. Does this really give the target no change to avoid the effect, and it does not distinguish between different contributions to AC
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?
Songweaver (4e Class) The class uses a new kind of implement, so magic versions of those implements need to be created or they will become an increasingly poor choice.
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Sosmunii Lancet (3.5e Equipment) High GP value does not balance the fact that this two steps overpowered.
Soul Fire See talk page.
Soul Reaper, Variant (5e Class) Every time I visit this page, I find the needsbalance template and the build becomes more absurd. The "wording" template was removed, but all the wording and terminology issues still remain. See Talk for Spell Slots.
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 (5e Race) With the way it is currently described, the prominent trait of this race, Devourer of Souls, is easily campaign-breaking. Many facets of the game are balanced on the fact that short rests and long rests cannot be completed in the midst of combat, but it seems like a soul reaver can easily complete such a rest as an action—that is regaining full hit points, expended Hit Dice, spell slots, and more as a mere action.
Soul Reaver of Barator (3.5e Prestige Class) There's no separate ambidexterity feat/trait in 3.5, and you can't wield a scythe in each hand.
Soul collector (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Soulborg (5e Race) See talk page.
Soulbowman (5e Class) See talk page.
Soulguard (5e Class) See talk page
Soulless Kittelar (3.5e Template) There is a whole for a monk or similar class to get more out of this than he loses.
Soulsnare Puppeteer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Space 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.
Spartan (3.5e Class) Because quite frankly I can make the most god awful damage dealer with a pair of bucklers and two weapon fighting with this build. The bonus damage abilities are way too high, second it should be a spear and not a lance (I smell lance charge cheese trying to be constructed here), charging rampage makes no sense seeing how you are trying to make it some sort of cinematic proposition, not to mention the fact that as it currently reads your shield attacks do 22d6 (precision strike does not state that it doesn't stack with the bash.
Speaker For The Dead (4e Paragon Path) Rune of Carnal Conscription should use the same mechanics as summoned creatures, and also note that the "basic" actions of elite and solo creatures are significantly more powerful than those of standard creatures
Specimin Curate (3.5e Class) [really just needs a little work].
Spectral Thiefs Hand (5e Spell) See talk page.
Spell Empowering (3.5e Equipment) the non empowering spell storing weapons need to be higher caster level so this does too. Also fixing broken link
Spell Weaver (5e Class) Two good saves; better-than-full spellcasting; has powerful features on levels where new spell slots levels are gained
Spellblade Mage (3.5e Class) As above.
Spellcasting Ability (5e Feat) Copy of old Spellcasting Affinity. See talk page.
SphereMode (3.5e Template) The bonuses to not equate to a +4 CR; Doesn't explain what kind of action is needed for the Ram
Spider (4e Creature) "20 tiny spiders" is a spider swarm.
Spider Keeper (4e Paragon Path) Encounter powers should not cause ongoing damage
Spider Lancer (4e Paragon Path) Fang of the Theraphosa needs fixing
Spider Lord (4e Paragon Path) Encounter powers should not cause ongoing damage. Queen's Bite: Does the save end both weakened and ongoing damage, or do each need a separate save?
Spike Hylian (4e Race) Broken natural weapon; 4e doesn't have slashing damage or grapples.
Spike of distorted flesh (5e Equipment) Refers to sizes that don't exist in 5e. Mythic Monsters (5e Variant Rule) might help with the larger sizes. I also feel like "the size of the moon" is a campaign-ending result, but it says "don't make them too over powered". You could just sit there repeating the d10 roll until you roll a 10 and destroy the bad guy and his citadel and all the surrounding hordes, or whatever.
Spiked Gloves Okay, now it's versatile. How can a gauntlet be wielded in two hands?
Spirit of intellect (5e Race) Not well described, and not at all balanced.
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
Squirrel, Scout (3.5e Creature) Numbers not meeting the creature requirements.
Squirreling Paragon (3.5e Racial Paragon Class) 01:55, 19 October 2013 (MDT)
Staff of Draconic Mastery (5e Equipment) Needs to be rewritten to use 5e rules.
Staff of Hades (5e Equipment) Perhaps rewrite this so that it uses actual 5e rules? "per combat" is not a strict duration; "magical attack", what is the attack roll? Is it ranged or melee? What is the damage type? How many times is too many times, and in what period? Can the insanity be linked to the insanity rules in the DMG?
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.)
Stark Elves Are you sure this is a subrace? If so it's rather overpowered. The mithral armor doesn't resemble the mithral armor already in the core books, and I don't know about you but I would sell it.
Steam Armor (5e Equipment) The armor is ridiculously overpowered. See talk page.
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 Armor (3.5e Spell) Cantrip that activates instantly, adds a an extra dice of damage per caster level while active, with no cap, special save DC based on caster level, adds caster level to AC
Storm Cannon (3.5e Spell) Deals at maximum 20d8 damage, pushes targets back at least 50 ft. with no Spell Resistance or save allowed, knocking them prone after a save. This is a "3rd level spell".
Storm Knight (5e Class) See talk page
Storm Prison (3.5e Spell) Cast as 1st level spell, Attacks from outside the prison on targets inside gain the electrical and air damage dice added to its damage, no damage cap, special save DC to escape, DC increases the more people are trapped, 5 people can be trapped per caster level.
Storyteller (5e Class) Severly overpowered and vague; see talk page.
Sulkai (3.5e Race) Also something special should be added to this. These are amazingly bland after the ability score adjustments. The random starting ages in templated form need to be added (see the preload).
Sumarian (5e Race) See talk page
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
Super Namekian See talk page.
Super Soldier (5e Class) See talk page.
Supreme Many Shot See talk page
Survivability Warlock (3.5e Optimized Character Build) No real optimization going on here.
Swordsman (4e Class) Specialization in particular weapon types should either be an alternate build option for an existing character class, or a paragon path.
Swordspear (5e Equipment) It does 2d6 damage in one hand, and 2d8 damage in two hands, with no drawbacks. This definitively makes it better than any melee weapon in the SRD, but it costs less and weighs less than many of them.
Sylfaen (5e Race) Too many traits.
Symbiote Seeker (3.5e Prestige Class) Issues on talk page; too many dead levels; could do with a DPL of symbiotic creatures either here or on the subtype page
Sync Masters' Wrap (5e Equipment) I feel this should have more restrictions. It's trivial to have one or more hirelings follow you playing music, you could have advantage on all "combat rolls" (do you mean attack rolls?)
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.>
Taddol (5e Race) The traits have not been converted from d20 to 5e.
Tail Lash (4e Feat) Balanced some of the qualities of this move, made it an encounter and added some (what I think) proper keywords to the mix. I still feel it's a bit overpowered so I reduced the die size to 1d4. Compared to Tail Slap, this is still probably the better choice as this can grant you (and your whole party) combat advantage before you even do your standard action (making that land easier also) for two turns. Whereas Tail Slap is situational, and only provides knock down which (in most cases) makes the target harder to hit. And Combat Advantage is much better than a prone target in most cases (especially if the party as a rogue)
Talented Magic Swordsman (3.5e Class) broken. unable to reclaim. posted by author.
Talosoi (4e Race) unbalanced skills. Oversized not suitable for PC races. Talosoin Reflexes is overpowered.
Tame Spirit (3.5e Flaw) See talk page
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.
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 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 Reaper (5e Class) Straight away, there's problems. Drain doesn't explain what the target is, no range, no attack roll or saving throw, and no damage type. Glancing down, other features are similarly poorly defined. I'm also getting deja vu, how many "soul draining" classes do we need?
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 Weeping Toothpick (3.5e Equipment) Is it a rifle or a shotgun, or does it have one barrel for each? If so, which does the 2d20 refer to? What does "deals nonlethal and lethal damage exclusively" mean? It's got to be one or the other. If it is lethal, what is the damage type? How do you know if it "gose [sic] through the target"? Then this sort of rambles off, I don't know what it's talking about. Also, if this is a magic weapon, it should've been created with the "add" link at 3.5e Magical Weapons, not mundane equipment.
The Witcher (3.5e Class) See talk page
The ancient eye (5e Equipment) Superfluous wording ("While attuned to it, the creature that is attuned..." it's assumed that you have to be attuned to gain any benefits anyway), incomplete descriptions ("a 1+ weapon"), confused spellcasting (how does the eye cast spells, how is it different to you casting spells?), says it has spell slots then says it doesn't need spell slots, and then what on earth is going on with the opening and closing eye; and also seems hugely powerful for a legendary item, you just seem to have unlimited spell slots? Then on top of all that it throws in stuff like "functions like a vorpal sword" like it was a cherry on a cake.
The shop of wonderous oddities (3.5e Environment) Does not work with the city generation rules in the DMG.
Theurge of Charisma (3.5e Optimized Character Build) No real optimization going on here
Thinuaran Blade (5e Equipment) See talk page
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.
Throwing Star of silence (5e Equipment) See the talk page.
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.
Tide of iron variant (5e Feat) Adding your strength to your AC could be up to +5, which is HUGE. That would give a fighter in chain mail and a shield (common at 1st level) an AC of 23, making them almost untouchable by early monsters like goblins with an attack bonus of +3. It would require a natural 20 to hit.
Time Manipulator (5e Class) Work in progress, let us complete before updating.
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
Toa of Light (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Todd (3.5e Equipment) Limitations need correcting. A Str limit does not account for different sizes, the penalty does not tie in with any core mechanic (when it could)
Tome of Necromancy (3.5e Sourcebook)/The Necronomicon Many of these spells are beyond overpowered. Please see the discussion.
Torch Mace (3.5e Equipment) A cheap +1 mace? What are you wrapping it in that costs 1 gp?
Tornado mode (5e Feat) See talk page
Totemic Wanderer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Trail of Blood (3.5e Feat) What kind of attacks? At what attack bonus?
Transmutation Mage (3.5e Class) Last Try is vague, and "free standard action" is a contradiction.
Transmute Spell (3.5e Spell) Requires special saving throw, I have no idea what this spell actually does, 4 minute casting time to alter 1 single spell.
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.
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.
Ultimate Elimentalist (3.5e Class) Confuses feats with features and is missing Ex/Su/Sp. Ridiculous quantity of features, too.
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
Unattentive Retard (3.5e Template) Using wraith as an example again, a retard wraith goes from CR 5 to CR 2 but the penalties do not impact it much.
Undead (4e Race) Unbreakable is handled rather clumsily - recommend using the same mechanic as Warforged.
Undead LongBow The "loyal undead minion" isn't fully explained, and this should be limited to certain types of creature, and limited in how many times it can be done (or given a recharge)
Undead Paragon (3.5e Racial Paragon Class) Very overpowered.
Undead Red Templar (4e Creature) Defenses are really low for a soldier role. Should also probably have some undead traits.
UnderCreature (5e Race) Not even remotely balanced, was this written without having first read the books?
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.
Unknowns (5e Race) Unrestricted 60 ft flight is very powerful at low level. Balancing the race would mean removing almost all of the other traits. Does "roll a 1 for a spell" mean roll a 1 on a spell attack roll?
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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 (5e Equipment) 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)
Valkyrian Armor (5e Equipment) a Strength requirement doesn't make sense as a downside for armor that's 5 lbs. and otherwise strictly superior to all standard light and medium armor (except half-plate).
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 (5e Race) See talk page.
Vampire God (3.5e Prestige Class) This class is overpowered for conventional campaign power levels, and continues to gain more power or less restrictions with more and more edits. A private demi-plane that is more powerful than a wish or miracle spell(Edit Psionic Genesis power level 9 metacreativity Psionic handbook), that can store an extra 600 or so hit points at average stats around 15th level, abilities that server to give huge bonuses to every attribute... the list goes on.
Vampire Slayer (5e Class) Advantage is supposed to be a circumstantial benefit, but Equaliser gives you advantage for whole battles. Consider a different benefit. Doesn't say what the base statistics are for a stake. Wording on Extra Attack is incorrect.
Vampiric Surge (3.5e Feat) Doesn't make any sense.
Vanguard (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.
Varied Caster (5e Feat) An inferior version of Magic Initiate feat, I suppose. The wordings are ambiguous and confusing as well. (By the way, if I'm not supposed to add this template, please let me know - I just couldn't stop myself.) --WeirdoWhoever (talk) 03:39, 4 April 2017 (UTC)
Veleno Bevitore (4e Race) Traits and powers do not meet the standards for 4e races. I can suggest ways to fix this if there is some kind of description of this race to work from.
Versatile Crafter (3.5e Feat) Effectively saves the character a lot of free skills, and makes him more versatile not only in crafting.
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.
Void Mage (3.5e Class) The new spells do not have enough information to be used, and in many cases closely duplicate existing spells for the sake of it (e.g. void missile / magic missile). Feature spread needs working on, and most features have dubious mechanics.
Volatile (3.5e Equipment) If the AC reduction is supposed to represent corrosion, then it should respect different contributions to AC
Volki (5e Race) Devotion [sic] is undefined. Other traits give permanent advantage.
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.
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 Mage (5e Feat) So, the opposite of the capstone features of several spellcasting archetypes then?
Warcraft Death Knight (5e Class) Why is the runes and rune level spread so uneven? Shouldn't it be like the warlock slot level spread? We've got levels where you get a class feature and a new spell level, and a level where you don't get a spell slot level or a feature.
Warden (5e Class) Incomplete
Warden of Eldath (5e Class) see talk page
Warg (5e Class) The "warging" feature is abusively overpowered. Incorrect terminology used throughout.
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
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.
Warsage (5e Feat) This isn't really in the 5e design philosophy for feats. The high prerequisite doesn't "balance" the high bonus, this isn't 3e.
Way of Iron (5e Archetype) Overpowered, and in places not defined well enough.
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 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
WereWolf (5e Class) No, you can't have permanent advantage on attack rolls for free (its entirely trivial to arrange for another party member to stand next to your target).
Were Ape (5e Creature) Is the wereape still Large when in human form? Or is the base creature some a large humanoid?
Wheel (5e Equipment) This is blatantly superior to any martial melee weapon in terms of damage, also acting as a shield, and requiring only one hand to wield, yet has no apparent drawback.
Whirlwind Jutsu (4e Power) I don't understand how this works. Which target are you teleporting to? Is this a weapon or implement attack? What's the power source, and if it's martial how does the teleportation work?
White Cleric (3.5e Class) Some of the class features do not make any sense, others are poorly constructed.
White Lion (3.5e Class) you are essentially handing a medium or light fighter a druid companion. this will not balance well against existing classes, and as such probably needs tweaked down slightly.
White Slaad (4e Race) Ability bonuses too broad; unconditional teleport speed; no such origin as "outsider"; useless natural claw attack; Some brief fluff required to explain entropic heritage; the encounter powers require round-counting, which isn't something that should happen in 4e; is morph actually a keyword?; encounter powers with embedded encounter powers?! Are the encounter power skill bonuses temporary or permanent? If the former, they should be in the effect. If the latter, you need to remove the existing skill bonuses.
Wicken (4e Paragon Path) A +1 enchantment bonus is pretty pointless, since players at Paragon will mostly likely have a +2 or better enchantment bonus on their existing magic implements. With the seeds, "you can cast one power", needs clarification (is that one power once, or one power any number of times? which power?). The conjuration also needs clarification.
Wight (4e Race) Ability scores are more versatile than others, could potentially get a +4 strength. Speed can reach 8 which some classes can boost even further. Can have up to 4 languages. for all intents and purposes you ignore dying. Unclear how the necromancer master works. Terrible resistance with weakness (4e doesn't have vulnerabilities to player races). Immunity is generally not a good thing as it limits the DM. Racial power can deal insane damage to multiple targets. Essentially needs a nerf/rework on every front.
Wii console (3.5e Equipment) No cost present.
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)
Wind Manipulation (3.5e Spell) Cantrip that can be cast to do 10d6 damage at higher levels, can be casted outside of your turn?
Windborn Accuracy (4e Feat) This is mathematically similar to Elven Precision (which has +2 to hit on the reroll). Suggest some other benefit.
Windstalker (4e Paragon Path) Diving strike: confusing attack vs. defense; unarmed claw attack is useless since it doesn't have the proficiency or enchantment bonuses of a weapon, nor the damage bonuses of a magic weapon. Has an effect that lets the player fly a number of squares, then a special that puts them in the enemy's square?! Hurricane Fury: doesn't explain when the player gets the secondary and tertiary attacks.
Windwalker (5e Class) Class features are worded poorly, and cannot be used right. Three attacks in two rounds?
Wing Clip (4e Power) 11:58, 19 March 2013 (MDT)
Winged Elf, Dragon (3.5e Race) Ability score adjustments should be even-numbered, and a race with flight should come with an LA.
Wisdom in the bones Benefit does not make any sense.
Wisdom of the druids Benefit does not make any sense.
Witch (5e Class) 5e class from scratch using core classes as a guide, little experience playtesting
Witch Doctor (5e Class) See talk page
Witcher, Variant (3.5e Class) Please make the "balanced" version the base version, and move the "extremely powerful" version to the Balance Changes section.
Woad Warrior (5e Class) See talk page.
Wolf 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.
Wraith Pants (5e Equipment) Permanent darkness centered on the wearer, Monk's Shadow Step, and +4 AC from an Uncommon rarity item? I'll take 20.
Wrestler (5e Class) There's quite a bit here that doesn't work well, it should be obvious where, but I can go into detail on request. One DM has found the damage output too high.
Wrist Scythe (5e Equipment) Mechanically the same as as a scimitar but simple and cheaper.
Wyvern Lord (4e Class) Unbalanced (wyvern health flare has unrestricted HP gain; look at the healing powers in the PHB and note the relationship between usage, surges, HP/THP)
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.
XenoMorph(5e Race) Claws needs to explain how they work. Is it an unarmed strike? (which would overpower monks), or is it a melee weapon attack that you are proficient with, or is it some other attack? "Understands all standard languages". Perfect muscles doesn't say if its a high jump or long jump. Exceptional grip can probably be reworded to be the same as spider climb. Unclear what head bite does... does it mean "hit points"? You just get 1d4 hit points back as an action as often as you like?
Xeron (4e Race) Iron Skin needs changing - races shouldn't receive flat AC bonuses. Blood Fury is overpowered. Constructed should explicitly state which Living Construct traits they get. Ferocious Strength: "Reliable" is a keyword reserved for martial daily powers, rangedmod should probably be 1, trigger should perhaps be "An attack bloodies you.", effects are overpowered in about 4 different ways.
Xianghua (5e Feat) Perequisites are WAY too specific and the benefits are WAY too powerful. Doesn't fit the scope of 5e feats at all. Having resistance to every type of damage essentially doubles your hit points and dealing an extra 2d6 damage almost doubles the damage you deal on your turn. It's essentially an overpowered rage. Feats should be able to be taken by almost any type of character. This should be an monk archetype called "Way of the Xianghua" or something that grants something modeled and balanced after the Barbarian's rage ability.
Xianghua (Rebalanced, 5e Feat) Not necessarily unbalanced, but it's still so specific in its abilities that it should a class archetype like a Monastic Tradition, not a feat.
Xiao (4e Race) Sleight of Hand - all weapons (apart from the crossbow) can already be reloaded as a free action. Effective Unarmed Combat and Immobilizing Strike - these kind of features are defined by class, not race. Their unarmed attacks are also useless compared to weapons (no proficiency bonus, no enchantments, incompatible with feats. Immobilizing Strike will need an inherent attack bonus or it's going to miss a lot. They're really just halflings that favour the monk class.
Yag (5e Creature) See talk page.
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.
Yegg (5e Class) Many of the features aren't great. What does "reverse engineer a trap" mean? Some features allow advantage where I think expertise would be more appropriate. Ultimate haggler tries to add a mechanic to something normally under DM adjudication. Weapon proficiency says "Simple, martial, and all crossbows" - crossbows are already simple weapons. Gets class features on levels where you also gain a new spell slot level, and then has nothing at 18th.
Yokai-Humanoid (3.5e Race) This race grants really good ability score adjustments, and the ability to permanently gain hp by killing another Yokai pushes this race to a state of unplayability.
Yonbi Izuna (3.5e Race) Ability score adjustments need to be even numbers and the wording for the abilities is very vague. All creatures in an area are effected, but what of the party? And why is the tail only an attack behind but without a change to flanking options? Also, how many attacks does this race get every round, and is that balanced?
Yoni (3.5e Race) Abilities are too good with SU abilities, DR 3/, and I have no idea why this would either be LA +2 or LA +3.
Yoru Mmmmm.... needs rewriting somewhat, see talk page
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.
Zweihander (5e Equipment) Okay, what are you going to do to offset this being a 2d6 reach weapon?
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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