User:Geodude671/5e Pages Needing Balance

From D&D Wiki

Jump to: navigation, search


Articles with a "Needs Balance" template.
Page Name Notes
Airrans (5e Race) Too many traits that do far too much.
Aligotarian (5e Race) Traits don't make sense.
Android, PF Variant (5e Race) Overloaded with traits and strong abilities. I'd reccommend you read the Musicus_Meter_(5e_Guideline) and the 5e_Race_Design_Guide.
Animated Armor (5e Race) See talk page.
Aqueous (5e Race) The issue with this race is not that the traits are overpowered but simply that there are too many of them. The number of traits needs to be dialled back and the traits themselves need to be reworded to make more sense. See Race_Design_Guide and the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques.
Arcania (5e Race) Granting flat bonuses to stats is not a race. This should be a class or a sub-class of some kind if anything.
Arkin (5e Race) Giving them gnomes cunning can work, however, the additional traits makes this race overpowered. There are a number of others things that don't make much sense when comparing lore to mechanics and this really should be worked on. In addition, there are plenty of grammatical errors and wording issues on this page that needs to be addressed before this can be considered a completed work.
Avali (Variant) (5e Race) I have a real concern over that Avalin Equipment Pack. Not just that it should be on its own equipment page but that a lot of the stuff in there that can be created outclasses several magic items in the game, are significantly lower in cost(consider magic item costs in the DMG) and can be created with a very low DC if at all.
Awakened Owl Bear (5e Race) Natural Strength basically gives 4 proficiencies, and Animalistic Understanding is a permanent Speak with Animals
Azara (5e Race) Belongs in the monster manual. The traits need to be reworded to fit a race.
Azer (5e Race) Many of the traits don't go off the standard wording scheme. The Musicus Rating for this race as it stands would be at least a 7, however, the amount of traits they have is way too high and many of them could be simplified down. The reason for having a score of 7 despite a large number of traits is due to how many of the traits add in a disadvantage that balances out anything they give. In 5th edition races rarely provide a detriment and when they do its something minor like the drows sunlight sensitivity, however, this race provides one in almost every trait.
Azmari Lion (5e Race) The number of strong traits here are questionable as well as several of them need to be reworded to fit the 5e_Race_Design_Guide.
Badger Lord (5e Race) See talk page.
Bansheetouched (5e Race) Doesn't make sense and is lacking in flavour.
Battle Born, Variant (5e Race) There are way too many broken features in this race to justify trying to balance it out with Warring Thoughts.
Blackheart (5e Race) Large size issues.
Blossom Shifter (5e Race) Reaction seems incredibly overpowered due to it allowing the player to additionally dodge attacks using something other than AC, infinitely without any costs.
Bone Splinter (5e Race) See talk page. In addition, the lore is largely minimum and could do with expanding upon.
Bos Infernum (5e Race) *broken giant minotaurs from hell, yay!; Please read the 5e_Race_Design_Guide before making a race on the wiki. Also, read and see how this race stacks up on the Musicus_Meter_(5e_Guideline).
Brute (5e Race) Musicus Rating of over 8 and needs work in the lore department.
Bulbon (5e Race) This belongs in the sci-fi section. The lore needs work as it is rather confusing, there were humans that mutated due to their environment in a weird way and then came to planet earth? Doesn't make much sense. Mechanically it is balanced however the traits are confusing and don't have a consistent theme to them. More of an odd collection of traits.
Cat Sith (5e Race) :thinking: Please read the 5e_Race_Design_Guide.
Chiropterans (5e Race) The lore and the racial traits individually and together don't make much sense. As an underdark race wouldn't they superior darkvision or at least a limited form of it? As bats they would have echolocation or at least someform of it? Blindsight?
Chosen Undead, Variant (5e Race) Isn't much differant from the race its based off and both are a mess wording and balance wise. See Race_Design_Guide and the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques.
Chthonic Vampyre (5e Race) So what happens if it doesn't feed? When are feeding they vulnerable to all damage? Can they move while feeding? Can they just feed whenever to anything they want? What are the conditions? Is it's creature type fiend? They are fiends not undead so why immunity to necrotic, the energy of death? All these questions and more need to me answered for this race to even be playable. See Race_Design_Guide and the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques.
Cijelese (5e Race) Even though you may create a race for a specific setting d&d wiki isn't your personal storage unit, please follow the correct standard outlined in the Race_Design_Guide. In addition, the traits for this race needs work, see the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques. Some examples are using seconds, something that isn't done in 5th edition, not following the rules for darkvision, it goes up and down in incremends of 60, also the elfs due to living in "twilight forests" get 60 so there isn't a real reason to not give them 60ft.
Clamantes Hostia (5e Race) Lore and traits individually and together make little to no sense. Why do they know Celestial? If they are undead where is there undead trait? Hovering should be an individual trait and should have a speed attached to it. If they are children that were killed, and if they are now undead, why are they about the size of a goliath? What is this "long, thin hand with three fingers covered in black silk"? Overall needs major work.
Clawfolk (5e Race) This race has a score of 8.5 on the Musicus_Meter_(5e_Guideline). I would reduce the ASI's because getting a +4 ASI is already a lot and getting that much choice for your racial ASI is unbalanced. Then remove two to three of the small advantages they get to put it within a score of 6.
Clugs (5e Race) In addition, the traits need work to bring this race within site standard.
Coldvein (5e Race) This race has 2 common damage immunities and 3 condition immunities, and +4 ASI. The bad parts, is not huge enough to merit this amount of natural tankyness
Constructed (5e Race) In addition, to the race mechanics and the lore directly contradicting each other and the anti-fun nature that this race forces onto a PC, the traits are given are too strong. For example, Unarmed Defense shouldn't be given to races, see the warforged. This is also lacking SRD references and there are a few areas where wording standard isn't followed. Please read the 5e_Race_Design_Guide, the Musicus_Meter_(5e_Guideline) for traiting wording and balance and then the Help:When_to_Italicize_and_Capitalize.
Coyouin (5e Race) Overloaded with too many traits. The traits require simplifications as they are very wordy making them unclear in certain cases. See Race_Design_Guide and the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques.
Crocadilian (5e Race) This lacks in lore and is overpowered mechanically. See 5e_Race_Design_Guide and the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques.
Devas (5e Race) Racial traits are poorly defined and are not exactly functional.
Draconic Angel (Variant) (5e Race) Way too powerful and too many traits. I recommend comparing this race to the harpy or EEPC's Aarakocra. Steps have been taken to improve this race since its mark for deletion, however, it still requires more work before it meets Wiki standards.
Fey Mice (5e Race) I would recommend you take a look at the Musicus_Meter_(5e_Guideline) for balancing this because its score is crazy high. Being Tiny isn't an excuse to overload a race with traits. Poorly defined traits, what is a spirit tree and why does it give a race a free casting of a 7th level spell?
Frieza Clan (5e Race) In 5e, a race should avoid providing bonuses that increment beyond 5th level. Several other effects fly in the face of 5e expectations as well, such as Dexterity scores actually decreasing with level. Perhaps to replace some of these racial features, this race should have a race-exclusive class or feats, as suggested on the talk page.
Graug (5e Race) AC bonuses too large, 1d8 unarmed strike, ect. Interacts poorly with class choice.
Haibane (5e Race) Powerful Halo is a infinite torch with Guiding Halo being a infinite torch for creatures with darkvision. Powerful wings giving 60ft of flying is also incredibly overpowered.
Half-Devil (5e Race) Blatently overpowered, wording for trait not only deviates from standard but contributes further to its overpowered nature. This is stronger than the first party's tiefling but also comparatively stronger than every first party race including the pureblood yuan-ti, which is already considered to be overpowering. Sub-races are not defined. For example, can you go down the path of magic, receive the benefits of such a path as well as receive the benefits gained from being born into a gnomish society? Why would be born into such a society grant such a clearly race specific benefit? Why would creatures of such obviously evil origins not be shunned and cast out of these societies equally if not more then tiefling's are?
Half-Mimi (5e Race) This race is a condition immunity and Magic Resistance is a incredibly more powerful version of Gnome's Cunning.
Half Ghost (5e Race) Spectral Body gives an incredibly high unarmored AC, along with the vast amount of traits this race gets.
House-Elf (5e Race) Innate Magic is different from the standard innate spellcasting such as Infernal Legacy, but the main problem is gaining the 3rd level spell blink at 2nd level.
Hygeist (Demon) (5e Race) Living Shadow is incredibly overpowered, especially as a Fighter with at least 4 attacks per round
Jotun (5e Race) Jotun Pride is incredibly powerful, because there's nothing to prevent them from making everyone their personal enemy
Lupox (5e Race) Despite supposedly being a 5th edition race includes racial bonuses to skill checks, which 5E has done away with. Additionally, there's no such thing as extraordinary abilities (a 3.5ism) in 5E.
Metalborn (5e Race) See talk page
Multiplectic (5e Race) Clone Self. So there's me and 6 clones carrying identical equipment. It doesn't say how they act except "they take telepathic orders", so I assume they move and take actions as the player directs. I can use them to box in enemies and block their movement. My damage output each turn is 7d10 (say, with a longsword or fire bolt; at 5th level my damage output becomes 14d10). If I have the axe of the dwarvish lords, now I have six more copies of it. A clone might only have 5 HP, but I can make a new one every turn. Since a clone is identical to me, they can make their own clones too.
Ork (Warhammer 40k) (5e Race) Race uses round counting, does not take into account how powerful the Large size is, so the race is overpowered, and has ability score increases that resemble earlier editions(negatives don't balance out the positives).
Plague Rat (5e Race) Easiliy giving diseases to other creatures is not even close to being balanced, see the contagion spell for reference as it is a 5th level spell that might give a creature 1 disease.
Saiyan, Variant (5e Race) Among smaller problems, there's no clearly limit to how long SS4 or other transformations will last, and there is no defined drawback to staying in these forms. One could hypothetically use an action to succeed on a difficult-but-not impossible Constitution saving throw, then gain a "+12 Str" and "-12 Int" indefinitely.
Unicorn (5e Race) Trample and Hooves traits are overpowered.
Ursian (5e Race) How does this race hold weapons? Also, the race needs to change round counting (3 turns) to something else(until the start of your next turn, 1 minute, ect.). Also the Resemble Bear trait could probably be changed to you can permanently act like a bear.
Viperfish (5e Race) If taken at face value, Lantern's Light is comparable to 7th-or-8th-level spell but can be used at will. Light Camouflage can apparently be used to emulate a 2nd-level spell, at will, under typical dungeon conditions.
Volki (5e Race) Devotion [sic] is undefined.
Wendigo (5e Race) Too many traits and most traits are overpowered. Requires a major reword. To answer your question, it would rank well over twice the average rank for PHB races and is done as if it is a monster rather then a playable race. Refer to Volo's guide and see how he takes creatures from the monster manual and turn them into races that can actually function within an adventuring party.
YoRHa Android (5e Race) Why does the black box explosion deal force damage? Is it magical? What does "supported by a bunker" mean? The features of this race seem to support repeated self-destruction and "re-spawning", with a level of damage that is abusable at low levels (save it for the adventure's BBG, then boom, defeated in 1st round).


Articles with a "Needs Balance" template.
Page Name Notes
White Dwarf (5e Subrace) two elemental resistances, plus cantrips, and also a super overpowered ability that doubles your spell damage with a comparatively small drawback


Articles with a "Needs Balance" template.
Page Name Notes
Abomination (5e Class) See talk page.
Alchemist of nonmagic (5e Class) Alchemical Knowledge is too vague an should not be left up to DM, because they can make your potions either impossible to get or give you materials to make hundreds.
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.
Assassin, Assassin's Creed Variant (5e Class) Fails to define who counts as an "innocant". Expertise is not an actual keyworded mechanic in 5e, it is a specific class feature. The Creed #3 is not a game mechanic. The first level feature assumes the player is is it the starting gear provided by the class. This is only an option available to the player. If they decide to purchase their gear through random starting wealth, they would not have the blade the feature depends on. Also at level 1, using the class effectively in combat means your starting weapon should almost always deal 1d6+2d4 damage. At level 1. At this point, I'm done critiquing, this is clearly meant for an extremely specific type of game. A {{Design Disclaimer}} may be necessary, even after it is made technically sound.
Black Blood (5e Class) This class has a few questionable features including damage reflection, creating a clone, and has static bonus or negatives to ability scores and saving throws. Many features are not clear how they are activated (action, bonus action, reaction) and when the effect ends. See Class Do's and Don'ts (5e Guideline).
Blink Mage (5e Class) This class has instantaneous blinking, has an unavoidable ranged spell attack, grapple it without an ability check. The features Blink Rampage and also broken. Also, since you need to hit to activate blink strike, shouldn't Strength or Dexterity be your highest ability score?
Bone breaker (5e Class) class reworked recently, needs reviewed/peer reviewed for balancing suggestions
Brewmaster (5e Class) See talk page
Bushi (5e Class) Freshly posted. Made for a friend of mine, for homebrew play. Single-Enter spacing isn't playing nicely, so needs some reformatting. Interested in criticism; --Dominator046 (talk) 22:23, 7 January 2018 (EST)
Card summoner (5e class) See talk.
Child of Phobos (5e Class) This class has a d10 hit die with 4 attacks and several features that frighten other creatures or augment combat. The class also has round counting, too many features, and a few features that are broken or overpowered(Phobias within 10ft of you grant you resistance to all damage, Fear Fuel, Spellbreaker, Mislead, deja vu, mislead) or break rules, see Class Do's and Don'ts (5e Guideline). Also, why is Strength not your highest ability score, and why is Charisma not listed at all since this is a class about frightening others?
Chronolord (5e Class) A full spellcasting class should not gain features when it gains spell slot levels. The class also breaks the bounds of what a class should be able to do in 5e, with the class being able to cast multiple spells as an action, taking a full turn by your self is a feature, round counting, and other problematic features. The class also should be able to multiclass and have its spells moved to 5e Spells.
Chronomancer (5e Class) Features are ripe with a-typical parameters. Spells should be copied to 5e Spells.
Clairvoyant (5e Class) Feedback on the talk page
Conjurer (5e Class) Breaks action economy. Overloads the map with summons.
Constuct Artificer (5e Class) Needs to make better use of 5e rules, particularly with respect to constructs, swarms, construction times, etc
Contract Bound (5e Class) See talk page.
Crusader (5e Class) This class has round counting, it can make 4 attacks by 7th level, in general deals far too much damage, has a d12 hit die, can stun a creature at 2nd level, gains broken amounts of AC, and has numerous other broken features. See Class Do's and Don'ts (5e Guideline) as well.
Cryomancer (5e Class) The class has a few broken or overpowered features such as Heart of Ice, Ice Plate of the Frozen Knight, blood of ice, Ice Born, ect. and also has two common saving throws. The class also gains a more than 1 feature or spell slot level at several levels.
Cryomancer 2.0 (5e Class) The class should not gain multiple features when it gains a level, and should also not gain features when the class gains an ability score increase or when it gains a spell slot level.
Dagger mage (5e Class) Feature spread needs improving, I find myself saying yet again (3rd time today): "some levels have no features, whilst some levels you gain a feature and a new spell slot level.
Dancer (5e Class) At a glance I noticed several little errors, needs going through with a toothcomb, I'll do this when I get the chance.
Dancer (Variant) (5e Class) See talk page.
Death Magus (5e Class) See talk page.
Demon Huntress (5e Class) One dead level. Unarmoured Defense doesn't quite make sense (how does Str come into it? Why wouldn't Dex be a factor?) Doesn't really have a unique core feature, in fact most of this seems to be copied from the rogue class.
Demonic Assassin (Balanced) (5e Class) Demonic Possession doesn't say what action is needed, or how many of the traits you know. As such, it's difficult to determine how well balanced this is. The lore is a bit confused.
Doom Guy (5e Class) See talk.
Dragon Slayer (5e Class) Too good breath attacks, together will a plethora of class features, spellcasting, bonus attacks, and and innate healing put this class over the top.
Dragonsoul (5e Class) What I just said at the near-identical Dragonslayer (5e Class)
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.
Druid of The Zerg Fairly comprehensive example of what not to do with a class. Could you not just make the statistic for the zerg creatures, then allow a PHB druid to wild shape into them?
Drunken Mystic Boxer (5e Class) This class is largely a copy of Alcoholic (5e Class) and the Mystic Fist (5e Class) put into one class with several exceptions. The class needs a lot of balancing edits(mainly the unedited combat features of both classes) and should have far less features before it can be considered balanced and usable. See Class Do's and Don'ts (5e Guideline) as well.
Dualist (5e Class) Questionable design and balance, see talk page.
Elemental Pugilist (5e Class) This class's unarmed strikes do too much damage, and the class seems to have a lack of features.
Elementalist (5e Class) Mostly doesn't make sense?
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.
Gladiator (5e Class) I hope the rewrite is still in progress? Still a bit muddled. See if you can spot what isn't correct about the weapon proficiencies; then look at "Weapon Master" at 7th level. There are some dead levels, and yet other levels where you get multiple features. Keeps referring to a "gladius". This is a shortsword. Cultural renaming is done at the campaign level. Many features do not make sense.
Glass Cannon (5e Class) Does way too much damage too easily for little drawback. See talk page.
God Eater (5e Class) Poorly designed features, some of which are incomprehensible (particularly the core feature, god arc). All of the features are combat related: a good class has interaction and exploration features too. Refers to "oversized" weapons, this is a variant rule that should be linked to and noted at the top.
Grave Walker (5e Class) See talk page
Human Puppet (5e Class) There isn't even any point to the Weaponized Body feature, as the shortsword I start with deals more damage and you should not be able to attack with it as a bonus action. Touch of Needles and Weaponized Body also does way to much damage as you start to level up. The variable amount of damage and range the features do does not fit 5e very well, see Class Do's and Don'ts (5e Guideline). The class also has a few too many features.
Hunter, Companion Variant (5e Class) The class has static bonuses/negatives to skill checks, see Class Do's and Don'ts (5e Guideline). Also, Natural Explorer has far too many effects, there is not a reflex save in 5e, and the class shouldn't have a custom spell slot table.
Imperial Warden (5e Class) see talk page
Kineticists, Variant (5e Class) Abilities aren't quite balanced for proper use in a campaign yet, could use a little input or other changes.
King of Games (5e Class) See talk page
Knight of Bretonnia (5e Class) See talk page
Lich Knight (5e Class) Overpowerd class(high number of extra attacks with other features and Lichdom), also could this class be converted into an Warlock Pact?
Mageblade, Variant (5e Class) A lot of this is awkwardly worded and not to 5e design standards.
Magician Overlord (5e Class) See the talk page.
Magister Magi (5e Class) The class entails playing two characters at the same time with magic. Needs rewording and context to some abilities see talk page
Magus (Halfcaster) (5e Class) I need a free hand to cast spells, so half of the fighting styles are no good. The text for the archery style is wrong. Furthermore, since they cannot use an arcane focus, they ought to have a spell component pouch as starting equipment, unless you want the player to micromanage M components.
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?)
Master of the Sword (5e Class) See talk page
MechMaster (5e Class) See talk page
Memory Make Mage (5e Class) Memory Bank is very vague, puts a lot of onus on the DM to assess new spells on the fly, potentially abusable.
Meteor Knight (5e Class) See talk.
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 of the Outer Planes (5e Class) At 14th level your base AC is 23. The expected cap (before circumstantial bonuses) is 20. There doesn't seem to be any reason to invest in Strength, so not sure why it is used in "fists of fury". What is the DC for "Indominable"? Has two "strong" saves. Has proficiency in "unarmed strike" and "simple weapons", even though an unarmed strike is a simple weapon. Extra attack needs to explain how the extra attack words (try standard wording for this). Well that's for starters I guess.
Monster Hunter (5e Class) Feature spread needs looking at. On some levels no new feature is gained, whilst on others you gain two - including the ASI levels! 1st level is quite weak, like a poor man's ranger.
Mudra shinobi (5e Class) Just to say, with Bird, your passive perception is "always on"; you can't choose to use it instead of an active check.
Naruto: Ninja v3 (5e Class) This class has two common saving throws and too many features. Unlimited casting of spells or spell like features(jutsus) is not balanced, see chakra. Most of the clan heritage features and many other features are overpowered and are only balanced "based on your DM's discretion". Many features or jutsus have round counting, see Class Do's and Don'ts (5e Guideline). Also, many clan features are not gained on levels determined by the class and seem to be gained at random. These subclass features are not listed under the Naruto: Ninja table and some are unlocked through "training" or other extremely specific circumstances. The table could also be cleaned up as One elemental jutsu of each element you are proficient in is not a feature in the class.
Necromancer, Variable (5e Class) Refers to "durability", which is not a 5e thing. No feature at 2nd level. Has spell slots but no spellcasting feature. The necromancer spell list says that you know an awful lot of spells, more than any other class. Many features do not work or are insufficiently explained.
Nephilim (5e Class) Spellcasting is a mess (doesn't say what spells you know; and no, cantrips shouldn't give people hit points back; and these cantrips do not have enough information to be spells.)
Nightbringer Incomplete definitions (Advantage not given circumstances; incomplete extra attack; "gain resistance to mental/psychic damage"; "critical fails on both 1s and 2s" (5e doesn't have critical fails); "gain +5 and advantage" (the advantage mechanic is designed to replace numeric bonuses); "immediate action" (5e doesn't have immediate actions); etc
Ninja, Naruto (5e Class) See talk page
Paradox Men (5e Class) See talk page
Persona user (5e Class) This needs some serious rewriting. "insta kill spell" - that's not a term I want to see anywhere in D&D.
Piper (5e Class) Feature spread needs improving. There are some levels where nothing new is gained, and yet other levels where you get a feature and a new spell slot level. Missing information and incorrect terminology throughout (e.g. rat swarm doesn't say what the save DC is for maintaining concentration; repeatedly refers to "major action" which is not a thing.)
Plague Doctor, Variant (5e Class) The class feature spread needs to be looked at.
Projectionist (5e Class) Stub template was removed, so presume this is presented as complete. See talk page for issues.
Psion, Variant (5e Class) See talk page.
Psion (5e Class) See talk page.
Pyromancer (5e Class) A full spellcasting class should not have features when they gain spell slot levels, and when they gain ability score improvements. The class also has several broken or overpowered features such as Smoldering armor, damage improvement at 4th level(Dancing with the Flames), immunity to fire damage at 5th level, With Fire and Sword, and most of the class's other features as well.
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.
Rift Weaver (5e Class) See talk page
Rune Craft (5e Class) See talk page
Saiyan Fighter (5e Class) Being able to alter your physical attributes. Further as you can guarantee at least an 18 AC at higher levels with no drawbacks that would be insane.
Scribe (5e Class) Core feature conflicts with the magic item rules in the DMG. The DM decides on the cost, availability, and creation process of creating a magic scroll. The recommended values of a 1st level spell scroll are a fraction of the cost presented below. Even if the campaign requires this class's method of making scrolls, the costs are beyond the means of low-level PCs, giving the class not much to do for a long time. d4 hit dice. Scribe Tracks seems to be describing occupation: anyone attempt these tasks anyway, using a downtime activity.
Shadow Assassin (5e Class) See talk page
Shadow Hunter (Balanced) (5e Class) This class seems to be a much more powerful version of the rouge, with a fighting style, an extra attack, bonus to damage, and other powerful features. There is also no such thing as a free action in 5e, see Class Do's and Don'ts (5e Guideline).
Shadow Knight (5e Class) This class has too many features at lower levels and has features when it gains spell slots. The class also does not use regular half spellcasting. Finally, the class's spells should be moved to 5e Spells and should provide a link to them instead of having them listed in the class.
Shadowsoul (5e Class) Several features have poor definition, see talk page.
Shambali (5e Class) See talk page. please leave CONSTRUCTIVE criticism only.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Shieldbearer (5e Class) Much of this depends on balance by obfuscation; --Kydo (talk) 04:59, 6 September 2017 (MDT)
Sky Mage (5e Class) See talk page
Soul Reaper, Variant 2 (5e Class) Lacking in strength/ features in certain areas and most benefits taken from this class come with significant unexplained downsides. ie: Why would a emissary of death have vulnerability to physic damage?
Soulbowman (5e Class) See talk page.
Space-Time Knight (5e Class) A sorcerer+rouge+monk in space time is not balanced. Choose the power of just one class. Also, this page uses round counting, free actions, etc.
Space-time Wizard (5e Class) This class has an absurd amount of features that upgrade without adding the upgrade to the class features table, see fighter and extra attack. The class has too many features at 1st level and 3rd level. The class has a non-standard save DC(10 instead of 8). A few features have odd wording on when the feature is recovered and a few other things that don't make sense(proficience), see more info on Class Do's and Don'ts (5e Guideline). Energy Points and spellcasting are not sufficiently explained. Finally, multiclassing should be odd, among a host of other issues.
Spellblade Variant (5e Class) This class deals far too much damage with arcane blade, and numerous archetype features are overpowered or broken.
Spellfused (5e Class) This entire class is designed around at will spellcasting. While this is unique, it is broken or overpowered in numerous instances. See the talk page for specific examples.
Storage Magician (5e Class) Features need a better spread: sometimes you get a new spell slot level and a feature, but on other levels you don't get anything.
Storyteller (5e Class) Severly overpowered and vague; see talk page.
Super Hero (5e Class) This class has two common saving throws, any four skills(should be 2 if any), a d12 hit die, more powerful features than the fighter and deals more damage then them earlier, and it has the expertise provided by the rouge.
Swashbuckler, Variant (5e Class) Some dubious design here and there, e.g. Razor's Edge 2. I've seen weapon die increases to make simple weapons more viable, but now a one-handed weapon deals 1d12 damage; or longsword wielded in both hands deals 1d20 damage. I guess a greatsword deals 2d10 damage? Madness.
Tazer, Variant (5e Class) Parts of this are very hard to follow. Some mechanics are quite "non-5e". Multiclassing mentions a "Taser artefact", and starting equipment says "artefact(irremovable, skin melded)".. wuh?
Tenki Knight (5e Class) Narrow lens. Healer seems really broken at high lvl, at max lvl you can use 8D12 healing with a 1st lvl spell slot until you run out of spell slots.
Thaumic researcher (5e Class) I'm afraid a lot of this doesn't work, incorrectly calculated DCs, incorrect scaling of bonuses,
Tinkerling (5e Class) Definitions need improving. For example, we're not told that the "a small, handheld contraption" is. Is it a thrown weapon? Is it an object you can throw to a point within 60 feet like a grenade? Is the effect determined when you build it or when you throw it? Are the materials used to create it conjured out of nowhere, or should there be a gp cost? Or is that what tinker points represent (tinker points are not explained)
Transmutation Alchemist, Variant (5e Class) Apparently this class has specification and balancing issues
True Summoner (5e Class) Seems... pretty overpowered, largely because this seems to be a conversion of a powerful Pathfinder class. (I remember it being considered so powerful Paizo made an officially nerfed version of it, even.) Among other things, it has full casting and more cantrips than any other class, plus effectively a second character that is arguably better than some PCs would be on their own.
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.
Vanguard (5e Class) This class shouldn't get numerous bonuses to AC(you can get up to +7), no longer receive exhaustion, and also numerous powerful archetype features(Heavy Weapon Master).
Voidblade (5e Class) Poorly balanced. "All is dust" is pretty bad for example.
Warchief (5e Class) Followers should not allow you to gain a follower of CR equal to your level as that is extremely overpowered. Morale boost also shouldn't give even just you advantage on skill checks and saves for 1 hour. The class also shouldn't gain 5 death saving throws to die, leave a feature up to the DM to decide(avoiding attacks with no cost is also broken, your DM can also set the DC to 10), and several other broken and overpowered features.
Warcraft Death Knight (5e Class) Why is the runes and rune level spread so uneven? Shouldn't it be like the warlock slot level spread? We've got levels where you get a class feature and a new spell level, and a level where you don't get a spell slot level or a feature.
Warden "old school" (5e Class) This class has damage reduction and can get above 20 Strength or Constitution. The class also uses terms such as per combat, see Class Do's and Don'ts (5e Guideline).
Warpriest of Asgard (5e Class) OP seems to be confused as to what edition they are writing for
Wendigo (5e Class) Not balanced and very disruptive, see talk page.
Wetboy (5e Class) Items do not have a duration and could probably be created in 5e Equipment and linked here, Armour of Darkness is overpowered(it is armor byw), Crippling Strike gives access to too many options, Shadow's Swiftness is overpowered, Perception makes Perfect needs its duration changed to be standard(see Class Do's and Don'ts (5e Guideline)), multiclassing prerequisites are always odd, and the archetypes needs fixing up.
Witch (5e Class) Various from Class Do's and Don'ts (5e Guideline), 10 minutes per witch level, five feet per level, spiritual sources(?), 3 turns, and a few broken features(right of exorcism stunning, Spirit Bonds, most of the archetype features, possessing bodies, large number of spells at the classes disposal, ect.)
Witch Doctor (5e Class) See talk page
Woad Warrior (5e Class) See talk page.
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.
Yellow Sun Kryptonian (5e Class) Not even slightly balanced.


Articles with a "Needs Balance" template.
Page Name Notes
Concentration Everfliers (5e Subclass) This... er.. this isn't how... sorcerous origins work?
Dagger Master (5e Subclass) Issues on talk page have not been addressed
Deep Curse (5e Subclass) Not sure what "while in your normal form" means, there's no mention of changing form anywhere else. "Cursed Gift" makes magic missile too powerful, as it makes many separate damage rolls, and the saving-throw-reduction thing is quite awkward (additional rolls on a round-by-round basis should be avoided; and given Constutition will be +4 or +5 at this stage, you may as well say the spellcaster has disadvantage on their saving throws)
Draconic Warrior Draconic Blade: getting a +1 weapon that early is too strong, and what is "true" damage? Do you mean typeless damage? Getting +4 AC when unarmored is too much, since it stacks with the Unarmored Defense class feature of the monk and the VGtM lizardfolk's scales.
Draconic Warrior (5e Subclass) 7th level gives you a whole bunch of powerful features.
Dragonknight (5e Subclass) See talk page.
Dread Master (5e Subclass) See talk.
Mediator (5e Subclass) 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.
Oath of Sacrifice (5e Subclass) The level 20 ability Ultimate Sacfrice is Game Breaking, makes the character into a unstoppable fighting force
Oath of the Deep (5e Subclass) This subclass gains access to mores spells than the regular paladin, and has overpowered features in Channel Divinity/Channel the Deep and Avatar of the Void.
Path of the Gorechosen (5e Subclass) Unrelenting is basically a stronger version of "Frenzy" from the Berserker, adding a very significant damage increase WHILE getting an absurdly high health regen at that. While Unwavering is okay, i think increasing the chances of a critical is especially strong in a barbarian who gets more critical damage dice, as well as in an subclass that gets a third attack per turn. Meanwhile Unstoppable is just outright overpowered in every single aspect, the free damage bonus being insane and stupid (as if the total damage output wasn't off charts already).
Phoenix Blood (5e Subclass) see talk page
Quantumancer (5e Subclass) By new user, not yet playtested, looking for feedback
Sellsword (5e Subclass) Coup de Grace still needs to be changed to a reasonable power level, and not be brokenly overpowered. Please compare this subclass to the thug.
Shieldman (5e Subclass) Abandoned by principle author, may need further tweaking to be balanced.
Untouchable (5e Subclass) Literally every part of this subclass is overpowered
Vessel of the Elements (5e Subclass) Like the idea, but seems quite powerful right off the get go. Just asking for someone to take a look at this who has more experience with balancing, and if it is too powerful, balance accordingly
Warlock Patron: Celestial (5e Subclass) see talk page
Way of the Hermit (5e Subclass) Does not take care with the various stacking bonuses.
Way of the Kuda Spirit (5e Subclass) Since the only benefits you gain at levels 6 and 11 are minor upgrades, I'd recommend having new features unlock at those levels as well. Also, Energy Charging and Dash both need to be given a duration, and better wording for the upgrades. Also, what kind of action is used to activate them? Kuda Spirit also needs a duration change (5e doesn't have round-counting). I'd suggest 1 minute, which is equal to ten rounds.
Way of the holy runes (5e Subclass) Basically every single feature is over-powered.


Articles with a "Needs Balance" template.
Page Name Notes
Aura of Fate (5e Spell) I'm not sure how this works exactly considering multiclassing characters can have multiple kinds of hit die, also it seems like very powerful spell that scales without having to use a higher spell slot
Bloodbridge (5e Spell) "A cantrip shouldn't offer healing," DMG, pg. 284
Chronolord (5e Class) A full spellcasting class should not gain features when it gains spell slot levels. The class also breaks the bounds of what a class should be able to do in 5e, with the class being able to cast multiple spells as an action, taking a full turn by your self is a feature, round counting, and other problematic features. The class also should be able to multiclass and have its spells moved to 5e Spells.
Chronomancer (5e Class) Features are ripe with a-typical parameters. Spells should be copied to 5e Spells.
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)
Dance Fever (5e Spell) Doesn't really make much sense?
Dark Magic (5e Spell) the variant is of questionable balance. also as a bonus action?
Death Pact (5e Spell) Full of errors.
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.
Divine Intervention (5e Spell) Needs to make some sense.
Earth Shield (5e Spell) Cantrips are not supposed to allow healing
Final Spark (5e Spell) See talk page
Greater Disguise Self I like this spell. I think it is fun, but it could use some adjustments because I'm not certain that its quite a level 6 spell unless it physically changes you. Which needs to be stated in some way. .
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?
Heritage Rebuke (5e Spell) seams like a lot of stuff for a level 1 spell to do
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!)
Lullaby (5e Spell) This spell is too powerful for a cantrip. See the talk page for details.
Poison kill (5e Spell) Im not sure the numbers line up for a 4th level spell and the execute should probably be adjusted.. as of right now is a less than a 1in46656 chance
Puppeteer (5e Spell) Comparing this 5th-level spell to dominate monster, it seems like it should be around 8th level. Either spell allows you to take control over any creature within 60 feet with one failed save, but for several reasons this one is much better in a combat situation, especially against a single boss-like creature.
Revert Time (5e Spell) A healing spell that is effectively "cure wounds but cures more," and is exclusive to classes that normally lack robust healing spells.
Schrödinger's Von Neumann–Wigner Quantum Revival Automatically casts when dead.
Shadow Knight (5e Class) This class has too many features at lower levels and has features when it gains spell slots. The class also does not use regular half spellcasting. Finally, the class's spells should be moved to 5e Spells and should provide a link to them instead of having them listed in the class.
Soul melt (5e Spell) Yet another instant-kill-9th-level-spell. You should not be able to one-shot a legendary creature or other boss. Maybe if you weaken it first... but power word kill spell already does exactly that. This spell also shouldn't work on constructs or undead, and should recognize that a wish or true resurrection spell should allow the target to revive.
Soul thief (5e Spell) This 2nd level spell apparently doesn't consume a material component, yet apparently lets you learn languages, gain feat-like benefits, and potentially even raise your Intelligence score—permanently—virtually every time you cast it successfully. Depending entirely on how generous your DM is with its unusual casting requirement, it's either incredibly overpowered or practically useless.
Summon Food (5e Spell) Isn't food supposed to cost money? Are we stealing it from the local market? I'm confused if this is trying to be a different kind of goodberry without the healing
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works.
Time Stride (5e Spell) See talk page.
To Ashes (5e Spell) Um, Scales without using higher level spell slots, and its really ambiguous as to how you actually calculate damage? what if i have multi classed and have different sized hit die
Toshaka's gift (5e Spell) Allows for too many game breaking mechanics. Casting this with every spell slot available before a long rest. Or just taking a week to prepare for a large adventure by stockpiling stones

See talk page fore more discussion

Viktor's Teachings For Adran (5e Spell) See the talk page.
Zombie Infection (5e Spell) Can cause multiple instant death effects with a saving throw not linked to caster's Spell DC


Articles with a "Needs Balance" template.
Page Name Notes
Animal Companion (5e Feat) Being able to gain a CR 2 ally at 4th level is too strong. Compare this feat to the revised ranger archetype feature.
Arcane Form (5e Feat) Starts by giving you the equivalent of an epic boon (boon of resilience), then adds more stuff on top of that. It is also preferable if the name of the feat can end the sentence "I am a ..." or "I am ..." 5e Feat Design Guide.
Automaton Crafter (5e Feat) CR shouldn't scale to GP in a linear fashion.
Deadly Initiator (5e Feat) +5 and advantage on initative rolls with high dexterity means your almost guaranteed to be at the top of the initiative list, giving you a +1 or +2 bonus on all attack rolls. The dps benefits alone are overpowered.
Multicasting (5e Feat) You can already cast a spell thats and action and one that is a bonus action on the same turn. And changing it to cast 2 spells that are actions is kinda a big deal (think capstone abilities)

See talk for further discussion

Path of the Berserker (5e Feat) Does not fit with the design philosophy of 5e feats; I suggest reading the 5e Feat Design Guide.
Support Boost (5e Feat) Thoroughly overpowered. At just 4th level (or 1st level if you're playing a variant human) you can become absurdly powerful. For example, cure wounds allows you to restore a number of lost hit points equal to 1d8 + your spellcasting ability with a first level spell slot. With this feat, it becomes 2d10 + your spellcasting ability, for just a first level spell slot. For comparison, cure wounds cast using a second-level spell slot restores 2d8 hit points.
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)
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.


Articles with a "Needs Balance" template.
Page Name Notes
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.
Great Wyrm Force Dragon (5e Creature) See talk page.
Headsman (5e Creature) Waaaaay too strong for an ordinary headsman. For example, it has a higher Strength score than a gladiator.
Porenteram (5e Creature) Thanks to Bell Charm, one or two rounds is enough for this creature to prevent the entire party from doing anything to harm it. There's a different between "challenging" and "just kind of not fun."
Sword Keeper (5e Creature) Way too weak for a CR 12 monster. Consider granting it Multiattack.
Ulfren (5e Creature) See talk page.


Articles with a "Needs Balance" template.
Page Name Notes
Alchemy Jug of Potent Spirits (5e Equipment) Percentages for effects besides 50% for resistances, and certain effects that trigger on a d100, do not exist in D&D 5e.
Alien technology (open page, please edit) (5e Equipment) Substandard. The robot spider doesn't use D&D rules. Unless this is for a particular campaign setting, it should reference the Alien Technology sectio of the DMG.
Armor of the Undead Legion (5e Equipment) At first glance, this looks like expensive chain shirt with Stealth disadvantage. Then it mentions an "Abyssal Corruption table". I don't know what this is.
Awesome Equipment (5e Equipment) Increasing ability scores past 20 is quite strong and was not taken into account when balancing these items. The items should also require attunement and is each individual item legendary or is the set legendary? If they are their own unique items as the description below states, each item should have its own page.
Blackhole Spike(5e Equipment) This item has round counting and Fortitude saves which are not a thing in 5e. This also deals far too much damage for mundane equipment which you can buy.
Book of Time (5e Equipment) This item is overtly hard to access and can make you automatically succeed on 5 things... How is that even close to being balanced, and you are saying the there is no duration for the effect wearing off?
Boots of the Trickster (5e Equipment) This item has an extremely specific attunement requirement and provides a static bonus to ability score while having broken regeneration.
Bracelet of Ascendant Potential (5e Equipment) Does this item really give you another life every short rest, or is the wording unclear on the item? The maximum bonus to ability scores a magic item can provide is also +4 total.
Bringer of the Black Sky (5e Equipment) Inherent problem with ability score prerequisites, see talk page. Might be better treating this as a special weapon with a rarity (using the magic item template; it doesn't have to be magic) or have the additional properties unlocked with a feat or special training.
Catarina Knight Armor (5e Equipment) See talk page.
Chain of Impossible Strength (5e Equipment) The maximum bonus to an ability score a rare or very rare item can give you is +2 and +3 respectively and that is only when your maximum Strength score is 20.
Colichemarde (5e Equipment) 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.
Cool Hat (5e Equipment) Does not meet 5e standards in many places. Charisma should be set to a value, not given a bonus. The statistics for the "chaotic neutral halflings " are nonsense. If you can roll on this chart once every minute, it will quickly become obnoxious.
Craven Edge (5e Equipment) See the talk page.
Crown of Thorns (5e Equipment) See the talk page. The item is also overpowered.
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?
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")
Dead King's Blade (5e Equipment) This weapon has a +3 bonus, can store up to 8 levels worth of spell slots, and has another effect in King’s Decree.
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.)
Dragon Thorn What. Was this supposed to be a magic weapon?
Dragonfang Longbow (5e Equipment) See talk page.
Dragonslayer (5e Equipment) Okay, so this item has a +3 bonus to attack and damage (like a regular very rare weapon), but also deals +2d8 damage and another 2d10 damage against fiends? (and "abyssal creatures" - fiends, then?) That alone pushes the boundaries of legendary. The other features are not defined satisfactorily, e.g. What does the acrobatics check of "full-frontal assault" do?
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.)
Drakegun (5e Equipment) See talk page
Duelists Vest (5e Equipment) Facing is an optional rule in the DMG, so should be made to work with that. Even taking that into consideration, this breaks the upper cap of light armor AC. With a Dex bonus of +5, this grants AC 19.
Dusksong & Dawnsvoice See talk page.
Ebon Blade (5e Equipment) I see you did some wordings, but it does not fundamentally balance the weapon as a whole. For starters, why should an Ebon Blade be a specific 1d10/2d6 sword (which is unorthodox) when a holy avenger can be "any sword" with a +3 bonus? What is the rarity of Ebon Blade? What about the constant hit point regeneration that disregards hit point economy? See talk page for more comments.
Enforced Leather Armor (5e Equipment) The AC is way too high for light armor.
Fate and Fortune (5e Equipment) Rolling a d100 on every attack roll for an effect that rarely occurs is hardly good design.
Fists of Balance (Regressed) This listed as nonmagical even though it is clearly magical and would ideally be listed as a magic weapon, if not a monk archetype or variant rule. 5e doesn't have "[15/-]" damage resistance, nor a "knuckle" weapon type.
Forge Breaker (5e Equipment) The concept of this weapon does not work well in 5e, as 5e does not have weapon breaking rules anymore. See the talk page.
Gambeson (5e Equipment) Straight up improvement over studded leather. The armor also provides nothing new compared to the more balanced plated leather armor.
Giant Door Shield (5e Equipment) Says its a two-handed weapon, but description implies it can be "wielded in one hand". The traits are a bit non-5e. For example, a charge-type effect is something that should happen if you move a certain distance, rather than something that gives you extra movement; It doesn't define how a creature is "caught in the line of movement", since you can't move into spaces occupied by enemies; a "line area-of-effect" would normally be cause for saving throws rather than multiple attack rolls. Finally, "Skills/Traits" are functions of character training, not inherent to the weapon itself (unless you make it magical)
Glyphic Tiles (5e Equipment) The glyphs provide far too much for only legendary item(mainly the charges need adjusting and other effects need balancing). The item should also not have round counting and the wording needs cleaning up.
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)
Gun-sword (5e Equipment) 2d8 damage. The most damaging weapon in core 5e is the heavy crossbow at 1d10.
Gunchuks Why do you get two attacks. How is this faster than, say, a club (which are the statistics you use for a nunchuck). Or is it a joke?

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

Healer's Robes (5e Equipment) Needs to be changd to a magical item
Helmet of Fate (5e Equipment) So you get numerous spells that you can cast for free and 3 extremely common resistances with this item.
Hero's Tunic (5e Equipment) This is better than armor that costs ten times as much. If this is solely for Hero of time (5e Class), why not just have the class offer a +2 bonus to AC while wearing a chain shirt?
Hiltless throwing dagger (5e Equipment) Basically identical to the dagger in the SRD, except it deals more damage and costs more.
Holy Knight's Blade (5e Equipment) This blade shouldn't be able to negate spell casters spell slots. Also why would you ever use the shortsword form over the longsword or greatsword form?
Holy Night (5e Equipment) No weapon should be able to give you levels in another class. This weapon also deals too much damage, and a glaive does not deal 2d10 damage, see glaive.
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.
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?
Incarnated Barrier of the Void (5e Equipment) Ability score requirements are odd and this item shouldn't require attunement by a homebrewed class as that is extremely restrictive. The armor should also not have round counting.
Inspiration Potion (5e Equipment) See talk page.
Ishtar's Babylon Gate (5e Equipment) There is no such thing as free actions in 5e, the item shouldn't have round counting, what does pinned mean, and this item shouldn't be able to make several creatures make up to 10 saving throws(why is this even a thing?). The item could also be much clearer on its effects.
Jewel of Fists (5e Equipment) It seems like this can be used to attain insanely high ability scores, without attunement. By comparison the manual of quickness of action is of the same rarity, but increases Dexterity (and only Dexterity) by +2 instead of +15.

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

See talk page.
Kataima Incarnate (5e Equipment) Dual Blade form allows you to gain a +6 bonus to attack and damage rolls total and allows you to gain an extra attack through haste however many times you want without penalties. Plus, the greatsword's effect is far too powerful, and this weapon has far too many effects in general.
Kyuubi no Ookami Could do with rewriting to better use 5e rules (and to correct spelling and grammar.)
Life's Interruption (5e Equipment) No weapon should be allowed to do 2d8 damage, also is this even a mundane weapon because the description says the weapon requires attunement, give a +2 bonus to attack and damage rolls and gives you advantage on Dexterity saving throws.
Longknife (5e Equipment) Variable type of damage. Also see talk page.
Machete (5e Equipment) Realism and consistence. Machete shoudn't make more damage than a scimitar. Machete is similar to kukri which also isn't a d8 weapon in this wiki.
Mask of Deformation (5e Equipment) Unclear why you would put this mask on. Do not know what a "decayed" ability score means, and other detriments have no mechanical definition. The deformities basically render the PC unplayable for an indefinite amount of time, this is not a good player experience, does not lend itself to storytelling unless the player really wanted to sit out a bunch of adventures or retire the character.
Massive Greataxe (5e Equipment) See talk page
Mechanical Pet (5e Equipment) This item does not seem to be made for 5e and is seems to give you a free pet that stats are not adequately described.
Mercenary Armor (5e Equipment) This is more powerful than any nonmagical medium armor in the SRD, but 1/3 the price of half plate.
Meteoric Greatsword (5e Equipment) How is a reach weapon that deals 6d12+12 damage even close to being balance? Isn't the point of magical items is that you find them, so couldn't you find an augmented meteoric greatsword? The weapon also has at will teleportation.
Miaodao Possibly Overpowered. It's better than before, but hasn't been playtested.
Mighty 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.
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?
Necklace of zeus blood This needs completely rewriting. The traits are just not right in the way they are worded or with their mechanical effects.
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?
Phantom Disaster (5e Equipment) It is a poor design choice to make each attack separate into 4 arrows, since that is 4 times as many attack and damage rolls you need to make. An enemy of an enemy is also overpowered.
Placebo Enhancer (5e Equipment) See talk page
Power Armor VII (Aquila/Imperator Armour) (5e Equipment) See talk page.
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?
Pyromancer's Parting Flame (5e Equipment) "caestus" is not a base weapon type. What is an unarmed weapon? Doesn't explain what the "+2" is. Doesn't define (as usual with homebrew items) what has a "soul" and can I carry a bag of rats, killing some whenever I want to top up to maximum, also does it work on undead and constructs as well? This magical weapon is also very strong for a legendary weapon as it gives you lots of bonus damage, some temporary hit points, extra fire damage, and resistance and advantage on fire based effects.
QuickArmor (5e Equipment) See the talk page.
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.
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.
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"?
Ring of Knowledge This item has static bonuses to skill checks, which is not a thing in 5e.
Ring of Solomon (5e Equipment) Has a lot of features and replicates the effects of a number of powerful magical rings, most of which are rare or very rare, and one is even legendary.
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.
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).
Samuel "Bostock" Barreller (5e Equipment) The 1500 year history puts huge onus on the DM. The weapon is extremely weak when you first get it, and has round counting, and damage counting as well?
Seed Wha is this i Can't even
Shadow Katana (5e Equipment) Strickly better than all 1st party weapons such as the rapier.
Shadowrend (5e Equipment) The mechanics here are all over the place, not very "5e", and often nonsensical.
Siege Blocker (5e Equipment) So this is plate armor but there is a AC calculation based on your modifiers? This armor also gives resistance to very common damage types and mentions adamantine, which is no longer in 5e. There is also broken unarmed damage and a decrease to an ability score. Also, the augmentations seem to read as weapons is this on purpose(they give damage, spells, and one literally says it is a great sword)? There are various other problems with those as well including healing 1d25 per round(non-standard damage/healing rolls), storm damage, casting spells as bonus actions, and being generally overpowered.
Slayer Controller (5e Equipment) Controlling all dragons with no saving throws for an infinite duration is not balanced.
Slinger's wand (5e Equipment) A +2 rare weapon should not have additional effects. The weapon also has a full round action and other design errors(casting a spell that requires a spell slot as a cantrip?).
Sniper Rifle (5e Equipment) No reply on talk page.
Soul Eater, variant (5e Equipment) So this weapon's curse rarely happens and in return, you get a rare +1 weapon that does not require attunement that can deal an additional 4d6 slashing damage? That is not balanced.
Spiked Gloves Okay, now it's versatile. How can a gauntlet be wielded in two hands?
Staff of Cats (5e Equipment) Saves against turning into a cat, as well as actions as turn-based mechanics are missing. The weapon also has round counting.
Sun Shard (5e Equipment) Overpowered; Grants immunity to two different sources and deals 2d12+3d8 fire/radiant damage. Weapon damage is not interchangeable. There isn't a limit to Blistering Crash, which requires a DC 23 Dexterity save and deals 6d20 damage. The Flames Armor ability grants you the ability to cast a 4th level spell at will whilst granting a +3 to AC.
Sword of Demonkind Shouldn't this be a cursed weapon? The effect seems quite weak for a Balor to take over your body and possibly kill your PC. This weapon also uses a contested throw of charisma saving throw contested by the Balor's Wisdom throw.
Syl (5e Equipment) This weapon does not use a saving throws when inflicting long-term madness(which is option for DM to allow), and the weapon itself deals far too much damage. Also how does this weapon have the Reach, Versatile (3d12), Heavy, and Finesse properties? This weapon also has next to no properties for a sentient weapon except for just wanting to deal too much damage.
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?)
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?
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.
The Amulet of Control (5e Equipment) I think this was made for the wrong edition of D&D? Hmm, but it does mention bonus actions... what a mystery!
The Gauntlets of Zerthimon (5e Equipment) Since +3 weapons are very rare, we should expect a +3 legendary weapon to have some added benefit. This has permanent advantage on attack rolls against 75% of creatures PCs are likely to fight, and that's for starters. Also doesn't link to what a "ward cestus" is.
The Hybrid Blade (5e Equipment) You do not do percentage calculation in D&D. You either deal an additional damage, however small. Plus, you deal less damage when you choose necrotic damage, then why even bother to choose it in the first place?
The Ring of Power (5e Equipment) As written, this is just a worse version of the ring of invisibility. What is the DC of the check that must be "successfully completed"?
The Sword of Founding Does not fully explain what the effects of severing a limb is. Also, removing a limb 1 time in 10 is a bit overpowered, perhaps the target should be allowed a Constitution saving throw.
Thinuaran Blade (5e Equipment) See talk page
Thunderfury, Blessed Blade of the Windseeker(5e Equipment) See the talk page.
Thunderfury, Blessed Blade of the Windseeker (5e Equipment) The first minor beneficial property is actually pretty major. It also grants an extra attack, and is a +4. Both of these things are far outside the games norm.
Thánatos & Vita (5e Equipment) This weapon's curse should actually have a meaningful negative effect instead of giving you extra damage. Also, a +2 legendary weapon that can make an extra attack as a bonus action is not balanced, see swift rapier.
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)
Vault Suit (Shielded Lining) (5e Equipment) No armor should be able to provide 15 + your Dexterity modifier AC.
Vault Suit (Treated Lining) (5e Equipment) A plain 13 AC light armor is not balanced.
Vins Dagger (5e Equipment) KK I think it's clear that the OP hasn't read the rulebook or has mistaken it for 3rd edition.
Wabbajack (5e Equipment) To use the staff you choose a target; but then most of of the table results say "nearest creature" or "random creature" or "choose a target", etc
Wabbajack Remastered (5e Equipment) Shouldn't the wabbajack be an artefact? Anyway, this is full of non-D&D terms: "12 seconds", "30 minutes", "30 seconds"; "Heal 1d4 to every creature"; "heal 2d4"; many of the entries are poorly written or defined; has far too many charges - it might be funny once a day or so, but 8 times a day is going to get obnoxious. "Make 3 spells in one attack" doesn't make any sense. Are the "spells" the entries on the table, or are they your own spells? What is the "attack"? Are you making an attack roll?
Wand of Sparkling (5e Equipment) Cantrips do not level up to use spell slots and this item shouldn't be able to change your ability score modifiers.
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.
Wolf Knight Greatsword (5e Equipment) Seems to be a modified holy avenger with the similar concept.
Yami (5e Equipment) This weapon can literally cancel out 3 spells(non-holy whatever that definition means) of any level. There is also the basic fact that this is a +3 weapon that deals 2d6 additional damage, and has additional effects.
Yellow Jacket (5e Equipment) Original "needsbalance request" A +3 weapon is already very rare. Suggest making this legendary, or removing or reducing the bonus (you don't have to have a bonus you know). The wording doesn't make sense. ("a target marked by Yellow Jacket is prone one of the following...", huh?, and there's round counting and stuff.

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

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

Some suggestions/ideas for additional ways to balance are:

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

Further balancing might still be needed.

Yoru Mmmmm.... needs rewriting somewhat, see talk page


Articles with a "Needs Balance" template.
Page Name Notes
Boon of Archetypes (5e Epic Boon) now reads so that class-by-class handling is necessary.
Boon of Bold Charges (5e Epic Boon) -7? 5%? These values aren't used in 5th edition. "I have travelled 2000 feet to get here so I deal 2000% damage on my next attack, nothing personal god."
Boon of Evil (5e Epic Boon) nothing epic or interesting about this.
Boon of Immovability (5e Epic Boon) Hyper specific. Draw on the concept of being an immovable being rather then someone that simply get a crazy bonus if you bump into him.
Boon of Incredible Craftsmanship (5e Epic Boon) What did OP mean by this?
Boon of Incredible Dweomercrafting (5e Epic Boon) >crafting an artifact. >crafting. It's not happening.
Boon of Incredible Profession (5e Epic Boon) A lot of this should be up to the DM not the wording of some homebrewed boon. Speak English on the Wiki please.
Boon of Languages (5e Epic Boon) not really all that epic, warlocks get this pretty easily.
Boon of Monastic Tea (5e Epic Boon) Should be a feat if anything.
Boon of Perceived Time (5e Epic Boon) Not very epic.
Boon of Perfect Breaching (5e Epic Boon) Not very epic.
Boon of Rapidity (5e Epic Boon) Boon of blandness.
Boon of Recharging (5e Epic Boon) breath weapons are fairly weak, to begin with having a chance that it recharges is hardly worth an epic boon. If anything this should add this ability in addition to something that makes your breath weapon better. Then be changed to Boon of Dragon Breath.
Boon of True Primality (5e Epic Boon) So their +4 becomes a +6, there is no point making this scale with proficiency and then if they have a storm giants belt at level 20 which is pretty likely they can have 24AC? Plus shield that is 26? Plus a shield +3 that is 29AC? Where is the balance here.
Boon of Whirling Steel (5e Epic Boon) Boring. Needs work.
Boon of the Chis (5e Epic Boon) Unclear.
Boon of the Steelbond (5e Epic Boon) 20th level characters are still subject to bounded accuracy. This could possibly be adapted to have a temporary or circumstantial AC bonus.
Boon of the Undying (5e Epic Boon) Confusing and needs rewording. A boon of resurrection but with necrotic absorption and radiant damage is now worth nothing to an undead? Yeah no.
Breserker (racial class for Mechanoid Brawler) (5e Class) This is essentially an overpowered version of the barbarian class. Still being worked on, not finished
Doomed (5e Background) Design Disclaimer said: "Made to be a roleplay challenge. Doesn't have flaws because, as you'll see, the background itself is a flaw". This does not resolve the issues on the talk page. A flaw is a roleplaying suggestion, not a mechanical drawback. Furthermore, the background describes what the character is now, not what they were doing before they were an adventurer. This is so far out of background design, that it's not a case of "design disclaimer", but a case of finding better design space for it. As I suggest on the talk page, a template would be good.
Ex-Blood Doll (5e Background) roleplaying features should not have any mechanical effects whatsoever.
Mechanoid Brawler (5e Race) h0W iN 1nT3r3$tInG!!111 So, here is where you should read the 5e_Race_Design_Guide before you start creating a race. Once you are done rethink your race a bit based off the information there and then use the Musicus_Meter_(5e_Guideline) to see the correct way to word and balance out the traits. Then I'd say pay close attention to the lore sections of the race guide and have another go at the lore as it is lacking as well as going against some standards there.
Paranoid Agent (5e Background) roleplaying features should not provide mechanical benefits
Revolutionist (5e Background) "short swords" is not a background proficiency, nor should backgrounds provide weapons and armour
Sadistic Assassin (5e Background) Skill selection is too broad. Has 6 proficiencies/languages in total. Features should not provide a mechanical advantage such as advantage or resistance.
Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors