User:Geodude671/5e Pages Needing Balance

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Articles with a "Needs Balance" template.
Page Name Notes
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.
Badger Lord (5e Race) See talk page.
Bansheetouched (5e Race) Trait wording needs to be significantly improved and streamlined and optional rules need to be put in their own box.
Barbed Devil (5e Race) Two common damage immunities at level 1. Recommend putting a level cap on the class or toning down the first level feature. In addition, the class is rather bland for a prestige class and should be flavored up and giving more interesting features. Consider tying features into the races role as guardians.
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.
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.
Carnophage (5e Race) There are a number of issues here such as unconditional advantage on Survival checks, undefined or vague traits, natural weapon that scale better than the monk's, the saving throw for a natural poison add your Dexterity modifier for some reason when it should be adding your Constitution modifier, uses per long rest wording, the Numbing Dose is a save or lose ability without the ability to remake the save, and the DC for Insatiable Hunger should start at 10 and should increase by 1 for each day afterwards you go without feeding. Putting aside the balance concerns the overall concept could be tightened up to make more sense which could be done by mix it in with the normal D&D lore.
Cat Sith (5e Race) :thinking: Please read the 5e_Race_Design_Guide.
Chamasin (5e Race)
Changeling, Variant (5e Race) Far too overpowered.
Chosen Undead, Variant (5e Race) Isn't much different 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.
Coldskin, Variant (5e Race) Page needs to be moved to have a variant not a modified id. The traits are badly worded and use incorrect terminology. Incorrect encoded Musicus Ratings. There is nothing new or interesting about this variant, its just unspecific and vague for the most part.
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.
Corollin (5e Race) The wording as well as general balance for the traits given here are questionable such as Enchanted No-Eyes giving them truesight and the number of traits that scale or are based around player level something that was purposely avoided in 5th edition. This brings up the next point, that being that this page doesn't follow the 5th edition standards outlined in the 5e_Race_Design_Guide and the Help:When_to_Italicize_and_Capitalize. Please read both before attempting to bring this page into playability.
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.
Crimson Demon (5e Race) While there has been some attempt to balance this it is rather ineffective. The ability to cast a spell at the maximum 6th level at first level outweighs the downside presented. Any CR appropriate creature a Dungeon Master could challenge a group of players with would be rendered useless as it would most likely die instantly just because one player happened to be playing this race. To put it simply, this race break bounded accuracy, is comparatively overpowered compared to any standard first-party race and breaks 5th edition precedent by being so overwhelming in favor of caster magic users.
Crystallite (5e Race) There is a lot here that doesn't meet the site standard for balance and traits are worded incorrectly throughout. I'd recommend reading the 5e_Race_Design_Guide as it gives an excellent breakdown to fix such issues and then reading the Musicus_Meter_(5e_Guideline) to help inform you how to correctly word and structure racial traits.
Cutebold (5e Race) The terminology and wording of traits are terribly off. The formatting is broken through the overuse of images. The flavor/lore of the race is pretty cringe worthy. Even simple spelling/grammar is incorrect throughout the page. Please read the 5e Race Design Guide and well as the rest of the content on the Help:Portal.
Cyk'n (5e Race) See talk page.
Daiyokai (5e Race) Overall the race has way too much power packed into its, 35/45 flying speed, +9 ASI, barbarians unarmored defense, better-unarmed strike then a level 20 monk, with a number of other strong features. Please at least read the Race section of the Players Handbook before attempting to make a race on the wiki.
Dark Abberation (Variant) (5e Race) See talk page.
Dark Matter Spawn (5e Race) Poorly worded to the point where the already largely questionable balance of this race becomes undeniably questionable. Comparing this "race" alongside anything the first party has produced(including the yuan-ti pureblood) you'll find these concerns to be valid. Consider reading the relevent section of the Dungeon Masters Guide's before creating a race.
Death Qaz (5e Race) Largely overpowered due to the strength, frequency and amount of traits this race receives. Please read the 5e_Race_Design_Guide. In addition, this page lacks the SRD references cited here.
Decomposers (5e Race) The strength and the number of traits causes this race to be too strong comparatively to an first party race. Please read the 5e_Race_Design_Guide before you create a race on the wiki.
Deku Scrub (5e Race) Seem like a neat race for your setting and they get a lot of cool things, however, they have one too many cool things as these benefits stack up and make this race too strong compared to the first party races. The wording is off in certain places but can be fixed fairly easily if you refer to the Musicus_Meter_(5e_Guideline)'s list of correct worded traits. Their natural armor specifically is pretty high, remember that the dragon origins sorcerer gets the same amount of armor for their dragon scales and imo dragon scales are much harder than wood. Also, remember that no advantage gained by a race should be unconditional and the condition needs to be specific, so for Paranoia, everything but frightened is too vague. There are a few grammatical errors as well that should be sorted.
Dem'Fe (5e Race) All these ASI's? A single sub-race? Being naturally adapt to the desert but no trait showing that? hmmm... this really makes me :thinking:. Reading the 5e_Race_Design_Guide should address most the balance issues here as well as fixing the concerns with the single sub-race and the +6 ASI.
Derro (5e Race) Magic Resistance is overpowered. No race should be allowed to have it. Nerf it or trade it for something else.
Devas (5e Race) Racial traits are poorly defined and are not exactly functional.
Dire Human (5e Race) +5 ASI, 7 skill proficiencies, the ability to add your proficiency bonus to flat ability checks and on top of saving throws regards if you already do or not, vague/poorly worded traits, lacking SRD references, missing a summary. Overall way stronger than anything in the standard first party. Read the 5e Race Design Guide before making a race on the wiki.
Divine Horseman (5e Race) The wording and traits given are strange throughout and resemble what you would give a class rather than a race. Read the 5e Race Design Guide to get a better idea about how to communicate your race and then read the Musicus Meter (5e Guideline) to get an idea about how traits are worded and communicated.
Dragon (Variant) (5e Race) Vastly more powerful than any first-party race. Perhaps this can be reworked into a composite character?
Dragonblood Outcasts (5e Race) The sub-races are overloaded with traits and not balanced compared to the other sub-races(ie: 30 feet of flying and a 1d6 natural weapon that can knock targets prone compared to two cantrips and two martial weapon proficiency's). If you are still working on a race and it isn't a completed product please add a {{WIP}} template at the top of the page.
Drakki (5e Race) Doesn't follow 5th edition standard nor site standard. Please read the 5e Race Design Guide and the Help:When_to_Italicize_and_Capitalize.
Droid (5e Race) Uses weird terminology in several places. What is "once per battle instance"? Read the information presented in the Help:Portal, specifically the 5e Race Design Guide.
Dryad, Variant (5e Race) A poorly formatted and overpowered version of the Dryad_(5e_Race). Doesn't use the preload, used 'Wisdom +1', etc.
Duerdog (5e Race) Largely overloaded with overpowered traits. This is easily better than any first party race by a good few miles.
Earthmen (5e Race) The majority of traits use the incorrect wording for what the creator is trying to communicate. In addition, some traits do things that break standard in a way that makes the race unbalanced. For example, giving the race a free 4th level spell slot to use on whatever they want. Please read the 5e Race Design Guide and the Help:When to Italicize and Capitalize for a better understand of standards as well as the Musicus Meter (5e Guideline) so you can see how traits are correctly worded and communicated.
Eastern Dragonborn (5e Race) The subraces are unbalanced comparing them to each other and even individually they are pretty strong. Especially the Air based one. Flying is a largely dominating feature in the early game and comparing this to the first party aarokcra it's quite powerful. I'd recommend reducing the number or strength of the sub-classes and specifically reduce the pwoer of Air.
Elan (5e Race) While giving a saving throw proficiency seems interesting it should be changed to allow them to swap ones that they're already proficient because getting an extra saving throw proficiency is big. In addition, consider giving them another trait that isn't linked to saving throws since this race will almost always have advantage on saving throws given their first trait. Swapping it out for telepathy, levitation, minor telekinesis and the likes would make the race more flavourful and less overpowering.
Elementling (5e Race) The subraces vary too largely in strength and overall the race is missing the streamlined layout first party races have. See how the Genasi are done in the first party's Elemental Evil Players Companion as they are a close comparison to this race.
Endathar (5e Race) Ihe wording is unclear and the races main trait is a mess, consider reading the PHB to see how racial traits are worded.
Ent (5e Race) See talk page. Also, Ent's are Copyrighted by JRR Tolkien which is why everyone else uses Trent's, this page reuiqres a CD tempalte. See the Treant_(5e_Race) for a better example of how this concept done.
Equestrians (Aleithia Supplement) (5e Race) Compare this to any first party race and you will notice every issue from balance to formatting to wording. Please read the 5e Race Design Guide before creating race pages on the wiki.
Erradiagos (5e Race) The racial traits are worded poorly and the traits given are too strong compared to the first party. In addition, Blackvision could be done in a way that doesn't involve forcing the player to be a huge burden on the rest of the party for a maximum of 8 hours.
Extraterrestrial Being (5e Race) It is difficult to understand what this races traits are trying to communicate. The page requires rewriting.
Faerie Dragon (5e Race) Too strong in its current state. A Tiny sized race is no excuse to fill a race with overpowered traits or traits ripped straight from their Monster Manual entry. This needs to be properly converted to the standard of a race rather than a monster. A race shouldn't have an at will invisibility, full magic resistance and a "save or lose" type ability. Consult the 5e Race Design Guide for help. See talk page.
Fairykind (5e Race) The traits are worded poorly and largely require a DM's ruling to be usable. The traits need to be written in a way that makes sense so they don't require this sort of DM ruling and in a way that they collectively are not stronger than the standard collection of traits given to races. The ability to pick and choose a racial trait you want from any race given the varying strengths of racial traits is also too strong. Overall the strength of this race is too much and requires a conceptual and mechanical rework.
Fary (5e Race) Between their ability to cast invisibility(a 2nd level spell) without a duration or limit or action/bonus action/reaction, advantage on all saving throws against magic and their huge pool of innate spellcasting I'd say this race is pretty overpowered compared the first party races and requires a rework to make it work as a race for player characters, not a monster manual entry. Generally, copy and pasting from the monster manual without converting the race to standard is a bad idea and you can even see the incorrect copying that happens when you copy and paste from a pdf in the substitution of "fails a DC 10 Charisma saving" being "fails a DC l0 Charisma saving" with the "1" being an "l". Lastly if you were to compare the two subraces pixie and sprite, the pixie hands down is redicously stronger. These sub-races should be roughly of the same strength.
Flora Colossus (5e Race) Needs a clean up formatting and race standard wise. Suffers from Large size issues, its special language trait being poorly explained and having unarmored defense given to an already strong race. Please read the 5e Race Design Guide before creating content on the wiki.
Fooar Half-Giant (5e Race) +4 ASI, Large size and a few additional minor traits pushes this race over the threshold of what is considered to be balanced and comparing it to any first party PHB race will confirm that. In addition, the language sections restriction on speech is flat out ridiculous.
Formicid (5e Race) The general wording for traits needs to be tightened up and clarified as it is poorly written. Ant Mass is fairly illogical as making an ant the size of a human means that they definitely will take damage if you dropped them off a building. Hive Mind is too strong by a good mile, 120 feet of "semi" telepathy(undefined and vague), advantage on every attack roll, auto-success on survival checks. Just because something is niche doesn't mean it can break the scale of balance. The language of Formicid isn't described at all. What does it sound like? What script does it use? Does it use a script at all?
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.
Frosk (5e Race) Too many resistances/immunities/vulnerabilities. Ice tunneler should use the burrowing rules. Icebound needs to link to the extreme heat rules.
Fu'Ara (5e Race) The issues here is more the open-endedness and vagueness of traits. Each season and the effects they grant should be detailed after the race or as subraces. The UA Eladrin and the Dragonborn are good examples of how to correct present a concept like this.
Galvan (5e Race) SRD references need to be added, the traits need to be worded correctly, the traits need to be in alphabetical order, more names need to be added, the unconditional advantage needs to be made conditional and finally the grammar needs to be tightened up.
Gargoyle (5e Race) Comparing this race to the aarakocra who also get 50 feet of flying it is largely unbalanced. In addition, they get the barbarians unarmored defense, and their sub-races get a number of strong of benefits such as resistance to all physical damage types and several innate spellcasting options. Overall a lot of effort has been put into this race but it needs to be correctly balanced compared to normal first-party races and formatted as per the sites standard(SRD's, capitalization, italicizing, etc).
Ghoul (5e Race) CC is incomplete and the race is largely a mess between the overcomplicated wording and questionable comparative balance of the race and the incorrect use of terminology throughout.
Ghoul (Tokyo Ghoul) (5e Race) Vastly more powerful than any first-party race, beyond repair. See talk page
Ghoul Infiltrator (5e Race) Allows one to have to benefits of being any race as well as this race on top of it. In addition, it is extremely vague about what traits would and wouldn't be carried over from that parent race. This race by itself is enough to be its own race so if it is to keep with the race benefiting from traits of the parent race then it needs to be done and written in a clear, concise and balanced way compared to the first party races.
God-kin (5e Race) See talk page.
Gof'nn hupadgh (5e Race) Really strong set of unconditional traits that simple break bounded accuracy. Truesight, Blindsight, unchecked passive health regeneration and a host of wording/grammatical errors. In addition, the name of this race is near unpronounceable.
Goliath Panda (5e Race) Uses none 5e terminology and the traits are poorly worded and or vague. The page image is broken and the race is conceptually is questionable.
Goron (5e Race) This race receives far too many powerful traits and both images are broken. Compared to any first party race this race recieved way too much.
Grauel Kemono (5e Race) 5th edition doesn't use negative ability scores, the external image isn't correctly sourced(you need to original artists name the name of the art and a link to their page), the wording of traits and fluff are vague and incorrect throughout. Please read the 5e Race Design Guide for a step by step guide on how to create a race as well as the relevant sections of the Dungeon Masters Guide.
Graug (5e Race) AC bonuses too large, 1d8 unarmed strike, ect. Interacts poorly with class choice.
Gren'wir (5e Race) Flat bonus's to ability checks and saving throws isn't a thing in 5th edition. Suffers from Large player character issues. The wording for traits is incorrect throughout and needs fixing. Overall is fairly poor conceptually and could use a rework to better communicate this race as a whole(lore and traits).
Grendle (5e Race) Between the unlimited healing, the magic resistance, +4 ASI and the one minute of breaking bounded accuracy this race is too strong. The incorrect or poorly worded traits don't help, however, the lore is not bad. Overall needs a mechanical rework to put some of these insane strengths in check with first party material. See the 5e Race Design Guide and the Musicus Meter (5e Guideline) for help.
Grovetender (5e Race) Redicuously overpowered for what are essentially just colorful wood elves. +5 ASI, unarmored defense, DC12-27 saving throw if you have any tie to nature and want to strike them, practically conditional advantage on wisdom and charisma saving throws, 3 skill proficiencies, automatically has two levels in druid that don't apply to their actual level. Oversized image without any sourcing to the original artist. Please at least read the players handbook, revelvent sections of the Dungeon Masters Guide and the 5e Race Design Guide before attempting to create a race on the wiki.
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-Elf (Dwarvish Variant) (5e Race) Too many traits/trait options and copy-pasting lore into the traits section aren't how racial traits are meant to be presented. No reason is given why these two races that have an animosity over each other would breed and it doesn't make sense traditionally speaking as their standards of beauty are significantly different from each other as well. Finally, the race is largely unoriginal in its mechanical application, it is as if the best traits from half-elfs, elfs and dwarves were thrown together in some munchin like attempt at a race.
Half-Genie (5e Race) Being able to cast a spell 3rd level or lower, as a bonus action, for free(no spell slots) and only minimal limitations are broken in the sense that bounded accuracy is completely shattered, this race would break most campaigns especially first party adventure modules. See the Genie (5e Race) for inspiration.
Half-Golem (5e Race) This race has far too many traits which makes it collectively stronger than any traditional first-party race. In addition, the repetitive naming convention and the lack of SRD references make this page require further work. See the 5e Race Design Guide.
Half-Kitsune (5e Race) Far stronger than any traditional first-party race. The number and breadth of traits make this race overpowered. See the 5e Race Design Guide. In addition, the wording and formatting of the page doesn't conform to site standards, see the previous link and Help:When_to_Italicize_and_Capitalize.
Half-Mimi (5e Race) This race is a condition immunity and Magic Resistance is a incredibly more powerful version of Gnome's Cunning.
Half-Oni (5e Race) What is "When you are reduced to 0 hit points but not killed outright, you can roll a d10 instead." supposed to do? The other traits are not very interesting, only helpful for fighting classes, and do not have the flavour of a supernatural creature.
Half-Rust Monster (5e Race) Too strong compared to standard first party races. There is no reason why this race should have 40 feet of movement. Their large Armor Class increase paired with their ability to corrode metals as a reaction is also too strong. Consider reducing the base Armor Class and reworking the rust effect to better suit a race.
Half-Saint (5e Race) The water walking ability needs to be its own trait and then only be mentioned in the speed section. There is a lot of "when they leave the church" type of wording, while this may be considered fluff to some it is unclear if this is meant to provide a mechanical benefit or not. For example, are half-saints no longer vulnerable to necrotic damage while on hollow ground or in a literal church? Overall this needs tightening up and clarifying.
Half-Saiyan (5e Race) This race has a transformation of easily questionable balance. See Class Do's and Don'ts (5e Guideline) as well as the 5e Race Design Guide. In addition, this is almost exactly the same as the Saiyan (5e Race).
Half-Troll, Variant (5e Race) Despite the attempt to make regeneration balanced, it is still a feat designed for characters exceeding 10th level.
Hanyo (5e Race) Comparatively overpowered compared to any first party race. Natural weapons are too strong and scale better then the monks unarmed strike, +5/6 ASI, 40ft of flight and barbarian unarmored defense. Needs a rework because as it standards it is completely overpowered and unplayable.
Harpy, 2nd Variant (5e Race) Try to equate its strength to the first party's aaracokra because as it stands it too strong. The Luring Song trait needs to be adapted to work as a racial trait for a race, not a monster action.
Haunted Skull (5e Race) The issues on the talk page haven't really been addressed. Whatever class is picked, most class features rely on the "recapitation" trait to function (somatic spell components, monk martial arts, etc)- but the availability of suitable bodies isn't guaranteed. Clattering jaws doesn't seem that useful considering you have to trigger an opportunity attack to use it. It's unclear what specific benefit "wearing a helmet" has, since helmets do not have independent stats. I do like the idea of this race but it just does not work with class choice very well. A dedicated "haunted skull" class ought to be developed.
Hellcat (5e Race) Unsure if this is a meme race. This page has a number of issues from, unconditional advantage on charisma saves and vague non-first party wording to the addition of a "cosmetic" subrace and a broken image(please use a different service). Please read the 5e Race Design Guide and Help:When to Italicize and Capitalize for help.
Hengeyokai, Variant (5e Race) Hybridization is vague and doesn't make much sense to how it fits into the race. Second skin, is vague as well, see the druid's wild shape, which is what this is effectively granting. Overall this race needs a rework because the mechanics of it make it unplayable and overpowered due to its sheer vagueness.
Heron Laguz (5e Race) Breaks bounded accuracy by giving a free +2 to your spell save DC and spell attack rolls. Granting a class feature especially unarmored defense as a racial trait isn't a good idea due to 5e being designed around any race being able to play any class and it being a very powerful trait to give in addition to the already very powerful kit this race has. The beast within seems to be from the currently overpowered Laguz_(5e_Race) but the page doesn't link to or have any subraces. So you sing to use seid magic then why does it have a range of touch? 30 feet of flying all at level 1 can be 80% of what a race gets and here it is dwarfed in comparison to other strong features see the Aarakocra. Overall this race receives a number of strong and broken features that could function as the primary features of a normal race. Please read the 5e Race Design Guide and the relevant sections of the Dungeon Masters Guide before creating races on the wiki or consider reading some of DnD_Guidelines.
Hollow (5e Race) Needs a nerf overall. Pack Tactics is considered one of the strongest traits in the game, a set moderate DC for Cero, 12 natural armor, Using Strength modifier for the number of times you can eat souls isn't practical it would be Charisma if anything, Might is too strong on strength-based martial classes, Pesquisa seems to assume player decides the DC for such check when it would be the dungeon master. The race is also missing a generic Hollow subrace and the ASI's given are out of place. Overall, needs a nerf and some more work.
Homeblessed (5e Race) Mechanically incomplete if there was such a word.
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.
Hydronian, Variant (5e Race) Traits don't use correct wording if any at all. Needs to be mechanically rewritten to make sense.
Hygeist (Demon) (5e Race) Living Shadow is incredibly overpowered, especially as a Fighter with at least 4 attacks per round
Imp (5e Race) Traits are vaguely written don't conform to 5th edition standards. Overall needs a mechanical rework.
Ink Bound (5e Race) Traits are largely convoluted and require rewritting to make more sense within the context of the system. Consider breaking traits up into less all encompassing traits and consulting other races that have similar racial trait to see how they are written.
Ink Cursed (5e Race) Uses weird terminology that doesn't exist in 5th edition.
Inkling, 2nd Variant (5e Race) See talk page.
Ishilb (5e Race) Trait wording needs improving and simplification throughout consult the 5e Race Desing Guide for help. Uses incorrect formatting, see Help:When to Italicize and Capitalize for help. Trait balance is questionable here as well such as granting a flat bonus to Armor Class. Look at the first parties Tortle race to see how they have done a race with a similar shell carrying characteristic.
Iwinovus (5e Race) SRD references need to be added and the wording needs improvements. See the 5e Race Design Guide and the Help:When to Italicize and Capitalize for help. Granting this race a +4 ASI that is largely their choice as well as blightsight is largely questionable balance wise given the number of additional traits they get on top of these high power traits. In addition, 20 feet isn't a standard 5th edition special sense increment. Overall needs a mechanical rework as the traits don't really transcibe the race very well.
Jotun (5e Race) Jotun Pride is incredibly powerful, because there's nothing to prevent them from making everyone their personal enemy
Joy Human (5e Race) Read the Players Handbook before making a race because as it stands it comparatively is poorly balanced and breaks even the most basic standards a race should adhear to. Give the relevent sections of the DMG and the wiki's own 5e Race Design Guide a read too.
Jupotes (5e Race) Poorly worded traits. Read the Musicus Meter (5e Guideline) for the correct wording and standard for these traits.
Kajask (5e Race) See talk page.
Kitsune, Variant (5e Race) The trait wording is incorrect in several places throughout. Compared against one another the subraces are not balanced or in line. The linking of a number of uses for abilities to the number of tails is a cool concept but doesn't work in practically going by an additional tail every 3th level. Giving a free barbarian rage, 3 favored terrains(whatever that is meant to refer to is unclear), Truesight, etc. In addition, image formatting is broken, a red link, missing a few SRD references and incorrect capitalizations. Overall, a bit of a mess and requires a rework.
Kobin (5e Race) 60 feet of Tremorsense, immortality, large burrow speed, odd spelling/wording throughout such as "Dark-vision" and "Dig speed". Most of these issues could be fixed by reading the relevant sections of the Dungeon Masters Guide and the Players Handbook for reference.
Kreen (5e Race) A bit too strong as it stands, near unconditional advantages and traits could be greatly simplified and broken down into smaller parts. In addition, missing SRD references and incorrect wording/formatting is present. Read the 5e Race Design Guide and Help:When_to_Italicize_and_Capitalize for help.
Kuo-Toa (5e Race) Traits don't blend very well together or with the limit amount of lore provided for this race. In addition, this race probabbly has too much.
Laguz (5e Race) This race still might be too powerful, but overall the race has been significantly toned down.
Livingsteel (5e Race) This gets way too many resistances and immunities.
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.
Magic Hound (5e Race) Please read the 5e Race Design Guide before creating races on the wiki. Compared to any first party race this is too strong and breaks a number of 5th edition conventions.
Majin (5e Race) Turning enemies with 2 hp or less into food does not work. Flight is overpowered. Class specific traits should not be used.
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.
Mutarm (5e Race) The Transform trait breaks all bounds of what a race should be allowed to do. It changes your ability scores, it has round counting, and it changes your size and damage output to ridiculous amounts. See the talk page for more info.
Onyx Skeleton (5e Race) This race's subraces very greatly in power, the race has a tiny size and large size race without design disclaimers, and the race has a number of extremely powerful features(Stone Soul and Hand of Steel to name a few).
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.
Primordial Echo (5e Race) This class has a feature that exists outside the scope of what a race is meant to be. Allowing a player to pick any class feature of their choice is absurdly overpowered and very munchkin-like. Currently, this race has limited flavor to appeal to it outside of that and requires a conceptual rework.
Real Dragon (5e Race) Direct upgrade to the dragonborn from the PHB.
Saiyan (5e Race) This race still has a transformation of easily questionable balance. Gargantuan size, 1d8 unarmed strike with 10-foot reach, Frightful Presence, resistance to non-magical physical damage all at level 1. In addition, unexplained words(Blutz Waves?), incorrect capitalization of words(damage types), large areas of text bolded(statistics of the transformation), vague terminology("You Constitution and Strength increases by 1" when it should be "Your Strength and Constitution score increases by 1."). Please read through the relevant sections of the Help:Portal such as the Class Do's and Don'ts (5e Guideline), the 5e Race Design Guide, the Understanding Bounded Accuracy (5e Guideline) and of course the Help:When to Italicize and Capitalize.
Siren (5e Race) See talk.
Treant, Variant (5e Race) The trait wording needs work. SRD's are missing throughout. The image needs to be shifted to the right side and correct credited/sourced. The text is a straight up copy and paste from the 5th edition Monster Manual. Overall, a poorly adapted version of their monster manual stat block, read the 5e Race Design Guide for help and Volo's Guide to creating monstrous player races.
Unicorn (5e Race) Trample and Hooves traits are overpowered.
Unmade (5e Race) Uses round counting, you can grapple anything, Broken Life, Necessary Form, Intangible, and Unseen are all overpowered and the race as a whole is breaks the bounds of what should be allowed for a race.
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.
Warforged, Variant (5e Race) This race receives way too much and gain some of the best parts of the Dwarf, Elf and Human/V. Human. Also, the page and traits read poorly and need to be reformatted so users of the race know what they are getting. These concerns are similar to those outlined in the talk page.
Wendigo (5e Race) The traits are poorly worded to the point of not being balanced and require a Dungeon Masters. In addition, flat bonus's, round counting are used.
Westrato (5e Race) Race and class features generally should not grant gold.
Yardrat (5e Race) Unlimited teleportation and Wisdom bonuses to all spells is completely broken.


Articles with a "Needs Balance" template.
Page Name Notes
Fey Warden (5e Subrace) This subrace is vastly more powerful than any other 1st party elf subrace.


Articles with a "Needs Balance" template.
Page Name Notes
Aincrad Knight (5e Class) Check talk page.
Archer of Infinite Blades (5e Class) Broken reinforcement is totally overpowered. It takes 12 mana to do major damage, and the class gets 900 mana at level 20. Stack this with Gate of Bladeworks and the problem is exponentially compounded. Biological reinforcement is ridiculous. Ability score adjustments for practically nothing, and are they permanent? Overall, the damage output of this class far exceeds norms. The class also has rounding counting, two common saving throws, 4 skill proficiencies, feats, mentions of free actions, numerous features with effects that stack, and many overtly broken or non-standard features. See Class Do's and Don'ts (5e Guideline).
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.
Armament Mage, Variant (5e Class) This class's features look like they belong to a martial class yet this class has full spellcasting. See the talk page.
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?
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)
Cannibal (5e Class) This class has two common saving throws, unclear features, and round counting. The class also has many features that are far too powerful(Prepare & Consume, Growing Hunger, Scary Consumer, ect.) and the class as a whole doesn't fit well together(what is the goal of the class in combat?). See Class Do's and Don'ts (5e Guideline) and the 5e Class Design Guide as well.
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.
Crusaders (5e Class) This class has too many features at 4th level, improper save DC's, 3 saving throw proficiencies, and several overpowered features in Legionnaire's Blessing, Taunting Shout, Legionnaire's Might, and several others. 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.
D'ivers (5e Class) Feature spread is incorrect. Terminology is incorrect ("health", etc).
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 Dealer (5e Class) A full spellcasting class should largely not have features when they gain spell slot levels, and when they gain ability score improvements. The class also shouldn't have two common saving throws, among having a few too many powerful features.
Death Magus (5e Class) See talk page.
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.
Dominion Overlord (5e Class) see talk page
Doom Guy (5e Class) See talk.
Dragon Mage (5e Class) Dragon's Magic is structureless and vague. It's impossible to determine overall balance, as we have no idea what the magic capabilities are. Did the author not have access to the PHB? Is it the equivalent of full spellcasting? How is this balanced with the class's good melee capability? Various mechanical errors throughout.
Dragon Rider (variant) (5e Class) See the talk page.
Dragon Slayer (5e Class) See the talk page, the talk page for the Dragon Slayer (Demon Slayer Variant) (5e Class), and Class Do's and Don'ts (5e Guideline).
Dragon Slayer (Demon Slayer Variant) (5e Class) See the talk page and Class Do's and Don'ts (5e Guideline).
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.
Dualist (5e Class) Questionable design and balance, see talk page.
Elemental Assassin (5e Class) This class has round counting, the Luck of the Wind feature which greatly improves your damage output, and the Elemental Weapon feature which deals too much as well. This class is strictly better than the rouge with a d10 hit die with better sneak attack at lower levels, half spellcasting, and other features which boost your damage output. The class also shouldn't just take its subclasses from the rouge, and overall has too many features.
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.
Frost Knight (5e Class) This class has improper saving throw DC's, round counting, and mentions of the movement action(not a thing in 5e). Several features also have questionable effects(Icy Ground immobilizing with no repeated saving throw (this is not a condition so explain the effect), there should be a limit of the uses of Presence of Death, Frost Armor is incorrectly worded and shouldn't provide an AC boost this early, ect.).
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.
Hunter, Variant (5e Class) This class is strictly better than the rouge with 2 common saving throws, extra attack, the Ambush feature, and too many powerful features at lower levels. The class table that does not match the class.
Imperial Warden (5e Class) see talk page
Jumper (5e Class) +4 Con, absurd abilities, and not focusing on how jumping in combat is perfected by this class, shows me that the 5e Class Design Guide was not read beforehand.
Ki Fighter (5e Class) This class is overall better than the monk, with the training feature which is completely broken, ki points at 1st level, flight, the Greater Flurry which greatly increases your damage output, Ki Recovery which allows your party to heal to full an absurd amount of hit points by you repeatedly taking short rests, Ki Strike which is gotten earlier and is arguably much better than Ki-Empowered Strikes, and several overpowered subclass features. There is also mentions of will saving throws and base attack bonus which are not things in 5e, see Class Do's and Don'ts (5e Guideline).
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
Lancer of the Shattered Plane (5e Class) This class has powerful fighting styles that bonuses stack with other fighting styles upon multiclassing, the class gets it extra attack at non-standard levels, the class deals absurd amounts of damage with its all its attacks using a signature weapon, it has half spellcasting, and the class has a number of extremely powerful Enhancements.
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) A spellcasting class should largely 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 Despair Aura past I, Low Tier Magic(and other tier magic as you are gaining metamagic effects for free), Dark Wisdom, Create High Tier Undead, and several other class and subclass features as well.
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
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.
Menace (5e Class) This class shouldn't require creature's who attack to make a saving throw and mentions standard actions and several other terms and mechanics not included in 5e, among having a host of non-standard features. See Class Do's and Don'ts (5e Guideline).
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.
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 (5e Class) 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
Original Warcraft Shaman (5e Class) A full spellcasting class should not have features when they gain spell slot levels.
Overlord (variant) (5e Class) See the talk page. While not necessarily too overpowered, the class has countless other issues.
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.
Primitive Warrior (5e Class) This class has the barbarian's rage and better martial prowess than the fighter combined into one class. Then the class has a broken unarmed defense and several other extremely powerful or broken features.
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.
Psychic (5e Class) This class has improper saving throw DC's full spellcasting table not in the class features template, full spellcasting classes largely shouldn't have features when they gain a spell slot(which this class seems to ignore), ability score damage, and a number of powerful features (Mind Over Matter, Mindsight, Dominate Mind, and most others). See Class Do's and Don'ts (5e Guideline).
Puppeteer (5e Class) There are no spell slots available, making it difficult to figure out if there even should be a spell list associated with this class.
Ranger, Non-Magical Variant (5e Class) This class gives you access to feats, has round counting, and overall deals more damage than the fighter at higher levels. See Class Do's and Don'ts (5e Guideline).
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.
Rider (5e Class) The beastmaster ranger gets a CR 1/4 creature at 3rd level and you get a CR 3 creature at 1st level? The also is far too strong in combat with advantage on attack rolls, a blade that deals extra damage, the Might feature, a 3rd attack at 11th level with a pet, and various other combat focused features.
Rift Weaver (5e Class) See talk page
Rune Craft (5e Class) See talk page
Runepriest, Variant (5e Class) Basically a souped up warlock mixed with cleric. It effectively has short rest spellcasting without being "true spellcasting" (IE not subject to annoying things like counterspell or dispel magic), and gets glyphic inscriptions rather than invocations. Except you get a lot more glyphic inscriptions than you would invocations, you get them faster than you would as a warlock (IE you get your 3rd inscription at 3rd level with rune priest level, where as you don't get your 3rd invocation until 5th level as a warlock) and a bunch of them look better than anything you'd ever get as a warlock. Oh, and you get two good saves (Wisdom and Constitution).
Saiyan Fighter (5e Class) The class has many issues. This class is beginning to become a fan service page instead of a useable dnd class. Consider deleting some of the ridiculous transformations which the class has far too many of and balancing the class based on the monk. See Class Do's and Don'ts (5e Guideline) for other issues that need to be addressed as well.
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.
Servant of the Gods (5e Class) Tapping the Divine allows you to gain a bonus on your rolls on too many of your rolls at higher levels, There is Only One Way allows you to cast two spells at once and changes your Intelligence modifier, the A Shell for Gods feature allows you to cast 6 9th level spells, you can regain spell slots every short rest, and there is an entire subclass dedicated martial combat, yet this class has a d6 hit die, no armor proficiencies, and is not proficient in martial weapons.
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.
Shadow Walker (5e Class) See the talk page, the class has too many proficiencies, a feature like sneak attack, 1/2 spellcasting, features when it gains spell slots, among various other powerful or broken features.
Shadow Walker - Variant (5e Class) This class has too many proficiencies, two common saving throws, too many features, and deals far too much damage.
Shadowsoul (5e Class) Several features have poor definition, see talk page.
Shambali (5e Class) See talk page. please leave CONSTRUCTIVE criticism only.
Shattered (5e Class) This class's balance also needs to be looked at. 4d10 Force damage at the 1st Level with full spelllcasting isn't okay.
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?
Soul Warden (5e Class) This class has static bonuses or negatives to ability scores, round counting, and several extremely powerful features in Spirit Double, Partial Animation, Sacrificial Souls, among several others. The class features also do not match the Soul Warden table. See Class Do's and Don'ts (5e Guideline).
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.
Spatial Summoner (5e Class) Way too many evolution points are granted since they are basically each at the power of separate features.
Spellblade Variant (5e Class) This class deals far too much damage with arcane blade, and numerous archetype features are overpowered or broken.
Spellfire Wielder (5e Class) This class mentions standard actions, has round counting, and can deal an absurd amount of damage at 1st level. See Class Do's and Don'ts (5e Guideline) as well.
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.
Swordmaster (5e Class) Uses round counting, among other concerns. See talk page.
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,
The Gentlemen (5e Class) This class should not have conditional features that provides static bonuses or features that negatively impact the class. Anger of The Gentlemen, Chivalry, Man of Many Hats, Challenge, and numerous other features are non-standard or extremely broken. The class also gets 3 proficiencies of your choice and jack of all trades, while having the 4 attacks when you take the Attack action and the monk's Martial Arts feature. See Class Do's and Don'ts (5e Guideline) as well.
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) See talk page. 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.
Windwalker (5e Class) This class has round counting, multiclassing prequiresites are odd, and a few features such as Wind's Flurry and Wind Shield are overpowered. See Class Do's and Don'ts (5e Guideline).
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.)
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.
Xilan Warrior (5e Class) This class shouldn't have two common saving throws, an powerful and undescribed homebrew weapon, Strength as your unarmored defense, absurd bonuses to AC and increases to AC at lower levels(+1 is considered great), bonus action attacks that vastly increases your damage every turn and require creatures to make a saving throw on every hit, and various other issues.
Yellow Sun Kryptonian (5e Class) Not even slightly balanced.


Articles with a "Needs Balance" template.
Page Name Notes
Archivist Tradition (5e Subclass) See talk page.
Black Mage (5e Subclass) This subclass far exceeds the power level of any 1st party arcane tradition.
Concentration Everfliers (5e Subclass) This... er.. this isn't how... sorcerous origins work?
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 (5e Subclass) 7th level gives you a whole bunch of powerful features.
Dragonknight (5e Subclass) See talk page.
Dread Master (5e Subclass) See talk.
Lightning Domain (5e Subclass) This domain is incredibly overpowered, specifically when it comes to damage. For example, Divine Strikes normally deal 1d8 damage, not 4d8, and you shouldn't be able to deal 4d6 damage at 2nd level. Also, you aren't given spells from all spell levels (usually it doesn't go higher than 6th or 7th level).
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).
Path of the Lumberjack (5e Subclass) This path mentions things like movement actions and has a number of mechanically questionable features(changing rage, unarmored defense to a much more powerful variant, changing your saving throws, ect.).
Phoenix Blood (5e Subclass) see talk page
Quantumancer (5e Subclass) By new user, not yet playtested, looking for feedback
Raw Magic (5e Subclass) See the talk page.
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.
Spell Guardian (5e Subclass) This subclasses spellcasting is extremely overpowered compared to the other fighter subclasses. The arcane guard feature is also extremely powerful, and few features are also not adequately defined or have a few other minor problems. See this rule for how to properly balance granting a subclass this type of spellcasting.
Warlock Patron: Celestial (5e Subclass) see talk page
Way of Mercy (5e Subclass) Totally overpowered, as this basically just becomes unlimited Ki.
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
Bound Item (5e Spell) See the talk page.
Call Bird (5e Spell) So you get a bird (or even many birds?) as a sort of familiar (find familiar is a level 1 spell) and it can even attack for you.
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 (5e Spell) 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)
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
Eldritch Blow This strictly just deals more damage than other cantrips before 5th level. Also, if this is an invocation, it allows the warlock to deal far too much damage.
Final Spark (5e Spell) See talk page
Flowing Undead Wrath (5e Spell) Strictly better thunderwave with an arguably better saving throw for most creatures. This spell is also by far the best 1st level damaging spell a warlock has. Also, why can this be cast as a ritual?
Greater Disguise Self (5e Spell) 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. .
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!)
Imbue Personality (5e Spell) This spell has round counting and allows you to change a creature's personality with no saving throw for an indefinite period of time.
Leonardo's Amazing Card Trick (5e Spell) This spell has round counting and shouldn't get its power from channeling.
Lindworm Conflagration (5e Spell) This spell has variable range and duration. The spell also mentions free actions among various other non-standard things.
Lullaby (5e Spell) This spell is too powerful for a cantrip. See the talk page for details.
Magic Missile Storm (5e Spell) The thing is, do you know what magic missile-type effect is balanced for 5th level? It's Magic missile cast with a 5th-level spell slot. This needs to something different, perhaps an AoE.
Mass Exsanguination (5e Spell) There is no such thing as blood damage and critical failures. Also, this spell should just deal more damage instead of dealing a variable amount of damage.
Permanence of Being (5e Spell) This is really awkward. Why the weird roll instead of a saving throw? How come it is a wizard spell? The material cost is trivial at this level, you could just repeatedly cast the spell in your downtime until it works.
Pillar of Flame (5e Spell) This deals too much damage, the spell is better than 5e SRD:Fire Storm.
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.
Reverse Time (5e Spell) This means that the DM needs to keep track of where everyone is, what everyone's conditions and hit points are, every round, retaining the information for the last 4 rounds, if there's the possibility that this spell might be cast.
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.
Tears of Denial (5e Spell) just a really weak version of revivify, so weak that it becomes completely situational
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.


Articles with a "Needs Balance" template.
Page Name Notes
Aimless Shooter (5e Feat) The feat provides is lacking in diversity and appears to make up for this with raw power. The lack of fluff and single-minded direction only add to this feeling. The -5 option is even better than the one provided by the Sharpshooter feat (PHB) due to it providing superior damage in addition to being applicable to both spell and weapon attacks.
Close Quarter Ranger (5e Feat) It this is significantly more powerful than what half-feats are supposed to be
Dagger Savant (5e Feat) Does way too much and we already have two other similar dagger feats. We could do with going through all of them and perhaps give them three benefits each that do not cross over.
Destruction Master (5e Feat) This is a bit garbled, but I think it's saying that, for example, if I have a Strength of 18 then I can deal "max damage" on a melee damage roll, four times? And if I'm a wizard with Intelligence 18 I can deal "max damage" on a spell damage roll, four times. Particularly for spells, this can be a lot of extra damage. Is the sole function of this feat to increase damage output? No utility or flavour features?
Exact Shooter, Variant (5e Feat) Exact Shooter was already a powerful feat and this is even stronger. Increasing the prereqs does not allow for a feat to be more powerful.
Expansion of the Body (5e Feat) Awkward, confused design.
Healing Factor (5e Feat) Feats shouldn't have a level requirement, and no effect should allow you to gain unlimited regeneration, which is far more powerful than an ability score increase.
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

Paranoid (5e Feat) See the talk page.
Path of the Berserker (5e Feat) Does not fit with the design philosophy of 5e feats; I suggest reading the 5e Feat Design Guide.
Perfect Striker (5e Feat) This is strickly better than choosing an ability score increase, it improves your damage output beyond what you could regularly get, and it is not unique.
Relentless Will (5e Feat) See talk.
Spell Mastery (5e Feat) This is outright better than the wizard's 18th-level feature, and as such, is too powerful.
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)
Wild shape master (5e Feat) this currently does not meet the proper scope of 5e feats. 5e feats are not meant to be class exclusive.
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
Aspidochelone (5e Creature) Ability scores are incredibly OTT.
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.
Dragon Rider (variant) (5e Class) See the talk page.
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
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.
Blades of Summoning (5e Equipment) Suceeding any attack roll you make is far too powerful, and you get this effect with two weapons.
Bolstering Shot (5e Equipment) See the talk page.
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?
Book of the Dead (5e Equipment) Items should not gain additional effects when you gain levels, nor should it be able automatically kill you. The item also provides far too much, it grants you additional spell slots, allows you to cast a number of spells, and vastly increases your hit points.
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.
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.
Buugeng (5e Equipment) See the talk page.
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.
Courage-Seeker (5e Equipment) This item has a decent bonus to attack and damage rolls, immunity to being frightened, and it has a point system that allows the weapon to deal absurd amounts of bonus damage. The curse also does nothing to pretty much every PC that will use this weapon.
Craven Edge (5e Equipment) See the talk page.
Crescent Scythe, 2nd Variant (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?
Cursed Blade (5e Equipment) Design needs improving. It's nonsensical in places.
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")
Dauðadrepi (5e Equipment) This weapon is strictly better than all other mundane weapons.
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 (5e Equipment) What. Was this supposed to be a magic weapon?
Dragonfang Longbow (5e Equipment) See talk page.
Dragonsbane (5e Equipment) This weapon provides far too many powerful effects, has round counting, and can transform you into any type of metallic dragon.
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.
Garotte of the Cenobite (5e Equipment) See the talk page.
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.
Goliath Rock Smasher (5e Equipment) The name of this weapon doesn't fit its description, this weapon shouldn't be strictly more powerful than the greatsword, and if balanced it shouldn't be a generic copy of said weapon.
Greataxe of Baphomet (5e Equipment) This weapon is far too powerful for a mundane weapon.
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.
Hala-Kiir (5e Equipment) A longsword does not deal 2d10 slashing and 1d6 necrotic damage and this weapon has the potential to gain far too many charges.
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?
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?
Hook Sword (5e Equipment) 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.
Immortal King's Ogre Maul (5e Equipment) See the talk page.
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 and numerous extremely powerful effects.
Infernal Axe (5e Equipment) This weapon provides far too many powerful effects, there is no duration on the summoned creature, the curse is not really a curse for a lot of creatures, and this weapon can gain a +8 bonus to hit against celestials.
Infinite Golem Manual (5e Equipment) A regular golem manual is a very rare item that is consumed upon using it, yet this uncommon item can presumably not disappear and it acts like a golem manual?
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.
Kurikara (5e Equipment) This item can give you free rages, which full effects are not explained, that negate the spells you may be able to cast through this weapon or through other means, and this item's charges should cost an amount equal to the spell slot level used to cast the spell.
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.
Magic Sweet Box (5e Equipment) These sweets vastly breaks the bounds of what should be allowed in D&D 5e.
Major Threat .22 Pistol (5e Equipment) See the talk page.
Major Threat .45 Pistol (5e Equipment) See the talk page.
Manticore's Mane (5e Equipment) Needs to be rewritten so that it uses the actual 5e rules.
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.
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.
Mounted Heavy Repeating Crossbow (5e Equipment) Exotic needs to be changed to something usable.
Necklace of Zeus Blood (5e Equipment) 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?
Neutral Combat (5e Equipment) This weapon has next to no actual effect besides dealing too much damage.
Old One's Bone (5e Equipment) Incomplete, trying to think what I want this thing to do, and the base abilities I put in are pretty op.
Permanent Potion of wings (5e Equipment) This potion costs next to nothing, somewhat rare isn't a rarity, and no consumable should give PC's access to permanent flight.
Pet farm (5e Equipment) "Pet" needs defining. Can another PC be a pet? If the pet is an animal, how do you know if it is willing or not? Is the snowglobe extradimensional like 5e SRD:Magnificent Mansion? What is it like there? Who feeds the pet? How do you pay the fee? What happens if you can't or won't pay the fee? Where does a summoned pet appear? How many pets can be stored?
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
Potion of Violent Divination (5e Equipment) The psychic damage is a bit pointless, you would just wait until a long rest to drink this. Doesn't really explain what the "random flashes from the future" are. Is it an image, or a thought or a feeling? How specific or vague is it? How "random" is it? If the "flash" is that the player is eating a cheesecake in 20 days time, what happens if the player decides not to eat a cheesecake? Is it the burden of the DM to force the situation? Is the "upgraded" version the rare version? Why does making it shine increase the rarity?
Potions of potions (5e Equipment) Writing is poor, the effect is vague (how do the potions appear?), the potions are poorly defined.
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.
Razor Net (5e Equipment) This net deals far too much damage, costs far too much for a mundane weapon, and how the net traps a creature is not described.
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"?
Rimefire (5e Equipment) The blade itself deals a large amount damage, you can cast infinite counterspells with the blade, and you can potentially regain a broken amount of spell slots or deal a large amount of damage with the weapon's gained charges. The weapon also doesn't require attunement and shouldn't unlocks additional effects through extremely specific circumstances.
Ring of Famine (5e Equipment) This item has next to no actual effect for a legendary item.
Ring of Interception (5e Equipment) Hardly of a legendary tier and so niche is application it is hardly worth such a rating. The image looks like a ring of mind shielding in silver.
Ring of Pestilence Infinite casting of most higher level spells is really strong contagion included. You can cast this spell on multiple different creatures, or repeatedly on one creature until it is infected, too the point where this item allows you to cast this spell more than what any other legendary item should be able to do.
Ring of Solomon (5e Equipment) Has a lot of features and replicates the effects of a number of powerful magical rings, most of which are rare or very rare, and one is even legendary.
Ring of War (5e Equipment) You shouldn't be able to infinitely force a creature to make saves so it will never attack you and the amount of creatures you can have under this effect is far too many and varies too much.
Ring of Weapon Storage (5e Equipment) I mean... how many swords are we talking as far as maximum space? A one-handed weapon can be of any size and fit in this ring and the moment I put my pixies Tiny greatsword in there it breaks going by the current description. This requires a rewrite and a bit more thought to be put into it.
Robes of the Fallen (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
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?
Scythe of Reaped Souls (5e Equipment) The maximum available addition to attack and damage rolls is a 3. This weapon seems to be able to perma-fear lock characters. The mechanics of the curse seem fair nonsensical and arbitrary. Overall this weapon fairly poor for a legendary weapon. Look in the Dungeon Masters Guide and see some of the sample weapons that already exist in the game.
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.
Shatter Shield (5e Equipment) See the talk page.
Shi Yu Scarf (5e Equipment) Nothing should have an effect that requires an on hit saving throw with every hit. The Blue Crystal effect is broken, and A Thousand Graves has the potential to be game breaking as well.
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?).
Slither sling (5e Equipment) Polymorph needs to be based on a CR, as hit points can be variable, and should say how long it lasts for. The DMG has a staff that turns into a snake, check that for wording.
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.
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?
Staff of Cats (5e Equipment) Actions as turn-based mechanics are missing.
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 20 Moon Pearls (5e Equipment) Mechanics need bringing to standards.
The Absolver (5e Equipment) See the talk page.
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 Shaed of Shadows (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
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 Sworde of the Wynde and Sea (5e Equipment) This weapon has a overpowered bonus to its attack and damage rolls and has no other effects.
Thinuaran Blade (5e Equipment) See talk page
Thunderfury, Blessed Blade of the Windseeker, Variant (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.
Tome of Runes (5e Equipment) Why would I ever use this, if it heavily penalizes my spellcasting ability? If I'm a wizard and I create a rune for a 6th level spell, my Intelligence goes down by 3? Also,
Twilight (5e Equipment) See the talk page, this weapon allows you to store far too many spells and spell slot levels.
Undead Longbow (5e Equipment) Poor design, with multiple stacking saving throws per at-will attack. This is why many magic items have charges. Doesn't explain what the "undead minion" is. I guess you could top up to maximum minions by killing some sheep or whatever?
Vault Suit (Treated Lining) (5e Equipment) A plain 13 AC light armor is not balanced.
Vincent's Sword (5e Equipment) There is no godly rarity, the effect of this weapon is poorly defined, and the weapon itself is overpowered since it increases your damage output by an absurd amount(large amount of guaranteed damage is not ok). See the talk page as well.
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.
Whistle of the Beast Tamer (5e Equipment) Even just allowing PC's to potential gain access to a singular powerful creature besides themselves is beyond the bounds of what a magical item should be available to provide. This item goes beyond that though and boosts several creatures that may already be powerful to extreme levels.
Wolf Knight Greatsword (5e Equipment) Poorly worded "frontflip" trait with dubious mechanics. If this is a magical effect, and the character is Strength based, why must an acrobatics check be made? Lots of small errors, such as the landing spot not requiring to be unoccupied, misuse of the word "succession", charges linked to rests instead of daily recharge, and ultimately all it does is more damage. Even without these issues, the base weapon is a strictly better holy avenger.
X-Buster (5e Equipment) The +2 bonus to AC alone is powerful enough for a rare item, yet this item gets a variety of extremely powerful shots, and you can situationally gain advantage on attack rolls.
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
Zen Ultra Greatsword (5e Equipment) This weapon is strictly better than all other mundane weapons, weapons usually don't have prerequisites, and oversized weapons only supposed to only deal one-step greater damage.


Articles with a "Needs Balance" template.
Page Name Notes
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 Bold Charges (update) (5e Epic Boon) 5e does not use stacking critical hit thresholds- the Champion fighter subclass does with superior and improved critical. Why not for a higher than 20 reward?
Boon of Extensive Knowledge (5e Epic Boon) A wizard learns spells by adding two when they gain a wizard level, or by transcribing them into their spellbook. Intelligence modifier has nothing to do with this.
Boon of Monastic Tea (5e Epic Boon) Should be a feat if anything.
Boon of Rapidity (5e Epic Boon) Boon of blandness.
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 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.
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.
Kitsune half-blood (5e Race Variant) The wording for traits is so vague and unspecific it makes it overpowered. Read the 5th editions books and the 5e Race Design Guide.
Needsbalance (5e Template) horribly overpowered what the hell man
Operatos (5e Deity) Worshiping this is extremely strong compared to other deities which don't mechanical benefits, but worshiping Operatos comes at a huge risk.
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.
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