User:Geodude671/5e Pages Needing Balance

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Races

Articles with a "Needs Balance" template.
Page Name Notes
Aasimar, Variant (5e Race) This seems to just be a strictly better Aasimar. It has a glut already of base traits, and then the subrace recharges are also worded incorrectly. You have very strong traits also like additional HP per level, as well as how harvesting scythe and the necro mantle clearly being intended to play off one another with a lot of synergy.
Abomination of Mother Nature, Variant (5e Race) The race gains access to too many powerful traits, the natural armor/Enhanced Senses/flight/burrower/ect. is quite powerful in conjunction with the other traits, and Adaptive Assimilation is simply overpowered/not well designed due to the vast differences in the power level of some races' traits.
Abomination of Mother Nature (5e Race) On a second glance, the traits given as choices are problematic. Off the bat, you have natural armor adding whatever "toughness" is to your AC. This also scales to encompass not only unarmored defense, but also a goliath's defense gimmick. How some of these just give add-ons at levels over 5 is a bit weird, since some of the traits give basic, 1st-level racial traits at 10th level. However, this is compounded then by the addition of traits at 10th level. Remember that, in official content, there are no traits gained beyond 5th level, save for dice increases of something like dragonborn breath. This race's progression most closely mirrors something like simic hybrid, but then also outclasses it completely in scaling. There are also additional effects like "captivate" which doesn't seem to be charm, and yet the latter part of the trait mentions charm? Digger runs into the usual issue of a character gaining automatic full cover just by burrowing down. The wild disposition granting those unarmed strikes with increased die steps onto monk's toes and the tail is fairly strong as is, not even requiring necessarily an action to make the attack. This also gets piled on since you get multiattack out the gate if you combo the traits. Brain alteration uses meters, which isn't a unit used in DnD. Pounce has an arbitrary save. Many traits use the incorrect language of "per long rest" (bioelectric, blinding spittle, etc.). The stinging tail doesn't say what is needed for the extraction process check to succeed. Bloodthirsty savagery has the HUGE issue that even classes run into because it encourages the "hamsters in a bag" cheat in order to rack up unlimited extra advantage and damage. Frills doesn't specify what "terrified" is, and it's not a condition in 5e, either. Overall, this race needs a lot of work to make it scaled closer to first party content so it can be used at more tables.
Adapted Human (5e Race) Right now, this race have around 12 points in musicus meter, with subclasses taking it as high as 14, so more than double the average(considering average being 6) of PHB races, not mentionig immunity to two whole conditions. This needs some serious fine-tuning. I recommend reading [| guidline] for designing races before balancing it
Aetheri (5e Race) This race gets +1 AC AND a ridiculously high AC calculation rivaling that of a class feature (conveniently factoring their two ASI stats). This thing also gets a non-recharge-necessary attack at 3rd level that also ages targets and gets a high bonus to perception checks. The complete order and perfect attacks are also inexcusable for 5e race design and overall balance in general, breaking bounded accuracy and adding traits beyond 5th level.
Alkilith, Variant (5e Race)
Animated Statue (5e Race) Not balanced, see talk page
Ankou Wraith (5e Race) See talk page
Anomalous Human (5e Race) The description strikes me as human variant, first and foremost. The traits afforded in the subraces are also somewhat imbalanced. See talk page
Astomoi (5e Race) The main crux of imbalance here is the range of 300 feet that basically makes you aware of everything around you, as worded by the telepathy, through obstacles and such. This is an extraordinary range at lower levels and makes it harder for the DM to use the usual tool box of ambush encounters.
Awakened Doll (5e Race) The vagueness of the language makes this class have many traits you simply cannot use. "You reveal the horror of the void" does what, even? Frightened? Force a save? Also, races do not automatically have spell saves, as that is a class feature. This needs a lot of mechanical working and thinking to make it playable.
Axolot (5e Race) Water dependency is worded strangely. It needs to be more general like that of grung. Regeneration is a big no-no, and no limit on usage. Resilience doesn't quite understand how diseases aren't able to be rounded all the time. Xolotl's gift is virtually unusable because of how its effects are worded and incorrectly not connected to what happens when you use it. Also, the spelling and grammar is a big no.
Baby Tarrasque (5e Race) This race appears to be deliberately overpowered, with traits like blindsight, regeneration, advantage on all saves against all magic effects, and more.
Beeforged, Variant (5e Race) Far too many traits which do far too many things
Beholden (5e Race) The Eye rays grants you five cantrips of Dm's choice, which is kind strange. If these are weakened beholders and you wanted balance, it might be better to just cut down on the free cantrips and then allow player choice. Also, higher ability scores shouldn't grant an additional benefit to this trait. Also, see how Beholderborn (5e Race) handles the eyebeam
Beholder Spawn (5e Race) Disintegration ray is very strong at lower levels compared to something like magic missile, and it has no limits of use.
Belial (5e Race) Clunky mechanics. Wording needs to be improved and fleshed out.
Blood Elf, 3rd Variant (5e Race) "The third blood elf" What third? The formation of weapons using blood is poorly detailed and doesn't specify the time needed to make the weapon. The ability to create martial weapons using a vial of blood suffers from the same issues. In general, this weaponmaking race needs proper constraints on its abilities, like how to actually make the weapons, what it takes to do so, how long the weapons remain, etc. Otherwise, this is too easily abusable to generate large amounts of income by selling blood-made weapons.
Born Bladesman (5e Race) This race is narrowly focused on weapons. Half-Orc would be a good comparison. Does Power Lounge's bonus action clause mean you make an attack with a weapon? If yes, it needs to reworked to happen only once before resting, and should probably not have any bonuses whatsoever, and even a drawback. If the damage is supposed to be done by you landing on a creature, then that needs to be clarified. Born to fight has too much going on and should be 2 traits. The section about opportunity attacks is totally bizarre and seems like it belongs a on cursed magic item instead of a racial trait. Endless Whistle's stipulation of CR 1/8 is borderline irrelevant and accounts for basically everything in the game; Ponies and mastiffs have a CR 1/8. Communication with language essentially requires attunement?
Changeling, 4th Variant (5e Race) Shapechanger Humanoid does not explain how creature traits can be used.
Chrisanthor (5e Race) This race currently has far more than 10 traits. Several traits are contrary to standard 1st-party race design or are overpowered. Having potential vulnerabilities doesn't mean other traits can be broken. See 5e Race Design Guide.
Cindsler (5e Race) You get a freaking +6 ASI. Oh, and you're Large size. And have way more than the official race movement speed. As if that wasn't enough, you also have unlimited poisoning capabilities, higher-than-monk unarmed strikes (two, not just one!), a cantrip-equivalent, and a smattering of other things that just make this way over the top. Please refer to how actual official races are balanced, because this puts even a yuan-ti to shame.
Clone Trooper (5e Race) A flat 1d4 bonus to all attacks with the range weapon encroach on bounded accuracy, especially at higher levels with magic items! The other traits are also moderately strong, so this is better compared to first-party content
Cookiefolk (5e Race) This race is a bit weird in balance because the Tiny size implications will never not be problematic. Going from the base race, you have a very powerful trait of life powder, which boosts your HP potential by a lot. Mad Dash doesn't have an action to use it. The glutton trait is weird because I feel it was meant to increase the effects of potions, which is also very powerful. Meals also don't get rid of exhaustion. You need nutrition AND proper rest for that. The idea of Sogginess as a new condition feels like it needs a lot more elaboration. Since this is a race for a specific supplement, it would be good to have it as a variant rule for that campaign setting. But we already have two rather powerful traits in the base.

Onto the Subraces. The flat bonuses and doubling or halving damage feels way too class-like and are also very powerful. Ovenbreaker even mentions a "high advantage" (whatever that is) and more than one subrace gives you a free pet. There's also some very overpowered traits (possession is never an answer, curse of the dark cookie is literally a warlock feature slapped here, eg). If this is intended for a certain level of play in the setting, I would recommend changing this page to be a (Cookie Run Supplement) so people don't think it's for a generic table.

Coyotefolk (5e Race) Not a super crazy race, but some of the power is a bit wonky. So this has 4 ASI when put altogether with base and subrace. That's on top of the 35 walking speed. If it were that and just the base traits, this would still be okay, not too versatile that it goes over even a half-elf. The things that push the envelope is something like pack tactics. Kobold was an official race with pack tactics... but they also had sunlight sensitivity. Also, this trait was removed in the updated version of kobold in MPMM. By itself, it wouldn't be too much a problem, but coupled with the abovementioned extant bonuses, then it gets a bit much. Cutting down on a score might even it out and make room for a flavorful ribbon trait, even. Opportunistic strike is similarly powered, but more allowing for attacks per round than advantage. Attuned to trickery gives blanket advantage on deception checks, which is a no-no. You want to avoid that and try to use situational advantage, generally. The second half about rolling against being charmed is interesting, but the wording on rest recharges is incorrect.
Craisty (5e Race) 50 Flying speed. Advantage on saving throws for half a dozen conditions. 2 skill proficiencies, and universal advantage (or prof. bonus; I can't tell) covering a multitude of areas it shouldn't be. See 5e Race Design Guide.
Ctalln (5e Race) 5 ASI. 45 base walking speed blows 1sst party races out of the water. Having fewer traits doesn't mean the others should be overpowered to compensate. See 5e Race Design Guide.
Dejah (5e Race) Allowing these guys to wield multiple shields and two-handed weapons on top of large size and +4 ASI is, build-wise, stronger than the marilith
Devoid (5e Race) The doubling and then stunning of the joints is a bit min-maxy with how it hits a dead low after a minute of faster speed and stretchy arms. The Obsession trait honestly sounds almost like something a background has (like a stalker background). Is this meant to be for general 5e play, put against first-party content, or only for the setting?
Dirt (5e Race) The ASI for this thing is insane. There are also ridiculous traits (too many for me to list on a glance) including but not limited to 60 base movement speed, resistance to blud/pierce/slash, unlimited boosted healing... etc.
Dragon, 2nd Variant (5e Race) 1d8 natural attacks, large size, etc.
Elven Ascendant (5e Race) Too many overpowered features.
Enderian (5e Race) Silk touch does not have any limits, thus allowing you to potentially pick up an obscene amount of nonmagical things without needing a check??
Fallen Human (5e Race) Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.
Felkie (5e Race) Flat advantage on persuasion, advantage somehow on the first turn in combat? Some of the bloodlines are just ASI, which is kind of strange, but less problematic than the earlier mentioned.
Gem Galaxies GemKind (5e Race) Some traits outpace 1st races. The subraces are not roughly balanced between each other. See 5e Race Design Guide.
Ghani (5e Race) Several traits are not worded with mechanical stringency, leaving them vague and abusable or absolutely useless. 4 languages for a single race?
Ghoul, 2nd Variant (5e Race) Kagune were turned into a class for Ghoul, Variant (5e Race) for this exact reason, they're far too strong to just be something everyone gets automatically, especially when adapted like this. Additionally, Kakuja is a complete mess.
Gifted Human (5e Race) A race with what seems to be a whole subclass built in. Obvious issue there.
Great Spirit (5e Race) Spirit sanctuary is clearly not finished. As it is now, this race can basically cast unlimited, instant, impossible to dispel Leomund's Tiny Hut. This cannot be, if one can even make that assumption - as nothing important about this extradimensional space is written, like ways to enter it, leave, if you can just kidnap someone into it against that creature's will etc.
Gustatory Cookiefolk (5e Race) This race is a bit weird in balance because the Tiny size implications will never not be problematic. Going from the base race, you have a very powerful trait of life powder, which boosts your HP potential by a lot. Mad Dash doesn't have an action to use it. The glutton trait is weird because I feel it was meant to increase the effects of potions, which is also very powerful. Meals also don't get rid of exhaustion. You need nutrition AND proper rest for that. The idea of Sogginess as a new condition feels like it needs a lot more elaboration. Since this is a race for a specific supplement, it would be good to have it as a variant rule for that campaign setting. But we already have two rather powerful traits in the base.

Onto the Subraces. The flat bonuses and doubling or halving damage feels way too class-like and are also very powerful. Ovenbreaker even mentions a "high advantage" (whatever that is) and more than one subrace gives you a free pet. There's also some very overpowered traits (possession is never an answer, curse of the dark cookie is literally a warlock feature slapped here, eg). If this is intended for a certain level of play in the setting, I would recommend changing this page to be a (Cookie Run Supplement) so people don't think it's for a generic table.

Half-Giant, Variant-A (5e Race) This isn't horribly overdone with traits, but some spots do need work. With +4 base ASI, and 35 ft move, this also does get a sort of lot of traits. The base race alone would make up a race budget. The fire giant heritage's fiery touch attacks do not have a duration of how long the weapon is on fire for. Stone catcher also doesn't make much sense (I assume this was ripped from monk) as it is a class feature turned into a trait, but it also uses your action for some reason when you're the one being attacked?
Half-Phantom (5e Race) Resistant or immune to almost all damage types and conditions. Ludicrous.
Half-Phoenix (5e Race) A +4 ASI combined with enhanced darkvision and racial spellcasting is already perhaps too strong, the flying speed is far too much, and the rebirth trait is problematic at best (5e does not use level drain). A design disclaimer is no excuse for imbalanced content.
Half-Siren (5e Race) This race grants too many features, has powerful subraces, and grants several high-power spells which can be cast AT WILL at first level. Also, the bite attack is highly powerful. This race seems more like a mid-CR monster and is in desperate need of balancing.
Hippocampus (5e Race) The homeworld flying speed seems a bit strange since little information is given on it and so that speed is almost negligible as it is setting-specific. The hover speed also needs to be more stringently defined, as I am assuming it is what their "walking" speed is based off of despite the lack of legs.
Human Martial, Variant (5e Race) This has just a bit too much. Normal ASI, but 40 walking speed. You also get a dual-stat AC. Full-on immunity to frightened is also eating a significant part of the race budget, and combined with brutal crit and half orc endurance, this amounts to too much.
Hybrid (5e Race) This runs into the issue as any of the make-your-own homebrew half races... And it allows you to cherry pick the best traits from two potentially very strong races (like yuan-ti and halfling, eg)
Kreen (5e Race) See talk page
Latex Beast (5e Race) So the winged black subrace creates offspring? Are these controlled by the player or something? What stats do those have? The "line-of-sight" seeing is strange also. So you can literally only see in a straight line as drawn from a map?
Living Doll, Variant (5e Race) The need to absorb spells as crystal hearth body type seems very strange and doesn't really detail the actual downside if you do not absorb these spells to keep you running. Overall, the trait is also strangely worded and the need for levels at early levels is very difficult if you only run into cantrips or only cost your allies spell slots. This sort of trait would also justify being a primary gimmick for a race alone, and would be a lot coupled with a soul type. Traits like repairable really need a re/action to trigger. Overall, the combos between soul and body types feel a bit much given how strong or advantageous some of the sub traits are on their own.
Lovian (5e Race) Universal disadvantage on deception. What's a foresight check? Grease the Wheels should be proficiency, or a conditional advantage and probably say check. Damage types involve resistances or vulnerabilities, not a variable additive to the damage. Not all classes have spellcasting capabilities (Magician). 5e Race Design Guide.
Luma (5e Race) Racial traits generally do not improve beyond 5th level save for damage dice (dragon breath, eg.). Also, since these are star guys, should they not have limits on what they can wear due to their body shape? Their size category is also listed as just small, but they can apparently be tiny also (which comes with its own potential bag of worms).
Masked Puppet (5e Race) There are arbitrary DCs in this race, as well as flat bonuses to skills. Additionally, how does mask swapping work? The fact this race has essentially 4 subraces by the time they are level 20 to swap around is overpowered in besting pretty much any other race in versatility. It sounds more like a class gimmick, given how much a mask gives in comparison with something like the official eladrin.
Momokin (5e Race) +6 ASI, weird 4e skill bonuses, and if I understand right, the potential to make 6 attacks at 1st level.
Moth'Drin (5e Race) What is "mech armor" that impedes your flight? Also, this race just keeps gaining entire resistances to damage types? Yeah, no. And the subs have arbitrary saves, regeneration stronger than most axolotl-based homebrews, and also a large amount of excessive level scaling.
Mothlin (5e Race) Sense of smell has a mechanical benefit with the advantage on smell, so that part is fine. But the emotion part is poorly defined. What do you roll? What counts as "strong emotions?
Nature's Blessing (5e Race) The Change Form trait is far too open to interpretation, and could range from useless to gamebreaking. The Life Essence Bond trait is utterly absent of explanation.
Nopon (5e Race) Their breath "weapon" is written incorrectly with a very strange scaling and usage parameter. It should mirror the dragonborn's in dice and usage.
Nue (5e Race) The natural weapons of 1d8 break monk's unarmed strike damage. The poison attack is also way too strong.
Palademon (5e Race) The two forms have a 7th level boost, which is beyond the usual 5th level limit. They also give a flat bonus which is more 4e and discouraged in 5e. The occult variant doesn't work on account of having force resistance of all things, and a very setting-conditional trait to communicate with deities. The race also isn't fully well-conceptualized on account of how celestials and fiends work in DnD. And it also has alignment restrictions, which are ill-advised for 5e.
Pegasifolk (5e Race) Is this actually a pegasus? The typing is weird in that case. Also, the unhampered flying speed should have a clause about armor. Kick of wind needs to be worded like actual unarmed strike traits, Light of Love needs restrictions on use.
Perfect Homunculus v2 (5e Race) Seems more like a creature NPC then a playable race.
Phantom-kind (5e Race) Ghostly form doesn't seem to fit the design space for 1st-party race-based spellcasting. Needlessly better than standard darkvision.
Primarch (5e Race) Where do I even begin. This race has +2 to everything, which is a direct upgrade to the already pretty good Human. Flat AC bonuses are a big no-no, and a damage increase to all melee attacks is insane as well.It's almost like the Primarchs are intentionally meant to be a direct perfection of the baseline Human form, hmm?
Prinny (5e Race) not one race feature in here is remotely balanced, reach one being way over the top
Psionic Human (5e Race) See talk page.
Raesokeran Felis (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Round counting, flat increases to AC, several strong/useful traits wrapped up one. Overall too many strong traits are given/wrapped up and the traits will need a rework from a mechanic perspective to better work with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Reincarnated Devil (5e Race) Per the talk page, basing abilities purely off their anime sources is a very bad way to balance in DnD. You have traits gained after 5th level.
Rhopalofae (5e Race) The fact they are described as looking like normal butterflies, which are extremely tiny, and having 35 feet of flying speed, is a disconnect. Tiny size for PCs also can have some implications, see this variant rule, and this should be considered. Dex casting, even more so than con casting, is extremely powerful considering dexterity is a god stat in 5e. This is also poorly corroborated as to why dexterity, even. It would make more sense to only have cantrips from the subs, since they already get two. Getting three and having the spread score use is very messy and strong.
Rät (5e Race) Burrowing speed is very very dangerous for PCs, same as flying speed. Burrowing speed will allow a player to essentially gain cover very easily, and it is not limited in any way here, in contrast to the rakaka or dao subrace of the genie race. Additionally, their speed and supposed size is strange, since if they were Small, having a speed as fast as 35 feet is weird. There could be more flavorful traits injected here.
Sealing (5e Race) Flat armor bonus. See 5e Race Design Guide#Race Do's and Dont's (modifiers section).
Serpent-Kin (5e Race) Constrict starts off simple, and then climbs the damage range quite a bit. Additionally, it doesn't have a recharge, so you can use this more often than something like a dragonbreath. Speed burst also doesn't make any sense with "1.5m"
Shadowling (5e Race) See talk page
Slime, Variant (5e Race) Base AC of 17 and includes con mod. Proficiency in grappling isn't a thing, and the absorb trait deals auto-damage (also is written poorly in terms of targeting). And, of course, ridiculous resistances
Slime (5e Race) A full immunity plus another resistance, and two options to infinitely poison
Slippy Slime (5e Race) "within reason" is a nebulous constraint that means nothing and needs mechanical constraint for change form. Other traits also need some more mechanical wording, like usage specifications (is there a limit to what kind of item you can stick in your body, eg.).
Sugar Elemental (5e Race) Some of the wording for the traits is non-standard to 5e (using expertise or conditional expertise, eg). Also, no race should give resistance to any of the 3 basic weapon damage types
Swamp Ogre (5e Race) Aside from the two-player thing, even if this were a no-subrace race, this thing gets large size, extra movement, an even higher HP increase than normal races, AND a feat at base. With the subraces, this only gets more out of hand. Adamantine skull, for example, gives a super high damage die to unarmed strikes and a +3 to con. The -2 is reminiscent of the powergaming min-max of older editions, which is not the philosophy of design in 5e. The other subraces have similar power issues.
Sylphs (5e Race) This race could have 1 or 2 more traits. Unrestricted flying speed is iffy. See the 5e Race Design Guide.
Symbiote (5e Race) This reminds me of the priaced race, which was deleted for pretty obvious reasons. The way you even get a host and can just overpower them is not detailed well enough to balance this against first party content. Additionally, some of the traits scale beyond 5th level and are not simply damage increases like the dragonborn's breath. These are also written weird. Devour is also obviously unlimited healing. And also, sonic damage isn't a thing this edition.
Tenno/Warframe (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
The Eater of Worlds (5e Race) An extradimensional evil monster that is better than changeling doesn't seem like a good PC choice. This has changeling's properties and ridiculous traits about rolling for intimidation when rolling over 18 on an attack roll? And also advantage after 27 hours, why even.
True Moon Elf (5e Race) The base of this race gets +4 ASI already, and the subs each add +1 so that's +5 total. If that's not a red flag, then the aggregate power of 35+ base speed, natural armor of 15 base plus dex, and relentless endurance+ for full moon should say something. Then the other sub is just an outright suped up drow with no drawbacks.
Turtle Cat (5e Race) +4 ASI (a -2 as well, which is not encouraged for 5e anymore), non-mechanically defined traits like feline senses, scaling AC bonuses, etc... And that doesn't even touch on subraces.
Uchiha (5e Race) The structure of "Dominant Abilities" does not match the framework of 1st party races. 30 base movement speed that increases as you level and has special exceptions for monks? Several other traits are also modified based on this. This race reads like a class in almost every way. This needs a {{Design Disclaimer}} if it's to remain relatively as is.
Unblooded (5e Race) Life of the forest has no usage limit. Also, cure wounds is not a cantrip. Sniping references a circumstance bonus, which doesn't exist in 5e. Also double your level is too much for a bonus in 5e. And what the heck is a ranged sneak attack
Void Vessel (5e Race) Needs a look through. It seems to be a little too much.
Vorik's Wing (5e Race) Resistance to paralysis? That's a condition usually induced by saves, not a damage type. Same for hold spells. Resistance to those make no sense.
Wyrmkin (5e Race) Some things need a bit of defining, like what twilight vision is supposed to be. Do you mean darkvision?
Yama no Oni (5e Race) This race has just a bit too many goodies in quantity. As the base race is, you have the centerpiece of changeling, a drow's superior darkvision, a skill, a small health boost (usually the centerpiece of many an axolotl race here), and ASI. This base alone makes for a plenty strong race. The subraces bumps ASI to base +4 total, and also extra traits, including innate spellcasting, that then push the envelope too far. I suggest culling some of the base race traits and reducing ASI to the usual +3. This thing far outclasses first party content.

Subraces

Articles with a "Needs Balance" template.
Page Name Notes
Earth Genasi, Variant (5e Subrace) Every feature on this page needs to be nerfed.
Fallen Avariel (5e Subrace) This is a much more powerful subrace than the UA avariel. It has extra flying speed, minor prestidigitation, and a good way to get lots of easy sneak attacks and remain in hiding. It also uses incorrect 5e terms. "Free action," for example, does not exist in 5e.
Halfling Half Gnome (5e Subrace) Doesn't explain if this is a halfling subrace or a gnome subrace; doesn't explain what "upgrade and create machines and constructs" means: if I've got a +4 Intelligence modifier can I instantly create 4 iron golems? What are "craftsman tools", are they like artisan's tools?
Water Genasi, Variant (5e Subrace) Which race is this designed as it's subrace?

Classes

Articles with a "Needs Balance" template.
Page Name Notes
Absolute Devourer (5e Class) In general, anything that steals or mimics the abilities/features/traits of what they eat/kill is very suspect in 5e balance and require a lot of stringent wording to best place constraints. Gluttony makes this player extremely variable, since that is actually this ENTIRE CLASS. It doesn't seem very well balanced for play against first party content considering that this entire class is essentially controlled by what the DM throws at them.
All for One (5e Class) Too many good abilities- needs to be nerfed.
Arcane Assassin (5e Class) Can attack three times at level 1. Can attack an infinite number of times if it rolls all crits, or has guaranteed critical hits, such as by multiclassing into Rogue for three levels and dipping into Assassin. At level 5, can attack five times without consuming any resources. At level 11, you can cast a spell and attack five times without consuming anything but the spell slot. The Arcane Attack feature is essentially just better than Battle Master's Know Your Enemy, and six levels earlier. In regards to Cunning Reaction, what exactly are you reacting to? Further, this class has virtually no build flexibility. With being locked into dual-wielding daggers and using its Action, Bonus Action, and Reaction every round for class features, it may as well be a premade character. - An attempt at balance was made, will need to be verified 23/04/02 -
Avatar (5e Class) Lots of 3.x-isims, like per round, unconditional bonuses. See talk page. If this is for 3.5e the page needs to be converted to that format.
Avatar of War, Variant (5e Class) The table does not match the features.
Battlemage, 2nd Variant (5e Class) Lots of the best parts of so many combined features, this looks like a min-max optimization.
Beast Within (5e Class) Gains class features at the same time as access to spells of 3rd level or higher. Also, gains access to a load of spells for a halfcaster.
Big Dipper (5e Class) see the talk page
Blood Cursed (5e Class) A d12 hit die, half spellcasting, and great martial abilities make this class very overpowered. It's essentially an incredibly buffed version of the Blood Hunter.
Cryomancer, 2nd Variant (5e Class) See talk page
Cryomancer (5e Class) See talk page
Demon Slayer (Kimetsu no Yaiba) (5e Class) see the talk page
Deprived (5e Class) Soul Points should match the progession of the ability score increases. The ability score increases should in this sense be removed, and be replaced with interesting features.
Devil King (5e Class) Features without limits, crazy high damage outputs, generally way too strong compared to first-party classes.
Drug Master (5e Class) 4 attacks for an alchemist class? Additional ASI and Feats (which are technically an optional rule) than are standard for classes. Savage Shroom and Drug from The Wild overlap. Versatile Drug gives unconditional, universal advantage on all saving throws. Other issues.
Eldritch Blade (5e Class) Wildly unbalanced throughout. Potentially an unarmored AC of 20. Misused terminology (for example "free action"). Feature stuffing (9th level has an extra attack, whatever "Determined Revenge" is (I can't see it in the wall of text), _and_ a new spell slot level).
Eldritch Gunslinger (5e Class) This class is grossly overpowered due to combining the best part of fighter(extra attacks), gunslinger(grit), and warlock(spellcasting). In addition the class has far too many features, especially so because the class has spellcasting. DMG pg. 267 allows reload to be an action, or bonus action already.
Eliatrope (5e Class) 2 common saves
Engineer (5e Class) Several gatgets are overpowered or have other problems like having round counting, modifying of enemy creature statblocks, ect. The turret for one is extremely overpowered and needs to be heavily nerfed(see how the battle smith artificer does it).
Everslayer (5e Class) This class has additional features with the ASI/feat levels. While that wouldn't be too powerful in and of itself, the feature gets quite a large amount of dice scaling at higher levels, and this will couple with the extra attacks later in the class.
Fire Bender (5e Class) Gains class features at the same time as access to spells of 3rd level or higher. Levels at a point where a possible subclass would be useful, is missing.
Forbidden Art of The World Ender (5e Class) Blade of Red Skies seems busted. Each turn fighting a boss one of your attacks can deal upwards of 8 times weapon damage, or 4 times on a successful throw. Uses one attack action giving you that +1 standard attack.
Forgemaster (5e Class) This class hasn't been playtest or undergo any balancing critique
Grandcaster, Variant (5e Class) Twice the spell slots of a wizard regained every short rest. Has also been subjected to numerous shadowbuffs. See talk page for balance details.
Grimm Kin (5e Class) Has only a rudimentary use of the D&D rules. OP may need to collaborate with a more experienced user to make this class useable.
Gun Mage (5e Class) Class features gained at the same level as spell slots of 3rd level and higher.
King of Games (5e Class) Wildly unbalanced and hard to follow, it's hard to fathom what happens with this class even at 1st level. This is what happens when you try to cram the rules of a card game into D&D, instead of just having the card game infulence the design of a D&D class.
Light Monarch, Variant (5e Class) See talk page.
Paradox Men (5e Class) Some features are actually broken, starting with Time Stop. Needs rewriting to make better use of the D&D rules. Spellcasting is broken. Powerful features are given on levels where you also get a new spell slot level. At-will dimension door. All sorts of spicy and nonsensical stuff here.
Pop Star (5e Class) Class is still replete with balance and mechanical issues
Rune Smith (5e Class) The exact way in which rune components work is questionable and should be reworked. The balance of many of the rune effects themselves is also questionable.
Runesmith (5e Class) Class features not balanced currently.
Shadow Monarch, 3rd Variant (5e Class) Is casting spells remotely (up to 100ft. away from yourself) without any drawbacks balanced? The exact mechanics of the shadow servant and shadow demon need to be looked into. Army of Shadows gives temporary hit points every turn.
Shadow Monarch, 5th Variant (5e Class) See talk page.
Shadow Monarch (5e Class) See talk page.
Silver Blue (5e Class) What few features can actually be understood are blatantly overpowered
The Knight (5e Class) Among a few of the many problems in this class that outdoes any first party content: +20 speed and doubled later, +4 ASIs by level 9 (outdoing the need for a legendary item like the usual tomes). The amount of stuff at level 5 alone is ridiculous.
True Monk (5e Class) This needs thoroughly checking for balance and basic game mechanic competence. A few other examples: has more ki points than an SRD monk but features have the same or fewer ki points to activate.
True Necromancer (5e Class)
Vampire Lord, Variant (5e Class) This is oddly worded, and has some questionable abilities, namely 1d8 unarmed attacks
Visored (5e Class) Two common save proficiencies. Free actions aren't a thing in 5e. There are some numbers that might benefit from a lookover in general on this page.
Witcher, 4th Variant (5e Class) Immunity to a damage type, condition, at 1st level is far too powerful without greater consideration. though changing them to contest checks and saves against persuasion and deception checks. Advantage against being charmed on top of this all is also far too powerful.
Yharnam Hunter (5e Class) 2 common saves. D&D 5e do not deal with percentages. Healing from attacking at level 2(propably, features are close to being incomprehensible). Base for saves is 8+smth, not 11+smth. 4 attacks st 17th level. And way more.

Subclasses

Articles with a "Needs Balance" template.
Page Name Notes
Alchemist, 2nd Variant (5e Subclass) Missing the amount of uses between rests.
Arcane Crafter (5e Subclass) This doesn't follow the standard Origin progression. Generally features seem dull. The unique aspects of this origin are: your spells do more damage, and DC for those spells is higher.
Arch Sorcerer (5e Subclass) Numbers seem busted. Features do not follow standard Sorcerer Origin patterns (1, 6, 14, and 18), and seem even more frontloaded than usual for 5e. Pain of the Sky increases to 3d8 at level 5, but you get it at level 6? This subclass appears as though it's additive to base sorcerers instead of a flavorful specialization. You largely get more of the base class.
Atomic Samurai (5e Subclass) What is the "subtlety property"? Not sure about the utility of "master of the atomic slash", since you only get one bonus action. The features don't seem particularly flavourful, they are all just "moar damage moar attacks"
Blood Binder (5e Subclass) Gaining traits from creatures is not limited via CR or something similar.
Challenger (5e Subclass) See talk page
Circle of the Watchers (5e Subclass) 6th and 14th level features throw a lot onto the GM. Other features could use a look over.
Cyber Soldier (5e Subclass) How does overclock "automatically" activate your booster charger? Overclock is also dubious in terms of balance due to the breaking of 20 score cap along with a lot of passive benefits in exchange for really strange hp drain. Also, how long does it last, really?
Defensive Guardian (5e Subclass) Absurd damage dice, adds a second modifier to both attack and damage rolls, gains bear totem's damage resistances without so much as requiring a rage, doubles AC bonus from shields, infinite free opportunity attacks, freely replenishing temporary hit points on a per-turn basis, rogue's Evasion copied wholesale and applied to constitution, adding a second modifier to AC, applies improved rogue's Evasion to a 15 foot cube of area (how is that even meant to work?).
Dreamscaper (5e Subclass) Although the class has been reviewed by players and a DM, will still tag for balance for safety
Dusk Thief (5e Subclass) Bonuses are gained at all sorts of levels. Spellcasting gets added, that ends up being better than a main caster in some regards. Misty step is min-maxed, among other problems.
Expert in one (5e Subclass) Mechanics need tightening up a bit. For example, the chosen spell as written is _any_ 1st level spell. It should at least be a spell you know, or even a sorcerer spell you know. Flavour-wise it's not really clear how this is a sorcerous origin. I don't know what the 14th level feature does exactly, it doesn't seem to make sense.
Gambling Soul (5e Subclass) As originally written, level 8 and 9 spells were combined into a single table because access to so many upper level spells is broken. Also, though this class has variable power, the original table was very carefully designed with several considerations in mind: 1) only spells that are an action to cast were included, as this feature is an action to use. 2) a variety of in-combat and out-of-combat spells were included. 3) the number of concentration spells was limited so as not to be a major debuff should you use this feature multiple times in a row. 4) spells from all schools of magic were included as best as possible. 5) spells were placed in an order that balances class features below. 6) spells with mandatory monetary-based material components were excluded as not to waste a spell slot should you not have the component. Consult July 2022 revision history for this table.
Graviturgy, Variant (5e Subclass) See talk page
Moon Druid: Baldur's Gate 3 Edition (5e Subclass) The creator of this page, me, has no clue on how to balance this mess of a subclass. This subclass is ported from Baldur's Gate 3 without any thought to balance. Objects to focus: HP and Damage increasement on wild shapes. Wild shape's spell casting and abilities. Helpful Balance Resources: Official circle of Moon and Spore Druids
Path of Ragnarök (5e Subclass) Off to a fantastic start with resistance to all damage at 3rd level and damage immunity at 6th level. Then... uh... rapid and unlimited "physical" and "mental" "attribute" increases? Some of the terms used below are D&D terms and others seem to be from some other game? ("stackable temporary health", "temporary life", "check cd"?). This needs... a _lot_ of work to be usable
Path of the Otherworldly, Hybrid Version (5e Subclass) This class is just to atempt to balance how a hybrid subclass could be, this is made for me to find a good spot to create a system where everyone could make a deal with a warlock's patron.
Rune-Smith (5e Subclass) Even moreso than artificer, this sub explicitly just lets you craft up magic items of or below a certain rarity. It's not limited to what they can be, except by rarity, and this can open up a lot of exploitation in taking away what normally is a device used by the DM. Heck, with proper downtime, you can get a good 5 fireball spell scrolls. It also doesn't state whether or not you can use these runes with magic weapons and armor, which means you could buff a +3 sword to a +6.
Spin Master (5e Subclass) What class is this designed for.
Time Anomaly (5e Subclass) The features may be improperly balanced for standard play, as it gives additional sorcerer subclass features at nonstandard levels.
Way of the Blitz (5e Subclass) Resistance to all bludgeoning, piercing and slashing damage at level 11 is too strong when the war cleric gains resistance to those damage types only from nonmagical weapons at level 17. 03:33, 24 January 2024 (MST)

Spells

Articles with a "Needs Balance" template.
Page Name Notes
Bad Omen (5e Spell) This is basically bestow curse at a lower level.
Brachiation (5e Spell) Needs to be rewritten to use the 5e D&D rules.
Dragon Rage, 2nd Variant (5e Spell) This spell is likely too strong, in 5e things with downsides typically don't get factored into balance.
Drain Life (5e Spell) No cantrip should allow you to regain hit points. You could make it temporary hit points, but there's already homebrew spells that do that.
Igneous Suffocation (5e Spell) Level scaling is frankly absurd
Kime's Magic Missile (5e Spell) Missing the epic spell formatting, as well as the mechanics of a spell in an appropriate level.
Lakyu's Shadowfell Fire (5e Spell) 1) There's no excuse for a spell to be "more powerful than usual". If a fireball is 3rd level and deals X damage, and spell Y deals 2X damage, then spell Y is greater than 3rd level. 2) Those 5-foot radius spheres are only going to be hitting the original target, unless there are creatures squeezing into that square. 3) I make the average 3rd-level damage to be about 135 (assuming the attacks hit and targets make their save half the time) - that will go up if the radius is increased. In comparison, a fireball deals 84 damage (assuming 3 creatures in the 20-foot radius).
Radiation (5e Spell) Useless in one-on-one combat, absurdly powerful in massive combats
Shukaku's Shield, Ultimate Defense (5e Spell) This spell makes you totally immune to lower level creatures. Assuming a 7th level caster with 3 spellcasting ability, they become immune to damage of 17 or less. The "break it all in one go" seems wrong.
The all-destructive beam (5e Spell) 3rd-level spells should not deal more damage than fireball, itself strong for a 3rd-level spell. 15:42, 3 February 2024 (MST)
Time Shift (5e Spell) Being able to literally turn back time is outside of the bounds of a cantrip. Not only does this introduce a save-scumming problem, it would also be an absolute pain to work with on the tabletop.
Ultra Power Awakening (5e Spell) Instant damage, scaling off player level, in a large area. All of these are incredibly discouraged. Putting the burden of balance on DM's is unfair for types and bonus action. There should be a specific damage type for the spell, or a specific list to choose from (like protection from energy).
Weakening Sludge (5e Spell) Reduction in save DC and attack modifier does not have a duration, could be better worded, saving throw should be defined rather than caster's choice

Feats

Articles with a "Needs Balance" template.
Page Name Notes
Big Boi (5e Feat) Increasing one's size category is exceptionally powerful (allows use of larger weapons that deal significantly more damage, increases control area) to the point that a race granting Large size requires significant consideration, making this fundamentally superior to an ASI, which feats should only be equal to.
Combat Explorer (5e Feat) See talk page for discussion
Destructive Strength (5e Feat) This feat is far too powerful and needs to be heavily nerfed.
Dexterous Fighter (5e Feat) A feat should only be as powerful as an Ability Score Increase granted by a class. This feat starts with a full ASI, one of the main benefits of Alert, a higher movement speed increase than Mobile, and nothing should grant permanent advantage on all attacks.
Elemental Master Archer (5e Feat) Feats shouldn't grant damage resistance. See Feat Design (5e Guideline). 13:43, 11 February 2024 (MST)
Empowered Critic (5e Feat) Doubling the critical hit range is fine when when going from critting on a 20 to a 19-20. Anything beyond that though, has major potential to be too strong or just be abused to the extreme with bonus damage.
Eyes of the Allfather (5e Feat) This seems to be describing some kind of reward (see "Other Rewards" in the DMG) rather than a feat, it certainly goes far beyond what can be expected from a feat
Forced Evolution (5e Feat) Feats should not be class specific.
He Who Fights Monsters (5e Feat) While it's a cool idea, there's a reason 5e doesn't have any feature-stealing features. Consider a 1st level human fighter picking up shadow's Strength Drain (which can easily kill a low-Strength creature in 2 rounds) or a will-o'-wisp's Incorporeal Movement (effectively becoming invincible so long as there's a wall to walk through), or both.
Inertial Impostor (5e Feat) Time for one-handed Strength-based Longbows. Also, last bullet is missing a DC. Wording imprecision aside, this feat falls into a weird balance state where it's mechanically outrageous and nonsensical (Greatswords magically become finesse weapons, but Longswords don't? Okay) while also being... pretty bad. Why burn a whole feat to turn a greatsword into a finesse longsword when +2 Dex and a Rapier is strictly superior? Are finesse pikes (but not spears!) really worth a feat?
More Is Better (5e Feat) Allows for a 3-attack Attack action at 1st level, and 5 at 20th level, potentially more with being able to take 2 bonus actions.
Pirate Cover (5e Feat) Overpowered. There is more here than some subclasses and backgrounds, and this is supposed to be a half feat. See 5e Feat Design Guide. Acting is not a skill.
Silversmith (5e Feat) Why would I take a feat that lets me go through an elaborate silvering process to get a +1 AC and (what I think is supposed to be) a +1 or +2 damage bonus against certain creatures with certain equipment... when I could just take a +2 ASI in Dexterity and get an unconditional +1 AC, +1 damage, +1 to-hit, and +1 to a lot of other things
Swift Strike Master, Variant (5e Feat) The highest abilility score prerequisite a feat should have is 13, and combat is not a state in 5e (although it is somewhat clear what the feat is trying to do). Players can be in and out of combat every turn or two and really the second feature needs to be reworked.
True Shpechanger (5e Feat) Well over the power of a feat. No written limits.
Waterborne (5e Feat) Be wary of powerful feats that are balanced by being environmentally locked, like this. In an aquatic campaign, it's overpowered. In a dry campaign, it just isn't going to be taken. That's not a "balanced feat"
Witcher Trials (5e Feat) Basically the Resilient feat with more benefits.

Creatures

Articles with a "Needs Balance" template.
Page Name Notes
Arioch, Duke of Chaos (5e Creature) A creature shouldn't be able to cast wish at will. 21:27, 18 December 2023 (MST)
Bahamut, God Form (5e Creature) Although mythic monsters can go up to CR 50, this creature's statistics are far above what a CR 50 creature should have with the Mythic Monsters (5e Variant Rule). Besides that issue, the creature has an absurd number of features, ability scores beyond 30.
Fezandipiti (5e Creature) 12:17, 24 January 2024 (MST)
GUN Loader (5e Creature) "force" damage is pure magical damage; a grenade would not do this. It would most likely be piercing for a frag grenade - also why is it a ranged attack instead of an explosion? AC 10 does not seem appropriate for something made out of metal or something with a Dexterity of 18 (surely AC 14 at a _minimum_). "Reinforcements" is not a feature, this should just go in general information to describe the monster's behaviour. If you must have it, it would be a Reaction, per the Shrieker
Geraldinho, The Frog (5e Creature) 16:48, 2 January 2024 (MST)
Glimorian (5e Creature) Unless this is part of a specific campaign, or the creature has very few actual hit points, this creature seems overly frustrating and punishing. Especially since the resurrection is timed to 6 rounds exactly.
Great Marshal (5e Creature) A CR 15 creature that can summon another CR 15 creature and on average seven CR 14 creatures who can all summon their own CR 15 creatures. 21:26, 6 October 2023 (MDT)
Killy Demon (5e Creature) CR is closer to 3 or 4. Skills and saves look like they were chosen at random.
Mr.L (5e Creature) Not at all balanced for a CR 30 creature, and in places does not use the 5e ruleset
Mr.SYS (5e Creature) Is this a joke page?
Munkidori (5e Creature) 12:16, 24 January 2024 (MST)
Necromancer, Variant (5e Creature) Forced Company is a theoretically an infinitely, high-leveled spell-slot dressed as a feature that is free/passive.
Okidogi (5e Creature) 12:13, 24 January 2024 (MST)
Pecharunt (5e Creature) 12:21, 24 January 2024 (MST)
Swiper the Fox (5e Creature) This content was created in collaboration with AI text generation, so requires a human to double check it for balance
Titan Of Snakes (5e Creature) Absolutely absurd.
True Necromancer (5e Class)

Equipment

Articles with a "Needs Balance" template.
Page Name Notes
Bag of Halflings (5e Equipment) Currently unusable.
Blazeblade (5e Equipment) The high cost does not mitigate that this is a light weapon that deals 2d6 damage. Where does the fire come from, is this a magic weapon? The "specials" are a little strange (how is a blade used for shoving?) and should perhaps integrate better with existing rules (see Disarming in the DMG, and Disarming (5e Variant Rule))
Broadsword, Variant (5e Equipment) Flatly stronger than the shortsword, scimitar, and rapier with no drawbacks.
Bubbly Wine (5e Equipment) Gaining hit points for 600 rounds, even a small amount, feels imbalanced.
Card Gun (5e Equipment) may be anachronistic.
Chargeblade (5e Equipment) Should be a magic weapon
Colt Canada C20 DMR (5e Equipment) Stats need to be conventional. For example, 7.62x51mm (range 150km/93m)??
Double-Sided Crescent Dagger (5e Equipment) This is a better version of the rapier. 14:15, 12 February 2024 (MST)
Dual Silver Fangs (5e Equipment) So far beyond sensible that I've half a mind to nominate it for deletion instead
Friction Rifle (5e Equipment) Unsure if part of the weapon should be spun off into a separate magical version. Mechanically I don't the example is legal in 5e.
Gun-Gladius (5e Equipment) Deals roughly 4 times greatsword damage as a melee weapon, deals 3.5 times the DMG's automatic rifle's damage as a ranged weapon.
Heavy Orc slingshot (5e Equipment) Overpowered.
MA5C Assault Rifle (5e Equipment) Burst fire needs some explaining, as there is a firearm property in the DMG called "burst fire" that works differently. You make an attack and expend 4 shots from 32 ammunition - is this functionally different to just having 8 ammunition (a unit of "ammuntion" doesn't have to be a single round)
Magical Charms (5e Equipment) This item was created by AI, so requires a human to check it for balance
Neckronomicon (5e Equipment) Mechanics are not playable.
Raiment of the Fey Queen (5e Equipment) Your AC becomes 26 and you become immune to nonmagical attacks and resistant to all other attacks. Allows you to cast an 8th-level spell at will. 21:28, 23 December 2023 (MST)
Raw Silk (5e Equipment) This should be attuned too.
Scorpion Whip, Variant (5e Equipment) too powerful for a nonmagical weapon
Scrapper Armor (5e Equipment) Without the modifications, this armor is overpowered. Besides that, heavy armor does not allow you to add an ability modifier to the armor's AC, how salvaged materials provide such great protection is unexplained, and most of the armor modifications are overpowered.
Sword Whip (5e Equipment) See talk page.
Trinity Force (5e Equipment) This weapon is absurdly powerful compared to the scimitar of speed. This weapon has a +3 bonus to attacks/dmg, allows you to attack two additional times, and deals extra damage based on alignment(creature's no longer have alignment in recent printings and no mechanic should be based off of it). In addition, the for the trinity property only compounds these issues and more(reactions need triggers, unclear wording, round counting/non-standard durations, ect.).
Woven Sling (5e Equipment) It's a double-damage sling with nearly twice the range. For why?

Other

Articles with a "Needs Balance" template.
Page Name Notes
BlinkWeed Patches (5e Hazard) Needs some standardization of language and dice (d10 perception roll?). Also some size guides would be nice for comparison.
Boon of the Gold Dragon God (5e Blessing) "This is for a [high power level] campaign" is not a valid reason to ignore balance standards, you can use whatever you want in your home game but here we have a general consensus that content should be of a similar power level to first-party content. Missing {{Design Note}}.
Charm of the Wind (5e Charm) The benefits should be numerical values that are made for D&D.
Child Of the Great Dragon (5e Background) The feature should not grant a mechanical benefit.
Contemporary Drugs (5e Other) Needs to be rewritten to use D&D 5e standards. Applying temporary bonuses and penalties to base ability scores is not _broken_ but misunderstands basic principles of 5e design.
Do you want to build some NOVA? (5e Optimized Character Build) At best, you can have two of the three indicated Invocations at level 5. Even that would take finagling. By the time all of them become available, you get only one new invocation slot compared to before any of them were. You could abuse Eldritch Versatility to get two of them, but to get all three would take until at least level 7.
Eye of the Great Sage (5e Epic Boon) each bullet point of this boon could be a boon in and on itself
Fleece of Fragile Fortitude (5e Class Feature) Multiplying your hit points by 5 for any reason is of questionable balance. Optimized magical healing means that a character with this feature could recover 200 hit points per first-level spell slot used by the party's healer.
Fleece of the Diseased Heart (5e Class Feature) This is insanely and blatantly overpowered.
Fleece of the Fates (5e Class Feature) The linked table is untenable and unbalanceable.
Flying Firecaster (5e Optimized Character Build) You can't fly 180 feet straight up with only your bonus action and normal movement. You could if you Dashed as a bonus action and as an Action. Dash says as follows; When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. That's it. It only increases how far you move when moving, from 60 to 120 in this case.
Jade Emperor’s Body (5e Epic Boon) As per usual, each trait could be a whole boon. Please balance this
Juggernaut (5e Race Variant) This is just a straight up better version of human variant.
Nukenin (5e Background) Three times the tool proficiencies of Criminal background, nearly three times the starting gold as well
Paisley Dragonborn (5e Race Variant) This thing gives three resistances and an insane amount of type versatility that exceeds the usual scaling of damage by dice. In general, 5e doesn't grant trait advances past 5th level except for dice damage increases.
Plant Being (5e Background) The feature allows for regeneration and even damage resistance. Backgrounds should have ribbon features to help with roleplay
Psycho (5e Background) Mechanical bonuses.
Skeleton Fairy (5e Background) Far more powerful than any official feat, design disclaimer acknowledges the issue but does nothing to address it.
Tabaxi (5e Race Variant) All base traits plus those granted by these subraces puts them significantly farther ahead of other 1st party races. More base race traits need to be taken away.
The Prodigal Sorcerer: Optimizing Magic Missile (5e Optimized Character Build) Cannot take Agonizing Blast with Eldritch Adept unless you have at least one level of Warlock. Magic Missile is not affected by Spirit Shroud, because Magic Missile does not use attack rolls. If you quicken Eldritch Adept, you can't cast Magic Missile on the same turn.

This build relies on breaking the rules; you cannot quicken EB if you cast magic missile as your action. You would have to quicken magic missile which increases its quicken cost and burn through SP faster.

Wardrober (5e Race Variant) This race starts with a feat and then also has the poise trait? How does that stack? The use of clothing on stacked creatures sounds like something straight out of memes, since the game itself doesn't deal too well with occupying same spaces. The enhance charisma trait is also extremely wonky since it will also screw with your skills tied to the stats (generally finagling with stats isn't too common in 5e for this reason). The strange roll of 2-5 on a d6 is also just weird.
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