Needs Balance

From D&D Wiki

Jump to: navigation, search

Needs Balance[edit]

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

If the balance issues of an article are irresolvable, substitute the "needsbalance" template for a "delete" template.

Adding the Needs Balance Template[edit]

To request a page gets balanced please and add the code below to the top of that page. Please do not remove any content from the page when adding this template. The discussion about its balance should take place on its talk page.

{{needsbalance|<!--Insert why this article is not balanced here.-->}}


Back to Main PageMeta Pages

5e Pages[edit]

5e Articles with a "Needs Balance" template.
Page Name Notes
13th level ultimate one shot build (5e Optimized Character Build) This doesn't work, you can only apply one Metamagic per spell unless the metamagic states otherwise; see talk page.
A.I. (5e Race) See talk page
Aberrant Mind, Variant (5e Subclass) This is, word for word, the UA subclass
Abyssal Chicken-Born (5e Race) Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Abyssal Dragon Lord (5e Class) Lots of high damage "nuke" style spells.
Agent (5e Class) So. Much. Damage. No. Respect. For. Power. Scaling.
Aiuevh'aioggd'acnosh (5e Creature) Extremely overpowered and beyond any kind of limits that 5e may have. See Bounded Accuracy (5e Guideline); this creature has ability scores well over 30 which breaks the math that 5e is built around, as well as a nigh unpiercable AC.
Ammo Understanding (5e Feat) It is not made explicit which weapons these rounds are used with, how exactly they are created(time, proficiency/tools needed, ect.), or how they are used. It does not make sense that people with proficiency in firearms get penalties for using ammo, plus features should generally not penalizing pcs in 5e. The mechanics do not work well with 5th-edition standards in regards to a feat(they would work if the ammo was just items though). For example, DC should not static: when you attack with a shredder round you just set the DC (probably 8 + your Dexterity modifier + your proficiency bonus) for the targets in the cone. Besides that, the feat is also far too powerful as it is a half feat that gives you access to a ton of different features related to firing certain ammo.
Amputation Knife (5e Equipment) Its use a tool should follow the rules for tools, and seems out of place.
Animated Sword (5e Race) Medium is probably a fair bit better than the other two, with heavy being pretty lack luster as is.
Anime Dragonborn (5e Race) Strictly better than the standard dragonborn in nearly every regard, gets an unarmored defense better than the Barbarian among other things
Anime Girl, Variant (5e Class) The April Fools template is not a valid excuse for blatantly broken classes. If you want to make a pile of ridiculous nonsense, see DuelSoulBlade Shadow Vampelf (5e Race).
Anti-Feats (5e Variant Rule) All of these "antifeats" need rewriting. I get a free feat if I kill "5 non-intelligent beasts" every 10 days. I get a free feat if I lower my dump stats. I'm not sure what "balanced" antifeats would look like. This highlights why Flaws were abandoned after 3rd edition. You can always choose one that has minimal impact. I can only imagine this working if you take away something that the player will definitely be relying on, such as hit dice or spell slots.
Apotheosis (5e Class) six feats, three attacks, a permanent increase in 2 to ALL checks, and features gained at the same time as you gain spell slots of 3rd level and higher.
Arbalest (5e Equipment) See talk page
Arcane Channeler (5e Subclass) May roll with disadvantage?
Arcane Kaeozzoidian Spellsword (5e Subclass) Basically the same problems as the Kaeozzoidian Spellsword, already presented on that subclass.
Arcane Storyteller, Variant (5e Class) Similar issues to the Arcane Storyteller class.
Arcane Storyteller (5e Class) Several features grant blanket advantage/disadvantage. (Un-Official Authority, Lovefool, etc.) Many features are "x" amount until completed rest which can make them very frequent, but it also forces the player to keep track of a plethora of numbers. Sudden Inspiration is much too good, granting the effects of two long rests each day. Also, features gained at the same time as you gain spell slots of 3rd level and higher.
Archangel's Blood (5e Subclass) Which class is this subclass designed for? Sorcerer doesn't seem at all right.
Archdrake Set (5e Equipment) This should be moved to the magical armor section.
Ardalkhayan Gnomes (5e Subrace) Uses incomplete and incorrect wording for ASI's. Keep in mind this is a subrace, not a race a +1, or +2 if lacking in traits, is more then enough. The traits need to be mechanically worded correctly as they are often vague. What is a natural proficiency? Overall needs a touch-up or a rework 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.
Armor of the Void (5e Equipment) This item goes against a number or rules that magical items should abide by including: having no limit on the bonuses the item can provide, gaining effect based on other items, and staying within bounded accuracy. In addition, the armor is heavily over tuned, see the relative power level of another piece of rare armor, the 1st party +1 AC rare armor.
Armored Pilot (5e Class) At level one, you can potentially have a 20 AC, 1d4 unarmed attacks, advantage on several different skills and strength saves, attacks are considered magical, plus the armor can behave like an unseen servant, a level one spell. This is just level one, but this feels closer to what a level 3 or 4 character would have.
Artificer, 2nd Variant (5e Class) The Tradition of Spellwright reduced scroll cost table does not reduce the actual cost of the crafting. I'm not sure if I'm just not reading it correctly but it seems like something easily overlooked.
Artificer, 3rd Variant (5e Class) half casters shouldn't gain features at 9th, 13th and 17th levels. And this class has all the features of the 2017 UA alchemist, plus features from the new alchemist, without removing anything to compensate.
Assassin, Variant (5e Subclass) Gains far too many features at 3rd level. Many features do not make sense: "You can maximize all your damage dice if you are behind your target"? D&D doesn't have facing except as an optional rule. "under the effects of Stealth"? Worst of all, it's all Sutff Of Moar Damage, with no interesting utility or flavour features.
Assassin of Darkness (5e Subclass) Scales awfully. Gains a fighting style, darkvision, and unrestricted third casting all at 3rd level. Then, magical darkvision and EXPANDED CRIT RANGE. Then you get EK weapon bonding which deals slightly more damage, and then an 11th level monk feature. Features should be trimmed, moved, or otherwise replaced.
Asura, Guild Wars (5e Race) How is this any different from the Rock Gnome?
Asura, Variant (5e Race) The race and the class on this page is generally over-tuned. For example, the race has a number of amazing traits that make them better than any 1st party race. The race has a walking speed of 40 feet when 35 feet walking speed is the highest walking speed among 1st party races and 35 feet walking speed is amazing, the race has +2 to two different ability scores which is very good and above the standard +1/+2 ability score increase, resistance to two damage types instead of one, a 30ft blindsight when even 10ft blindsight is equivalent to a 14th level class feature, ect. In addition, the class in question is just a better monk with a better hit die, damage, proficiency in two common saving throws, no real unique core mechanics at 1st/2nd level, ect.
Asura Demigod (5e Race) Multi-Weapon Mastery makes this race greatly more powerful than any first-party race. The penalty to hit is slight and advantage on all attacks against you doesn't matter when the enemy is too dead to attack you. The domain abilities are also rather good, and would put the race on the strong side even without MWM.
Atronarch (5e Class) Class features, spell slot table and spell lists are incomplete.
Attacker (5e Class) There is several dead levels in this class.
Audiomancer (5e Class) The armor class improvement with Audiomancer Armor breaks bound accuracy.
Avariel (5e Race) The official Avariel has a flying speed of 30 feet and otherwise identical traits
Avatar (5e Class) Lots of 3.x-isims, like per round, unconditional bonuses. Needs to fit 5e design.
Avenger (5e Subclass) Blatantly overpowered
Baator (5e Creature) Way stronger than a tarasque. Should be rebalanced for mythic monsters?
Back Sword (5e Equipment) A backsword is effectively a hatchet-point rapier. You can always just flavor your rapier to have a hatchet point. The hatchet point does not change the weapon, properties sufficiently either: the only difference being that a hatchet-point doesn't thrust necessarily as well as a spear-point some of the time.
Bandit's Armor (5e Equipment) Whoefully underpowered for a medium piece of armor, this armor is actually not better than having no armor since it limits the maximum AC you can get while providing nothing.
Bandit (5e Class) tried to fix it, but still breaks bound accuracy the "Glorious Gold" feature
Banisher (5e Class) See talk page
Bartering (5e Variant Rule) Doesn't seem to be any point in using this rule, as there is a 5% chance of decreasing the price but a 50% chance of increasing the price. This is best handled through DM adjudication and roleplaying.
Basic Rogue (5e Class) See talk page, repeated reference to "while stealthed" which has no meaning in 5e. No class options or interaction features.
Battle Engineer (5e Subclass) Several features gained at non-feature levels. The subclass also has too many features, and gains a number of static bonuses which generally goes against 5e design.
Battle Fiend (5e Subclass) See talk page.
Bedwarfer (5e Race) +4 ASI combined with multiple problematic traits, such as truesight and a pair of literal Beholder eyebeams (one of which is a ray of disintegration).
Beguile Person (5e Spell) Charm Person is just better.
Belial (5e Race) Races should not let you go past 20 in a particular score. Clunky mechanics.
Black Metal Cards (5e Equipment) The most damage a martial melee weapon does is 2d6, and the greatsword has plenty of drawbacks
Blackblade (5e Class) 66 of damage vs 42 of damage of a fighter at 20th level. This is due to the 4d10 of damage per hit + the use of proficiency bonus on the damage. Also, the way is written, you add the proficiency bonus twice to the attack roll, which breaks bound accuracy
Blacklight Mutator, Variant (5e Class) See talk page
Blacklight Predator (5e Class) I know the page is incomplete, but the class deals way too much damage and is completely overpowered. Advantage on all attacks, 1d12 Unarmed Attacks, 2-4d6 Throw Force Damage, 2d8 Claw attack at Level 3, and unlimited regeneration at Level 2. This is all at Levels 1-3. Also,
Blade (5e Equipment) Fundamentally better than a heavy crossbow, having a higher damage die, melee potential, not needing ammunition, not being heavy, and not having the loading property. The only thing this doesn't outshine it in is range and cost, but that in no way balances the above.
Blade ot Tathagata (5e Equipment) This seems awfully weak for a legendary item that has 48,000 souls within it. Mentions having its own will, so perhaps it should be a sentient item?
Bladedancer, Variant (5e Subclass) Various balance issues, and the way some features are worded can be improved, e.g. 5e doesn't use the term "off-hand": you're either fighting with two weapons or not; and some awkward calculations.
Blademaster, Variant (5e Class) A Fighter variant better than the fighter in all aspects. Remove the fighter features and focus on what this class have of unique, the maneuvers
Blazer (5e Class) Multiple dead levels.
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.
Blood Elf, 2nd Variant (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. This belongs as an elvish subrace or a redesign of a the high elf. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Blood Elf, 5th Variant (5e Race) The last two traits need to be toned down. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Bloodied Fallen Angel (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, automatically being able to do things, "expertise" and what's more the best skill in the game, compared to the aarakocra or aasimar this is far stronger (not better sadly). Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Bonded (5e Class) This thing can do three attacks as part of one Attack Action with that many extra attacks, and is also a fullcaster with as many spells accessible as the wizard to boot.
Bonded Musician (5e Class) Multiple dead levels.
Bone Breaker, 2nd Variant (5e Class) this class gain an extra attack at 2nd level with the stance feature.
Bone Breaker (5e Class) see talk page
Bookie (5e Class) You should be able to see that you quickly get enough luck points to effectively get a re-roll on every roll you might have to make. It's like having advantage all the time.
Boon of Gargantuan Size (5e Epic Boon) A +2 ASI is suggested as an alternative to Epic Boons
Boon of Monastic Tea (5e Epic Boon) See talk page.
Boon of Primordial Power (5e Epic Boon) Boon of Immunity. but all of them. There's a limit even to Ω power.
Boon of The Primeval God (5e Epic Boon) Too vague, and should really be put on the class page
Boon of the Phoenix (5e Epic Boon) Each of the traits contained in this boon could be a boon in and of itself. Check the boons present in the DMG so you have a notion of the power of a boon. Alternatively, maybe the features in this boon would fit an artifact better
Boonfully Sweet (5e Equipment) Gaining 3 boons, with the potential for 4, seems too fantastic, especially at the user's discretion.
Brachiosaurus (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, traits should not go over level 5, save dice increases. There is little reason for it to have 40 move speed, and this, coupled with the 150 darkvision among other things is too powerful. The detriments are also poorly thought out overall at the risk of this being too good in one aspect and being overall terrible in another. Also, fey is not a language. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Brawler (5e Class) Multiple unused abilities.
Buffalord (5e Race) None of the custom traits work with 5th edition D&D so need rewriting.
Bullets, Rifleman Variant (5e Equipment) High cost, Heavy Cartriges force Dex save
Burst Assault Rifle (5e Equipment) Hidden special property gives the potential to deal 6d8 per attack, when a typical automatic rifle from the DMG is locked to 2d8.
Bushi (5e Class) Treating any weapon wielded in two hands as finesse when combined with the amount of benefits the features give makes this class too strong. They only need dexterity and maybe constitution if you care about hit points.
Calibri Cards (5e Equipment) I tried my hardest to fix these, but PRIME Missile and Attack Modifier still need a lot of work
Calishite (5e Race Variant) This race seems rather underwhelming. Genie Rivalry is more role playing than a game mechanic. Calishite Ancestry is at the discretion of your DM, and is very broad. The Art of the Trade seems unusual and seems to only defend against traits and features, but grants complete immunity against them. Elves Fey Ancestry would seem more along the lines of . See also 5e Race Design Guide.
Cantrip Caster, Variant (5e Feat) A free, infinite metamagic option. Very obviously unbalanced, even if it was just that.
Cantrip Specialist, Variant (5e Feat) This gives a free Metamagic for cantrips. In addition, the damage type special effects are rather convoluted
Capri (5e Race) Incomplete. Traits don't make sense, and are unusable.
Carbine, Rifleman Variant (5e Equipment) high damage
Carcharial (5e Race) See talk page.
Card collector (5e Feat) Does not follow D&D 5e rules.
Cat Sith (5e Race) schrodinger exceeds anything in the PHB. Druids get wild shape at level 2, twice. alter self is a 2nd level spell, and doesn't allow appearance to become four legged. trait severely needs attention for this race to be playable. Please read the 5e_Race_Design_Guide.
Cavern Crasher (5e Race) The traits do not work with 5th edition and misunderstand the way 5th edition works.
Chain Fighter, Variant (5e Subclass) "Damaging cantrips" is not 5e terminology. Four of them is too many.
Champion, Variant (5e Subclass) this is a direct upgrade to the base champion
ChanceCaster (5e Class) this class gain powerful features in the same levels it gain a spell slot. The feature distribution should be rearranged.
Changeling, 3rd Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, "chapechanger" allows you to be any race in addition to this one as well as allowing you to be a large size creature(So you could turn into a CR3 giant scorpion at level 1), proficiency in arcana is totally random, and 2nd persona is an RP element. Overall this goes far beyond what a race should be capable of and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Chaos Bubble (5e Hazard) How does one escape this hazard as it is extremely hard to pass the initial check and it would be downright cruel if one was unable to escape after getting inside the bubble.
Chaos Knight (5e Class) See the talk page. In short, it gets a magical weapon at level one, powerful damage reduction at early levels, and the subclass options offer a variety of overpowered features, from a +5 bonus to a bunch of checks, to gaining temporary hitpoints when you hit a creature with a weapon attack, to dealing double damage to a number of creatures for a minute and paralyzing them It definitely needs to be rebalanced.
Chaotic Sword (5e Equipment) "Any" isn't a rarity.
Child Of Cosmos (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. The ability to add flat damage to all attack and it scales up to 4d6. Overall poorly executed and needs a rework both from a mechanic, lore and formatting 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.
Child of Asmodeus (5e Race Variant) the way this subrace scales and number of benefits it is far stronger than other Player's Handbook races. The 5e Race Design Guide may have ideas to help improve this
Chronolord (5e Class) The class 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 Variant (5e Class) There are a few balancing issues, which can be fixed by expanding the text to explain some more, for example. The first 2 features both need some rewording, and one lasts for a whole minute, then dis and adv on dex saves is pretty strong
Circle of Natural Chaos (5e Subclass) You can use every feature, besides consult the cards, without limit. This subclass has unlimited access to a slightly modified deck of many things.
Clockwork (5e Class) Crowded with features even though this already is a full caster. The wording on the core feature is a mess, and the spellcasting feature is not described
College of Fury (5e Subclass) The features are not designed for gameplay, rather they just are trying to get the idea of a "fury" into the character. Needs to be redesigned.
College of the Band (5e Subclass) Some features seem incomplete. For example, miracle of sound (men) doesn't say what the conditions are for casting the spell and (spirits) is broken if it can be repeatedly used (so the beast always has 200 thp). Some reformatting is also needed, for example the college choices don't need separate headers for merely their descriptive text.
College of the Mesmer (5e Subclass) Therre should be some sort of saving throw for Confure Nightmares. Images of Remorse is too powerful to be used as a reaction on each of your turns. How long does it take to create a signet of confusion?
College of the Stars (5e Subclass) Completely reworks how the Bard works
College of the Vocalist (5e Subclass) The Bonus proficiency means they can just ignore material components
Colossus (5e Race) Ridiculous ASIs, Large size, and other examples of awkward balance all around.
Combo Fighter, Variant (5e Feat) Powergaming this feat is way to appealing, it needs limits and tighter rules for allowing additional attacks (balance should be equivalent to 1 damage a hit, compared with an ability score adjustment).
Commoner (5e Class) the design disclaimer doesn't remove the need for balance on this class, unless is accompanied by a explanation about how a group is supposed to insert this class on a d&d game. In its current state, without additional playable content or information, is not suited for a regular dnd campaing.
Concentrationalist (5e Class) A class should never allow you to concentrate on more than 1 spell as doing so leads to a large number of overpowered combos, plus 5e spells were designed so you can only concentrate on one at a time.
Copycat (5e Class) Sure, just take every spellcasting feature, no issues there. By design this class can not ever be balanced.
Cow's Milk (5e Equipment) This isn't RuneScape.
Crescent Rose, Variant (5e Equipment) Properties don't work right, and why is the ranged version simply better?
Crimson Elf, Variant (5e Subrace) Each of the traits this subrace provides are really powerful to have on a race, and elf subraces are typically not that powerful due to the base race giving a lot of useful traits. In addition, if a trait allows you to cast a spell, you should not be able to use it before full spellcasters can cast it (ex: 2nd level spells require 3rd level).
Critical Warrior (5e Class) Multiple dead levels.
Cross-Class Subclasses (5e Variant Rule) Spellcasting progression issues. See talk page.
CrossBreed Scythe (5e Equipment) Significantly stronger compared to any of the first part weapons. Why is this limited to a single race? Can't the normal Greatscythe (5e Equipment) be used? Please read the 5e Equipment Design Guide.
Crow (5e Class) Two strong saves. Class features are overpowered, weak in design, and only focus on combat.
Crow Quill (5e Equipment) Is this one or two weapons? Do I need to have extra attack to use the quills? I feel like this is just a rapier with daggers in the players other hand as another attack.
Crystallite (5e Race) The various subraces are vastly unbalanced compared to each other. For instance, the lava crystallite gets a con increase, resistance to fire and a trait that adds 1d10 damage to their melee weapon attacks. The lamp fuel crystallite only gets an int increase and a trait that is only really useful at early levels. Pathlight seems useful, but it is actually a disadvantage to any time they would try to hide in the dark.
Dagger and Rope (5e Equipment) Why would adding a rope to a Dagger make it deal more damage?
Dancer's Enchanted Swords (5e Equipment) Uses should be gained at dawn each day.
Dark Knight FF (5e Class) Abilities are very video game-esque and could use a more grounded tabletop-ish approach.
Dark Spear (5e Equipment) is there a damage cap? Weapon damage only increases so may times, what if I have 40 souls? Also not a fan of the DC and losing souls. Only when the creature reaches zero hit points otherwise if the creature is below half maximum hit points this deals extra damage. Simple.
Darkblade Warlock (5e Optimized Character Build) See talk page.
Darkness Incarnate (5e Background) Too many bonuses; skills, languages.
Daywalker (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, blindsight, unkillable unless by prescribed methods, necrotic damage heals, unarmed strikes heal, regeneration, truesight. Overall overpowered and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Death's Scythe (5e Equipment) The demon possession needs to be fully detailed, along with potential cures for the possession, if there are any. Once the base weapon is determined, the damage needs to be recalculated. Death's veil needs a distance. What if a creature has 10 or less health (almost all naturally occuring wildlife in the back of the MM that doesn't have 'Giant' in its name).
Death Knight, 4th Variant (5e Class) This is class has a large series of buffs, many of which would seem to be far beyond what would be considered balanced, such as having gaining the same amount of attacks as a fighter, the spellcasting of a paladin, a +1 weapon(which scales) that also functions as a spell focus at 1st level, A SECOND ACTION(PERMANENTLY) AT 2ND LEVEL, an extra ASI, a random +1 to Strength and Constitution at 4th level, whatever the hell runeforging does, a stronger version of the rogue capstone at 16th level, alongside a paladin capstone. This is only the base class, and according to Credit, this is a toned down version!
Death Knight, Variant (5e Subclass) I've tried to rework some of the issues with this class, but is possible that i have created another ones. So, i'll keep this here to further balancing
Death Pact (5e Spell) Full of errors.
Deck of Arcana (5e Equipment) This item should use a standardized duration(1 round, 1 minute, 10 minutes, 1 hour, ect.). In addition, there should be no distinction between effects that happen in or out of combat in 5e, plus it doesn't make too much sense for the item to suddenly act different based on what you are doing.
Defender's heart (5e Feat) Either of the last 2 benefits would be too powerful for a feat, much less both an and undefined feature.
Deity (5e Class) Delete this entire page. Whoever thought creating this class was a good idea has no semblance of what balanced even means in D&D. It is much too broken to even be considered for a playable class. With full spellcasting that gets an insane amount of skills, innate spellcasting that allows an 18th level character cast any spell they want whenever they want with no components, no spell list restrictions, and no limitations on how often they can use it, a d12 hit die, insane amounts of features, increases to your ability scores and their maximum given out like candy, great fighting skills, and abilities to INSTANTLY KILL SOMEONE, this should never be played. Delete this entire page and rework every single feature, please. It is just much too powerful.
Demand Duel (5e Spell) This is just a buffed compelled duel.
Demilance (5e Equipment) A 1d12 weapon that's always 1 handed is concerning to say the least
Demon Hunter (5e Subclass) Spellcasting and features superior to that of the Eldritch Knight in every way. Each level has the equivalent of 4 or 5 major features. Resistance to 3 types of damage permanently is ridiculously strong.
Demon Mask (5e Equipment) Tranforming a PC into another creature comes with a whole load of issues(losing access to class levels, changing a PC's race potentially without them knowing, ect.) which makes this item's balance questionable.
Demonborne (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, 5e discourages negative ability scores as it is false balance. Summoning should also only be reserved for classes, and is incredibly OP for any race. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Demoniac Sword (5e Equipment) This weapon 'levels up' instead of following Dormant/Awakened/Exalted pattern already established for magic items
Demonic Knight, Variant (5e Class) Gains way too many benefits. Needs to be nerfed.
Demonkin (5e Race) Comedically overpowered with little to no sense of cohesion. Refer to the first party races for how a race should be presented and then compare this to any one of them to get an idea for how out of standard this is.
Destroyer (5e Subclass) Remarkably weak, missing several features. The amount of options hardly makes up for it, if at all.
Determined One (5e Background) Backgrounds shouldn't provide mechanical benefit.
Deus Ex Machina (5e Subclass) THis subclass gains way too many features at each level and also gains features at levels that the artificer subclass is not supposed to give features. For reference, the artificer gets subclass features at level 3, 5, 9, and 15 only.
Devil's Child (5e Race) I've just implemented the Full Devil Form. I tried to make it as balanced as possible but I'm not sure it is. If you have some suggestion, please share in the discussion.
Devilgamation (5e Creature) Run through it to make sure it makes sense.
Dirgesinger (5e Class) Full spellcasting classes should not get class features when they gain new spell levels.
Dirt (5e Race) Needs to be nerfed. Doesn't follow 5e rules.
Ditto, Variant (5e Class) You can turn into a tarrasque, or some other creature with damage and hitpoints completely beyond what is appropriate for player. You can turn into creatures that have abilities designed for monsters, not players. You can turn into gargantuan creatures, flying creatures, regenerating creatures. You can do all this at 1st level. You can transform for a duration that lasts for most (if not all) combats between long rests. You can transform as a reaction, but no trigger is given. You get your subclass features on the same levels you get an ASI. This class is completely broken.
Ditto (5e Class) Level doesn't scale to CR in this way. This can lead to overpowered transformations. It also means you have access to any number of monster powers that would overpower you or otherwise break the game.
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.
Divine Revelation (5e Spell) A 2nd level spell allows you to commune with a god, and give it an order. What does it mean to cost 50% less?
Dominatrix (5e Background) Proficiencies and equipment are incorrect, please see the "Creating a Background" instructions in the DMG. "Dominating Presence" doesn't do anything a Pursuasion or Insight check doesn't already do.
Dominion Overlord (5e Class) "Dominion Over The Weak" grants you potentially unlimited CR 6 and lower minions. I hope i don't have to explain why this is overpowered
Doom Guy, Variant (5e Class) Class feature spread needs to be evenly spread out over the progression.
Doom Shaper (5e Class) This class can do far too much damage as doing extra damage with each doom point when you use doom ray is far too good. Death Awaits is far too good for an at will feature. In addition there are a few other things that need fixing or are problems like round counting, some features not specifying how they can be activated, or other balance issues.
Doubleshot Greatbow (5e Equipment) No ranged weapon deals more than 1d10 damage, and this has enough special properties to warrant being a magic item
Draconic Fury (5e Equipment) The dragon(born) blood regaining charges ability should probably absorb x amount of blood (ounces, quarts, gallons, etc.) for 1 charge, instead of merely soaking in it. Although carrying dragonblood is unlikely, and too expensive for early game, a dragonborn user could mitigate this fairly easily.
Dracotaur, Variant (5e Race) See talk page
Dragon's Wrath (5e Equipment) Provides benefits in excess of what is expected from a legendary weapon. As well as the constant high extra damage on top of the +3 attack/damage, you have this geas thing. Geas can normally, at best, only be cast a few times a day, each time taking 1 minute (which presumably includes the time it takes to describe the terms of the geas to the target). This weapon doesn't specify the target of the geas and can be used with a bonus action and can be used an unlimited number of times.
Dragon Claws, Variant (5e Equipment) Better than some martial weapons.
Dragon Knight, 3rd Variant (5e Class) 1d12 for the companion hit die is to high. The dragon damage at higher levels is insane (4d12?). As it is, is a buffed version of a the Dragon Knight.
Dragon Mage (5e Class) This class gains features in the same levels it gains a new spell slot
Dragon Rider, Variant (5e Class) A pet creature should scale similarly to the ranger's Beastmaster pet, and you shouldn't just gain access to a young dragon/wyrmling, let alone an ancient dragon. See the talk page as well.
Dragon Sin (5e Class) Bad feature spread. Lots of levels where the class gains multiple features, and lots of dead levels.
Dragon Slayer Traditional (5e Class) Two common saves. There's so much crossover with rangers and fighters one wonders if this couldn't just be a subtype of one of those classes. The only unique core feature is that you deal more damage to dragons, so why not just put that in a ranger subtype. Then at least you can branch out into other favoured enemies - you will go through whole adventures without encountering a dragon, making the damage feature disappointing as a core feature. You can multiclass into fighter if you want the roughneck features.
Dragon Troll (5e Race) I don't believe I can fix this race properly without gutting the thing entirely. Large sized, 1d10 natural weapon, a breath weapon, AND unconditional regeneration. Well above the power level of all SRD races.
Dragon Warrior (5e Class) This class has additional ability score increases at levels 6, and 14. Additionally, it appears to have two subclasses that are picked independently, and leveled together with both Soulbond, and Rider Bond.
Dragonborn (5e Race Variant) This is just a straight up buffed dragonborn, with +4 ASI; there is no associated action for the Breath Weapon or a recharge, and the DC shouldn't be calculated like that
Dual Pistol Master (5e Feat) Absurdly more powerful than any feat should be, doubling the number of attacks you can make. Consider wording from Crossbow Expert for balanced alternative.
Dwarven Urgrosh (5e Equipment) This is significantly more powerful than the first-party double-bladed scimitar
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.
Eclipsemancer (5e Class) Infinite healing at 1st level.
Efreet Mayham (5e Equipment) The weapon bonuses should not scale by level (it's not something you get better at doing).
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.
Eldritch Hunter, Variant (5e Class) half casters don't have access to cantrips, and don't gain features at levels 9th, 13th and 17th. Also, you shouldn't gain both an extra attack and a subclass feature at 11th level
Eldritch Knight (5e Class) 6 9th level spell slots? Lets just no?
Eldritch Specialist (5e Feat) Overwhelmingly ridiculously powerful.
Elemental Avatar (5e Class) 06:53, 15 March 2019 (MDT)
Elementborn (5e Race) The subraces vary in balance, and two of them have resistance to the common weapon damage types of bludgeoning, slashing and piercing.
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.
Elf of the Wildlands (5e Subrace) Straight up stronger than all first party subraces. Uses vague wording throughout. Basically a Wood Elf on steroids.
Eliksni (5e Race) The houses and codes aren't balanced between eachother very well.
Elite Knight Armor (5e Equipment) See the talk page.
Elite Mercenary (5e Subclass) A +1 AC and attack roll bonus at 3rd level when you use most any weapon is a bit too good
Emotions (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, if we compare this to the aarakocra it has a flying speed and 8 highly questionable traits on top of that. The traits allow possession, incorporeal movement, massively damaging traits, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Empath (5e Class) Class features should not be gained when a spell casting level is too.
Empathic (5e Class) Should not gain a class feature when getting a spell level.
Enchanted Lich Robes (5e Equipment) Ridiculously specific attunement requirement
Enchanted Traveler's Fort (5e Equipment) Okay, I noticed it can have an AC of 50 which tells me maybe this isn't for 5th edtion. Please clarify.
Endless Divine Soul of Darkness Incarnate (5e Background) Design disclaimers excuse edge-case, "could clober in incredibly specific scenarios", not to excuse blatant balance issues, see Help:A Good DM.
Energy Spear (5e Equipment) Far too much damage for a mundane weapon (is this supposed to be futuristic or magical?).
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).
Entities of the Three Brothers (5e Race) I feel He Who Speaks No Evil should have different benefits from the other brothers and Perception proficiency paired with advantage on sight is really strong to the point I would remove it in favor of something else like has been done with He Who Hears No Evil.
Epee (5e Equipment) A weapon with +1 to hit is a bit too good, regardless of damage
Eruption Counter (5e Spell) This is a better Blade Ward added to a better Hellish Rebuke
Essence of the Shadow Reaper (5e Feat) Way beyond the scope of a feat. Maybe try a subclass...?
Evolver (5e Equipment) Quite a poor design. A dagger user isn't going to want a shortsword or longsword, and a longsword user isn't going to want to wield a dagger. So, the idea is to have a weapon that gains power as you kill things. The maximum benefit shouldn't exceed that of a legendary weapon. You are awarding this to a player as a legendary item, but it starts with benefits worse than a +1 magic sword, so there's no incentive to start using it. If you reveal the mechanics of the weapon, the character cna kill trivial creatures (rats, sheep, etc) until it is at its maximum level, rendindering the intermediary phases pointless. This whole thing needs rewriting from scratch, and awarded at a much lower rarity, but increasing with power as the character gains levels.
Ex-Soldier (5e Class) 15 attacks each turn, spells, and the features don't use any rules.
Ex-machina (5e Race) This race is definitely overpowered compared to similar first-party races and would benefit from having less powerful traits. +11 ASI alone, not to mention copying abilities. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Experimental Hybrid (5e Race) This race is greatly overpowered in almost every way. Ability scores increases are far too great, armored should not be a trait, proficiencies are too numerous, and several other problem. The base knows three languages. Humans is both variants of human in the DMG combined with more on top. The other races follow suit. All bloods are completely broken. See 5e Race Design Guide.
Fade Touched (5e Subclass) This class's mechanics are vague and uses a decimal system uncharacteristic to DnD 5e.
Faerie (5e Race) This race is incredibly strong. 30 feet of flying, plus a cantrip, 1st level, and 2nd level spells.
Fairy, Fairy Kings Forest (5e Race) This has less flight than aarakocra, but has unhindered flying speed (40ft) with +4 ASI and even an innate spell at 1st level. And its creature type makes it safe from some spells.
Falconer Armor (5e Equipment) Cost aside, this armor is a bit weak for medium armor and should probably have its AC boosted or changed in some other way to make this armor unique from other pieces of armor.
Fallen Angel, Variant (5e Race) A drop in fly speed doesn't compensate for the several additional traits this race recieves when compared to the aarakocra.
Fallen Deity (5e Background) This background is far more powerful than other comparable backgrounds due to the sheer number of proficiencies/languages you gain.
Fallen Human (5e Race) Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.
Far Mage (5e Class) See talk page page
Fast Rings (5e Equipment) A magical item shouldn't do nothing when you get it. In addition, magic items should not get bonuses for having other magic items and items which can be abused/are more powerful with more of them should require attunement.
Fell Elf, Variant (5e Subrace) Elf subraces increase one ability score other than Dexterity by 1. This is greatly overpowered by comparison. 'Cheap', and 'Awesome' are not quantifiers.
Feruchemist Variant (5e Class) This is just a copy of Feruchemist (5e Class) that has been made more powerful.
Fifth (5e Race) This race has 45 feet of flying without even the disadvantage that it brings to aarakocra, plus the other traits that it gets.
Firing Into Melee (5e Variant Rule) Because the re-roll uses the PCs attack roll again, it means that the more skilled the PC is, the more likely they are to hit a friendly model.
Focused Multitasker (5e Feat) Oh yeah, hold person and Sickening Radiance (5e Spell) would never be a problem. This is just an example but I assure you there are dozens more.
Folding Sword (5e Equipment) What distinguishes this from a shortsword with the Hidden property
Forest Golem, Variant (5e Race) This race is significantly stronger than any 1st party race. 5 ASIs is too many.
Forge Master (5e Class) Most things aren't specified to an adequate specificity.
Former Gladiator (5e Background) The feature should not grant mechanical benefits.
Formless Body (5e Blessing) Take this boon and become a Tarrasque. 'nuff said
Formula 202 (5e Spell) This is significantly better than Longstrider added to a weakened Jump, both first level spells
Frenzied Warrior (5e Class) The rage feature makes reference to a barbarian table for uses. The description of the class don't match the features at all: The description mention "dark powers" and "corruption", but the features are just a mix of battle master and barbarian features. Why not just make a subclass giving battle maneuvers to the barbarian, if that was the intention?
Frieza (5e Class) The features at level 1 are nearly identical to the monk, except that the unarmed strikes are significantly stronger than the monk's.
Frostborn (5e Race) Even as a single racial trait, permanent advantage on some cantrips and spells(if what i assume it intends is correct) is kinda busted. Even then, having a single racial trait kinda stinks. Even the dragonborn has two.
Frostmourne (5e Equipment) See the talk page.
Full Counter (Magic) (5e Epic Boon) Way above anything an epic boon can do. This allow you to, for example, reflect 9th level spells without limits. Take a look at the official boons so you can have an idea on how powerful they should be.
Full Counter Variant (5e Feat) It literally allows you to reflect spells at will. I don't even know where to begin balancing this without completely rewriting the feat.
Full length Gauntlets (5e Equipment) So with 1 item, unarmed strikes deal more than a monk ever will, AND a free Bracers of Defense? Seems balanced. Heck, Slow and Steady is completely broken on its own thanks to literally doubling the amount of attacks you can make.
Fullmetal Cloak, Variant (5e Equipment) Carapace Mode gives the identical effect of +1 Mithral Armor in addition to mobility bonuses
Gallifreyan, Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +3/4 to a single ability score, up to +6 ASI on top of a plethora of questionable racial traits, traits that force a player to act/roleplay their character a certain way, ridiculously overcomplication regeneration/resurrection, dm fiat understand all languages. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Gargoyle (5e Race) Ancient Knowledge should not be a racial trait it is akin to a class feature. Overall a lot of effort has been put into this race but it needs to be correctly balanced compared to normal first-party races.
Garotte of the Cenobite (5e Equipment) See the talk page.
Gem Wielder (5e Class) This is too versatile. A class without spellcasting can cast 8th level spells. It can also gain resistance to any damage type, and change that type every day. You choose what weapon damage you add from a long list when you activate it. You can choose bonuses to AC, attack rolls, vision enhancements, and a dozen other things, many of which read like feats. Whole class needs to be examined.
Gems, Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, unconditional advantage on all Constitution saving throws, losing a limb is pretty vague and not covered by the rules, this needs to be clarified, adapt should recharge on a short rest, Resilence should give a list of damage types as a choice from all of them shouldn't be allowed, Inclusion is phrased poorly to the point where one cannot extrapilate what the intent is. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Gentleman (5e Class) Vastly out-damages the Monk at lower levels
Glitch (5e Race) See talk page.
Globglogabgalab (5e Race) "you can polymorph into any creature you wish" - great, I'll turn into a Tarrasque then? Fear is a 3rd-level spell, so the PC should be at least level 5 to use this.
Glock (5e Equipment) So now this light weapon deals as much damage as a hunting rifle? That doesn't seem right. Range is also very odd (modern weapons use 1/3 range ratio, with an automatic pistol having (50/150) and revolvers having (40/120) in the DMG.
God Eater (5e Class) "Oversized weapons" is a homebrew rule that doesn't seem to apply here. 5e doesn't have "free actions". "Restore balls" are not on the class table. 75 hp restoration at 1st level is crazy: it doesn't say how they are "planted", how you "pass through its field", exactly how many you start with, why survival is used to craft them instead of any normal crafting rules, how long it takes to craft one, or what the material costs are. Sorry but most of this class is broken.
God Rules (5e Variant Rule) Mechanics not fully explained. It says these are "godly feats" but doesn't seem related to feats. It doesn't say what the conditions are for using a godly feat. Does it use an action? What does "Your relevant modifier is expended on your alignment" mean? Do I spend the SP before I roll to hit or after? It claims that it's not "100% overpowered" and yet a 20th level wizard has 109 SP, so can make an attack that deals 1144 (109d20) damage.
Golem Crafting (5e Variant Rule) Does not tie in with the existing rules for magic items, golems (seems to confuse golems with animated objects), or downtime activies (it doesn't even say how long golem crafting takes). Wouldn't it be simpler just to make your statblock for the golem, work out what CR it is, then use the Manual of Golems ase a baseline for the cost and time?
Goliath Panda (5e Race) Uses none 5e terminology and the traits are poorly worded and or vague. Universal advantage on a common saving throws.
Golric (5e Race) This is , word for word, a Goliath plus an Orc. They have the traits of both
Gowther (5e Creature) Challenge rating of 16 seems to be a wild guess not derived from this creature's actual statistics. Several statistics appear to be random numbers; e.g., how is this creature's AC as high as 15 if it isn't wearing armor and has such a low Dexterity score?
Grand Caster (5e Class) Multiple increases to primary stat at low levels, primary stat cap is raised to 24 at level 9
Grave Sorcerer (5e Subclass) clerics can turn undead at level 2 for one minute
Gravity Knight (5e Subclass) Levels don't match the 5e SRD:Fighter. Features need limits.
Gravity Saber (5e Equipment) Should be a magic item
Great Weapon Master (5e Subclass) the interaction of the 7th level feature with Polearm Master is ridiculously overpowered. And, even without tha feat, unlimited opportunity attacks is broken as hell, and given in a level that a fighter sub shouldn't get a combat related feature
Greater Song Of Rest (5e Spell) Two casters that know this spell can just chain casts of this spell forever.
Guardian, Variant (5e Subclass) Off to a good start with two-handed defense, as shields do not have a "heavy" property, and +4 AC is far too high, and you shouldn't refer to feats (since they might be in use). The other features all have problems.
Guardian of The Forest (5e Epic Boon) I would point out the many condition immunities or the permanent spell effects, but i'm pretty sure that you are aware that this boon is extremely overpowered, and the design disclaimer doesn't change that
Gun Mage (5e Class) Class features gained at the same level as spell slots of 3rd level and higher.
Gunlancer (5e Class) Barely any weapon proficiencies, and no out of combat abilities
Gunslinger, 2nd Variant (5e Class) 09:32, 9 March 2019 (MST)
Half-Celestial Born (5e Race) Compared to the first party aarakocra or aasimar this race receives several more powerful racial traits such as flight and automatic success.
Half-Dopple (5e Subrace) Traits are vague and inconsistent. Requires a rewrite.
Half-Human (5e Subrace) So you get everything a base race plus everything a variant human gets. Straight up stronger then any race. Requires a rework.
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-Vampire (5e Race) This race is overpowered compared to similar first-party races, and would benefit from having less powerful traits as the race currently get everything their first party race gets and a whole bunch of questionable stuff from the vampire. Overall requires a rethink and then a rework from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half-changeling (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. This race has the best aspects of both their parents race: shapechanging and gnome cunning/lucky/flight/etc. Overall picking more comparative traits from each race and even making original traits that play off both concepts would be better to integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half Vampire (5e Race Variant) 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. 4 free class levels in mystic, allows concentration of two spells, a cantrip/1st/2nd level spells from any class list. 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.
Hammer of Orlon (5e Equipment) Since PCs do not have any legendary per turn, the actions here would not seem to be much use. The attunement requirement is vague. "Much more likely to die" isn't defined. "Per encounter" isn't a 5e duration.
Hanson Clan Static (5e Race) Tries to make a race a class, lightning immunity, charge building up, benefits that extend beyond 5th level, a purposely overpowered subrace that the author claims PC's aren't allowed to take, etc, as well as an overall terribly clunky design. Please read the 5e Race Design Guide for help trying to make this balanced/ reasonable compared to the other 5th edition races.
Harrier Hook, Variant (5e Equipment) This seems more suited to a martial weapon as a commoner likely wouldn't own this and the damage potential seems a bit too high for a simple weapon.
Healer (5e Class) You need a 9th level spell to summon an unicorn for 1 hour, requiring your concentration. This class give you an unicorn for free at 8th level and also allow you to enhance it
Heart of the Abyss (5e Equipment) Although it can only be used once per wielder, war pact is incredibly strong. Gaining an extra attack alone is very potent. On top of that there is a huge pool of temporary hit points, advantage on three types of saves, increased slashing, and necrotic damage, healing every round, and lasts 100 rounds with standard timing.
Heartless (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, size category should not be choosable, innate casting of a 4th level spell at level 1, racial abilities that go up to 10th level, flat bonuses and most traits make little to not sense. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Heartwood Armor (5e Equipment) This is no different than a set of mithril armor minus the clause on the removal of a Strength minimum and minor detriment from fire based attack, and mithril armor is uncommon. See the talk page as well.
Heavy Archer (5e Subclass) Tried to edit it to make it more balanced, Please tell me if it's still horribly unbalanced
Heide Knights Armor (5e Equipment) See the talk page.
Herald of the Gods (5e Background) Backgrounds don't give you access to spells or mechanical benefits. Compared to the sailor background, which is one of the only official ones with mechanical benefits, this is still way too much. It should be repurposed from a role play perspective.
Hero, Variant (5e Class) See Talk page
Heroic Spirit (5e Class) Massive imbalance between subclasses, such as the ability to summon creatures meant for a party of four characters at your level at any level for Lancer compared to popping in a tarrasque every turn at 15th level for Caster, and most of these are just the first few subclass features.
Hidden Blade, Variant (5e Equipment) This is a shortsword with added hidden and glove properties
Hiemalis (5e Class) The damage is a bit too high. Uses per long rest need to be introduced to balance this out.
High Ancient Strike (5e Spell) Needs to be playable for a vanilla class too.
Hiveborn (5e Race) Concept is far too much for a race, mechanically and... wordedly. I recommend the Kroot (5e Race) for advice on how to make a race which gains stuff from other creatures, as it executes the concept rather well without being as overbearing as this.
Hollow Infantry Armor (5e Equipment) Whoefully underpowered for a medium piece of armor, this armor is actually not better than having no armor since it limits the maximum AC you can get while providing nothing.
Hollow Soldier Plate (5e Equipment) This armor is worse than every other 1st party piece of medium armor and it has a chance to break.
Horsefolk (5e Race) The Pegasus subrace is SIGNIFICANTLY more powerful than the first party Aarakocra
Hunter (5e Background) The features are weak, describing either something that a character could do even if they did not have this background but was nevertheless knew how to hunt; or providing a clear mechanical numeric bonus. A background feature should be something only someone of that background should be able to do: not just the normal techniques of hunting.
Hunter Stalker (5e Background) The features are weak, describing either something that a character could do even if they did not have this background but was nevertheless knew how to hunt; or providing a clear mechanical numeric bonus.
Hybrid (5e Feat) Not all subraces are balanced equally, and many give more than pre-existing feats do.
Hybrid (5e Race Variant) Choosing traits from other races could be imbalanced.
Hybrid (5e Variant Rule) This class has numerous combos that make a PC belonging to the class be heads and shoulders above the power level any 1st party class. Most combos by their very nature are overpowered, due to PC's just getting the features of two classes/subclasses at almost the same levels and there are many overtly broken combos such as rouge+martial class, paladin+other spellcaster, full spellcasting class+any other martial class, ect. In most cases, these combo classes need ability score increases in several/too many ability scores. Also, an insane amount of testing/balancing needs to be done to make this idea usable and a more balanced version of a hybrid class already exists in multiclassing.
Imortalist (5e Class) Is able to break the ability score cap at 9th level.
Imperatrix (5e Race) There are too many powerful traits on this race for it to be balanced
Imperatrix Force Master (5e Subclass) A functional doubling of sorcery points is too powerful
Improv Artist (5e Class) Unfortunately this class doesn't use the 5th edition ruleset very well, see talk page.
Incurvatus (5e Subclass) Several features at non-subclass feature levels, most notably at 1st level, making additional lower level characters at 4th level, and so many other things outside the realms of balance. Massive reworking is needed.
Infinite Caster (5e Subclass) Design flaws including problems with min-maxing spells like 5e SRD:False Life or say Protection from Negative Energy (5e Spell).
Inkling, 2nd Variant (5e Race) See talk page.
Instil Fear (5e Spell) This is just a buffed Cause Fear (5e Spell).
Inurement of the Feywild (5e Feat) This feat is essentially 5e SRD:Spellguard Shield, a Very rare magic item that requires attunement.
Iron Chef (5e Class) The skill bonuses and amputation possible at 1st level is just plain broken.
Iron Man (5e Class) If this isn't supposed to follow standard design conventions, it's not stated.
Iron Sentinel (5e Subclass) redundant and non-specific proficiencies, along with gaining multiple feats(which can be replaced with ASIs.
Issuni (5e Race) Takes the Tiny Player Characters variant rule far beyond its intended limitations, grants incredibly powerful racial traits that just seem to revolve around being very small - something that ought to be covered by said variant rule.
Jade Emperor’s Body (5e Epic Boon) As per usual, each trait could be a whole boon. Please balance this
Japanese Kitsune (5e Race) Spiritual Power needs to be reworked. Other traits should be looked over as well.
Jaroidian Bolt (Jaroidia Supplement) 19 average damage is way more than even the most powerful first level spells
Jaroidian Diamond Greataxe (5e Equipment) The damage is so overpowered that this item wouldn't be balanced even as an artifact. Should have its damage reduced and be written as a magical weapon, instead of a regular item, with rarity instead of a value in gp
Jaroidian Diamond Sword (5e Equipment) Weapons shouldn't have a 4d6 damage output without some heavy drawback to it
Jaroidian Outlander (5e Background) Backgrounds should give 2 skills at most, not 7.
Jaroidian Plate (5e Equipment) No armor should just be better than plate. 19 AC needs some BIG disadvantages to not be overpowered (see Fortress Armor (5e Equipment)). Neither cost nor weight balance this.
Jaroidian Royalty (5e Background) 8 skills is far too many for a background
Judgement, the High Prosecutor (5e Creature) If the design disclaimer is to be believed, put it on a user page
Judgement’s Authority (5e Epic Boon) If the design disclaimer is to be believed, put it on a user page
Kaeozz Bolt (Jaroidia Supplement) This is very literally a boosted Chaos Bolt, but a cantrip
Kaeozzoidian (Jaroidia Supplement) Where do I even begin. A net +7 ASI, 50 feet walk, two HP per level, all weapons and armor, double powerful build, Fighter extra attack, races don't get new abilities after level 5, free dash, and a fighting style
Kaeozzoidian Dragon Hunter (5e Subclass) permanent resistance to slashing, piercing and bludgeoning damage is way too strong at 3rd level
Kaeozzoidian Dragon Pulled Plane (5e Equipment) This should be a magic item, not normal equipment, with rarity instead of a value in gp. Draelm (talk) 16:21, 18 October 2020 (MDT)
Kaeozzoidian Spellsword (5e Subclass) The spellcasting in this class needs to be reduced. As it is, this is a better spellcasting than some fullcasters, with the tankiness of a barbarian. Class features shouldn't give feats. Being setting specific doesn't change the need for balance on the homebrew.
Kaleidoscope (5e Race) Transcendance is incredibly awkward, breaking 5e precedents at all opportunities. Parties aren’t a thing, nor are battles, instant death for enemies is broken as possible, as is permanent stat bonuses.
Kandra Variant (5e Race) This is essentially just a copy of Kanda (5e Race) that has been made more powerful.
Kapesh (5e Equipment) This is a Rapier that does Slashing damage and has the light property
Keeper Variant (5e Class) See talk page
Kender, Variant (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's, unknown terminology, condition immunity, negative ASI's, etc. Overall a poor conversion to 5th edition and needs a rework both from a mechanical 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 Musicus Meter (5e Guideline) also has a comprehensive list of racial traits you should use to inform your wording.
Key of the King's Law, Bab-ilu (5e Equipment) Doesn't explain what this is. We have to guess it's some kind of "key" based on the subtype. As an artefact, it doesn't include the required information (fields have been left blank). I can't make sense of some of this (you can put an item in the gate and still use its power? What does that mean?; How does the "special ability" work? Can I buy a weapon manufactory, put in thousands and thousands of weapons, and so instakill any creature?)
Khopesh Glaive (5e Equipment) This is identical to the SRD Glaive, with the added Disarming property
Kings Ranger (5e Subclass) Feature levels do not match the 5e SRD:Ranger.
Kitsune, 3rd Variant (5e Race) Stronger than any first party race and the balanced Kitsune_(5e_Race) as well as unbalanced Kitsune,_Variant_(5e_Race). Page uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. A plathora of powerful traits of questionable standing across whether they be base race, subrace or variant traits. Several flat bonus's. At will casting of alter self. Several free languages(most of which are unexplained). etc. 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.
Kitsune half-blood (5e Subrace) The wording for traits is so vague and unspecific it makes it overpowered. Read the 5th editions books and the 5e Race Design Guide.
Klyntar Host (5e Class) This class carelessly throws around very powerful terms such as ability score increases, advantage, immunity, resistance, and vulnerability. Transform as a level 1 ability introduces a laundry list of abilities. Perfect Transformations is outrageously powerful just in terms of the ability score bonus. On top of that, it uncaps the number of transformation, and doubles the blindsight range. Extra attack is also accompanied with bonus movement speed for seemingly no reason. Advanced transformation grants 30 feet blindsight in addition to several other abilities. Homeostasis grants advantage on death saving throws at level 9 unless 'recently' (what does that mean?) damaged by specific types of damage, and other abilities. These issues, among many others appear to make this class greatly overpowered.
Klyntar Host (5e Race) Gaining hit points equal to your normal hit points seems greatly overpowered. Also this race had more than the 10 allotted traits for a race. See the talk page for removed traits. Ideally this page would use the 10(or less) greatest traits from here and the talk page to make for a complete, and balanced race.
Knight of Bretonnia (5e Class) See talk page
Know Thy Foe (5e Spell) Firstly, I don't think the DM should ever be forced to tell a player the specific statistics of a creature: these are abstractions, not things a character would actually know.
Ko-naginata (5e Equipment) This is a Glaive given finesse and d8 one handed
Kor-Kitar (5e Equipment) This weapon is strictly better than any other mundane weapon. A martial melee weapon shouldn't cost more than 50 gold, the +1 bonus to AC alone makes this far too good, and doubling the attacks you can make each turn is absurd, as the bonus damage provided is far too good.
Ko• (5e Equipment) If there's special properties/lore, it's best to make it magical
Kriegsmesser (5e Equipment) See talk page. Should go on Weapon Alternatives (5e Other).
Kritian (5e Race) Between 6 traits for each subrace, 7 base races traits, transformations, and breath weapons, this race seems to have to have a lot going on, and may be overpowered.
Kusarigama Variant (5e Equipment) 2d6 reach weapons are a bit too powerful
Kyuzo (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, races should not have such an interaction with equipment. The equipment itself doesn't actually exist in first party books as well. Parry can be done every turn and grants 2-6 AC. Free damage on every strike. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Kōsoku (5e Equipment) "Artifact" does not mean "zero semblance of balance". As it can deal infinite damage(literally, check the last feature), this one better resembles the latter.
Labaranthine (5e Class) I just posted this and want feedback. Might be OP?.
Labaranthine (5e Race) +4 ASI along with everything else they get, especially immunity to spells like crown of madness since they are not humanoids, is a bit too much (Large size, gnome cunning, etc.). "Once per day" is not proper wording in 5e for race traits. The spellcasting also needs a proper limit (see tiefling for example on wording). Screech for some reason doesn't call for a normal save, so that needs changing too.
Lance of Judgment (5e Equipment) [1] item is not only utterly ridiculous power-wise, but many things are confusingly and questionably worded. 90 feet flight with no caveats, two damage immunities, flat double damage, a +30 skill bonus, DC 40 saves to disarm, summoning seven friendly creatures each with Challenge Rating 23, ignoring any and all immunity, flat double damage, who the heck is Vastos, the most narrow and confusing destruction rules ever, free healing, friendlies get advantage on everything, and this is just the stuff I could find on a cursory glance.
Lancer (5e Subclass) See the talk page.
Leaf of Lorien (5e Equipment) A simple light weapon should not be dealing an average of 5 damage. I don't know why this has a +2 bonus to the damage roll, or why it has a cost if it's not "purchasable". Could you not just use a magic +2 dagger to represent this? That would inherently have the intended damage bonus and rarity.
Legendary (5e Class) this class have 3rd level spell slots at 1st level, as stated in the class description, and access to 18 spells known at 1st level, scaling too ridiculous degrees at higher levels.
Lesser Colddrake (5e Creature) The legendary actions are a bit lazy, being merely copies of the normal actions. The whole design is a bit weird.
Lich's Staff of Magic (5e Equipment) You shouldn't have to spend anything to attune to an item, there should only be requirements (such as being a spellcaster) to do so. In addition, a magic item shouldn't have properties based on the attuned statistics and the item has the potential to store far to many spell slots (7/8 would be more appropriate). Also, you can't gave negative charges on an item.
Lich, 2nd Variant (5e Class) Way too many features with the spells.
Lich (5e Race) Truesight, extra spell slots, and the inability to die. Absolutely must be toned down.
Lich Lord (5e Subclass) undeath affinity should probably be spent, and regained after a short/long rest. The servants grant up to five additional attacks per turn, which is a lot in the combat economy. The whole subclass should be looked over for balance.
Lisen (5e Race) Race traits never go beyond anything for 5th level. Also truesight for a race at low levels is generally not ok
Lithune, Variant (5e Race) Stronger than any first party race. I'd recommend significantly decreasing the benefits of the subraces. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lithune (5e Race) Racial traits are significantly better than other first party feats and racial feats. Feats should not have level caps and the prereq's should have the race name in them to show their racial feats. These are more class feature type abilities than racial feats, see XGtE. 1d8 on an unarmed strike might as well be giving a monk their 11th level class feature early. Consult the 5e Race Design Guide and the 5e Feat Design Guide for help.
Living Doll (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. Two common condition immunities. 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.
Lizardfolk, Variant (5e Race) Just a buffed version of the already comparatively strong Lizardfolk and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly. Overall poor 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.
Longblade (5e Equipment) As above.
Lost Dragon (5e Class) Features need to list how many times they can be used each rest. This class is very underpowered or very overpowered at different levels. These and other balance concerns have been brought up on the talk page, but remain unresolved.
Luminary/Hero (5e Class) A class should not get the benfits of a fighter's Extra Attack scaling, more ability score increases, and what is effectively full spellcasting as it makes the class far too powerful. This class's spell list is also extremelly good and when a spellcasting class gets higher level spell slots or in this case your Max Spell Level increases, they typically should not get features. Subclasses should also not change aspects of a core class as Erdrick and Eight subclasses are trying to do.
Lustrous (5e Race) Yes, you're correct. There are too many racial traits and a little too many subraces on this page. Condense it a little bit and you'll be good to go.
Lycanthrope, 2nd Variant (5e Race) As per the talk page. Doesn't take into account races without subraces or the comparative balance of those with and without subraces or the difference in the power of some races subraces compared to others. Negative ability score improvements should be avoided. Assuming it is used for races with subraces then it essentially adds several strong benefits that make any subrace better than any other as well as includes some badly worded downsides that will cause issues for other party members, makes any period of downtime or travel longer than 3 days a challenge and causes playing one to be choir. Overall a rework is required to make this more reasonable and work within the context of the game.
Lycanthrope, Variant (5e Class) This class seems to be combining the best of Barbarian, Monk and Fighter, eventually growing to an unarmed damage output and resistance that surpasses both while in hybrid form. (permanent resistance, 1d12 hit die and up to 174 bonus hp and 2 attacks for 2d12 and one for 2d10)
Lycanthrope (5e Race) Needs better design in places. For example, "retaining one trait" is haphazard, as this can range from something minor to something very powerful (like drow spellcasting, or the human's bonus feat. "Overlap and clashes" requires some interpretation, which is a weak design.
Machine Doll, Variant (5e Race) Clunky and uses incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's to AC should be avoided, instead, increase the base AC. 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.
Machine Lifeform (5e Race) Network bound is a very powerful feature that gives you the half-orcs endurance but for multiple uses rather than just 1. If you only regain a use after using it once, it should be fine to have it only be one use. Modifier based usage should be reserved for classes anyway. The way it ties into another trait is also highly specific and may therefore be more generalized to have them be in separate subraces or something.
Madness (5e Feat) Trying to make sense of this in any mechanical sense is absurd. Immunity to an entire school of magic and psychic damage is too much.
Mage, 3rd Variant (5e Class) This class is far too powerful as it has better spellcasting that full spellcasters, too many cantrips known, better extra attack scaling than fighters, an absurd number of features for a full spellcasting class, regaining some spells on short rest?(it is unclear why exactly the class works this way). Also, not being able to cast a spell again after using it and compensating for that by having a ton more spell slots is very poor design as that makes that class far too powerful and the general design of 5e makes it so negative features do not counteract positive ones.
Magi (5e Class) See the talk page. Namely this class gets some of the better features belonging to monk, warlock, and wizard, and improves upon them and the class has strong features besides those.
Magi (5e Race Variant) This race has negative ability modifiers, and increases in ability scores totaling 5. See Race Design Guide. It also has darkvision with a needless buff, unconditional advantage, and disadvantage on skill checks, and flat bonuses to spell save dc, attack, and damage.
Magian Magnate (5e Class) full caster with d10 hit die; can cast spells without spending spell slots; can make spells permanent on itself at 2nd level; can learn spells from all schools; gain features in the levels it gain a new spell slot; and this just from the first features.
Magic-Bane Exoskeleton (5e Equipment) This needs some limit to the regeneration, or it is too powerful. Even a ring of regeneration only heals you once every 10 minutes to ensure it is limited to outside of combat.
Magic Initiate, Variant (5e Feat) See the talk page. It is Magic Initiate, one of the strongest feats in the game, buffed to the point of unusability.
Magical Liopleurodon (5e Creature) Various numbers and terms are invalid. Legendary actions section is not written correctly.
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
Major Threat Weapons Legacy (5e Variant Rule) See talk page.
Mammuthari (5e Race) See talk page
Man-Eating Plant (5e Creature) Needs to use D&D 5th edition mechanics. For example, the hit point calculation is incorrect, poison barbs is presumably supposed to be an attack action, etc.
Man for the job (5e Subrace) This is just a variant Human, which is already debatably overpowered, but with +1 ASI.
Manibus (5e Race) This race seems underpowered. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Manticore's Mane (5e Equipment) Needs to be rewritten so that it uses the actual 5e rules.
Master Ninja (5e Class) Every feature presents a balance problem. Reaction attacks, crits 17-20. Needs to be reworked.
Master Thief (5e Class) Full casting(wizard AND druid spell list) stapled to the rogue, with a 1d10 hitdie. It's like actively trying to unbalance your content.
Master of Puppets (5e Class) This class gain features in the same levels it gains spell slots and it has a d10 of hit die being a full spellcaster
Matter Thing (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, flight, natural weapons that deal scaling pschyic damage that starts at 4d4, 1d8 natural weapons, etc. Overall rediculous and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Max Damage Rogue Edition (5e Optimized Character Build) As noted on the talk page, this build cannot make a sneak attack with a heavy crossbow.
Mecha-gnome (5e Subrace) This is basically a "Gestalt" race, having all Warforged traits + all gnome traits, since this is a subrace.
Mechan (5e Race) Large size PC issues. Repair protocol is too strong and overly wordy.
Mechanique de Arcane (5e Subclass) see talk page
Mechanised Arm Crossbow (5e Equipment) This is a direct upgrade to the Hand Crossbow
Medic (5e Class) The d6 hit die is incredibly low. What is this class supposed to do each round of combat? I would at least expect them to have half spellcasting with spells focused on healing.
Medrosakal (5e Race) This race is significantly stronger than any first party race. There are way too many traits and nearly all of them are too powerful on their own. Namely, the not-fighting style in RAaMA, drow magic, a total +5 ASI, and the ability to petrify at first level.
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.
Merchant, Variant (5e Class) Now the feature is even worse in terms of balance. Change the bodyguards feature to be something akin to the animal companion of ranger beastmaster
Mesmer (5e Class) Half casters shouldn't gain spells at 13th and 17th level, and most of the times, shouldn't gain at 9th level also
Mikon's Bracers (5e Equipment) Magic items should not refer to feats, as they are an optional part of the game (nor do feats come in "levels" anyway). I have no idea what the "brutal critical" or "extra attack barbarian feat" are supposed to be.
Mikon's Retribution (5e Equipment) Aside from not being written with 5th edition mechanics (what does "+1 to critical" mean?), we already have plenty of "weapons of more damage". Wasn't sure how to word the the critical change. +1 to critical was referring to change from 19,20 to 18-20
Mimic Changeling (5e Race) This is basically the first-party changeling with traits from the mimic added on.
Mind Flayer (5e Class) Broken in many places. See talk page.
Mind Flayer (5e Race) This race allows you to command a small army, and if you're lucky, a boss. An ability score increases by 3. Steal Brain can allow you to have, theoretically, an infinite amount of intelligence. It is easily exploitable. Increasing intelligence should not be a thing period. The whole race reads like a class, with traits that compliment, and work off of each other. Racial traits should be a small amount of bonuses, and maybe an action or two. See 5e Race Design Guide.
Mom (5e Creature) Missing legendary actions, and burrow speed.
Mongrel (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. Ability to distribute their ASI's potentially allowing for a +4 to a single ASI. 45 movement speed. 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.
Monk's Bow (5e Equipment) Magical items have their own power source and magical items shouldn't be able to gain additional effects based on your level or class/subclass chosen. Besides that, monks are not normally proficient with longbows so how do they go about using and attuning to this item?
Monkey Wrench (5e Equipment) The special needs a limit, like charges.
Moon Elf (5e Race Variant) This race variant forgoes the 'elf weapon training' trait for nothing other than a new name, and time of day spent outside.
Moon Fey (5e Race) The wolf transformation needs careful rewriting. What happens to hit points and Hit Dice when you transform back and forth? What happens to your equipment? I can't use class "abilities", but what if I have a feat that grants spellcasting or superiority dice or other "class-like" features? Look at the careful wording of the Druid's wildshape, but note that if you use a similar mechanic, the race becomes overpowered.
Moon Lord (5e Creature) The damage isn't even calculated correctly and it's still ridiculous.
Moonlord (5e Class) full caster with d10 hit die
Mord-Sith (5e Class) This needs a balance pass. Straight away we have equipment-as-feature with no explanation how to recover the item if it is lost, a bleeding effect that doesn't pay attention to creature type, inappropriate frequency (it gets to a point where you can basically use the bleeding effect on every attack), and whatever the "DC to Intimidate someone hit by your Agiel" thing means.
Mudborn (5e Race) This race has just... a LOT of features. I see some of the features are considered the "negative" ones, but that doesn't serve as justification for adding the kitchen sink to a race. For example, darkvision AND blindsight is completely unnecessary.
Multicasting (5e Feat) Even with this very specific restriction, double concentration is still completely busted.
MyContent (5e Race) This race is significantly stronger than any first party race.
Myrtenaster (5e Equipment) Does not use D&D 5th edition mechanics.
Mythical Beast (5e Class) Four attacks and 3d10 unarmed
Myxapia, Variant (5e Race) Currently just an overpowered version of the Myxapia (5e Race).
Neamhfreann (5e Race) A +4 to a single score is ridiculous enough, the rest of the traits here are even worse. This could maybe be put up for deletion, as this page is both horribly balanced and the concept done to death.
Necromancer, Variable (5e Class) Many features do not work or are insufficiently explained.
Nerubian (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. Tremorsense. Condition/Damage immunities. damage vulnerability. low level spell immunity. burrowing speed. etc. Overall poorly executed and needs a major 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.
Night Stalker (5e Class) This class takes the best part of rogues and fighters and combines them while nothing was done to scale back how powerful the class is as a result of this combination. Because of this, this class is far too good.
Nightborne (5e Subrace) Compared to the first party elvish subraces this is too strong and possesses even a semblance of any of the traits or abilities of their parent races. See the 5e Race Design Guide for help.
Nine-Section Whip (5e Equipment) A normal whip is a martial weapon. Also, given the flavor of this weapon, it would almost certainly be a martial weapon, requiring much training to get good edge alignment with the dagger at the end. Most commoners wouldn't have this weapon anyway.
Ninja, Variant (5e Class) Not well balanced, see talk page.
Noble Elf Armor (5e Equipment) This armor needs to have some sort of niche. Currently, it is just better breastplate.
Norse Shield (5e Equipment) A plain +3 shield is very rare
Novaraptor (5e Creature) Nothing needs that many different options for attacks. They're not even differentiated from each other by having different effects.
Nullifer (5e Class) This class is significantly more powerful than the wizard as it has a better hit die, far too good prophecies when you multiclass into this class, the Extra Attack feature, and a ton of other features gained when you gain spell slot levels.
Nyan Kajan (Late) (5e Creature) CR calculation is wrong.
Oath of Blood (5e Subclass) The features need to state how many times they can be used after taking a long or short rest.
Oath of Sacrifice (5e Subclass) The ultimate sacrifice is not playable. How long does it last, and why does it buff the whole party in such incredible ways? The power needs to be toned down.
Oath of the Demigod Berserker (5e Subclass) one feature shouldn't give a specific feat, let alone 5 feats throughout the progression of this subclass
Omega Soldier (5e Class) Changes have already been made to the Omega Weapons of the class and have been rebalanced accordingly. Changes are still needed though with the Rho Knight subclass as it gives proficiency to ALL skill checks and saving throws and the Omega Armors are quite strong with their advantage or lack of any disadvantages on Stealth checks.
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.
Orisorcerer (5e Subclass) A second spell list, especially the cleric spell list, is incredibly concerning. Even the Theurgy Wizard needed to take Domain spells for 10 levels straight before gaining free reign of spell choice (see talk page).
Osmosian (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, flat damage reduction, unconditional advantages, can take over any machine, round counting, flat AC, absorbing other creatures and a plethora of other questionable/ confusing and not mechanically relevant abilities. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
Pantheran (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. +3 score of choice, 35 or 55 base movement speed, poor wording throughout. Overall needs a nerf and more work 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.
Path of Abyssal Might (5e Subclass) Features are missing how often they can be used. Multiple problems with the mechanics of the features and their readability.
Path of The Otherworldly (5e Subclass) see discussion page
Path of the Titanborn (5e Subclass) Way more features than any barbarian subclass should have.
Pebble Dirgen (5e Equipment) This item is far too weak, as currently it only has an extremely minimal effect compared to other legendary/sentient items, and magical items in general should never be permanently attuned to the wielder.
Permanent Servitude (5e Spell) Which classes can cast this? The control over the minions should be improved, but permanency should not be used.
Persona User (5e Class) The features deal immense amounts of damage.
Personal Improvement (5e Variant Rule) Doesn't have any functional effect, see talk page.
Pet Lover (5e Background) Incorrect number of proficiencies. The feature does not differ significantly from the normal rules for training an animal.
Petty Wish (5e Spell) The wish spell has clearly defined parameters. This "petty wish" spell vaguely describes effects that can already be achieved with other spells (create food and water, locate creature, cure wounds). You may as well spend 10 minutes praying to your deity and roleplay it with your DM, since there's nothing mechanical here.
Phantom Thief (5e Subclass) It gets advantage on a ton of skill checks, a ton of flat-out bonuses, and even 6th-level features, which no Rogue subclass gets. It is much stronger than any first-party subclass.
Phantom Warrior (5e Class) Class features need a more even spread.
Phaseling (5e Class) Many features do not specify a number of uses per rest, and can thus be spammed to great effect. I can understand for the shifting ability, as it is the class' central feature, but several others should seriously be reigned in.
Phaser (5e Race) This has infinite invisibility, telekinesis as well as a weird weekly version of rogue's uncanny dodge. It could benefit from some more standardized traits. This needs a lot more work to rein it into proper balance with first-party content.
Phoenix Kin (5e Race) Reducing ability scores. Requires DM to regulate flame ability.
Phoenixborn (5e Race) Races really shouldn't have vulnerability to damage types or be immortal. Besides that, the traits in general need to be fixed up.
Phoenixmancer, Variant (5e Class) Class features gained at the same level as spell slots of 3rd level and higher.
Pictsie (5e Race) Free plane shift once a day for a race is comparatively overpowered to the other first party feats and while racial feats exist they don't have level requirements.
Pikmin (5e Race) Damage immunity. Poisonous Plant is better than a few very pricey poisons in the DMG and as long as you've got blood you can produce this stuff for free. A flying speed at 1st level. Overall stronger than most races, gets several questionable traits. Upping the size to Small and centralizing the race would be a step in the right direction to make this more playable.
Pit Fighter (5e Class) See talk.
Plane Shifter (5e Subclass) planeshift is a 7th level spell, that casters get one spell slot for until 20th level. This subclass can planeshift more times at first level than what an epic level character can.
Planes Walker (5e Class) Plane Shift teleports a willing creature. I think Plane Shift is a 7th level spell, but here a 2nd level character can do it?
Poinkin (5e Equipment) I am confused how any of these mechanics are intended to work.
Point-based Pact Magic (5e Class Feature) Yeah, sadly it's not balanced, although you could find ways to normally cast pact spells with points, lv3 using 4 for example. But this method is not sadly. Jotertalk) 20:55, 1 June 2019 (GMT)
Poison Soul (5e Class) see Release the Soul feature
Polymorphed Dragon (5e Race) This race has numerous game breaking traits, and is far and beyond the power level of 1st party races. See the talk page for a few examples of how this race's traits are problematic.
Possesion Doll (5e Race) This race features nonstandard darkvision. DC 12 + seems very high for Sleep. Possession should probably break if the creature exceeds a range from you. Also possession can last substantially longer than charm person, or charm monster, and wipes their memory.
Possessed amalgamation (5e Creature) Run through it to make sure it makes sense.
Power Orc (5e Subrace) Relentless endurance with 2 hit points left is a bit unconventional and somewhat useless. The spell part on call lightning needs to be worded appropriately as per innate spellcasting.
Power Up Sword (5e Equipment) This suffers from bag of rats, what is keeping a player from spending a year or so of downtime to kill one million rats to get a +1,000 bonus to attack and damage rolls?
Prankster (5e Subclass) See talk page.
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.
Primordial Spectre (5e Class) See talk page.
Protector (5e Race) Similar to the original maintenance template this race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. The main issue now is a vast number of benefits including some very strong ones that overall eclipse the benefits other first party races grant. For example, a near-universal scalable bonus to damage rolls, negative traits like Defective Critical, and Heavy-Set, Lasting Strength is vague and has the same issues as before. Overall this race should be reconstructed to better align with first party races as it is rather disorderly at the moment. Consult the 5e Race Design Guide for help and check out the first parties warforged race.
Psyche Swallower (5e Race) The traits are poorly worded and comparatively overpowered and will need alot more work to be playable.
Psychopath (5e Class) See talk page.
Quebaerie (5e Race) Tremorsense is considered an extremely powerful ability, and should generally only be used in cases where the stated race or creature lacks other forms of perception, such as a blind cave lizard. Additionally, the concept of 'buff forest people' utterly lacks anything that screams of the need for said ability.
Quentin's Incredible Blunderbuss (5e Equipment) This. Is. A. Magic. Item.
Questionable (5e Creature) Sadly this creature is not balanced, with the CR that is shown, the ability scores and so on Joter (talk) 20:58, 1 June 2019 (GMT)
Questioner (5e Class) The difference between roleplaying and combat is totally missing with various talking-based combat actions. This problem is compounded without any information about what features use what actions. The features themselves are not designed right.
Quickfire Hand Crossbow (5e Equipment) Costs less than a Hand Crossbow, does more damage, and has multiple shots. Also, why does someone need to use a bonus action to sacrifice their movement? Can't they just sacrifice their movement anyhow?
Quincy's Investiture (5e Spell) This just gives you free lower level spells
Qunari (5e Race) Several glaring issues from granting flat bonuses to ability scores, AC and several skill proficiencies to additional gold rewarded, proficiency in all weapons and miscellaneous traits with no mechanical significances, etc. Overall poorly executed and needs a rework both from a mechanical 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.
RIP-Tire (5e Equipment) Using this item is not comprehensible.
Raccoon Folk (5e Race) while I don't personally find too much an issue with advantage on skill checks, WotC core races don't use the trait (iirc) rather races gain proficiency with the skill, but I am concerned with the number of them getting advantage.
Rad Slug (5e Class) Magic Resistance is an absurdly imbalanced feature, especially with multiclassing. The class heavily learns on only a couple features.
Raelyn (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.
Raesokeran Marsupialus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation.
Raesokeran Mustilus (5e Race) Flat bonuses to rolls should be avoided. Snake killer is bloated and should be simplified and nerfed. Unconditional advantages. Adding proficiency bonus and additional time to spell saves. etc. Overall requires a general clean up and the subraces should be balanced inline with each other.
Raesokeran Rodentus (5e Race) Clearly stronger and weaker subraces then others nerf some of the stronger ones to balance this out. A number of traits use incomplete and incorrect wording and need to be mechanically worded correctly as they are often vague or written like casual conversation. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Ursus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. natural attack? The subraces comparatively are not balanced compared to one another. A number of traits of questionable balance such as granting near conditional advantage on attack rolls and 4 proficiencies? Overall needs a nerf and a clean up to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rag Doll, Variant (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. The ability to be any size from Tiny to Large, choice of darkvision, tremorsense or blindsight, several condition immunities, etc. Overall needs a rework both from a mechanic perspective to better compare to the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. See the talk page as well for a breakdown of what is wrong with the race's traits.
Rag Doll (5e Race) I've adjusted or removed some of the traits, but this could still be overpowered: compare with the Warforged in the UA Eberron document.
Rallying Shot (5e Equipment) This item is far too powerful to be mundane item as it can increase your party's damage output significantly.
Rampaging Warrior (5e Feat) This feat is far, far too powerful. It approaches the power level of an entire subclass, and blatantly rips off multiple class features to do so.
Ravager, Variant (5e Class) Clunky and not balanced mechanics. 2d6 HD?
Raven Feather Cloak, Variant (5e Equipment) No armor should double your Dex mod when added to AC. Assuming the character has the max of 20 DEX and no other modifiers such as a ring of protection or the like, this a potential of 22 AC on top of the already staggering advantage on all DEX rolls, which would apply to their attacks, ability checks and saving throws according to the language used here. Additionally, the armor is marked as only a rare magic item, despite its overwhelming power. If this item is to be allowed in any fashion, it should be adjusted to the rarity of Artifact, and be unobtainable outside of crafting, with the resources and time to do so increased exponentially, and the method for forging incredibly difficult
Ravenclaw (5e Race) Thanks for the continued edits, but there's still big problems with this race. Characters can't just get free spell slots for any level, that's not how spell slots work. Spell slots are granted by the player's CLASS, not the race. I'd think of something else to do when it comes to the Divination, Enchantment, and Aerokinesis traits. Keep up the good work, you're making great progress.
Raw Magic (5e Subclass) See the talk page.
Re:Ghoul (5e Class) Balance issues throughout.
Reaper's Hand (5e Class) Martial class with full casting progression. Although this does not have extra attack at 5th level, the two necromantic cantrips at 1st level more than make up for it.
Refined Tremorsense (5e Feat) weight based defense (that 20lb bit) doesn't make sense with the 5e rules, it should be changed to size of the creature
Reinforced Leather Armor (5e Equipment) Resistance to piercing damage is not the kind of thing any mundane armor should grant. The only reasonable way to properly balance this would be to make it have stealth disadvantage, but that would make this redundant (see Plated Leather Armor (5e Equipment).
Resilient, Variant (5e Feat) Gaining access to a single saving throw proficiency is really strong on a feat and gaining access to two is too good. In addition feats should not have level requirements.
Revenant, Variant (5e Race) Given how races' ASI work, a Human Revenant is grossly overpowered
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.
Rifle, Rifleman Variant (5e Equipment) high damage & range
Rifleman (5e Class) Untested, new weapons, subclass skill proficiencies
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 Alfheim (5e Equipment) This is more akin to a spell. In addition, cut back on the lore
Ring of Dark Vision (5e Equipment) The Uncommon Goggles of Night give 60 feet of darkvision, and 60 more if you already have darkvision
Ritual Converter, 2nd Variant (5e Feat) See talk page.
Robot (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. Missing multiple damage/condition immunities/vulnerabilities, Construct creature type, too much choice for ASI's, +3 possible, missing the "you cannot increase this score over 20" descriptor, etc. 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.
Root of Motherhood (5e Equipment) 1cp for something like this? The "problem" that males cannot give birth does not make this work.
Rubber Body (5e Feat) This is too powerful for a feat.
Rubert’s Staff (5e Equipment) Being straight up immune to all spells cast expect 9th level ones with no limitations is beyond broken for any kind of magical item (see ring of spell turning for a legendary item that is weaker than this singular effect). Powerful spell casting is beyond broken as even small increases to a spell's range or damage output are very good effects. You should not be able to use the items charges in leu of spell slots as gaining 50 additional spell slots worth of spells every day on a singular attunement is far too good. The DC's on may effects are far too high and should be ~19. The item has round counting or non-standard durations. Magic explosion and lightning rain should have subsequent saves to end the conditions afflicted upon the targets, you should not be able to alter events that happen with Undo except through the wish spell as it causes a lot of problems, true power word kill is far too good, and many other balance concerns.
Rune Smith (5e Class) See talk page. The main problem is that half of everything isn't standard with 5e material or terminology.
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).
Runeterra: Engineer (5e Class) Features need a better spread: some levels you get a feature and a spell slot, whilst other you don't get anything at all.
Saiyan fighter, 3rd variant (5e Class) Almost identical to Saiyan Fighter, 2nd Variant (5e Class) but with earlier acquisition of features.
Samuel "Bostock" Barreller (5e Equipment) The 1500 year history puts huge onus on the DM. How do you get into an argument with this weapon, and what are this weapon's ability scores and vision?
Samurai, 2nd Variant (5e Class) See talk page. Also this class seems to have subclasses within subclasses (Samurai Path for the basic subclasses, Fighting School for an additional, and secondary subclass, and the Yojimbo subclass has the Battle Master feature which can have it's chosen bonus changed when gaining a level).
Santoryu (5e Subclass) Way too many features. Other than that, at 20th level you can pull off ~90 (5d8 + 15d6 + 25) DPR, and this is before the other damage bonuses and the GARUNTEED CRITICALS on 18th Level.
School of Mastery (5e Subclass) This. Is. Wizard. Times. Two
Scorp-Kin (5e Race) This race has a negative ability modifier. Unarmored defense is a replacement feature, and specific interaction with it doesn't seems to make sense. Especially as the quite similar 'Natural Armor' from Lizardfolk makes no such exception, but is extensive in it's rules explanation.
Scorpkin (5e Race) "you can only fail fortitude save by rolling a natural 1" - 5e doesn't have "fortitude saves", maybe this means Constitution save... even so this is kinda overpowered. Too many traits in general. "One combat oriented feat" on top of all that, which is definitely too much, considering a feat is the entirity of the variant human's traits.
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. Scribe Tracks seems to be describing occupation: anyone attempt these tasks anyway, using a downtime activity. Overall you shouldn't have to pay to use class features and the class as a whole could use some significant work to make the class more usable.
Scythe Whip (5e Equipment) See talk page
Scythe of Time (5e Equipment) Absurdly powerful, even for an Artifact. Severely misunderstands what the magic item template is capable of.
Seaclaimed Pirate (5e Class) Free actions don't really exist in 5e. This class has numerous additional ASI's other than the standard, and still gains other features at those levels. This class provides immunity to two different damage types(cold, and lightning), and heals you if you take damage from them. Thought Shield then grants resistance to psychic damage, and makes those using it take damage. Create Thrall has no saving throw? It also seems you could control an unlimited number of creatures with this. Whole class needs a run through.
Seedshooter (5e Equipment) The Hand Crossbow, a Light 1d6 Loading ranged weapon, is a martial weapon
Sentient Automaton (5e Race) This race's ability score increases and the Coal Powered trait are completely overpowered. Typically a race only get access to a +2/1 ability score increase or +1 to all ability scores as too much more is far too powerful. Taking damage, having a negative ability score increase, or other negative traits should not be used to balance races in 5e. In addition, the Coal Powered trait has tons of problems. It has round counting(durations in 5e are 1 round/1 minute/10 minutes/1 hour/ect), it alters your ability scores which a trait or feature shouldn't be able to do, and the overclocking part in general is far too good. Finally, you should never be able to gain more than proficiency with weapons as it would break bounded accuracy.
Sentient Ooze (5e Creature) "Save or die" effects (in the form of ooze's kiss) at this CR aren't fun
Servant (5e Subclass) Way too many feature, at the wrong levels.
Shadar-Ki, Variant (5e Subrace) Just a significantly stronger version of the 5e Shadar-ki found in MToF. Consider reducing the overall strength of the race to match the original subrace.
Shadow Adept (5e Subclass) Very frontloaded, and the class gets a feature similar to Speak With Dead, a third level spell, at first level.
Shadow Bringer (5e Background) The feature should not grant a mechanical benefit.
Shadow Hunter (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 Walker (5e Class) Up until around the 3rd tier of play (11th level), and perhaps there after this class is a better rogue or warlock as it has a number of great features, spellcasting and what is effectively sneak attack, a d10 hit die and three skill proficiencies, ect. In addition, this class has too many features for a spellcasting class or the class largely should not gain features when your spell slots or slot level increases.
Shadowfell Walker (5e Race) Having negative ability scores or other negative traits does not allow you to have other higher than normal ability scores like in earlier editions. In addition, increasing spells damage is far too powerful for races, round counting really should not be used and a more standard duration should be used instead(1 round, 1 minute, 10 minutes, 1 hour, ect), and a +2 bonus to AC is far too strong for a race to have. This is on top of having a hover speed that is greater than 30 feet.
Shadowflame Corruption (5e Disease) Diseases need saving throws and shouldn't ruin play for a player which changing alignment does. Diseases also shouldn't provide benefits should as becoming immune to a damage type or gaining a spell. Overall, the mechanics behind how this disease works needs to almost entirely be reworked.
Shadowling (5e Race) See talk page
Shambali (5e Class) See talk page. please leave CONSTRUCTIVE criticism only.
Sharpshooter, Variant (5e Subclass) Too many features, all of them dealing extra damage. Concerning.
Shattered (5e Class) Two common saves. Spellcasting is incomplete: you can't have "same as wizard but without spellbook" as the wizard uses the spellbook to learn spells. Pocket Mirror isn't really clear on how it works, particularly in combat, and I see things like round-counting in there. It seems to be a bit like 5e SRD:Demiplane, which is an 8th level spell.
Sheikah, Variant (5e Class) In general this class deals too much damage, has great features at too low a level, and is generally too powerful. For example, sneak attack alone gives the class comparable damage to other martial classes, but in addition to that you gain extra attacks at a rate better than the fighter. For example, Teleportation and Cloning are also far too powerful and you gain those features at 1st level, ect. other issues.
Shi Yu Scarf (5e Equipment) The Blue Crystal effect is broken, and A Thousand Graves has the potential to be game breaking as well.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Shiftling (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, truesight, at will spellcasting without limits, changing size categories. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
ShroomCap Armor (5e Equipment) Armor only adds dex for a reason. Int, wis, and cha armors completely change how spellcasters treat armor, and as such need to be magical. Additionally, medium armor limits the user's dex bonus to AC, which this does not.
Shub (5e Race) Wildly unbalanced. Large creatures can wield Large weapons and dominate tactical space. 5e scaling makes even a "+1 to attack and damage" a big deal - this kind of stacking in 5e has been significantly limited - the shub eventually gets +4 attack and damage. And this is on everything - spells, weapons, melee and ranged! Blindsight is a big deal. I don't even know what's going on with "Malice".
Sibyl (5e Class) Firstly, class feature placement needs to be addressed, as on some levels you gain a class feature and a new spell slot level, whilst on other levels you don't gain anything.
Simic Hybrid, Variant (5e Race) How many upgrades do you get on the Animal Adaptation list? The ability score increase should also be a standard +2/+1 or something else, plus ability scores shouldn't be allowed to go over 20. Many of the adaptations are beyond broken on a race as well with a few being(Digger as tremor sense is incredibly powerful, Natural Attacks for basically allowing you to have a monk's unarmed damage die scaling/attacking as a bonus action, Wings as flight speed is typically the only powerful trait a race can have to be balanced, among numerous others.
Simple Psychic (5e Variant Rule) This system is admittedly unbalanced, but there's no reason why it can't be balanced, perhaps by giving each power capabilities appropriate for a 1st level character and then having it improve at later levels.
Sin of Greed (5e Class) Min-Max's all kinds of abilities, and overall needs to be nerfed to be playable.
Sizer (5e Race) Truesight out of the gate is generally a no-no for player races. The size changing is strange and cumbersome. Consider taking from the firbolg's spellcasting and the shifter's shifting to better write size changes and gaining temp hit points.
Skeleton Fairy Subrace (5e Race) Scales past 5th level.
Skyrynthees (5e Race) Although not reflected in the H&W table, the description for size is beyond Huge, making it very difficult for anyone to play it, and brings with it a myriad of problems that are extremely atypical of playable races. See Race Design, and Large Races. Size needs to be reworked. The 'Chronic Cave Dweller', and 'Dank', traits should be exchanged for other traits, or reworked. Thanks, I didn’t even realize the weight issues, it was a very unrealistic weight. Also, what’s the issue with the other traits? I know it’s bad, I just can’t pinpoint where.
Slayer Mage (5e Class) Very overpowered. Can easily reach 30+ AC by level 10, as well as other things. I will try to balance it as best I can.
Sleeper Agent (5e Race) It's a race that counts as another race but with more features. This concept, in it's current form, does not work.
Slimanoid Blorbs (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. A simply ridiculous amount of abilities and traits are granted by this race each of which could be the main trait for an individual race. Grants conditions immunities, automatic success on checks, universal disadvantages, blingsight, flight, inherent gold, etc... Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Slime Dragon (5e Race) This race is heavily imbalanced when compared standardized race by ability scores alone. See 5e Race Design Guide for help.
Slimes (5e Race) Some of the abilities for the slime types, such as the ones for Rock, Sneaker, Barrier, Crystal, and Clone Teleporter slimes, are ridiculously powerful. The Lardo/Gordo/Special transformation is very powerful as well, as it allows you to either get two slime types, makes your slime ability even more ridiculously powerful, or get a new incredibly strong ability.
Slinger (5e Equipment) "Puncture" is not a valid damage option. How are the seperate ammos gained, how much do they cost, etc, is all missing.
Sniffing glue (5e Equipment) So for 15 copper, a player gets advantage against 2 of the more common and dangerous conditions in 5e for an extended period of time with a miniscule chance to maybe get poisoned? Sure sounds balanced to me.
Sniper (5e Subclass) Level's don't match the 5e SRD:Ranger.
Solid (5e Background) A background that grants a (limited) ability score increase on top of similar benefits of other backgrounds is not balanced.
Songstress (5e Class) This class gains three uses of the lucky feat, in addition to several other extremely powerful features.
Soul Phantom (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. Several broken and nigh racial uncomparable abilities that can be compared to class features. 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.
Space-Time Knight (5e Class) Several ridiculously powerful features. In order of appearance, several free ASIs, the best unarmored AC in the game, ranged intelligence based greatswords which get stronger over time, the divination wizards 14th level feature (which improves a level after), instant 83 force damage at 6th level, instant 128 force damage at 9th level, instant ~176 force damage at 17th level, instant 212 force damage at 20th level, none of these having clear limited uses. These are simply the class features, the subclasses are even worse.
Space-Time Wizard (5e Class) This class gives multiple increases to both the intelligence stat and the intelligence stat maximum, to a new cap of 28.
Spear Master, Variant (5e Subclass) see talk page
Spear Master (5e Subclass) Steals the main feature of the Champion, the extra critical hits. It also gives a ton of abilities, including free proficiencies, an increase to your base speed, disengaging as a bonus action, extra damage with a spear, teleportation, two free extra attacks, and (I think) infinite range with a lance.
Spell Knot (5e Feat) Breaks the 5e's fundamental rule of one spell concentrated on
Spell Slot Thief (5e Feat) Regaining spell slots, especially a number equal to your proficiency bonus, is much too powerful. Starting at the highest available spell slot is blatantly exploitative. Spell slots are purposefully an investment. Each spell you cast is a pros, and cons argument, and each spell casting class deals with these restrictions in their own way. Introducing this feat causes a serious disruption to this economy. Additionally, attempting to use this feat can lead to meta-gaming. If an enemy, for whatever reason, has yet to cast a spell, using this feat will tell you if they are able to do so. This is meant to replace a +2 ASI. See Feat Design (5e Guideline).
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.
Sphinx (5e Race) No race has this many powerful traits
Spider Silk Glove (5e Equipment) This is way too powerful to be a mundane weapon.
Sseth's Amulet (5e Equipment) Please consider setting the ability scores to a specific value to avoid stacking situations.
Sseth's Fang Boots (5e Equipment) 5th edition doesn't use this kind of ability score bonus for magic items. Is it possible to do something more interesting than this, there are already plenty of +AC items.
Sseth's Fang Chainmail (5e Equipment) Perhaps something more interesting than a Con bonus (which isn't really done in 5th edition), for example an advantage to some Constitution ability check or saving throw. The AC bonuses are not at all scaled to 5th edition.
Sseth's Gloves of Regeneration (5e Equipment) "During battle" needs codifying as it's not strictly a mechanic: e.g. exactly why does the gloves let you regenerate during a battle but not "out of battle"? Can I complete remove the hit dice economy by having a non-injuring "battle" with another PC, allowing me to regenerate to maximum hit points during a short rest? For this reason, hit point recovery should always consumes some kind of resource (be it a charge, spell slot, etc)
Stained Half-Elf (5e Race Variant) This race seems must stronger than the standard half-elf and other similar first-party races, and would benefit from having less powerful traits. For example, in addition to most of the abilities, the half elf gets this race gets a progressively free casting of magic missile, proficiency in arcana(granting 3 skill proficiencies in total), advantage against saves against madness, the good half of the keen mind feat, blindsight for an encounter duration with a automatic hour long recharge(no rest required) and immunity to one to one of the most common conditions in the game(charmed). Overall pretty overloaded and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Star Glitcher (5e Equipment) This item has next to no actual mechanical effect besides being extremely hard to unattuned to, and is vastly weaker than even most uncommon magical items.
Starbreaker (5e Equipment) See the talk page.
Stick of a man (5e Creature) Run through it to make sure it makes sense. Also see talk page
Stone Colossus (5e Race) Enlarge needs some limits, and also game play mechanics (not just roll the die as much as you want as often as you want and grow by that much).
Stone Gargoyle (5e Race) Glide needs to be more fleshed out. Do you mean the Glide Speed (5e Variant Rule)?
Storyteller (5e Class) Flagging it as an April Fool does justify its apparent balancing issues, but it is not a joke class as far as I see. Please refer to talk page for ongoing discussions.
Stupefy (5e Spell) Described as a "less powerful" version of feeblemind, but seems to be way more powerful, versatile and somehow more complicated.
Succubus Queen Patron (5e Subclass) Issues highlighted on the talk are still prevalent. Adding a "this content is broken so ask you dm" bit doesn't make it ok, I suggestion removing it or incorporating it into the rest of the class.
Sune's Amulet (5e Equipment) 5th edition magic items do not use this kind of stacking ability score bonus. Perhaps something more interesting could be done with this instead.
Sune's Blessed Armor (5e Equipment) AC bonus is better than legendary magic armor, and improves to off-the-scale. Ability score adjustment should be changed to something other than a stacking bonus.
Sune's Blessed Shield (5e Equipment) The abilty score adjustments should be changed to something other than a stacking bonus.
Sune's Gloves of Beauty (5e Equipment) 5th edition doesn't use this kind of stacking ability score bonus for items. In addition could please this be changed to something more interesting.
Super Hero (5e Class) If this isn't supposed to follow standard design conventions, it's not stated.
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.
Swift Blade (5e Spell) Entirely replaces and makes obsolete all other methods of dual wielding in the game.
Sword Sheath (5e Equipment) A sword sheath is easily covered by the improvised weapon rule in the phb as sword sheaths weren't commonly used (if used at all) as weapons making this page a tad unnecessary.
Swordmaster (5e Class) Uses round counting, among other concerns. See talk page.
T-800 (5e Race) This race features negative ability modifiers, a swimming speed, both enhanced vision and senses, immunity to two damage types, and resistance to four damage types, and immunity to surprise, etc. Overload makes you lose all other traits, which seems over complicated. Does the +2 bonus against humanoids apply to attack, or damage rolls? Also what is the uncommon lanugage, and an entire language can be learned by scanning a creature?
THE BFSD (5e Optimized Character Build) You cannot use meta magic multiple times on the same spell.
Tabar-Shishpar (5e Equipment) Needs a reason to exist when the Warhammer and Longsword exist
Talwar (5e Equipment) The description literally compares it to being a scimitar. If your character has a scimitar, you can just flavor it to be a Tulwar without needing any extra weapon page.
Taninim (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. Multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, Frightful Presence, Advantage on skills checks. 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.
Team Leader (5e Subclass) This subclass's abilities can be activated whenever, no activation time needed
Tempest (5e Race) Has an average of +2 damage to every melee attack, which is too much or too often. No action given for expand/condense. No mitigating factors given for Large size.
Templar Cross (5e Equipment) Many legendary items in a fusion dance does not an artifact make
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. RW&H Table is incorrect. 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.
Terrados Unicorns (5e Race) 60 feet of movement is too much compared to the first party races. A trait for having normal vision is redundant. move action isn't a term in 5e. Shapeshifting is way too vague for what it is supposed to do, see the changling or the multiple other transformation type races on the wiki.
Tessen (bladed fan) This is a direct upgrade to the martial scimitar
The 20 Moon Pearls (5e Equipment) Mechanics need bringing to standards.
The 6D (5e Equipment) I see the phrase "free action" so this needs checking through to make sure it is using 5e mechanics properly.
The Aberration (5e Subclass) 22 Invocations at 20th level is maybe a bit too good
The Abysswalker (5e Subclass) Needs to be nerfed. 5 features have a base function, and increase as you level. Increasing dexterity modifier? Every action counts as two? Arcana, and Religion are intelligence based, not Charisma. Advantage on all attack made with a weapon that you already double your prof. bonus, and damage, in addition to +3 modifier (assuming both attack, and damage rolls). This subclass has two entire classes worth of material, or more, and much of it is overpowered. It's an amalgam focusing on nothing in particular, but excelling at everything it tries. Spirit weapons, abyssal influence, muscle powerhouse fighter.
The Covenantblade (5e Subclass) Why does this subclass get 3 extra spells per spell level as opposed to 2. Also grammar
The Forsaken Child (5e Epic Boon) Total immortality is too good. Full stop
The Great Ones (5e Race) Uses confusing, incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overall needs a rework both from a mechanical 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 Hivemind (5e Subclass) removing all Verbal and Somatic requirements from all spells starting at level 1 for free seems to be a bit overpowered
The Holy Glaive Netherbane (5e Equipment) This weapon is far more powerful than any other artifact as it deals a large amount of bonus damage upon hitting on top of providing an huge AC bonus and having a higher bonus than any other magical item in 5e(+4 is max).
The Mace of Many Faces (5e Equipment) Hugely overpowered, incorrect terminology, incomplete definitions.
The Slime (5e Subclass) What is reforming? An immortality clause is OP.
The Undying (5e Race) Adding your wisdom modifier to all unarmed strikes is questionable as in allowing all unarmed strikes to deal necrotic damage as monks only get magical unarmed strikes at 7th level.
The equalizer (5e Equipment) This is an objectively better greatsword with no cost.
The taken (5e Race) Any one of these traits is much too powerful for a race
Therianthrope (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, ASI's that increase a single score above +2, traits that max out an ability score, adding proficiency bonus to AC, questionable natural weapons, class feature as a racial trait(unarmored defense), vulnerability. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Thirty-Six (5e Subrace) Balance is different for magic users and their counterparts.
Thug (5e Background) Doesn't distinguish itself from the criminal background in the PHB (with which you can make a thug by choosing your criminal speciality).
Thundercat (5e Race) Races shouldn't have proficiency in a weapon range but a set of weapons(ideally two simple and two martial). This "dart speed" should be its own trait like the tabaxi's. Natural Attunement should still abide by standard narrative durations and its second benefit is way too specific. A bipedal's base walking speed shouldn't be more than 35 feet.
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?
Toosh (5e Race) +8 ASI on top of a plathora of questionable traits.
Trained (5e Class) This class allows you to max abilities scores of your choice far too quickly and yet at the same time as a class is probably underpowered.
Trap Tinkerer (5e Class) If nothing more, has a second level ability that does a potential 600 damage (of an unspecified type) with a single trap.
Treant, Variant (5e Race) A unarmed strike that deals 1d10 damage is akin to a 17th level monk and no first party race has a natural weapon deals more than a d4.
Treant (5e Race) Taking a closer look at the old musicus ratings, there are some incorrect numbers. The traits overall are too powerful. You are not only large size, which is very strong using the variant rule, your natural armor from tortle also makes you a perfectly viable spell caster to summon unbalancing things, and is worth far more than a 0.5. This race needs some trimming down to be balanced.
Tribal Shaman (5e Class) cantrips shouldn't offer healing as a rule, unless you have a way of limiting the potentially infinite source of hit points it generates.
Trophy Fighter (5e Race) I am sorry but even at a first glance this race is completely unbalanced. A lot of the subraces are also unbalanced and the problems with those are numerous, but few prominent examples are with Akira Yuki, Captain Falcon, Cappy, Cuphead, Donkey Kong, Geno, Incineroar and more.
True Spirit Spear Chastifol (5e Equipment) +3 to attack and damage rolls AND AC is far too much, let alone +5 AC, being able to deal 20d10 damage effectively every other turn with 0 cost, effectively invincible cover (when was the last time you saw a monster use a magic weapon?), and level scaling on top of it all. What does "half power" even mean in this context?
Tusquarian (5e Race) +5 ASI and a plethora of other questionable traits make this significantly stronger than the first party races. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Tyrling (5e Race Variant) The Legacy of Tyr ability seems to work as a weapon with charges that regained at specific times of day. To see this on a race is odd, and seems misplaced. Standard long or short rest wording would seem to suffice.
Ulfberht Sword (5e Equipment) A viking (Ulfbehrt) sword is effectively a short sword in all actuality: single handed, moderately long blade, and single handed. You can always flavor your shortsword to be an Ulfbehrt sword without needing to make an entirely new weapon page.
Unarmored Defense Expert, Variant (5e Feat) Giving a class's unarmored defense on a feat by itself is too powerful, let alone coupled with other things like half an abi and advantage on ability checks on grappling which is also really powerful.
Underdark (5e Subclass) At will seventh level spell
Undersized Lifesteal Crossbow (5e Equipment) Firstly, an undersized crossbow is a hand crossbow. Secondly, hit point regeneration needs to be more measured than this so I suggest you look at something like the Sword of Life Stealing.
Unicorn (5e Race) Trample and Hooves traits are overpowered.
Unknown Origin (5e Subclass) This gives you every class's spell list
Unknowns (5e Race) Extremely low effort. Can effectively fill any role and niche allows for +3 bonus to any score that is perfect for your single ability score wizard or hexblade.
Unmade (5e Race) Flying speed of 50, free feat, class based unarmored AC, and the ability to not die always in one of the subraces. Jeez.
Unsu Aer (5e Race) scales past 5th level.
Unsu Apii (5e Race) fire immunity is probably too much.
Unusual Beholder (5e Race) see talk page
UrRu (5e Race) Athough this race's traits are hard to understand, it does have far too many of them. It has 4 arms which can hold items and weapons but no restrictions on them(amount of weapons held and number of shields AC bonus you can benefit from should be limited). The race has a +2/2 abi with a negative abi which is a problem as negative traits don't count towards the total power of a race in 5e unlike in earlier editions. Flat bonuses to skills and other things has also been mostly fazed out and replaced with proficiency and races also generally don't gen any new traits after 5th level.
Uruk (5e Race) Negative ability scores. Refers to the feats rule making the race unplayable in games that don't use it.
Ururtan-Yensa (5e Race) A +4 to Dexterity, and up to a total +5 ASI.
Valiant Dragonmark (5e Feat) Not designed with 5e rules.
Valkyrion (5e Race) A feat by itself is extremely powerful for a race to have as its power is roughly equivalent to another abi. On top of that, this race has a flying speed, which while low and somewhat restrictive, makes the race too powerful. Them being presumably celestials is another factor that may make the race too powerful.
Valmanway (5e Equipment) All this does is optimize DPS, which isn't worthy of such an item.
Vampire, Seraph Variant (5e Class) Spellcaster with unarmed strikes that START stronger than a monk's, that increases to 6d6, AND d12 hit dice? Come on, at least pretend to balance!
Vampire Lord, Variant (5e Class) This is oddly worded, and has some questionable abilities, namely the Ability Score minimums and 1d8 unarmed attacks
Vampiric Tabaxi (5e Race Variant)
Vaskalar (5e Race) A +5 total ASI(also allowing you to go past 20!) is ludicrous enough on it's own, a higher die for unarmed than any other vanilla race is just the cherry on top.
Vins Dagger (5e Equipment) The stats for this item seem to make it a very rare or even legendary magical item rather than a mundane one and the price is outlandish
Virtue (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, several unconditional advantages and disadvantages. Bound to Light should be worded like darkvision as it seems to imply that they produce light in a 60-foot radius. As a reaction to what? Reaction based abilities need a trigger. 50 feet isn't a standard increment, move it up to 60. Automatic reduction of attack rolls against you equal to your Charisma modifier is way too strong especially given the race receives high natural armor. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Void Domain (5e Subclass) Portals completely break movement
Voidblade (5e Class) The class feature table does not match subclasses by levels, and the subclass features are not gained at identical levels.
Voidborn Tiefling (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Volatile (5e Class) Three immunities to common damage types, insanely high AC, etc.

Consider reading the 5e Class Design Guide and comparing this class to 1st party content such as Forge Domain Cleric.

Voulge (5e Equipment) A Voulge is effectively just a halberd. You can flavor a halberd to be called a Voulge rather than make an entirely new weapon page.
Vulpus Blade (5e Equipment) Hugely overpowered. Terminology needs correcting.
Waddle Dee (5e Race) Multi-attack is overpowered. The traits don't seem to thematically fit what little we know from the description.
War Magus (5e Class) This class gains spell levels and class features at the same progression.
War Wizard, Variant (5e Class) Features are gained at the same level that the class gains a spell slot, multiple features give free spells or extremely powerful effects on a class that already has full spellcasting.
Warcaster, Variant (5e Class) Overpwered class. Full fighter combined with full caster with no weaknesses to offset this. Can create very powerful magical weapons. Can use spells without any components for no cost. Added strong ranger/rogue feats to class that don't seem to fit the theme. Seem to be there just to make the class more overpowered.
Warcraft Death Knight (5e Class) Runic Empowerment now available from level 13.Check the discussion to see what has changed and feel free to contribute and help make it better.
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.
Warglaive (5e Equipment) A weapon with finesse and reach (or just has any sort of AC bonus) should be balanced like a whip, so this deals far too much damage.
Warlord, 4e inspired (5e Subclass) Hardly functional as it stands. Four features that recharge on a long rest, and an upgrade to a feature that recharges on a long rest. 90% of the time this subclass will do nothing.
Way of Earth (5e Subclass) This is way stronger than any other monk subclass without needing much thought into dipping into other areas. Getting fullcasting for a martial class is completely imbalanced, as well as resistance to all damage.
Way of Sollar's Seven Spiked Silver Star (5e Subclass) Too many things
Way of The Twice Martyred (5e Subclass) Strictly a stronger version of Way of the Yellow Rose (5e Subclass).
Way of Thunder and Lightning (5e Subclass) Is overpowered straight off the bat. Conceptually not much different from the elemental monk, except it is restricted to only dealing extra damage, which is - I'm sorry - a bit boring.
Way of the Electro-Combatant (5e Subclass) Conductive Current is far too powerful of a feature, for a monk using 1 ki point should give a similar amount of damage increase compared to using Flurry of Blows. The subclass is also heavily lacking in non-combat features.
Way of the Hourglass (5e Subclass) At 17th level this class can cast a 9th level spell three times per short rest
Way of the Silent Step (5e Subclass) Significantly less capable than most other monk subclasses, almost all features rely on ki points, and they’re all movement based spells. Some non-spell, maybe combat related features would significantly improve this subclass.
Way of the Spear, Variant (5e Subclass) Class features do not match the monk's levels.
Weapon Focus (5e Feat) Well beyond absolutely bonkers.
Weighted Yo-yo (5e Equipment) this is objectively better than any simple weapon and than a whip, that is a martial weapon
Were-Dragon (5e Race) The Aarakocra gets a 50 foot flying speed and almost nothing else, not so much here. And really, this is Dragonborn+
Were-pires (5e Race) +5 ASI is a yikes (negative ASIs do not balance, since any affected scores will just be used as a dump stat), increased base movement speed on top of every other feature is far too powerful. The Beast lasts indefinitely and grants unlimited uses of the bite attack, and thus infinite hit points.
WereWorg (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, 40 feet of movement speed and removing the strength score from the game for this character. However, the main issue is Unstable Lycanthropy, which introduces a ridiculous transformation that grants some equally as ridiculous benefits, see the aasimar transformation traits for help on balancing this. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Werewolf, Variant (5e Race) Natural Attack damage and Wicked Resistance (even though it is optional) may still are of questionable balance. As this is a template/ race variant it should be moved to the correct section of the wiki, etc.
Whittle (5e Race) This looks overpowered. See Marasmusine Meter. This race scores about 4, where the target is 2.5 to 3.
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.
Wolf Lord (5e Class) Who takes actions for the companion, the DM? The capstone ability should not retroactively damage the duo. Some of the features also have no real purpose (what is Specialized Subdual for)?

The idea that the class and the companion act as two seperate "party members" is not intended in normal gameplay. I recommend making a new column in the class features table for companion attacks, much like a spellcaster gets spells.

Wooden box with a Cupcake (5e Trap) If this is a mechanical trap, not a magical trip, then players should not be forced into taking the bait with a failed save. Honestly, I'm not sure this is even worth a page, as any DM can improvise a "box fall over PC" trap in their sleep.
Wookiee Warrior (5e Race) See the talk page.
Wraith, Variant (5e Race) This race is dense enough to be a class. 3d4 for a melee attack is absurdly powerful, even if it requires charges, especially as an action or bonus action. Every feature that uses tokens is imbalanced, and they read like a class spell list. See 5e Race Design Guide.
Xenomorph Life Cycle (5e Class) A blindsight of 10 feet at higher levels is powerful as noted by the rouge's Blindsight trait at a much higher level compared to 120 feet of blindsight. Keeping racial traits of another class can lead to abuse and why are race traits in a class? The class has round counting, changes to their maximum abilities scores too early(the earlies a 1st party class can change them is 20th level), this creature's size becomes ridiculous, The Empress feature is likely game breaking but also unclear as what are the stats of a queen? See the 5e Class Design Guide for help on how to properly create a class.
Xianghua, Variant (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.
Xilan Warrior (5e Class) This class shouldn't have two common saving throws, an powerful and undescribed homebrew weapon, Strength as your unarmored defense, 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.
Yakuza, 2nd Variant (5e Class) At first level, this class gains basically the same features as a monk, but it has a d12 hit die and a version of the barbarian's rage.
Yakuza, Variant (5e Class) At first level, this gets the monk's 5th level martial arts and an unarmored defense, among other balance concerns later.
Yakuza (5e Class) Can add a extra d20 to an "attack roll, saving throw, or ability check". At 13th level Dexterity abruptly stops being used for AC, which must be of great joy to the Dexterous Fighter subclass. There isn't a "magical" damage type. "instantly land a melee attack". All kinds of little errors like this.
Yalu (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, blindsight, consuming spellcasters, miscaneous traits, 1d8 unarmed strikes, flat bonuses, innate counterspell. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Yuan-ti Half-breed (5e Race) I believe this is overpowered. I estimate it to be 10 or more on this scale, where 4.5 is the target.
Zoltan (5e Race) This race features negative ability score modifiers. Is Zoltan overcharge triggered by permanent death, or falling to 0 or less hp? It should also probably have a DC X dexterity saving throw associated with it.
Ætheric Aura (5e Spell) Was a custom spell. This may need balancing.
Ætherstorm (5e Spell) Was a custom spell. This may need balancing.

4e Pages[edit]

4e Articles with a "Needs Balance" template.
Page Name Notes
Bind creature (4e Ritual) This ritual is a cool villain ritual that would be great for the PCs to stop... but the level is way too low and the effect is extremely powerful. The cost is probably too low too.
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
Cambion (4e Race) too many good things, three languages, Immunity, Summoning a swarm of demons, getting rid of these would bring it to the average 4e race
Cecaelia (4e Race) 4e doesn't have subraces...? And resistance to bludgeoning is outright broken in either edition.
Charr (4e Race) Large creatures change how the close burst mechanics work, they are larger and technically more powerful, you could give them a trait to define how close blast attacks work for them. But large creatures will have to squeeze through one wide hallways and most doorways, making them very vulnerable. In addition they will be unable to fit into smaller places that medium creatures would be able to, again limiting them immensely
Color Bearer (4e Class) Class features are tied to specific piece of equipment, which seems to go against 4e class design philosophy; see talk page.
Combine Consciousnesses (4e Ritual) Permanent duration.
Corena (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Create Minion (4e Ritual) Does not follow the standards for either summoned creatures or companion characters, breaks action economy, can have a proficiency in a superior weapon, implies that it can be used in combat but doesn't present the required stats.
Djinn (4e Race) Magic compatible blind-sight, two full resists, Choice of any cantrip, large disease resist. Just to many good things all wrapped into one, perhaps create options with different abilities similar to Genasi.
Elementalist, Variant (4e Class) Weapon proficiencies give access to superior weapons. Chaos Power requires round counting, and gives the controller build a striker-like damage bonus.
Flayerkin (4e Race) This race has some interesting ideas but it needs to change. No 4e race has any penalties associated with it. Traits should not give any bonus to ability scores. Dominate should not be on a racial encounter as it is (to my knowledge) exclusively reserved for level 29 dailies. Needs new traits to provide it some benefits that aren't ridiculous.
Godling (4e Race) Divine Recuperation: Suggest using contemporary values for "average" skill DC, which I think are DC 12 at Heroic, 19 at Paragon, 26 at Epic. Word of Power: Since it doesn't have the implement keyword, it will need a +2 bonus to attack to keep up with enchantments.
Guul Drak (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Half-Dragon, Variant (4e Race) Suggestions: "+2 to any other stat": Ah, no, give 'em a choice of two per racial design guidelines. Change resistance to 5 + 1/2 level. Fly: Encounters typically only last for 5 rounds anyway, so round counting is a false mitigation (and is fiddly to boot). Make it an encounter power (see Pixies in Heroes of the Feywild) - if you want them to fly more often have it recharge on bloodied. And, monster-style recharges: if you insist, but we should put a design disclaimer here. The dragon breath attack power is pretty much the same as a dragonborns so you should change it in some way. You need to be more specific when describing what powers or feats you can take from the humanoid race half. If I'm a dragonborn half dragon do I get two dragon breath encounter powers, do half dragon warforged characters get to be constructs and also fly, and can they take all the feats of their half race. I feel that without specification this race is overpowered and will unbalance the game in some places. This race would be overall better as a level modifying character template. Needs more fluff and pictures in all areas. The more fluff and pictures you have the better this race will be
Half-Elf, Variant (4e Racial Trait Variant) Takes traits that should be unique to humans and elves (human's bonus feat and power; elf's speed) and mashes them together into one overpowered blob.
Half-Zombie (4e Race) Under the assumption that "healing charges" are meant to be healing surges than getting theoretically infinite is way to powerful, The alternate form power is complex and should be simplified, shouldn't have a penalty to skills. Being fully active when making death saves should be changed to at least dazed when making death saves
Hylian (4e Race) The weapon attacks are a function of class, not race - these are things Link can do because he is a fighter, not because he is a Hylian. A Hylian is a human that lives in Hyrule, so not sure why we need this when a racial heritage feat would suffice.
Infernal Blooded (4e Race) Needs additional traits to bring it up to standard. Also needs to have a choice for an alternate ability score.
Mannequin Overlord (4e Race) Breaks Several 4e conventions. More than two options for secondary ability score bonus, edits core mechanic, 4e does not give vulnerabilities. Additionally the race is currently incomplete and has poorly described traits at this time.
Mystic One (4e Paragon Path) Frightening Action involves round-counting. It also says "Charisma score" - should this read "Charisma modifier"? Deep Ground is absurdly fast, and burrowing already leaves a tunnel by default (see the monster manual glossary). Lavos Scream: Encounter powers should not cause ongoing conditions. Lavos Armor is an encounter power that grants a bonus until the end of the encounter; this is effectively a permanent bonus.
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Overlord (4e Race) I don't mean to be rude but the dandwiki does have standards of balance and quality to uphold, and if you're just wanting this race for personal use then you'd be better off making it as a document on your own rather than uploading it here. However if you have any interest in making a balanced race based off of the anime/manga I'm more than willing to help --Aitharious (talk) 12:15, 29 March 2017 (UTC)
Phantom (4e Race) Huge options for racial bonuses, with no prevention of stacking the racial for a +4 to one. Poison and necrotic resist in addition to a standard cold resist. Immune to disease just discourages the DM from using diseases at all. taking 10 on saving throws allows you to just roll until you have a natural 20 without facing any risks, should put you unconscious after 3 "failed" Saves. Too many good traits at the moment, some need to be cut.
Pit Fiend (4e Race) Terminology needs to be amended, e.g. a "power bonus" is only found inside powers. Most of these bonuses should be racial bonuses. "+2 to attack with all spells", does this mean all powers or literally just arcane powers for wizards?
Sage (4e Class) Problems identified with powers and role at Talk:Sage Powers (4e Power List)
Sai Swords (4e Equipment) "Attacks with these weapons count as minor actions". The action of an attack is determined by the power that initiated it, so what does this mean?
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
Valadar Darkbane (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Wight (4e Race) Ability scores are more versatile than others, could potentially get a +4 strength. Speed can reach 8 which some classes can boost even further. Can have up to 4 languages. for all intents and purposes you ignore dying. Unclear how the necromancer master works. Terrible resistance with weakness (4e doesn't have vulnerabilities to player races). Immunity is generally not a good thing as it limits the DM. Racial power can deal insane damage to multiple targets. Essentially needs a nerf/rework on every front.
Wildmen (4e Creature) All the powers need rewriting. For example, "bone blast" should be a, well, blast (rather than "5 attacks"), descriptions need to be moved out of the "effect" line (which is for effects that occur regardless of a hit or miss)

3.5e Pages[edit]

3.5e Articles with a "Needs Balance" template.
Page Name Notes
Acolyte of the Dragon (3.5e Class) This class has had balance issues for years. Needs a serious revamp on skill and ability balance.
Acrophobia (Phobia) (3.5e Flaw) Unfortunately the "meat" of this is keyed on failing Will saves. Not only does this mean having a very high Will save mitigates the flaw, it doesn't even give a DC. If these issues can be resolved, why not put it at Phobia (3.5e Flaw), which is there to avoid us having 1001 phobia pages.
Addiction (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Adsecula (3.5e Race) See talk page, Maybe fixed, also see talk page
Agent (3.5e Class) This is a very good start, but some things are really quite out of whack, especially the noncasting specialisations. These need to be compared to actually effective builds of this type when measuring what they can do, as potential power means nothing in the face of actual power.
Agumon (3.5e Creature) What does half of this mean? What is a "digidestined partner"? Is this part of a campagin?
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Aikijitsu Sensei (3.5e Class) Base Attack and Saves are incorrect, please refer to the rulebook.
Airhead (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Alchemical Armband (3.5e Equipment) Prerequisite "must be an alchemist" - is this a homebrew class? Someone with ranks in an alchemy skill? How long does the transmutation last? If I transmute my arm into adamantine, what is the "strength and damage bonus"? Can I transform my arm into a Titan's and get Strength 43? How does this work if it's only in one arm?
Alcoholic (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Aligned Devotion (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Almost Dead (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Aluminum (3.5e Equipment) ok lets go through this, its like mithral in that it is somehow stronger than steel? The figures need adjusting. Also suggest guideline on how it is extracted from ore in a typical medieval-fantasy setting, since it's more difficult than other metals.
Anchored Object (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Ancient Undead (3.5e Race) At low levels their basically immortal, the ability score adjustments ahould be even numbers, way too many minions, "three weeks" isn't a time in-game, and with the racial progression there is no way this is LA 1.
Ancients - Monk Variant (3.5e Bloodline) Granting a monk fighting style provides more benefits than is expected from a bloodline. You are effectively giving 4 feats instead of +2 to a skill.
Andarra Bloodmane (3.5e NPC) This NPC's statistics are undergoing renovation at this time and are not yet finalized. --Argent Fatalis (talk) 21:39, 20 May 2013 (MDT)
AngelTouched (3.5e Feat) This feat gives +4 to Charisma
Angelic Warrior (3.5e Class) Basically every class feature is well better than any SRD class feature. Look at their precedents.
Anger Issues (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Anima Toughness (3.5e Feat) 01:32, 4 July 2015 (MDT)
Animal Attraction (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Animal Head (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Animal Leader (3.5e Class) Cut out spellcasting, lowered animal companion max, and lowered wild shape max. Additional editing possibly needed.
Animal Magnetism (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Antisocial (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Arachnia (3.5e Race) Large number of powerful traits that a) need writing out correctly, b) would come with an LA
Arcane Blade (3.5e Spell) See talk page.
Arcane Conundrum (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Arcane Duelist Academy (3.5e Other) Able to cast Dispel Magic or Disjunction as a free action at higher levels nonstop, extreme bonuses to dispelling magic. This is a feature that may be too good at shutting down spellcasters.
Arcane Highwayman (3.5e Class) Reflex save progression is incorrect
Arcane Performer (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Arcane Variant (3.5e Bloodline) Doesn't explain how mana is used to cast spells. Is Mana supposed to be Spell Points? If so that gives a lot of extra spellcasting (roughly doubling the number of spells you can cast).
Archaasimars (3.5e Race) Totally broken. For example, see Mortal Blood.
Archer of Infinite Blades (3.5e Class) Why play this class? See talk.
Architect (3.5e Class) Just looking at level 1 I see problems. It doesn't cost anything to make the small construct, just 8 hours. So I can make one per day. If I have a month of downtime between adventurers, I now have 30 of these assistants. I now have 30 attacks per round.

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

Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Artemis Eye (3.5e Equipment) Clearly a magical weapon or an artifact, rather than a base weapon; please use Template:3.5e Magic Item or Template:3.5e Artifact.
Ash ones (3.5e Race) An aberration swarm that has: no negative racial modifiers, 100ft perfect flight, 3 bonus feats, the "eat away" ability, Fast Healing 5, low-light vision, darkvision, blindsight, blindsense, scent, and true seeing (as true seeing spell), DR 5 and SR 10, can carry items up to 3 times its carrying capacity (making carrying capacity arbitrary), all whilst being LA 0.
Atom Smasher (3.5e Class) BAB needs to be a normal BAB. Monk rules should be used for unarmed damage. There are no "half-round" actions, maybe a move action or a standard action?
Atriarch (3.5e Template) You don't adjust BAB like this. +6 LA looks low for such huge bonuses to nearly every stat.
Atropos Scissors (3.5e Equipment) The mechanics and terminology need improving ("break the opponent's AC"), introduces an unexplained mechanic ("bleeding"), isn't clear on what creatures should and shouldn't be effected ("some undead"? which? Shouldn't creatures immune to critical hits also be immune to this?). It's also classed as a simple weapon which must be an oversight.
Bad Leg (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Badly Drawn (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Balloon-Mage (3.5e Class) There needs to be a save to resist having the balloons attached to a creature. How far can the balloons lift someone into the air? What happens in a dungeon? Maybe summoning a hot-air balloon would also be a good idea.
Battle Brother (3.5e Prestige Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Beady Eyes (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Beastmaster (3.5e Class) Or possible deletion. Seven separate animals all at full level is more than a little broken. That's like adding seven party members that you control the actions of.
Bestial Instinct (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Bestial Intellect (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Blind Rage (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Blood Lust (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Blood Painter (3.5e Feat) 1) Cast any spell you want with this feat. 2) Cast restoration with this feat. 3) Repeat. 4) 0 level spells would be free? 5) Profit!
Bofro (3.5e Race) Skunk spray needs to use actual conditions from 3.5e, probably sickened. Creature template needs completing or removing.
Bot Programming (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Bound Greatsword (3.5e Equipment)
Brash (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Bravado (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Bring My Brown Pants (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Brush Machete (3.5e Equipment) If the rake is triggered by a critical hit, how can you then use a full-round action to deal with the effects? The rakes effects make assumptions about the kind of creature it is effecting, its overly complicated, and seems more appropriate as a feat or magic augmentation (if just putting a curved spike on a blade can cause such huge damage, every weapon would have one.)
Bully Vendetta (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Callous Variant (3.5e Flaw) See UA:Character Flaws (point 4 under "creating flaws")
Card Mage (3.5e Class) BAB and saves are not standard.
Chain Cloak (3.5e Equipment) +1 AC for everyone except high Dex characters. For those actually using it, there should be some tradeoff.
Chaotic Angel (3.5e Race) The traits are awful.
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
Child, Variant (3.5e Template) Is this a class or a template? In addition some of the class features are rather good for -1 ECL.
Child of Nature (3.5e Trait) Fails UA:Character Traits#Behind the Curtain: Designing Traits
Chronic Disease (3.5e Flaw) These all need vetting for balance and appropriateness as a flaw. Insuline requires modern-day technology to synthesize.
Chronoblade (3.5e Equipment) Unless the feat restriction is referring to the class bonus feats only, the DM adjudicates what feats are available. All the power point values are unnecessarily multiples of 5. Time Manipulation should be Su rather than Ex. Attack and Damage bonuses look like they excessively stack.
Clugs (3.5e Race) See talk page. Could do with an LA?
Clumsy (3.5e Trait) See UA:Character Traits
Coinshot (3.5e Class) Poorly defined traits. Has many of the problems I mention at Talk:Lurcher (3.5e Class)
Color Blindness, Red-Green (3.5e Trait) What spells rely on flashing colors?
Combustion Master (3.5e Class) Poorly written class features
Confounding Shot (3.5e Feat) Needs to be rewritten to better use existing 3.5e mechanics.
Cora (3.5e Campaign Setting) Someone needs to take a look at Cora Stones, Boosts (Cora Supplement) and the classes that use them because it's not clear how they work.
Corena (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Cosmic Monolith (3.5e Creature) "CR 1000"
Count Valdir (3.5e NPC) What is sleight of hand 105%, etc.
Creation God (3.5e Racial Paragon Class) Features need to state if they are Ex, Sp or Su; how many times per day can they be used; some features don't make sense: targets of gravity push "take 1d5" - 1d5 what? Damage? Why a d5?
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Crystal Gems, Variant (3.5e Race) Poor design. For example: Fusion dance doesn't work, you can't just "add stats together". It doesn't say when the dance check is made, or what action initiates this, or where the other creature needs to be. It implies that the other creature needs to be a player. There isn't a "concentration saving throw" - does this mean a constitution saving throw, or a concentration skill check?
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Dark Folk (3.5e Race) The Racial Traits for this are slightly overpowered, especially for first level. Not to mention, they only have a +1 LA.
Dark Soul (3.5e Prestige Class) The "Must have been fused with an evil spirit, trapped god or the like" needs game mechanics present. The Dark Arts: Spell Mimication is based off level, however prestige classes and so can have separate spellcasting, etc. Such a mechanic should relate to the caster level maybe? Sign of Terror gives an ability score bonus. It is normally not good practice to give such benefits, unless one is epic level (Paragon classes excluded).
Dark monk (3.5e Alternate Class Feature) Taking a base class and adding an ability score bonus and proficiency with all weapons is obviously overpowered.
Defender (3.5e Class) Dead levels at 13th, 18th, 19th
Demonbane (3.5e Equipment) "...a +2 Holy Longsword of Evil Outsider Bane until its wielder scores a confirmed critical hit..." - what does the sword become afterwards, then? "...it also has a chance of casting one of the following spells..." - what is the chance, how is this determined? The information under "market price" (and it still needs a market price, even if it's unique) implies this is an intelligent item (it "tests" the wielder)
Destroyah (3.5e Creature) and a review. This thing isn't more powerful than gods if you actually level them where they should be (hectonaires are godlike brothers to the gods and while regular gods are weaker it's not by leaps and bounds.) second as a monstrous creature it wouldn't actually be this high of a cr because it isn't a god or related to them. Third if this was really an issue any high level deity would simply unmake it because you don't get a saving throw from that divine power. So this thing in reality is pointless. Also as a side note with a decent party, equivalent equipment and greater sustenance this actually isn't very strong and would easily lose to a 4 man party.
Doom Eyes (3.5e Creature) The CR, AC and the amount of Feats for how many hit dice is has is too many
Doom Gate (3.5e Spell) Save or Die with no Spell Resistance
Draconic-Demon, Royalty Base (3.5e Race) This thing is just disgusting. It is so ridiculous that my initial instinct is to smite it with a delete template. I don't know how to balance 3.5, somebody else do that, but I can at least rip out some of the truly terrible stuff.
Draconic-humanoid (3.5e Race) Lots of good ability score adjustments, amazing flight and movements speeds, and 3 levels with x8 skill points is not LA +4.
Draconic Knight (3.5e Class) <!This class clearly violates many balance and design guidelines. Growing dragon parts? You need to drink dragon blood? Spell casting AND tanky frontline abilities? Confusing and extremely overpowered.>
Dragon, Singularity (3.5e Bloodline) Compared to other bloodlines the benefits are incredibly overpowered. +4 to all skills, instead of +2 to one skill? Damage immunity at 2nd level instead of resistance at 5th level? Etc.
Dragon Eater (3.5e Class) The features in the table don't match the feature descriptions. Many features have dubious mechanics and are nonsensical in places.
Dragon Scale Tunic (3.5e Equipment) marketprice, costs and prerequisites are not correct
Dragonslayer, Variant (3.5e Class) Full BAB, non-conform saves, full spellcasting, and lots of good class features. This needs to be nerfed.
Drake (3.5e Creature) Attacks/Full Attacks are inconsistent.
Drow Stepmaker (3.5e Class) Weapon and Armor proficiency depend on level? Irregular setup for normal class level, and epic class level bonuses. It seems there's two paths for this class that are completely different.
Dwarven Box Gun (3.5e Equipment) Statblock says this is martial; the description mentions a "simple ranged attack"; the categories say this is exotic. Which is it?
Earth-Bound (3.5e Class)
Element Magebred (3.5e Template) Selecting minus' to certain ability scores does not balance with the benefits.
Elementalist (3.5e Class) The Spells per day section should be adjusted to more appropriately fit the spells known table.
Elven Truesteel (3.5e Equipment) WTF people! You gave it keen and a crit range increase (would cost a minimum of 9k if magically enhanced just for the keen) and you make it cost 1k? At a minimum you should multiply the material bonus by 3 to 27k just for the keen, the step increase would be another 30k easy. Not to mention its better than mithril with only a little more cost?
Eoptera (3.5e Race) 50 ft. perfect flight would certainly come with a LA
Explosive (3.5e Equipment) 3.5e doesn't have "fumbling" or "explosive damage". Is the hit above/below 10 on the natural die roll or after modifiers? Is this an enhancement (in which case what is the bonus {and it wouldn't have a cost of "100 xp"}), or a specific weapon?
FMA Alchemy (3.5e Variant Rule) This has been discussed elsewhere, but there need to be counter saves, etc. E.g. why not transmute the air in someone's lungs into water? Also, the balance of the gate feats do not work (not using D&D rules- an "ordeal" may relate to prerequisites, but not change the game's balance).
Fangbringer (3.5e Prestige Class) Feature that dictate PC actions and can adversely effect the whole group. Doesn't state when the frenzy ends. Grand Hyena is redlinked. What is an "ability boost", does it just mean those ability scores are increased? Has a dead level and yet some levels with two features. Endurance is abusable (have another PC put an undead rat in a box so you don't have to see it, but carry it around with you for DR 10 all the time).
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Fearless Heart (3.5e Trait) Traits should not include a save to avoid the drawback, and it enforces player behaviour in a poorly defined way, and "fear check" is not defined.
Feral Child (3.5e Feat) Each of these bonuses is better than a normal feat, so as a whole is obviously hugely overpowered.
Flamefist (3.5e Optimized Character Build) No real optimization.
Florian-Born (3.5e Bloodline) The unique benefits are not explained. What does "Infatuates vs. DC 12" mean? "50% HP is lost when its blood is drunk."? "Double max HP"? How temporary is the temporary Charisma? "when attacking a Florian to death"?
Force Blade (3.5e Equipment) If the intent is that this can hurt ethereal creatures like ghosts, then the ghost touch enhancement already does this. If it does a bit more than this, then at least use ghost touch as a base.
Forest Nymph (3.5e Race) Traits are very vague, without a comprehensive perspective for a race.
Galagians (3.5e Race) Traits need rewriting to meet standards.
Gatekeeper (3.5e Class) Overpowered for what I would think are obvious reasons. Could be mitigated by limiting the number of times rush/prowess can be used, or replacing it with bonus feats that grant extra attacks, or removing them altogether since they've also got a lot else going on. Also suggest removing exotic weapon proficiencies. There's other strange things going on too, it mentions "minor action" which is from 4th edition; a concentration check used for an attack; features with no action, range, duration or frequency (such as "Gateway Circle"); and so on.
Glass Dagger (3.5e Equipment) The special effect needs rewriting. Firstly, a character can carry a whole bunch of these so now you're keeping track of lots of fiddle 1-in-3 chance of dealing 1 damage every round. Secondly, there are plenty of creatures that aren't going to care about bits of glass (creature that are immune to critical hits springs to mind).
God Smith (3.5e Prestige Class) Wording and terminology is confusing. What does a prerequisite of "Strenght +20" mean? How does the weaponsmithing tie in with the rules for crafting magical weapons? What does "increasing natural enhancement to +20" mean?
Good Looking (3.5e Trait) "creatures that don't find you attractive" is not defined. It's entirely a the DMs whim.
Great-Beast Palm (3.5e Martial Artist Maneuver) The example doesn't match the effect, unclear why smaller foes are pushed less distance, unclear what the distinction bewteen "flying backwards" and "tumbling" is. Seems to work even on Colossal creatures.
Grinreaper (3.5e Prestige Class) Full BAB and Spellcasting is overpowered. Poorly written flavor, abilities do not make sense together, also author doesn't know how to spell "Grim Reaper"
Guarded Fist (3.5e Feat) Aside from the conceptual problem that not many weapons actually have a hand guard, it would seem to be better to take other feats that improve damage.
Guldarine, Coppice (3.5e Race) Has druid as favored class, but then takes a bunch of druid features, so it actually combines poorly. Beast form needs to follow the standards for alternate form. Probably needs an LA.
Gungnir (3.5e Equipment) Needs to use formatting for either magic weapons or artifacts.
Guul Drak (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Half-Moon Katar (3.5e Equipment) Tivanir (talk) 11:19, 7 March 2013 (MST)
Half Wolf (3.5e Race) This article contains what appears to be an unfinished work, such as citing an "Animal Subtype" (Animals are classically a type), "Humanoid (Wolfkin)", having uneven ability score adjustments (that which do not match the racial template in the listing), some miscategorizing, along with vague or very powerful mechanics (ability to innately ignore difficult terrain). The Level Adjustment is also set too low. --Argent Fatalis (talk) 17:18, 10 July 2013 (MDT)
Hammer of the Stars (3.5e Equipment) How does it deal "2d8/2d8" damage, is it a double weapon? The "celestial meteors" and "starlight" do not have enough information to use - what is the range? They they use attack rolls, or a DC? Why not use existing spells?
Hands of Undeath (3.5e Spell) High saves to break out at lvl 1
Healing Goo (3.5e Creature) Since this creature is of no actual threat, should its CR be reduced to 0?
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
Hero (3.5e Template) However you look at this, you're getting an insane amount of bonuses for little LA. See the talk page
HexMonk (3.5e Optimized Character Build) No real optimization here.
Hexblade, Variant (3.5e Class) a bonus shouldn't be higher than a good base save for anything.
Holy Magus (3.5e Prestige Class) This basically seems to be SRD:Mystic Theurge with more features added.
Hunter of the Undead (3.5e Prestige Class) "Hide from Undead", and "Necropotent" features are missing descriptions.
I can USE shurikens (3.5e Optimized Character Build) No real optimization going on here.
Idea (3.5e Race) How does this even work as a character, the entire thing needs to be gutted and completely rewritten.
Ignore XP Component (3.5e Feat) Needs limits.
Immunity to Magic (3.5e Trait) It's reasonably possible to be in a party of non-spellcasters using potions for healing, making this incredibly powerful, worth more than a feat (let alone a trait). It also doesn't use defined keywords: does magic refer to just spells? Or spell-like abilities, supernatural abilities as well? Unclear what "cot of any healing done in towns" actually is. If I rent a inn room to rest for natural healing, does that count? Buying healing potions? How do the people charging you know you have this trait? What are "enchanted items", are they like magic items?
Immunity to Transmutations (3.5e Spell) 4 rounds to cast a spell that costs 1000 XP to grant immunity to Transmutation for possibly 1 round
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
Infiltrator (3.5e Class) Sneak attack is absurd, save progressions are wrong, way too many features
Infinium, Gun Mage (3.5e Class) Issues raised on talk page
Inventive (3.5e Trait) The drawback is not significant. If I really have to make a knowledge check after claiming the bonus, I can just wait the one hour out. It also says that the bonus is once per day, but also at-will. Which is it?
Iridium (3.5e Equipment) Yes of course a +2 static bonus to damage means it would cost the same as normal! oh wait then EVERYTHING would be made from this because there is no reason to use steel EVER. Needs price table and adjustment (at least 12k probably closer to 20 for static +2 damage bonus.

More balance issues: A blacksmith's forge gets to about 1500 C; the melting point of iridium is 2466 C; it is very hard to work, it is brittle, should be reflected in penalty to Craft rolls; it is also very rare. An iridium weapon weights 3 times as much as a steel one. )

Jellybean (3.5e Spell) Doesn't have some necessary limits (c.f. SRD:Create Food and Water)
Kender Cursed (3.5e Template) The LA / CR adjustment doesn't work since it doesn't take into account a creatures special qualities. Even with the penalties, a cursed wraith shouldn't go from CR 5 to CR 1/2. A PC Wizard could start play at level 5 (ECL 1) with access to 3rd level spells, the reduced attack and defenses doesn't matter a great deal.
Kiegon (3.5e Race) There is no explanation of how these abilities work using normal game mechanics.
Knight in Shining Armor (3.5e Feat) The first benefit alone grants +8 in skill bonuses (the armor caveat is hardly mitigation, presuming such armor would be worn for the majority of adventuring time).
Kurotsume (3.5e Race) Ability scores are too much for LA +0, and the traits are a bit boring.
Lesser Paragon, Variant (3.5e Template) The gains are well over the LA5 for this template.
Lictor (3.5e Race) The traits are not explained with sufficient game mechanics, and saves are necessary for them to function.
Living Lightning (3.5e Class) See Talk page
Lizardfolk Royal Guardsman (3.5e Race) Needs a higher LA and more fluff
Luna (3.5e NPC) What is sleight of hand 105%, etc.
Luna Blade (3.5e Equipment) Why make it complicated when you can make it uncomplicated?
Lynxenthrope (3.5e Race) This race appears to have a lot of powerful traits.
Mace of Light (3.5e Equipment) "Radiant" is not a listed special ability - do you mean holy? Missing item creation details and aura.
Mageblade (3.5e Class) Mage spellcasting plus fighter attack bonuses and more feats - class is very overpowered for 3.5
Magical Artisan (3.5e Class) The prestige class or class aspects need to be chosen as one or the other and used throughout.
Magma Golem (3.5e Creature) See discussion.
Magorian (3.5e Equipment) Totally negating half the classes in the game is suppose to be difficult not cost you 20k.
Maji (3.5e Race) Granting an SR, bonus CL levels, and at-will spells is well over LA +3.
Mana blooded (3.5e Trait) Please see the guidelines at UA:Character Traits. Also does not explain what spells can be cast.
Manooverer (3.5e Class) The lack of spellcasting really holds this class back in terms of viability. Why would I choose to play this class if I can just play a wizard or cleric instead since they are magic and therefore overpowered and therefore more fun? There's a viable build if it were tri-stalted with binder, druid, swordsage, and factotum, but, as is, it really needs significant improvement since Wiz20 OP
Martyr Necromancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Master Spellcrafter (3.5e Prestige Class) Breaks the crafting economy. Also offers full advancement without meaningful tradeoffs, making it significantly more powerful than most existing game material.
Mechromancer (3.5e Race) Mechromancer (3.5e Class) says this is a racial template, it which case it needs to be a template with an LA. A lot of the features are poorly written.
Medusa (3.5e Race) Needs an appropriate LA.
Melee Specialist (3.5e Class) Broken BAB among other abilities.
Metal Plate (3.5e Equipment) Yet another "big sword" entry. We've already got Buster Sword (3.5e Equipment) and Fullblade, Variant (3.5e Equipment) and who knows what else. The hit penalty doesn't "balance" 2d12 damage.
Mime, Variant (3.5e Class) Seems to allow the player access to a monster's Ex abilities, for an indefinite period of time, which can lead to a whole manner of brokenness.
Mime (3.5e Class) This is a morass of special rules to try and limit what the PC can copy, but doesn't avoid the fact that a creature's special abilities could be anything.
Monk,Scribe (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mystic's Delight (3.5e Spell) This spell is basically just an arcane version of Virtue that's better (No Spell Resistance, less components, no save)
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Nantosuelta (3.5e Deity) Barely any description. The bonuses are a nice idea, but shouldn't be given "for free" (feats seem like the obvious place for these)
Nature's Gauntlets (3.5e Equipment) market price and costs need recalculating
Necromancer (3.5e Class) This class still has major balance issues. The spells/day alone already makes it just a more powerful necromancy wizard. Add in the d6 HD, more class skills, fear auras, etc. and crazy amounts of buffs to all the necromancy stuff every single level. This needs serious nerfing.
Necrotic Druid (3.5e Class) Crazy good progressions, abilities that grant overpowered static bonuses, and the optimized versatility of this class is way to much.
Niebo Blade (3.5e Class) Saves are too high (why do the poor saves start at +1?); has the figher's hit points and BAB and bonus feats and an AC bonus and additional class features.
Night Fury (3.5e Creature) Seems to be trying to adapt the type of dragon of the same name from Dreamwork's How to Train Your Dragon series but seems to have some problems that need to be worked out.
Northern Wulfen (3.5e Race) Ability score adjustments are not odd numbers, among this page's incompleteness.
Obsidian and Moonstone (3.5e Equipment) Splitting this page into two weapons makes sense. The wierd mechanics, uncertainty with dual wielding, and their availability in a setting, do not make sense in their current form.
Ochremancer (3.5e Class) In evaluating this, I've run into a problem straight away. Sludge bomb deals 1d6 damage per level. In comparison with, say, a warlock's eldritch blast, this increases twice as quickly: and with the warlock, the damage increase is considered the feature for that level. Is this class getting too much stuff?
Ortaurs (3.5e Race) Think for a minute about how The Beast Within would be like in actual play.
Owl Kin (3.5e Race) Silent Wings, Perch, Swivel, Superior Dark Vision and Light Blindess all seem to have been written in ignorance of the 3.5e rules. Needs rewriting.
Pariah (3.5e Flaw) Charisma-based penalties should be replaced with something else per UA:Character Flaws
Pegasus Pony (3.5e Race) DR 15 is crazy good, the movements speeds are faster than what they should be, and I have no idea what the "cloud" is for or why one would need it at all.
Phantom Knight (3.5e Class) Strong BAB and two good saves and strong spellcasting and sneak attack and a multiple other features each level and good skill points. A bit of a Mary-Sue. My previous comment about the issues with phantom strike etc. were not addressed.
Phoenix Cannon (3.5e Feat) What is this nonsense?
Piercing Pod (3.5e Equipment) I'm not sure what this is supposed to be and the mechanics are not well defined.
Pixie (3.5e Race) Compare to Pixie.
  • This is largely the same creature, although some information seems to have been changed (favored class expanded, no natural armor, no explicit mention of fey type benefits, and lowered CR for being able to use irresistable dance)
Plated Boots of Capacity (3.5e Equipment) Creation costs, prerequisites and marketprice are incorrect.
Portable painting easel (3.5e Equipment) This has no mechanical effects or even clear roleplaying effects (like clothes), it seems. Just needs an effect of some kind.
Prismatic Blades (3.5e Spell) A "tier 2" spell that lets you use prismatic spray 8 times with a successful attack.
Protect (3.5e Spell) Can be cast as a free action, reduces damage the caster takes to 1.
Protector (3.5e Feat) What exactly happens with this? Is it magic?
Pulledporknir Thor's Ham (3.5e Equipment) It is unclear what edition this is intended for, as it mentions "resistance", "immunity" and "advantage" (5th edition), "daily powers" and "minor actions", (4th edition), is categorized as 3rd edition, and uses terms undefined in any edition ("subduing"). Some phrases are not coherent in any edition. Balance-wise it cannot be taken seriously at all. As a piece of equipment, it is missing all required information such as weight, cost, whether it is magic or not, and if so its rarity (if 5th edition) or creation costs (if 3rd edition). Neither dungeons nor parties are assigned a CR, so as written it can't appear in the game.
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, very clumsy summoning trait
Pyromancer's Gauntlets (3.5e Equipment) What is "raging flames"?
Pyrotech Tinkerer (3.5e Class) The BAB and saves do not follow standard progressions, the abilities with V1, V2, V3 should be condensed together. See also the rogue.
Quick Throw (3.5e Feat) Per talk page. Effectively allows an extra attack at no penalty.
Quincy (3.5e Class) We've gone from having some dead levels, to having far too many features.... and many of the features are very overpowered or poorly defined.
Rabbit Phobia (3.5e Flaw) Flaw has a benefit.
Races of Teoryran (Teoryran World Supplement) Social castes shouldn't be separate races; use background feats instead.
Radiant Warrior (3.5e Class) ok I stand corrected look and you shall receive. this is even more overpowered than the other radiant class. additional attacks huge jumps in ac and attack strength not to mention huge weapon improvements for free. the god form is also highly overpowered (2d8 plus a d8 per strength bonus is 5d8 with just a belt not to mention strength damage added to it.)
Raging Aura (3.5e Spell) Poor design, needlessly complicated. For example, gains a Strength bonus and a bonus to damage and attack rolls: only one of these is needed since the former already provides the latter. Has a random effect each turn, but some of the effects last more than one round.
Ranger (BD) (3.5e Class) Killer's Arrows doesn't make sense. In fact most of these features are clumsily written (as often seems to be the case with video-game conversions)
Ranger (Graatel) (3.5e Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Razor of Gloom (3.5e Equipment) Really awkward mechanics, needs rewriting.
Reaver (3.5e Class) Classes that specialize in one kind of weapon are not base classes. This is a prestige class and needs to be adjusted as such. Some features are sloppy and need rewording (for example, Capture the Soul should only work on living creatures, not undead or constructs)
Red Mountain Ogre (3.5e Race) The ability score adjustments together with the natural armor bonus is too good for LA +2. In addition, this race is an optimization of melee combat and does not offer traits for PCs with different playing styles.
Reverse Transmutation (3.5e Spell) What can this spell do that break enchantment or dispel magic can already do? In addition, Instant casting time.
Ring Of Godspeed (3.5e Equipment) Marketprice, costs and prerequisites are not correct. See the talk page.
Ring of the Dragon (3.5e Equipment) Marketprice, costs and prerequisites are not correct
Ring of the Sacred Stand: Blank Slate (3.5e Equipment) The mecahnics do not make any sense and the item does not fulfil the requirements for a magic object.
Ring of the Sacred Stand: Hermit Purple (3.5e Equipment) 14:49, 24 March 2019 (MDT)
Ring of the Sacred Stand: Magician's Red (3.5e Equipment) 14:48, 24 March 2019 (MDT)
Ring of the Sacred Stand: Star Platinum (3.5e Equipment) 14:51, 24 March 2019 (MDT)
Ring of the Sacred Stand: The World (3.5e Equipment) Nonsensical mechanics that aren't clear what edition they are for.
Ronin of the Blade (3.5e Class) Save progressions are wrong.
Runes (3.5e Variant Rule) Please help check the balance of the individual runes (not their availability). -User:Bricius
Samaries (3.5e Race) This is not LA +1 with Fast Healing 1 and then a who;e HD progression alongside other good abilities like an extra attack each day (great for spellcaxters).
Saradi (3.5e Prestige Class) Mary Sue class (as discussed on talk page); Example character only uses 1 level of saradi?
Scepter of Time (3.5e Equipment) Poorly defined traits. Missing information suitable for an artifact (history, how to destroy or neutralize...)
Schemer (3.5e Feat) Has vague definitions, and undefined bonus types
Seeker of New Skies (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Seer (3.5e Class) There are some class skills they get later that need little effort to preform that are gamebreaking. See talk page.
Shadow Arrows (3.5e Spell) Needs to explain how the attack is resolved. Do you need a bow? Is this a weapon attack made with the caster's BAB?
Shadow Assassin (3.5e Class) This is effectively a combined Rogue and Assassin, with some sprinklings of various shadow magic classes. I recommend limiting some of the class features.
Shadow Imbued (3.5e Template) Not LA +1.
Shadows (Untethered) (3.5e Race) Traits need balancing. Shadow walk would probably require line-of-sight for example.
Shaper of Form, Redux (3.5e Prestige Class) Features need careful rewriting. "Like Begets Like", as written, could turn a normal sword into a +6 holy avenger. The table is also apparently for a Death Knight.
Shield Blade (3.5e Equipment) If this was in a campaign, no-one would not take the exotic proficiency for this, since it deals 2d12 damage in one hand while also functioning as a tower shield. An inflated cost does not balance this.
Shining Shadow (3.5e Equipment) Price needs recalculating.
Shivering (3.5e Equipment) Enhancement prices have an effective bonus, not a fixed value. Does this affect creatures otherwise immune to cold? If it "waste a full round action and cannot make any other action", isn't that the same as it just not being able to take actions?
Shock Stone (3.5e Equipment) Needs to use Template:3.5e Magic Item, needs to use correct terminology; spelling and grammar need work.
Shorten Rest (3.5e Feat) Doesn't make sense. For example, a wizard regains spells by "getting a good night’s sleep and spending 1 hour studying her spellbook." Is this supposed to reduce the good night's sleep, or the spellbook study? If it's the sleep, let's say 8 hours, if I take this feat 5 times, I only need to rest for half an hour before I study the spellbook, is that correct? But if I need to sleep anyway, what's the difference?
Shotgun Stinger (3.5e Class) See talk page
Siege Boat (3.5e Feat) See talk page.
Silenced Pistol (3.5e Equipment) I'm a little confused. Is this a modern firearm or a fantasy weapon? Also seems to be very overpowered?
Sith apprentice (3.5e Class) Looks like force block renders the PC and those near him nearly immune to melee and ranged attacks
Small skeletons (Undertale supplement) (3.5e Race) Missing an LA and ECL.
Smell Death (3.5e Feat) I'm not sure if this feat makes sense. It grants a will save to smell? Huh?
Sniper's Creedo (3.5e Feat) Too much damage, and it shouldn't scale.
Sniper Range Spree (3.5e Feat) At what BAB? How many times?
Snuffle Stuff (3.5e Equipment) No effect length mentioned.
Softening (3.5e Equipment) Enhancements have a price bonus, not a fixed value. Does this really give the target no change to avoid the effect, and it does not distinguish between different contributions to AC
Solopsist (3.5e Trait) Benefit should not be as great as that given by a feat, see UA:Character Traits for examples
Song Dragon (3.5e Class) What is this supposed to be? Is it trying to be a base class (hint: base classes do not have racial prerequisites), or a monster progression?
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Sosmunii Lancet (3.5e Equipment) High GP value does not balance the fact that this two steps overpowered.
Space Marine (3.5e Race) Needs an LA and some explanation as to how this fits into a normal D&D campaign (surely D20M would be a better fit). Why are "run" and "sprint" given, instead of adpoting the normal rules for running. In fact none of these traits are well designed. And, ugh, "hit points" not "health".
Spellmaster (3.5e Feat) Each spell like ability usually takes a standard action, so this feat allows you to take multiple actions which is not ok/balanced.
Sphenisciphobia (3.5e Flaw) Flaws should not have a benefit
Spry (3.5e Trait) See talk page.
Staff recharg (3.5e Equipment) This seems to be confused.
Starborn (3.5e Race) If they can fly, they should have an LA. Their maneuverability would not be perfect. Critical Point: How do they infuse their weapons? How often can they use this? Frail: Would rolling a critical end their current turn, if they need to rest? What actions can they take while resting, can they move?
Starburst Striker (3.5e Prestige Class) AC Burst: works with any attack, including spells? +1d20 to every attack roll is ridiculous. The damage penalty is irrelevant if you are using the attack as a delivery for some other kind of effect.)
Steam Plushie (3.5e Template) Not LA 0. Racial abilities do not negate the penalties that one can, potentially, get around in their game anyway.
Steel Skin (3.5e Feat) Seems a bit unlikely considering that DR 3/- is an epic tier feat
Stolen Breath (3.5e Feat) I'm not sure if this is worth a feat?
Stone-born (3.5e Race) Very min-maxed for combat-focused classes and the abilities are better than what is LA +4.
Style (3.5e Feat) Not sure if this was supposed to be a joke page or not. Three things are going to happen: the player is going to shout and gesticulate with every single attack (which will likely be multiple times per turn), which is going to get obnoxious. Secondly, it adds an extra die roll to every single attack. Thirdly, this is going to constantly keep enemies locked down with stun effects.
Taracian (3.5e Template) This mostly doesn't make sense.
Tayledras (3.5e Race) needs Level Adjustment
Templar's Ring (3.5e Equipment) Cost needs correctly calculating, probably needs a spell prerequisite; description needs improving.
Templar (3.5e Class) Poorly defined class features.
Tenken (3.5e Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Thanara (3.5e NPC) What is Magic resistance 60%, etc.
Thanatos (3.5e Template) However you look at this, you're getting an insane amount of bonuses for little LA. See the talk page
The Dread Arena (3.5e Variant Rule) 15:27, 24 March 2019 (MDT)
The Problem Solver's Sailboat (3.5e Equipment) 13:45, 24 March 2019 (MDT)
The Weeping Toothpick (3.5e Equipment) Is it a rifle or a shotgun, or does it have one barrel for each? If so, which does the 2d20 refer to? What does "deals nonlethal and lethal damage exclusively" mean? It's got to be one or the other. If it is lethal, what is the damage type? How do you know if it "gose [sic] through the target"? Then this sort of rambles off, I don't know what it's talking about. Also, if this is a magic weapon, it should've been created with the "add" link at 3.5e Magical Weapons, not mundane equipment.
The Witcher (3.5e Class) See talk page
The Witcher (3.5e Prestige Class) +1 to bab, fort, will, ref, and armor every level seems a little op.
Time Walker (3.5e Class) See talk page
Titan Blade (3.5e Prestige Class) See talk page
Toa of Light (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Tome of Flaws, Variant Ruleset (3.5e Sourcebook) Mechanically the same as UA flaws (taking a bonus feat for each flaw), except that the flaws do not follow the UA advice.
Tome of Flaws: Descriptions of Addictions, Flaws and Phobias (3.5e Sourcebook) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Tome of Necromancy (3.5e Sourcebook)/The Necronomicon Many of these spells are beyond overpowered. Please see the discussion.
Torch Mace (3.5e Equipment) A cheap +1 mace? What are you wrapping it in that costs 1 gp?
Totsugeki Exosuit (3.5e Equipment) Needs rewriting to use you know the actual D&D rules.
Toughened Hide (3.5e Feat) +6is just to high.
Transmute Spell (3.5e Spell) Requires special saving throw, I have no idea what this spell actually does, 4 minute casting time to alter 1 single spell.
True Deity (3.5e Template) Ability score improvements are out of control.
Trueblade Myrmidon (3.5e Class) This seems a little overpowered might need some tweaks
Tunnel Vision (3.5e Trait) Really quite overpowered. The value of the penalty should be twice that of the benefit; +2 to attack and damage is too much anyway; in one-on-one combat it's just a straight bonus.
Turtlekin (3.5e Race) Rules are really wonky. Bad ability score adjustments, and "room" etc are not defined.
Two-Handed Spell (3.5e Feat) The benefits are too powerful for a feat. See discussion for further details.
Ultimate Master (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimus (3.5e Equipment) Seems to be a bit off with abilities but overall not bad.
Unigan (3.5e Race) This is barely comprehensible.
Valinor Guard (3.5e Class) This article requires balancing and refining in order to be playable. Certain portions of this article, such as BAB and Parry Magic, are far too powerful while others are too vague, or mechanically do not function as written such as in the case of Tears of the Two Trees. This article also requires major rework in the form of spelling/grammar and general English. --Argent Fatalis Also no class should give a divine rank at level 20. (talk) 14:26, 28 June 2013 (MDT)
Valkyrie (3.5e Class) Multiple abilities are not playable. How long does her Divine Wings work for? Detect Evil seems to always work. Is this intentional?
Versatile Crafter (3.5e Feat) Effectively saves the character a lot of free skills, and makes him more versatile not only in crafting.
Vespine (3.5e Race) This race has significant advantages, but no level adjustment.
Voice of Madness (3.5e Prestige Class) Features need better definitions. For example, Maniacial Laughter should specific that it is a mind-affecting effect.
Volatile (3.5e Equipment) If the AC reduction is supposed to represent corrosion, then it should respect different contributions to AC
Vow of Nonviolence (3.5e Feat) Bonuses seem excessive
Vroons (3.5e Race) Does not make sense, high level spells for an ECL of 2!
Waltz of Blades (3.5e Prestige Class) A level 6 (e.g. fighter 5/wizard 1) character can get the benefits of a major special weapon ability, and it's troublesome that this can be applied to an existing magical weapon. Suggest making animate objects the prerequisite spell instead of mage hand, and increasing BAB requisite to +11.
Warforge Crafter (3.5e Race) ASI bonuses are by far to much for the level adjustments. Lower ASIs or higher LA
Weapon Growth (3.5e Feat) As a non-magical enhancement this does not work.
White Cleric (3.5e Class) Some of the class features do not make any sense, others are poorly constructed.
Witcher, Variant (3.5e Class) Please make the "balanced" version the base version, and move the "extremely powerful" version to the Balance Changes section.
Wohlveon (3.5e Race) "They have pokemon powers, poke-powers, poke-bodies, and sometimes others. can only have 1 - 2 different powers, and 1 poke-power OR poke-body." This and other lines don't make sense on their own or in the confines of D&D jargon. Either a link to the appropriate variant rules or an explanation is warranted.
World Domination (3.5e Epic Spell) The DC's seem very high as well as the price (possibly fixed, needs verifiation). Also maybe permanency could be added later (with this spell saying it works with permanency?
Yokai-Humanoid (3.5e Race) This race grants really good ability score adjustments, and the ability to permanently gain hp by killing another Yokai pushes this race to a state of unplayability.
Yonbi Izuna (3.5e Race) Ability score adjustments need to be even numbers and the wording for the abilities is very vague. All creatures in an area are effected, but what of the party? And why is the tail only an attack behind but without a change to flanking options? Also, how many attacks does this race get every round, and is that balanced?
Yoni (3.5e Race) Abilities are too good with SU abilities, DR 3/, and I have no idea why this would either be LA +2 or LA +3.
Zendra (3.5e Deity) I don't recognize half of those domains. The favored weapon is an artifact, how are followers all supposed to wield it? So do her followers get +18 charisma?
Zeppelins (3.5e Equipment) Zeppelins are not "intensely complex". There is an engineering hurdle - you need a light alloy for the frame, a method of producing a lifting gas, and a mechanism to make it go forwards (this page doesn't describe any of these). But learning to operate it shouldn't be much harder than learning to operate a ship. The reliance on goblins is bizarre. Piloting shouldn't be a binary yes/no based on Intelligence, it should be based on skill checks.
Zuberaak (3.5e Race) Shadow Step does not explain how many times a day it can be used, and Shadow Weapon has no game rules associated with it.

2.5e Pages[edit]

2.5e Articles with a "Needs Balance" template.
Page Name Notes

Pathfinder Pages[edit]

Pathfinder Articles with a "Needs Balance" template.
Page Name Notes
Archaasimars (Pathfinder Race) Grossly overpowered.
Natural Marksmen (Pathfinder Feat) The link goes to the MSRD. What is this feat for?
Scrivener (Pathfinder Class) See talk page.

d20M Pages[edit]

d20m Articles with a "Needs Balance" template.
Page Name Notes
Autobots/Decepticons (D20 Modern Race) The transforming trait needs to be much clearer on how it works. There is no restriction on what a "form" is (can I transform into a cloud?), or what weapons can be built in (how about a tactical nuclear missile?). I get all the items hit points... but vehicles can have 50 or more hit points...
Doctor Octagonapus Lazer Cannon (D20 Modern Equipment) Not a great piece of writing, and the "100% Charge" isn't very helpful. How many shots can it fire? It mentions "full power", are there other power levels? How long exactly does it take to recharge?
Harrowed (D20 Modern Template) Seems overpowered.
Snark (D20 Modern Equipment) missing/invented rules

Uncategorized Pages[edit]

Pages with no edition category.

Uncategorized Articles with a "Needs Balance" template.
Page Name Notes
Devil King Features without limits, crazy high damage outputs.
Enduring Sneak (5e Feat) This feat is the subclass capstone for the scout subclass, but better. If something about that is not concerning, it should be.
Solar Avatar (5e Class) Breaks all the limits in the game.
Tranquil Knight (5e Class) The spell list is CROWDED with spells, and lots of the spell didn't even fit the theme this class is going for
Traveler (5e Class) excessive number of class features on a full caster, class features shouldn't reference specific feats, free teleport at 5th level and more.
  1. This
Home of user-generated,
homebrew pages!


Advertisements: