Needs Balance

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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.

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5e Pages[edit]

5e Articles with a "Needs Balance" template.
Page Name Notes
3rd Generation Pyrokinetic (5e Class) The hybrid fighter; rogue; monk etc is totally not balanced.
A Normal Wooden Sword (5e Equipment) As written, Fear Inducing is a non-starter. As a bonus action, roll to Intimidate enemies within 30ft. However, this roll is a CHA save against 12 plus your CHA modifier? It is unclear what this means.
Accursed Healer (5e Feat) becomes extremely powerful with goodberry, potentially healing up to 90 hit points to undead per first-level spell slot, when combined with a Life Cleric and 20 Wisdom.
Adapted Human (5e Race) Right now, this race have around 12 points in musicus meter, with subclasses taking it as high as 14, so more than double the average(considering average being 6) of PHB races, not mentionig immunity to two whole conditions. This needs some serious fine-tuning. I recommend reading [| guidline] for designing races before balancing it
Alastor, Variant (5e Race) I'm not sure how the whole "absorbing magic weapons" works here. It says you attune to them at the end of the long rest, barring long rest effects. But does that change how many items you can have attuned? Does that mean you can never un-absorb weapons you absorbed, and are stuck attuned forever? Overall, the idea of this race is incredibly iffy due to the super min-maxed nature of virtually no social utility and all in on combat.
Alastor (5e Race) Overall a very weird class that needs a design disclaimer due to you just being a sword and lacking all weapon and armor capabilities. Sort of makes the whole "while unarmored" AC calculation pointless and a bit debilitating. You are virtually an object or a flying sword so maybe a single base AC hardness would work better.
Alternate Progression (5e Feat) A factory of imbalance and brokiness(?). Quick example: 1st level cleric(any but forge will do), 1lvl of anything, varhuman, this feat. Effect? You gain immunity to fire damage, and while wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks from Saint of Forge and Fire. Because nothing in this feat description stops you from doing so. But okay, "subclasses" , so another example. 1st level fighter, 1st lever barbarian, this feat. Effect? Primal champion at 2nd level, unlimited rage. For a fighting style. This propably will never be balanced
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).
Anomalous Human (5e Race) The description strikes me as human variant, first and foremost. The traits afforded in the subraces are also somewhat imbalanced. See talk page
Anomaly (5e Class) Needs to be nerfed.
Ansuz Runestone (5e Equipment) The spell that is the main function of this item has been deleted
Arcane Assassin (5e Class) Can attack three times at level 1. Can attack an infinite number of times if it rolls all crits, or has guaranteed critical hits, such as by multiclassing into Rogue for three levels and dipping into Assassin. At level 5, can attack five times without consuming any resources. At level 11, you can cast a spell and attack five times without consuming anything but the spell slot. The Arcane Attack feature is essentially just better than Battle Master's Know Your Enemy, and six levels earlier. In regards to Cunning Reaction, what exactly are you reacting to? Further, this class has virtually no build flexibility. With being locked into dual-wielding daggers and using its Action, Bonus Action, and Reaction every round for class features, it may as well be a premade character.
Arcane Puppeteer (5e Subclass) Needs a look-over.
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.
Armored Anomaly (5e Class) This needs a significant rewrite to be usable, and it is a problem that it begins "potential balance issue". We need to know exactly what the balance issue is upfront so that the reader knows how their campaign can be adjusted. I have only read the first few features and it does not bode well. D&D does not have a statistic called "health", does not deal with percentages, I can't see where "insanity" is defined, "gauntlet" isn't a core D&D weapon, you gain sanity points at 2nd level, but can't use them until 3rd level, "base form" is referenced before it is defined, warp punch doesn't give the right information for a teleport, how the "strike" is handled, and only loosely describes the forced movement (for which a Strength save should really be allowed).
Artificer, 3rd Variant (5e Class) half casters shouldn't gain features at 9th. And this class has all the features of the 2017 UA alchemist, plus features from the new alchemist, without removing anything to compensate.
Audiomancer (5e Class) The armor class improvement with Audiomancer Armor breaks bound accuracy.
Avatar (5e Class) Lots of 3.x-isims, like per round, unconditional bonuses. See talk page. If this is for 3.5e the page needs to be converted to that format.
Awakened Beast (5e Race) Not sure how a race is played through the CR. Awakened Beast: some class' and subclass' features are overpowered
Azathoth (5e Creature) There are no grounds for the calculations.
Baator (5e Creature) Way stronger than a tarasque. Should be rebalanced for mythic monsters? Uses checks where there should likely be saving throws.
Bahamut, God Form (5e Creature) Although mythic monsters can go up to CR 50, this creature's statistics are far above what a CR 50 creature should have with the Mythic Monsters (5e Variant Rule). Besides that issue, the creature has an absurd number of features, ability scores beyond 30, AC that is impossible for pcs to hit without magical items, etc.
Barbarian, Alternative Variant (5e Class) A class should not start with proficiency in two common saving throws.
Battle Chef (5e Class) Seems more fitting to a variant skill than a class.
Battle Plate of the War Chief (5e Equipment) See the talk page.
Battlemind (5e Class) No durations or actions used for many features. As written many of the features may be used an unlimited amount of time without issues.
Beast Within (5e Class) Gains class features at the same time as access to spells of 3rd level or higher. Also, gains access to a load of spells for a halfcaster.
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).
Beeforged, Variant (5e Race) Far too many traits which do far too many things
Beholder Spawn (5e Race) Disintegration ray is very strong at lower levels compared to something like magic missile, and it has no limits of use.
Belial (5e Race) Races should not let you go past 20 in a particular score. Clunky mechanics.
Berserker Armor, 2nd Variant (5e Equipment) There is no such thing in dnd 5e as increasing the ability scores beyond 30, free action or negative hit points; there should not be weapons that grant more than +3 to attack and damage rolls
Berserker GUTs (5e Creature) Uses mechanics that are not a standard.
Big Dipper (5e Class) see the talk page
Bio Golem (5e Race) A +4 ASI in a single stat, base size of Large without accounting for the problems this introduces in the game, both superior darkvision and tremorsense (without noting the range for either), a base walking speed of 40 feet, natively knows a cantrip better than eldritch blast with scaling that's absolutely off the charts, a better action surge, and what looks to be an infinitely scaling damage trait.
Blackguard (5e Class) Soul Harvest give an endless supply of spell slots
Blacklight Mutator, Variant (5e Class) See talk page
Blessing of Constitute Magic (5e Blessing) This seems way too good for a blessing, being immune to all forms of magical disruption.
Blink Mage, Variant (5e Class) at first level, a character can teleport twice their movement speed without using the action economy, use your movement speed also, and still have an action. Misty step is available to 3rd level casters, I recommend modeling balance around this spell; see the talk page for blink mage.
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.
Bolter Discipline (5e Feat) This is too specific, this should not be specific to just one weapon.
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.
Boon of Hourai (5e Epic Boon) final taste makes you absolutely unkillable, bc of your unlimited ressurection, as well as your inability to gain more than 4 levels of exhaustion
Boon of the Gold Dragon God (5e Blessing) "This is for a [high power level] campaign" is not a valid reason to ignore balance standards, you can use whatever you want in your home game but here we have a general consensus that content should be of a similar power level to first-party content. Missing {{Design Note}}.
Boon of the Red Dragon God (5e Blessing) Missing {{Design Note}}.
Boon of the Sapphire Dragon God (5e Blessing) Missing {{Design Note}}.
Boon of the Totem (5e Epic Boon) This seems to be doing quite a bit for a boon.
Born Bladesman (5e Race) This race is narrowly focused on weapons. Half-Orc would be a good comparison. Does Power Lounge's bonus action clause mean you make an attack with a weapon? If yes, it needs to reworked to happen only once before resting, and should probably not have any bonuses whatsoever, and even a drawback. If the damage is supposed to be done by you landing on a creature, then that needs to be clarified. Born to fight has too much going on and should be 2 traits. The section about opportunity attacks is totally bizarre and seems like it belongs a on cursed magic item instead of a racial trait. Endless Whistle's stipulation of CR 1/8 is borderline irrelevant and accounts for basically everything in the game; Ponies and mastiffs have a CR 1/8. Communication with language essentially requires attunement?
Bount (5e Race) Mechanics are unusable.
Brachiosaurus (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. This thing is using large size rules similar to how they are in 3.5e, which increases the damage dice for unarmed strikes (way outclassing monk here btw) and also gives it an inordinate amount of darkvision. The AC base of 16 is also frankly ridiculous. The thing that seems to be intended to "balance" these benefits is the idea that these things cannot use weapons or cast spells without normal hands. However, that only makes this seem even less like something that should be a race at all, as this is a bad race design. It has such limiting options due to the implications from its body.
Brødrene Dal's Backpack of infinite storage (5e Equipment) Freely freezing time. Yeah, no.
Candy People (5e Race) See 5e Race Design Guide. Several racial traits seem to relate to being consumed which doesn't seem very useful in game, and it's strange.
Card Gun (5e Equipment) may be anachronistic
Celestial, Lesser (5e Race) If this is the lesser race, I am really terrified how overpowered the greater race is. Needs to be nerfed.
Chain Fighter, Variant (5e Subclass) "Damaging cantrips" is not 5e terminology. Four of them is too many.
Chameleon (5e Subrace) How does this work as a subrace, since lizardfolk don't have any? It should be a race variant, otherwise this is too many traits to add on. The use of Color Change is also overpowered since it has no duration on what would otherwise be unconditional advantage on two skill checks.
Chancekin (5e Race) Not viable as a race in any serious campaign - this is approximately as workable as a Deck of Many Things, an item known to immediately destroy any campaign it is introduced in.
Chaos Crystal (5e Trap) Inside of combat you randomly roll how long effects last, and then replace, and roll and a new duration. Outside of combat it's locked to a specific time frame. This is intolerable, and will grind any campaign to a halt. Wild Magic needs 12 rolls per minute(cursed). You could even get 2 curses. Many the effects are far too incoherent to implement.
Chargeblade (5e Equipment) Should be a magic weapon
Charm of the Wind (5e Charm) The benefits should be numerical values that are made for D&D.
Cheshire Cat (5e Race) The ability to cast greater invisibility at will from level 1 is too much. Also, at later levels, you can grow to absurd sizes over and over indefinitely, making this stronger than a rune knight + enlarge/reduce combo. Size adjustment information is near illegible.
Child Of the Great Dragon (5e Background) The feature should not grant a mechanical benefit.
Circle of Anathema, 2nd Variant (5e Subclass) This needs a look over. The fact that you choose 2 domains makes Inured of Blasphemy seem way overtuned. It looks like you can pick up too many resistances/immunities for level 14.
Climate Aura (5e Feat) This seems more like a spell, rather than a feat.
Clone Trooper (5e Race) Uses flat bonuses to attack and damage rolls for several traits. What are the charge/run actions? See 5e Race Design Guide.
Clover Grimoire User (5e Class) Many features and design choices make no sense or are counter-productive. Why does this class get spell slots if it has mana and a way to cast spells using it? Levels of play are ignored (another attack should only be gained at levels 5,11,17 or 20). Most confusingly, this class has 11 subclass features, and tasks the dungeon master with designing all of them. Why would such an extremely subclass-heavy class have no designed subclasses? This class either needs more class features and much less subclass features, or a varied set of example subclasses and a list of subclass design principles to help DM's implement the damn thing.
Clown (5e Race) Slapstick comedy is way too strong for a race, particularly if you min-max also into dexterity.
College of Mastery - Greater Being (5e Subclass) Bards get subclass features at 3rd, 6th, and 14th levels. Features need to reflect that.
Colossus (5e Race) Ridiculous ASIs, Large size, and other examples of awkward balance all around.
Colt Canada C20 DMR (5e Equipment) Stats need to be conventional. For example, 7.62x51mm (range 150km/93m)??
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 campaign.
Conjurer (5e Class) Class features gained at the same time as when you gain access to spells of 3rd level or higher.
Conqueror'sHaki (5e Feat) This seems more like a class feature rather than a feat.
Conrectus (5e Race) Universal disadvantage should likely be avoided, as should immunity to sleep by magical means.
Copy (5e Class) Being able to do anything you've seen done, for free, forever, cannot be rectified or balanced without stripping this page and concept down to the studs.
Craisty (5e Race) 50 Flying speed. Advantage on saving throws for half a dozen conditions. 2 skill proficiencies, and universal advantage (or prof. bonus; I can't tell) covering a multitude of areas it shouldn't be. See 5e Race Design Guide.
Crazy Slot (5e Equipment) Mace makes a player fully immortal with no downsides.
Cryomancer, 2nd Variant (5e Class) See talk page
Cryomancer (5e Class) See talk page
Ctalln (5e Race) 5 ASI. 45 base walking speed blows 1sst party races out of the water. Having fewer traits doesn't mean the others should be overpowered to compensate. See 5e Race Design Guide.
Cursed Oni (5e Race) The 1d8 unarmed strike could be toned down so monk wouldn't be made entirely pointless.
Curwesta Pixie (5e Race) Magical wings uses weird limitations and nonconventional time measures (30 seconds, 2 minutes, eg). It doesn't make a lot of sense that this race gets to automatically make all weapons they have be finesse (also, no, that's pretty broken and clunky to limit a player this way).
Daemon Eater, 3rd Variant (5e Class) Grants Extra Attack in numbers equal to that of the Fighter, at far earlier levels.
Daikatana (5e Equipment) Greatsword, but Dexterity based. Maybe reduce the damage to 1d10, or make it a magic weapon, like the game Daikatana?
Damage Substitution (5e Feat) Allows you to instantly and freely circumvent resistances and immunities, so long as you've casted something that deals that damage before. Insanely abusable for wizards, as you can simply just learn a spell that deals psychic damage and then cast all of your fireballs with this.
Damageshift Armor (5e Equipment) Very Rare for a selected resistance is too little. The wording is confusing about if this is a weapon or armor.
Dance Artist (5e Class) Confusing wording, it seems like this is just a huge DPS exploit.
Darkness Incarnate (5e Background) Too many bonuses; skills, languages.
Death Knight, 3rd 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!
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.
Deity (5e Background) The Divine Nature trait is kinda overpowered. And also it doesn't make sense for a diety to be an adventurer.
Demizen Demon Lord (5e Creature) insanely overloaded, not even close to CR 30
Demon (5e Race) Unacceptably high ability score increase, functions more as a creature template than an actual race
Demon Slayer (Kimetsu no Yaiba) (5e Class) see the talk page
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.
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.
Destiny Warlock, variant (5e Class) Hit point restoration seem to come up a bit. Many of these instances should probably be changed to temporary hit points.
Determined One (5e Background) Backgrounds shouldn't provide mechanical benefit.
Devil King (5e Class) Features without limits, crazy high damage outputs, generally way too strong compared to first-party classes.
Devourer (5e Race) Scales past 5th level. In 5e, races never gain traits beyond this point.
Diamondskins (5e Race Variant) Permanent resistance to 7 damage types, including physical ones is unthinkable
Diane (5e Creature) This creatures is not balanced. Has the hit points of an adult dragon, but a fraction of the damage output. Overcoming Diane would be an easy 5900 XP.
Dirgesinger (5e Class) Full spellcasting classes should not get class features when they gain new spell levels.
Dishonorable (5e Feat) This isn't a feat by 5e standards. More like a 3.5e feat.
Displacer Kin (5e Race) This race takes half damage from everything that requires a saving throw, 40 base movement speed, and natural weapons that far exceed anything other first party races have. See 5e Race Design Guide.
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.
Do you want to build some NOVA? (5e Optimized Character Build) At best, you can have two of the three indicated Invocations at level 5. Even that would take finagling. By the time all of them become available, you get only one new invocation slot compared to before any of them were. You could abuse Eldritch Versatility to get two of them, but to get all three would take until at least level 7.
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.
Dorrg (5e Creature) CR doesn't match the contents.
Draconic Descendant (5e Subrace) Resistance to the three most common damage types in the game, so long as you don't wear armor. On a monk, or anyone that can cast mage armor, this is completely ridiculous.
Dracotaur, Variant (5e Race) See talk page
Dragon, 2nd Variant (5e Race) 1d8 natural attacks, large size, etc.
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.
Drug Master (5e Class) 4 attacks for an alchemist class? Additional ASI and Feats (which are technically an optional rule) than are standard for classes. Savage Shroom and Drug from The Wild overlap. Versatile Drug gives unconditional, universal advantage on all saving throws. Other issues.
Dual Silver Fangs (5e Equipment) So far beyond sensible that I've half a mind to nominate it for deletion instead
Duelist, Variant (5e Subclass) Each feature exceeds the requisite level's general power.
Earth Genasi Varient (5e Subrace) Every feature on this page needs to be nerfed.
Earth Titan (5e Race) See talk.
Eclipse Cat (5e Class) just a better sorcerer
Ectonurite (5e Race) Possession can, as written, can control an infinite number of creatures indefinitely, and you are able to take any action you want after doing so, and there is no 'cooldown'. Intermediary Darkvision instead of either Darkvision, or Superior Darkvision?
Eldritch Gunslinger (5e Class) This class is grossly overpowered due to combining the best part of fighter(extra attacks), gunslinger(grit), and warlock(spellcasting). In addition the class has far too many features, especially so because the class has spellcasting. DMG pg. 267 allows reload to be an action, or bonus action already.
Eldritch Knight (5e Class) 6 9th level spell slots? Lets just no?
Eldritch Master (5e Feat) Most of this feat's beam variants are far too strong. In particular the beam aoes and most of the beams that inflict negative effects are far better than just a regular eldritch blast.
Eliksni, Variant (5e Race) Scales past 5th level.
Eliksni (5e Race) The houses and codes aren't balanced between eachother very well.
Elite Descendent (5e Class) Poor design with three features like a fighting style that scale (but don't), and all the features have clumsy mechanics to the point they are nearly impossible to read.
Empath (5e Class) Class features should not be gained when a spell casting level is too.
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.
Endrian Eye (5e Equipment) Allows casting of Gate, a 9th-level spell, at will
Endurance Caster (5e Feat) Free spell slots for no downside
Enfield (5e Race) Stalker's strike is a bit too variable since it just says "make a check" and see if it works. These DCs are often up to DM discretion, which could make this trait really useless. It might benefit from simplification. So, for example, the first unarmed strike they make coming out of hiding/after hiding does not give away their location or something.
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).
Enhanced Folding Sword (5e Equipment) Stronger than a Greatsword, with much better properties. Consider making this a magic item instead.
Ex-Nobles dagger (5e Equipment) Too strong by far for what it is - 4d8+str damage and doubling prof bonus to hit
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.
Experiment 626 "Stitch" (5e Race) Vastly more powerful than any first-party race.
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.
Eye of the Great Sage (5e Epic Boon) each bullet point of this boon could be a boon in and on itself
Faerie Enchanter (5e Class) this class gives features at levels when new spell slot levels are gained
Fallen Avariel (5e Subrace) This is a much more powerful subrace than the UA avariel. It has extra flying speed, minor prestidigitation, and a good way to get lots of easy sneak attacks and remain in hiding. It also uses incorrect 5e terms. "Free action," for example, does not exist in 5e.
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 Devi Aasimar (5e Subrace) Four armed trait and a flying speed? Should have something similar to the official aasimar subraces.
Fallen Human, Variant (5e Race) I tried nerfing some things, but this race might still be a little OP. Especially Purple. I added some new traits and tidied it all up based on the glitchtale universe, I intend to rework the normal souls, to have a better scalling
Fallen Human (5e Race) Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.
Fallen Solar (5e Race) This thing has +5 ASI. It has that -2 for, I assume, false balancing it a bit, but that doesn't really work in 5e. That is a ridiculous boon to spellcasting builds. You're also large and can apparently possess people because you can't die? Solar soul has gamebreaking implications and yet no mechanical rigor in describing how it could actually work. It most certainly is not balanced.
Far Mage (5e Class) See talk page page
Farborn (5e Race) Aberrant lineage does not properly detail how having this creature type affects mechanics (negation of spells that target only humanoids, etc). This race sounds like two creatures. Do you get two creatures to play as, or is this merely flavor. It sounds like a variant or setting rule than something for a generically usable race, same for the effect of when they kill each other. "Per X rest" wording needs to be properly written out ("you regain all uses of x after finishing a long rest...", eg).Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Fated or Unfated (5e Feat) This is more of a DM-fiat thing.
Felkin (5e Race) This thing gets +4 ASI, is Large, and has 40 base movement. Even if it cannot wield weapons normally, its bite is stronger than most weapons at starting level, far outclassing monk's unarmed strikes. Additionally, since it can still spellcast despite using its mouth for something else, that also makes it a pretty non-issue (especially since it doesn't specify if you cannot fulfill the verbal component of spells)

Balance Notes 18/03/2023: Reduced bite damage back to the original 1d8. Reduced natural armour bonus to 12+dex. Increased restrictions on spellcasting while holding items. In order to maintain the flavor, keeping the 'Large' size and the corresponding 40ft move is a priority. Open to further suggestions.

See talk page

Fire Bender (5e Class) Gains class features at the same time as access to spells of 3rd level or higher. Levels at a point where a possible subclass would be useful, is missing.
Flay (5e Spell) Why you do not need to concentrate on this? Why always at disadvantage? Why static DCs? "will not easily be able to fall below 1 health" what does that even mean?
Fleece of Fragile Fortitude (5e Class Feature) Multiplying your hit points by 5 for any reason is of questionable balance. Optimized magical healing means that a character with this feature could recover 200 hit points per first-level spell slot used by the party's healer.
Fleece of the Diseased Heart (5e Class Feature) This is insanely and blatantly overpowered.
Fleece of the Fates (5e Class Feature) The linked table is untenable and unbalanceable.
Flying Firecaster (5e Optimized Character Build) You can't fly 180 feet straight up with only your bonus action and normal movement. You could if you Dashed as a bonus action and as an Action. Dash says as follows; When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. That's it. It only increases how far you move when moving, from 60 to 120 in this case.
Foot long corn dog (5e Equipment) If this is a shortsword, then why is it not a magical weapon?
Forbidden Art of the World ender Blade of Red Skies seems busted. Each turn fighting a boss one of your attacks can deal upwards of 8 times weapon damage, or 4 times on a successful throw. Uses one attack action giving you that +1 standard attack.
Force-User (5e Class) beyond 2nd level this is a monk ripoff(somehow even weaker than original), sith is crit champion-barb ripoff, Lightsabers does not make sense(double is more expensive, but it gives you restriction on using other arm, and less damage), half of "new" features does not make sense(can use DEX for attacks with lightsabers that are already finesse),
Forest Mutation (5e Race) infinite, unconditional regeneration is a no go. Creature can, and should have only one creature type. And unlimited amount of grappling, that also deal damage, at the 75 feet range is nuts.
Forgemaster (5e Class) This class hasn't been playtest or undergo any balancing critique
Furry True (5e Race) Sum +3 ASI is too much. Darkvision with no corresponding Sunlight Sensitivity, enhanced speed, claws, and reisstance to cold are arguably too much with even +2 ASI.
Fyx (5e Race) 120 feet of truesight is imbalanced for pretty much any race at level 1. You are giving a free 6th-level spell effect that is passive. Think about that. Consult the bonthain race and how it is disclaimered and nerfed heavily due to having this powerful trait.
Gauntlets of Spiders (5e Equipment) Compared to a flame tongue, the weapon that just deals bonus damage at the same rarity, this is a little much.
Gentleman (5e Class) Vastly out-damages the Monk at lower levels
Ghostfire Initiate (5e Feat) Bypassing immunity to a damage type probably shouldn't be combined with other significant benefits
Ghostly Clutch (5e Spell) Needs to be nerfed.
Ghoul, 2nd Variant (5e Race) Kagune were turned into a class for Ghoul, Variant (5e Race) for this exact reason, they're far too strong to just be something everyone gets automatically, especially when adapted like this. Additionally, Kakuja is a complete mess.
Giant Glacier Insect (5e Race) Racail traits are stuffed. Wielding 2 two-handed weapons with no drawbacks, unarmored AC, and flat skill bonus. 2 resistances and vulnerabilities might be too many. Also, a natural weapon with 1d6 damage and finesse? Freezing healing seems very strong and weak at the same time. See 5e Race Design Guide.
Glavenus Bow (5e Equipment) ridiculous high damage for the rarity
Gracious Fury (5e Class) Dex barb, but better than barbarian in any and all regards
Gravekeepers Shovel (5e Equipment) Compare with scimitar. This page's flavor doesn't (and shouldn't) justify it being a mere Simple weapon with stats this good.
Great Double Scythe (5e Equipment) Far too many properties for its damage, including some which are inherently contradictory
Great Spirit (5e Race) 40 feet fly speed, more darkvision than a drow, immortality... etc.
Greater Shadow Balor, Blessed by Elrik (5e Creature) Creature has ability scores beyond 30, ridicolous movement and absolutely overloaded abilities, modifiers to hit and DC's are calculated wrong, and funnily, mythic monsters can go up to CR 50, but this creature's statistics are far above what a CR 50 creature should have with the Mythic Monsters (5e Variant Rule), so even CR isn't right
Grimm Kin (5e Class) Has only a rudimentary use of the D&D rules. OP may need to collaborate with a more experienced user to make this class useable.
Grisean (5e Race) One of its traits makes more sense as a background feature. It also seems to be very similar to a Human Variant, granting a feat and all. Languages other than official should also be defined if they are used by a race.
Guardians, Variant (5e Race) Features need to be nerfed.
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
Hadramiel (5e Race) Touch attacks, without using any mechanics for 1d6 damage isn't at all playable.
Half-Devil, Variant (5e Race) Devil's Will trait allows hit-dice based regeneration without limiting it per rest, as well as a way to gain ridiculous stacking bonuses. Base walking speed of 40 places them above wood elves. See 5e Race Design Guide.
Half-Phoenix (5e Race) A +4 ASI combined with enhanced darkvision and racial spellcasting is already perhaps too strong, the flying speed is far too much, and the rebirth trait is problematic at best (5e does not use level drain). A design disclaimer is no excuse for imbalanced content.
Half-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-Suva (5e Race) +4 ASI, 30 feet of flying, double drawing and instant-doffing, or choice of a class feature. This is also a pure celestial, which comes with a few spell immunities. Combined, these are a bit much.
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 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) The attunement requirement is vague.
Hard Ice Elemental (5e Race) Do these guys have hands? That's a pretty big shift since players are generally assumed to have bodies that can hold weapons and cast spells. Cold air control could be worded better to reflect this.
Heal Minor Injury (5e Spell) Appears to be overall worse than upcasting Cure Wounds - how does healing 'minor lasting injuries' compensate for the loss in effectiveness, and as a matter of fact, how are 'minor lasting injuries' defined in the first place?
Healer, Variant (5e Class) Same reasons as the Healer. Also, this class is basically redundant, and any new ideas should be merged with the original Healer class
Hexer Variant (5e Class) see the talk page
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.
Hobblegrunt (5e Race) This thing is Large size (capitalize sizes) and it gets quite a few benefits including non-focus casting for ALL spells (which no race gets), flying speed, etc. It also has an atypical body type that defies how 5e expects players to interact with their world. This would fit much better as a monster, same for all the dragon "races" made of this franchise.
Hollow Vessel (5e Class) Has a load of class features, some of which are gained at ability score improvement levels and proficiency in two common saving throws.
Human Prowess: Shadowcraft, variant Taking turns away without a save is the domain of 9th-level spells.
Human Prowess: Shadowcraft (5e Feat) Taking turns away without a save is the domain of 9th-level spells.
Immortalist (5e Class) Is able to break the ability score cap at 9th level.
Immoveable (5e Feat) This seems more like a 3rd edition feat than 5e, needs a bit of rewriting.
Inklings (5e Race) See talk page
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.
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.
Ivory Card (5e Equipment) Is there any reason why this does more damage than a dagger?
Jade Emperor’s Body (5e Epic Boon) As per usual, each trait could be a whole boon. Please balance this
Jakuan (5e Race) +3 to evocation magic? It sounds like an older edition of DnD, not 5e, as that would hazard breaking bounded accuracy. Is this in the right edition? The format seems to be 3.5e as well.
Joryun (5e Race) Huge size is still problematic. You are thematically and mechanically ridiculous in size to maneuver and use items. The category is also still Large. The race gets too much, simply, with its Huge size.
Jronian Shadow Slave (5e Subrace) A half-caster is a category of a class, not something granted by a race. Races should not grant an amount of spells comparable to a level in a caster class, and spells granted by a race should be limited to once per long rest.
Judgement’s Authority (5e Epic Boon) If the design disclaimer is to be believed, put it on a user page
Kai (5e Creature) Off CR. Also, needs hit dice.
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.
Kaonashi (5e Race) There should be a way, for example an investigation check, to discern if the gold is fake or not. How is even Maw of Arivice supposed to work? I read it three times and still do not know. Ravenous Bite is a mess, being too big of a dice, grantin unlimited healing and being mechanically unsound ("size increases by 5 feet") at the same time. And permanent invisibility
Kenbunshoku Haki (5e Feat) Far too powerful for a feat. This would work better as a set of class features.
Kestral (5e Race) Infinite uses of a second level spell, namely. Otherwise, the scaling of the Bite attack and the healing granted by it is also concerning.
Kime's Magic Missile (5e Spell) Missing the epic spell formatting, as well as the mechanics of a spell in an appropriate level.
Kinetic Deviant (5e Class) dead levels
Kirbonian (5e Race) Several features are considerably hard to understand, and the whole 'Swallow' feature effectively has no limiting factors, allowing you to gain an intense level of power from traits taken from creatures.
Kitsen (5e Race) The death before dishonor feature feels like the capstone of the samurai subclass... except that this doesn't seem to allow you to die? That makes it infinitesimally better, since you don't go night-night until combat is feasibly over, despite getting hit with only 1 temp hp, as long as you have enemies up.
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.
Kodaku (5e Race) Instatneous Regeneration is ridiculous, and also extremely niche. Fluoroscopy is blindsight without saying blindsight plus more. The whole race seems like a dream hodge-podge of traits to make it less annoying to play. Know all languages(basically) Can't be surprised, always aware, sleep 4 hours, can't loose limbs, no lingering injuries, immune to disease, stronger so you have higher carrying capacity, higher than 20 boundary for constitution. See 5e Race Design Guide.
Korisar (5e Creature) CR is incorrect; Intelligence score is off the scale, damage immunity is invalid, armor type is invalid, damage vulnerability is unjustified, Fight as One doesn't make sense since each creature attacks on its initiative using its action (might want to change this to allowing another korisar to use their reaction within a limited range), I don't know what an "Arichashau" is and it doesn't say where it is summoned, Teleport doesn't show how a location can be randomized, Blaster doesn't explain how it works (attack roll? save DC? range? How long stunned for?).
Kumiho (5e Race) This race gets a lot at its base and gets additional things from its subraces. There is unconditional advantage that one subrace gets, and there is a fluff feature that scales into 18th level for some reason, to name a few issues.
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.
Lakyu's Shadowfell Fire (5e Spell) 1) There's no excuse for a spell to be "more powerful than usual". If a fireball is 3rd level and deals X damage, and spell Y deals 2X damage, then spell Y is greater than 3rd level. 2) Those 5-foot radius spheres are only going to be hitting the original target, unless there are creatures squeezing into that square. 3) I make the average 3rd-level damage to be about 135 (assuming the attacks hit and targets make their save half the time) - that will go up if the radius is increased. In comparison, a fireball deals 84 damage (assuming 3 creatures in the 20-foot radius).
Latex Beast (5e Race) So the winged black subrace creates offspring? Are these controlled by the player or something? What stats do those have? The "line-of-sight" seeing is strange also. So you can literally only see in a straight line as drawn from a map?
Leafeon (5e Race) There is very little argument for why this race gets a +4 ASI. They also get 35 walking speed and 15 feet of burrow speed, which would allow them to gain cover pretty much anywhere they dig (and it seems to be everywhere). The addition of tremorsense is also very strong and doesn't seem to have any good support for it. Razor leaf is also a large AoE without limit of use. I suggest looking at the razor leaf homebrew spell for some aid. Leaf guard is poorly worded with an arbitrary DC. It should probably be something like half-orcs relentless, if anything, even though that is a very strong interpretation of the ability. Photosynthesis has no definition of what energy even is or what it does. The dex entry needs to be properly translated into forgoing food requirements. Leaf blade has a very high damage for an unarmed strike, and outclasses monk. It could also use better unarmed wording.
Lekgolo (5e Race) How to establish connections with a bond brother, since it does have a mechanical effect in this case, should be detailed in a trait for this race, or a small rule.
Lever-Action Shotgun (5e Equipment) The idea behind this weapon doesn't have anything to do with the min-max stats here.
Lich (5e Race) Truesight, extra spell slots, and the inability to die. Absolutely must be toned down.
Lich King (5e Creature) There cannot be CR above 30 without any special rules, neither ability scores above 30, so giving this CR 50 is baseless. You cannot have more than 20 levels in something without special rues either. Immunity against basically anything, illogical immunities to conditions(why you cannot knock him prone? Some are doubled), , legendary resistance, mile of truevision?, casting two spells in one turn, DC's are calculated wrong, spammable down to 0 hit points and instant death abilities, etc. etc.
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, Variant (5e Race) The Accursed has universal advantage on intimidation checks.
Lord (Fire Emblem) (5e Class) The subclass features are quite powerful and while overall they are fine, there exists notable exceptions that are too powerful such as the Wind God, Commander Improvement, and perhaps others. In addition, some of the main class features may need tweaking such as Pair Up which is too powerful to be an always on feature.
Lost or found (5e Feat) Doesn't match the design of a feat.
Love Domain, 4th Variant (5e Subclass) Cleric subclasses should have two first-level abilities. This subclass appears to have up to four, two being crammed into Heart's Tell, which is already problematic - no single feature should grant two proficiencies and an expertise-equivalent for the both of them, and gaining a bonus to a stat as part of a class feature has only ever been done as the Barbarian's capstone feature. Additionally, the 8th-level feature does not make any sense - resistance is only applicable to damage, not saving throws, and having blanket resistance to damage caused by magical effects is incredibly broken. What does love have to do with immunity to magic in the first place?
Lovian (5e Race) Universal disadvantage on deception. What's a foresight check? Grease the Wheels should be proficiency, or a conditional advantage and probably say check. Damage types involve resistances or vulnerabilities, not a variable additive to the damage. Not all classes have spellcasting capabilities (Magician). 5e Race Design Guide.
M.I.M.O.'s Misfortune (5e Equipment) This item uses generic and imprecise language (opponent, ally, smite, disintegrate). There are no saving throws attached to any of the effects.
MA5C Assault Rifle (5e Equipment) Burst fire needs some explaining, as there is a firearm property in the DMG called "burst fire" that works differently. You make an attack and expend 4 shots from 32 ammunition - is this functionally different to just having 8 ammunition (a unit of "ammuntion" doesn't have to be a single round)
MEDIC! (5e Class) Combat Medic and Regeneration are not well balanced; medi-gun has the usual equipment-as-class-feature problems, "boot [sic] your targets health past their maximums" shows perhaps the OP isn't aware of temporary hit points, the whole class is one-note rather than being a broad archetype and maybe would make a better subclass. Expert Patchwork has no mechanics, you can't just say "the DM decides what this does". That's for starters. This would take a lot of work to be useable.
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.
Maevin (5e Race) Maevin magic grants an effect like shield... except that it lasts for 8 hours. Even considering that it bars the affected from wearing armor, that seriously breaks bounded accuracy.
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.
Mage, 4th Variant (5e Class) The main gimmick of the class, gaining the subclass features from any subclass belonging to a full spellcasting class is far too good. Because of this, this class is overall a powered up version of the wizard class as this class has a better spell list, far more features for a full spellcasting class, the ability to choose a number of powerful features from other subclasses, and various other issues.
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.
Magical Charms (5e Equipment) This item was created by AI, so requires a human to check it for balance
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.
Mask of Heresy (5e Race) How is allow this race to possibly take over anything with a minimum int of 6 balanced?
Masked Warrior (5e Class) Multiple features jeopardize the balance of this class, like Suit Upgrade completely shattering bounded accuracy, three extra attacks, and several other questionable features.
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
Mecha-gnome (5e Subrace) This is basically a "Gestalt" race, having all Warforged traits + all gnome traits, since this is a subrace.
Medusa (5e Race) The petrifying ability on this Medusa is more powerful than the Flesh to Stone spell, that is already a 6th level spell
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
Militant (5e Subclass) Treats nonmagical equipment as magical equipment, appears to grant unlimited uses of Action Surge
Mind Defense (5e Feat) The second trait is completely confusing.
Mink (Grand Line Supplement) The size is undetermined. Sulong is very very broken in that it forces many saves for a large benefit. You can also gain even more ASI with some of the traits, which really should not be the case. One of these subs has 70 feet of walking speed. Many of these traits have arbitrary numbers.
Mosa Moth (5e Race) I see that there is a subrace that can use hit dice repeatedly? And the whole regaining limb thing, as usual, makes spells like regenerate obsolete from early on. Rebel's Darkness also has no usage limit and has an arbitrary DC. Some of the wording issues make the traits much stronger, also.
Mothlin (5e Race) Sense of smell has a mechanical benefit with the advantage on smell, so that part is fine. But the emotion part is poorly defined. What do you roll? What counts as "strong emotions?
Murgleis (5e Equipment) A one-handed weapon should not deal 1d12 damage, much less one that is light and finesse.
Mutant (5e Feat) Strictly better than a normal ASI
Mystic Eyes (5e Class) numbercrunch on this is insane, this class just gives you more damage, bonuses and overall things than official pages
NULL'S Blade (5e Equipment) A natural +3 to attack and damage, plus more from expended charges. Hit point regeneration. Although unrealistic for 99% of encounters, hit points regeneration can stack up 12 points a round? Caveats with every expenditure makes this dense.
Nature's Blessing (5e Race) The Change Form trait is far too open to interpretation, and could range from useless to gamebreaking. The Life Essence Bond trait is utterly absent of explanation.
Navy SEAL (5e Background) four tools are probably too many.
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, 5th Variant (5e Class) Many features do not work or are insufficiently explained.
Nightwings (5e Race) Advanatage on all skills checks of a certain type, by itself, is too powerful a trait for races. Besides that, the fact that this race can fly, but has a decent number of other traits is also a concern.
Nosgoth Vampire (5e Race) There are way too many traits here, and gaining access to traits as you level. The class-copied stuff needs to be overhauled and greatly simplified. This should only be a small number of benefits if it's truly seeking to be a race. Has 4 total ASI.
Novaraptor (5e Creature) Nothing needs that many different options for attacks. They're not even differentiated from each other by having different effects.
Null (5e Race) This race has a lot of extra senses, the maximum number traits, and damage immunity. It's also immune to aging, disease, and doesn't need sustenance, and has unconditional advantages, and inherits other bonuses. See 5e Race Design Guide.
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.
Nymph, 4th Variant (5e Race) "Free action" is not a thing in 5e. Also, blinding beauty basically has up to 10 usages (6 second increments for a total of 1 minute). While it sounds fun to be a flickering lightbulb, it would be much more streamlined turn-wise in combat to have a simple 1-minute transformation like shifter or aasimar.
Oath of the Skywalker (5e Subclass) Firstly, this subclass lacks precision. Ewerywhere. "Not on the ground" is extremaly bad way to describe a trigger for your abilities, like, when I am on wooden floor in a castle will they work? Or maybe on glass floor on second store of the building? What about panel from wall of force spell? Neither of those are "ground", in some meanings of the word. Skywatcher aura gives bonus to attack rolls, damage rolls? Not specified. Judgement from above is once per turn, why? It is already limited to once per long rest. And all damage must have a type. Second overall problem is Power of this subclass. It is insanely weak, both channel divinities are super circumstantial, and not worth being used in almost any situations, all the other features too - if you use them, they are helpful, not great, but helpful. IF you can manage to use them, which is propably close to never in a normal campaign. Storm sphere is a fourth level spell.
Octofolk (5e Race) Tentacle's grappling benefit just sounds like regular grappling? Unless you mean you can do it without using your hands. Squishy should probably look at something like the UA plasmoid wording. Amphibious' exhaustion system is also cumbersome compared to a simplified one like for the locathah. No race should just get the extra attack feature. Hypnotic skin doesn't use proper 5e conditions (dazed is pre-5e) and the save DC is wrongly calculated.
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.
One with the Tribe (5e Feat) This feat is both too powerful when you gain it, as it is effectively another pc in the party and the beasts damage and hit point scaling make the beast far too powerful for just the cost of a feat.
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.
Pact Summoner, Variant (5e Class) Pact binding is rather problematic, with a loose definition. For binding, it's not clear where creatures need to be, you can recruit hostile creatures, the target is not afforded a saving throw, you can recruit an important NPC and "know what it is thinking", potentially breaking an adventure, you can bind creatures outside of the normal CR-to-level scaling. For summoning, the creature can't use its "features" - does this mean "traits"? Many traits are inherent to what the creature is.
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.
Paradox Men (5e Class) Some features are actually broken, starting with Time Stop. Needs rewriting to make better use of the D&D rules. Spellcasting is broken. Powerful features are given on levels where you also get a new spell slot level. At-will dimension door. All sorts of spicy and nonsensical stuff here.
Parasite Alpha (5e Subrace) What race is this? The way it is infection makes it sound more like a disease. It also uses arbitrary DCs and essentially seems to allow you to take over a creature or something, or spawn a creature under your control? That's pretty broken and the mechanics behind it are also ill-defined.
Patchwork Construct (5e Race) Using a spell "20 times at will over the duration of one moon cycle"?? This is very odd and non-standard 5e usage duration to say the least. Its implementation is also clunky compared to just giving spellcasting with restoration per rest as normal. Also, truesight for a spell at 1st level is just ridiculous along with all the other spells. The trait wordings overall strike me as very odd and cluttered compared to 1st-party content. It should be compared to and take from the exemplary work on the anarmor race or similar Featured Articles for wording and mechanics.
Perfect Homunculus v2 (5e Race) Seems more like a creature NPC then a playable race.
Phantom, Variant (5e Race) This borders on making your character either too ghost-like and nonexistent or too powerful and being able to try and possess anything they want as many times as they want. As written, the mechanics are too loose and wrapped solely in flavor. Look to the soul phantom for how this might be done with better balance.
Phantom-kind (5e Race) Ghostly form doesn't seem to fit the design space for 1st-party race-based spellcasting. Needlessly better than standard darkvision.
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, Variant (5e Creature) This creature literally has 10000 hit points, and it should have 6050, meaning that it's hit dice are miscalculated. Also, it's proficiency bonus is technically +26, and it looks like it is +5 by this stat block.
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.
Phygmentborn (5e Race) Race should not increase single score by three or more, some subclasses lack size
Pistol, Variant (5e Equipment) In 5e, a standard pistol deals greatsword damage, a slightly smaller caliber firearm should deal more than half as much.
Pit Fighter (5e Subclass) Gain unconditional resistance to all 3 forms of standard damage by level 11. Using knuckle dusters is an automatic +3 to attack rolls (+2 to others), and the damage dice scale as you level. Free action. If a creature hits you, you get 3 AC against them forever vs. an infinite number of creatures, unconditionally? So much going on. Round counting for "proficiency bonus to attack rolls an additional time", "Rock solid", and "all or nothing" (bonus damage), variable AC based on previous combat log with specific enemies, charges for special moves, etc. More moving parts than most spellcasters. Resistance to standard damage types, and then more damage reduced (but not called resistance) for damage from weapons which is stored. "Step-back" is completely invalidated by "All or nothing". Negates all critical hits. 6 attacks, which doesn't include the bonus action attack, that can be used 2 times in a short rest. Lots of "additionally".
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 7th level character can do it?
Poinkin (5e Equipment) I am confused how any of these mechanics are intended to work.
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) Possession can use charges from the previous trait to get around the 'cooldown', the CR scales 1-to-1 based on your own level, and your game statistics are changed for the duration which can slow down the gaming experience. Adding more conditions onto the trait will not solve the problem; it does not fit the design space of a racial trait. Cursed eyes does not reflect 1st party race spellcasting/dragonborn breath weapon. These traits feel more like a class, especially with the charges. Racial traits should be a number of bonuses that are linked together via a theme and feeling of the race, not by having charges that stored and usable across a multitude of traits.
Power Of The Forest (5e Spell) Region is not a good range, it lacks clarity. Also, this spell is... whacky. Complete control over a creature, any and all creature of your choice without any kind of save is ridicolous, and the downsides... are. Like, they exist, but they are weird and lacking clarity. What even is the goal of this spell?
Primarch (5e Race) Where do I even begin. This race has +2 to everything, which is a direct upgrade to the already pretty good Human. Flat AC bonuses are a big no-no, and a damage increase to all melee attacks is insane as well.It's almost like the Primarchs are intentionally meant to be a direct perfection of the baseline Human form, hmm?
Primordial Spectre (5e Class) See talk page.
Prinny (5e Race) not one race feature in here is remotely balanced, reach one being way over the top
Protecter (5e Background) Backgrounds do not confer mechanical benefits.
Psionic Human (5e Race) See talk page.
Pug (5e Race) Why do we need a separate page for a Dog (5e Race) subtype?
Quar (5e Race) Uses negative ability scores. Capable of increasing an ability score by 3. Blood Frenzy is much too strong of a conditional advantage to be on all the time. See 5e Race Design Guide.
Radiation (5e Spell) Useless in one-on-one combat, absurdly powerful in massive combats
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 Mustilus (5e Race) Snake killer is bloated and should be simplified and nerfed. Adding proficiency bonus etc. Overall requires a general clean up and the subraces should be balanced inline with each other.
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.
Raw Silk (5e Equipment) This should be attuned too.
Re:Ghoul (5e Class) Balance issues throughout.
Renamon (5e Race) Three skill proficiencies, for a race, are too numerous. Although not precisely comparable, Half-Elves by comparison have double skill proficiencies, darkvision, and fey ancestry, and a +4 ASI.
Revenant, Variant (5e Race) Six condition immunities, one damage immunity, and two damage resistances. Even though it is accurate for most undead stat blocks, direct translations into a race lead to balance issues.
Rhopalofae (5e Race) The fact they are described as looking like normal butterflies, which are extremely tiny, and having 35 feet of flying speed, is a disconnect. Tiny size for PCs also can have some implications, see this variant rule, and this should be considered. Dex casting, even more so than con casting, is extremely powerful considering dexterity is a god stat in 5e. This is also poorly corroborated as to why dexterity, even. It would make more sense to only have cantrips from the subs, since they already get two. Getting three and having the spread score use is very messy and strong.
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.
Rock Shell Tortle (5e Race Variant) A race with even higher possible AC than base tortle (which already has a very high 17) AND a damage immunity.
Rod of Tapping (5e Equipment) Objectively stronger than the books of the same rarity that increase scores.
Royalty (5e Background) Strictly better than Noble and/or Folk Hero, while simultaneously ill-defined. Does the Royal Blood feature give you an arbitrarily large pile of Guard minions? It seems to.
Rune Smith (5e Class) The exact way in which rune components work is questionable and should be reworked. The balance of many of the rune effects themselves is also questionable.
Runesmith (5e Class) Class features not balanced currently.
Rät (5e Race) Burrowing speed is very very dangerous for PCs, same as flying speed. Burrowing speed will allow a player to essentially gain cover very easily, and it is not limited in any way here, in contrast to the rakaka or dao subrace of the genie race. Additionally, their speed and supposed size is strange, since if they were Small, having a speed as fast as 35 feet is weird. There could be more flavorful traits injected here.
Saiyan, Variant (5e Creature) Assuming the above is accurate, even a simple +3 increase to a single ability requires weaker traits, +4 to three is way too much. As for the second half, what's keeping a player from maxing out their ability scores in 1 session using acid splash? A simple +2 ASI is a major class feature, throwing out ASIs this easily is not a good idea.
Saiyan fighter, 3rd variant (5e Class) Almost identical to Saiyan Fighter, 2nd Variant (5e Class) but with earlier acquisition of features.
Sandbender, Variant (5e Class) Scaling (+0,+1,+2,+3) attack and damage bonuses for free as well as AC giving you automatic magic items. Infinitely recieve no damage on successful Dex. saves at level 7. Unconditional resistance to all nonmagical damage at 13. In addition you get advantage on Str., Dex., and Con. saving throws. Needs a look through. Chakra Mode gives advantage on str saving throws again. Advantage doesn't stack in 5e.
Scorpion Whip, Variant (5e Equipment) too powerful for a nonmagical weapon
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.
Senketsu, Variant (5e Equipment) Power beyond the scope of the legendary item, +8 to ASI and +7 to AC should just not happen on any item, and the drawback, or quite rare activation of it, does not balance out the advantages the item provides.
Sentient Slime Armor (5e Equipment) This is far too powerful to be a mundane item. It should be converted into a magic item of some kind.
Shadow Master (5e Class) Increases a lot of ability scores independent of ASIs.
Shadow Monarch, 3rd Variant (5e Class) Is casting spells remotely (up to 100ft. away from yourself) without any drawbacks balanced? The exact mechanics of the shadow servant and shadow demon need to be looked into. Army of Shadows gives temporary hit points every turn.
Shadow Monarch, Variant (5e Subclass) The Summon Soldiers feature is far above the power level of a 2nd level wizard subclass feature as you get too many summons that are too powerful. For example, the ability to control one creature at around 1/4 of your CR is around the power level one should go for and even then the feature is extremely strong and still may be too powerful.
Shadowling (5e Race) See talk page
Shadowreaver (5e Class) More attacks than fighter well before fighter gets 4. Gets expertise three times as well.
Shapeshifter (5e Race) So. Proficiencies in way too many things, at minimum a +4 to your stats without any major drawbacks, literal immunity to needing a Constitution saving throw, a literal +7 to your AC by simply going Bear mode.
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.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Shotgun, Double-Barreled (5e Equipment) Burst Fire (DMG pg. 267) requires 10 pieces of ammunition to be expended, but the shotgun has 2 shots. This shotgun has really long range is comparison to other shotguns, including the one provided in the DMG.
Silver Blue (5e Class) What few features can actually be understood are blatantly overpowered
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.
Singer (5e Background) Too many proficiencies
Skeleton Fairy Subrace (5e Race) Scales past 5th level.
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.
Slimecican (5e Race) I can’t figure out whether divide needs to be buffed or nerfed.
Slimefolk (5e Race) See talk page
Smooth Criminal (5e Class) Half the features here are directly copied from Secret Agent (5e Class). The other half are blatantly overpowered, and extremely poorly written.
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.
Sorcerer, Elemental Variant (5e Class) Class features gained at the same time as access to 3rd level spells and higher.
Sorcerer, Variant (5e Class Feature) Innate Power essentially grants a massively buffed subtle spell metamagic to almost all spells, which makes it impossible to counterspell.
Soul thief (5e Spell) See talk page.
Spider Silk (5e Equipment) This should be attuned too.
Spiritual Transcendence (5e Spell) Damage immunity is very powerful even for short periods. Immunity to two of the most common damage types for essentially an entire adventuring day is way too powerful. The AC bonus is also very powerful, please compare with things like Barkskin or Haste. Spectral hands are not well explained, what does it mean "you have 6 available"? Is it supposed to be a melee spell attack? Again, look at similar official spells to see how this should be worded.
Spore Infected (5e Subclass) The original writer recognizes that most of this page may be too overpowered and is asking for help balancing.
Sprite, Variant (5e Race) This race is janky and far too powerful for not following the Tiny Player Characters (5e Variant Rule).
Starmaker (5e Creature) The mechanics behind this creature need a lot of cleanup as the creature has many confusing aspects, unclear or non-existant mechanics, and other issues. Recharge doesn't use a d6.
Stone Feather (5e Feat) This isn't a feat by 5e standards, more like a 3.5e feat.
Stone Gargoyle (5e Race) Glide needs to be more fleshed out. Do you mean the Glide Speed (5e Variant Rule)?
Storm Reincarnation (5e Class) Class features gained at the same time as access to spells of 3rd level or higher.
Studied Summoner (5e Class) This class frequently provides features at the same time as an ASI, but then has dead levels following that.
Super Vampire (5e Race) You gain 60 feet of unrestricted flight when you gain wings, which in and out of itself is a broken feature, but after that statement nothing describes how you gain those wings, not a word. This race also have features that are not finished being described.
Supreme Wild Shape (5e Feat) Almost no matter the level, increasing your level for the purpose of determining the maximum CR you can Wild Shape into is overpowered. In addition this feat's second feature is odd for also changing your effective level for a feature and is not really useful.
Surrakar, Variant (5e Race) unlimited healing on ravenous bite from level 5, blood rage is hard to use, prevent from harming other players, and way to strong
Swiper the Fox (5e Creature) This content was created in collaboration with AI text generation, so requires a human to double check it for balance
Sylphs (5e Race) This race could have 1 or 2 more traits. Unrestricted flying speed is iffy. See the 5e Race Design Guide.
Sylvari (5e Race) Vulnerability to fire damage is absolutely lethal for player characters, especially at low levels, and the fact that one of the subrace traits just removes said vulnerability renders it rather underwhelming. Additionally, the Dawnborn's "+1 language and skill" is nowhere near as good as *innate spellcasting.*
Tabar-Shishpar (5e Equipment) Needs a reason to exist when the Warhammer and Longsword exist
Tabaxi (5e Race Variant) All base traits plus those granted by these subraces puts them significantly farther ahead of other 1st party races. 3 skill proficiencies from a race. More base race traits need to be taken away.
Tarrasqueborn (5e Race) This either needs a Design Disclaimer that it's intentionally broken, or a complete redesign.
Tengu Raven (5e Race) This race has a surplus of traits: +4 ASI, 2 natural weapons, flying speed and even a form which can increase their flying speed as well as ASI, etc. This could do with some overall culling.
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.
The Bloodthirster (5e Equipment) On average, this is 88 hitpoints every turn for a 20th level fighter, which is comparable to high level instant healing spells, essentially for free.
The Book (5e Equipment) An artifact, by definition, is a sole example of itself in whole multiverse, and having an artifact that can be just copied and redistributed to everyone in party(or the whole world) is just, bad. "spell cast for good does not expend a spell slot", so what, casting power world heal every turn, because healing is good? Meteor storm every turn, bc the target is an evil lich? Wish? Examples are innumerable really. It's hard to say the artifact is overpowererd, but this definitively is.Also, artifacts must have a clearly stated way what to do to destroy them
The Consumed (5e Race) Laughably overpowered. 60 feet of movement speed as a base(and no, a ludicrous drawback NEVER justify having overpowered feature). Superior darkvision, here called just darkvision. Can add 1d6 to any weapon attack. Can read others mind. And propably some more, just some features are written in such a way maikng sense of them is impossible. I suggest reading through Race design guide before making a race.
The Eater of Worlds (5e Race) An extradimensional evil monster that is better than changeling doesn't seem like a good PC choice. This has changeling's properties and ridiculous traits about rolling for intimidation when rolling over 18 on an attack roll? And also advantage after 27 hours, why even.
The Idol of Zeroth (5e Equipment) Magic items should not grant levels in a class and besides that this item provides no actual properties for the attuned to use and is extremely weak for an artifact. Also, is there even a purpose for this item or is it a Magoffin for a specific campaign?
The Lich Skull (5e Equipment) The ability to cast any spell by using your hit points is extremely overpowered. Some other parts may be as well, but it is unclear what many properties actually do.
The Mace of Many Faces (5e Equipment) Hugely overpowered, incorrect terminology, incomplete definitions.
The Mother's Oath (5e Subclass) bad aura size, lacks duration in some places,
The One Who Waits (5e Subclass) Way too many options. Rolling 2d20's for tarot draw means 1 is impossible, and values at the center are reasonably favored over those on the extremes (21 average). Many of the cards are ridiculous for class features. While the cards may simulate the game they're based on well, the player experience will vary wildly and probably not in a fun way leading to some players fudging their rolls for desired 'builds'. The cards should probably function more like wild magic or something. It would be a list of possible temporary effects that can change combat when lucky. Some of these features should be made into spells that this subclass has access to (as warlock subclasses do). You should probably have automatic proficiency with the talisman crusader weapons regardless of their type.
The Prodigal Sorcerer: Optimizing Magic Missile (5e Optimized Character Build) Cannot take Agonizing Blast with Eldritch Adept unless you have at least one level of Warlock. Magic Missile is not affected by Spirit Shroud, because Magic Missile does not use attack rolls. If you quicken Eldritch Adept, you can't cast Magic Missile on the same turn.
The Shattered Soul, Variant (5e Subclass) Having unlimited range(bc this is basically what this subclass gives you) on EVERYTHING except melee attacks is nuts. Many features or spells were made with the range of touch in mind, and this subclass breaks them, literally. There should not be features that "are determined by the DM", class' features should be clear and strict, and as a whole Consciousness Transfer allows you to just lay in bed and do whatever you would do normally, just without any possibility of death or taking damage, without limit either in uses or range(truesight as a stone, yeah, right). Biological Anchor lets you hack a corpse and use it for your own ends, and again, there should not be features that "are determined by the DM". Soul Phylactery either gives you nothing at all or punishes you for picking and playing this subclass, which should never, ever happen. This needs a lot of work to be playable. I suggest reading through 5e Class Design Guide before fixing it.
The Shattered Soul (5e Subclass) Having unlimited range(bc this is basically what this subclass gives you) on EVERYTHING except melee attacks is nuts. Many features or spells were made with the range of touch in mind, and this subclass breaks them, literally. And multiple uses of inducing shor term madness, which is way more powerful than any spell, for it does not allow a saving throw to end the effects, is way too much.
The Swallow (5e Feat) Ring of Spell Turning is a Legendary item, this is a feat, soo, yeah, no
The Tarrasque Slayer (5e Optimized Character Build) Booming Blades don't stack and you need a real weapon to cast it per TCoE.
The cloaked (5e Race) The traits offer far too many bonuses, and detriments to be a playable race. It also does not follow many standard 5e design guidelines. See 5e Race Design Guide.
The haki børge (5e Subclass) Subclasses by definition cannot be shared between classes, as classes gain their subclass abilities at different levels
Thrall Instructor (5e Feat) Although getting an undead to serve you permanently is hard, it doesn't justify this feat's game warping power. As a whole this feat is also oddly designed with a high prerequisites and features that require a very long period of time with no limit on them.
Titan, Variant (5e Race) +4 ASI, Huge size, and can hit 20 AC as a barbarian with only a 20 in Constitution, basically only dependant on two scores. Nuts for a number of reasons.
Titan Elephant (5e Creature) lacks abilities more or less expected to be present on such high cr creature, making cheezing it, even at the level 1, fairly easy, and trivializing encounter to slow, extended, full of high-numbers disapointment
Titanshifter, Variant (5e Class) 4 attacks at 15th level.
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
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.
Tri Blade Shield Gauntlet (5e Equipment) A shield that does more damage than any other melee weapon available, with no downside.
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.
Trinity Force (5e Equipment) This weapon is absurdly powerful compared to the scimitar of speed. This weapon has a +3 bonus to attacks/dmg, allows you to attack two additional times, and deals extra damage based on alignment(creature's no longer have alignment in recent printings and no mechanic should be based off of it). In addition, the for the trinity property only compounds these issues and more(reactions need triggers, unclear wording, round counting/non-standard durations, ect.).
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.
Turtle Cat (5e Race) +4 ASI (a -2 as well, which is not encouraged for 5e anymore), non-mechanically defined traits like feline senses, scaling AC bonuses, etc... And that doesn't even touch on subraces.
Twin-Spears (5e Equipment) See the talk page. This is clearly more powerful than nonmagical weapons with no drawback. This weapon should either be changed into a magic weapon (see 5e Magic Weapons) or nerfed to the point it does not outperform similar weapons.
Uchiha (5e Race) The structure of "Dominant Abilities" does not match the framework of 1st party races. 30 base movement speed that increases as you level and has special exceptions for monks? Several other traits are also modified based on this. This race reads like a class in almost every way. This needs a {{Design Disclaimer}} if it's to remain relatively as is.
Unicorn (5e Race) See talk page
Unidentified Hydronian (5e Race) Some of these traits do not seem mechanically defined enough. If you cannot fly within certain parameters, those dimensions should be listed out. The inner storm attack uses round count charging, which is not a 5e thing, and the recharge wording is incorrect. The damage of the attack seems a bit iffy to me. The trait to just regrow heads and limbs makes regenerate moot. Also, non-breathing should be written more mechanically, like how undead nature uses it.
Unknown Origin (5e Subclass) This gives you every class's spell list
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
Uxar (5e Race) Almost all animal forms have something wrong with them, way too much to describe here. I suggest reffering to race design guide before fixing this. Also, how those "Addons" work? There is no text explaining them, and many of them seem obviously more powerful than others. If changing into an animal is the core trait for this race, you should probably NOT be indistinguishable from the creatures you are copying. There should be a investigation/perception/nature check to notice you aren't the animal whose form you have adapted. Other than for reasons relating to size, why would ever choose to be a cat over a wolf? You gain exactly the same traits, and you get 2 additional, beneficial traits on top of that. One of which is conditional, barely, advantage on attack rolls. Similar problems can be seen with arctic foxes. Drow are an example of elves with advantages over other elven forms, but also suffer a cost due to their highly specific environment.
Valinor Guard, Variant (5e Subclass) Grossly overpowered. For one, subclasses should not increase ability scores by virtue of being picked. Second, Cunning Defense is like defensive duelist or shield spell, except this is stronger, and at 12th level gives you just +10 to AC. Paired with Retaliation, which on itself is too strong of a feature, this lets you attack horrendous amount of times in one round. Third, feats are optional for play, so no feature in class/subcalss description should ever even mention them. Fourth, add double your ability modifier for both attack and damage rolls never was, and never will be in realm of balanced game design. And fifth, other features are not so strong to the point of nerfing them, but paired with one another are too much. I suggest reading through Class Design Guide before making a subclass or attempting to balance this.
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.
Vampire, 2nd Variant (5e Race) The bit attack is essentially 1d4 + 1d8, which is much stronger than that of the lizardfolk, with maximum damage potential equal to dragonborn breath (2d6). The nightborn subrace exacerbates this issue. There also are simply too many traits compared to even the already strong vampire race. The use of blood points make this race very abusable in healing and general versatility if you can just suck off your friends. The embraced just straight up gives you pick of traits from all humanoid races and it also lessens the restriction of drinking blood. Some of the traits do not use strictly defined wording, which leads to possible abuse. For example, defining the amount of sunlight will just have the dm and player arguing over the situation of damage dealt. Overall, this thing is way too powerful.
Vampire, Noble (5e Race) Many of the traits are overpowered as written. Feast of Blood gives advantage without conditions or specific criteria needing to be met. It also turns the target into a spawn without requiring a saving throw. There seems to be no limit to the number of spawns one can have under their control. Maximum hit point reduction. Noble blood seems to includes ALL vampires regardless of previous dispositions to you. Sunlight Sensitivity is not given a 'cooldown' if you will. As written it seems to instantly kill your character if they go into sunlight.
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)
Vigilante, Variant (5e Class) There are a lot of choices here and bullet points; this needs an in-depth analysis for balance.
Viltrumite (5e Race) So how do you add Viltrumies in 5e without them being too broken, but keep them accurate to the source material? That’s the neat part you don’t.
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.
Visored (5e Class) Two common save proficiencies. Free actions aren't a thing in 5e. There are some numbers that might benefit from a lookover in general on this page.
Wand of the Elementalist (5e Equipment) Just Moar damage, without any fluff.
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.
Warforged, 5th Variant (5e Race) The celestial variant has fly speed of about 60 feet, 120 feet of darkvision, and immunity to radiant as well as resistance to necrotic damage. That is only one of the options here. The rest need to be properly assessed as well. See talk page.
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.
Water Bender (5e Class) Gains class features at the same time as access to spells of 3rd level or higher.
Water Caller (5e Class) gains features at levels when gaining new levels of spell slots
Water Genasi Varient (5e Subrace) Which race is this designed as it's subrace?
Way Of Lightning Fists (5e Feat) Radically unbalanced for monks, at least doubling their normal damage output at higher levels.
Way of the Infinite Steps (5e Subclass) Totally not balanced for combat, it's just a min-max using movement.
Way of the Mythological Creatures (5e Subclass) This subclass has almost enough features to qualify for being a class in its own right. This subclass seems to massively improve the baseline for monks in addition to offering new features.
Weakening Sludge (5e Spell) Reduction in save DC and attack modifier does not have a duration, could be better worded, saving throw should be defined rather than caster's choice
Weapon Mods (Halo Supplement) Weapon slots should probably be variable based on the weapon being modified.
Weaver, Variant (5e Class) Beyond of the problem many spellcasters working on mana not spellslots to cast, leading to possibility of casting far greater amount of high level spells than the rest of the classes, and gaining class features when gainig new spell slots(or here, spell levels to learn), all the while being able to cast ANY spell of ANY class, when combined birthing the best spell list in the game, while being noticably better at martial aspects, having d8 for hit die and some proficiencies, having unreal capstone letting you spam 9th level spells every turn, and being able to cast two spells as one action, which should never, ever be allowed to happen, this class have a massive gameplay flaw. It cannot learn spells withou the help of other spellcasters. I will repeat - if in your team you do not have a spellcaster(willing to teach you, mind you), or you do not nag some NPC to spend extensive time with you to teach you(considering you will even find one), this class cannot cast spells. A full caster who cannot cast spells without the specific conditions not dependant upon the character. This literally cannot stand.
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+
Werewolf (5e Background) Either the mechanical features need to be removed, or this needs to be moved to 5e Classes or 5e Templates.
Werewolf (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.
Winter Elf (5e Race Variant) This race has a higher speed than any playable race. Is this a comprehensive variant? Do you choose a subrace with this variant, or not?
Witch (5e Race) Multiple extremely powerful traits, including free invisibility
Witch Sniper (5e Class) Ultimate Marksman cannot miss, and should probably have a base number that's modified by core class ability. Without a trace: Invisibility as a spell can last up to 1 hour, this is way too long for a bonus action. Witch Calling Cards has no limit on GP. Reloader has free action. Most of Customized Weapons seem overpowered. Needs to be retuned.
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.
Woodcrawler (5e Race) Overpowered. 50 feet of climbing speed and tremorsense up to 70 feet are way too strong. Literally not being able to fail a stealtch check is simply laughable, and some ridicolous drawbacks never justify having overpowered feature, or even exist at all, beside very specific things essential to race fluff. Unarmed strikes doing 2d12 is way beyond anything, and 1d6 additionaldamage against certain type of enemy is a rare item's property, unfit to be given to race. I suggest reading through race design guide before fixing this one.
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.
Wrath (5e Race) absolutely overloaded with features, and overpowered on top of that
Yata no Kagami (5e Equipment) an item should never give +4 to hit, this does so, for example for eldritch blast of warlock, or attacks of hexblade, or anything warlock, bard and sorcerer do
Yharnam Hunter (5e Class) 2 common saves. D&D 5e do not deal with percentages. Healing from attacking at level 2(propably, features are close to being incomprehensible). Base for saves is 8+smth, not 11+smth. 4 attacks st 17th level. And way more.
Yuan-Ti Abomination (5e Race) See Discussion.
Yuan-ti halfbreed (5e Race) I believe this is overpowered. I estimate it to be 10 or more on this scale, where 4.5 is the target.
Zírán (5e Race) Camouflage on itself is fairly strong, and paired with Evasion(that monk's and rogue's class feature), three cantrips without spellcasting ability score listed, and in subclasses one grants +3 to wisdom, and every "gift" feature is incomprehensible
Ætherborn (Variant) (5e Race) Æther Dash lacks cost, and moving yourself up means you will immediately fall down. Æther Blade is a mess, not mentioning it is 2nd level spell. Gifted have unlimited healing, blessed have unrestriced flight, true is lacking explanation and an actual description what a servo is

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.

3.5e Pages[edit]

3.5e Articles with a "Needs Balance" template.
Page Name Notes
Abberationist (3.5e Class) Design and balance needs improving. At 1st level it looks like you can make as many mormos as you like at no expense, but you can only control 1. It doesn't explain how you control it. It doesn't explain how uncontrolled mormos behave. It doesn't really explain what a mormo is or what it's made out of. You start with 40 graft points that you can't do anything with. You start with 6 mutation points and it's unclear how these are used. The mormo is the entirety of this class's abilities, so it's not particularly well-rounded and might be better suited as a prestige class. Many terms need links - not everyone knows what "Light Fortification" is.
Acidic Ring (3.5e Equipment) This instills fatigue but it makes you undead, which are immune to fatigue. Also needs the fortitude save DC to avoid dying. Also, exp costs are 1/25 the crafting price at minimum
Adeptus Astartes 3.5e No level adjustment. A rough LA from Soldarin's calculator is a LA of 22 [12 (hit dice) + 1.6 (natural armour) + 0.2 (disease immunity) + 4.2 (physical abilities) + 0.6 (intelligence) + 3.6 (speed)]. This would seem to be make it unplayable.
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Alchemical Armband (3.5e Equipment) 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?
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.
Archer of Infinite Blades (3.5e Class) Why play this class? See talk.
Astromech (3.5e Race) Lots of 5e-isms.
Bag of Vermin (3.5e Equipment) This regenerates swarms way too fast, this effectively allows you 5 free summon monster spells per fight, maybe change to 5/day.
Barrel of Monkeys (3.5e Equipment) This bonus is a bit too good for the price, I would give it a higher price or lessen the bonus.
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
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.
Dragon Soul (3.5e Class) Original creator is changing from April Fools to a playable class, may take some time and completely change the class
Electromaster (3.5e Class) Skills are poorly defined, with missing ranges, saving throws or other mechanics - oh, and uses the word "skill" to describe its spell-like things which is confusing.
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 2.5k? At a minimum the step increase would be 30k easy. Not to mention its better than mithril with only a little more cost?
Gestalt Theurge (3.5e Prestige Class) who thought this was a good idea?
Gravity Rail (3.5e Feat) Mechanics are worded to work with a specific feature, but for all intent and purposes this is not payable unless we know what it's trying to be used with.
Half-Dragon, Variant (3.5e Race) Please make this into a 3.5e Racial Paragon Classes, because no race has just progressions at certain levels.
Infinium, Gun Mage (3.5e Class) Issues raised on talk page
Kryptonian (3.5e Template) +2 LA looks very different than these benefits.
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
Perfectionist (3.5e Class) This class is imbalanced in terms of features and saves. Has all skills as class skills.
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, very clumsy summoning trait
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.
Sniper's Creedo (3.5e Feat) Too much damage, and it shouldn't scale.
Song Dragon (3.5e Racial Class) I don't know 3.5e that well, but are all those infinitys alright?
Sosmunii Lancet (3.5e Equipment) High GP value does not balance the fact that this two steps overpowered.
Templar (3.5e Class) Poorly defined class features.
The Witcher (3.5e Prestige Class) +1 to bab, fort, will, ref, and armor every level seems a little op.
True Deity (3.5e Template) Ability score improvements are out of control.
Ultimate Buffer (3.5e Optimized Character Build) See talk page.

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
Perfectionist (Pathfinder Class) Broken. The features grant permanent bonuses for a simple point used which is gained again. And this stacks.

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...
Multi-Targeting (Halo Supplement) Absurd amount of attacks.

Uncategorized Pages[edit]

Pages with no edition category.

Uncategorized Articles with a "Needs Balance" template.
Page Name Notes
Avatar Of War, Variant (5e Class) this is just an overpowered barbarian
Ex-Machina (NGNL) (5e Race) ridiculous resistances
Exsithmix (5e Race) ASI of 10+ and a base AC of 19. Need I say more?
Hog Rider (5e Class) Way too many problems with this to list here. I suggest reading through 5e Class Design Guide before making a class, not skipping it
The Dark Soul (5e Epic Boon) This is the equivalent of multiple powerful boons. While this could be broken into discreet boons, most of the effects are already covered by existing homebrew boons.
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.
Tyrant (5e Class) d12 hit die, full spellcasting, martial weapon proficiency, and a better Extra Attack than the fighter. Prunus Serrulata is also very strong, giving a chance on every incoming attack to not only ignore all damage, but deal damage back. Perhaps this could work better as a limited resource.
Yautja (Revised) Resistance to two of the most common damage types. These alone with nothing else would unbalance a race.
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