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.
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
Adept Augur (5e Feat) See talk page
Aetheri (5e Race) This race gets +1 AC AND a ridiculously high AC calculation rivaling that of a class feature (conveniently factoring their two ASI stats). This thing also gets a non-recharge-necessary attack at 3rd level that also ages targets and gets a high bonus to perception checks. The complete order and perfect attacks are also inexcusable for 5e race design and overall balance in general, breaking bounded accuracy and adding traits beyond 5th level.
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.
Alchemist, 2nd Variant (5e Subclass) Missing the amount of uses between rests.
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).
Ankou Wraith (5e Race) See talk page
Anomalous Human (5e Race) The description strikes me as human variant, first and foremost. The traits afforded in the subraces are also somewhat imbalanced. See talk page
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. - An attempt at balance was made, will need to be verified 23/04/02 -
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.
Astomoi (5e Race) The main crux of imbalance here is the range of 300 feet that basically makes you aware of everything around you, as worded by the telepathy, through obstacles and such. This is an extraordinary range at lower levels and makes it harder for the DM to use the usual tool box of ambush encounters.
Atomic Samurai (5e Subclass) What is the "subtlety property"? Not sure about the utility of "master of the atomic slash", since you only get one bonus action. The features don't seem particularly flavourful, they are all just "moar damage moar attacks"
Avatar (5e Class) Lots of 3.x-isims, like per round, unconditional bonuses. See talk page. If this is for 3.5e the page needs to be converted to that format.
Avatar of War, Variant (5e Class) The table does not match the features.
Awakened Beast (5e Race) Not sure how a race is played through the CR. Awakened Beast: some class' and subclass' features are overpowered
Awakened Doll (5e Race) The vagueness of the language makes this class have many traits you simply cannot use. "You reveal the horror of the void" does what, even? Frightened? Force a save? Also, races do not automatically have spell saves, as that is a class feature. This needs a lot of mechanical working and thinking to make it playable.
Axolot (5e Race) Water dependency is worded strangely. It needs to be more general like that of grung. Regeneration is a big no-no, and no limit on usage. Resilience doesn't quite understand how diseases aren't able to be rounded all the time. Xolotl's gift is virtually unusable because of how its effects are worded and incorrectly not connected to what happens when you use it. Also, the spelling and grammar is a big no.
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.
Baby Tarrasque (5e Race) This race appears to be deliberately overpowered, with traits like blindsight, regeneration, advantage on all saves against all magic effects, and more.
Bad Omen (5e Spell) This is basically bestow curse at a lower level.
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.
Ballet Shoes (5e Equipment) Light 3d6 weapon.
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 Master (5e Class) The class feature descriptions do not match the table.
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) Clunky mechanics. Wording needs to be improved and fleshed out.
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.
BlinkWeed Patches (5e Hazard) Needs some standardization of language and dice (d10 perception roll?). Also some size guides would be nice for comparison.
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 Binder (5e Subclass) Gaining traits from creatures is not limited via CR or something similar.
Blood Cursed (5e Class) A d12 hit die, half spellcasting, and great martial abilities make this class very overpowered. It's essentially an incredibly buffed version of the Blood Hunter.
Blood Elf, 3rd Variant (5e Race) "The third blood elf" What third? The formation of weapons using blood is poorly detailed and doesn't specify the time needed to make the weapon. The ability to create martial weapons using a vial of blood suffers from the same issues. In general, this weaponmaking race needs proper constraints on its abilities, like how to actually make the weapons, what it takes to do so, how long the weapons remain, etc. Otherwise, this is too easily abusable to generate large amounts of income by selling blood-made weapons.
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.
Bum-Rush (5e Feat) Needs to be nerfed.
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.
Challenger (5e Subclass) See talk page
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.
Changeling, 4th Variant (5e Race) Shapechanger Humanoid does not explain how creature traits can be used.
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.
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)??
Combat Explorer (5e Feat) See talk page for discussion
Conjurer (5e Class) Class features gained at the same time as when you gain access to spells of 3rd level or higher.
Conrectus (5e Race) Universal disadvantage should likely be avoided, as should immunity to sleep by magical means.
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.
Cursed Vessel (Jujutsu Kaisen Supplement) See talk page
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).
Cyber Soldier (5e Subclass) How does overclock "automatically" activate your booster charger? Overclock is also dubious in terms of balance due to the breaking of 20 score cap along with a lot of passive benefits in exchange for really strange hp drain. Also, how long does it last, really?
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?
Darkness Incarnate (5e Background) Too many bonuses; skills, languages.
Deity (5e Background) The Divine Nature trait is kinda overpowered. And also it doesn't make sense for a diety to be an adventurer.
Dejah (5e Race) Allowing these guys to wield multiple shields and two-handed weapons on top of large size and +4 ASI is, build-wise, stronger than the marilith
Demizen Demon Lord (5e Creature) insanely overloaded, not even close to CR 30
Demon Slayer (Kimetsu no Yaiba) (5e Class) see the talk page
Deprived (5e Class) Soul Points should match the progession of the ability score increases. The ability score increases should in this sense be removed, and be replaced with interesting features.
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.
Devoid (5e Race) The doubling and then stunning of the joints is a bit min-maxy with how it hits a dead low after a minute of faster speed and stretchy arms. The Obsession trait honestly sounds almost like something a background has (like a stalker background). Is this meant to be for general 5e play, put against first-party content, or only for the setting?
Devourer (5e Race) Scales past 5th level. In 5e, races never gain traits beyond this point.
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.
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.
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.
Dreamscaper (5e Subclass) Although the class has been reviewed by players and a DM, will still tag for balance for safety
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.
Dusk Thief (5e Subclass) Bonuses are gained at all sorts of levels. Spellcasting gets added, that ends up being better than a main caster in some regards. Misty step is min-maxed, among other problems.
Earth Genasi Varient (5e Subrace) Every feature on this page needs to be nerfed.
Earth Titan (5e Race) See talk.
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?
Eliksni, Variant (5e Race) Scales past 5th level.
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.
Enderian (5e Race) Silk touch does not have any limits, thus allowing you to potentially pick up an obscene amount of nonmagical things without needing a check??
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
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.
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.
Explosion (5e Spell) See talk page
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 (5e Race) Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.
Far Mage (5e Class) See talk page page
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.
Felkie (5e Race) Flat advantage on persuasion, advantage somehow on the first turn in combat? Some of the bloodlines are just ASI, which is kind of strange, but less problematic than the earlier mentioned.
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.
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
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.
Gambling Soul (5e Subclass) As originally written, level 8 and 9 spells were combined into a single table because access to so many upper level spells is broken. Also, though this class has variable power, the original table was very carefully designed with several considerations in mind: 1) only spells that are an action to cast were included, as this feature is an action to use. 2) a variety of in-combat and out-of-combat spells were included. 3) the number of concentration spells was limited so as not to be a major debuff should you use this feature multiple times in a row. 4) spells from all schools of magic were included as best as possible. 5) spells were placed in an order that balances class features below. 6) spells with mandatory monetary-based material components were excluded as not to waste a spell slot should you not have the component. Consult July 2022 revision history for this table.
Gem Galaxies GemKind (5e Race) Some traits outpace 1st races. The subraces are not roughly balanced between each other. See 5e Race Design Guide.
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.
Gifted Human (5e Race) A race with what seems to be a whole subclass built in. Obvious issue there.
Glavenus Bow (5e Equipment) ridiculous high damage for the rarity
Godly spears (5e Equipment) A one-handed weapon should not deal 1d12 damage. 21:06, 14 November 2023 (MST)
Gracious Fury (5e Class) Dex barb, but better than barbarian in any and all regards
Graviturgy, Variant (5e Subclass) See talk page
Great Marshal (5e Creature) A CR 15 creature that can summon another CR 15 creature and on average seven CR 14 creatures who can all summon their own CR 15 creatures. 21:26, 6 October 2023 (MDT)
Great Spirit (5e Race) Spirit sanctuary is clearly not finished. As it is now, this race can basically cast unlimited, instant, impossible to dispel Leomund's Tiny Hut. This cannot be, if one can even make that assumption - as nothing important about this extradimensional space is written, like ways to enter it, leave, if you can just kidnap someone into it against that creature's will etc.
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-Phantom (5e Race) Resistant or immune to almost all damage types and conditions. Ludicrous.
Half-Phoenix (5e Race) A +4 ASI combined with enhanced darkvision and racial spellcasting is already perhaps too strong, the flying speed is far too much, and the rebirth trait is problematic at best (5e does not use level drain). A design disclaimer is no excuse for imbalanced content.
Half-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-Siren (5e Race) This race grants too many features, has powerful subraces, and grants several high-power spells which can be cast AT WILL at first level. Also, the bite attack is highly powerful. This race seems more like a mid-CR monster and is in desperate need of balancing.
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.
Hammer of Orlon (5e Equipment) The attunement requirement is vague.
Hanma (5e Race) An absolute mess. Plus 4 to one ability score, plus seven to multiple overall is unacceptable by any metric. Permanent resistance to bludgeoning, piercing, and slashing damage is beyond scope of power of any race. What does even proficiency in grappling means? Disadvantage on all wisdom saving throws is neither needed, nor sensible and by any means balancing out other ridicolous powers this race gives out for free.
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.
He Who Fights Monsters (5e Feat) While it's a cool idea, there's a reason 5e doesn't have any feature-stealing features. Consider a 1st level human fighter picking up shadow's Strength Drain (which can easily kill a low-Strength creature in 2 rounds) or a will-o'-wisp's Incorporeal Movement (effectively becoming invincible so long as there's a wall to walk through), or both.
Heart Full of Neutrality (5e Feat) 5e doesn't "do" mechanically impactful alignments any more, and since they're arbitrary stuff like this is un-balanceable
Heavy Orc slingshot (5e Equipment) Overpowered.
Hexer Variant (5e Class) see the talk page
Hive (5e Race) ASI is too high.
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.
Igneous Suffocation (5e Spell) Level scaling is frankly absurd
Immortalist (5e Class) Is able to break the ability score cap at 9th level.
Inertial Impostor (5e Feat) Time for one-handed Strength-based Longbows. Also, last bullet is missing a DC. Wording imprecision aside, this feat falls into a weird balance state where it's mechanically outrageous and nonsensical (Greatswords magically become finesse weapons, but Longswords don't? Okay) while also being... pretty bad. Why burn a whole feat to turn a greatsword into a finesse longsword when +2 Dex and a Rapier is strictly superior? Are finesse pikes (but not spears!) really worth a feat?
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.
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
Karakuri Maul (5e Equipment) Special property makes this the strongest weapon in the game. All a player needs to do is hit the ground 3 times to have a super-whip that deals twice as much damage as a greatsword for the entire next combat encounter.
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.
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 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.
Light Katana The special property makes this effectively the only weapon a rogue should ever use.
Light Monarch, Variant (5e Class) See talk page.
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 need to absorb spells as crystal hearth body type seems very strange and doesn't really detail the actual downside if you do not absorb these spells to keep you running. Overall, the trait is also strangely worded and the need for levels at early levels is very difficult if you only run into cantrips or only cost your allies spell slots. This sort of trait would also justify being a primary gimmick for a race alone, and would be a lot coupled with a soul type. Traits like repairable really need a re/action to trigger. Overall, the combos between soul and body types feel a bit much given how strong or advantageous some of the sub traits are on their own.
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.
Lorelei (5e Race) The racial features should replace a level gain in a certain class.
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.
Luma (5e Race) Racial traits generally do not improve beyond 5th level save for damage dice (dragon breath, eg.). Also, since these are star guys, should they not have limits on what they can wear due to their body shape? Their size category is also listed as just small, but they can apparently be tiny also (which comes with its own potential bag of worms).
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, 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, 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.
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 Puppet (5e Race) There are arbitrary DCs in this race, as well as flat bonuses to skills. Additionally, how does mask swapping work? The fact this race has essentially 4 subraces by the time they are level 20 to swap around is overpowered in besting pretty much any other race in versatility. It sounds more like a class gimmick, given how much a mask gives in comparison with something like the official eladrin.
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
Momokin (5e Race) +6 ASI, weird 4e skill bonuses, and if I understand right, the potential to make 6 attacks at 1st level.
Moon Druid: Baldur's Gate 3 Edition (5e Subclass) The creator of this page, me, has no clue on how to balance this mess of a subclass. This subclass is ported from Baldur's Gate 3 without any thought to balance. Objects to focus: HP and Damage increasement on wild shapes. Wild shape's spell casting and abilities. Helpful Balance Resources: Official circle of Moon and Spore Druids
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?
Multiplectic (5e Race) In no way is creating up to 5 additional clones balanced.
Murgleis (5e Equipment) A one-handed weapon should not deal 1d12 damage, much less one that is light and finesse.
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.
Neckronomicon (5e Equipment) Mechanics are not playable.
Necromancer, Variant (5e Creature) Forced Company is a theoretically an infinitely, high-leveled spell-slot dressed as a feature that is free/passive.
NightFury Armor Set (5e Equipment) Significantly better than any mundane medium armor (arguably any armor). Magnificent Half-Plate (5e Equipment) is balanced to be about as strong as any medium armor should be able to be and requires 14 Dexterity and 13 Strength to maximize the potential of, whereas this grants the same AC at no investment. Additionally, no mundane armor should grant advantage on Stealth checks without major penalties.
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.
Nopon (5e Race) Their breath "weapon" is written incorrectly with a very strange scaling and usage parameter. It should mirror the dragonborn's in dice and usage.
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.
Nue (5e Race) The natural weapons of 1d8 break monk's unarmed strike damage. The poison attack is also way too strong.
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.
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 Skywatcher (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.
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.
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.
Parasitical Shell Armor (5e Creature) Psychic Tentacles intelligence debuff needs a duration
Pegasifolk (5e Race) Is this actually a pegasus? The typing is weird in that case. Also, the unhampered flying speed should have a clause about armor. Kick of wind needs to be worded like actual unarmed strike traits, Light of Love needs restrictions on use.
Perfect Homunculus v2 (5e Race) Seems more like a creature NPC then a playable race.
Phantom, 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.
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.
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.
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?
Plant Being (5e Background) The feature allows for regeneration and even damage resistance. Backgrounds should have ribbon features to help with roleplay
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?
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
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 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.
Raw Silk (5e Equipment) This should be attuned too.
Reincarnated Devil, Variant (5e Race) Per the talk page, basing abilities purely off their anime sources is a very bad way to balance in DnD. You have traits gained after 5th level.
Reincarnated Devil (5e Race) Per the talk page, basing abilities purely off their anime sources is a very bad way to balance in DnD. You have traits gained after 5th level.
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.
Ring of Thoth (5e Equipment) A worse headband of intellect at the same rarity. 16:09, 2 November 2023 (MDT)
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.
Rune-Smith (5e Subclass) Even moreso than artificer, this sub explicitly just lets you craft up magic items of or below a certain rarity. It's not limited to what they can be, except by rarity, and this can open up a lot of exploitation in taking away what normally is a device used by the DM. Heck, with proper downtime, you can get a good 5 fireball spell scrolls. It also doesn't state whether or not you can use these runes with magic weapons and armor, which means you could buff a +3 sword to a +6.
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.
Serpent-Kin (5e Race) Constrict starts off simple, and then climbs the damage range quite a bit. Additionally, it doesn't have a recharge, so you can use this more often than something like a dragonbreath. Speed burst also doesn't make any sense with "1.5m"
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.
Shadow Monarch (5e Class) See talk page.
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.
Shukaku's Shield, Ultimate Defense (5e Spell) This spell makes you totally immune to lower level creatures. Assuming a 7th level caster with 3 spellcasting ability, they become immune to damage of 17 or less. The "break it all in one go" seems wrong.
Silver Blue (5e Class) What few features can actually be understood are blatantly overpowered
Silversmith (5e Feat) Why would I take a feat that lets me go through an elaborate silvering process to get a +1 AC and (what I think is supposed to be) a +1 or +2 damage bonus against certain creatures with certain equipment... when I could just take a +2 ASI in Dexterity and get an unconditional +1 AC, +1 damage, +1 to-hit, and +1 to a lot of other things
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
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.
Slippy Slime (5e Race) "within reason" is a nebulous constraint that means nothing and needs mechanical constraint for change form. Other traits also need some more mechanical wording, like usage specifications (is there a limit to what kind of item you can stick in your body, eg.).
Slugcat (5e Race) Storage stomach is a bit weird. The mechanic writing behind it is also weak, using rest counting and not detailing how to take out or store. Adorable allowing you to just freely cast a 1st-level spell with no slots and an arbitrary DC is a no-no. Salivary coating has a similar issue with its DC. The temp hp gimmick with some of the subs gives a bit much of THP every day you get out of bed.
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.
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.
Spectral Shield (5e Spell) See talk page.
Spider Silk (5e Equipment) This should be attuned too.
Spin Master (5e Subclass) What class is this designed for.
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 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.
Straight-Razor (5e Equipment) Why is a knife primarily made for shaving dealing more damage than a dagger made for combat, or damage comparable to a shortsword?
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.
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
Swamp Ogre (5e Race) Aside from the two-player thing, even if this were a no-subrace race, this thing gets large size, extra movement, an even higher HP increase than normal races, AND a feat at base. With the subraces, this only gets more out of hand. Adamantine skull, for example, gives a super high damage die to unarmed strikes and a +3 to con. The -2 is reminiscent of the powergaming min-max of older editions, which is not the philosophy of design in 5e. The other subraces have similar power issues.
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.
Symbiote (5e Race) This reminds me of the priaced race, which was deleted for pretty obvious reasons. The way you even get a host and can just overpower them is not detailed well enough to balance this against first party content. Additionally, some of the traits scale beyond 5th level and are not simply damage increases like the dragonborn's breath. These are also written weird. Devour is also obviously unlimited healing. And also, sonic damage isn't a thing this edition.
Tabaxi (5e Race Variant) All base traits plus those granted by these subraces puts them significantly farther ahead of other 1st party races. More base race traits need to be taken away.
Tarrasqueborn (5e Race) This either needs a Design Disclaimer that it's intentionally broken, or a complete redesign.
Temporal Ki (5e Feat) Feats should be equivalent to an ASI, which infinite ki at all times (that's infinite invisibility, resistance to all damage, and the same number of attacks as a fighter that can all potentially stun the target) with no downsides obviously isn't. Perfect Self is a 20th level feature and only regains 4 ki points when initiative is rolled. One could even argue that this doubles your ki point maximum every turn, since you "get" ki points instead of regaining them.
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. 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 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 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 Prodigal Sorcerer: Optimizing Magic Missile (5e Optimized Character Build) Cannot take Agonizing Blast with Eldritch Adept unless you have at least one level of Warlock. Magic Missile is not affected by Spirit Shroud, because Magic Missile does not use attack rolls. If you quicken Eldritch Adept, you can't cast Magic Missile on the same turn.

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

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 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.
Time Anomaly (5e Subclass) The features may be improperly balanced for standard play, as it gives additional sorcerer subclass features at nonstandard levels.
Time Shift (5e Spell) Being able to literally turn back time is outside of the bounds of a cantrip. Not only does this introduce a save-scumming problem, it would also be an absolute pain to work with on the tabletop.
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
Titan Of Snakes (5e Creature) Absolutely absurd.
Titanborn (5e Feat) Over the top. Should be split into multiple feats.
Titanshifter, Variant (5e Class) 4 attacks at 15th level.
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.
Trial of the Gods (5e Feat) A feat should never grant several additional feats.
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.).
True Necromancer (5e Class)
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.
Ultra Power Awakening (5e Spell) Instant damage, scaling off player level, in a large area. All of these are incredibly discouraged. Putting the burden of balance on DM's is unfair for types and bonus action. There should be a specific damage type for the spell, or a specific list to choose from (like protection from energy).
Unarmored Bastion (5e Feat) See Talk Page
Unblooded (5e Race) Life of the forest has no usage limit. Also, cure wounds is not a cantrip. Sniping references a circumstance bonus, which doesn't exist in 5e. Also double your level is too much for a bonus in 5e. And what the heck is a ranged sneak attack
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.
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 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.
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.
Void Vessel (5e Race) Needs a look through. It seems to be a little too much.
Vorik's Wing (5e Race) Resistance to paralysis? That's a condition usually induced by saves, not a damage type. Same for hold spells. Resistance to those make no sense.
Wand of the Elementalist (5e Equipment) Just Moar damage, without any fluff.
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.
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?
Waterborne (5e Feat) Be wary of powerful feats that are balanced by being environmentally locked, like this. In an aquatic campaign, it's overpowered. In a dry campaign, it just isn't going to be taken. That's not a "balanced feat"
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.
Weak of Body, Strong of Mind (5e Feat) Design seems a little confused--not sure whether its supposed to be Con or Str that is "bad", or which mental stat is "good", but the advisability of allowing players to consolidate a bunch of physical saves to mental stats is... questionable
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
Weaveborn (5e Race) Truesight is quite powerful, even a wizard isn't expected to access it until 11th level. The AC benefit is better than Mage Armor, it gets sillier with the abjuration subrace with a potential starting AC of 23. Magic Adeptness should probably apply to cantrips, and should be moved to an optional subrace because the player may choose not to have a spellcasting class. Detect magic should not be at-will for a starting character: the earliest case of at-will detect magic I can think of is a 2nd level warlock. Overall, far too powerful.
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.
Windborne (5e Feat) A permanent 20ft-or-more fly speed as a feat? Also, feather fall is already cast as a reaction to falling
Windlord (5e Feat) There is a lot going on here
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.
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.
Zenith Talent (5e Feat) See talk page
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.
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.
Demon (3.5e Race) (Demon Slayer Anime) See talk page
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.
Mystical Engineer (3.5e Class) See talk page.
Perfectionist (3.5e Class) This class is imbalanced in terms of features and saves. Has all skills as class skills.
Song Dragon (3.5e Racial Class) I don't know 3.5e that well, but are all those infinitys alright?
Templar (3.5e Class) Poorly defined class features.
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
Amesha (5e Race) +3 to every ability score, base movement speed of 240 feet ignoring difficult terrain, truesight with unlimited range, need I go on?
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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