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.

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

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5e Pages[edit]

5e Articles with a "Needs Balance" template.
Page Name Notes
...Of Lightning (5e Equipment) Stacking more damage on top of an existing magic weapon is not balanced. A magic weapon template might be workable, but it should be a "sidegrade" rather than an "upgrade".
Accelerating Sphere (5e Spell) Vastly superior to the fellow 3rd-level spell, haste. See talk page.
Accelerator (5e Spell) This shatters the balance of action economy. Unrestricted doubling of turns is arguably more powerful than even the 9th-level spell, time stop, let alone with all the other benefits this spell provides. See the talk page.
Adapted Human (5e Race) Right now, this race have around 12 points in musicus meter, with subclasses taking it as high as 14, so more than double the average(considering average being 6) of PHB races, not mentionig immunity to two whole conditions. This needs some serious fine-tuning. I recommend reading [| guidline] for designing races before balancing it
Alastor, Variant (5e Race) I'm not sure how the whole "absorbing magic weapons" works here. It says you attune to them at the end of the long rest, barring long rest effects. But does that change how many items you can have attuned? Does that mean you can never un-absorb weapons you absorbed, and are stuck attuned forever? Overall, the idea of this race is incredibly iffy due to the super min-maxed nature of virtually no social utility and all in on combat.
Alastor (5e Race) Overall a very weird class that needs a design disclaimer due to you just being a sword and lacking all weapon and armor capabilities. Sort of makes the whole "while unarmored" AC calculation pointless and a bit debilitating. You are virtually an object or a flying sword so maybe a single base AC hardness would work better.
Alternate Progression (5e Feat) A factory of imbalance and brokiness(?). Quick example: 1st level cleric(any but forge will do), 1lvl of anything, varhuman, this feat. Effect? You gain immunity to fire damage, and while wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks from Saint of Forge and Fire. Because nothing in this feat description stops you from doing so. But okay, "subclasses" , so another example. 1st level fighter, 1st lever barbarian, this feat. Effect? Primal champion at 2nd level, unlimited rage. For a fighting style. This propably will never be balanced
Anime Dragonborn (5e Race) Strictly better than the standard dragonborn in nearly every regard, gets an unarmored defense better than the Barbarian among other things
Anime Girl, Variant (5e Class) The April Fools template is not a valid excuse for blatantly broken classes. If you want to make a pile of ridiculous nonsense, see DuelSoulBlade Shadow Vampelf (5e Race).
Ansuz Runestone (5e Equipment) The spell that is the main function of this item has been deleted
Anti-Feats (5e Variant Rule) All of these "antifeats" need rewriting. I get a free feat if I kill "5 non-intelligent beasts" every 10 days. I get a free feat if I lower my dump stats. I'm not sure what "balanced" antifeats would look like. This highlights why Flaws were abandoned after 3rd edition. You can always choose one that has minimal impact. I can only imagine this working if you take away something that the player will definitely be relying on, such as hit dice or spell slots.
Apollyon (5e Class) See talk page
Arcane Assassin (5e Class) At 20th level, with zero other bonuses besides Cascade Attacks, you deal an average of 112(14d6 + 70) damage. This alone unbalances the class
Arcane Storyteller (5e Class) Several features grant blanket advantage/disadvantage. (Un-Official Authority, Lovefool, etc.) Many features are "x" amount until completed rest which can make them very frequent, but it also forces the player to keep track of a plethora of numbers. Sudden Inspiration is much too good, granting the effects of two long rests each day. Also, features gained at the same time as you gain spell slots of 3rd level and higher.
Armor or the Moon Dancer (5e Equipment) Potential for AC of 21 with light armor, grants advantage on a ludicrous number of saves
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.
Asura, Variant (5e Race) The race and the class on this page is generally over-tuned. For example, the race has a number of amazing traits that make them better than any 1st party race. The race has a walking speed of 40 feet when 35 feet walking speed is the highest walking speed among 1st party races and 35 feet walking speed is amazing, the race has +2 to two different ability scores which is very good and above the standard +1/+2 ability score increase, resistance to two damage types instead of one, a 30ft blindsight when even 10ft blindsight is equivalent to a 14th level class feature, ect. In addition, the class in question is just a better monk with a better hit die, damage, proficiency in two common saving throws, no real unique core mechanics at 1st/2nd level, ect.
Asura Demigod (5e Race) Multi-Weapon Mastery makes this race greatly more powerful than any first-party race. The penalty to hit is slight and advantage on all attacks against you doesn't matter when the enemy is too dead to attack you. The domain abilities are also rather good, and would put the race on the strong side even without MWM.
Audiomancer (5e Class) The armor class improvement with Audiomancer Armor breaks bound accuracy.
Aura of Divine Illusion (5e Feat) This feat's power level scales far too much depending on your Charisma modifier. 4 or 5 duplicates by itself is really strong (and you can get up to 10 if you somehow get 30 Charisma) while 1 duplicate is far too weak. Seeing this balance issue and the other issues, it is likely easier to just give the ability to cast the mirror image spell once and give the ability to use it again as a Channel Divinity.
Aura of Solar Fire (5e Spell) This spell breaks taboo of AoE damaging spell having different capabilities when applied to allies(healing) and enemies(damage). This should not happen, this have no sense
Avatar (5e Class) Lots of 3.x-isims, like per round, unconditional bonuses. See talk page. If this is for 3.5e the page needs to be converted to that format.
Awakened Beast (5e Race) Not sure how a race is played through the CR. Awakened Beast: some class' and subclass' features are overpowered
Azazog, The Black King (5e Creature) Bonuses and DCs are wrongly calculated
Baator (5e Creature) Way stronger than a tarasque. Should be rebalanced for mythic monsters? Uses checks where there should likely be saving throws.
Bahamut, God Form (5e Creature) Although mythic monsters can go up to CR 50, this creature's statistics are far above what a CR 50 creature should have with the Mythic Monsters (5e Variant Rule). Besides that issue, the creature has an absurd number of features, ability scores beyond 30, AC that is impossible for pcs to hit without magical items, etc.
Basilisk Dragon (5e Creature) Legendary actions need to be fixed.
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.
Bayonet Rifle (5e Equipment) Compared to 5e's official musket, this deals slightly less damage, but has 4 times the shot capacity, almost 3 times the range, and melee capability.
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.
Become Fear (5e Spell) A once per day spell? Uses 'turns' (1 round is 6 seconds). The spell uses 'encounter'. Saving throw has no associated ability.
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).
Bee Venom (5e Equipment) Far, far too powerful when injected, especially for something that people apparently do not find particularly suspicious.
Belial (5e Race) Races should not let you go past 20 in a particular score. Clunky mechanics.
Berserk (5e Subclass) not close to balanced, there is a reason why barbarian and a fighter are two distinct classes, giving one core feature of another as a subclass(a part of it) is never good, overall feels like barbarian subclass
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 Runesword of Winter (5e Equipment) Too strong for a legendary weapon
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
Blade Whip (5e Equipment) 3.5e Syntax is used throughout the page (range incorrect).
Blast Everything in That Direction (5e Spell) No saving throws for damage, disintegration, or loss of consciousness. Almost no variance in damage.
Blessing of Constitute Magic (5e Blessing) This seems way too good for a blessing, being immune to all forms of magical disruption.
Blink Mage, Variant (5e Class) at first level, a character can teleport twice their movement speed without using the action economy, use your movement speed also, and still have an action. Misty step is available to 3rd level casters, I recommend modeling balance around this spell; see the talk page for blink mage.
Blood Cursed (5e Class) A d12 hit die, half spellcasting, and great martial abilities make this class very overpowered. It's essentially an incredibly buffed version of the Blood Hunter.
Blowback Shotgun (5e Equipment) Wording is far too complex, needs to be dumbed down and simplified for ease of comprehension
Bonded (5e Class) This thing can do three attacks as part of one Attack Action with that many extra attacks, and is also a fullcaster with as many spells accessible as the wizard to boot.
Bonded Musician (5e Class) Multiple dead levels.
Boon of Epic Resilience (5e Epic Boon) As described in the DMG, a DM may opt to give a feat or ability score increase in lieu of a boon, but a boon is not a feat. A boon is meant to not be a customization option. A boon advances the narrative of that character. Every boon should tell a story with its name and benefits. It should not dryly offer generic bonuses.
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 Legendary Strike (5e Epic Boon) Way too strong, and unsound with idea of epic boons
Boon of Mechanus (5e Epic Boon) Why not just ask the DM to change the encounter style?
Boon of The Devourer (5e Epic Boon) gives way to many unrelated benefits for a single boon. AND boons should never increase ability scores, bc they are an alternative to ASI
Boon of The Primeval God (5e Epic Boon) Too vague, and should really be put on the class page
Boon of the Devourer (5e Epic Boon) threadmill of infinity stacking with infinity.
Boon of the Sun Walker (5e Epic Boon) This seems to be doing quite a bit for a boon.
Boon of the Totem (5e Epic Boon) This seems to be doing quite a bit for a boon.
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.
Brainiac (5e Feat) written and balanced like a 3.5 feat
Brødrene Dal's Backpack of infinite storage (5e Equipment) Freely freezing time. Yeah, no.
Bullets, Rifleman Variant (5e Equipment) High cost, Heavy Cartriges force Dex save
Bushi (5e Class) Treating any weapon wielded in two hands as finesse when combined with the amount of benefits the features give makes this class too strong. They only need dexterity and maybe constitution if you care about hit points.
Calishite (5e Race Variant) This race seems rather underwhelming. Genie Rivalry is more role playing than a game mechanic. Calishite Ancestry is at the discretion of your DM, and is very broad. The Art of the Trade seems unusual and seems to only defend against traits and features, but grants complete immunity against them. Elves Fey Ancestry would seem more along the lines of . See also 5e Race Design Guide.
Candy People (5e Race) See 5e Race Design Guide. Several racial traits seem to relate to being consumed which doesn't seem very useful in game, and it's strange.
Card Gun (5e Equipment) may be anachronistic
Celestial Inheritance (5e Feat) basically give you a 5th-level spell slot, which is far beyond of what i feat should be able to grant you
Chain Fighter, Variant (5e Subclass) "Damaging cantrips" is not 5e terminology. Four of them is too many.
Chameleon (5e Subrace) How does this work as a subrace, since lizardfolk don't have any? It should be a race variant, otherwise this is too many traits to add on. The use of Color Change is also overpowered since it has no duration on what would otherwise be unconditional advantage on two skill checks.
Changeling, 3rd Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, "chapechanger" allows you to be any race in addition to this one as well as allowing you to be a large size creature(So you could turn into a CR3 giant scorpion at level 1), proficiency in arcana is totally random, and 2nd persona is an RP element. Overall this goes far beyond what a race should be capable of and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Chaos Bubble (5e Hazard) How does one escape this hazard as it is extremely hard to pass the initial check and it would be downright cruel if one was unable to escape after getting inside the bubble.
Chaos 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) Somehow both Light and Heavy, really ought to be a magic weapon
Charged quarterstaff (5e Equipment) any spell? all spells? it's simplicity is it's greatest downfall
Cheshire Cat (5e Race) The ability to cast greater invisibility at will from level 1 is too much. Also, at later levels, you can grow to absurd sizes permanently, making this stronger than a rune knight + enlarge/reduce combo. Size adjustment information is near illegible.
Child of Asmodeus (5e Race Variant) the way this subrace scales and number of benefits it is far stronger than other Player's Handbook races. The 5e Race Design Guide may have ideas to help improve this
Chloromaster (5e Class) Gains class features at the same time as when they gain access to spells of 3rd level or higher.
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.
Circle of Moths (5e Subclass) This subclass is generally overtunned. Using Wildshape to potential regain half your total hit points after 1 minute is too strong, druid subclasses typically only have 2 2nd level features, having an expanded spell list and another powerful feature at 2nd level is too good, AC bonuses are far too good and cause issues with bounded accuracy, 5e does not have defined "light sources" and advantage on all ability checks and saves is too powerful, etc.
Climate Aura (5e Feat) This seems more like a spell, rather than a feat.
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.
College of Mastery - Greater Being (5e Subclass) Bards get subclass features at 3rd, 6th, and 14th levels. Features need to reflect that.
College of the Stars (5e Subclass) Completely reworks how the Bard works
College of the Vocalist (5e Subclass) The Bonus proficiency means they can just ignore material components
Colossus (5e Race) Ridiculous ASIs, Large size, and other examples of awkward balance all around.
Commoner (5e Class) the design disclaimer doesn't remove the need for balance on this class, unless is accompanied by a explanation about how a group is supposed to insert this class on a d&d game. In its current state, without additional playable content or information, is not suited for a regular dnd campaign.
Compendium of Vigor (5e Equipment) As good as two and a half Manuals of Bodily Health, at the same rarity.
Concentrationalist (5e Class) A class should never allow you to concentrate on more than 1 spell as doing so leads to a large number of overpowered combos, plus 5e spells were designed so you can only concentrate on one at a time.
Conjurer (5e Class) Class features gained at the same time as when you gain access to spells of 3rd level or higher.
Conqueror'sHaki (5e Feat) This seems more like a class feature rather than a feat.
Copycat (5e Class) Sure, just take every spellcasting feature, no issues there. By design this class can not ever be balanced.
Crazy Slot (5e Equipment) Mace makes a player fully immortal with no downsides.
Critical Warrior (5e Class) Multiple dead levels.
Cross-Class Subclasses (5e Variant Rule) Spellcasting progression issues. See talk page.
Crystallite (5e Race) The various subraces are vastly unbalanced compared to each other. For instance, the lava crystallite gets a con increase, resistance to fire and a trait that adds 1d10 damage to their melee weapon attacks. The lamp fuel crystallite only gets an int increase and a trait that is only really useful at early levels. Pathlight seems useful, but it is actually a disadvantage to any time they would try to hide in the dark.
Cursed Oni (5e Race) The 1d8 unarmed strike could be toned down so monk wouldn't be made entirely pointless.
Curwesta Pixie (5e Race) Magical wings uses weird limitations and nonconventional time measures (30 seconds, 2 minutes, eg). It doesn't make a lot of sense that this race gets to automatically make all weapons they have be finesse (also, no, that's pretty broken and clunky to limit a player this way).
Daikatana (5e Equipment) Greatsword, but Dexterity based. Maybe reduce the damage to 1d10, or make it a magic weapon, like the game Daikatana?
Daikatana (5e Equipment)) Greatsword, but Dexterity based. Maybe reduce the damage to 1d10, or make it a magic weapon, like the game Daikatana?
Dark Chant (5e Spell) This spell goes beyond the power level of any 9t level spell
Darkness Incarnate (5e Background) Too many bonuses; skills, languages.
Death Knight, 3rd Variant (5e Class) This is class has a large series of buffs, many of which would seem to be far beyond what would be considered balanced, such as having gaining the same amount of attacks as a fighter, the spellcasting of a paladin, a +1 weapon(which scales) that also functions as a spell focus at 1st level, A SECOND ACTION(PERMANENTLY) AT 2ND LEVEL, an extra ASI, a random +1 to Strength and Constitution at 4th level, whatever the hell runeforging does, a stronger version of the rogue capstone at 16th level, alongside a paladin capstone. This is only the base class, and according to Credit, this is a toned down version!
Death Knight, Variant (5e Subclass) I've tried to rework some of the issues with this class, but is possible that i have created another ones. So, i'll keep this here to further balancing
Deck of Arcana (5e Equipment) This item should use a standardized duration(1 round, 1 minute, 10 minutes, 1 hour, ect.). In addition, there should be no distinction between effects that happen in or out of combat in 5e, plus it doesn't make too much sense for the item to suddenly act different based on what you are doing.
Deity (5e Background) The Divine Nature trait is kinda overpowered. And also it doesn't make sense for a diety to be an adventurer.
Demizen Demon Lord (5e Creature) insanely overloaded, not even close to CR 30
Demon (5e Race) Unacceptably high ability score increase, functions more as a creature template than an actual race
Demon Slayer (Kimetsu no Yaiba) (5e Class) see the talk page
Demon Slime (5e Race) 3 different damage resistances including piercing plus 2 damage immunities including bludgeoning by itself makes this race significantly more powerful than any first-party race. Even the VGM Yuan-ti, considered to be game-breakingly powerful, has only one immunity and no damage resistances. Shape Change is very ill-defined and open-ended, consider wording this like the Changeling's shapeshifting. Devour allows for infinite healing, compare this to Dhampir's bite attack. Is Mana Pressure an at-will ability? Also, is it an action or a bonus action? What is the DC for the saving throw? Even at level 15 an at-will "prone aura" is wayyy too strong. Also, races generally don't get any more traits beyond 5th level. 1-hour-long long rests break the resource economy of 5e and by itself would make this race significantly stronger than any first-party race, let alone all the other stuff it gets. This race needs to be depowered significantly to be brought to a power level comparable to first-party races.
Demonborne (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, 5e discourages negative ability scores as it is false balance. Summoning should also only be reserved for classes, and is incredibly OP for any race. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Demoniac Sword (5e Equipment) This weapon 'levels up' instead of following Dormant/Awakened/Exalted pattern already established for magic items
Demonkin (5e Race) Comedically overpowered with little to no sense of cohesion. Refer to the first party races for how a race should be presented and then compare this to any one of them to get an idea for how out of standard this is.
Determined One (5e Background) Backgrounds shouldn't provide mechanical benefit.
Deus Ex Machina (5e Subclass) THis subclass gains way too many features at each level and also gains features at levels that the artificer subclass is not supposed to give features. For reference, the artificer gets subclass features at level 3, 5, 9, and 15 only.
Devil King (5e Class) Features without limits, crazy high damage outputs, generally way too strong compared to first-party classes.
Devilish Charm (5e Spell) Seems like a legally distinct rewrite of friends, though the effect is extremely vague. It is not described as having any mechanical effect.
Devine Powered Stick (5e Equipment) Twice as strong as any other weapon in the game, was this meant to be a magic item?
Devourer (5e Class) Lots of 3.5eism wordings, Permanent bonuses are totally out of control.
Devourer (5e Race) Scales past 5th level. In 5e, races never gain traits beyond this point.
Dirgesinger (5e Class) Full spellcasting classes should not get class features when they gain new spell levels.
Dirk (5e Equipment) It's a half-weight shortsword with a throwing range and no drawback.
Dirt (5e Race) Needs to be nerfed. Doesn't follow 5e rules.
Disintegration Cube (5e Spell) Range outclasses other spells. Damage is exponentially high.
Displacer Kin (5e Race) This race takes half damage from everything that requires a saving throw, 40 base movement speed, and natural weapons that far exceed anything other first party races have. See 5e Race Design Guide.
Ditto, Variant (5e Class) You can turn into a tarrasque, or some other creature with damage and hitpoints completely beyond what is appropriate for player. You can turn into creatures that have abilities designed for monsters, not players. You can turn into gargantuan creatures, flying creatures, regenerating creatures. You can do all this at 1st level. You can transform for a duration that lasts for most (if not all) combats between long rests. You can transform as a reaction, but no trigger is given. You get your subclass features on the same levels you get an ASI. This class is completely broken.
Ditto (5e Class) Level doesn't scale to CR in this way. This can lead to overpowered transformations. It also means you have access to any number of monster powers that would overpower you or otherwise break the game.
Doom Shaper (5e Class) This class can do far too much damage as doing extra damage with each doom point when you use doom ray is far too good. Death Awaits is far too good for an at will feature. In addition there are a few other things that need fixing or are problems like round counting, some features not specifying how they can be activated, or other balance issues.
Doppelganger (5e Spell) See the talk page
Dorrg (5e Creature) CR doesn't match the contents.
Draconic Blood Blessed, Variant (5e Feat) Bonuses need to be nerfed. This just seems like extra metamagic options, and should be treated as such.
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's Blessing (5e Subclass) Sorcs don't get level 20 features from their sub. Also, too many features. Also, also, these dragon summons are ridiculous compared to other summoning spells, considering that an adult red dragon is CR17 and conjure celestial caps at CR4.
Dragon Troll (5e Race) I don't believe I can fix this race properly without gutting the thing entirely. Large sized, 1d10 natural weapon, a breath weapon, AND unconditional regeneration. Well above the power level of all SRD races.
Dragon Warrior (5e Class) This class has additional ability score increases at levels 6, and 14. Additionally, it appears to have two subclasses that are picked independently, and leveled together with both Soulbond, and Rider Bond.
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 Bender (5e Class) Gains class features at the same time as access to spells of 3rd level or higher.
Earth Titan (5e Race) See talk.
Eclipse Cat (5e Class) just a better sorcerer
Eclipsemancer (5e Class) Infinite healing at 1st level.
Eldritch Gunslinger (5e Class) This class is grossly overpowered due to combining the best part of fighter(extra attacks), gunslinger(grit), and warlock(spellcasting). In addition the class has far too many features, especially so because the class has spellcasting.
Eldritch Knight (5e Class) 6 9th level spell slots? Lets just no?
Eldritch Master (5e Feat) Most of this feat's beam variants are far too strong. In particular the beam aoes and most of the beams that inflict negative effects are far better than just a regular eldritch blast.
Elemental Avatar (5e Class) 06:53, 15 March 2019 (MDT)
Elemental Fist (5e Class Feature) The damage scaling has been removed, but this still adds an average of 6-7 magical elemental damage per attack. When put together with other monk tools already present in the base class by the time this feature is acquired, this translates to an average increase of 18-21 magical elemental damage per round, increased to an average of 24-28 magical elemental damage per round when flurry of blows is used. Though the monk loses the in-built ability to stun its opponents, the increase in damage may still be superior to the bonuses granted by stunning a creature.
Eliksni, Variant (5e Race) Scales past 5th level.
Eliksni (5e Race) The houses and codes aren't balanced between eachother very well.
Elite Descendent (5e Class) Poor design with three features like a fighting style that scale (but don't), and all the features have clumsy mechanics to the point they are nearly impossible to read.
Elven Longbow (5e Equipment) Essentially just a +1 longbow you can get at character creation.
Empath (5e Class) Class features should not be gained when a spell casting level is too.
Endless Divine Soul of Darkness Incarnate (5e Background) Design disclaimers excuse edge-case, "could clober in incredibly specific scenarios", not to excuse blatant balance issues, see Help:A Good DM.
Endrian Eye (5e Equipment) Allows casting of Gate, a 9th-level spell, at will
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).
Eternal Memory (5e Spell) This effect is a word-for-word rip of the Divination wizard's Portent ability, which makes taking this subclass largely obsolete if a mere cantrip can do its signature move.
Ex-machina (5e Race) This race is definitely overpowered compared to similar first-party races and would benefit from having less powerful traits. +11 ASI alone, not to mention copying abilities. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Experiment 626 "Stitch" (5e Race) Vastly more powerful than any first-party race.
Experimental Hybrid (5e Race) This race is greatly overpowered in almost every way. Ability scores increases are far too great, armored should not be a trait, proficiencies are too numerous, and several other problem. The base knows three languages. Humans is both variants of human in the DMG combined with more on top. The other races follow suit. All bloods are completely broken. See 5e Race Design Guide.
Extra Arms (5e Feat) The same problem with multiple arms with races, isn't just fixed with it being a feat.
Eye of the Great Sage (5e Epic Boon) each bullet point of this boon could be a boon in and on itself
Fade Touched (5e Subclass) This class's mechanics are vague and uses a decimal system uncharacteristic to DnD 5e.
Fae Fang (5e Class) getting a subclass at a 10th level is a mistake, most games tend to end at 12th level, so for majority of a campaign every fae fang will be extremaly similar in playstyle, class as a whole seems weak, weaker than any other class, and it spell list is just plain dull, some good options will be taken always, and the rest just because you must pick something
Faerie Enchanter (5e Class) this class gives features at levels when new spell slot levels are gained
Fairy, Fairy Kings Forest (5e Race) This has less flight than aarakocra, but has unhindered flying speed (40ft) with +4 ASI and even an innate spell at 1st level. And its creature type makes it safe from some spells.
Fallen Deity (5e Background) This background is far more powerful than other comparable backgrounds due to the sheer number of proficiencies/languages you gain.
Fallen Devi Aasimar (5e Subrace) Four armed trait and a flying speed? Should have something similar to the official aasimar subraces.
Fallen Human, Variant (5e Race) I tried nerfing some things, but this race might still be a little OP. Especially Purple. I added some new traits and tidied it all up based on the glitchtale universe, I intend to rework the normal souls, to have a better scalling
Fallen Human (5e Race) Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.
Far Mage (5e Class) See talk page page
Fated or Unfated (5e Feat) This is more of a DM-fiat thing.
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.
Fitness Nut (5e Feat) 1 hour isn't a long rest.
Flamestone Dwarf (5e Subrace) This is much stronger than the hill or mountain dwarven subraces of the PHB. Even compared to the duergar, this subrace doesn't have their sunlight sensitivity to counter their superior darkvision like the drow. It also has more spell options at lower levels and a +2 to ASI instead of +1 compared to the mark of warding dwarf. The vulnerability to cold damage is also sort of falsely balancing the race which has the magical resistance of yuan-ti and dual type resistance of aasimar (but with more common damage types than necrotic and radiant). Overall needs a trim to maybe one damage resistance (no need for a vulnerability), one cantrip, one 3rd level spell; add sunlight sensitivity and maaaybe I can see keeping the ASI being more reasonable with these changes.
Flay (5e Spell) Why you do not need to concentrate on this? Why always at disadvantage? Why static DCs? "will not easily be able to fall below 1 health" what does that even mean?
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.
Forge Master (5e Class) Most things aren't specified to an adequate specificity.
Forgemaster (5e Class) This class hasn't been playtest or undergo any balancing critique
Frost Prowler (5e Race) This race has a natural weapon that deals 2d8 damage, and also grants you immunity to cold damage. Both are a bit much for races, and Heat Susceptibility is both poorly worded and doesn't really offset this.
Frostborn (5e Race) Even as a single racial trait, permanent advantage on some cantrips and spells(if what i assume it intends is correct) is kinda busted. Even then, having a single racial trait kinda stinks. Even the dragonborn has two.
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.
Gamer (5e Class) Many class abilities are useless if not actively detrimental. Spells are not class abilities. Spells can be granted by class abilities, but they are not in and of themselves class abilities. None of the options you get to choose from are balanced against each other. For many levels, it is unclear whether you gain all of the outlined abilities or must choose between them. Etc.
Gauntlets of Spiders (5e Equipment) Compared to a flame tongue, the weapon that just deals bonus damage at the same rarity, this is a little much.
Gem Wielder (5e Class) This is too versatile. A class without spellcasting can cast 8th level spells. It can also gain resistance to any damage type, and change that type every day. You choose what weapon damage you add from a long list when you activate it. You can choose bonuses to AC, attack rolls, vision enhancements, and a dozen other things, many of which read like feats. Whole class needs to be examined.
Gentleman (5e Class) Vastly out-damages the Monk at lower levels
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) Wielding 2 two-handed weapons. Infinite advantage on melee attacks against an alone(relatively) enemy.
Goliath Panda (5e Race) Uses none 5e terminology and the traits are poorly worded and or vague. Universal advantage on a common saving throws.
Gracious Fury (5e Class) Dex barb, but better than barbarian in any and all regards
Grand Caster (5e Class) Multiple increases to primary stat at low levels, primary stat cap is raised to 24 at level 9
Grand Kings Armor (5e Equipment) allows creating an unlimited number of very rare weapons
Grave Walker (5e Subclass) While comparable to battlemaster in a few respects, many of the options simply outrank others. Detonate namely, assuming it's just supposed to function like a ranged spell attack that costs some amount of resources, is one of the most damaging things at 3rd level, compared to just about any other option. Things like Brand also call into question the balance, dealing significant damage on a success. This is in contrast to the Wraith Swiftness technique, which allows you to move at normal speed over difficult terrain, or Release, which is dependant on your already sparse techniques.

I assume these limits on techniques is all meant to limit the power level of Not-Talion, but it leads to a very strange mess of a subclass, especially as many that feel like afterthoughts are still considered full techniques.

Gravity Knight (5e Subclass) Features need limits.
Great Spirit (5e Race) 40 feet fly speed, more darkvision than a drow, immortality... etc.
Greater Shadow Balor, Blessed by Elrik (5e Creature) Creature has ability scores beyond 30, ridicolous movement and absolutely overloaded abilities, modifiers to hit and DC's are calculated wrong, and funnily, mythic monsters can go up to CR 50, but this creature's statistics are far above what a CR 50 creature should have with the Mythic Monsters (5e Variant Rule), so even CR isn't right
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.
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-Celestial Born (5e Race) Compared to the first party aarakocra or aasimar this race receives several more powerful racial traits such as flight and automatic success.
Half-Rust Monster (5e Race) Too strong compared to standard first party races. There is no reason why this race should have 40 feet of movement. Their large Armor Class increase paired with their ability to corrode metals as a reaction is also too strong. Consider reducing the base Armor Class and reworking the rust effect to better suit a race.
Half-Suva (5e Race) +4 ASI, 30 feet of flying, double drawing and instant-doffing, or choice of a class feature. This is also a pure celestial, which comes with a few spell immunities. Combined, these are a bit much.
Half-Vampire (5e Race) This race is overpowered compared to similar first-party races, and would benefit from having less powerful traits as the race currently get everything their first party race gets and a whole bunch of questionable stuff from the vampire. Overall requires a rethink and then a rework from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half Vampire (5e Race Variant) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 4 free class levels in mystic, allows concentration of two spells, a cantrip/1st/2nd level spells from any class list. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Hammer of Orlon (5e Equipment) The attunement requirement is vague.
Hard Ice Elemental (5e Race) Do these guys have hands? That's a pretty big shift since players are generally assumed to have bodies that can hold weapons and cast spells. Cold air control could be worded better to reflect this.
Heal Minor Injury (5e Spell) Appears to be overall worse than upcasting Cure Wounds - how does healing 'minor lasting injuries' compensate for the loss in effectiveness, and as a matter of fact, how are 'minor lasting injuries' defined in the first place?
Healer, Variant (5e Class) Same reasons as the Healer. Also, this class is basically redundant, and any new ideas should be merged with the original Healer class
Heartless (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, size category should not be choosable, innate casting of a 4th level spell at level 1, racial abilities that go up to 10th level, flat bonuses and most traits make little to not sense. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Hephaestus Incarnate (5e Feat) the amount of infusions you gain from this feat can surpass the amount you gain from being an artificer at some levels
Hexer Variant (5e Class) see the talk page
Hive Mind (5e Race) I do not advise being able to "gain one racial feature" of another race, as this is unpredictable and can lead to a broken build.
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.
Hybrid (5e Race Variant) Choosing traits from other races could be imbalanced.
Hybrid (5e Variant Rule) This class has numerous combos that make a PC belonging to the class be heads and shoulders above the power level any 1st party class. Most combos by their very nature are overpowered, due to PC's just getting the features of two classes/subclasses at almost the same levels and there are many overtly broken combos such as rouge+martial class, paladin+other spellcaster, full spellcasting class+any other martial class, ect. In most cases, these combo classes need ability score increases in several/too many ability scores. Also, an insane amount of testing/balancing needs to be done to make this idea usable and a more balanced version of a hybrid class already exists in multiclassing.
Hydra (5e Spell) lacks clarity, what makes those attacks, whose (your or target's) ability modifiers apply, is this three times a cone, three times single target, why static modifier to damage, why +2, how long poison lasts?
Immortal Body (5e Epic Boon) This is still better than any creatures capstone abilities.
Immortalist (5e Class) Is able to break the ability score cap at 9th level.
Improved Healing (5e Feat) Doubling the effectiveness of all healing abilities is far too extreme for a feat's power level
Incurvatus (5e Subclass) Several features at non-subclass feature levels, most notably at 1st level, making additional lower level characters at 4th level, and so many other things outside the realms of balance. Massive reworking is needed.
Inkling, 2nd Variant (5e Race) See talk page.
Inklings (5e Race) See talk page
Iron Chef (5e Class) The skill bonuses and amputation possible at 1st level is just plain broken.
Iron Man (5e Class) If this isn't supposed to follow standard design conventions, it's not stated.
Issuni (5e Race) Takes the Tiny Player Characters variant rule far beyond its intended limitations, grants incredibly powerful racial traits that just seem to revolve around being very small - something that ought to be covered by said variant rule.
Ivory Card (5e Equipment) Is there any reason why this does more damage than a dagger?
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.
Jaroidian Bolt (Jaroidia Supplement) 19 average damage is way more than even the most powerful first level spells
Jaroidian Outlander (5e Background) Backgrounds should give 2 skills at most, not 7.
Jaroidian Royalty (5e Background) 8 skills is far too many for a background
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.
Judgement’s Authority (5e Epic Boon) If the design disclaimer is to be believed, put it on a user page
Kaeozz Bolt (Jaroidia Supplement) This is very literally a boosted Chaos Bolt, but a cantrip
Kaeozzoidian (Jaroidia Supplement) Where do I even begin. A net +7 ASI, 50 feet walk, two HP per level, all weapons and armor, double powerful build, Fighter extra attack, races don't get new abilities after level 5, free dash, and a fighting style
Kaeozzoidian Dragon Pulled Plane (5e Equipment) This should be a magic item, not normal equipment, with rarity instead of a value in gp. Draelm (talk) 16:21, 18 October 2020 (MDT)
Kaeozzoidian Spellsword (5e Subclass) The spellcasting in this class needs to be reduced. As it is, this is a better spellcasting than some fullcasters, with the tankiness of a barbarian. Class features shouldn't give feats. Being setting specific doesn't change the need for balance on the homebrew.
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.
Kandra Variant (5e Race) This is essentially just a copy of Kanda (5e Race) that has been made more powerful.
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
Karambit This is just a shortsword that's simple instead of martial.
Kenbunshoku Haki (5e Feat) Far too powerful for a feat. This would work better as a set of class features.
Kender, Variant (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's, unknown terminology, condition immunity, negative ASI's, etc. Overall a poor conversion to 5th edition and needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. The Musicus Meter (5e Guideline) also has a comprehensive list of racial traits you should use to inform your wording.
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.
Kinetic Deviant (5e Class) dead levels
Kirbonian (5e Race) Several features are considerably hard to understand, and the whole 'Swallow' feature effectively has no limiting factors, allowing you to gain an intense level of power from traits taken from creatures.
Kitsen (5e Race) The death before dishonor feature feels like the capstone of the samurai subclass... except that this doesn't seem to allow you to die? That makes it infinitesimally better, since you don't go night-night until combat is feasibly over, despite getting hit with only 1 temp hp, as long as you have enemies up.
Kitsune, 3rd Variant (5e Race) Stronger than any first party race and the balanced Kitsune_(5e_Race) as well as unbalanced Kitsune,_Variant_(5e_Race). Page uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. A plathora of powerful traits of questionable standing across whether they be base race, subrace or variant traits. Several flat bonus's. At will casting of alter self. Several free languages(most of which are unexplained). etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Kitsune, 5th Variant (5e Race) The entire fox tails trait is convoluted and not mechanically based enough as it goes on. What is "True Form"? Does that mean the true race is actually a fox, so like a beast type? Adding additional damage by extinguishing the fires lit? Overall it could do with paring down and streamlining.
Kitsune half-blood (5e Subrace) The wording for traits is so vague and unspecific it makes it overpowered. Read the 5th editions books and the 5e Race Design Guide.
Klyntar Host (5e Race) Gaining hit points equal to your normal hit points seems greatly overpowered. Also this race had more than the 10 allotted traits for a race. See the talk page for removed traits. Ideally this page would use the 10(or less) greatest traits from here and the talk page to make for a complete, and balanced race.
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?).
Ko• (5e Equipment) If there's special properties/lore, it's best to make it magical
Kritian (5e Race) Between 6 traits for each subrace, 7 base races traits, transformations, and breath weapons, this race seems to have to have a lot going on, and may be overpowered.
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.
Kumo (5e Creature) 15:15, 2 August 2021 (MDT)
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.
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?
Leach spear (5e Equipment) No reason this shouldn't be a magic weapon instead of mundane, since it gives auto-healing.
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.
Leonine Fey (5e Race) 5e doesn't really have sex-dimorphic traits or scores like older editions. The traits need some mechanical grounding (like how does character design having black hair do anything for you getting an additional form? It shouldn't). The scaling of damage on shapeshift and its abilities is also overpowered and should be toned down to something more like shifter's shift, with a duration and recharge.
Lesser Colddrake (5e Creature) The legendary actions are a bit lazy, being merely copies of the normal actions. The whole design is a bit weird.
Lich (5e Race) Truesight, extra spell slots, and the inability to die. Absolutely must be toned down.
Lich King (5e Creature) There cannot be CR above 30 without any special rules, neither ability scores above 30, so giving this CR 50 is baseless. You cannot have more than 20 levels in something without special rues either. Immunity against basically anything, illogical immunities to conditions(why you cannot knock him prone? Some are doubled), , legendary resistance, mile of truevision?, casting two spells in one turn, DC's are calculated wrong, spammable down to 0 hit points and instant death abilities, etc. etc.
Lithune (5e Race) Racial traits are significantly better than other first party feats and racial feats. Feats should not have level caps and the prereq's should have the race name in them to show their racial feats. These are more class feature type abilities than racial feats, see XGtE. 1d8 on an unarmed strike might as well be giving a monk their 11th level class feature early. Consult the 5e Race Design Guide and the 5e Feat Design Guide for help.
Living Doll, Variant (5e Race) The Accursed has universal advantage on intimidation checks.
Living Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Two common condition immunities. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Lucario, Variant (5e Race) How often can the spells be cast after taking a rest? The evolution doesn't do anything.
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.
Machine Lifeform (5e Race) Network bound is a very powerful feature that gives you the half-orcs endurance but for multiple uses rather than just 1. If you only regain a use after using it once, it should be fine to have it only be one use. Modifier based usage should be reserved for classes anyway. The way it ties into another trait is also highly specific and may therefore be more generalized to have them be in separate subraces or something.
Maevin (5e Race) Maevin magic grants an effect like shield... except that it lasts for 8 hours. Even considering that it bars the affected from wearing armor, that seriously breaks bounded accuracy.
Mage, 3rd Variant (5e Class) This class is far too powerful as it has better spellcasting that full spellcasters, too many cantrips known, better extra attack scaling than fighters, an absurd number of features for a full spellcasting class, regaining some spells on short rest?(it is unclear why exactly the class works this way). Also, not being able to cast a spell again after using it and compensating for that by having a ton more spell slots is very poor design as that makes that class far too powerful and the general design of 5e makes it so negative features do not counteract positive ones.
Mage, 4th Variant (5e Class) The main gimmick of the class, gaining the subclass features from any subclass belonging to a full spellcasting class is far too good. Because of this, this class is overall a powered up version of the wizard class as this class has a better spell list, far more features for a full spellcasting class, the ability to choose a number of powerful features from other subclasses, and various other issues.
Magi (5e Class) See the talk page. Namely this class gets some of the better features belonging to monk, warlock, and wizard, and improves upon them and the class has strong features besides those.
Magi (5e Race Variant) This race has negative ability modifiers, and increases in ability scores totaling 5. See Race Design Guide. It also has darkvision with a needless buff, unconditional advantage, and disadvantage on skill checks, and flat bonuses to spell save dc, attack, and damage.
Magical Liopleurodon (5e Creature) Various numbers and terms are invalid. Legendary actions section is not written correctly.
Magister Magi (5e Class) The class entails playing two characters at the same time with magic. Needs rewording and context to some abilities see talk page
Manibus (5e Race) This race seems underpowered. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Mask of Heresy (5e Race) How is allow this race to possibly take over anything with a minimum int of 6 balanced?
Masked Warrior (5e Class) Multiple features jeopardize the balance of this class, like Suit Upgrade completely shattering bounded accuracy, three extra attacks, and several other questionable features.
Master of Puppets (5e Class) This class gain features in the same levels it gains spell slots and it has a d10 of hit die being a full spellcaster
Mecha-gnome (5e Subrace) This is basically a "Gestalt" race, having all Warforged traits + all gnome traits, since this is a subrace.
Mechan (5e Race) Large size PC issues. Repair protocol is too strong and overly wordy.
Mechanique de Arcane (5e Subclass) see talk page
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
Mind Flayer (5e Race) This race allows you to command a small army, and if you're lucky, a boss. An ability score increases by 3. Steal Brain can allow you to have, theoretically, an infinite amount of intelligence. It is easily exploitable. Increasing intelligence should not be a thing period. The whole race reads like a class, with traits that compliment, and work off of each other. Racial traits should be a small amount of bonuses, and maybe an action or two. See 5e Race Design Guide.
Mitotic spindle (5e Spell) Casting time does not and can not require concentration, range should be in feets not meters
Mongrel (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Ability to distribute their ASI's potentially allowing for a +4 to a single ASI. 45 movement speed. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Mord-Sith (5e Class) This needs a balance pass. Straight away we have equipment-as-feature with no explanation how to recover the item if it is lost, a bleeding effect that doesn't pay attention to creature type, inappropriate frequency (it gets to a point where you can basically use the bleeding effect on every attack), and whatever the "DC to Intimidate someone hit by your Agiel" thing means.
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.
Moth (5e Creature) CR0 means that this page is pretty useless. The DM can just as easily not use this. This needs to be made useful.
Muscle Magic, Variant (5e Subclass) This subclass is pretty out there in terms of mechanics, and probably needs playtesting to determine if the features are balanced
MyContent (5e Race) This race is significantly stronger than any first party race.
Mystic Eyes (5e Class) numbercrunch on this is insane, this class just gives you more damage, bonuses and overall things than official pages
Neamhfreann (5e Race) A +4 to a single score is ridiculous enough, the rest of the traits here are even worse. This could maybe be put up for deletion, as this page is both horribly balanced and the concept done to death.
Necromancer, 5th Variant (5e Class) Many features do not work or are insufficiently explained.
Nightwings (5e Race) Advanatage on all skills checks of a certain type, by itself, is too powerful a trait for races. Besides that, the fact that this race can fly, but has a decent number of other traits is also a concern.
Nosgoth Vampire (5e Race) There are way too many traits here, and gaining access to traits as you level. The class-copied stuff needs to be overhauled and greatly simplified. This should only be a small number of benefits if it's truly seeking to be a race. Has 4 total ASI.
Novaraptor (5e Creature) Nothing needs that many different options for attacks. They're not even differentiated from each other by having different effects.
Null (5e Race) This race has a lot of extra senses, the maximum number traits, and damage immunity. It's also immune to aging, disease, and doesn't need sustenance, and has unconditional advantages, and inherits other bonuses. See 5e Race Design Guide.
Nullifer (5e Class) This class is significantly more powerful than the wizard as it has a better hit die, far too good prophecies when you multiclass into this class, the Extra Attack feature, and a ton of other features gained when you gain spell slot levels.
Nyan Kajan (Late) (5e Creature) CR calculation is wrong.
Nymph, 4th Variant (5e Race) "Free action" is not a thing in 5e. Also, blinding beauty basically has up to 10 usages (6 second increments for a total of 1 minute). While it sounds fun to be a flickering lightbulb, it would be much more streamlined turn-wise in combat to have a simple 1-minute transformation like shifter or aasimar.
Oath Keeper (5e Class) See talk page
Oath of the Forgotten Powers (5e Subclass) Very clumsy mechanics. The ideas are neat, but the wording makes this not playable.
Octofolk (5e Race) Tentacle's grappling benefit just sounds like regular grappling? Unless you mean you can do it without using your hands. Squishy should probably look at something like the UA plasmoid wording. Amphibious' exhaustion system is also cumbersome compared to a simplified one like for the locathah. No race should just get the extra attack feature. Hypnotic skin doesn't use proper 5e conditions (dazed is pre-5e) and the save DC is wrongly calculated.
Ode of the Emperor Penguin (5e Spell) 5 cantrips each turn is above the power level of a 2nd level spell.
Omega Soldier (5e Class) Changes have already been made to the Omega Weapons of the class and have been rebalanced accordingly. Changes are still needed though with the Rho Knight subclass as it gives proficiency to ALL skill checks and saving throws and the Omega Armors are quite strong with their advantage or lack of any disadvantages on Stealth checks.
One with the Tribe (5e Feat) This feat is both too powerful when you gain it, as it is effectively another pc in the party and the beasts damage and hit point scaling make the beast far too powerful for just the cost of a feat.
Orb of Sacred Fire (5e Spell) This spell breaks taboo of AoE damaging spell having different capabilities when applied to allies(healing) and enemies(damage). This should not happen, this have no sense
Orisorcerer (5e Subclass) A second spell list, especially the cleric spell list, is incredibly concerning. Even the Theurgy Wizard needed to take Domain spells for 10 levels straight before gaining free reign of spell choice (see talk page).
Osmosian (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, flat damage reduction, unconditional advantages, can take over any machine, round counting, flat AC, absorbing other creatures and a plethora of other questionable/ confusing and not mechanically relevant abilities. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Pact Summoner, Variant (5e Class) Pact binding is rather problematic, with a loose definition. For binding, it's not clear where creatures need to be, you can recruit hostile creatures, the target is not afforded a saving throw, you can recruit an important NPC and "know what it is thinking", potentially breaking an adventure, you can bind creatures outside of the normal CR-to-level scaling. For summoning, the creature can't use its "features" - does this mean "traits"? Many traits are inherent to what the creature is.
Palademon (5e Race) The two forms have a 7th level boost, which is beyond the usual 5th level limit. They also give a flat bonus which is more 4e and discouraged in 5e. The occult variant doesn't work on account of having force resistance of all things, and a very setting-conditional trait to communicate with deities. The race also isn't fully well-conceptualized on account of how celestials and fiends work in DnD. And it also has alignment restrictions, which are ill-advised for 5e.
Parasite Alpha (5e Subrace) What race is this? The way it is infection makes it sound more like a disease. It also uses arbitrary DCs and essentially seems to allow you to take over a creature or something, or spawn a creature under your control? That's pretty broken and the mechanics behind it are also ill-defined.
Patchwork Construct (5e Race) Using a spell "20 times at will over the duration of one moon cycle"?? This is very odd and non-standard 5e usage duration to say the least. Its implementation is also clunky compared to just giving spellcasting with restoration per rest as normal. Also, truesight for a spell at 1st level is just ridiculous along with all the other spells. The trait wordings overall strike me as very odd and cluttered compared to 1st-party content. It should be compared to and take from the exemplary work on the anarmor race or similar Featured Articles for wording and mechanics.
Path of the Aberrant (5e Subclass) too many features, on top of spellcasting feature granted to one of the options
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 Warrior (5e Class) Class features need a more even spread.
Phaseling (5e Class) Many features do not specify a number of uses per rest, and can thus be spammed to great effect. I can understand for the shifting ability, as it is the class' central feature, but several others should seriously be reigned in.
Phaser (5e Race) This has infinite invisibility, telekinesis as well as a weird weekly version of rogue's uncanny dodge. It could benefit from some more standardized traits. This needs a lot more work to rein it into proper balance with first-party content.
Phoenix, Variant (5e Creature) This creature literally has 10000 hit points, and it should have 6050, meaning that it's hit dice are miscalculated. Also, it's proficiency bonus is technically +26, and it looks like it is +5 by this stat block.
Phoenix Climax (5e Spell) This spell is an even better meteor swarm and it has negative features which should generally be avoided in 5e. See the talk page for more info about why this is an issue.
Phoenix Kin (5e Race) Reducing ability scores. Requires DM to regulate flame ability.
Phoenixborn (5e Race) Races really shouldn't have vulnerability to damage types or be immortal. Besides that, the traits in general need to be fixed up.
Phoenixmancer, Variant (5e Class) Class features gained at the same level as spell slots of 3rd level and higher.
Phygmentborn (5e Race) Race should not increase single score by three or more, some subclasses lack size
Pikmin (5e Race) Damage immunity. Poisonous Plant is better than a few very pricey poisons in the DMG and as long as you've got blood you can produce this stuff for free. A flying speed at 1st level. Overall stronger than most races, gets several questionable traits. Upping the size to Small and centralizing the race would be a step in the right direction to make this more playable.
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?
Pog (5e Race) Not a single feature here is okay. Naatural armor of 18 is ridiculous, damage scaling with level is a no-go, having extra damage on every hit and immunity to damage beside poison is a no-go either. Subrace is similarly broken. I suggest reading through race design guide before making a race, not instead of reading it. As it stands now, this race is not even usable in a normal campaign.
Poinkin (5e Equipment) I am confused how any of these mechanics are intended to work.
Poisonous Swordsman (5e Class) gives features at the same time when ASI, lacks clarity in some features, DC's are horribly wrong asnd some poison effects are off the charts(save or die, or a variant of it: save or die if specific creature), multiclassing
Polymorphed Dragon (5e Race) This race has numerous game breaking traits, and is far and beyond the power level of 1st party races. See the talk page for a few examples of how this race's traits are problematic.
Possesion Doll (5e Race) This race features nonstandard darkvision. DC 12 + seems very high for Sleep. Possession should probably break if the creature exceeds a range from you. Also possession can last substantially longer than charm person, or charm monster, and wipes their memory.
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.
Primordial Spectre (5e Class) See talk page.
Prinny (5e Race) not one race feature in here is remotely balanced, reach one being way over the top
Pro Wrestling (5e Feat) 5e doesn't do chain feats, trained in athletics means nothing, and this seems more like a variant rule than a feat. Perhaps these could be better utilized for a subclass.
Protecter (5e Background) Backgrounds do not confer mechanical benefits.
Psionic Human (5e Race) See talk page.
Psychopath (5e Class) 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.
RIP-Tire (5e Equipment) Using this item is not comprehensible.
Rad Slug (5e Class) Magic Resistance is an absurdly imbalanced feature, especially with multiclassing. The class heavily learns on only a couple features.
Raelyn (5e Race) See talk page.
Raesokeran Felis (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Round counting, flat increases to AC, several strong/useful traits wrapped up one. Overall too many strong traits are given/wrapped up and the traits will need a rework from a mechanic perspective to better work with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Mustilus (5e Race) Flat bonuses to rolls should be avoided. Snake killer is bloated and should be simplified and nerfed. Unconditional advantages. Adding proficiency bonus and additional time to spell saves. etc. Overall requires a general clean up and the subraces should be balanced inline with each other.
Raesokeran Ursus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. natural attack? The subraces comparatively are not balanced compared to one another. A number of traits of questionable balance such as granting near conditional advantage on attack rolls and 4 proficiencies? Overall needs a nerf and a clean up to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rag Doll, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to be any size from Tiny to Large, choice of darkvision, tremorsense or blindsight, several condition immunities, etc. Overall needs a rework both from a mechanic perspective to better compare to the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. See the talk page as well for a breakdown of what is wrong with the race's traits.
Rag Doll (5e Race) I've adjusted or removed some of the traits, but this could still be overpowered: compare with the Warforged in the UA Eberron document.
Ravenclaw (5e Subclass) Broken. Proficiency in a common saving throw at level 2, constitution so valued for a wizard, is broken. Creation of items that increase ability scores as 6th, or any level really, is broken. Gaining ASI as a subclass feature is broken and should never happen.
Raw Silk (5e Equipment) This should be attuned too.
Re:Ghoul (5e Class) Balance issues throughout.
Reckless Abandon (5e Equipment) Broken beyond belief - has infinite attacks
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.
Revitalize (5e Spell) Niether spell returning someone to life should take an action to cast, nor should it be cheaper in components to cast then the one lover level, this is basically better raise dead at lower level
Ring of returning (5e Equipment) The use for this magical item lack seemingly a purpose.
Ring of the Adept Linguist (5e Equipment) This is nowhere the level of an uncommon item, not to mention an artifact
Ritual Knife (5e Equipment) Just a better dagger
Rod of Tapping (5e Equipment) Objectively stronger than the books of the same rarity that increase scores.
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.
Runepriest, Variant (5e Class) Basically a souped up warlock mixed with cleric. It effectively has short rest spellcasting without being "true spellcasting" (IE not subject to annoying things like counterspell or dispel magic), and gets glyphic inscriptions rather than invocations. Except you get a lot more glyphic inscriptions than you would invocations, you get them faster than you would as a warlock (IE you get your 3rd inscription at 3rd level with rune priest level, where as you don't get your 3rd invocation until 5th level as a warlock) and a bunch of them look better than anything you'd ever get as a warlock. Oh, and you get two good saves (Wisdom and Constitution).
Runesmith (5e Class) Class features not balanced currently.
Runeterra: Engineer (5e Class) Features need a better spread: some levels you get a feature and a spell slot, whilst other you don't get anything at all.
Saiyan, 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.
Sci-fi Laser Gun (5e Equipment) Needs to be changed into a magical item.
Scythe Whip (5e Equipment) See talk page
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.
Shade, 2nd Variant (5e Race) Just a stronger version of the other eragon shade. Discuss on talk page
Shadow (5e Subclass) Is the enemy just perma-poisoned? Is there a save to get rid of it? And do you just have these smoke bombs? Do you need to craft these?
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 Walker (5e Class) Up until around the 3rd tier of play (11th level), and perhaps there after this class is a better rogue or warlock as it has a number of great features, spellcasting and what is effectively sneak attack, a d10 hit die and three skill proficiencies, ect. In addition, this class has too many features for a spellcasting class or the class largely should not gain features when your spell slots or slot level increases.
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.
Shift Stone (5e Spell) Stone shape is a 4th-level spell, but it can't even do everything this cantrip does.
Short Warp (5e Spell) A reaction that can be used as much as you want, a cantrip, with benefits like this grants needs to be reworked.
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.
Sinister Looking Letter Opener (5e Equipment) This item is far too weak for a legendary magical item.
Sizer (5e Race) Truesight out of the gate is generally a no-no for player races. The size changing is strange and cumbersome. Consider taking from the firbolg's spellcasting and the shifter's shifting to better write size changes and gaining temp hit points.
Skeleton Fairy Subrace (5e Race) Scales past 5th level.
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.
Slime Dragon (5e Race) This race is heavily imbalanced when compared standardized race by ability scores alone. See 5e Race Design Guide for help.
Slimeborg (5e Creature) This creature has an unusually high AC.
Slimecican (5e Race) I can’t figure out whether divide needs to be buffed or nerfed.
Slimefolk (5e Race) See talk page
Smooth Criminal (5e Class) Half the features here are directly copied from Secret Agent (5e Class). The other half are blatantly overpowered, and extremely poorly written.
Sniffing glue (5e Equipment) So for 15 copper, a player gets advantage against 2 of the more common and dangerous conditions in 5e for an extended period of time with a miniscule chance to maybe get poisoned? Sure sounds balanced to me.
Solar Blitz (5e Spell) Surely this cantrip doesn't actually "blind" creatures?
Solid (5e Background) A background that grants a (limited) ability score increase on top of similar benefits of other backgrounds is not balanced.
Songstress (5e Class) This class gains three uses of the lucky feat, in addition to several other extremely powerful features.
Sorcerer, Elemental Variant (5e Class) Class features gained at the same time as access to 3rd level spells and higher.
Sorcerer, Variant (5e Class Feature) Innate Power essentially grants a massively buffed subtle spell metamagic to almost all spells, which makes it impossible to counterspell.
Sorrel's Chaining Lances (5e Spell) Deals a ridiculous amount of total damage, too much bookkeeping
Soul thief (5e Spell) See talk page.
Space-Time Wizard (5e Class) This class gives multiple increases to both the intelligence stat and the intelligence stat maximum, to a new cap of 28.
Spartan 1/1.1 (5e Race) Ability scores are wildly imbalanced, which is attempted to be corrected by an incorrectly used 3.5e feature.
Spider Silk (5e Equipment) This should be attuned too.
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).
Star Glitcher (5e Equipment) This item has next to no actual mechanical effect besides being extremely hard to unattuned to, and is vastly weaker than even most uncommon magical items.
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 Razer (5e Class) DC 30 in the DMG is coded as 'nearly impossible'. Essentially only legendary resistance can fight it.
Storm Reincarnation (5e Class) Class features gained at the same time as access to spells of 3rd level or higher.
Super Hero (5e Class) If this isn't supposed to follow standard design conventions, it's not stated.
Super Vampire (5e Race) You gain 60 feet of unrestricted flight when you gain wings, which in and out of itself is a broken feature, but after that statement nothing describes how you gain those wings, not a word. This race also have features that are not finished being described.
Supreme Wild Shape (5e Feat) Almost no matter the level, increasing your level for the purpose of determining the maximum CR you can Wild Shape into is overpowered. In addition this feat's second feature is odd for also changing your effective level for a feature and is not really useful.
Surrakar, Variant (5e Race) unlimited healing on ravenous bite from level 5, blood rage is hard to use, prevent from harming other players, and way to strong
Swift Slicer (5e Equipment) I think the attack and damage bonus should only apply to attacks made with this weapon; and the special doesn't quite make sense, this is not how surprise works.
Sword Mage (5e Class) See talk page.
Swordspear, Variant (5e Equipment) Even without the special property, this is a better longsword. I suggest removing the versatile property but keeping the 1d10 dmg, and just making it a two-handed weapon.
Sylvari (5e Race) Vulnerability to fire damage is absolutely lethal for player characters, especially at low levels, and the fact that one of the subrace traits just removes said vulnerability renders it rather underwhelming. Additionally, the Dawnborn's "+1 language and skill" is nowhere near as good as *innate spellcasting.*
THE BFSD (5e Optimized Character Build) You cannot use meta magic multiple times on the same spell. Delayed Fireball explodes after being touched - you can't carry it.
Tabar-Shishpar (5e Equipment) Needs a reason to exist when the Warhammer and Longsword exist
Tabaxi (5e Race Variant) All base traits plus those granted by these subraces puts them significantly farther ahead of other 1st party races. 3 skill proficiencies from a race. More base race traits need to be taken away.
Tarrasqueborn (5e Race) This either needs a Design Disclaimer that it's intentionally broken, or a complete redesign.
Tempest (5e Race) Has an average of +2 damage to every melee attack, which is too much or too often. No action given for expand/condense. No mitigating factors given for Large size.
Tengu Raven (5e Race) This race has a surplus of traits: +4 ASI, 2 natural weapons, flying speed and even a form which can increase their flying speed as well as ASI, etc. This could do with some overall culling.
Tenno/Warframe (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. RW&H Table is incorrect. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Tenno (5e Class) proficiency in two common Saving Throws shouldn't happen
The Book (5e Equipment) An artifact, by definition, is a sole example of itself in whole multiverse, and having an artifact that can be just copied and redistributed to everyone in party(or the whole world) is just, bad. "spell cast for good does not expend a spell slot", so what, casting power world heal every turn, because healing is good? Meteor storm every turn, bc the target is an evil lich? Wish? Examples are innumerable really. It's hard to say the artifact is overpowererd, but this definitively is.Also, artifacts must have a clearly stated way what to do to destroy them
The Consumed (5e Race) Laughably overpowered. 60 feet of movement speed as a base(and no, a ludicrous drawback NEVER justify having overpowered feature). Superior darkvision, here called just darkvision. Can add 1d6 to any weapon attack. Can read others mind. And propably some more, just some features are written in such a way maikng sense of them is impossible. I suggest reading through Race design guide before making a race.
The Corrupted (5e Subclass) Hardened Skin provides static Resistance against 2 common non-magical damage types, and outright immunity to a third type and a condition.
The Forsaken Child (5e Epic Boon) Total immortality is too good. Full stop
The Idol of Zeroth (5e Equipment) Magic items should not grant levels in a class and besides that this item provides no actual properties for the attuned to use and is extremely weak for an artifact. Also, is there even a purpose for this item or is it a Magoffin for a specific campaign?
The Lich Skull (5e Equipment) The ability to cast any spell by using your hit points is extremely overpowered. Some other parts may be as well, but it is unclear what many properties actually do.
The Mace of Many Faces (5e Equipment) Hugely overpowered, incorrect terminology, incomplete definitions.
The Mother's Oath (5e Subclass) bad aura size, lacks duration in some places,
The Prodigal Sorcerer: Optimizing Magic Missile
The Shattered Soul, Variant (5e Subclass) Having unlimited range(bc this is basically what this subclass gives you) on EVERYTHING except melee attacks is nuts. Many features or spells were made with the range of touch in mind, and this subclass breaks them, literally. There should not be features that "are determined by the DM", class' features should be clear and strict, and as a whole Consciousness Transfer allows you to just lay in bed and do whatever you would do normally, just without any possibility of death or taking damage, without limit either in uses or range(truesight as a stone, yeah, right). Biological Anchor lets you hack a corpse and use it for your own ends, and again, there should not be features that "are determined by the DM". Soul Phylactery either gives you nothing at all or punishes you for picking and playing this subclass, which should never, ever happen. This needs a lot of work to be playable. I suggest reading through 5e Class Design Guide before fixing it.
The Shattered Soul (5e Subclass) Having unlimited range(bc this is basically what this subclass gives you) on EVERYTHING except melee attacks is nuts. Many features or spells were made with the range of touch in mind, and this subclass breaks them, literally. And multiple uses of inducing shor term madness, which is way more powerful than any spell, for it does not allow a saving throw to end the effects, is way too much.
The Swallow (5e Feat) Ring of Spell Turning is a Legendary item, this is a feat, soo, yeah, no
The Tarrasque Slayer (5e Optimized Character Build) Booming Blades don't stack and you need a real weapon to cast it per TCoE.
The cloaked (5e Race) The traits offer far too many bonuses, and detriments to be a playable race. It also does not follow many standard 5e design guidelines. See 5e Race Design Guide.
Therianthrope (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, ASI's that increase a single score above +2, traits that max out an ability score, adding proficiency bonus to AC, questionable natural weapons, class feature as a racial trait(unarmored defense), vulnerability. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Thirty-Six (5e Subrace) Balance is different for magic users and their counterparts.
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.
Thug (5e Background) Doesn't distinguish itself from the criminal background in the PHB (with which you can make a thug by choosing your criminal speciality).
Titan, Variant (5e Race) +4 ASI, Huge size, and can hit 20 AC as a barbarian with only a 20 in Constitution, basically only dependant on two scores. Nuts for a number of reasons.
Titan Elephant (5e Creature) lacks abilities more or less expected to be present on such high cr creature, making cheezing it, even at the level 1, fairly easy, and trivializing encounter to slow, extended, full of high-numbers disapointment
Titanshifter, Variant (5e Class) 4 attacks at 15th level.
Toosh (5e Race) +8 ASI on top of a plathora of questionable traits.
Touch of Pleasure (5e Spell) upcating to 7th level creates basically a brainwashed slave from anyone, something not even 9th level spells can do
Treant (5e Race) Taking a closer look at the old musicus ratings, there are some incorrect numbers. The traits overall are too powerful. You are not only large size, which is very strong using the variant rule, your natural armor from tortle also makes you a perfectly viable spell caster to summon unbalancing things, and is worth far more than a 0.5. This race needs some trimming down to be balanced.
Tribal Shaman (5e Class) cantrips shouldn't offer healing as a rule, unless you have a way of limiting the potentially infinite source of hit points it generates.
Trinity Force (5e Equipment) This weapon is absurdly powerful compared to the scimitar of speed. This weapon has a +3 bonus to attacks/dmg, allows you to attack two additional times, and deals extra damage based on alignment(creature's no longer have alignment in recent printings and no mechanic should be based off of it). In addition, the for the trinity property only compounds these issues and more(reactions need triggers, unclear wording, round counting/non-standard durations, ect.).
Trophy Fighter (5e Race) I am sorry but even at a first glance this race is completely unbalanced. A lot of the subraces are also unbalanced and the problems with those are numerous, but few prominent examples are with Akira Yuki, Captain Falcon, Cappy, Cuphead, Donkey Kong, Geno, Incineroar and more.
Turtle Cat (5e Race) +4 ASI (a -2 as well, which is not encouraged for 5e anymore), 50 feet of walking speed with a ridiculous and non-mechanical definition of restraint, non-mechanically defined traits like feline senses and monkey, 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.
Unicorn (5e Race) See talk page
Unidentified Hydronian (5e Race) Some of these traits do not seem mechanically defined enough. If you cannot fly within certain parameters, those dimensions should be listed out. The inner storm attack uses round count charging, which is not a 5e thing, and the recharge wording is incorrect. The damage of the attack seems a bit iffy to me. The trait to just regrow heads and limbs makes regenerate moot. Also, non-breathing should be written more mechanically, like how undead nature uses it.
Unknown Origin (5e Subclass) This gives you every class's spell list
Unsu Aer (5e Race) scales past 5th level.
Unsu Apii (5e Race) fire immunity is probably too much.
Unusual Beholder (5e Race) see talk page
Uxar (5e Race) almost all animal forms have something wrong with them, way too much to describe here. I suggest reffering to race design guide before fixing this. Also, how those "Addons" work? there is no text explaining them
Valinor Guard, Variant (5e Subclass) Grossly overpowered. For one, subclasses should not increase ability scores by virtue of being picked. Second, Cunning Defense is like defensive duelist or shield spell, except this is stronger, and at 12th level gives you just +10 to AC. Paired with Retaliation, which on itself is too strong of a feature, this lets you attack horrendous amount of times in one round. Third, feats are optional for play, so no feature in class/subcalss description should ever even mention them. Fourth, add double your ability modifier for both attack and damage rolls never was, and never will be in realm of balanced game design. And fifth, other features are not so strong to the point of nerfing them, but paired with one another are too much. I suggest reading through Class Design Guide before making a subclass or attempting to balance this.
Valkyrion (5e Race) A feat by itself is extremely powerful for a race to have as its power is roughly equivalent to another abi. On top of that, this race has a flying speed, which while low and somewhat restrictive, makes the race too powerful. Them being presumably celestials is another factor that may make the race too powerful.
Vampire, 2nd Variant (5e Race) The bit attack is essentially 1d4 + 1d8, which is much stronger than that of the lizardfolk, with maximum damage potential equal to dragonborn breath (2d6). The nightborn subrace exacerbates this issue. There also are simply too many traits compared to even the already strong vampire race. The use of blood points make this race very abusable in healing and general versatility if you can just suck off your friends. The embraced just straight up gives you pick of traits from all humanoid races and it also lessens the restriction of drinking blood. Some of the traits do not use strictly defined wording, which leads to possible abuse. For example, defining the amount of sunlight will just have the dm and player arguing over the situation of damage dealt. Overall, this thing is way too powerful.
Vampire, Noble (5e Race) Many of the traits are overpowered as written. Feast of Blood gives advantage without conditions or specific criteria needing to be met. It also turns the target into a spawn without requiring a saving throw. There seems to be no limit to the number of spawns one can have under their control. Maximum hit point reduction. Noble blood seems to includes ALL vampires regardless of previous dispositions to you. Sunlight Sensitivity is not given a 'cooldown' if you will. As written it seems to instantly kill your character if they go into sunlight.
Vampire, Seraph Variant (5e Class) Spellcaster with unarmed strikes that START stronger than a monk's, that increases to 6d6, AND d12 hit dice? Come on, at least pretend to balance!
Vampire Lord, Variant (5e Class) This is oddly worded, and has some questionable abilities, namely the Ability Score minimums and 1d8 unarmed attacks
Vampire Shadow variant (5e Race) This is pretty much a stronger version of this, or, at the very least, less restricted. Flavorwise, this just removes Dracula.
Vampiric Tabaxi (5e Race Variant)
Viltrumite (5e Race) So how do you add Viltrumies in 5e without them being too broken, but keep them accurate to the source material? That’s the neat part you don’t.
Virtue (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, several unconditional advantages and disadvantages. Bound to Light should be worded like darkvision as it seems to imply that they produce light in a 60-foot radius. As a reaction to what? Reaction based abilities need a trigger. 50 feet isn't a standard increment, move it up to 60. Automatic reduction of attack rolls against you equal to your Charisma modifier is way too strong especially given the race receives high natural armor. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Void Domain (5e Subclass) Portals completely break movement
Wand of the Elementalist (5e Equipment) Just Moar damage, without any fluff.
War Wizard, Variant (5e Class) Features are gained at the same level that the class gains a spell slot, multiple features give free spells or extremely powerful effects on a class that already has full spellcasting.
Warforged, 5th Variant (5e Race) The celestial variant has fly speed of about 60 feet, 120 feet of darkvision, and immunity to radiant as well as resistance to necrotic damage. That is only one of the options here. The rest need to be properly assessed as well. See talk page.
Warlord, 4e inspired (5e Subclass) Hardly functional as it stands. Four features that recharge on a long rest, and an upgrade to a feature that recharges on a long rest. 90% of the time this subclass will do nothing.
Water Bender (5e Class) Gains class features at the same time as access to spells of 3rd level or higher.
Water Caller (5e Class) gains features at levels when gaining new levels of spell slots
Way of the Infinite Steps (5e Subclass) Totally not balanced for combat, it's just a min-max using movement.
Way of the Void (5e Subclass) This subclass is overpowered in a multitude of areas. There is a chance for your character obliterate an area significantly larger than almost any other spell in the game whenever you use ki points. At level 5 the area is a 100 mile diameter circle. This can easily be exploited to obliterate any campaign, let alone cities, islands etc. especially when paired with bestow curse. It's unclear whether or not 'implode' kills you or not. Truesight is given at 3rd level to a very large range in addition to boosting all other special visions/senses. Casting spells at a higher level costs only 1 ki point per level, and you can cast spells at 12th level. In addition there are some effects that are added to these spells that can last indefinitely. Kyoshujin is a free action and 'stores' the extra damage until it connects with no time limit, such as 1 minute, making it theoretically indefinite. Supercharge/Regaining Ki Points?
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.
Weighted Yo-yo (5e Equipment) this is objectively better than any simple weapon and than a whip, that is a martial weapon
Were-Dragon (5e Race) The Aarakocra gets a 50 foot flying speed and almost nothing else, not so much here. And really, this is Dragonborn+
Were-pires (5e Race) +5 ASI is a yikes (negative ASIs do not balance, since any affected scores will just be used as a dump stat), increased base movement speed on top of every other feature is far too powerful. The Beast lasts indefinitely and grants unlimited uses of the bite attack, and thus infinite hit points.
Werewolf (5e Background) Backgrounds do not grant mechanical benefits.
Werewolf (5e Race) Natural Attack damage and Wicked Resistance (even though it is optional) may still are of questionable balance. As this is a template/ race variant it should be moved to the correct section of the wiki, etc.
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.
Wolf Lord (5e Class) Who takes actions for the companion, the DM? The capstone ability should not retroactively damage the duo. Some of the features also have no real purpose (what is Specialized Subdual for)?

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

Woodcrawler (5e Race) Overpowered. 50 feet of climbing speed and tremorsense up to 70 feet are way too strong. Literally not being able to fail a stealtch check is simply laughable, and some ridicolous drawbacks never justify having overpowered feature, or even exist at all, beside very specific things essential to race fluff. Unarmed strikes doing 2d12 is way beyond anything, and 1d6 additionaldamage against certain type of enemy is a rare item's property, unfit to be given to race. I suggest reading through race design guide before fixing this one.
Wooden box with a Cupcake (5e Trap) If this is a mechanical trap, not a magical trip, then players should not be forced into taking the bait with a failed save. Honestly, I'm not sure this is even worth a page, as any DM can improvise a "box fall over PC" trap in their sleep.
Wraith, Variant (5e Race) This race is dense enough to be a class. 3d4 for a melee attack is absurdly powerful, even if it requires charges, especially as an action or bonus action. Every feature that uses tokens is imbalanced, and they read like a class spell list. See 5e Race Design Guide.
Wrath (5e Race) absolutely overloaded with features, and overpowered on top of that
Yakuza (5e Class) "instantly land a melee attack". All kinds of little errors like this.
Yata no Kagami (5e Equipment) an item should never give +4 to hit, this does so, for example for eldritch blast of warlock, or attacks of hexblade, or anything warlock, bard and sorcerer do
Yharnam Hunter (5e Class) 2 common saves. D&D 5e do not deal with percentages. Healing from attacking at level 2(propably, features are close to being incomprehensible). Base for saves is 8+smth, not 11+smth. 4 attacks st 17th level. And way more.
Yuan-Ti Abomination (5e Race) See Discussion.
Yuan-ti halfbreed (5e Race) I believe this is overpowered. I estimate it to be 10 or more on this scale, where 4.5 is the target.
Zírán (5e Race) Camouflage on itself is fairly strong, and paired with Evasion(that monk's and rogue's class feature), three cantrips without spellcasting ability score listed, and in subclasses one grants +3 to wisdom, and every "gift" feature is incomprehensible
Ætherborn (Variant) (5e Race) Æther Dash lacks cost, and moving yourself up means you will immediately fall down. Æther Blade is a mess, not mentioning it is 2nd level spell. Gifted have unlimited healing, blessed have unrestriced flight, true is lacking explanation and an actual description what a servo is

4e Pages[edit]

4e Articles with a "Needs Balance" template.
Page Name Notes
Bind creature (4e Ritual) This ritual is a cool villain ritual that would be great for the PCs to stop... but the level is way too low and the effect is extremely powerful. The cost is probably too low too.
Cambion (4e Race) too many good things, three languages, Immunity, Summoning a swarm of demons, getting rid of these would bring it to the average 4e race
Hylian (4e Race) The weapon attacks are a function of class, not race - these are things Link can do because he is a fighter, not because he is a Hylian. A Hylian is a human that lives in Hyrule, so not sure why we need this when a racial heritage feat would suffice.
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.

3.5e Pages[edit]

3.5e Articles with a "Needs Balance" template.
Page Name Notes
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
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Alchemical Armband (3.5e Equipment) How long does the transmutation last? If I transmute my arm into adamantine, what is the "strength and damage bonus"? Can I transform my arm into a Titan's and get Strength 43? How does this work if it's only in one arm?
Aligned Devotion (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Archaasimars (3.5e Race) Totally broken. For example, see Mortal Blood.
Archer of Infinite Blades (3.5e Class) Why play this class? See talk.
Artemis Eye (3.5e Equipment) Clearly a magical weapon or an artifact, rather than a base weapon; please use Template:3.5e Magic Item or Template:3.5e Artifact.
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.
Card Mage (3.5e Class) BAB and saves are not standard.
Chain Cloak (3.5e Equipment) +1 AC for everyone except high Dex characters. For those actually using it, there should be some tradeoff.
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
Dark Soul (3.5e Prestige Class) The "Must have been fused with an evil spirit, trapped god or the like" needs game mechanics present. The Dark Arts: Spell Mimication is based off level, however prestige classes and so can have separate spellcasting, etc. Such a mechanic should relate to the caster level maybe? Sign of Terror gives an ability score bonus. It is normally not good practice to give such benefits, unless one is epic level (Paragon classes excluded).
Draconic-Demon, Royalty Base (3.5e Race) This thing is just disgusting. It is so ridiculous that my initial instinct is to smite it with a delete template. I don't know how to balance 3.5, somebody else do that, but I can at least rip out some of the truly terrible stuff.
Draconic-humanoid (3.5e Race) Lots of good ability score adjustments, amazing flight and movements speeds, and 3 levels with x8 skill points is not LA +4.
Dragon Eater (3.5e Class) The features in the table don't match the feature descriptions. Many features have dubious mechanics and are nonsensical in places.
Dragon Soul (3.5e Class) Original creator is changing from April Fools to a playable class, may take some time and completely change the class
Dragonslayer, Variant (3.5e Class) Full BAB, non-conform saves, full spellcasting, and lots of good class features. This needs to be nerfed.
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?
Forest Nymph (3.5e Race) Traits are very vague, without a comprehensive perspective for a race.
Galagians (3.5e Race) Traits need rewriting to meet standards.
Gestalt Theurge (3.5e Prestige Class) who thought this was a good idea?
God Smith (3.5e Prestige Class) Wording and terminology is confusing. What does a prerequisite of "Strenght +20" mean? How does the weaponsmithing tie in with the rules for crafting magical weapons? What does "increasing natural enhancement to +20" mean?
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.
Gungnir (3.5e Equipment) Needs to use formatting for either magic weapons or artifacts.
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.
Halt (3.5e Spell) The targets do not match.
Ignore XP Component (3.5e Feat) Needs limits.
Infinium, Gun Mage (3.5e Class) Issues raised on talk page
Kryptonian (3.5e Template) +2 LA looks very different than these benefits.
Manooverer (3.5e Class) The lack of spellcasting really holds this class back in terms of viability. Why would I choose to play this class if I can just play a wizard or cleric instead since they are magic and therefore overpowered and therefore more fun? There's a viable build if it were tri-stalted with binder, druid, swordsage, and factotum, but, as is, it really needs significant improvement since Wiz20 OP
Master Spellcrafter (3.5e Prestige Class) Breaks the crafting economy. Also offers full advancement without meaningful tradeoffs, making it significantly more powerful than most existing game material.
Medusa (3.5e Race) Needs an appropriate LA.
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Pegasus Pony (3.5e Race) DR 15 is crazy good, the movements speeds are faster than what they should be, and I have no idea what the "cloud" is for or why one would need it at all.
Pulledporknir Thor's Ham (3.5e Equipment) It is unclear what edition this is intended for, as it mentions "resistance", "immunity" and "advantage" (5th edition), "daily powers" and "minor actions", (4th edition), is categorized as 3rd edition, and uses terms undefined in any edition ("subduing"). Some phrases are not coherent in any edition. Balance-wise it cannot be taken seriously at all. As a piece of equipment, it is missing all required information such as weight, cost, whether it is magic or not, and if so its rarity (if 5th edition) or creation costs (if 3rd edition). Neither dungeons nor parties are assigned a CR, so as written it can't appear in the game.
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, very clumsy summoning trait
Pyrotech Tinkerer (3.5e Class) The BAB and saves do not follow standard progressions, the abilities with V1, V2, V3 should be condensed together. See also the rogue.
Quincy (3.5e Class) We've gone from having some dead levels, to having far too many features.... and many of the features are very overpowered or poorly defined.
Runes (3.5e Variant Rule) Please help check the balance of the individual runes (not their availability). -User:Bricius
Seer (3.5e Class) There are some class skills they get later that need little effort to preform that are gamebreaking. See talk page.
Sniper's Creedo (3.5e Feat) Too much damage, and it shouldn't scale.
Song Dragon (3.5e Racial Class) I don't know 3.5e that well, but are all those infinitys alright?
Sosmunii Lancet (3.5e Equipment) High GP value does not balance the fact that this two steps overpowered.
Templar (3.5e Class) Poorly defined class features.
Thanatos (3.5e Template) However you look at this, you're getting an insane amount of bonuses for little LA. See the talk page
The Weeping Toothpick (3.5e Equipment) Is it a rifle or a shotgun, or does it have one barrel for each? If so, which does the 2d20 refer to? What does "deals nonlethal and lethal damage exclusively" mean? It's got to be one or the other. If it is lethal, what is the damage type? How do you know if it "gose [sic] through the target"? Then this sort of rambles off, I don't know what it's talking about. Also, if this is a magic weapon, it should've been created with the "add" link at 3.5e Magical Weapons, not mundane equipment.
The Witcher (3.5e Class) See talk page
The Witcher (3.5e Prestige Class) +1 to bab, fort, will, ref, and armor every level seems a little op.
Time Walker (3.5e Class) See talk page
True Deity (3.5e Template) Ability score improvements are out of control.
Ultimate Buffer (3.5e Optimized Character Build) See talk page.
Waltz of Blades (3.5e Prestige Class) A level 6 (e.g. fighter 5/wizard 1) character can get the benefits of a major special weapon ability, and it's troublesome that this can be applied to an existing magical weapon. Suggest making animate objects the prerequisite spell instead of mage hand, and increasing BAB requisite to +11.
Yokai-Humanoid (3.5e Race) This race grants really good ability score adjustments, and the ability to permanently gain hp by killing another Yokai pushes this race to a state of unplayability.

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
Natural Marksmen (Pathfinder Feat) The link goes to the MSRD. What is this feat for?
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
Arcane Master (5e Feat) This is ridicolous. A whole subclass worth of a HALF-feat is unacceptable on many levels. A feat should not even copy class' features, only a few feats can give you a part of a class feature, never whole one, never a few.
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
Solar Avatar (5e Class) Breaks all the limits in the game.
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.
Tranquil Knight (5e Class) The spell list is CROWDED with spells, and lots of the spell didn't even fit the theme this class is going for
Traveler (5e Class) excessive number of class features on a full caster, class features shouldn't reference specific feats, free teleport at 5th level and more.
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