Needs Balance

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Needs Balance[edit]

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

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

Adding the Needs Balance Template[edit]

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

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5e Pages[edit]

5e Articles with a "Needs Balance" template.
Page Name Notes
Adaption (5e Equipment) A magical item should not be able to change a PC's race, and being unable to undo such a transformation does not lead to fun gameplay.
Adept (5e Background) Skill proficiencies should be specific rather than player choice. Background features should not give mechanical benefits. Please read the "creating a background" section in the DMG.
Administrator (5e Class) it's really bad, and not intended as a joke.
Aethelf (5e Race) Softest Skin is extremely exploitable (it's easy to touch 20 or more creatures in 18 seconds, especially if you include things like ants and rats). Seduce is left extremely vague (does it work like charm person?). Aether touched has an unclear effect with how spellcasting works in 5e; "gain access to your chosen spell table"? The race offers ability score increases that are overpowered compared to SRD Races. Etc. It would be worth comparing this race to SRD races, and reviewing Race Design (5e Guideline).
Agreious (5e Equipment) Maximizing your damage rolls has huge potential with abuse with any source of bonus damage(sneak attack, divine smite, etc.). The weapon's bonuses also shouldn't change with your hit points.
Alastor (5e Equipment) See the talk page.
Albino Gnoll (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. +4 ASI, -3 ASI, a plethora of unnecessarily strong and poorly worded benefits that for exceed the comparative power of any of the first party races. 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.
All for one (5e Feat) The mechanics are mangled. I get the idea that it increases your "attack roll bonus" (attack modifier? For weapons? spells? everything?) by some "AC bonus" that isn't explained. I think this is supposed to be for one Attack action, but as written it could be for a spell attack with the Cast a Spell action. The Dexterity prerequisite doesn't seem relevant. Ultimately, the only benefit of this feat does is give an attack bonus, which is not in line with 5e feat design.
Alternian Troll (5e Race) Issues have been communicated to the primary contributor.
Amazonian, Variant (5e Race) Near identical to the Amazon_(5e_Race) and the Amazonian_(5e_Race) except buffed to questionability.
Angel of Death (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. The race is overloaded with strong traits such as skill expertise and has questionable abilities such as the saveless application of advantage/ the charmed or poisoned conditions on a weapon attack as well as dealing a consistent amount of bonus necrotic damage on each attack. 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.
Animal Master (5e Class) Does not use 5e measurements, e.g.: "focus on the box for 4 seconds" doesn't mean anything in 5e rules; why an 8 by 8 ft. instead of 10 ft? DCs are all over the place. Makes assumptions about what animals are capable of. Capturing should specify "beast" type and have a CR limit, and in general should have a tighter design. I suggest the OP read through the PHB and DMG again to get a feel for the rules.
Animated Shield (5e Race) This is practically unplayable in its current state. A Design Disclaimer is required even if it was brought to a more satisfactory state. What can this race actually do as the fundamental options of play are totally cut off here? A large number of the traits are taken straight from the Animated Armor (5e Race).
Animated Sword (5e Race) Medium is probably a fair bit better than the other two, with heavy being pretty lack luster as is.
Anomalous Human (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, the blindsight and +3 to Strength. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Anti Magic Oil (5e Equipment) A poison shouldn't be able to make characters lose spell slots. This poison also has extreme potential to be abused both by PC's and monsters.
Anutanin (5e Race) Stronger than any first party race such as a the aarakocra, dragonborn or tabaxi. This flights and speeds overall needs a big nerf and probably a rethink about what this race actually is given the lack of lore to better integrate and compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Arborial (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. Several strong and noteworthy traits combined with Large/Huge size. 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.
Arcaedia (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. Breaks several 5th edition design philosophies such as flat bonus, dice bonuses, universal advantages. A plethora of vague and questionably strong traits, recoil damage, powerful natural weapons, 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.
Ardalkhayan Gnomes (5e Subrace) Uses incomplete and incorrect wording for ASI's. Keep in mind this is a subrace, not a race a +1, or +2 if lacking in traits, is more then enough. The traits need to be mechanically worded correctly as they are often vague. What is a natural proficiency? Overall needs a touch-up or a rework to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Aria (5e Equipment) Vastly more powerful than other legendary weapons as the +3 bonus to attack and damage rolls and 1d10 additional damage is already extremely powerful for a legendary weapon, let alone giving the weapon the light property and having a really powerful bonus action attack.
Arkanos (5e Race) This race has some issues and would benefit from a rework to traits. For example, the ability to catch missile like the monk but better is questionable and should be removed or replaced. A net dc is static(10 in the phb) you don't add your proficiency bonus to it, only to the roll to attack with it, for which you have disadvantage to do so unless you have the crossbow expert feat and you shouldn't add your proficiency bonus twice to an attack roll. See Bounded Accuracy. 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.
Armament Mage, Variant (5e Class) This class's features look like they belong to a martial class yet this class has full spellcasting. See the talk page.
Armor and Weapon Master (5e Feat) This provides the benefit of the lightly armored, moderately armored, or heavily armored feat, except this skips the prerequisites and you get a weapon proficiency too. A wizard can become a plate-wearing, greataxe-wielding warrior instantly.
Armor of the Undead Legion (5e Equipment) At first glance, this looks like expensive chain shirt with Stealth disadvantage. Then it mentions an "Abyssal Corruption table". I don't know what this is.
Arrow, Flight (20) (5e Equipment) See the talk page.
Aspis (5e Equipment) See abandoned.
Astral Angels (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. flat reductions/increases in damage, vague shapeshifting, 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.
Astral Cannon (5e Spell) Was a custom spell. This may need balancing.
Atomizer of Decimation (5e Equipment) Radius seems a little big. What denotes low and high levels. Maybe add a saving throw to this ability?
Aura Magister (5e Class) Going to make more edits based on the extremely helpful comments and aid I have gotten. Should be done in the next few days!
Azara (5e Race) too many proficiencies combined with other traits. I suggest losing the bite and the intimidation to help make this balanced
Azer (5e Race) Many of the traits don't go off the standard wording scheme. The Musicus Rating for this race as it stands would be at least a 7, however, the amount of traits they have is way too high and many of them could be simplified down. The reason for having a score of 7 despite a large number of traits is due to how many of the traits add in a disadvantage that balances out anything they give. In 5th edition races rarely provide a detriment and when they do its something minor like the drows sunlight sensitivity, however, this race provides one in almost every trait.
Azmari Lion (5e Race) The number of strong traits here are questionable as well as several of them need to be reworded to fit the 5e_Race_Design_Guide.
Bahari-Samaki (5e Race) Needs further review.
Barbed Devil (5e Race) a lot of good traits combined into one race. Hurl flame deals 2d6 up to 90 feet at will and vault guardian combined with observant and expertise will skew balance on a passive perception check, even if it is conditional. I see the MM score of 7, but I find this race stronger than the score leads on in its current state. I suggest reducing damage by one to mirror cantrips and making vault guardian give +1 to passive perception checks. Class grants two common damage immunities at level 1. Recommend putting a level cap on the class or toning down the first level feature. In addition, the class is rather bland for a prestige class and should be flavored up and giving more interesting features. Consider tying features into the races role as guardians.
Barraki (5e Race) Too strong in certain areas when compared to first-party content 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. 1d10/2d10 magical natural weapons, natural armor(11+con+dex), 60 feet of swimming, near unconditional or vague advantage, electrical damage(?), common condition(charmed) immunity, cumulative flat increases to all melee damage, 4 additional skill proficiencies, 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.
Battle Born, Variant (5e Race) warring thoughts-harsh, battle master-goes against DM/PC relationship-the PC shouldn't gain knowledge on a monster's HP based on an attack roll and that critical threat range is too strong, Undying Warrior-unconditional healing goes against 5e philosophy, Warrior by trade-a racial +1 to attack and damage rolls go against bounded accuracy theory, the rest is also un-conformed to 5e.
Battle Lash (5e Equipment) See the talk page.
Beast Tamer (5e Class) This class's features are vague, and a few seem too powerful. The class also seems to reference many aspects that were in 3.5e but aren't in 5e. See the talk page.
Bee Arrows (5e Equipment) Equipment shouldn't have additional effects if used with just one other piece of equipment. Also, an arrow that allows you to hit 4 targets is also extremely overpowered.
Beleriand Sword (5e Equipment) This sword is simply far too good. Having a better flame tongue on top of having a +1 bonus to attack and damage rolls and various other properties may be too much for a legendary weapon let alone a very rare one. Effect durations should also be standardized to 1 round, 1 minute, 10 minutes, or 1 hour, ect. and the maximum bonus a magic item can have is +4.
Black Mage (5e Subclass) level 2 +2 to DC is very strong to put it lightly, item creation goes against downtime activities design, detonation doesn't explain which spell slot level is causing the damage-meaning is it the slot used to create the item or a separate new slot to detonate? and when are they detonated, as an action? part of an attack?
Blackheart (5e Race) Large size issues.
Blade Ball (5e Equipment) This is also a one-handed weapon that deals 1d10 damage.
Blade Master, Variant (5e Class) The largest offender here is that this class learns ALL non-damaging spells available to ALL classes below a certain level. sorcerers are masters of cantrips, but they wish they could have even a third as many cantrips as this class. The belief seems to be that damaging spells are the most powerful, when in reality buffing spells are usually the strongest numerically—especially in a class that has other means of doing damage. Consider haste, counterspell, misty step, mage armor, shield, magic weapon, others, some of which are exceptionally useful without even using an action—and that isn't even including ritual spells. Not only is this overwhelmingly powerful in of itself (it's literally the best caster of any class at 2nd level), but it invalidates other casters' capabilities at low levels—especially classes which focus almost entirely on spellcasting, like wizards. Among other issues, this class also breaks convention by having two "common" saving throws (Con, Dex, Wis) as opposed to one common and one uncommon. It may be worth consulting the 5e Class Design Guide.
Blink Mage (5e Class) This class has instantaneous blinking, has an unavoidable ranged spell attack. The features Blink Rampage and also broken. Also, since you need to hit to activate blink strike, shouldn't Strength or Dexterity be your highest ability score?
Blood Elf, 2nd Variant (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. This belongs as an elvish subrace or a redesign of a the high elf. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Blood Elf, 5th Variant (5e Race) Regeneration on any race is game breaking and no race should gain proficiency in 3 skills.
Bloodbringer (5e Equipment) *Automatic* critical hits (doubles damage dice), adding Strength modifier to *each* damage dice, *and* dealing double damage? I've never seen a blatant "moar damage" weapon like this. This needs a full revision: If the OP or anyone concerned is present, I would suggest we can talk about this at talk page.
Bolstering Shot (5e Equipment) See the talk page.
Boon of Death Perception (5e Epic Boon) If I'm reading this correctly, this boon allows you to instantly kill or severely cripple any creature, at any time, with minimal check. The incurred damage does not balance this. This is extremely powerful even for a boon. Things like Power Word Kill at least have a hit point threshold, and the vorpal sword has various limitations too.
Boon of Monastic Tea (5e Epic Boon) Benefits are ridiculously high when compared to other epic boons. Consider heavily nerfing the effects and making said effects more flavourful rather than a simply stat increase.
Boon of True Immortality (5e Epic Boon) See talk page.
Boon of the Devouring Abyss (5e Epic Boon) No one effect on this boon is too powerful, however as a whole this boon is too good due to having far too many good effects. For example, most 1st party boons only have 1-2 effects.
Boon of the Oozeborn (5e Epic Boon) This boon is vastly more powerful than any other comparable 1st party boon. For example, it gives immunity to several damage types and an extremely large boost to a PC's damage output every turn on top of providing most of the benefits of the Boon of Resilience. Making PC's vulnerable to a specific damage type as a way of balancing an effect should be avoided, as negative features as a whole are avoided in 5e, let alone effects as drastic as damage vulnerability.
Boons of the fast (5e Epic Boon) This feat should try and do something more unique, as currently it copies the idea behind the boon of speed while being strictly better than said boon.
Bos Infernum (5e Race) *broken giant minotaurs from hell, yay!; Please read the 5e_Race_Design_Guide before making a race on the wiki. Also, read and see how this race stacks up on the Musicus_Meter_(5e_Guideline).
Bound Item (5e Spell) See the talk page.
Bowslinger (5e Class) This class becomes very underpowered around 5th level. See the talk page.
Bowstring of Flame (5e Equipment) See talk page.
Brakmarian Oil This doesn't make much of a magical item, it's more of a keg full of mundane gunpowder and petrol.
Breath of Lenore (5e Spell) This spell has the breadcrumbs of all spellcasting classes, even ones which don't have spell slots to ever cast this spell. It seems like this spell shouldn't be available to all classes, but from context it's unclear where the line should be—is it intended for this spell to be available to the same classes as the very similar breath of malice?
Brewmaster (5e Class) See talk page
Bringer of the Black Sky (5e Equipment) Inherent problem with ability score prerequisites, see talk page. Might be better treating this as a special weapon with a rarity (using the magic item template; it doesn't have to be magic) or have the additional properties unlocked with a feat or special training.
Bronzebeard Clan (Ironforge Dwarf) (5e Subrace) The ability score increase alone makes this race non-standard as regular dwarf subraces only have one ability score increase. Besides that, the subrace as innate spellcasting and a trait that breaks the rules of crafting items while also being absurdly powerful.
Brood, Dragon Clan (5e Race) Accenssion has some effects that aren't actual conditions along with non-actual typing and Accenssion potentially lets you type pick
Bulbon (5e Race) This belongs in the sci-fi section. The lore needs work as it is rather confusing, there were humans that mutated due to their environment in a weird way and then came to planet earth? Doesn't make much sense. Mechanically it is balanced however the traits are confusing and don't have a consistent theme to them. More of an odd collection of traits.
Bungis (5e Race) Equipment works awkwardly as a racial trait. Wouldn't it be better to describe the items properly on respective equipment pages, then just give the race proficiency in those items? "You have proficiency with any weapon which deals ranged damage" should probably just be "You have proficiency with simple and martial ranged weapons", although that's really broad.
Bushi (5e Class) Too many features
Call Bird (5e Spell) Compared to find familiar, this takes 1/10 the time to cast, double the range, unlimited creatures to control, and this attacks
Cambion (5e Race) Seem 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. Overall poorly executed and needs a rewriting both from a mechanic and lore perspective 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.
Candlefolk (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Cannibal (5e Class) This class has two common saving throws, unclear features, and round counting. The class also has many features that are far too powerful(Prepare & Consume, Growing Hunger, Scary Consumer, etc.) and the class as a whole doesn't fit well together(what is the goal of the class in combat?). See Class Do's and Don'ts (5e Guideline) and the 5e Class Design Guide as well.
Card Summoner (5e Class) See talk.
Carnophage (5e Race) There are a number of issues here such as unconditional advantage on Survival checks, undefined or vague traits, natural weapon that scale better than the monk's, the saving throw for a natural poison add your Dexterity modifier for some reason when it should be adding your Constitution modifier, uses per long rest wording, the Numbing Dose is a save or lose ability without the ability to remake the save, and the DC for Insatiable Hunger should start at 10 and should increase by 1 for each day afterwards you go without feeding. Putting aside the balance concerns the overall concept could be tightened up to make more sense which could be done by mix it in with the normal D&D lore.
Cat Sith (5e Race) schrodinger exceeds anything in the PHB. Druids get wild shape at level 2, twice. alter self is a 2nd level spell, and doesn't allow appearance to become four legged. trait severely needs attention for this race to be playable. Please read the 5e_Race_Design_Guide.
Chain of Impossible Strength (5e Equipment) The maximum bonus to an ability score a rare or very rare item can give you is +2 and +3 respectively and that is only when your maximum Strength score is 20. The farthest any confirmed ability score can go is 30, but with a lot more strength boosting items.
Chakrams of the Phoenix (5e Equipment) Vastly better than any 1st party mundane weapon.
Chamasin (5e Race)
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.
Changeling, 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. Shapechanger gives an improved version of alter self, unconditional advantage, 3 skill proficiencies, etc. Overall poorly executed and needs a rework from a mechanic perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Child Of Cosmos (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to add flat damage to all attack and it scales up to 4d6. Overall poorly executed and needs a rework both from a mechanic, lore and formatting perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Child of Phobos (5e Class) This class has a d10 hit die with 4 attacks and several features that frighten other creatures or augment combat. The class also has round counting, too many features, and a few features that are broken or overpowered(Phobias within 10ft of you grant you resistance to all damage, Fear Fuel, Spellbreaker, Mislead, deja vu, mislead) or break rules, see Class Do's and Don'ts (5e Guideline). Also, why is Strength not your highest ability score, and why is Charisma not listed at all since this is a class about frightening others?
Chosen (5e Class) This class has a numerous amount of spell-like features called "magical attacks" which can be used a specific number of times "per long rest." In practice it seems difficult to keep track of all these. Why not make these features spells and grant this class spellcasting instead? It would help clarify how they are intended to function, too—for example it's very unclear what the range on "paraball" would be, but range is an inherent detail of a spell.

The order of the features granted by this class could be improved. Something as fundamental as Holy Defense should probably be 1st level (like monks and barbarians), while something as powerful as near constant flight might be best reserved for a later level.

Chosen Undead, Variant (5e Race) Isn't much different from the race its based off and both are a mess wording and balance wise. See Race_Design_Guide and the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques.
Chosen Undead (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Negative ability scores go against 5th edition standards. Overall needs a work both from a mechanical 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.
Chozo Power Armor (5e Equipment) Eqipment should not gain additional effects as you gain levels and equipment has its own power source, the armor shouldn't make you unable to cast spells, and the armor as a whole provides far too much its properties shouldn't be tied to your rest cycle.
Chronolord (5e Class) A full spellcasting class should not gain features when it gains spell slot levels. The class also breaks the bounds of what a class should be able to do in 5e, with the class being able to cast multiple spells as an action, taking a full turn by your self is a feature, round counting, and other problematic features. The class also should be able to multiclass and have its spells moved to 5e Spells.
Chronomancer (5e Class) Features are ripe with a-typical parameters.
Chronomancer Variant (5e Class) Round counting see 5e Class Design Guide.
Chthonic Vampyre (5e Race) So what happens if it doesn't feed? When are feeding they vulnerable to all damage? Can they move while feeding? Can they just feed whenever to anything they want? What are the conditions? Is it's creature type fiend? They are fiends not undead so why immunity to necrotic, the energy of death? All these questions and more need to me answered for this race to even be playable. See Race_Design_Guide and the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques.
Circle of the Lost (5e Subclass) See talk page.
Clawfolk (5e Race) See talk page.

This race has a score of 8.5 on the Musicus_Meter_(5e_Guideline). I would reduce the ASI's because getting a +4 ASI is already a lot and getting that much choice for your racial ASI is unbalanced. Then remove two to three of the small advantages they get to put it within a score of 6.

Clockwork (5e Race) There are a lot of racial traits here. They need to be checked over.
Close Quarter Ranger (5e Feat) It this is significantly more powerful than what half-feats are supposed to be
Clugs (5e Race) In addition, the traits need work to bring this race within site standard.
Coldvein (5e Race) This race has 2 common damage immunities and 3 condition immunities, and +4 ASI. The bad parts, is not huge enough to merit this amount of natural tankyness
Coleoptera (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. Flying and a number of badly worded, convoluted traits. Overall poorly executed and needs a rework 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.
Combat Mastery, Variant (5e Feat) A feat is intended to be a balanced replacement for a +2 increase to an ability score of your choice. Adding ~6.5 damage to every longsword attack is worth far more than a mere 1 to attack and damage rolls with one. In other words, this feat is overpowered.
Combat Round Shield (5e Equipment) The value is hidden in the fields, but this gives you the standard +2 AC for a shield. I have no idea why it's a finesse weapon.
Combatant (5e Feat) This feat provides far too many good effects with several effects that are overtly broken. For example increasing the damage of all melee/ranged/spell attacks by one damage die is very much overpowered, no other effect can give you advantage on initiative checks, and turning a regular hit into a critical hit is far too powerful for a feat and extremely likely to be abused with any sort of bonus damage. Feats should also not gain more effects or uses of effects as you gain levels.
Compatibility (5e Feat) Potentially too strong. There's a good reason we have hold person and hold monster separately.
Concentration Everfliers (5e Subclass) The concentration system is put in place to limit the huge versatility and power of spellcasters at all levels. The damage output of an individual caster skyrocket in a way the system does not take into account by effectively removing it. While deviations from precedent are fine, doing so in such a reckless manner without carefully taking into consideration the knock-on effects of doing so essentially breaks the game due to other systems being built around the idea that the rules of spellcasting are not being broken. If an eloquent method is found to execute this concept a design disclaimer will most likely be needed.
Concubus (5e Race) The page uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague.
Conjurer (5e Class) Breaks action economy. Overloads the map with summons.
Connected Twins (5e Race Variant) Minus ability scores need to be changed.
Conspiracy Theory (5e Spell) 120ft radius for aoe spell is too strong. No save vs the 1d8 damage every turn
Constructed (5e Race) In addition, to the race mechanics and the lore directly contradicting each other and the anti-fun nature that this race forces onto a PC, the traits are given are too strong. For example, Unarmed Defense shouldn't be given to races, see the warforged. This is also lacking SRD references and there are a few areas where wording standard isn't followed. Please read the 5e_Race_Design_Guide, the Musicus_Meter_(5e_Guideline) for traiting wording and balance and then the Help:When_to_Italicize_and_Capitalize.
Contract Bound (5e Class) See talk page.
Copy (5e Class) See the talk page.
Corollin (5e Race) The wording as well as general balance for the traits given here are questionable such as Enchanted No-Eyes giving them truesight and the number of traits that scale or are based around player level something that was purposely avoided in 5th edition. This brings up the next point, that being that this page doesn't follow the 5th edition standards outlined in the 5e_Race_Design_Guide and the Help:When_to_Italicize_and_Capitalize. Please read both before attempting to bring this page into playability.
Courage-Seeker (5e Equipment) This item has a decent bonus to attack and damage rolls, immunity to being frightened, and it has a point system that allows the weapon to deal absurd amounts of bonus damage. The curse also does nothing to pretty much every PC that will use this weapon.
Coyouin (5e Race) Overloaded with too many traits. The traits require simplifications as they are very wordy making them unclear in certain cases. See Race_Design_Guide and the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques.
Craven Edge (5e Equipment) See the talk page.
Creepy 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. Breaks several 5th edition design philosophies. A design disclaimer is most likely needed here. Common condition immunities, possession, uses incorrect narrative durations, Tiny sized but has 20-30 walking 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.
CrossBreed (5e Race) The racial feats granted by this race seem largely questionable and don't have to do with the race at all but just the character concept, as such they should be split off and then linked back here for relevance.
CrossBreed Scythe (5e Equipment) Significantly stronger compared to any of the first part weapons. Why is this limited to a single race? Can't the normal Greatscythe (5e Equipment) be used? Please read the 5e Equipment Design Guide.
Crow Quill (5e Equipment) Is this one or two weapons? Do I need to have extra attack to use the quills? I feel like this is just a rapier with daggers in the players other hand as another attack.
Crusaders (5e Class) This class has improper save DC's, and several overpowered features in Legionnaire's Blessing, Taunting Shout, Legionnaire's Might, and several others. See Class Do's and Don'ts (5e Guideline) as well.
Crystal Elf (5e Subrace) Unconditional advantage should be avoided. Largely vague and unspecific. References terms/rules that don't exist.
Crystalisk (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Tremorsense, burrow speed, doesn't have humanoid type thus immune to several spells, etc. Several abilities of questionable standing, this would work better as a composite/ racial class. Overall needs a rework both from a mechanics 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.
Crystallite (5e Race) ASI are giving too much considering the other traits given. suggest removing one of the +2 bonuses to the core race.
Crystallized Ranger (5e Feat) Why does this feat only work with longbows and shortbows and not all ranged weapons? Making your attacks deal force damage also means that damage by the weapons can bypass almost all damage resistance and immunity, which is too much.
Cuisiner (5e Class) See talk page
Cursed Blade (5e Equipment) Design needs improving. It's nonsensical in places.
D'ivers (5e Class) Feature spread is incorrect. Terminology is incorrect ("health", etc).
Dagger Savant (5e Feat) Tries to be a grab-bag of many different benefits, overlapping with Dagger Expert (5e Feat) and Dagger Master (5e Feat), instead of focusing on a bundle of unique traits. It allows you to deal more dual weapon damage than someone with the dual wielder feat! Benefit usage shouldn't scale directly with proficiency bonus.
Daiyokai (5e Race) Overall the race has way too much power packed into its, 35/45 flying speed, +9 ASI, barbarians unarmored defense, better-unarmed strike then a level 20 monk, with a number of other strong features. Please at least read the Race section of the Players Handbook before attempting to make a race on the wiki.
Dancer, Variant (5e Class) See talk page.
Dark Fairy (5e Race) Stronger than any SRD race. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. A buffed version of the several fairy races we already have on the wiki. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Dark Magic (5e Spell) the variant is of questionable balance. also as a bonus action?
Dark Matter Spawn (5e Race) Poorly worded to the point where the already largely questionable balance of this race becomes undeniably questionable. Comparing this "race" alongside anything the first party has produced(including the yuan-ti pureblood) you'll find these concerns to be valid. Consider reading the relevent section of the Dungeon Masters Guide's before creating a race.
Dark Spear (5e Equipment) is there a damage cap? Weapon damage only increases so may times, what if I have 40 souls? Also not a fan of the DC and losing souls. Only when the creature reaches zero hit points otherwise if the creature is below half maximum hit points this deals extra damage. Simple.
Daywalker (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, auto detection of falsehoods, blindsight, unkillable unless by prescribed methods, several skill proficiencies, necrotic damage heals, unarmed strikes heal, regeneration, truesight, +6 ASI. Overall ridiculously overpowered and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Dead King's Blade (5e Equipment) This weapon has a +3 bonus, can store up to 8 levels worth of spell slots, and has another effect in King’s Decree.
Deadly Initiator (5e Feat) +5 and advantage on initative rolls with high dexterity means your almost guaranteed to be at the top of the initiative list, giving you a +1 or +2 bonus on all attack rolls. The dps benefits alone are overpowered.
Death Pact (5e Spell) Full of errors.
Demon Mask (5e Equipment) Tranforming a PC into another creature comes with a whole load of issues(losing access to class levels, changing a PC's race potentially without them knowing, ect.) which makes this item's balance questionable.
Demon Race (5e Race) ASI increases all of your ability scores, the automatic regeneration offered by demonic healing completely removes the need to use Hit Dice to recover hit points.
Demon Weapon (5e Race) Should be a class if anything not a race. Any character with a Demon Weapon hireling or retainer will almost always hit and do significantly more damage then a character without one. Allows a level 0 Demon Weapon commoner to bypass weapon attunements by eating weapons. Has a +5 ASI. Over all 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. In genreal, 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.
Demon Whisperer (5e Class) With a couple exceptionally exploitable features, this class seems underpowered compared to fighter or warlock. See the talk page.
Demon Wielder (5e Class) This class requires an abnormal, arguably excessive amount of DM investment. Not only does it require the DM to provide a scenario several years in the future of the current setting from which demon wielders come from, but it also requires the DM to give special attention to this demon "friend." Considering this class apparently requires you to be a time traveler, it forces the DM to make a world in which this is possible.
Derro (5e Race) Magic Resistance is overpowered. No race should be allowed to have it. Nerf it or trade it for something else.
Devil's Child (5e Race) I've just implemented the Full Devil Form. I tried to make it as balanced as possible but I'm not sure it is. If you have some suggestion, please share in the discussion.
Devilgamation (5e Creature) Run through it to make sure it makes sense.
Devourer (5e Feat) This feat doesn't have a power limit on the traits you can learn which means you can learn a ton of absolutely insane traits, for example the Troll's regeneration, magic resistance, and other absurdly powerful traits. This feats really needs a defined effect instead of having vague power level features, as a feat's power should be comparable to an ability score increases.
Diabolic Soul Tiefling, 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 or written like casual conversation. Saving throw proficiency, 3 skill proficiency, infinite regeneration, physical resistances, etc. Overall poorly executed and needs a rework from a mechanical perspective to better integrate with first-party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Dimensional Lock (5e Spell) No attempt has been made to adapt this to 5e. Range and duration need fixing.
Dire Human (5e Race) +5 ASI, 7 skill proficiencies, the ability to add your proficiency bonus to flat ability checks and on top of saving throws regards if you already do or not, vague/poorly worded traits, lacking SRD references, missing a summary. Overall way stronger than anything in the standard first party. Read the 5e Race Design Guide before making a race on the wiki.
Disaster Artist (5e Class) You shouldn't be able to amplify damage you deal with Fueled by the Disaster, let alone by that much. Disaster Imbuement is also obnoxiously overpowered.
Disease Elemental (5e Creature) I know you can technically set attack bonus to whatever you want, but why does it only have +2 to attack, given those high ability scores? I think it should also set itself to one particular disease rather than a "random disease", as some diseases are way beyond CR 6. Average damages for attacks are incorrect. Hit point calculation is incorrect.
Divine Horseman (5e Race) The wording and traits given are strange throughout and resemble what you would give a class rather than a race. Read the 5e Race Design Guide to get a better idea about how to communicate your race and then read the Musicus Meter (5e Guideline) to get an idea about how traits are worded and communicated.
Doom Guy, Variant (5e Class) See the talk page.
Doomborn (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. resistance to non-magical weapons is ridiculous, the race name is inconsistent throughout, practically unconditional advantage, out of standard telepathy, can they speak/read/write common? the breadcrumbs are broken. 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.
Doomed Undead (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague and thus leads to a number of balance of concerns such as with the respawn trait. +4/-4 ASI's. 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.
Dorthin (5e Race) The ability to be able to gain a feature at 11th level is questionable, as no official content gives any features after 5th level. Even a wizard only has one spell slot for true seeing at this level, whereas most "racial trait spells" enable casting at spell slots which normally have multiple spell slots. See additional concerns on the talk page.
Draakra This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, in comparison to the human variant this race gets a feat of choice and several other far stronger abilities including flight, an innate reach of 10ft., and seems to imply that all damage that is dealt by this race adds its Constitution modifier. Affinity for magic allows any spell capable of being cast by a sorcerer to be chosen and cast(levels 1-9 take your pick). Negative ability score increases should also be avoided. 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.
Draakra (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, in comparison to the human variant this race gets a feat of choice and several other far stronger abilities including flight, an innate reach of 10ft., and seems to imply that all damage that is dealt by this race adds its Constitution modifier. Affinity for magic allows any spell capable of being cast by a sorcerer to be chosen and cast(levels 1-9 take your pick). Negative ability score increases should also be avoided. 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.
Draconic Warrior, Variant (5e Subclass) Draconic Blade: getting a +1 weapon that early is too strong, and what is "true" damage? Do you mean typeless damage? Getting +4 AC when unarmored is too much, since it stacks with the Unarmored Defense class feature of the monk and the VGtM lizardfolk's scales.
Dragon (Variant) (5e Race) Vastly more powerful than any first-party race. Perhaps this can be reworked into a composite character?
Dragon Knight, 3rd Variant (5e Class) Half spellcasting with a broken spell list, a d10 hit die, too features and features when you gain spell slot levels, and an extremely powerful companion make this a class vastly more powerful than any first-party class.
Dragon Knight (5e Class) The class shouldn't provide you with a feat for riding with your dragon, the class has Intelligence requirements on the dragon to effectively do extra actions, the Art Of War feature is overpowered, Strike Of Antimagic shouldn't make creatures roll a saving throw against every one of your attacks, and several other issues.
Dragon Mage (5e Class) the amount of mana that can be dumped into spell should be capped as well, like the way UA Mystic is with psy points, dragon scales should mention while not wearing armor.
Dragon Rider, Variant (5e Class) The Dragon Brother and Dragon Knight subclasses are extremely overpowered, with Art Of War, Draconic Prowess, Draconic Imbuement, Dragon Fury, and Draconic Action features of the Dragon Knight subclass alone being absurdly powerful. Finally a pet creature should scale similarly to the ranger's Beastmaster pet, and you shouldn't just gain access to a young dragon/wyrmling, let alone an ancient dragon. See the talk page as well.
Dragon Slayer (5e Class) This classes subclasses are laughably weak compared to other classes subclasses.
Dragon Sword (5e Equipment) +5 to hit and damage? I don't think anything in core does this, possibly too many benefits for a Legend. item
Dragonborn heritage: Constitution and Defense (5e Feat) Considering that you take a feat instead of +2 to an ability score, this is overpowered. Even if you took away the +2 Con, "advantage on Con saving throws" is overpowered, and not at all in the spirit of 5e feats. The alternative benefit is also overpowered. Please take a look at the feats in the PHB and the various guides on making feats.
Dragonsbane (5e Equipment) This weapon provides far too many powerful effects, has round counting, and can transform you into any type of metallic dragon.
Dragonslayer (5e Equipment) Okay, so this item has a +3 bonus to attack and damage (like a regular very rare weapon), but also deals +2d8 damage and another 2d10 damage against fiends? (and "abyssal creatures" - fiends, then?) That alone pushes the boundaries of legendary. The other features are not defined satisfactorily, e.g. What does the acrobatics check of "full-frontal assault" do?
Dragonsoul (5e Class) What I just said at the near-identical Dragonslayer (5e Class)
Drakki (5e Race) Doesn't follow 5th edition standard nor site standard. Unarmored Defense, Negative ASI's, flat increases instead of conditional advantages, etc. Please read the 5e Race Design Guide and the Help:When_to_Italicize_and_Capitalize.
Dread Master (5e Subclass) See talk.
Dual Casting (5e Feat) Feats shouldn't scale with level (ie. effect being based on proficiency) as they can be taken at multiple levels - consider changing to having a number of uses equal to spellcasting modifier. Also it is unclear - by changing the casting time a bonus action you still can't cast higher than a cantrip with your action RAW but the name of the feat suggests that the intent was to allow a second casting of a high level spell. Also, this is clearly made by someone who wanted quickened spell without having to take three levels in sorcerer, just use a goddamn sorcerer if you want quickened spell. Recommend to not use this in-game.
Dualist (5e Class) Questionable design and balance, see talk page.
Duerdog (5e Race) Largely overloaded with overpowered traits. This is easily better than any first party race by a good few miles.
Dunderling (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. Small/Medium/Large. Can pick any 3 traits from any race. Can take the attack action as a reaction. unlimited casting of haste, no concentration. And this is just the base race. The issues continue. 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.
Dusksong & Dawnsvoice See talk page.
Dwarven Battlehammer (5e Equipment) extra damage to dice rolls doesn't follow any precedent for non-magical weapons
Eagle-folk (5e Race) This is just a better version of the first parties aaracockra. Splitting the race in terms of male and female seems redundant. Flat damage should be avoided(+1) use Strength modifier instead. The wording of traits is also confusing and needs work. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Earth Clan (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. 40 feet walking speed, class features as racial traits, unarmored defense, long rest reductions. 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.
Earth Shield (5e Spell) Cantrips are not supposed to allow healing
Eastern Dragonborn (5e Race) The subraces are unbalanced comparing them to each other and even individually they are pretty strong. Especially the Air based one. Flying is a largely dominating feature in the early game and comparing this to the first party aarokcra it's quite powerful. I'd recommend reducing the number or strength of the sub-classes and specifically reduce the pwoer of Air.
Ebon Blade (5e Equipment) I see you did some wordings, but it does not fundamentally balance the weapon as a whole. For starters, why should an Ebon Blade be a specific 1d10/2d6 sword (which is unorthodox) when a holy avenger can be "any sword" with a +3 bonus? What is the rarity of Ebon Blade? What about the constant hit point regeneration that disregards hit point economy? See talk page for more comments.
Elan (5e Race) While giving a saving throw proficiency seems interesting it should be changed to allow them to swap ones that they're already proficient because getting an extra saving throw proficiency is big. In addition, consider giving them another trait that isn't linked to saving throws since this race will almost always have advantage on saving throws given their first trait. Swapping it out for telepathy, levitation, minor telekinesis and the likes would make the race more flavourful and less overpowering.
Eldrati (5e Subrace) Exceptionally vague, dark orb isn't a spell, asi needs wording, capitalization/italicization errors.
Element Bender (5e Class) Too op atm. Still needs work.
Elemental Assassin (5e Class) This class has round counting, the Luck of the Wind feature which greatly improves your damage output, and the Elemental Weapon feature which deals too much as well. This class is strictly better than the rouge with a d10 hit die with better sneak attack at lower levels, half spellcasting, and other features which boost your damage output. The class also shouldn't just take its subclasses from the rogue, and overall has too many features.
Elemental Demon (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. Universal advantages/disadvantages, save or you are blind with no range limit, Flat bonus's, flat ignoring of all difficult terrain, free healing, free damage for proximity, 60 feet flying speed, three creature types, 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.
Elemental Pugilist (5e Class) This class's unarmed strikes do too much damage, and the class seems to have a lack of features.
Elementalist (5e Class) Mostly doesn't make sense?
Elementling (5e Race) The subraces vary too largely in strength and overall the race is missing the streamlined layout first party races have. See how the Genasi are done in the first party's Elemental Evil Players Companion as they are a close comparison to this race.
Elf of the Wildlands (5e Subrace) Straight up stronger than all first party subraces. Uses vague wording throughout. Basically a Wood Elf on steroids.
Enchanted Traveler's Fort (5e Equipment) Okay, I noticed it can have an AC of 50 which tells me maybe this isn't for 5th edtion. Please clarify.
Endathar (5e Race) Ihe wording is unclear and the races main trait is a mess, consider reading the PHB to see how racial traits are worded.
Enfield (5e Race) See talk page, some balance and definition concerns.
Enforcer (5e Subclass) A subclass shouldn't be able to suddenly cast high level spells, let alone regain them on a short rest. The subclass is also worse than other figher subclasses at lower levels.
Enthraller (5e Race) Sky-high ability score increases, the ability to become resistant to most formatting of damage indefinitely with no explicit drawbacks, and several other very powerful racial traits. This race seems to be intentionally overpowered compared to SRD Races.
Erradiagos (5e Race) The racial traits are worded poorly and the traits given are too strong compared to the first party. In addition, Blackvision could be done in a way that doesn't involve forcing the player to be a huge burden on the rest of the party for a maximum of 8 hours.
Ex-Blood Doll (5e Background) roleplaying features should not have any mechanical effects whatsoever.
Exact Shooter, Variant (5e Feat) Exact Shooter was already a powerful feat and this is even stronger. Increasing the prereqs does not allow for a feat to be more powerful.
Exocoetidae (5e Subrace) Straight up stronger than any first party elvish subrace. Compare this to the Alvariel[1] which is already considered to be questionable.
Expansion of the Body (5e Feat) Awkward, confused design.
Extra Grit (5e Feat) This feat is exclusive to the Gunslinger class, which is not in scope with how 5th edition feat should work. Please refer to 5e Feat Design Guide for how feats should work in 5th edition.
Extraterrestrial Being (5e Race) It is difficult to understand what this races traits are trying to communicate. The page requires rewriting.
Fade Touched (5e Subclass) This class's mechanics are vague and uses a decimal system uncharacteristic to DnD 5e.
Fairykind (5e Race) The traits are worded poorly and largely require a DM's ruling to be usable. The traits need to be written in a way that makes sense so they don't require this sort of DM ruling and in a way that they collectively are not stronger than the standard collection of traits given to races. The ability to pick and choose a racial trait you want from any race given the varying strengths of racial traits is also too strong. Overall the strength of this race is too much and requires a conceptual and mechanical rework.
Fallen Arch Angel (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, truesight, flight unconditional advantages on several skill checks. 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.
Fallen Divinity (5e Class) This class seems overpowered compared to similar first-party classes and would benefit from having less powerful features. Issues present throughout as outlined by the Class Do's and Don't. Overall this requires more work to better compare and integrate with the first party content. Consult the 5e Class Design Guide for help and consider checking out some of the comparable Featured Articles.
Fallout Mutant (5e Race) Races shouldn't be immortal, this race has an absurd ability score increase and negative ability scores doesn't balance the ability scores out like in 3e(and negative scores should typically be avoided) and the race is large sized.
Fary (5e Race) Between their ability to cast invisibility(a 2nd level spell) without a duration or limit or action/bonus action/reaction, advantage on all saving throws against magic and their huge pool of innate spellcasting I'd say this race is pretty overpowered compared the first party races and requires a rework to make it work as a race for player characters, not a monster manual entry. Generally, copy and pasting from the monster manual without converting the race to standard is a bad idea and you can even see the incorrect copying that happens when you copy and paste from a pdf in the substitution of "fails a DC 10 Charisma saving" being "fails a DC l0 Charisma saving" with the "1" being an "l". Lastly if you were to compare the two subraces pixie and sprite, the pixie hands down is redicously stronger. These sub-races should be roughly of the same strength.
Fennec, Variant (5e Race) Both the specialized traits aren't in line with what a racial trait should do but including flat bonus's to rolls, traits that cripple you for their use, huge amounts of damage that are not proportionate for low levels of play, flat saving throws, etc. Optional traits should function like the tielfing variants in Mordenkainen Tome of Foe's.
Field Medic (5e Class) Don't know if this is finished or not, but obviously at-will hit-point restoration is overpowered, basically making Hit Dice redundant.
Fighting Shield (5e Equipment) What does "You can wield weapons with this" mean? Does it mean you can hold this and a weapon in the same hand? How? What is "duel wield"? Does "works as a normal shield but with a plus 1 to AC" mean +3 AC in total, or just +1 AC?
Finisher, Scythe (5e Equipment) Too similar to the scimitar of speed. Please think of something original.
Flamus Anus (5e Equipment) This potion/poison deals far too damage much considering that this is a mundane item that has a higher save DC and deals more damage than the uncommon magical item the potion of fire breath.
Flash Parry (5e Feat) 5e feats need to be broader than this. Have a look at the combat feats in the PHB.
Flora Colossus (5e Race) Needs a clean up formatting and race standard wise. Suffers from Large size issues, its special language trait being poorly explained and having unarmored defense given to an already strong race. Please read the 5e Race Design Guide before creating content on the wiki.
Flowing Undead Wrath (5e Spell) Strictly better thunderwave with an arguably better saving throw for most creatures. This spell is also by far the best 1st level damaging spell a warlock has. Also, why can this be cast as a ritual?
Fooar Half-Giant (5e Race) +4 ASI, Large size and a few additional minor traits pushes this race over the threshold of what is considered to be balanced and comparing it to any first party PHB race will confirm that. In addition, the language sections restriction on speech is flat out ridiculous.
Forbidden Knowledge of the Ancients (5e Spell) unconvntional spell component/spell slot relationship, benefits of the spell seem more appropriate as a feat
Formicid (5e Race) The general wording for traits needs to be tightened up and clarified as it is poorly written. Ant Mass is fairly illogical as making an ant the size of a human means that they definitely will take damage if you dropped them off a building. Hive Mind is too strong by a good mile, 120 feet of "semi" telepathy(undefined and vague), advantage on every attack roll, auto-success on survival checks. Just because something is niche doesn't mean it can break the scale of balance. The language of Formicid isn't described at all. What does it sound like? What script does it use? Does it use a script at all?
Fox'smanuh (5e Race) always skeptical of shapeshifting, Artic Fox signifiantly strong with advantage and resist to cold.
Frosk (5e Race) Too many resistances/immunities/vulnerabilities. Ice tunneler should use the burrowing rules. Icebound needs to link to the extreme heat rules.
Frost Knight (5e Class) This class has improper saving throw DC's, round counting, and mentions of the movement action(not a thing in 5e). Several features also have questionable effects(Icy Ground immobilizing with no repeated saving throw (this is not a condition so explain the effect), there should be a limit of the uses of Presence of Death, Frost Armor is incorrectly worded and shouldn't provide an AC boost this early, ect.).
Frostmourne (5e Equipment) See the talk page.
Fu'Ara (5e Race) The issues here is more the open-endedness and vagueness of traits. Each season and the effects they grant should be detailed after the race or as subraces. The UA Eladrin and the Dragonborn are good examples of how to correct present a concept like this.
Galvan (5e Race) SRD references need to be added, the traits need to be worded correctly, the traits need to be in alphabetical order, more names need to be added, the unconditional advantage needs to be made conditional and finally the grammar needs to be tightened up.
Gambeson (5e Equipment) Straight up improvement over studded leather. The armor also provides nothing new compared to the more balanced plated leather armor.
Gargoyle (5e Race) Sub-races get a number of strong of benefits such as resistance to all physical damage types and several innate spellcasting options. Overall a lot of effort has been put into this race but it needs to be correctly balanced compared to normal first-party races and formatted as per the standard of the site (SRD's, capitalization, italicizing, etc).
Garotte of the Cenobite (5e Equipment) See the talk page.
Gemnis (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. Almost every trait has some kind of issue here. For example, up to a +8 ASI, over +2 ASI's to individual scores along with a plethora of questionable abilities. Custom spells as racial traits - Just make them spells the race can cast or even better make them abilities that race can use. Allows you to be a large size creature. A rollable, scalable increase to damage per strike, is a better version of the cleric's divine strike. Grants class features as racial traits. Has spells granted over level 5. Free and better barbarian rage. Limitless damage auras. Healing Touch is far stronger than even the paladin Lay of Hands feature. Resistance to physical damage. The list goes on. The relative strength of each subrace is not comparatively balanced compared to each other and the race overall is far stronger than any first party 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.
Gemologist (5e Feat) Too weak for a feat. A feat must be able to give you something more awesome and interesting.
Gems, Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, unconditional advantage on all Constitution saving throws, losing a limb is pretty vague and not covered by the rules, this needs to be clarified, adapt should recharge on a short rest, Resilence should give a list of damage types as a choice from all of them shouldn't be allowed, Inclusion is phrased poorly to the point where one cannot extrapilate what the intent is. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Gems (5e Race) Needs a run through.
Generalist (5e Feat) Potentially too strong. This can be abused into taking two feats for a price of one.
Ghoul, 2nd 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. See talk page. 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.
Ghoul (5e Race) CC is incomplete and the race is largely a mess between the overcomplicated wording and questionable comparative balance of the race and the incorrect use of terminology throughout.
Ghoul Infiltrator (5e Race) Allows one to have to benefits of being any race as well as this race on top of it. In addition, it is extremely vague about what traits would and wouldn't be carried over from that parent race. This race by itself is enough to be its own race so if it is to keep with the race benefiting from traits of the parent race then it needs to be done and written in a clear, concise and balanced way compared to the first party races.
Giant Door Shield (5e Equipment) Says its a two-handed weapon, but description implies it can be "wielded in one hand". The traits are a bit non-5e. For example, a charge-type effect is something that should happen if you move a certain distance, rather than something that gives you extra movement; It doesn't define how a creature is "caught in the line of movement", since you can't move into spaces occupied by enemies; a "line area-of-effect" would normally be cause for saving throws rather than multiple attack rolls. Finally, "Skills/Traits" are functions of character training, not inherent to the weapon itself (unless you make it magical)
Gigaemon (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. Unconditional advantages, traits that bypass ability checks (see stonecunning), abilities should be linked to the standard rest cycle, not per initiative rolls, races should be able to speak common and if they don't the page needs a Design Disclaimer. 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.
Gimilli (5e Equipment) This weapon is sorely lacking in unique effects and needs some sort of effect so it isn't strictly worse than every other 1st party sentient items. PC's should be able to attune to a magical item over a short rest not a week.
Gladiator (5e Class) I hope the rewrite is still in progress? Still a bit muddled. See if you can spot what isn't correct about the weapon proficiencies; then look at "Weapon Master" at 7th level. There are some dead levels, and yet other levels where you get multiple features. Keeps referring to a "gladius". This is a shortsword. Cultural renaming is done at the campaign level. Many features do not make sense.
Glyphic Tiles (5e Equipment) The glyphs provide far too much for only legendary item(mainly the charges need adjusting and other effects need balancing). The item should also not have round counting and the wording needs cleaning up.
God-kin (5e Race) See talk page.
God Eater (5e Class) Poorly designed features, some of which are incomprehensible (particularly the core feature, god arc). All of the features are combat related: a good class has interaction and exploration features too. Refers to "oversized" weapons, this is a variant rule that should be linked to and noted at the top.
God Touched (5e Background) It gives three Skill Proficiencies, two of the best ones, while literally preventing the character from ever dying.
Godsend Dippy Doo (5e Creature) This page appears to be a copy of another creature on this wiki, albeit with several empowering tweaks. Several of these tweaks make the Godsend much more powerful than a CR 35 creature would be according to Mythic Monsters (5e Variant Rule), and its CR should be adjusted accordingly. It would be worth consulting the 5e Creature Design Guide.
Gof'nn hupadgh (5e Race) Really strong set of unconditional traits that simple break bounded accuracy. Truesight, Blindsight, unchecked passive health regeneration and a host of wording/grammatical errors. In addition, the name of this race is near unpronounceable.
Golem (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. "you can be small or large size". 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.
Goliath Constitution (5e Feat) Even if it has a race prerequisite, a 5e feat should have balance on par with a +2 to an ability score. By design, this feat grants far more than just that.
Goliath Panda (5e Race) Uses none 5e terminology and the traits are poorly worded and or vague. Universal advantage on a common saving throws. Relentless Endurance is already a racial trait on the half-orc, the name should be changed.
Goliath Rock Smasher (5e Equipment) The name of this weapon doesn't fit its description, this weapon shouldn't be strictly more powerful than the greatsword, and if balanced it shouldn't be a generic copy of said weapon.
Grauel Kemono (5e Race) 5th edition doesn't use negative ability scores, the external image isn't correctly sourced(you need to original artists name the name of the art and a link to their page), the wording of traits and fluff are vague and incorrect throughout. Please read the 5e Race Design Guide for a step by step guide on how to create a race as well as the relevant sections of the Dungeon Masters Guide.
Graug (5e Race) AC bonuses too large, 1d8 unarmed strike, ect. Interacts poorly with class choice.
Grave Walker (5e Class) See talk page
Great Wyrm Force Dragon (5e Creature) See talk page.
Greataxe of Baphomet (5e Equipment) This weapon is far too powerful for a mundane weapon.
Greater Disguise Self (5e Spell) I like this spell. I think it is fun, but it could use some adjustments because I'm not certain that its quite a level 6 spell unless it physically changes you. Which needs to be stated in some way. .
Greatsword Master (5e Feat) Compares unfavourably with the UA Blade Mastery feat. It restricts the player to one kind of weapon, is physically unexplained (does the character's arms become longer?); both have an AC increase but Blade Mastery does so with flavor and balance whereas this is just a flat increase
Gren'wir (5e Race) Flat bonus's to ability checks and saving throws isn't a thing in 5th edition. Suffers from Large player character issues. The wording for traits is incorrect throughout and needs fixing. Overall is fairly poor conceptually and could use a rework to better communicate this race as a whole(lore and traits).
Grendle (5e Race) Between the unlimited healing, the magic resistance, +4 ASI and the one minute of breaking bounded accuracy this race is too strong. The incorrect or poorly worded traits don't help, however, the lore is not bad. Overall needs a mechanical rework to put some of these insane strengths in check with first party material. See the 5e Race Design Guide and the Musicus Meter (5e Guideline) for help.
Grim Reaper's Scythe (5e Equipment) This weapon ends up dealing far too much damage, boosts your ability scores to insane levels, and has ability score draining of creatures you hit. It has several effects that goes against normal conventions seen in magical items, such as gaining more features based on your level. See magical item Do's and Don'ts.
Grimoire Smash (5e Feat) Ridiculously overpowered as this is a half feat that gives you an overpowered weapon, increases the damage of your spells, lets you learn additional spells, among other extremely powerful effects that don't belong on a feat. Feats should also not have class requirements, which having a spellbook does.
Gromril Armor (5e Equipment) Combines several magic items: armor of fire resistance (rare), armor of cold resistance (rare), and part of armor of invulnerability (legendary). This is not a mundane item. Even if it is nonmagical, it should be treated as a legendary magic item (c.f. adamantine armor)
Grootslang (5e Creature) Some of this creatures abilities are over 30.
Grovetender (5e Race) Redicuously overpowered for what are essentially just colorful wood elves. +5 ASI, unarmored defense, DC12-27 saving throw if you have any tie to nature and want to strike them, practically conditional advantage on wisdom and charisma saving throws, 3 skill proficiencies, automatically has two levels in druid that don't apply to their actual level. Oversized image without any sourcing to the original artist. Please at least read the players handbook, revelvent sections of the Dungeon Masters Guide and the 5e Race Design Guide before attempting to create a race on the wiki.
Guhuza (5e Race) Poor handle on 5e mechanics.
Gun-sword (5e Equipment) 2d8 damage. The most damaging weapon in core 5e is the heavy crossbow at 1d10.
Gunpowder Fire Arrow (5e Equipment) This arrow is too powerful for mundane ammunition, and it shouldn't negatively impact your attack rolls and range.
HETROX (5e Race) This race seems to be overpowered by design. Perhaps most notably it can cast hold person in place of any unarmed strike it makes, which in the hands of a normal character is incredibly powerful, let alone when used by a monk that can make several such strikes per turn. Several features can be exploited allow for effectively unlimited out of combat healing. Etc.
Haibane (5e Race) Powerful Halo is a infinite torch with Guiding Halo being a infinite torch for creatures with darkvision. Powerful wings giving 60ft of flying is also incredibly overpowered.
Hala-Kiir (5e Equipment) A longsword only deals 1d8 slashing damage normally, why does this deal 2d10 with an extra 1d6 necrotic damage?
Half-Devil (5e Race) Blatently overpowered, wording for trait not only deviates from standard but contributes further to its overpowered nature. This is stronger than the first party's tiefling but also comparatively stronger than every first party race including the pureblood yuan-ti, which is already considered to be overpowering. Sub-races are not defined. For example, can you go down the path of magic, receive the benefits of such a path as well as receive the benefits gained from being born into a gnomish society? Why would be born into such a society grant such a clearly race specific benefit? Why would creatures of such obviously evil origins not be shunned and cast out of these societies equally if not more then tiefling's are?
Half-Dopple (5e Subrace) Traits are vague and inconsistent. Requires a rewrite.
Half-Genie (5e Race) Being able to cast a spell 3rd level or lower, as a bonus action, for free(no spell slots) and only minimal limitations are broken in the sense that bounded accuracy is completely shattered, this race would break most campaigns especially first party adventure modules. See the Genie (5e Race) for inspiration.
Half-Golem (5e Race) This race has far too many traits which makes it collectively stronger than any traditional first-party race. In addition, the repetitive naming convention and the lack of SRD references make this page require further work. See the 5e Race Design Guide.
Half-Human (5e Subrace) So you get everything a base race plus everything a variant human gets. Straight up stronger then any race. Requires a rework.
Half-Kitsune (5e Race) Far stronger than any traditional first-party race. The number and breadth of traits make this race overpowered. See the 5e Race Design Guide. In addition, the wording and formatting of the page doesn't conform to site standards, see the previous link and Help:When_to_Italicize_and_Capitalize.
Half-Mimi (5e Race) This race is a condition immunity and Magic Resistance is a incredibly more powerful version of Gnome's Cunning.
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-Saint (5e Race) The water walking ability needs to be its own trait and then only be mentioned in the speed section. There is a lot of "when they leave the church" type of wording, while this may be considered fluff to some it is unclear if this is meant to provide a mechanical benefit or not. For example, are half-saints no longer vulnerable to necrotic damage while on hollow ground or in a literal church? Overall this needs tightening up and clarifying.
Half-changeling (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. This race has the best aspects of both their parents race: shapechanging and gnome cunning/lucky/flight/etc. Overall picking more comparative traits from each race and even making original traits that play off both concepts would be better to integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Hammer of Orlon (5e Equipment) Since PCs do not have any legendary per turn, the actions here would not seem to be much use. The attunement requirement is vague. "Much more likely to die" isn't defined. "Per encounter" isn't a 5e duration.
Hamon/Ripple User (5e Class) Did quick edits like format and fill, but might not be as balanced as I think.
Hanyo (5e Race) Comparatively overpowered compared to any first party race. Natural weapons are too strong and scale better then the monks unarmed strike, +5/6 ASI, 40ft of flight and barbarian unarmored defense. Needs a rework because as it standards it is completely overpowered and unplayable.
Harpy, 2nd Variant (5e Race) Try to equate its strength to the first party's aaracokra because as it stands it too strong. The Luring Song trait needs to be adapted to work as a racial trait for a race, not a monster action.
Haunted Skull (5e Race) The issues on the talk page haven't really been addressed. Whatever class is picked, most class features rely on the "recapitation" trait to function (somatic spell components, monk martial arts, etc)- but the availability of suitable bodies isn't guaranteed. Clattering jaws doesn't seem that useful considering you have to trigger an opportunity attack to use it. It's unclear what specific benefit "wearing a helmet" has, since helmets do not have independent stats. I do like the idea of this race but it just does not work with class choice very well. A dedicated "haunted skull" class ought to be developed.
Headsman (5e Creature) Waaaaay too strong for an ordinary headsman. For example, it has a higher Strength score than a gladiator.
Healer's Robes (5e Equipment) Needs to be changd to a magical item
Healing Factor (5e Feat) No feat's effect should allow you to gain free regeneration, as is far more powerful than an ability score increase.
Heartless (5e Race) See talk page.
Heide knight sword (5e Equipment) See talk page.
Heron Laguz (5e Race) Breaks bounded accuracy by giving a free +2 to your spell save DC and spell attack rolls. Granting a class feature especially unarmored defense as a racial trait isn't a good idea due to 5e being designed around any race being able to play any class and it being a very powerful trait to give in addition to the already very powerful kit this race has. The beast within seems to be from the currently overpowered Laguz_(5e_Race) but the page doesn't link to or have any subraces. So you sing to use seid magic then why does it have a range of touch? 30 feet of flying all at level 1 can be 80% of what a race gets and here it is dwarfed in comparison to other strong features see the Aarakocra. Overall this race receives a number of strong and broken features that could function as the primary features of a normal race. Please read the 5e Race Design Guide and the relevant sections of the Dungeon Masters Guide before creating races on the wiki or consider reading some of DnD_Guidelines.
Hidden Skills (5e Reward) This page has numerous instances of overpowered features thought the page.
Hidoran (5e Race) Uses incomplete and incorrect wording in a few places. The traits need to be mechanically worded correctly as they are often vague. Resistance to cantrips and 1st level spells is definitely questionable, replacing it with something like, "When you take damage from a spell, you can as a reaction, siphon some of that magic off, empowering your next melee attack. This attack deals an addition 1d6 damage and the damage type is whatever the damage type of the damage of the spell was." though that could be worded better. Overall needs a touch up 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.
Hollow (5e Race) Needs a nerf overall. Pack Tactics is considered one of the strongest traits in the game, a set moderate DC for Cero, 12 natural armor, Using Strength modifier for the number of times you can eat souls isn't practical it would be Charisma if anything, Might is too strong on strength-based martial classes, Pesquisa seems to assume player decides the DC for such check when it would be the dungeon master. The race is also missing a generic Hollow subrace and the ASI's given are out of place. Overall, needs a nerf and some more work.
Holy Knight's Blade (5e Equipment) This blade shouldn't be able to negate spell casters spell slots. Also why would you ever use the shortsword form over the longsword or greatsword form?
Homeblessed (5e Race) Mechanically incomplete if there was such a word.
Hook Sword (5e Equipment) Needs a rewrite. Should be no better at tripping than any other reach weapon (e.g. whip), but you should be able to link them together to give it reach.
Hornet Glaive (5e Equipment) See talk page
Horsefolk (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, flight at first level, proficiency in a saving throws, 1d6 unarmed strikes, Charge allows auto crits, knows a spell but can't cast it unless their a spellcasting class, innate telekinesis(just use invisible mage hand like the Gith), etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
House-Elf (5e Race) Innate Magic is different from the standard innate spellcasting such as Infernal Legacy, but the main problem is gaining the 3rd level spell blink at 2nd level.
Human, Gaston Variant (5e Race) Barge Overdrive needs to be toned down. See talk page.
Human Puppet (5e Class) There isn't even any point to the Weaponized Body feature, as the shortsword I start with deals more damage and you should not be able to attack with it as a bonus action. Touch of Needles and Weaponized Body also does way to much damage as you start to level up. The variable amount of damage and range the features do does not fit 5e very well, see Class Do's and Don'ts (5e Guideline). The class also has a few too many features.
Human Subrace Feats (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.
Hunter, Companion Variant (5e Class) The class has static bonuses/negatives to skill checks and attack rolls, with the bonuses being far too strong and the negatives being non-standard. Also, Natural Explorer has far too many effects, there is not a reflex save in 5e, and the class shouldn't have a custom spell slot table.
Hunter, Variant (5e Class) This class is strictly better than the rouge with 2 common saving throws, extra attack, the Ambush feature, and too many powerful features at lower levels. The class table that does not match the class.
Hushabi This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +9 ASI, 40 feet walking speed, lightning immunity, lightning absorption, 2d4 unarmed strike, doesn't take into account not having the humanoid creature type, Unlimited celestial telepathy? Negative ASI's should be avoided, instead, try creating a flavorfal trait that shows off this aspect such as the drow's sunlight sensitivity. Creates a system for bleed damage as a racial trait and then sticks it onto the same trait? 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.
Hybrid (5e Class) 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.
Hybrid (5e Race) Getting to choose "3 traits from 1 parent and 2 from another" can be incredibly unbalanced, especially when combining—for example—a variant human's bonus feat with three of the best traits from another race. It effectively lets you take the best aspects of any two races while ignoring any drawbacks.
Hydronian, Variant (5e Race) Traits don't use correct wording if any at all. Needs to be mechanically rewritten to make sense.
Hydrosion Grenade (5e Equipment) If this is a nonmagical water bottle, how is it dealing cold damage? In any event, it should be moved to equipment rather than weapons (c.f. holy water)
Hygeist (Demon) (5e Race) Currently testing for balance any and all feed back would be greatly appreciated.
Iksar (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. It's up the DM to control the social interacts of their NPC's as well as the DC for saving throws to understand what someone is saying not some homebrew racial trait. +4 ASI with a -2. Negative ability score break precedent. Shoe lining a races options with negative scores, limits on armor, etc. Flat increases to armor class. Seemly random and out of theme damage resistance/vulnerabilities. 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.
Imbue Personality (5e Spell) This spell has round counting and allows you to change a creature's personality with no saving throw for an indefinite period of time.
Immortal King's Ogre Maul (5e Equipment) See the talk page.
Imp (5e Race) Stronger than any first party race. Comparing this to first parties only shapshifter race this race get a plethora of additional benefits, the comments on the talk page about there being "too many traits" is correct in that regard. While this race has definitely been taken in the right direction it still requires work. Namely a nerfing back a number of the traits to be more comparable to the first party. Detriments(negative ASI's, vulnerabilities) should be flavourful, interesting and avoid pidgeon-holing the race into one class. A vulnerability is very crippling so instead, taking an additional die of damage from silvered weapons should be flavourful but not overly punishing. The shapechanging needs limits, see the changling race as well as the variants on the wiki. The flight should be given a height limit as pre 5th level flight breaks games, plain and simple. Magical resistance is one of the most sought-after benefits in the game, having it as an innate benefit is too much on top of the shapeshifting and innate flight so this should be removed as well as the negative ASI's. Finally, instead of giving them Tiny, give them Small and the opposite of the Goliath's Powerful Build trait. Besides the suggestions given, consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Imperial Warden (5e Class) see talk page
Infernal Axe (5e Equipment) This weapon provides far too many powerful effects, there is no duration on the summoned creature, the curse is not really a curse for a lot of creatures, and this weapon can gain a +8 bonus to hit against celestials.
Infinite Golem Manual (5e Equipment) A regular golem manual is a very rare item that is consumed upon using it, yet this uncommon item can presumably not disappear and it acts like a golem manual?
Ink Bound (5e Race) Traits are largely convoluted and require rewritting to make more sense within the context of the system. Consider breaking traits up into less all encompassing traits and consulting other races that have similar racial trait to see how they are written.
Ink Cursed (5e Race) Uses weird terminology that doesn't exist in 5th edition.
Inkling, 2nd Variant (5e Race) See talk page.
Irresistible (5e Feat) A feat shouldn't be able to increase your spell attack modifier or spell save DC, let alone vastly increase them.
Ishilb (5e Race) Trait wording needs improving and simplification throughout consult the 5e Race Design Guide for help. Uses incorrect formatting, see Help:When to Italicize and Capitalize for help. Trait balance is questionable here as well such as granting a flat bonus to Armor Class. Look at the first parties Tortle race to see how they have done a race with a similar shell carrying characteristic.
Ishtar's Babylon Gate (5e Equipment) There is no such thing as free actions in 5e, the item shouldn't have round counting, what does pinned mean, and this item shouldn't be able to make several creatures make up to 10 saving throws(why is this even a thing?). The item could also be much clearer on its effects.
Jack of all trades (5e Class) Proficient in everything. Doesn't seem to realize that D&D is intended to involve teamwork. Its first level feature halves its proficiency bonus (what) seemingly without realizing proficiency grants benefits other than just a bonus (armor and tools for example). But even that isn't enough to prevent most classes from wanting to take their 1st level in this class. Level progression is virtually absent. Is this intended to be a {{April Fools}} page?
Jake the Nearly Insane (5e Equipment) Radius for the blast is much to large.
Jewel of Fists (5e Equipment) It seems like this can be used to attain insanely high ability scores, without attunement. By comparison the manual of quickness of action is of the same rarity, but increases Dexterity (and only Dexterity) by +2 instead of +15.

The weakness imposed by this item assumes the use of targeted attacks or called shots, even though this aren't part of 5e without variant rules or DM fiat.

See talk page.
Jotun (5e Race) Jotun Pride is incredibly powerful, because there's nothing to prevent them from making everyone their personal enemy
Joy Human (5e Race) Read the Players Handbook before making a race because as it stands it comparatively is poorly balanced and breaks even the most basic standards a race should adhear to. Give the relevent sections of the DMG and the wiki's own 5e Race Design Guide a read too.
Joy Martial Artist (5e Class) Classes should not have features that rely on specific equipment to use it nor should you be able to change your ability scores. The class as a whole also shouldn't have Strength as its unarmored defense, mentions free actions/base attack bonus, and the class itself seems to be a rehashed monk with far too many features among having various other issues(subclasses being too powerful, round counting, per day wording, ect.). See Class Do's and Don'ts (5e Guideline).
Juggernaut (5e Class) The Colossal Shield feature provides a game breaking amount of bonus armor, see Understanding Bounded Accuracy (5e Guideline). Superior Health provides an absolutely absurd amount of bonus health, Indomitable Resilience can give resistance to any damage type to early(10th level is the minimum based on the Fiend subclass for warlock), the Unstoppable Might feature gives far too much including again a huge boost to your hit points, Defense of 1000 Shields is far too good at the level you gain it and there is no per battle term in 5e, and various other things from Class Do's and Don'ts.
Jumper (5e Class) +4 Con, absurd abilities, and not focusing on how jumping in combat is perfected by this class, shows me that the 5e Class Design Guide was not read beforehand.
Jupotes (5e Race) Poorly worded traits. Read the Musicus Meter (5e Guideline) for the correct wording and standard for these traits.
Kabaneri (5e Race) Traits are largely nonsensical and as such pretty unusuable in a game. Overall a poor conversion of the concept presented in the show to dnd 5th edition mechanics. A major rework required. Consult the 5e Race Design Guide for help.
Kajask (5e Race) See talk page.
Karnit (5e Race) Sneaky, sneaky gives infinite hide actions in a turn, which is incredibly overpowered as a rogue, and upgrades somehow?
Kender: DLCS Conversion (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.
Khora (5e Race) Insightful Attackers is functionally advantage, that stacks with advantage. If your 20 dex ranger with alert wasn't at the top of initiative before they sure are now!
Ki Fighter (5e Class) This class is overall better than the monk, with a d12 hit die, the training feature which is completely broken, the Greater Flurry which greatly increases your damage output, Ki Recovery which allows your party to heal to full an absurd amount of hit points by you repeatedly taking short rests, Ki Strike which is gotten earlier and is arguably much better than Ki-Empowered Strikes, and several overpowered subclass features. There is also mentions of will saving throws and base attack bonus which are not things in 5e, see Class Do's and Don'ts (5e Guideline).
Ki Regeneration (5e Feat) Feats should not have class(which having ki requires) or level requirements and infinite regeneration of ki points is game breaking.
Kickboxer (5e Class) This is class focused on melee attacks, but in the early levels it is outdone in this domain by fighters, monks, and even rangers without anything to make up for it. It only starts to come into its own at 4th level, when its subclasses grant it arguably broken features. At this point you can either render a creature stunned with only an attack roll (no save) every turn, or be able to reduce the damage of every melee attack against you while also damaging whoever attacked you (maybe this was meant to use your reaction?)—both of which are potentially combat-breaking features for any character, let alone one 4th level. Overall it's underpowered or overpowered at different levels of progression. Comparing it to other similar classes and their damage output at different levels may help. It may also be beneficial to consult the 5e Class Design Guide.

The Quick Build and Multiclass sections suggest this class should use Strength, but that doesn't actually reflect this class in its current state. Its features use Dexterity, not Strength. There's nothing close to heavy armor proficiency, nor any other aspect which would make Strength very useful.

Kineticists, Variant (5e Class) Abilities aren't quite balanced for proper use in a campaign yet, could use a little input or other changes.
Kinky Whip (5e Equipment)
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, Variant (5e Race) Compared against one another the subraces are not balanced or in line. The linking of a number of uses for abilities to the number of tails is a cool concept but doesn't work in practically going by an additional tail every 3th level. Giving a free barbarian rage, 3 favored terrains(whatever that is meant to refer to is unclear), Truesight, etc. Overall, it would greatly benefit from a rework.

Agreed. Changed the barb rage thing, but more detailed explanations on what to modify would be nice. A post in the comments for example... :) Thanks.

Kitsune half-blood (5e Race Variant) 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 (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits as well as giving more information on how this race actually works in practice. For example, 60 feet of blindsight is too strong, as is the ability to shapeshift as an action indefinitely for free without rest, if you had a Roc as your host are you now a gargantuan sized creature with 120 feet of flying? Near unconditional advantage on stealth checks is too strong, see how the wood elf does the whole camouflaged idea. The races lore seems to suggest you can simply just take over a body, gain everything that body has as well as what is listed here and continue on which is simply too strong and requires further clarification. 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.
Knight of Bretonnia (5e Class) See talk page
Kobin (5e Race) 60 feet of Tremorsense, immortality, large burrow speed, odd spelling/wording throughout such as "Dark-vision" and "Dig speed". Most of these issues could be fixed by reading the relevant sections of the Dungeon Masters Guide and the Players Handbook for reference.
Koborc (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly and the lore is often vague or written like casual conversation. Takes the best of both races and put them together into a poor combo. Just play a kobold. 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.
Kreen (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, limiting the four-armed trait so that a Kreen character can't wield two greatswords or a greatsword and a shield is definitely necessary. There are a number of places where it seems the player can choose their ability modifier, this should be strength or dexterity, rather than something like constitution or charisma. Vicious Claws seems to imply its a natural weapon but also has a recharge? This should be clarified. Thick Carapace should be capped at 18, think of it like plate armor. Flight at first level is questionable, I'd suggest limiting the height to their walking speed or causing them to fall if they end their turn flying. In regards to Burrow granting such a trait allows players to easier hide under the ground without fear of repercussion and the tremorsense also granted makes it harder to deal with this kind of trait. 5 feet of tremorsense, removing the level scaling and keeping the speed to half would be far more prefereable. 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.
Kuo-Toa (5e Race) Traits don't blend very well together or with the limit amount of lore provided for this race. In addition, this race probabbly has too much.
Kuriboh (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. A single subrace? +5 ASI? +3 DEX? High flying speed, incorrect terminology throughout, Tiny size without explaining the implications of Tiny, "transform into a large angelic dragon hat gives everyone buffs comparable to high-level paladins", using percentiles, 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.
Kurikara (5e Equipment) This item can give you free rages, which full effects are not explained, that negate the spells you may be able to cast through this weapon or through other means, and this item's charges should cost an amount equal to the spell slot level used to cast the spell.
Laguz (5e Race) This race still might be too powerful, but overall the race has been significantly toned down.
Lamia, Variant (5e Race) Few traits are too strong when compared to that of the first party races due to mostly incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Free grapples every turn, Large player size, Blindsight in addition to normal sight with darkvision, +3/4/5 ASI. Overall its eh and an improvement on the original yes but needs a rework from a mechanical and lore perspective to better integrate with the first party content. Consider their relationship with the Yuan-Ti since their also a "snake-people" race and maybe other reptilians-types like the Lizardfolk. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lamia (5e Race) Few traits are too strong when compared to that of the first party races due to mostly incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Grapple attempts equal to number of attacks, Large player size, cosmetic traits(background info) written as traits. 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.
Lamnidroid (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. Grants a plethora of game-breaking benefits on top of being a Large PC race that goes well beyond what a races role. Overall poorly executed and needs a rework both from a mechanic and lore perspective 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.
Lancer (5e Subclass) See the talk page.
Lasher (5e Race) The traits need to be mechanically worded correctly as they are often vague. The odd assortment of traits and the out of standard approach to those traits also makes this weird. 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.
Leadership (5e Feat) Needs to be aware of the actual rule for followers (in the DMG)
Legendary Sword Saint (5e Background) This background seems overpowered compared to similar first-party backgrounds and would benefit from having no mechanically associated features as well as a reasonable number of proficiencies. Overall requires more work to better compare and integrate with the first party content. Consult the 5e Class Design Guide for help and consider checking out some of the comparable Featured Articles.
Legion Sestar (5e Equipment) I'm not sure yet how to fix this. It is expected to be both light enough to wield in one hand, but heavy enough to be the equivalent of a glaive. The description says "allows the wielder to use this weapon alongside another one", but you can't do this anyway (unless the campaign uses feats and you take the appropriate feat). The only advantage would be if you were holding a shield (or lantern, etc) in one hand and were prepared to dispense with it to get the range. But this isn't particularly useful, as characters will tend to be specialized in either sword+board or two-handed weapons.
Leonardo's Amazing Card Trick (5e Spell) This spell has round counting and shouldn't get its power from channeling.
Leonardo's Superposition (5e Spell) still unclear of the spells goal and uses unconventional dice rolls and/or calculation to determine effects
Leviathan's Bane (5e Equipment) Item rarity to be determined.
Leviathan Daggers (5e Equipment) Rarity TBD.
Lich Knight (5e Class) Overpowerd class(high number of extra attacks with other features and Lichdom), also could this class be converted into an Warlock Pact?
Lichkin (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. Issues include, truesight, +6 ASI, auto evil mary sue trait, number of standard/convention breaks(80ft of darkvision?), 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.
Life's Interruption (5e Equipment) No weapon should be allowed to do 2d8 damage, also is this even a mundane weapon because the description says the weapon requires attunement, give a +2 bonus to attack and damage rolls and gives you advantage on Dexterity saving throws.
Life Force Fighter (5e Class) This class has absurd amounts of hit points/temporary hit points with a orb that acts as another pool of hit points, two common saving throws, mentions of free actions, a d12 hit die with all armor proficiency and several overpowered features in Cleanse, Intel of Life, Life Drain, Life Chain, Binding of Life, and several others.
Light Leather Jacket (5e Equipment) The bracers of defense are a rare magic item which requires attunement. This item is inherently even more powerful, yet its cost is microscopic by comparison.
Lilin (5e Race) Comparatively stronger than any first party race due to several level dependant abilities of easily questionable balance. Overall poorly executed and needs a rework both from a mechanic perspective and the lore could be improved as its pretty much just a vampire/succubus as 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.
Limus (5e Race) This content is stronger than any comparable first-party content. For example, the human also gets a +1 to all ability scores, by comparison this race gest that, the ability to automatically know the alignment of any creature, an additional +2 hp per level(as opposed to the dwarf's +1 hp per level), a climbing speed, one of the best passive benefits in the game: Magic Resistance, ignores difficult terrain, is a large size creature, gains an addition +2 to their ability scores making their total asi +8(the average is +3 if you've read the PHB before), expertise on skill checks and another few totally vague/ nonsensical abilities. Overall requires far 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.
Lindworm Conflagration (5e Spell) This spell has variable range and duration. The spell also mentions free actions among various other non-standard things.
Lithune, Variant (5e Race) Stronger than any first party race. I'd recommend significantly decreasing the benefits of the subraces. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Living Artifice (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Overall poorly executed and needs a rework both from a lore and probably 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.
Living Cartoon (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 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.
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.
Living Grave (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, unarmed strikes that automatically apply the poison condition without a save, indefinitely just for successfully hitting the target, level 1 flying speed, Grave Mistake allows grants unarmed strikes that deal 1d6 and 1d10 damage, a lot of miscellaneous/odd traits that don't have any mechanical effect or are vague to the point where it's impossible to infer any meaning, Laid to rest seems to allow you to take a long rest in 1 to 8 hours which is ridiculous, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Living Weapon (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +3 ASI paired with Magical Resistance and the Tough feat makes this stronger than any of the traditional races. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lizardfolk, 2nd 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 or written like casual conversation. Breaks bounded accuracy as well as breaks a number of 5th edition conventions. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lizardfolk, Variant (5e Race) Just a buffed version of the already comparatively strong Lizardfolk and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly. Overall poor and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lombax (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. +4/5 ASI, saving throw proficiency, granting a feat, weapon proficiency based on damage type, Gnome Tinkering on steroids. 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.
Longknife (5e Equipment) Variable type of damage. Also see talk page.
Lost Child (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. ASI's are a mess, at will disguise self, the ability to copy any damage dealing spell they see and cast it freely, 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.
Lost Dragon (5e Class) This class is very underpowered or very overpowered at different levels. These and other balance concerns have been brought up on the talk page, but remain unresolved.
Lost Elf (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 and as such open to abuse. blindsight, vague shapeshifting, futuristic equipment, etc. Overall 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.
Lumate (5e Race) How they gain and lose their lumate shell and more importantly their flat +2 to their Armor Class isn't explained and breaks bounded accuracy. Dis/Advantage on literally everything in regards to a certain damage type is easily questionable and might as well be a universal dis/advantage due to its huge breath. Huge detriments don't counter huge benefits in 5th edition, nor does the Musicus Meter take into account such huge detriments or benefits. The price of an item is privy to the Dungeon Master, and such a Design Note explaining the process and the recommended costs should be present rather than within a racial trait. Spellcasting ability for traits should be reasonable and related, not something whatever ASI the subrace gains, like Strength or Dexterity.
Lumberjack Feature is just a description of what the survival skill can do anyway, and nothing to do with being a lumberjack. Why isn't it something like "You can identify the species of a tree, its economic and practical value, and the best way of felling it"? Also, proficiencies should not include weapons or choice of proficiency. For equipment, you could give them a Lumberjack's Pack (5e Equipment).
Lumen (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Luminians (5e Race) The fly speed and +con to AC make this a broken version of Nymph (5e Race)
Lupin (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. Overpowering natural weapons, Unconditional advantage, 40ft movement speed, 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.
Lupox (5e Race) Despite supposedly being a 5th edition race includes racial bonuses to skill checks, which 5E has done away with. Additionally, there's no such thing as extraordinary abilities (a 3.5ism) in 5E.
Lustrous (5e Race) Yes, you're correct. There are too many racial traits and a little too many subraces on this page. Condense it a little bit and you'll be good to go.
Lycanthrope (5e Race) Needs better design in places. For example, "retaining one trait" is haphazard, as this can range from something minor to something very powerful (like drow spellcasting, or the human's bonus feat. "Overlap and clashes" requires some interpretation, which is a weak design.
Lythari (5e Subrace) A normal sub race may gain a few things here and there but this is much to powerful and complicated to be a sub-race this is more of a race variant.
Machete (5e Equipment) Realism and consistence. Machete shoudn't make more damage than a scimitar. Machete is similar to kukri which also isn't a d8 weapon in this wiki.
Machine (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. You should avoid granting flat increases to AC as well as increasing the base AC of a race over 13. Random Weight and Height Table is wrong for a Medium Sized creature. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Machine Doll, Variant (5e Race) Clunky and uses incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's to AC should be avoided, instead, increase the base AC. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Machine 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. Several references to nonexistent terminology(seduced? weak?), Class features as racial traits(Unarmored Defenses with proficiency bonus), near conditional advantage, 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.
Mag torch (5e Equipment) This item requires a Will Save which are not present in 5e
Magic Missile Storm (5e Spell) The thing is, do you know what magic missile-type effect is balanced for 5th level? It's Magic missile cast with a 5th-level spell slot. This needs to something different, perhaps an AoE.
Magic Sweet Box (5e Equipment) These sweets vastly breaks the bounds of what should be allowed in D&D 5e.
Magician Overlord (5e Class) A spellcasting class should largely not have features when they gain spell slot levels, and when they gain ability score improvements. The class also has several broken or overpowered features such as Despair Aura past I, Low Tier Magic(and other tier magic as you are gaining metamagic effects for free), Dark Wisdom, Create High Tier Undead, and several other class and subclass features as well.
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
Magmati (5e Subrace) In additional to your Strength modifier? Because we have something called bounded accuracy that says you should avoid doing that.
Magnataur (5e Race) Cripplingly broken and conceptually poor. +5 to Constitution, Large player size, damage immunities, 40ft. walking speed. Consult the 5e Race Design Guide for help.
Magus (Halfcaster) (5e Class) I need a free hand to cast spells, so half of the fighting styles are no good. The text for the archery style is wrong. Furthermore, since they cannot use an arcane focus, they ought to have a spell component pouch as starting equipment, unless you want the player to micromanage M components.
Maidmer (5e Race) This race is underpowered compared to the first-party aquatic races, the sea elf and water genasi.
Majin (5e Race) Races should avoid having detriments such as negative asi's and traits that have huge drawbacks, such as "Buu make you pay!". The ability to change your size catagory and change your body at will is questionable and not within 5th edition standards. See the UA changling for example.
Majmun (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written with connotations that are already given. Spirits isn't a defined term nor are spirit color as far as this page goes or any of the first party material goes. ASI's aren't written correctly, class skills isn't a term either, this whole trait could be worded a lot better. The language Mujman isn't defined, what does it sound like, what script does it use? "Your tribes language" is what exactly? +4 ASI is too much given the features they recieve, compare this to the half-elf and nerf this to +1 for the subraces. Overall traits are poorly executed and need a rework both 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.
Manticore's Mane (5e Equipment) Needs to be rewritten so that it uses the actual 5e rules.
Marilith (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. The ability to wield two greatswords and wield one greatsword and a shield is considered very strong, on top of the additional benefits of this race as well as being a large sized race it is simply too strong comparatively. 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.
Martial Trainer (5e Background) A background shouldn't give you proficiency in martial weapons, plus weapons are not tools or languages. Backgrounds have roleplaying features, not features that provide extremely strong mechanical boosts to a PC.
Mask (5e Equipment) Advantage on skill checks should be more circumstantial than this. This is a huge benefit and no-one would not wear a mask.
Mass Exsanguination (5e Spell) There is no such thing as blood damage and critical failures. Also, this spell should just deal more damage instead of dealing a variable amount of damage.
Massive Greataxe (5e Equipment) See talk page
Master of the Sword (5e Class) See talk page
Mechanical Pet (5e Equipment) This item does not seem to be made for 5e and is seems to give you a free pet that stats are not adequately described.
Mecharian (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. Large Player Character. Shortens long rest period rather than shorts time asleep. Several vulnerabilities/resistances/immunities to damage/conditions. An easily triggerable state of universal advantage on everything, "Hey, Wizard cast shocking grasp on me and watch me solo this boss". Starts with a feat. Several advantages/disadvantages for most conditions in the game. Class feature as a racial trait(Unarmored Defense as usual). A near at will switch between subraces that are each tailored to grant several advantages in combat and roleplay respectively. 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.
Mediator (5e Subclass) 3rd and 9th level features emphasize strong Charisma, but the 3rd level feature emphasizes strong Intelligence. If my Cha is my primary or secondary ability score, then Meticulous Negotiator isn't much use.
Medusa (5e Race) Petrifying gaze is game-breaking. One botched DC 14 save means instant and apparently permanent petrification, which is arguably worse than instant death. Though any other issue will be of less concern, an ability score increase of +2/+2/+1 is immense; this race is literally ageless; etc.
Mega Sweetroll of Ooze (5e Creature) Where does the +609 to its hit points come from? Why are its legendary actions so much more powerful than anything else it has?
Meick (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Saving throw proficiency as well as universal or near-universal advantages should be removed or reworked. What is 1 proficiency? Wisdom what? Score? Modifier? Auto-emotion teller? See the Heart Sight trait on the sprite. RW&H table is incorrect. Overall 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.
Meltskin (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. +5 ASI, -2 ASI, round counting, near unfunction rot trait, saving throw proficiency, optional subraces? Incorrect RW&H Table. 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.
Memory Make Mage (5e Class) Memory Bank is very vague, puts a lot of onus on the DM to assess new spells on the fly, potentially abusable.
Menace (5e Class) This class shouldn't require creature's who attack to make a saving throw and mentions standard actions and several other terms and mechanics not included in 5e, among having a host of non-standard features. See Class Do's and Don'ts (5e Guideline).
Mercenary Armor (5e Equipment) This is more powerful than any nonmagical medium armor in the SRD, but 1/3 the price of half plate.
Merchant (5e Background) Background features should not grant mechanical benefits and those forms of bonus's should be avoided throughout 5th edition. See 5e Background Design Guide.
Merchant (5e Class) See talk page
Merlins Scarf (5e Equipment) This item is far and beyond the power level of many other magical items. For reference, a worn item that just grants +3 AC is legendary item, and a magical item that grants resistance to a singular damage type bar bludgeoning, slashing, and piercing damage is a rare magical item. Magical items also shouldn't gain additional properties over time, let alone based on your rest cycles as magical items are enchanted and don't take their power from the attuned.
Metalborn (5e Race) See talk page
Metallic Dragon Overall, this class has numerous overpowered features. At 11th level, this class seemingly make three claw attacks, each dealing 19 (4d6+5) slashing damage—an average of 57 damage, compared to an optimized fighter's 40. There's no limit to Bestial Rage, which effectively grants advantage on every attack roll this class makes. Etc.
Metamagic Mastery (5e Feat) Feats should -not- be limited by class or class features. The Metamagician feat is a better version of this.
Meteor Knight (5e Class) See talk.
Meteoric Greatsword (5e Equipment) How is a reach weapon that deals 6d12+12 damage even close to being balance? Isn't the point of magical items is that you find them, so couldn't you find an augmented meteoric greatsword? The weapon also has at will teleportation.
Mighty Gauntlet (5e Equipment) 5e doesn't have weapon sundering (you are thinking of 3e), and this is clearly too heavy to be a finesse weapon.
Minor Artificer (5e Feat) A feat shouldn't allow you to attune to an additional magical item due to the extreme variance between how powerful the effect is. See the talk page for more info.
Mogwai (5e Race) Largely nonsensical and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several damage resistance. One subrace that transforms into the other subrace? Flat bonus's to ability checks. Negative ASI's. 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.
Momentum Warrior (5e Class) Dubious balance. If I have an AC of 18, I have a +6 bonus to attack and damage rolls with unarmed strike ("only unarmed strikes?" Well, that's 7 damage, the average of 2d6). At 18th level, I have a +13 bonus, which is absurd. Throws in "you get a monk's martial arts feature" like its a trivial thing.
Mongrel (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Ability to distribute their ASI's potentially allowing for a +4 to a single ASI. 45 movement speed. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Monk's Bow (5e Equipment) Magical items have their own power source, and they shouldn't be able to gain additional effects based on your level. Besides that, monks are not normally proficient with longbows and this bow scales to ridiculous levels of power for a legendary weapon, both through the amount of damage it deals and all of its effects.
Monk of the Outer Planes (5e Class) At 14th level your base AC is 23. The expected cap (before circumstantial bonuses) is 20. There doesn't seem to be any reason to invest in Strength, so not sure why it is used in "fists of fury". What is the DC for "Indominable"? Has two "strong" saves. Has proficiency in "unarmed strike" and "simple weapons", even though an unarmed strike is a simple weapon. Extra attack needs to explain how the extra attack words (try standard wording for this). Well that's for starters I guess.
Monster Hunter (5e Class) Feature spread needs looking at. On some levels no new feature is gained, whilst on others you gain two - including the ASI levels! 1st level is quite weak, like a poor man's ranger.
Moon Presence (5e Race) Uses confusing, incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Moonborn (5e Race) This page uses incorrect wording throughout. Flat bonus's, red links and unconditional advantages on several skill checks on contribute to the pages issues. 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.
Morog (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. Large increase to maximum hitpoints(take this down to 1). The ability to have proficiency or expertise in any skill should be removed. An additional reaction in the hands of certain classes/builds can lead to large spikes in power and goes against the 5th edition standards, remove and replace. Overall needs rewording and a nerf from a mechanical perspective to better compare to first-party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Mountain Orc (5e Race) Compare this to the first parties Orc this race is overpowered. It gains all the benefits that race does plus being Large and the Mountain Survivalist trait.
Mounted Heavy Repeating Crossbow (5e Equipment) Exotic needs to be changed to something usable.
Multicasting (5e Feat) You can already cast a spell thats and action and one that is a bonus action on the same turn. And changing it to cast 2 spells that are actions is kinda a big deal (think capstone abilities)

See talk for further discussion

Multiplectic (5e Race) Clone Self. So there's me and 6 clones carrying identical equipment. It doesn't say how they act except "they take telepathic orders", so I assume they move and take actions as the player directs. I can use them to box in enemies and block their movement. My damage output each turn is 7d10 (say, with a longsword or fire bolt; at 5th level my damage output becomes 14d10). If I have the axe of the dwarvish lords, now I have six more copies of it. A clone might only have 5 HP, but I can make a new one every turn. Since a clone is identical to me, they can make their own clones too.
Mummy (5e Race) The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Adding charisma bonus to AC, so if you have an unarmored defence you can get three modifiers for your AC calculation. Overall poorly done and needs a major rework both from a mechanic and lore perspective.
Muqatil (5e Class) Two common saves. Most features are poorly defined. e.g. "marked target" says "per encounter" which isn't a 5th edition frequency, doesn't say how long the mark lasts for, doesn't have a range or action.
Murasame, The Demon Blade (5e Equipment) 5e tends to heavily avoid downsides on any kind of effect, let alone an extremely negative downside of falling unconscious for an hour. You also shouldn't be able to change your ability scores on any kind of effect that has a duration as it is non-standard/again avoided in 5e, and the Demonic hara-kiri property as a whole needs to be cleaned up, with something along the lines of the barbarian's rage being more appropriate for an effect.
Mystic Archer (5e Class) This class seems to be a strictly better ranger with far more attacks, has several features which increasing your damage output, has more features/features when you gain spell slot levels, and other non-standard things for classes like round counting, negatives on your attack rolls, ect.
Mytuos (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +5 ASI paired with traits that cause automatical failures in contests, grant abnormally high modifiers and traits that don't make any mechanical sense. Overall poorly executed and needs a rework both from a mechanics 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.
Naga (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. Is essentially a combination of the Yuan-Ti Pureblood and the Triton, the first being what is considered the most overpowered race in 5th edition and the other being one of the stronger ones thus far. 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.
Nano Spider (5e Class) Feature spread needs improving, this class has far too many features as it shouldn't gain more than one feature past lower levels and the class has even more features then the feature heavy monk class.
Nature Champion:Power Cosmic (5e Subclass) The ASIs for a level one character make this stronger than any first party subclass, in addition the AC bonus which violates bounded accuracy design of the game, and the flight speed gained-whether it is 40 or 50 is too much for a subclass at first level. A lot of subclass don't get flight till post 6th level. more issues persist, can add those if these are addressed
Navarada (5e Race) females have large size, +4 ASI, Fly speed 60', and other traits not explained well enough to understand potential strengths.
Necklace of Zeus Blood (5e Equipment) This needs completely rewriting. The traits are just not right in the way they are worded or with their mechanical effects. On top of that the scale of power this item provides far exceeds anything a PC shold ever be able to attain
Necromancer, Variable (5e Class) Refers to "durability", which is not a 5e thing. No feature at 2nd level. Has spell slots but no spellcasting feature. The necromancer spell list says that you know an awful lot of spells, more than any other class. Many features do not work or are insufficiently explained.
Necropotent (5e Feat) Feats shouldn't have a level requirement, which having the ability to cast any spell beyond 1st level does. This feat is also quite bland and only vastly increases the damage(increases the damage of spells generally shouldn't be done for feats) and spell save DC of your necromancy spells far beyond what an ability score increase provides.
Needle Gun (5e Equipment) Surely this should be a renaissance item? The cost doesn't seem correct in comparison to the DMG firearms. The reloading special rule doesn't make sense. How can be both a rifle but also fire musket balls?
Nephil (5e Race) Doesn't do anything different or beyond the million other bad guy good guy angel/half-angel TM races.
Nephilim (5e Class) Spellcasting is a mess (doesn't say what spells you know; and no, cantrips shouldn't give people hit points back; and these cantrips do not have enough information to be spells.)
Nerubian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Medium-Large size? Flat bonuses to saving throws. 1d10 natural weapons. Impregnation? tremorsense. Condition/Damage immunities. etc. Overall poorly executed and needs a major rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Nescerei (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the Musicus Meter (5e Guideline) for help and see the Featured Articles pages for some exemplary content.
Nest of Bees (5e Equipment) Significantly more powerful than the heavy crossbow, the strongest first-party ranged weapon, dealing an average of 10 damage compared to the heavy crossbow's 5.5.
Neutral Combat (5e Equipment) This weapon has next to no actual effect besides dealing too much damage.
Nightbleeders (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. Overall overloaded with benefits 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.
Nightborne (5e Subrace) Compared to the first party elvish subraces this is too strong and possesses even a semblance of any of the traits or abilities of their parent races. See the 5e Race Design Guide for help. There is also no reason why these subraces that hate each on even a spiritual level would mate, read MToF's section on elves for help.
Nightbringer (5e Class) Incomplete definitions (Advantage not given circumstances; incomplete extra attack; "gain resistance to mental/psychic damage"; "critical fails on both 1s and 2s" (5e doesn't have critical fails); "gain +5 and advantage" (the advantage mechanic is designed to replace numeric bonuses); "immediate action" (5e doesn't have immediate actions); etc
Niphin (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. Negative ability scores, flat bonus to spell save DC and spell attacks, etc. Overall 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.
No Evil (5e Equipment) See talk page.
Noble, Variant (5e Background) A background feature shouldn't provide any mechanical bonuses, they should only be roleplaying features.
Nobodies (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. You gain all the benefits of any race of your choice on top of a +2 ASI and the rest of the already questionable traits gained here. 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.
OG Armos (5e Creature) This creature's Challenge Rating is far too high for its current statistics. Its hit points don't make sense with a 20 Constitution score; the repeated use of "all mental conditions" is vague; it's unclear how this creature has "+13 Athletics" considering its Strength modifier is only +4; etc.
Oath of Silence (5e Subclass) Loss of all spells seems like a very steep price for any amount of bonuses
Oath of the Deep (5e Subclass) This subclass gains access to mores spells than the regular paladin, and has overpowered features in Channel Divinity/Channel the Deep and Avatar of the Void.
Oath of the Dragon Gods (5e Subclass) Elemantal Aura is far too good of an aura due to the absurd damage increase it provides you and your allies. The channel divinities need to be reworked, as you are supposed to regain use of them on a short/long rest, plus Enrage the Blood is too good and Well of Knowledge is quite bland and situationally too powerful. The paladin's aura improvement is also gained at 18th level and the 20th level paladin feature should last 1 minute.
Okami (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. +5 ASI, traits worded like this is a monster, unarmed strikes deal more damage than a 16th level monk, no reason why they would have superior darkvision, Random Weight and Height Table is incorrectly used. 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.
One For All (5e Feat) This feat doesn't seem to make any sense of the context of D&D and far more powerful than an ability score increase. Feats also shouldn't have a level requirement, higher prerequisites don't balance a feat, and this isn't a combat, discovery, and interaction feat.
Onyx Skeleton (5e Race) Uses incomplete and incorrect wording in some areas. Certain traits are blank or need to be mechanically worded correctly. Damage vulnerability should generally be avoided. Especially when it isn't practical to apply it. Overall better then before but needs more work both from a mechanical 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.
Operatos (5e Deity) Worshiping this is extremely strong compared to other deities which don't mechanical benefits, but worshiping Operatos comes at a huge risk.
Orceleven (5e Subrace) Redicously overpowered, conceptually inadequate and poorly written.
Orristaten (5e Race) Universal advantage on skills checks especially arguably the best skill in the game - Perception - is questionable. Just give them proficiency I'd say but this race already has a questionable number of proficiencies. Some more unique traits would be welcome as well as a improvement for the wording of traits.
Owlborn (5e Race) Stronger than any first party race. Compare this to the first parties races, Aarakocra, -5 flying speed and then a handful of additional traits and beneifts. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Owlfolk (5e Race) Compare this to the first party aarakocra. Aarakocra: 50ft of flying and a +3 ASI; This Race: 50ft. of flying, two conditional advantages, darkvision, additional language, +3 ASI. This race is blatantly more powerful and requires a nerf to bring it in line.
Pancea (5e Spell) See the talk page.
Panthera (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Unknown Terminology. Round counting. 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.
Pantheran (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +3 score of choice, 35 or 55 base movement speed, poor wording throughout. Overall needs a nerf and more work both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Paradox Men (5e Class) See talk page
Paranoid (5e Feat) See the talk page.
Paranoid Agent (5e Background) roleplaying features should not provide mechanical benefits
Path of Crash (5e Subclass) Unlimited out-of-battle healing at 3rd level is simply too powerful. Consider limiting the number of times per day this feature can be used.
Path of the Gorechosen (5e Subclass) Unrelenting is basically a stronger version of "Frenzy" from the Berserker, adding a very significant damage increase WHILE getting an absurdly high health regen at that. While Unwavering is okay, i think increasing the chances of a critical is especially strong in a barbarian who gets more critical damage dice, as well as in an subclass that gets a third attack per turn. Meanwhile Unstoppable is just outright overpowered in every single aspect, the free damage bonus being insane and stupid (as if the total damage output wasn't off charts already).
Pebble Dirgen (5e Equipment) This item is far too weak, as currently it only has an extremely minimal effect compared to other legendary/sentient items, and magical items in general should never be permanently attuned to the wielder.
Perfect Striker (5e Feat) This is strickly better than choosing an ability score increase, it improves your damage output beyond what you could regularly get, and it is not unique.
Permanence of Being (5e Spell) This is really awkward. Why the weird roll instead of a saving throw? How come it is a wizard spell? The material cost is trivial at this level, you could just repeatedly cast the spell in your downtime until it works.
Persona user (5e Class) This needs some serious rewriting. "insta kill spell" - that's not a term I want to see anywhere in D&D.
Phantom Disaster (5e Equipment) It is a poor design choice to make each attack separate into 4 arrows, since that is 4 times as many attack and damage rolls you need to make. An enemy of an enemy is also overpowered.
Phantom poison (5e Equipment) What exactly is this? Is it a bolt with poison coated on the tip? Does it have an acid compartment? Is it poison or acid? What determines its "strength"? What is the DC of the Constitution save? Is the double damage just the acid damage, or the piercing damage, or both? What is a "perfect save"? What is the hidden crossbow?
Phenix, The Creatures of Fire (5e Race) Compared to the first parties aarakocra this is significantly stronger than the standard race.
Phoelarch (5e Race) Grossly overcomplicated and unintuitive for the sake of balance; needs a happier medium between balanced and playable. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Phoenix Blood (5e Subclass) see talk page
Phykke (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. "Once per round", etc. A flat increase to damage for no reason.
Physical Spellcaster (5e Feat) Feats shouldn't have level requirements, this feat breaks bounded accuracy, and extremely powerful effects with downsides to balance them are all but phased out in 5e(negative ability scores, cursed items have to be balanced based on their effects without the curse, ect.).
Pictsie (5e Race) Free plane shift once a day for a race is comparatively overpowered to the other first party feats and while racial feats exist they don't have level requirements. The travern brawler trait doesn't specify which trait it replaces.
Piper (5e Class) Feature spread needs improving. There are some levels where nothing new is gained, and yet other levels where you get a feature and a new spell slot level. Missing information and incorrect terminology throughout (e.g. rat swarm doesn't say what the save DC is for maintaining concentration; repeatedly refers to "major action" which is not a thing.)
Plague Doctor, Variant (5e Class) The class feature spread needs to be looked at.
Plague Rat (5e Race) Easiliy giving diseases to other creatures is not even close to being balanced, see the contagion spell for reference as it is a 5th level spell that might give a creature 1 disease.
Podge (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Poinkin (5e Equipment) I am confused how any of these mechanics are intended to work.
Poison kill (5e Spell) Im not sure the numbers line up for a 4th level spell and the execute should probably be adjusted.. as of right now is a less than a 1in46656 chance
Polar Owl (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. . Overall needs more work 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.
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.
Porenteram (5e Creature) Thanks to Bell Charm, one or two rounds is enough for this creature to prevent the entire party from doing anything to harm it. There's a different between "challenging" and "just kind of not fun."
Possessed amalgamation (5e Creature) Run through it to make sure it makes sense.
Potion of Potions (5e Equipment) The potions are poorly defined.
Potion of Violent Divination (5e Equipment) The psychic damage is a bit pointless, you would just wait until a long rest to drink this. Doesn't really explain what the "random flashes from the future" are. Is it an image, or a thought or a feeling? How specific or vague is it? How "random" is it? If the "flash" is that the player is eating a cheesecake in 20 days time, what happens if the player decides not to eat a cheesecake? Is it the burden of the DM to force the situation? Is the "upgraded" version the rare version? Why does making it shine increase the rarity?
Power Armor VII (Aquila/Imperator Armour) (5e Equipment) See talk page.
Practiced Spell (5e Feat) This feat increases spellcasters damage output by absurd amounts. Damage dealing cantrips should not be cast as bonus actions at will. A feat hardly seems a resource to balance this out.
Pre-Bible Seraphim (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Uses dated terminology. Overall poorly executed and needs a rework both from a mechanic, lore and formatting perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Predator (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. Near unconditional advantages, "heat vision", +6 ASI, -4 ASI, auto increase of weapon damage, 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.
Predator Hunters mask (5e Equipment) This needs to have a better grasp of 5e. This is categorized as a suit of light armor. If you wear this, that's all you're wearing. You could perhaps use the "partial armor" variant rule. You don't need to say "all attacks count as Sneak attacks". "thermal vision" and "x-ray vision" are not explained in game terms - is this for a campaign in which they are defined?
Priaced (5e Race) Stronger than any first party race and uses incorrect wording in several places. The traits need to be mechanically worded correctly as they are often vague. This isn't going to work as far as a race trait goes, try making a composite class. Starts with magical equipment is not ok. (near) unconditional advantage. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content and even be usable to begin with. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Primitive Warrior (5e Class) This class has the barbarian's rage and better martial prowess than the fighter combined into one class. Then the class has a broken unarmed defense and several other extremely powerful or broken features.
Primordial Echo (5e Race) This class has a feature that exists outside the scope of what a race is meant to be. Allowing a player to pick any class feature of their choice is absurdly overpowered and very munchkin-like. Currently, this race has limited flavor to appeal to it outside of that and requires a conceptual rework.
Prismatic Barrier (5e Spell) How can the spell "miss"? I don't understand the section about "light returns after 1 round, resetting the duration...". In terms of naming, there's an expectation with the word "prismatic" that it will be colour-based like prismatic spray, or prismatic wall.
Prismatic Knight (5e Class) The class seems to be a better paladin with 3 attacks and features when you gain spell slot levels.
Projectionist (5e Class) Stub template was removed, so presume this is presented as complete. See talk page for issues.
Protean (5e Race) Significantly stronger than any first party race with a plethora of on-demand, pick and choose abilities that make picking any other race pointless. The ability to pick your ability score increases once is already pretty good, but the ability to practically redistribute them to any score you want, breaks some basic design philosophies for 5th edition and is too strong. Several other unnecessarily wordy and overpowered benefits. Overall needs a nerf or rework from a mechanical perspective 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.
Prothean (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. truesight, two common resistances, auto check/roleplay succeed/bypassing feature. Overall poorly executed and needs a rework 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.
Pseudolich (5e Race) Stronger than any first party race and uses incomplete and incorrect wording often. The traits need to be mechanically worded correctly as they are frequently vague. Total choice of a +3 ASI. While a high gold cost is expected to maintain such a transformation it is practically unrealistic given the standard reward increments until the higher levels, but at that point, you might as well get an epic boon of immortality or just achieve actual lichdom. Doesn't specify if you're an undead or not just that you're immune to being turned which doesn't matter since you don't specify a different creature type from the standard and as such are assumed to be a humanoid. And many more issues. 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.
Psion, Variant (5e Class) See talk page.
Psion (5e Class) See talk page.
Psychic (5e Class) This class has improper saving throw DC's full spellcasting table not in the class features template, full spellcasting classes largely shouldn't have features when they gain a spell slot(which this class seems to ignore), ability score damage, and a number of powerful features (Mind Over Matter, Mindsight, Dominate Mind, and most others). See Class Do's and Don'ts (5e Guideline).
Puppeteer (5e Class) There are no spell slots available, making it difficult to figure out if there even should be a spell list associated with this class.
Puppeteer (5e Spell) Comparing this 5th-level spell to dominate monster, it seems like it should be around 8th level. Either spell allows you to take control over any creature within 60 feet with one failed save, but for several reasons this one is much better in a combat situation, especially against a single boss-like creature.
Pyromancer's Parting Flame (5e Equipment) "caestus" is not a base weapon type. What is an unarmed weapon? Doesn't explain what the "+2" is. Doesn't define (as usual with homebrew items) what has a "soul" and can I carry a bag of rats, killing some whenever I want to top up to maximum, also does it work on undead and constructs as well? This magical weapon is also very strong for a legendary weapon as it gives you lots of bonus damage, some temporary hit points, extra fire damage, and resistance and advantage on fire based effects.
Qroxizian (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. 40 feet of movement speed, no size category is given just a range of 6-20ft otherwise known as Medium to Huge size, a single subrace, free druidic spell levels, tremor sense, a number of things require DM intervention or directly impose rulings on the DM such as race sizing, the Animal Friend trait, 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.
Quaggoth (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Adds an increase to damage comparable to the rogues Sneak Attack. Overall needs work 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.
Quantumancer (5e Subclass) By new user, not yet playtested, looking for feedback
Questioner (5e Class) The difference between roleplaying and combat is totally missing with various talking-based combat actions. This problem is compounded without any information about what features use what actions. The features themselves are not designed right.
QuickArmor (5e Equipment) See the talk page.
Qunari (5e Race) Uses incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonuses to ability scores, gold rewarded, damage received. Overall poorly executed and needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
R'lyeh Spawn (5e Class) While I cannot speak for the class(which already seems to be game-warpingly powerful), the race is comparatively stronger than any first party race. Several damage/condition immunities, class features as a racial trait(unarmored defense), 30 feet flying/swimming speed, unarmed strikes on par with a level 11 monk paired with the lower in power telepathy and a +4 ASI this race is easily better than any first party race. 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.
Rabbitfolk (5e Race) Beastspeech isn't a language and the ability to talk to beasts is its own trait, see gnomes. Proficiency in death saving throws is a flat no as in the unconditional adding of twice your proficiency bonus to tools. Why resistance to force damage? I feel the fluff should explain this.
Raccoon Folk (5e Race) while I don't personally find too much an issue with advantage on skill checks, WotC core races don't use the trait (iirc) rather races gain proficiency with the skill, but I am concerned with the number of them getting advantage.
Radiant Splash (5e Spell) Paladins don't have cantrips, and even if they did, even one round of being blinded is an overpowered effect for a cantrip. See talk page.
Raesokeran Chiropterus (5e Race) Significantly 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 implies knowledge. The main issue here is the sheer number of traits as well as each of their huge benefits. Most races would be lucky to get even half some of the traits given here. Flight, Gnome Cunning, Blindsight, Superior Darkvision, etc... All really strong traits and this race gets most of them. Overall a lot of good content and requires a general nerf, removal of hyper-specific detriments and a general clean 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.
Raesokeran Felis (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Round counting, flat increases to AC, several strong/useful traits wrapped up one. Overall too many strong traits are given/wrapped up and the traits will need a rework from a mechanic perspective to better work with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Marsupialus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation.
Raesokeran Rodentus (5e Race) Clearly stronger and weaker subraces then others nerf some of the stronger ones to balance this out. A number of traits use incomplete and incorrect wording and need to be mechanically worded correctly as they are often vague or written like casual conversation. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Ursus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. natural attack? The subraces comparatively are not balanced compared to one another. A number of traits of questionable balance such as granting near conditional advantage on attack rolls and 4 proficiencies? Overall needs a nerf and a clean up to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rag Doll, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to be any size from Tiny to Large, choice of darkvision, tremorsense or blindsight, several condition immunities, etc. Overall needs a rework both from a mechanic perspective to better compare to the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. See the talk page as well for a breakdown of what is wrong with the race's traits.
Rag Doll (5e Race) 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 tremorsense or blindsight, several condition immunities, the RW&H table is broken, 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.
Rage Doll (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Granting a race class features like unarmored defense should be avoided, and making an unarmored defense stack with Strength should especially be avoided given the synergy with the giant belts allowing for a maximum of 26AC. 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.
Rallying Shot (5e Equipment) This item is far too powerful to be mundane item as it can increase your party's damage output significantly.
Ranger, Non-Magical Variant (5e Class) This class gives you access to feats, has round counting, and overall deals more damage than the fighter at higher levels. See Class Do's and Don'ts (5e Guideline).
Raptorborn (5e Race) Be careful when wording the Bite and Claw feature. Unarmed strikes don’t scale with level, so I suggest changing it to just a normal natural weapon trait. You may also want to flesh out the differences between dialects of the Raptor language, as you reference this in the Languages trait.
Ratfolk (5e Race) Beast speech isn't a language, SRD's missing, adding proficiency bonus to initiative rolls breaks bounded accuracy. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ravenclaw (5e Race) Thanks for the continued edits, but there's still big problems with this race. Characters can't just get free spell slots for any level, that's not how spell slots work. Spell slots are granted by the player's CLASS, not the race. I'd think of something else to do when it comes to the Divination, Enchantment, and Aerokinesis traits. Finally, the Heart of the Alchemist trait is still worded extremely vaguely. What kind of action is needed to transmute something into a diamond? How much is that 10 lb. diamond worth? Also, making a 10 lb. diamond out of thin air is extremely overpowered and should be toned down significantly. Keep up the good work, you're making great progress.
Raw Magic (5e Subclass) See the talk page.
Ray of Light (5e Spell) How is this any different or comparable to the cleric first level spell guiding bolt? It just a less effective version and as such there is not reason to take it.
Razor Net (5e Equipment) This net deals far too much damage, costs far too much for a mundane weapon, and how the net traps a creature is not described.
Real Dragon (5e Race) Direct upgrade to the dragonborn from the PHB.
Reaper (5e Race) A number of questionable traits that are either worded poorly, too strong or go against 5th edition design philosophies. flat bonus, several cases of arbitrary advantages, add proficiency bonuses to most things, etc. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rebellion (5e Equipment) See the talk page.
Red Orc (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful features. Examples: Flat bonuses/detriments, grants a better barbarian rage, traits that increase ability score temporarily, traits that have prerequisites, Orcish Rage and Peon Cower. 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.
Reflectionist (5e Class) Didn't get far before there was a problem. Deflect: 1) "mitigating 1d4 damage.", 2) "free action", 3) "within the path of the attack". These have no definition in 5e mechanics. I know what its trying to get at, but it needs rewriting. Also, rolling a die to reduce damage is OK in limited cases, but it's not good to have that on every incoming attack. More problems further down, I see things like variable round-counting, which isn't done in D&D anymore.
Reformed Elf (5e Race) So exactly like elves in the PHB, but stronger?
Regressed Fists of Balance (5e Equipment) This listed as nonmagical even though it is clearly magical and would ideally be listed as a magic weapon, if not a monk archetype or variant rule. 5e doesn't have "[15/-]" damage resistance, nor a "knuckle" weapon type.
Reinforcement (5e Spell) This spell is much better than the similar enhance ability spell in combat as it doesn't require concentration and can increase ability scores which in tern can increase spell save DC and to hit chances with weapons. 20 minutes is also not a standard duration, 10 minutes or 1 hour would be more appropriate and effects that change ability scores are generally avoided in 5e.
Relentless Will (5e Feat) See talk.
Repeating crossbow (5e Equipment) This is outright better than the heavy crossbow, the strongest ranged weapon in first-party D&D, dealing an average of 10 damage per shot compared to the heavy crossbow's 5.5. The higher price point isn't a balancing point; consider that, when using the standard equipment, a fighter or paladin can start with two of these.
Reverse Time (5e Spell) May still need further balancing, but the previous issues have been addressed and fixed.
Rhylithic (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. By choosing a race that has more "physical traits" such as a Half-Orc, a Rhylithic gains all the racial traits of Half-Orcs and all the racial traits of the subrace/alpha transformation in addition to that, which in total completely over steps no only what a race should be capable of but massively tips the scale in favor of the Rhylithic compared to any first party race, I'd suggest limiting it to one physical trait if any and clearly define what is meant by "physical trait" in a {{DesignNote|x}}. Overall its quite roughly executed and needs a touch up from a mechanical perspective to better compare with the first party content. Consult the 5e Race Design Guide and the Class_Do's_and_Don'ts_(5e_Guideline) for help. The Featured Articles pages also contain some exemplary content.
Rider (5e Class) The beastmaster ranger gets a CR 1/4 creature at 3rd level and you get a CR 3 creature at 1st level? The also is far too strong in combat with advantage on attack rolls, a blade that deals extra damage, the Might feature, a 3rd attack at 11th level with a pet, and various other combat focused features.
Rift Weaver (5e Class) See talk page
Rimefire (5e Equipment) The blade itself deals a large amount damage, you can cast infinite counterspells with the blade, and you can potentially regain a broken amount of spell slots or deal a large amount of damage with the weapon's gained charges. The weapon also doesn't require attunement and shouldn't unlocks additional effects through extremely specific circumstances.
Ring of Famine (5e Equipment) This item has next to no actual effect for a legendary item.
Ring of Interception (5e Equipment) Hardly of a legendary tier and so niche is application it is hardly worth such a rating. The image looks like a ring of mind shielding in silver.
Ring of Solomon (5e Equipment) Has a lot of features and replicates the effects of a number of powerful magical rings, most of which are rare or very rare, and one is even legendary.
Ring of War (5e Equipment) The amount of creatures you can have under this effect is far too many and varies too much.
Ring of Weapon Storage (5e Equipment) I mean... how many swords are we talking as far as maximum space? A one-handed weapon can be of any size and fit in this ring and the moment I put my pixies Tiny greatsword in there it breaks going by the current description. This requires a rewrite and a bit more thought to be put into it.
River-Devil (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. +4 ASI, 20ft base movement speed, can blind any creature in a 10-foot radius 5/rest, auto-grapple on hit, the very mechanics of devour, universal disadvantages. 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.
Robes of the Fallen (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
Robot (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Missing healing bot subrace, multiple damage/condition immunities/vulnerabilities, Construct creature type, too much choice for ASI's, +3 possible, missing the "you cannot increase this score over 20" descriptor, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ronso (5e Race) Uses incomplete and incorrect wording throughout. Mimicry doesn't make any sense in general and given the race. The RH&W 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.
Rune Craft (5e Class) See talk page
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).
Sadistic Assassin (5e Background) Skill selection is too broad. Has 6 proficiencies/languages in total. Features should not provide a mechanical advantage such as advantage or resistance.
Sai Swords (5e Equipment) A hasty conversion from a 4e page. This doesn't work in 5e. Plus a sai would just be a monk weapon (simple weapon).
Salori (5e Race) The flat "+2 bonus" to a skill check goes against the 5th edition standard. This could be replaced with skill proficiency, with advantage under more specific circumstances, or other options.
Samuel "Bostock" Barreller (5e Equipment) The 1500 year history puts huge onus on the DM. The weapon is extremely weak when you first get it, and has round counting, and damage counting as well?
Samurai, Variant (5e Class) This class has round counting, the One With The Blade feature breaks bounded accuracy and deals far too much bonus damage, and various other subclass features are overpowered(Elemental Strike, Wrath of the dragon) or have other problems(Genso Buredo Style gains too many damage resistances, improper saving throw DC's, subclasses not having similar power level features, etc. The class as a whole could also use more unique features as this class basically just takes some of the best existing features from other classes and subclasses and adds it to this class.
Samurai Warden (5e Class) This class just seems like a more overpowered version of fighter. See the talk page.
Sand Elf (5e Subrace) Comparatively overpowered compared to the other elvish subraces. The high elves, cantrip, language, 4 weapon proficiencies compared to the 4 weapon proficiencies, +5 base walking speed, innate spellcasting with a adjustment.
Saru No Otoko (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several skill proficiencies, unknown language, permanent speak with animals, shapeshifting, free level 1/2 in a spellcasting class options of choice, several weapon/armor proficiencies, class feature as a racial trait, flat bonus to initiative as well as other abilities from the alert feat. 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.
Savarath (5e Race) +5 AC alone wouldn't be the worst thing, but this also gets a bonus to damage to and attack rolls. Both of these conflict with the Bounded Accuracy system
Scarecrow (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. "expertise" on attack rolls, poisoned condition or poison damage or both? casting a cantrip using spell levels? 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.
Sciurian (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. Hyperactive is vague and needs to better define what it actually means, SRD's missing throughout, falling 100 feet and taking no damage is ridiculous, once per rest wording, 35/40 movement, etc. Overall poorly executed and needs a rework from a mechanical perspective. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Scorpikis (5e Race) This race has some overpowered aspects compared to similar first-party races and would benefit from evening out the benefits and detriments to be more in line with first-party content. For example, natural weapons that compared to an 11th level monk and can grapple targets for each successful strike. Their size should be listed as Medium see the UA centaur race. There are also a number of traits that require simplification. The huge amount of text giving corrections in regards to wearing rings, finding lodgings, etc, are privy to the DM and do not need to be listed. If they need to be anywhere they should be distributed throughout the lore of the 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.
Scribe (5e Class) Core feature conflicts with the magic item rules in the DMG. The DM decides on the cost, availability, and creation process of creating a magic scroll. The recommended values of a 1st level spell scroll are a fraction of the cost presented below. Even if the campaign requires this class's method of making scrolls, the costs are beyond the means of low-level PCs, giving the class not much to do for a long time. d4 hit dice. Scribe Tracks seems to be describing occupation: anyone attempt these tasks anyway, using a downtime activity.

Commenter- Have you seen the scribe from 2e? Balance is irrelevant to good roleplaying. Chap who wrote this provides resources likely useful to throwing together a quick npc... the 5e downtime rules are just as arbitrary when it comes down to it

Scythe of Reaped Souls (5e Equipment) The maximum available addition to attack and damage rolls is a 3. This weapon seems to be able to perma-fear lock characters. The mechanics of the curse seem fair nonsensical and arbitrary. Overall this weapon fairly poor for a legendary weapon. Look in the Dungeon Masters Guide and see some of the sample weapons that already exist in the game.
Sea Dragon (5e Creature) TIs current Challenge Rating of 16 is a vast overestimation of the current statistics (which put it roughly around CR 10). This could be fixed most easily by changing the CR, or giving the dragon a decent Multiattack.
Seeds (100) (5e Equipment) What is this and what is it used for? The seeds also shouldn't have weird mechanics behind how they work, and the ammo needs a link to the weapon in question.
Selachin (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. The unarmed strikes of 1d6/1d8 put the monk to shame, the Albine subrace is basically the entire half-orc race, a plethora of strong traits that far overweigh any of the first party races. Overall poorly executed and needs a rework from a mechanic 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.
Sellsword (5e Subclass) Coup de Grace still needs to be changed to a reasonable power level, and not be brokenly overpowered. Please compare this subclass to the thug.
Senketsu (5e Equipment) See the talk page, this item includes/has mechanics largely not used in 5e.
Sepulchral (5e Race) See talk.
Shade Blood (5e Race) This race seems overpowered compared to first-party races, almost entirely because of Fallen Angel. Fallen Angel seems to to be much more powerful version of counterspell (which itself is already quite powerful) that heals you every round of combat and can be used without limitation. It may be best to replace this with a much more balanced feature, such as being able to cast counterspell in a limited fashion, or perhaps something like Gnome Cunning.
Shade Diamond (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. Breaks bounded accuracy, flat bonuses, flat detriments, ability score decreases, common damage immunity, 40ft base walking speed, +4 ASI, etc. Overall poorly executed and needs a rework both from a mechanical 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.
Shade Elf (5e Subrace) Largely vague, uses flat bonus's, and has obsolescent traits. Overall poorly executed and needs a rework from a lore and mechanical perspective to better integrate with the first party content.
Shadow Collector (5e Race) 5e does not have negative levels, this race shouldn't deal absurd bonus damage to certain creatures or be able to kill them, and this race also mentions other things that are not in 5e such as standard actions and break enchantment check. This race's traits overall need to be reworked to more balanced and actually work in 5e.
Shadow Elf (5e Subrace) Vague wording throughout. Overpowered when compared to first party content, namely the very similar drow.
Shadow Hunter (5e Class) This class seems to be a much more powerful version of the rouge, with a fighting style, an extra attack, bonus to damage, and other powerful features. There is also no such thing as a free action in 5e, see Class Do's and Don'ts (5e Guideline).
Shadow Katana (5e Equipment) Strickly better than all 1st party weapons such as the rapier.
Shadow Knight (5e Class) This class has too many features at lower levels and has features when it gains spell slots. The class also does not use regular half spellcasting. Finally, the class's spells should be moved to 5e Spells and should provide a link to them instead of having them listed in the class.
Shadowborn, Variant (5e Race) "every dark language" so you learn 9 languages for being this race? nerf it down to a choice of one of those. Movement speed is easily questionable. This really just seems like a really poorly done Nocturne (5e Race).
Shadowfallen (5e Template) I am no expert on creature's and challenge ratings but I almost guarantee +1 CR for all those immunities and resistances isn't enough. I recommend +3.
Shadowhunter (5e Class) See talk page.
Shadowrend (5e Equipment) The mechanics here are all over the place, not very "5e", and often nonsensical.
Shadowsoul (5e Class) Several features have poor definition, see talk page.
Shaman (5e Class) See the talk page.
Shambali (5e Class) See talk page. please leave CONSTRUCTIVE criticism only.
Shapeshifter (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. Druide Wild shape but on steroids. See the first parties, Changeling or any of the wiki's homebrew variants, Changeling, Variant (5e Race) or Changeling, 2nd Variant (5e Race). 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.
Sharpshooter UA variant (5e Subclass) See talk page.
Shatter Shield (5e Equipment) See the talk page.
Shi Yu Scarf (5e Equipment) The Blue Crystal effect is broken, and A Thousand Graves has the potential to be game breaking as well.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Shieldbearer (5e Class) Much of this depends on balance by obfuscation; --Kydo (talk) 04:59, 6 September 2017 (MDT)
Shieldman (5e Subclass) Abandoned by principle author, may need further tweaking to be balanced.
Simulate Magic Item (5e Feat) Quite abuseable as written. Firstly, it allows repeated access to every common, uncommon, rare and very rare magic item. Secondly, even if the item is temporary, it might create permanent effects. Thirdly, magic item allocation is entirely the purview of the DM and shouldn't be placed in player control (magic items might be rarer or non-existent). The only way this could be balanced is to define exactly which items can be created.
Sin'dorei (5e Subrace) Comparatively overpowered compared to the other elvish subraces. Blood Sacrifice gives infinite spells slots as these spell slots can be used to heal far greater amounts then the hp sacrificed. Even without playing a healing class an 18th level wizard can cast power word kill and other similarly high level spells dozens of times before needing to use their spell slots and this is just the first out of the 4 ridiculously nonsensical traits given below. The page requires a major rework to be realistically usable.
Skaven (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, doesn't take into account the issue of being a Large player character, has superior darkvision but it only goes to 60 feet? Negative ability scores should be avoided and in this case, should be done away with, ASI improvements for a single score really shouldn't go above a +2, flat increases should be avoided, subraces are comparatively unbalanced side by side. 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.
Sky Mage, Variant (5e Class) This class's spellcasting is not adequately described, the class shouldn't have round counting, and the spells should be recreated at 5e Spells and added to the spell list, among other things.
Sky Mage (5e Class) See talk page
Slayer (5e Class) Numerous features of this class, especially those belonging to the subclasses, are incredibly overpowered. The talk page examines some of them.
Slayer Controller (5e Equipment) Controlling all dragons with no saving throws for an infinite duration is not balanced.
Slenderman (5e Creature) Challenge rating seems inaccurate given the creature's current capabilities. It "casts spells as a 17th level sorcerer," but no actual spells are listed.
Slimanoid Blorbs (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. A simply ridiculous amount of abilities and traits are granted by this race each of which could be the main trait for an individual race. Grants conditions immunities, automatic success on checks, universal disadvantages, blingsight, flight, inherent gold, etc... Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Slinger's wand (5e Equipment) A +2 rare weapon should not have additional effects. The weapon also has a full round action and other design errors(casting a spell that requires a spell slot as a cantrip?).
Slither Sling (5e Equipment) Polymorph needs to be based on a CR, as hit points can be variable, and should say how long it lasts for. The DMG has a staff that turns into a snake, check that for wording.
Sliver (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. Gaining a free Epic Boon of choice, flat bonuses to AC/damage rolls/initiative, indefinitely stacking bonus's, free choice of ability scores, high flying speed, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better compare and intergrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Sliver of Midnight (5e Equipment) Poorly defined traits. For example, what is a "defense check"? Why is an attack action used to apply poison? Damage output too high. Use of an action when not your turn. No information on destroying or nullifying the item.
Slyvarian (5e Race) Issues from the talk page were mostly ignored and this is still largely questionable and incomplete.
Snap Caster (5e Feat) Sloppy definition needs tightening up (e.g. presumably you can't cast any spell as a reaction). Feats shouldn't unlock things by level, they should be entirely self-contained (not that I understand what "ignore the level limit" means).
Sniper Rifle (5e Equipment) No reply on talk page.
Snow Elf, Variant (5e Subrace) As a subrace, hugely overpowered, and traits are poorly written, see talk page.
Soul Bound (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, the natural armor gained are exceptionally high and should be based off the standard AC, etc. Overall this seems like a overpowered version of the Animated Armor (5e Race) 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.
Soul Claws (5e Spell) Cantrips should not heal. The power of this spell needs to match a spell level.
Soul Eater, variant (5e Equipment) So this weapon's curse rarely happens and in return, you get a rare +1 weapon that does not require attunement that can deal an additional 4d6 slashing damage? That is not balanced.
Soul Phantom (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several broken and nigh racial uncomparable abilities that can be compared to class features. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Soul Sword (5e Equipment) This sentient weapon is lacking in any real properties to make it comparable to other legendary sentient items.
Soul Warden (5e Class) This class has static bonuses or negatives to ability scores, round counting, and several extremely powerful features in Spirit Double, Partial Animation, Sacrificial Souls, among several others. The class features also do not match the Soul Warden table. See Class Do's and Don'ts (5e Guideline).
Soul melt (5e Spell) Yet another instant-kill-9th-level-spell. You should not be able to one-shot a legendary creature or other boss. Maybe if you weaken it first... but power word kill spell already does exactly that. This spell also shouldn't work on constructs or undead, and should recognize that a wish or true resurrection spell should allow the target to revive.
Soul thief (5e Spell) This 2nd level spell apparently doesn't consume a material component, yet apparently lets you learn languages, gain feat-like benefits, and potentially even raise your Intelligence score—permanently—virtually every time you cast it successfully. Depending entirely on how generous your DM is with its unusual casting requirement, it's either incredibly overpowered or practically useless.
Soulbowman (5e Class) See talk page.
Space-Time Knight (5e Class) A sorcerer+rouge+monk in space time is not balanced. Choose the power of just one class. Also, this page uses round counting, free actions, etc.
Spartan, Variant (5e Class) This class has round counting, the class should not just be given bonuses to its attack rolls as bounded accuracy is a thing, you should not be able to given advantage on Dexterity saving throws(or Charisma checks) especially at such a low level as advantage should be far more circumstantial, you should not be given extra reach, and the class has a number of other issues. See Class Do's and Don'ts (5e Guideline).
Spectral (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. Free etherealness spell as a reaction and without a duration, avoidance, 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.
Speedster (5e Class) This class deals far too much damage with the 2nd Extra Attack feature and special attacks, the Kinomagic Body feature is a straight improvement over the monk's incredibly strong Diamond Soul feature, the Special Actions' power is inconsistent(absurd amounts of bonus damage based on your movement, a variable amount of attacks, costs that need to be adjusted) and improperly formatted, see the monk's Ki feature.
Spell Mastery (5e Feat) This is outright better than the wizard's 18th-level feature, and as such, is too powerful.
Spellblade Variant (5e Class) This class deals far too much damage with arcane blade, and numerous archetype features are overpowered or broken.
Spellfire Wielder (5e Class) This class mentions standard actions, has round counting, and can deal an absurd amount of damage at 1st level. See Class Do's and Don'ts (5e Guideline) as well.
Spellfused (5e Class) This entire class is designed around at will spellcasting. While this is unique, it is broken or overpowered in numerous instances. See the talk page for specific examples.
Spike of Distorted Flesh (5e Equipment) Refers to sizes that don't exist in 5e. Mythic Monsters (5e Variant Rule) might help with the larger sizes. I also feel like "the size of the moon" is a campaign-ending result, but it says "don't make them too over powered". You could just sit there repeating the d10 roll until you roll a 10 and destroy the bad guy and his citadel and all the surrounding hordes, or whatever.
Spiked Gloves (5e Equipment) Okay, now it's versatile. How can a gauntlet be wielded in two hands?
Spilarin (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. Uses incorrect increments, +4 ASI with a number of powerful traits and no visable disadvantages, unrestricted/ungiven uses(infintate creation of poison, etc/Does this use an action/bonus action/reaction?) 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.
Spirit Walker (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. You get 35 feet of flying as well as a plethora of strong and questionable traits. 8th level innate spellcasting? 5th level counterspell? Is this blue light, bright or dim? what is it's radius? "change your size to big"??? Overall poorly executed and needs a rework 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.
Stained Half-Elf (5e Race) This race seems must stronger than the standard half-elf and other similar first-party races, and would benefit from having less powerful traits. For example, in addition to most of the abilities, the half elf gets this race gets a progressively free casting of magic missile, proficiency in arcana(granting 3 skill proficiencies in total), advantage against saves against madness, the good half of the keen mind feat, blindsight for an encounter duration with a automatic hour long recharge(no rest required) and immunity to one to one of the most common conditions in the game(charmed). Overall pretty overloaded and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Star Warriors (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Starlight Staff (5e Equipment) These items don't seem to be artifacts, since for example casting a random spell using your spell slots is not even close to the power level of other artifacts.
Stick of a man (5e Creature) Run through it to make sure it makes sense. Also see talk page
Storage Magician (5e Class) Features need a better spread: sometimes you get a new spell slot level and a feature, but on other levels you don't get anything.
Storyteller (5e Class) Flagging it as an April Fool does justify its apparent balancing issues, but it is not a joke class as far as I see. Please refer to talk page for ongoing discussions.
Succubus Queen Patron (5e Subclass) See talk page.
Sukkan-Alsama (5e Race) Stronger than any first party race. Comparatively overpowered compared to the aarakocra. 10ft. reach on 1d6 unarmed strikes makes a monk significantly stronger at lower levels. Why have 35 base walking speed if they have a huge flying speed? Overall poorly executed and needs a major work to be anthing close to complete as well as needs 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.
Summon Food (5e Spell) Isn't food supposed to cost money? Are we stealing it from the local market? I'm confused if this is trying to be a different kind of goodberry without the healing
Summoner, 3rd Variant (5e Class) As with the original, the features are not spread out well. There are some levels where you gain a new spell slot level and a strong feature, yet other levels where you don't gain a feature or a spell slot level. Also a concern noted on the talk page.
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works.
Sumu (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. Extra reaction each round, can take the attack action as a reaction outside of opportunity attacks, 50 feet of movement, can dash for free each round, second counting, non-standard minute counting, can reduce all of a creature's stats continuously, 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.
Sun Shard (5e Equipment) Overpowered; There isn't a limit to Blistering Crash, which requires a DC 23 Dexterity save and deals 6d20 damage. The Flames Armor ability grants you the ability to cast a 4th level spell at will whilst granting a +3 to AC.
Sunbright (5e Equipment) The way Sun's Glow is currently worded(no action required), making it so creatures without darkvision always have disadvantage on attack rolls against you due to not being able to see you and you can easily change the effect when you or an allied creature attacks. A large static bonus to damage rolls is also quite unusual for a magical weapon to have, consider changing it to some combination of dice.
Sunsworn Caster (5e Class) This class has far too many features for a full spellcaster and seems to be a mainly be paladin/cleric hybrid. The Solar Seal and Sun Strike features scale to absolutely insane levels. Numerous subclass features are extremely powerful or just straight game breaking.
Super Hero (5e Class) This class has two common saving throws, any four skills(should be 2 if any), a d12 hit die, more powerful features than the fighter and deals more damage then them earlier, and it has the expertise provided by the rouge.
Support Boost (5e Feat) Thoroughly overpowered. At just 4th level (or 1st level if you're playing a variant human) you can become absurdly powerful. For example, cure wounds allows you to restore a number of lost hit points equal to 1d8 + your spellcasting ability with a first level spell slot. With this feat, it becomes 2d10 + your spellcasting ability, for just a first level spell slot. For comparison, cure wounds cast using a second-level spell slot restores 2d8 hit points.
Swashbuckler, Variant (5e Class) Some dubious design here and there, e.g. Razor's Edge 2. I've seen weapon die increases to make simple weapons more viable, but now a one-handed weapon deals 1d12 damage; or longsword wielded in both hands deals 1d20 damage. I guess a greatsword deals 2d10 damage? Madness.
Swift Striker (5e Feat) Increasing the number of attacks you can make in a turn increase a martial class's damage per round by an absurd amount for a feat. Feats should also not gain additional effects when you level up.
Sword Keeper (5e Creature) Way too weak for a CR 12 monster. Consider granting it Multiattack.
Sword Saint of Legends (5e Background) Background features shouldn't have mechanical abilities and certainly shouldn't grant feats. Ignoring that this background receives way too many things compared to similar first-party content, and would benefit from having less powerful things. Consult the 5e Background Design Guide for help and consider checking out some of the comparable Featured Articles.
Sword of Demonkind Shouldn't this be a cursed weapon? The effect seems quite weak for a Balor to take over your body and possibly kill your PC. This weapon also uses a contested throw of charisma saving throw contested by the Balor's Wisdom throw.
Swordmaster (5e Class) Uses round counting, among other concerns. See talk page.
Syl (5e Equipment) This weapon does not use a saving throws when inflicting long-term madness(which is option for DM to allow), and the weapon itself deals far too much damage. Also how does this weapon have the Reach, Versatile (3d12), Heavy, and Finesse properties? This weapon also has next to no properties for a sentient weapon except for just wanting to deal too much damage.
Sync Masters' Wrap (5e Equipment) I feel this should have more restrictions. It's trivial to have one or more hirelings follow you playing music, you could have advantage on all "combat rolls" (do you mean attack rolls?)
Synth (5e Race) The base race by itself is already strong, yet many the race's subraces go far beyond the power level of 1st party subraces. The Tiefling, Human, and Gnomish models in particular are exceptionally strong, but the others need fixing as well. The Energize trait is also effectively immunity to lightning damage which is not ok.
Taninim (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +6 ASI, unexplained Tiny size, 15 base AC, multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, polymorph into a humanoid without limitations, Frightful Presence, Advantage on skills checks, 1d8 unarmed strike. 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.
Tarotmancer (5e Class) Its current features make this class very similar to a wizard, but even more powerful and versatile. See the talk page.
Tattoo of Power (5e Equipment) can rarity vary on sentient items?
Tazer, Variant (5e Class) Parts of this are very hard to follow. Some mechanics are quite "non-5e". Multiclassing mentions a "Taser artefact", and starting equipment says "artefact(irremovable, skin melded)".. wuh?
Telekinetic (5e Class) Just Constant study makes this op
Tenki Knight (5e Class) Narrow lens. Healer seems really broken at high lvl, at max lvl you can use 8D12 healing with a 1st lvl spell slot until you run out of spell slots.
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. Grants a scalable Barbarian Rage. Allows one to take normal activity through their armor while gaining the benefits of a rest. "Expertise" in stealth. At will, no limits, misty step. Adding Con Score to HP max? +5 ASI. ASI increases by 2 while not in armor? 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.
Terroki (5e Race) Flat/rolled bonus's should be avoided/removed as this isn't 3.5e.
Tesso (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. Adding your ability modifier twice and getting advantage on the roll for a fairly easy condition should be removed and reworked. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Thaumic researcher (5e Class) I'm afraid a lot of this doesn't work, incorrectly calculated DCs, incorrect scaling of bonuses,
The 20 Moon Pearls (5e Equipment) Mechanics need bringing to standards.
The Absolver (5e Equipment) See the talk page.
The Accursed Fate (5e Subrace) Comparatively overpowered compared to the other elvish subraces. Attempts to add bleeding to the game. A fighter with 4/5 attacks a round and an action surge to bring it up to 9 can deal bonus damage equal to their level times 8 or 9 leading to a huge amount of damage that can also be carried over to the next round if the save is failed. Blood Familiar is vague like everything else but it doesn't specify what it actually does. The entire section of Blood magic fundamentally breaks some principles the game needs to work. Overall poorly executed and needs a rework in every aspect to better compare to the first party.
The Amulet of Control (5e Equipment) I think this was made for the wrong edition of D&D? Hmm, but it does mention bonus actions... what a mystery!
The Dual Paths of Roskenlan (5e Equipment) This item has numerous non-standard mechanics, is outright broken in places(additional AC, automatic critical hits, and most of the item's other effects).
The Gauntlets of Zerthimon (5e Equipment) Since +3 weapons are very rare, we should expect a +3 legendary weapon to have some added benefit. This has permanent advantage on attack rolls against 75% of creatures PCs are likely to fight, and that's for starters. Also doesn't link to what a "ward cestus" is.
The Gentlemen (5e Class) This class should not have conditional features that provides static bonuses or features that negatively impact the class. Anger of The Gentlemen, Chivalry, Man of Many Hats, Challenge, and numerous other features are non-standard or extremely broken. The class also gets 3 proficiencies of your choice and jack of all trades, while having the 4 attacks when you take the Attack action and the monk's Martial Arts feature. See Class Do's and Don'ts (5e Guideline) as well.
The Hybrid Blade (5e Equipment) You do not do percentage calculation in D&D. You either deal an additional damage, however small. Plus, you deal less damage when you choose necrotic damage, then why even bother to choose it in the first place?
The Mace of Many Faces (5e Equipment) Hugely overpowered, incorrect terminology, incomplete definitions.
The Ring of Death (5e Equipment) Any magical item that allows you to drain an absurd amount of hit points from a creature multiple times is game breakingly powerful.
The Ring of Power (5e Equipment) As written, this is just a worse version of the ring of invisibility. What is the DC of the check that must be "successfully completed"?
The Shaed of Shadows (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
The Sworde of the Wynde and Sea (5e Equipment) This weapon has a overpowered bonus to its attack and damage rolls and has no other effects.
The Way of Nine (5e Equipment) Magical weapons can not change how much damage the initial weapon deals they can only make a weapon deal additional damage, this weapon's effects also shouldn't allow you to copy spells from one attack onto others, and the weapon shouldn't have round counting, among various other issues.
The dark-one (5e Race) Virtually everything about this race seems purposefully overpowered. Is this intended to be a joke or a parody?
The iron gauntlet (5e Deity) Deities have 0, 1, sometimes 2, very very rarely 3 domains. 4 is too many. There's a boon that lets you endlessly churn out treasure. There's a boon that breaks the 4th wall. Boon of shape shifting needs work too.
Thinuaran Blade (5e Equipment) See talk page
Thunderfury, Blessed Blade of the Windseeker, Variant (5e Equipment) See the talk page.
Tiefling Variant (5e Race) 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
Tiger Anthrolupe (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. Receives a plethora of traits and bonus traits that vastly outweigh any race. +5, 40ft walking speed, 4 skill proficiencies, 2 unknown languages, several unconditional advantages. 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.
Time Stride (5e Spell) See talk page.
Time Wizard (5e Subclass) Levels do not match the wizard's subclass.
Tinkerling (5e Class) Definitions need improving. For example, we're not told that the "a small, handheld contraption" is. Is it a thrown weapon? Is it an object you can throw to a point within 60 feet like a grenade? Is the effect determined when you build it or when you throw it? Are the materials used to create it conjured out of nowhere, or should there be a gp cost? Or is that what tinker points represent (tinker points are not explained)
To Ashes (5e Spell) Um, Scales without using higher level spell slots, and its really ambiguous as to how you actually calculate damage? what if i have multi classed and have different sized hit die
Tome of Runes (5e Equipment) Why would I ever use this, if it heavily penalizes my spellcasting ability? If I'm a wizard and I create a rune for a 6th level spell, my Intelligence goes down by 3?
Toshaka's Gift (5e Spell) Allows for too many game breaking mechanics. Casting this with every spell slot available before a long rest. Or just taking a week to prepare for a large adventure by stockpiling stones. See talk page for more discussion.
Transmutation Alchemist, Variant (5e Class) See talk page. Apparently this class has specification and balancing issues
Treant, Variant (5e Race) A unarmed strike that deals 1d10 damage is akin to a 17th level monk and no first party race has a natural weapon deals more than a d4.
Trox, 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. Several flat bonuses, tremorsense, resistance to physical damage, 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.
True Summoner (5e Class) Seems... pretty overpowered, largely because this seems to be a conversion of a powerful Pathfinder class. (I remember it being considered so powerful Paizo made an officially nerfed version of it, even.) Among other things, it has full casting and more cantrips than any other class, plus effectively a second character that is arguably better than some PCs would be on their own.
True Wight (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. You gain all traits here as well as all the traits of your base race. The traits are copy and pasted straight from the wight with no attempt to make them playable in the hands of a player character. Fundamentally changes how the 9th level spell, true resurrection works. 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.
Truly Attuned (5e Feat) See talk page.
TruthWeaver (5e Class) Narrative Call is game breakingly powerful as you can summon powerful creatures for free multiple times. A full spellcasting class should also largely not have features when it gains a ability score increase or a spell slot level.
Twilight (5e Equipment) See the talk page, this weapon allows you to store far too many spells and spell slot levels.
Two-Handed Weaponmaster (5e Feat) Too powerful, among other issues. See the talk page.
Typhon Anthrophantasmus (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. Large PC Race. Does this physic wave have a range? What ability score does it use? Why does a race with no bonus's in intelligence have the capability to use psionics? Can even you wear armor? 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.
Ulfren (5e Creature) See talk page.
Unicorn (5e Race) Trample and Hooves traits are overpowered.
Unitar (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Flat bonuses should be avoided, traits which recharge on the short rest should also recharge on a long rest, Negative ASI's should be avoided/removed, Charming is vague and overpowered. Subraces as guilds makes little to no sense and needs to be explained from a racial standpoint why it is this way, rather than a mechanical means to have whatever choice of ASI that you want. Overall poorly executed and needs work both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Unmade (5e Race) Uses round counting, you can grapple anything, Broken Life, Necessary Form, Intangible, and Unseen are all overpowered and the race as a whole is breaks the bounds of what should be allowed for a race.
Ursian (5e Race) How does this race hold weapons? Also, the race needs to change round counting (3 turns) to something else(until the start of your next turn, 1 minute, ect.). Also the Resemble Bear trait could probably be changed to you can permanently act like a bear.
Uruk-hai (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. +6 ASI, Everything an orc and half-orc get with more ASI's, random double of traits, single subrace, etc. Overall poorly executed and needs a rework both from a mechanical perspective to better differentiate from the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Valkyrie (5e Class) See talk. This class grants too many powerful features at level 1, and later too, making this simply better than a paladin, spellcasters, and more combined.
Vampire (5e Race Variant) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, the unlimited casting of the 2nd level spell misty step, damage immunity/resistance/vulnerability, ability to create CR13 vampires as many times as you want whenever you want, and largely ignores the first party vampires 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 reading over the first parties vampire in the monster manual and how they work.
Vampire Slayer (5e Class) Advantage is supposed to be a circumstantial benefit, but Equaliser gives you advantage for whole battles. Consider a different benefit. Doesn't say what the base statistics are for a stake. Wording on Extra Attack is incorrect.
Vanguard (5e Class) This class shouldn't get numerous bonuses to AC(you can get up to +7), no longer receive exhaustion, and also numerous powerful archetype features(Heavy Weapon Master).
Varied Caster (5e Feat) An inferior version of Magic Initiate feat, I suppose. The wordings are ambiguous and confusing as well. (By the way, if I'm not supposed to add this template, please let me know - I just couldn't stop myself.) --WeirdoWhoever (talk) 03:39, 4 April 2017 (UTC)
Vatranite (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, the unarmored defense granted here is straight up better than the barbarians class feature, fire damage immunity and the distinction between magical and non-magical isn't used in 5th edition. 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.
Vault Suit (Treated Lining) (5e Equipment) A plain 13 AC light armor is not balanced.
Veil (5e Equipment) Extra damage die on every attack. In 5e design, one should avoid making an extra saving throw on every attack: this weapon has two in a fairly disruptive manner. Should be limited in some way. Not sure if this is intended, but as written, warped wound automatically kills tiny creatures. That includes many monsters, from sprites to demiliches.
Veilwalkers (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. +5 ASI, -2 ASI, Truesight, random damage resistances, 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.
Vellus (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, Negative ASI's, Single subrace, As much ASI's as the base human, ASI's that go over a +2, 1d6 unarmed strike(on par with a level 5 monk). 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.
Viktor's Dark Transport (5e Spell) a spell that allows movement and damage as a bonus action to multiple targets severely disrupts the action economy
Viktor's Teachings For Adran (5e Spell) See the talk page.
Vins Dagger (5e Equipment) The stats for this item seem to make it a very rare or even legendary magical item rather than a mundane one and the price is outlandish
Viperfish (5e Race) If taken at face value, Lantern's Light is comparable to 7th-or-8th-level spell but can be used at will. Light Camouflage can apparently be used to emulate a 2nd-level spell, at will, under typical dungeon conditions.
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 Blink (5e Spell) Was a custom spell. This may need balancing.
Void Bombard (5e Spell) Was a custom spell. This may need balancing.
Void Burst (5e Spell) Was a custom spell. This may need balancing.
Void Folk (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. ASI wording, ignores narrative duration, 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.
Void Rupture (5e Spell) Was a custom spell. This may need balancing.
Voidblade (5e Class) Poorly balanced. "All is dust" is pretty bad for example.
Voidbolt (5e Spell) Was a custom spell. This may need balancing.
Voidborn Tiefling (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Voidling, 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 or written like casual conversation. Uses incorrect terminology. One subrace? several resistances and vulnerabilities. conditional advantages and disadvantages. who would try to heal by drinking your blood other then a vampire? resistances to all magic... 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.
Volki (5e Race) Devotion [sic] is undefined.
Vorpal Rabbit (5e Creature) As noted on the talk page, "Challenge 1" is too low for these statistics. Another page has been made to represent the "killer rabbit of Caerbannog," too.
Vulpus Blade (5e Equipment) Hugely overpowered. Terminology needs correcting.
Wabbajack Remastered (5e Equipment) Shouldn't the wabbajack be an artefact? Anyway, this is full of non-D&D terms: "12 seconds", "30 minutes", "30 seconds"; "Heal 1d4 to every creature"; "heal 2d4"; many of the entries are poorly written or defined; has far too many charges - it might be funny once a day or so, but 8 times a day is going to get obnoxious. "Make 3 spells in one attack" doesn't make any sense. Are the "spells" the entries on the table, or are they your own spells? What is the "attack"? Are you making an attack roll?
Wand of Sparkling (5e Equipment) Cantrips do not level up to use spell slots and this item shouldn't be able to change your ability score modifiers.
Waraxe of the Dwarvish Lords (5e Equipment) It's not my thing really my thing, but I believe this is overpowered to absurdity. This weapon mentions numerous mechanics not included in 5e. See the talk page.
Warchief (5e Class) Leave a feature up to the DM to decide(your DM can also set the DC to 10), and several other broken and overpowered features.
Warcraft Death Knight (5e Class) The rune magic has beeng revamped. Check the discussion to see what has changed and feel free to contribute and help make it better.
Warforged, Variant (5e Race) This race receives way too much and gain some of the best parts of the Dwarf, Elf and Human/V. Human. Also, the page and traits read poorly and need to be reformatted so users of the race know what they are getting. These concerns are similar to those outlined in the talk page.
Wargen (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 and unnecessarily complex. They receive a wealth of abilities and traits that cumulatively allow the race to surpass first party races when compared. 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.
Warlock Patron: Celestial (5e Subclass) see talk page
Warpriest of Asgard (5e Class) OP seems to be confused as to what edition they are writing for
Way of Mercy (5e Subclass) Totally overpowered, as this basically just becomes unlimited Ki.
Way of the Drunken Fist (5e Subclass) See talk page.
Way of the Hermit (5e Subclass) Does not take care with the various stacking bonuses.
Way of the Kuda Spirit (5e Subclass) Since the only benefits you gain at levels 6 and 11 are minor upgrades, I'd recommend having new features unlock at those levels as well. Also, Energy Charging and Dash both need to be given a duration, and better wording for the upgrades. Also, what kind of action is used to activate them? Kuda Spirit also needs a duration change (5e doesn't have round-counting). I'd suggest 1 minute, which is equal to ten rounds.
Way of the holy runes (5e Subclass) Basically every single feature is over-powered.
Weight of 1000 Years (5e Spell) Doesn't give targeting information, the damage doesn't scale correctly and doesn't take up higher slots. It's unclear how this offensive spell would work as a ritual, or why it is a diviniation. I don't know what a "D" component is.
Well Rested (5e Feat) See the talk page.
Wendigo (5e Class) Not balanced and very disruptive, see talk page.
Westrato (5e Race) Race and class features generally should not grant gold.
Wetboy (5e Class) Items do not have a duration and could probably be created in 5e Equipment and linked here, Armour of Darkness is overpowered(it is armor byw), Crippling Strike gives access to too many options, Shadow's Swiftness is overpowered, Perception makes Perfect needs its duration changed to be standard(see Class Do's and Don'ts (5e Guideline)), multiclassing prerequisites are always odd, and the archetypes needs fixing up.
Wheel (5e Equipment) This is blatantly superior to any martial melee weapon in terms of damage, also acting as a shield, and requiring only one hand to wield, yet has no apparent drawback.
Whistle of the Beast Tamer (5e Equipment) Even just allowing PC's to potential gain access to a singular powerful creature besides themselves is beyond the bounds of what a magical item should be available to provide. This item goes beyond that though and boosts several creatures that may already be powerful to extreme levels.
Wildkin (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 written. Total of +10 to ASI, unstandardized flying speed(walking speed plus level?), 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.
Wilt and Bloom (5e Equipment) Says wilt is a katana, but then overrides its damage die. Why not leave the damage die as it is, and give it a bonus to its damage roll? What are the conditions of being a slave owner or driver? It seems trivial to just state that you are to get the extra damage.
Windwalker (5e Class) This class has round counting, multiclassing prequiresites are odd, and a few features such as Wind's Flurry and Wind Shield are overpowered. See Class Do's and Don'ts (5e Guideline).
Winged Orc (5e Race) Literally just the first party orc but with wings and as such a flying speed.
Wish Granter (5e Subrace) Gaining a +2 ASI and a host of additional benefits on top of your race and actual subrace is comparatively overpowered. Will require a complete rework to be realistically usable.
Woad Warrior (5e Class) See talk page.
Wolf-Demon (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Issues like unconditional advantages, "as a ritual at will" being contradictory, etc. Needs a rework both from a mechanic. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Wolf Knight Greatsword (5e Equipment) The "frontflip" property ultimately just more damage, and the base weapon is a strictly better holy avenger.
Wookiee (5e Race) Stronger than any first party race and uses incomplete or incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The number of good benefits and a +5 ASI. 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.
Wrestler (5e Class) There's quite a bit here that doesn't work well,(d12 hit die with monk damage output, potentially two common saving throws, gaining of feats in class, techniques allow you to sometimes do too much or just do too much damage themselves).
Wyvernling (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. There is no gliding speed, this needs to be detailed. Minute counting? The natural weapon does an easily abusable amount of damage. There are no ice or lightning elementals within standard dnd so why would there be subraces for them if the race is "born" by such a union? I'd recommend sticking to the 4 main elements and then doing the quasi-elemental planes if you have time afterward. Flat bonuses to Armor Class should be avoided. All subraces spells should be of an equivalent level or of at least a comparable power level. Flight at first level with a plethora of other benefits. Overall requires more work both from a mechanical 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.
Xan (5e Class) Classes shouldn't have two common saving throws, round counting, and the Flaming Body, Healing Warmth, and all features past 12th level are overpowered in some way(adding modifier to most rolls, half damage from everything, great damaging features on top of spellcasting). See Class Do's and Don'ts (5e Guideline).
Xenomorph Life Cycle (5e Class) A blindsight of 10 feet at higher levels is powerful as noted by the rouge's Blindsight trait at a much higher level compared to 120 feet of blindsight. Keeping racial traits of another class can lead to abuse and why are race traits in a class? The Jaws and Claws part of the The Drone/Warrior feature is far too powerful, the class has round counting, changes to their maximum abilities scores too early(the earlies a 1st party class can change them is 20th level), this creature's size becomes ridiculous and colossal isn't a size in 5e, The Empress feature is likely game breaking but also unclear as what are the stats of a queen? See the 5e Class Design Guide for help on how to properly create a class.
Xianghua, Variant (5e Feat) Not necessarily unbalanced, but it's still so specific in its abilities that it should a class archetype like a Monastic Tradition, not a feat.
Xilan Warrior (5e Class) This class shouldn't have two common saving throws, an powerful and undescribed homebrew weapon, Strength as your unarmored defense, absurd bonuses to AC and increases to AC at lower levels(+1 is considered great), bonus action attacks that vastly increases your damage every turn and require creatures to make a saving throw on every hit, and various other issues.
Xorn (5e Race) Allows a player to start with a low level adventure-breaking feature. A xorn might be a cool creature to play, but it has powerful features that should be spread over class levels or at least level-locked.
Yami (5e Equipment) This weapon can literally cancel out 3 spells(non-holy whatever that definition means) of any level. There is also the basic fact that this is a +3 weapon that deals 2d6 additional damage, and has additional effects.
Yata (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. Feline should be its own trait(see Yuan-Ti Pureblood), 1d8/1d10 unarmed strike(level 11/17 monk) and would be broken with the rogue or monk classes, Dark Cloak + Yata Magic allows for what is effectively a at will telekinesis, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. The base race alone is alright and could use a few touch ups but in addition to the subraces its too strong. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Yellow Jacket (5e Equipment) Original "needsbalance request" A +3 weapon is already very rare. Suggest making this legendary, or removing or reducing the bonus (you don't have to have a bonus you know). The wording doesn't make sense. ("a target marked by Yellow Jacket is prone one of the following...", huh?, and there's round counting and stuff.

Notes after balancing The text itself has been altered to make (more) sense. The following topics were added/altered to balance this item:

  • Reduced to a +2 weapon (instead of +3).
  • Added a time limit of 6 rounds for the mark (instead of no limit).
  • Added the restrictions that the marking can only be applied to 1 creature at a time and can't be reapplied when it fades (instead of no limit).
  • Reduced the dice rolls for the duration of the effect from Volatile Mix, 2 and 4 to a 1d4 (instead of a 1d6).
  • Changed Volatile Mix, Paralysis to paralyze the target (instead of the target losing consciousness and falling prone).
  • Better defined the Fright effect with the addition of a 1d20 roll to determine the state of fear.

Some suggestions/ideas for additional ways to balance are:

  • Limiting Deadly Venom so the additional damage can only be applied once per round (instead of multiple times due to extra attacks).
  • Adding the rule that the mark of the Yellow Jacket can only be applied during an Attack Action. (so not during a bonus action or reaction)
  • Allowing creatures effected by the Fright and Altered Mind effects to do a DC 16 Wisdom saving throw at that start of it's turn to snap out of it.
  • Changing it so that Deadly Venom is one of the sub-types of Volatile Mix and Double Vision becomes it's own separate effect. (Makes more sense effect-wise)

Further balancing might still be needed.

Zekyl (5e Race) Condition immunities, 50 feet of flight and a plethora of other traits that cause this race to be overpowered compared to first party races like the aarocokra and the dragonborn.
Zen'Trath (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, the ability to absorb and grow into another creatures size category potentially allowing a character to wield large weapons, you can grapple a creature and deal 2d10 damage for every turn grappled. However, these are just the issues discernable from the traits as it is mostly vague and unspecific with a lack of sense or clarity. 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.
Zodiac Child (5e Race) As per above
Zombie (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, having a +4 ASI as well as several powerful abilities that are not offset but the races detriments, resistance to physical damage, animated dead(3rd level) casting at first level, damage immunity, condition immunity, universal advantages/disadvantages, DC's that scale off twice your proficiency bonus. 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.
Ætheric Aura (5e Spell) Was a custom spell. This may need balancing.
Ætheric Ballista (5e Spell) Was a custom spell. This may need balancing.
Ætherstorm (5e Spell) Was a custom spell. This may need balancing.

4e Pages[edit]

4e Articles with a "Needs Balance" template.
Page Name Notes
Abyssal Murderer (4e Paragon Path) The attack powers will need the Weapon or Implement keyword, or otherwise have an inherent tiered bonus (or they are going to miss a lot)
Angel, Variant (4e Race) to many attribute, too powerful attributes, and missing encounter power.
Artificer (4e Class) You can't dual-wield a staff and a blade, since the staff is a two-handed weapon. The bonus Blade Opportunity feat pushes them to use a blade, so staff is quite inappropriate as their implement. The Rune Caster feat is a mandatory bonus feat for the artificer, and can only be taken by an artificer, so it's not really a feat, it's a class feature - not that it works, since none of the powers have a Rune keyword and it's less useful than taking Staff Expertise.
Asura (4e Race) Propose these changes: Name change, I might include this in the magazine, so we need to avoid copyright issues with GW2, it's also confusing with the Hindu asura which has been a monster in previous editions; Asura Will needs changing, defense bonuses are usually there to make up a deficiency due to ability scores, but they are already guaranteed +1 will from their abilities; Ingenious Tinkerer should do something even if the character doesn't have those feats; Technobabble certainly shouldn't daze as an effect.
Black Lion (4e Class) Makes a poor striker, with no bonus damage anywhere. The author on the talk page argues that the Black Lion Lead's Mastery Path feature makes up for this, but a core striker feature should not be offloaded to an optional path that the character can't access anyway until level 11.
Blessing of the Ancients (4e Power) Is this a close burst or an area burst? Implement attacks do not target AC
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
Blood Weaver Powers (4e Power List) Are these weapon or implement attacks? Also watch wording ("Upon dropping to 0 health for the first time in battle" -> "You drop to 0 hp for the first time in an encounter."
Bog Cloud (4e Feat) Does not scale to tier correctly
Cabbage to Gin (4e Ritual) Is this on par with other 5th level rituals?
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
Chameleod (4e Race) The extra ability score choice makes the race far more versatile than the majority of other races. The immunity to flanking is to powerful for a racial and removes any sort of punishment for charging in, while there is a feat that provides the same bonus, racial traits are weaker than feats.
Chaos Meditator (4e Feat) Elemental Preference represents a permament defense bonus and proficiency, which is not in accordance with multiclass feats
Charr (4e Race) Large creatures change how the close burst mechanics work, they are larger and technically more powerful, you could give them a trait to define how close blast attacks work for them. But large creatures will have to squeeze through one wide hallways and most doorways, making them very vulnerable. In addition they will be unable to fit into smaller places that medium creatures would be able to, again limiting them immensely
Chirot (4e Race) Interesting concept but not very viable at the moment
Chitine (4e Creature) Too many powers; monsters do not have "daily" powers.
Color Bearer (4e Class) Class features are tied to specific piece of equipment, which seems to go against 4e class design philosophy; see talk page.
Couazol (4e Race) Godly Descendant is highly dependent on campaign, should be optional (i.e. a feat)
Cranes (4e Race) The traits are all melee weapon related, which rather forces class choice. Refers to a "winglord" class?
Create Minion (4e Ritual) Does not follow the standards for either summoned creatures or companion characters, breaks action economy, can have a proficiency in a superior weapon, implies that it can be used in combat but doesn't present the required stats.
Create Undead (4e Ritual) Does not say what statblock is used for the zombie minion (one from one of the monster manuals?) or how commanding the zombie ties into action enconomy.
Cullen (4e Race) Cullen Durability: Now some adventures might be entirely indoors/underground, some might be at night, some will be at day, so let's say that this will take effect 1/3 of the time. There are 4 defenses, so this trait is worth a bonus of +8/3. This is more than twice as powerful as a normal trait of +1 bonus to one defense.
Death Knight (4e Paragon Path) "light", "darkness" and "ice" are not 4e keywords. Death's Shroud is overpowered. Encounter powers should not cause ongoing damage.
Dellan (4e Race) The power seems to not be based off of a typical 4e system, additionally needs another secondary ability score. It needs some traits to make it more unique as well
Disrupting Spell (4e Feat) With respect to monster statblocks, there's no such thing as a "nonmartial power"
Djinn (4e Race) Magic compatible blind-sight, two full resists, Choice of any cantrip, large disease resist. Just to many good things all wrapped into one, perhaps create options with different abilities similar to Genasi.
Doomspore Myconids (4e Race) Though the communication is interesting it just provides a huge hindrance with role play and generally limits the player and DM. Having no additional traits other than the interesting telepathy. However the Racial power is far to strong, The zone it'self for only the one turn would be an amazingly powerful racial, but the sustaining and it being an Encounter makes it incredibly overpowered.
Draconic Heritage (4e Feat) Rapidly becomes a poor attack, since it does not benefit from enhancement bonuses.
Draenei (4e Race) No racials are highest ability mod, racial utilities gained by leveling do not increase in effectiveness, though you can make versions for higher level utility slots (PC's keep all utilities throughout their lives thus making theses undeniably better). Additional minor things 3 languages is a bit much with everything else, Custom languages should be avoided (perhaps choice of Elven, Draenei, or another fey language as that seems most appropriate to me)--Aitharious (talk) 21:58, 6 July 2016 (MDT)
Dragon's Rebirth (4e Paragon Path) Break their Stride: What is "special" about the standard action? Encounter powers should not cause ongoing conditions. Sigil's Defense: How long does the zone last for? Till the end of the encounter, or through a sustain?
Dragon's Wing (4e Paragon Path) Forceful Tactics has no Miss, Effect or similar function required by a daily power.
Dragon of the Mid-Day Sun (4e Paragon Path) You can't take an immediate reaction on your own turn, so sweeping strike wouldn't work, nor would you be in melee 1 range if you've shifted away from your target. Siege is needlessly complicated.
Dragonborn (4e Racial Trait Variant) this is a straight upgrade to the normal dragonborn consider a re-balance, breathweapon needs "until the end of your next turn" for effects as it is an encounter in addition to damage removal or reduction.
Dragoneer (4e Paragon Path) Frightful Presence is not an attack power (You can't use Intimidate as an attack); it looks like it's trying to be a skill utility based on Intimidate's ability to force bloodied foes to surrender. Onslaught should be worded differently, since Reliable should be unique to martial powers, also you can't interrupt yourself (try Free or No action)
Dragoon (4e Class) Needs an immediate interrupt charge attack to enforce its mark. Jump seems unnecessarily complicated, and breaks the initiative flow in a way that interacts poorly with interrupts, ready and delay actions. Maybe it should be reworded to use the existing Ready Action rules.
Eagleborn (4e Race) Flight not restricted enough. Double skill roll is overpowered. Weapon proficiencies, whilst not broken, don't seem justified in the fluff.
Earth Rune (4e Power) Bursts are either Area or Close. "Earth" is not a keyword. Implement attacks have a damage type and do not target AC. Strikers should not be getting burst 3 attacks at level 1. Please refer to "How to Read a Power" in the Player's Handbook.
Eladradactyl (4e Race) Racial power does not make sense.
Elder (4e Race) Pretty close, but need more of an excuse than "strong headed" to justify not being dropped at 0 hit points, really doesn't fit the fluff either. Scrap Claws Hands if it's going to be half-hearted. If these guys can be claw fighters, give them a Claw Fighting feat.
Elementalist, Variant (4e Class) Weapon proficiencies give access to superior weapons. Chaos Power requires round counting, and gives the controller build a striker-like damage bonus.
Elf, Aethrzoen (4e Race) See talk page, issues with languages and weapons
Elf, Alfar (4e Race) Divine Experience is on par with paragon level feats, so needs replacing. Should have the fey origin
Enduring Flame (4e Paragon Path) "Primordial" is not a keyword. Needs a power source.
Equipment (Arachonomicon; the Book of Spiderkind Chapter) Spidersilk is a new category of armor, but doesn't explain which classes are proficient in it (even the arachonomicon classes don't seem to have this proficiency).
Ettekin (4e Creature) Alacritous Grip needs a trigger and a range
Eye Poke (4e Power) Under normal circumstances, the blind condition causes the target to 1)grant combat advantage, 2)hit things with a -5 penalty, 3)not be able to flank. Any one of these might be OK for an at-will power, but the full Blind condition is overpowered.
Faceless Trickster (4e Paragon Path) What PC Race is being used for Doppelganger? The attack powers do not have the Weapon or Implement keyword, so they are going to miss a lot. Trick Blow is actually a power disguised as a feature, and should be formatted as such; also what is the range?
Fang Weapon (4e Equipment) 30 gp for +1d4 damage, +2 attack and High Crit to the spider rider's [B] damage is not balanced: this is better than a magic weapon at ten times the cost.
Felid (4e Race) Master Hagglers enters the realm of DM fiat. Glowing Eyes could and should be a level 2 racial utility power.
Ferocious Assault (4e Power) Why would the target not be targeted by the triggering attack? The trigger is that you hit with an attack; that would naturally be your target.
Ferocious Intellect (4e Power) You can't pull an enemy who is adjacent to you, which would be the case with non-reach weapons.
Findrei (4e Race) too many good traits paired with a good power, just needs a general reduction. Additionally needs to have the second secondary Ability score as per standard 4e
Fist Master (4e Class) What is their extra striker damage? (eg: Warlock's Curse, Avenger's Oath)
Flamespark (4e Power) No Action without a trigger, no implement or weapon keyword, Strength isn't a key ability for the Engineer, fixed plus on the damage, stuns as an Effect, and (save ends) to boot, doesn't improve at epic tier.
Flayerkin (4e Race) This race has some interesting ideas but it needs to change. No 4e race has any penalties associated with it. Traits should not give any bonus to ability scores. Dominate should not be on a racial encounter as it is (to my knowledge) exclusively reserved for level 29 dailies. Needs new traits to provide it some benefits that aren't ridiculous.
Forceful Strike (4e Power) As pointed out on the talk page, this is no different to a melee basic attack. Okay, now it's overpowered.
Forest Hylian (4e Race) The encounter powers encroach on the responsibility of classes. A Hylian with Forest Flurry or Forest Strike is surely a ranger. These are just elf rangers, aren't they?
Forgotin (4e Race) The Forgotin can learn 4 languages total included a typically forbidden language, need an additional ability score choice, should have some racial traits that actually do something, should have the immortal origin. With the powers, You don't need an at-will racial that's simply an attack. Bonuses to defenses shouldn't increase with level, and Wingstorm is quite powerful for a racial ability, though it could be fine with some tweaks.
Forneus (4e Race) Born of the Abyss has no duration. Unsure why minor shifting has a limit of "only two at a time". Humanit's Influential Protection is a permanent +2 bonus to all attack rolls (since you could carry a mouse in your pocket or whatever). I'm not sure what Bloodline does. I don't know what Forced Summoning does: the words are garbled.
Geas Lord (4e Paragon Path) Encounter power with a sustain that causes an ongoing condition? Doesn't make sense. The powers do not have correct range types. Pursuasion is an encounter power that gives a bonus that lasts until the end of the encounter. This is effectively a permanent bonus. Geas of Command's sustain doesn't make sense either. Maybe they were supposed to be in different fields.
Genothrope (4e Race) Genetic Shuffle, Animal Aspect and Animal Empathy all inelegant. Powers are messy. I will try to fix at some point. A lot of this can be handled through feats and racial utility powers.
Ghost Warrior (4e Class) Has way too many features now, including three defensive features. Ghost Surge says they get Power Points instead of Encounter powers, but the powers list has encounter powers. A bit of a mess.
Glyphologist (4e Class) The effects of Activate Glyph are poorly worded. I'm also not sure how Invoke is supposed to work, see talk page.
Godling (4e Race) Divine Recuperation: Suggest using contemporary values for "average" skill DC, which I think are DC 12 at Heroic, 19 at Paragon, 26 at Epic. Word of Power: Since it doesn't have the implement keyword, it will need a +2 bonus to attack to keep up with enchantments.
Golem-Blooded (4e Race) No justification for two free-choice bonus languages. Expansive Memory: All encounter powers are recharged after an extended rest normally anyway. Stoneskin: Pc Races can have resistances, but not immunities and vulnerabilities. Golem's Strength needs a burst range if it can be triggered by an ally.
Gor (4e Race) A total of +9 skill bonuses and +8 conditional skill bonuses, which is too high. Beast Senses looks like it's been modified from 3.5 Scent ability, as such adds a new mechanic that falls outside normal 4e design space. Just a +1 or +2 modifier to Perception checks to Find Tracks and Nature checks to Handle Animals would encapsulate this. Skirmisher: Races should never restrict equipment or class choices.
Goyle (4e Race) This race is essentially featureless with a bad if not terrible racial power, You waste your turn to potentially get a 5 point damage barrier, At higher levels though monsters can easily break through the resistances of the power causing you to lose more HP than you save
Grasp of the Dead (4e Power) Needs weapon or implement keyword. Overpowered; the components of this are comparable with daily powers. Suggest comparing with published at-will powers.
Greenwyrm Scion (4e Paragon Path) Tail Sweep's miss effect is too powerful. Frightful Presence's effect is that of an Attack power, not a Utility. Luring Glare needs a cap on the slide, or make it a pull, otherwise the player can move the enemy indefinitely. If the target ends up more than 3 squares away from the player (because, say, the player moved away or the target was teleported), it can't move at all (since even moving towards the player will be "more than 2 squares"). Careful rewording will fix this.
Grimlock (4e Race) +1 to all defenses all the time is overpowered. I know this is ostensibly conditional, but once you've made the decision to wear light armour, this is unlikely to change. Compare with humans, who have +1 to non-AC defenses only; and Deva, who have +1 to all defenses under a condition that occurs only 50% of the time.
Guillotine Whip (4e Equipment) Overpowered in every conceivable way.
Gūru (4e Race) See talk page
Half-Demon, Demonkin (4e Race) This is a 3.5 or 3e race combine with a 4e race. If it's supposed to be a 4e race then it should fallow those rules and conventions, if not then it should be moved and changed entirely into it's proper version
Half-Dragon, Variant (4e Race) Suggestions: "+2 to any other stat": Ah, no, give 'em a choice of two per racial design guidelines. Change resistance to 5 + 1/2 level. Fly: Encounters typically only last for 5 rounds anyway, so round counting is a false mitigation (and is fiddly to boot). Make it an encounter power (see Pixies in Heroes of the Feywild) - if you want them to fly more often have it recharge on bloodied. And, monster-style recharges: if you insist, but we should put a design disclaimer here. The dragon breath attack power is pretty much the same as a dragonborns so you should change it in some way. You need to be more specific when describing what powers or feats you can take from the humanoid race half. If I'm a dragonborn half dragon do I get two dragon breath encounter powers, do half dragon warforged characters get to be constructs and also fly, and can they take all the feats of their half race. I feel that without specification this race is overpowered and will unbalance the game in some places. This race would be overall better as a level modifying character template. Needs more fluff and pictures in all areas. The more fluff and pictures you have the better this race will be
Half-Eladrin (4e Race) A bonus feat is the human's thing. No other race should have it. "+5 resistance vs. powers with the sleep keyword." doesn't make any sense. The feat Fey Senses is worse than taking Skill Focus (and I would hope that it is meant to say "+2 feat bonus".
Half-Elf, Variant (4e Racial Trait Variant) Takes traits that should be unique to humans and elves (human's bonus feat and power; elf's speed) and mashes them together into one overpowered blob.
Half-Githzerai (4e Race) Having two standard actions is not a thing that should be happening, additionally it has no traits and is generally unfinished
Half-Lavos (4e Race) Being able to take any feat from any race is way to powerful even if the race is otherwise underwhelming, In addition the Racial Absorption as it currently stands would allow you to take immensely powerful encounters from solo monsters that can change the tide of battle in an instant, so as it lies this is not a balanced race
Half-Zombie (4e Race) Under the assumption that "healing charges" are meant to be healing surges than getting theoretically infinite is way to powerful, The alternate form power is complex and should be simplified, shouldn't have a penalty to skills. Being fully active when making death saves should be changed to at least dazed when making death saves
Hidden Polesword (4e Equipment) How does it work? How does it change size? Can you still attack with it when it is a smaller size? What does "shift sword" mean?
Hilt Smash (4e Power) "1/2[W]" does not make sense.
Hito-Neko (4e Race) Though the easily distracted is good for flavor its terrible for gameplay, Claws are a feat as well as a trait so it should only be the feat as per standard on the Dandwiki, could use some additional traits to help bring them up to standard
Homunculus, Variant (4e Race) Vigilance needs some clarification. Extended Rest is an important game mechanic that many powers are keyed off - is the intention here to disallow a Homunculus player from taking them as normal? There will also be adventuring situations where "midnight" doesn't make any sense; e.g. travelling through other planes. Suggest using the same mechanic that other non-sleeping races use.
Huntmaster (4e Paragon Path) Level 20 daily Effect is too powerful: note this occurs on a hit and miss. Was this meant to be on the Hit line?
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.
Ice Spike (4e Power) Needs the Implement or Weapon keyword. Encounter powers should not cause ongoing or effects that last beyond the end of the player's next turn.
Iejirisk (4e Race) One of the few grossly underpowered races it needs some extra traits (or even an extra encounter) to bring it up to par, even with all the feats.
Improved Dragon Breath (4e Feat) Involves a lot of effects that are not suitable for an encounter power. Switching to daily might fix that. Like the draconic heritage power, quickly becomes a poor choice due to lack of enhancement bonuses.
Infernal Blooded (4e Race) Needs additional traits to bring it up to standard. Also needs to have a choice for an alternate ability score.
Jumping Spider (4e Creature) Example encounter includes creatures 9 levels below encounter level; this falls outside of the +/- 4 range. Try something else.
Keldren (4e Race) See discussion.
Kitsune (4e Race) "spirit creatures" is undefined in 4e. Damage resistance too broad. Harbored Annoyance seems unnecessarily complicated. If you've just attacked a monster, why would it want to make indimitation or diplomacy rolls anyway? The second sentence after Hit doesn't seem to make sense. This could be adapated to make a satisfactory and flavourful attack encounter power expandable through feats, or a racial utility power.
Kobold, Variant (4e Creature) Kobold Spirit - you can't have an "elite minion".
Life Drain (4e Power) A close burst 3 at-will attack power that causes 2d6 damage and heals hit points as an effect? This is three kinds of unbalanced.
Lightkin (4e Race) Languages: Supernal (a normally restricted language) and three other languages. PC Races can have damage resistances, but not immunities. The encounter power needs a tiered attack bonus to keep up with enchantments, and damage progression should be 1d8, 2d8, 3d8. Stun effect should not be available for 1st level characters, and encounter powers should not cause damage on a miss.
Lightning's Child (4e Race) Needs to use D&D 4e rules. I can help with this if you wish.
Lightning Guard (4e Creature) Numbers are off (a level 1 artillery would not have AC 18, attack values are off); it doesn't need two basic melee powers
Lizardfolk, Greenscale (4e Race) Athlete is the equivalent of a paragon level feat - suggest making this conditional to whatever task it is that these lizardfolk excel at. Hold Breath: as written they can't hold their breath as long as normal PCs (see the updated "rule of 3" for endurance checks for PHB p 185). Suggest making this a +5 bonus to endurance checks made to hold breath. Still puzzled as to the utility of Claws - why not just give them access to Claw Fighter (4e Feat) instead so that those who want to have a lizardfolk who fights with claws can do so properly at their option.
Lobster (4e Race) No armor removes a magic item slot and also severely hinders their defenses at higher levels. There is a standard claws feat that should be used instead of the claws trait. 4e does not limit alignment or worship, Understanding Creature eliminates most of the need for any other language as is thus too powerful.
Lolth's Chosen (4e Race) Some powers have attack rolls, but no hit effects and do not have inherent tiered attack bonuses. "Spiderkind" is not an origin.
Lynch (4e Race) Needs statistics for the swarm of spiders.
Magic and Magic Items (City-States In Chaos Supplement) Magic item rarity needs a bit more thought. For example, potions of vitality will suddenly no longer be commonly available for paragon characters, and those that are given are now artifacts? Also not sure what is meant by magic moving to other items.
Mannequin Overlord (4e Race) Breaks Several 4e conventions. More than two options for secondary ability score bonus, edits core mechanic, 4e does not give vulnerabilities. Additionally the race is currently incomplete and has poorly described traits at this time.
Massive Hammer (4e equipment) Weapon's damage dice is way to high especially considering there are no drawbacks to the weapon, should either be an April fools weapon, or be re balanced
Military/Army Structure (City-States In Chaos Supplement) PC background should be moved to the other backgrounds provided by region, and the benefits balanced (i.e. remove constitution modifier)
Monkeybird (4e Race) Flight power needs fixing.
Monkeyfolk (4e Race) See talk page
Monohue Magician (4e Paragon Path) Suggest changing Burst of Color to a Minor Action, since it doesn't cause damage itself.
Moon Elf (Elf Variant) (4e Race) Too many skill bonuses, proficiency in superior weapon.
Murmillio (4e Race) Sharkbite is underpowered, see talk page. Suggest low-light rather than darkvision.
Mystic One (4e Paragon Path) Frightening Action involves round-counting. It also says "Charisma score" - should this read "Charisma modifier"? Deep Ground is absurdly fast, and burrowing already leaves a tunnel by default (see the monster manual glossary). Lavos Scream: Encounter powers should not cause ongoing conditions. Lavos Armor is an encounter power that grants a bonus until the end of the encounter; this is effectively a permanent bonus.
Necrologist (4e Paragon Path) Damage die go up to d12, so Dab of Life needs rewording. Inspiring Expiration ought to specify which d20 rolls it can apply to. Encounter powers should not cause ongoing effects; a level 11 encounter power shouldn't be causing unconsciousness. Glyph of Life is overpowered. Glyph of Undeath should use the same rules for commanding beasts and summonings: i.e. A standard action used to make it attack, move action to make it move, etc
Necromancer (4e Paragon Path) Features and powers refer to "minions you control", but doesn't explain where these minions come from. Shroud of the Grave: Undead minions don't have vulnerabilities - they only have 1 hit point. Check the monster manual. Skull King's Command: You can't just turn a minion into an elite or solo creature, there's more to it than that. Eternal Undeath is confusing - minions never have more than 1 hit point.
Nightmare Ride (4e Feat) This needs rewriting. It has an attack roll but doesn't use Implement or Weapon. It is a level 1 encounter power that stuns on a miss. The Beast Form keyword only makes sense if you are a druid. It has (save ends) and an after effect, which are only appropriate for a daily power. It's all too much.
Novus (4e Race) Um, that's a lot of racial powers.
Obscure (4e Power) At-will powers should not cause dazing.
Obsidian Axe (4e Equipment) Considering that a normal axe is military/+2/1d10, this is not balanced; it's puzzling how this 3lb axe can be "light thrown" when the 3lb handaxe is "heavy thrown"
Overlord (4e Race) I don't mean to be rude but the dandwiki does have standards of balance and quality to uphold, and if you're just wanting this race for personal use then you'd be better off making it as a document on your own rather than uploading it here. However if you have any interest in making a balanced race based off of the anime/manga I'm more than willing to help --Aitharious (talk) 12:15, 29 March 2017 (UTC)
Pegasus (4e Race) Flight is reserved for other tiers. It needs to be changed to something like a hover. Encounter power is broken: range doesn't make sense, attack needs inherent bonus, effects need to be balanced and worked into the Hit line (not the Effect line). What is the "cutie mark" feat, and why isn't it just a racial trait?
Phantom (4e Race) Huge options for racial bonuses, with no prevention of stacking the racial for a +4 to one. Poison and necrotic resist in addition to a standard cold resist. Immune to disease just discourages the DM from using diseases at all. taking 10 on saving throws allows you to just roll until you have a natural 20 without facing any risks, should put you unconscious after 3 "failed" Saves. Too many good traits at the moment, some need to be cut.
Pit Fiend (4e Race) Terminology needs to be amended, e.g. a "power bonus" is only found inside powers. Most of these bonuses should be racial bonuses. "+2 to attack with all spells", does this mean all powers or literally just arcane powers for wizards?
Player's Information (City-States In Chaos Supplement) Regional benefits need to be formalized as Backgrounds and balanced (in particular bonuses to attack rolls and ability scores need removing)
Poison Dart (4e Power) Needs the implement or weapon keyword. Does this attack AC or Reflex? At-will powers shouldn't cause ongoing damage, certainly not as an effect.
Potion of Cure all Wounds (4e Equipment) 4e already has three different types of healing potion, one for each tier. This doesn't even use any surges. One way to balance it might be to have it use up 4 surges and make it rare. "Recipe" field perhaps made in ignorance of the way magic items are made in 4e.
Prion of Madness (4e Disease) Doesn't explain how this disease is contracted. Does the effect of stage one happen every round? Does it happen both in and out of combat? Why does a save end the prone state, when the normal method is to just stand up? Stage 2: The alignment change asks the player to roleplay their character in a way they probably won't want to, and in a way not conducive to the party: combining this with "always miss" and this effectively removes the PC from play. This is bad for the game. Stage 3: This doesn't work as written, I wonder if "you target an ally" was intended rather than "you hit an ally". The ongoing damage has no end condition.
Prophet of Truth (4e Creature) Needs attacks and defenses appropriate for a solo creature. It can only attack one creature per turn, and has no way to deal with stuns, dazes, etc
Quick Jab (4e Power) What does "Increase damage to 2 Dexterity modifier" mean? Add? Multiply?
Rain Acid Blood (4e Ritual) Concerns on talk page; also disregard for 4e mechanics (resistance throw and a percentage throw)
Rhinocereetle (4e Race) Any flat bonus to AC is too much nevermind a +3 to +7. there is a standard natural weapon feat which should be in place over the horn weapon. The racial daily should not have an auto hit
Rock Warrior (4e Paragon Path) Still no description, powers are still unusable, if you need help please say so on the talk page rather than removing this template
Sage (4e Class) Problems identified with powers and role at Talk:Sage Powers (4e Power List)
Sai Swords (4e Equipment) "Attacks with these weapons count as minor actions". The action of an attack is determined by the power that initiated it, so what does this mean?
Salvation (4e Power) See talk page.
Scared Ones (4e Race) Psysic [sic] Infused bonus is too high. Insubstantial is overpowered, and yet "Can't use weapons or implements" makes the race incompatible with 4e (Utterly useless for weapon-wielding classes from the offset; won't benefit from enchantment bonuses so any class will be useless by Paragon.) Physical Being means the player will have to hope that every fight will have physical, humanoid, weapon-wielding enemies for a chance to do one dazed action per turn. Psychic Blast initially overpowered, then becomes useless by Paragon.
Scourge (4e Equipment) A scourge is already a 4e weapon (+2 prof, 1d8 dam, off-hand military flail); the triple-headed flail is the superior variant; what kind of weapon is this supposed to represent?
Sequester (4e Power) What is a "jumper fighting style"? The Jumper class page doesn't mention it.
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?
Shadow Witch (4e Paragon Path) Encounter powers should not cause ongoing damage. Power should not change ability scores. Neither of the attack powers use weapons, implements, or have an inherent attack bonus. "Level" is a bit akward as a damage constant - it doesn't quite scale right correctly.
Shadowcrafter (4e Paragon Path) Dark Shroud as an opporunity attack is possibly not as useful as a basic melee attack. Whilst it has the advantage of Charisma instead of Strength, it doesn't benefit from weapon proficiency or weapon/implement enchantment bonuses.
Shadowy Assassination (4e Power) 4e combat doesn't have facing, so you can't be "behind" a target. Perhaps this could say "You are flanking the target"?
Shinryu (4e Creature) Very easily locked down, and inadequate number of attacks. An Epic tier group would easily defeat this monster.
Sivak Draconian (4e Race) "Oversized" is a trait used by MM racial templates - it is not suitable for PC races. Also suggest making the altitude limit 1 square at 1st level.
Slayer, Variant (4e Class) The "slaying styles" do not make much sense.
Snaketongue (4e Race) Bite and Constrict quickly become worthless; at-will attacks should not have ongoing damage; serpent form should use the squeezing rules rather than have the player considered Tiny
Songweaver (4e Class) The class uses a new kind of implement, so magic versions of those implements need to be created or they will become an increasingly poor choice.
Speaker For The Dead (4e Paragon Path) Rune of Carnal Conscription should use the same mechanics as summoned creatures, and also note that the "basic" actions of elite and solo creatures are significantly more powerful than those of standard creatures
Spider (4e Creature) "20 tiny spiders" is a spider swarm.
Spider Keeper (4e Paragon Path) Encounter powers should not cause ongoing damage
Spider Lancer (4e Paragon Path) Fang of the Theraphosa needs fixing
Spider Lord (4e Paragon Path) Encounter powers should not cause ongoing damage. Queen's Bite: Does the save end both weakened and ongoing damage, or do each need a separate save?
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
Summon Ethereal Dragon (4e Ritual) This tells us nothing about the game statistics of the dragon (how are the "good ad preventing intruders"?) or how it is controlled.
Swordsman (4e Class) Specialization in particular weapon types should either be an alternate build option for an existing character class, or a paragon path.
Tail Lash (4e Feat) Balanced some of the qualities of this move, made it an encounter and added some (what I think) proper keywords to the mix. I still feel it's a bit overpowered so I reduced the die size to 1d4. Compared to Tail Slap, this is still probably the better choice as this can grant you (and your whole party) combat advantage before you even do your standard action (making that land easier also) for two turns. Whereas Tail Slap is situational, and only provides knock down which (in most cases) makes the target harder to hit. And Combat Advantage is much better than a prone target in most cases (especially if the party as a rogue)
Terran (4e Race) Favoured enemy is campaign specific so should be moved to feats. Deletagtion adds another two unconditional skill bonuses on top of the normal racial bonuses, this is overpowered. Intuition copies the half-elf trait.
The Loner (4e Ritual) 10gp / 10 mins is awfully cheap and fast for +5 to all skills and +2 attack/damage (even if they are made "solo")
Tibbits (4e Race) Cat form claws and bite attacks are broken as-is. Requires further wording.
Tsuku-Master (4e Class) See talk page
Unarmed Combat Specialization (4e Feat) Doesn't follow the standards for natural weapons
Undead (4e Race) Unbreakable is handled rather clumsily - recommend using the same mechanic as Warforged.
Undead Red Templar (4e Creature) Defenses are really low for a soldier role. Should also probably have some undead traits.
Ungor (4e Race) Way to many skill bonuses. Three +2's, One +4, and two conditionals of +1 and +3 respectively.
Vampire, Variant (4e Race) Day/Night traits are inherently broken: DM fiat needed as soon as the party goes to a different plane or spends any length of time underground. Ability scores should most certainly not change. Too many skill bonuses. Blood Frenzy and Night Fury both broken. Vampiric Skin ignores existing mechanics for damage resistance and "non-magic weapon" undefined for monster attacks. Deadly Glare should use the Gaze keyword, can't use Intimidate as an attack, and daily powers shoudn't become encounter or at-will powers (daily powers are designed differently). Blood Bank is worse than useless.
Vaporous Serpent (4e Creature) PC summoned creatures are handled through the Summoning mechanic; a stat block isn't needed. See various wizard summon spells, and Arcane Power.
Veleno Bevitore (4e Race) Traits and powers do not meet the standards for 4e races. I can suggest ways to fix this if there is some kind of description of this race to work from.
Volta (4e Race) "increase the weapon die size by two" - sweet lord, no. You mean 2d8? More damage than a Gargantuan-sized falchion? Encounter powers should not deliver ongoing effects. No justification for Darkvision.
Wandering Cacti (4e Creature) Needs to use 4e rules :) I'll get round to fixing this one up.
Weapon Gale (4e Power) I've read through this a few times and I can't make sense of it. If you can describe on the talk page what you want this to do, we can see about fixing it.
Whirlwind Jutsu (4e Power) I don't understand how this works. Which target are you teleporting to? Is this a weapon or implement attack? What's the power source, and if it's martial how does the teleportation work?
Wicken (4e Paragon Path) A +1 enchantment bonus is pretty pointless, since players at Paragon will mostly likely have a +2 or better enchantment bonus on their existing magic implements. With the seeds, "you can cast one power", needs clarification (is that one power once, or one power any number of times? which power?). The conjuration also needs clarification.
Wight (4e Race) Ability scores are more versatile than others, could potentially get a +4 strength. Speed can reach 8 which some classes can boost even further. Can have up to 4 languages. for all intents and purposes you ignore dying. Unclear how the necromancer master works. Terrible resistance with weakness (4e doesn't have vulnerabilities to player races). Immunity is generally not a good thing as it limits the DM. Racial power can deal insane damage to multiple targets. Essentially needs a nerf/rework on every front.
Wilder (4e Race) The at-will power is broken. How does being an animal allow you to ignore challenging terrain? Opportunity attacks are not normally triggered by shifts anyway, so this confers no benefit. More explanation is needed for the natural attacks - what's the proficiency bonus? weapon group? do they have an enchantment bonus or are they effectively useless at higher levels? Suggest +2 racial bonus for stealth rather than a flat +5. What happens if the player is a druid? Superior Hunter - Enemies either get a surprise round or they don't, so how does this work if some party members are surprised and others aren't?
Wildmen (4e Creature) All the powers need rewriting. For example, "bone blast" should be a, well, blast (rather than "5 attacks"), descriptions need to be moved out of the "effect" line (which is for effects that occur regardless of a hit or miss)
Windborn Accuracy (4e Feat) This is mathematically similar to Elven Precision (which has +2 to hit on the reroll). Suggest some other benefit.
Wing Clip (4e Power) 11:58, 19 March 2013 (MDT)
Woodkin (4e Race) Races should never have a flat AC bonus, could get a bonus to fortitude, extra healing surges, or a +1 to death saves to represent their sturdy nature
Wyvern Lord (4e Class) Unbalanced (wyvern health flare has unrestricted HP gain; look at the healing powers in the PHB and note the relationship between usage, surges, HP/THP)
Xeron (4e Race) Iron Skin needs changing - races shouldn't receive flat AC bonuses. Blood Fury is overpowered. Constructed should explicitly state which Living Construct traits they get. Ferocious Strength: "Reliable" is a keyword reserved for martial daily powers, rangedmod should probably be 1, trigger should perhaps be "An attack bloodies you.", effects are overpowered in about 4 different ways.
Xiao (4e Race) Sleight of Hand - all weapons (apart from the crossbow) can already be reloaded as a free action. Effective Unarmed Combat and Immobilizing Strike - these kind of features are defined by class, not race. Their unarmed attacks are also useless compared to weapons (no proficiency bonus, no enchantments, incompatible with feats. Immobilizing Strike will need an inherent attack bonus or it's going to miss a lot. They're really just halflings that favour the monk class.
Yak Folk (4e Creature) Needs to be better integrated with 4e rules. In particular with reference to magic items, feats, domination, summonings, and there's a lot of unnecessary waffle.
Yathchol Webrider (4e Paragon Path) Encounter powers should not cause ongoing conditions
Yautja (4e Race) Needs an encounter power. +1 attack and damage against non-bloodied enemies is a tad too good.
Zora (4e Race) Natural weapons are still broken. Please see gnolls and their claws feat to see how to handle this.
Æsir (4e Race) Much better than before, still not sure about defenses, and three racial skill bonuses is too much considering they are already quite great in combat.

3.5e Pages[edit]

3.5e Articles with a "Needs Balance" template.
Page Name Notes
Acolyte of the Dragon (3.5e Class) This class has had balance issues for years. Needs a serious revamp on skill and ability balance.
Acrophobia (Phobia) (3.5e Flaw) Unfortunately the "meat" of this is keyed on failing Will saves. Not only does this mean having a very high Will save mitigates the flaw, it doesn't even give a DC. If these issues can be resolved, why not put it at Phobia (3.5e Flaw), which is there to avoid us having 1001 phobia pages.
Adamantine Knight (3.5e Prestige Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Adapter (3.5e Race) Huge number of traits that should be spread over racial levels; many refer to "transformation" which is not clearly defined (is it polymorph, alter self, shapeshifting?). Can turn into a CR 7 creature at 1st level.
Adsecula (3.5e Race) See talk page, Maybe fixed, also see talk page
Advanced Warforged (3.5e Base Class) SR, DR, Fast Heal, and large bonuses that cost zero resources to receive are not balanced for 3.5e play.
Agent (3.5e Class) This is a very good start, but some things are really quite out of whack, especially the noncasting specialisations. These need to be compared to actually effective builds of this type when measuring what they can do, as potential power means nothing in the face of actual power.
Agumon (3.5e Creature) What does half of this mean? What is a "digidestined partner"? Is this part of a campagin?
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Aikijitsu Sensei (3.5e Class) Base Attack and Saves are incorrect, please refer to the rulebook.
Alacrite (3.5e Class) class has different skill points for regular and epic progression, the feats are almost as numerous as a fighter, the extra move or standard action effectively gives the character pounce, and he moves with a bonus of 70 feet at level 20? this is D&D not munchkin.
Alchemical Armband (3.5e Equipment) Prerequisite "must be an alchemist" - is this a homebrew class? Someone with ranks in an alchemy skill? How long does the transmutation last? If I transmute my arm into adamantine, what is the "strength and damage bonus"? Can I transform my arm into a Titan's and get Strength 43? How does this work if it's only in one arm?
Aluminum (3.5e Equipment) ok lets go through this, its like mithral in that it is somehow stronger than steel? The figures need adjusting. Also suggest guideline on how it is extracted from ore in a typical medieval-fantasy setting, since it's more difficult than other metals.
Andarra Bloodmane (3.5e NPC) This NPC's statistics are undergoing renovation at this time and are not yet finalized. --Argent Fatalis (talk) 21:39, 20 May 2013 (MDT)
AngelTouched (3.5e Feat) This feat gives +4 to Charisma
Anima Toughness (3.5e Feat) 01:32, 4 July 2015 (MDT)
Animal Leader (3.5e Class) Cut out spellcasting, lowered animal companion max, and lowered wild shape max. Additional editing possibly needed.
Arachnia (3.5e Race) Large number of powerful traits that a) need writing out correctly, b) would come with an LA
Arcane Card Master (3.5e Class) Full caster progression, medium BAB, and a bunch of special abilities. This needs toned down for standard 3.5.
Arcane Duelist Academy (3.5e Other) Able to cast Dispel Magic or Disjunction as a free action at higher levels nonstop, extreme bonuses to dispelling magic. This is a feature that may be too good at shutting down spellcasters.
Arcane Highwayman (3.5e Class) Reflex save progression is incorrect
Arcane Pistoleer (3.5e Prestige Class) Everything from the "master class level" table onwards doesn't seem to have anything to do with this class.
Archer of Infinite Blades (3.5e Class) Why play this class? See talk.
Architect (3.5e Class) Just looking at level 1 I see problems. It doesn't cost anything to make the small construct, just 8 hours. So I can make one per day. If I have a month of downtime between adventurers, I now have 30 of these assistants. I now have 30 attacks per round.

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

Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Armsbearer (3.5e Class) This is unusable in its current format due to power problems (i.e. aid of binder another that you can do unlimited times per round so you can constantly hinder every action or aid every action. Just no.) Recommendation stands.
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.
Assassin, Tome (3.5e Class) This class is of questionable balance unless you are playing a Races of War sourcebook campaign. It is highly suggested that any DM read and understand the class fully before passing judgement on allowing this class into a game.
Assassin (3.5e Class) I skipped ahead to the "Deadly Arts" and saw that they are awkwardly written, with percentages everywhere and incorrect terminology. Why are caltrops nothing like SRD:Caltrops?
Atom Smasher (3.5e Class) BAB needs to be a normal BAB. Monk rules should be used for unarmed damage. There are no "half-round" actions, maybe a move action or a standard action?
Atriarch (3.5e Template) You don't adjust BAB like this. +6 LA looks low for such huge bonuses to nearly every stat.
Aura Guardian (3.5e Class) See talk.
Balloon-Mage (3.5e Class) There needs to be a save to resist having the balloons attached to a creature. How far can the balloons lift someone into the air? What happens in a dungeon? Maybe summoning a hot-air balloon would also be a good idea.
Battle Brother (3.5e Prestige Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Battle Mage, Leafmender Variant (3.5e Class) Adding a ton of abilities onto a full mage, including the armored mage feat, and then adding even more bonus feats is terrible.
Battle Mage (3.5e Class) Full mage, full druid animal companion, bunch of eextra abilities. Need I say more.
Battle Wizard (3.5e Optimized Character Build) No optimization here.
Beast Shaman (3.5e Class) This article is in the process of being constructed. Please do not alter or edit the Beast Shaman class unless for administrative or site specific functions.
Beast Shaman Maneuvers (3.5e Maneuver) This article is part of a class that is not yet complete. Please do not edit this article unless it is for administrative or site function reasons.
Beastmaster (3.5e Class) Or possible deletion. Seven separate animals all at full level is more than a little broken. That's like adding seven party members that you control the actions of.
Bender, Air, Variant (3.5e Class) Some parts of this are near-gibberish.
Biomage (3.5e Class) an interesting class but it goes overboard really quick in what it can accomplish (including regen) and needs to be fixed or possibly deleted as it would need to be gutted and worked from the ground up.
Blade Dancer (3.5e Class) Adding extra limbs as a class feature is really not suggested.
Blood Bender, Variant (3.5e Prestige Class) Broken beyond all recognition
Blood Knight (3.5e Class) What is the revelry calculation based off? A HD calculation? Or possibly deleted. This thing is a balance nightmare.
Bloodborn (3.5e Race) down to the footer this class is not finished.
Bofro (3.5e Race) Skunk spray needs to use actual conditions from 3.5e, probably sickened. Creature template needs completing or removing.
Bound Greatsword (3.5e Equipment)
Candy Person (3.5e Race) Healing with candy does not make sense. Ability score adjustmens should be even numbers.
Cantrip Master (3.5e Class) Cantrip Widen and Cantrip Extend are unplayable.
Caustic (3.5e Prestige Class) Seems a bit overpowered, the immunities gained is a bit crazy. Should probably spread the features over 10 levels rather than 7.
Chain Cloak (3.5e Equipment) +1 AC for everyone except high Dex characters. For those actually using it, there should be some tradeoff.
Chanter (3.5e Class) Saving throw progressions are incorrect.
Chaos (3.5e Class) Feature spread needs improving.
Chaotic Angel (3.5e Race) The traits are awful.
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
Child of Nature (3.5e Trait) Fails UA:Character Traits#Behind the Curtain: Designing Traits
Chronic Disease (3.5e Flaw) These all need vetting for balance and appropriateness as a flaw. Insuline requires modern-day technology to synthesize.
Chronoblade (Balanced) (3.5e Equipment) Unless the feat restriction is referring to the class bonus feats only, the DM adjudicates what feats are available. All the power point values are unnecessarily multiples of 5. Time Manipulation should be Su rather than Ex. Attack and Damage bonuses look like they excessively stack.
Cirque du Maboul (3.5e Quest) Knocking out is hard to do... Players always get mad saying it's not following game rules. That needs to be changed somehow.
Clugs (3.5e Race) See talk page. Could do with an LA?
Clumsy (3.5e Trait) See UA:Character Traits
Coinshot (3.5e Class) Poorly defined traits. Has many of the problems I mention at Talk:Lurcher (3.5e Class)
Color Blindness, Red-Green (3.5e Trait) What spells rely on flashing colors?
Combustion Master (3.5e Class) Poorly written class features
Commando (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Complete Apathy (3.5e Trait) Benefit should be a bonus, not an immunity: Countering a bluff isn't just about reading emotions. Drawback needs to be more specific about which checks it applies to (if I'm using Use Rope to tie up an unconscious enemy I'm "interacting with others", but clearly the penalty shouldn't apply there.
Complete Werewolf Overhaul (3.5 template variant) You are aware as 3.5 is built percentage increases don't work because you can't assign a static ECL or level adjustment to the template right? Also the bonuses outlined would make this unplayable in every campaign except for epic campaigns.
Confounding Shot (3.5e Feat) Needs to be rewritten to better use existing 3.5e mechanics.
Conjetium (3.5e Equipment) this is way underpriced for the benefits. the weapons should be in the +45000 to +50000 range and the armor should be more along the lines of +120k-+160k based on the fact that it gives huge bonuses that can't ever be taken away.
Cora (3.5e Campaign Setting) Someone needs to take a look at Cora Stones, Boosts (Cora Supplement) and the classes that use them because it's not clear how they work.
Corena (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Corrusium (3.5e Equipment) much too low of a cost when it can render entire classes pointless
Courageous (3.5e Trait) The drawback is mechanically poor. It becomes increasingly easy to avoid for characters with a high Will, otherwise it can force the behaviour of other PCs, which isn't good.
Creation God (3.5e Racial Paragon Class) Features need to state if they are Ex, Sp or Su; how many times per day can they be used; some features don't make sense: targets of gravity push "take 1d5" - 1d5 what? Damage? Why a d5?
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Crystalics (3.5e Race) Essence of Crystals and Planted Seed belong in the description. Stages of race's lifecycle are not traits, particularly if they take a year to process. High LA races are generally unbalanced, and there are areas here where the LA can be reduced, for example by normalizing the Con / Dex modifiers and reducing the DR.
Curious (3.5e Trait) No mechanical drawback related to the benefit.
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Damascus Steel (LD) (3.5e Equipment) A lot closer than the other entry but since you are effectively combining mithral and adamantite together the cost should be slightly higher (about 45k for heavy scale from there.)
Dark Folk (3.5e Race) The Racial Traits for this are slightly overpowered, especially for first level. Not to mention, they only have a +1 LA.
Dark Knight, Variant (3.5e Prestige Class) Okay, the features are also poorly designed. As far as I can tell "negative energy" isn't a damage type.
Dark Soul (3.5e Prestige Class) The "Must have been fused with an evil spirit, trapped god or the like" needs game mechanics present. The Dark Arts: Spell Mimication is based off level, however prestige classes and so can have separate spellcasting, etc. Such a mechanic should relate to the caster level maybe? Sign of Terror gives an ability score bonus. It is normally not good practice to give such benefits, unless one is epic level (Paragon classes excluded).
Dark monk (3.5e Alternate Class Feature) Taking a base class and adding an ability score bonus and proficiency with all weapons is obviously overpowered.
Deceiver Debris (3.5e Equipment) bonuses are way too high for the amount of money this thing costs.
Defender (3.5e Class) Dead levels at 13th, 18th, 19th
Demidragon (3.5e Race) Even ability score bonuses, and an appropriate LA and ECL are missing.
Demonbane (3.5e Equipment) "...a +2 Holy Longsword of Evil Outsider Bane until its wielder scores a confirmed critical hit..." - what does the sword become afterwards, then? "...it also has a chance of casting one of the following spells..." - what is the chance, how is this determined? The information under "market price" (and it still needs a market price, even if it's unique) implies this is an intelligent item (it "tests" the wielder)
Destroyah (3.5e Creature) and a review. This thing isn't more powerful than gods if you actually level them where they should be (hectonaires are godlike brothers to the gods and while regular gods are weaker it's not by leaps and bounds.) second as a monstrous creature it wouldn't actually be this high of a cr because it isn't a god or related to them. Third if this was really an issue any high level deity would simply unmake it because you don't get a saving throw from that divine power. So this thing in reality is pointless. Also as a side note with a decent party, equivalent equipment and greater sustenance this actually isn't very strong and would easily lose to a 4 man party.
Devil Preparation (3.5e Feat) Grants too many bonuses.
Devotion (3.5e Feat) What is a domain's "greater power"? I thought it might be a typo for "granted power", but it's mentioned twice.
Disorganized (3.5e Flaw) See talk page.
Dissociative Identity Disorder (3.5e Trait) Repeated appeals to DMs discretion makes for a weak design. The trigger for changing personalities is poorly defined. The examples suggest that the different personalities can have different classes, it does not explain how this would work.
Doom Eyes (3.5e Creature) The CR, AC and the amount of Feats for how many hit dice is has is too many
Doom Gate (3.5e Spell) Save or Die with no Spell Resistance
Draconic-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 Scale Tunic (3.5e Equipment) marketprice, costs and prerequisites are not correct
Dragoncraft Armor or Shield (3.5e Equipment) needs changed to not reflect skyrim. skyrim might be nifty but it doesn't translate into table top gaming.
Drake (3.5e Creature) Attacks/Full Attacks are inconsistent.
Draylian (3.5e Creature) Advancement is "none" - shouldn't this be "by character class"? How is being able to see "radiation" defined in D&D? (can they see everything from gamma rays to visible light to microwaves?) "Survive in any condition" is poorly defined: how about in a pool of lava? The condition of "dying"? Shouldn't they be a living construct?
Drudge Puppet (3.5e Template) There is a whole for a wizard or similar class to get more out of this than he loses.
Dungeonomicon (DnD Other)/Charactonomicon
Dwarven Big Game Hunter (3.5e Class) Needs linking to a campaign setting that include firearms, clearly isn't going to work in vanilla D&D
Dwarven Box Gun (3.5e Equipment) Statblock says this is martial; the description mentions a "simple ranged attack"; the categories say this is exotic. Which is it?
Earth-Bound (3.5e Class)
Eevee (3.5e Race) Someone should probably create a class for eevee so they could actually be a practical race.
Effeminate Build (3.5e Trait) Why is being feminine associated with being a whole size category smaller? Is this trait supposed to be for a particular race?
Eijilund Plushies (3.5e Race) Why so many ability score degradations? Shouldn't they be vulnerable to fire? Maybe their size and build should be variable?
Element Magebred (3.5e Template) Selecting minus' to certain ability scores does not balance with the benefits.
Elementalist V2.0 (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Elven Truesteel (3.5e Equipment) WTF people! You gave it keen and a crit range increase (would cost a minimum of 9k if magically enhanced just for the keen) and you make it cost 1k? At a minimum you should multiply the material bonus by 3 to 27k just for the keen, the step increase would be another 30k easy. Not to mention its better than mithril with only a little more cost?
Elves, Karpalima (3.5e Race) Changing the shapeshifting feature into a permanent ability is totally overpowered. It used to just be like disguise self, although real, but now its actually changing stats (large, huge, etc). This, and the 5e wording, need to be changed.
Eoptera (3.5e Race) 50 ft. perfect flight would certainly come with a LA
Explosive (3.5e Equipment) 3.5e doesn't have "fumbling" or "explosive damage". Is the hit above/below 10 on the natural die roll or after modifiers? Is this an enhancement (in which case what is the bonus {and it wouldn't have a cost of "100 xp"}), or a specific weapon?
Eye Ring (3.5e Equipment) Prerequisites and costs are wrong. How does "transform holy items into unholy ones" work, can we have an example?
FMA Alchemy (3.5e Variant Rule) This has been discussed elsewhere, but there need to be counter saves, etc. E.g. why not transmute the air in someone's lungs into water? Also, the balance of the gate feats do not work (not using D&D rules- an "ordeal" may relate to prerequisites, but not change the game's balance).
Fangbringer (3.5e Prestige Class) Feature that dictate PC actions and can adversely effect the whole group. Doesn't state when the frenzy ends. Grand Hyena is redlinked. What is an "ability boost", does it just mean those ability scores are increased? Has a dead level and yet some levels with two features. Endurance is abusable (have another PC put an undead rat in a box so you don't have to see it, but carry it around with you for DR 10 all the time).
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Fauxfire Ninja (3.5e Class) See talk page.
Fearless Heart (3.5e Trait) Traits should not include a save to avoid the drawback, and it enforces player behaviour in a poorly defined way, and "fear check" is not defined.
Feral Child (3.5e Feat) Each of these bonuses is better than a normal feat, so as a whole is obviously hugely overpowered.
Fire Borne (Second Form) (3.5e Equipment) this (even with the weaker starting form) at a minimum would be a greater artifact. There is no limit on the soul charges (problem one) you always knock someone prone (second problem) Huge crit range (3rd problem and it certainly shouldn't be a spread of 5, 4 max) and oh yea it gets stronger?
Flamefist (3.5e Optimized Character Build) No real optimization.
Force Blade (3.5e Equipment) If the intent is that this can hurt ethereal creatures like ghosts, then the ghost touch enhancement already does this. If it does a bit more than this, then at least use ghost touch as a base.
Force Blast (3.5e Invocation) Tivanir (talk) 07:16, 6 March 2013 (MST)
Fox Blade (3.5e Equipment) Can we be clear on what this is? This is dagger that can only be wielded in a kitsune's tail? How is it wielded? Kitsune (3.5e Race) doesn't mention anything about a prehensile tail or multiple tails. What does "multiple blades sprout" mean? What does "sneak past cuts" mean? The statblock says 1d8 damage for every available size, and then the description says 2-9 damage? What is a "critical damage boost"? The range increment, type and hardness make no sense. Is this even for 3.5e D&D?
Friendly Ghost (3.5e Feat) Is this even plausible given a ghost's horrific appearance? Does it work if a ghost is manifesting? Does it work any number of times, such that passing through a populated area allows you to regain a lot of hit points?
Full Moon Stance (3.5 Feat) Tl;dr if someone attacks you while your weapon is sheathed and they miss (hello AC builds), you can attack them--and either attack them a second time, render them flat-footed, or even immediately end their turn. The kicker is that is that this requires no real action economy investment from you because you already have Quick Draw; you don't have to commit to the reaction until you've already been missed, and you can sheathe your weapon as part of this reaction anyway. Even with the prerequisites, how is this balanced as a single feat?
Furyans (3.5e Race) Balanced
Gebby (3.5e Race) See talk page
Goblin Spear (3.5e Equipment) Tivanir (talk) 11:27, 6 March 2013 (MST)
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?
Grand Marionettist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Grappler (3.5e Class) being able to ignore an attack per round is a huge advantage especially when the character gets a large hp pool to work from and damage reduction.
Gray Aria (3.5e Equipment) Can someone calculate the CL, Prerequisites and Costs for this? It looks prohibitive.
Great-Beast Palm (3.5e Martial Artist Maneuver) The example doesn't match the effect, unclear why smaller foes are pushed less distance, unclear what the distinction bewteen "flying backwards" and "tumbling" is. Seems to work even on Colossal creatures.
Greater Ghost Ward (3.5e Equipment) I think this might be referring to the Ghost Ward in the Magic Item Compendium. That is already a +1 bonus, so if this is better than that, shouldn't this be a +2 bonus or higher?
Grinreaper (3.5e Prestige Class) Full BAB and Spellcasting is overpowered. Poorly written flavor, abilities do not make sense together, also author doesn't know how to spell "Grim Reaper"
Guard (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Guardian's Shield (3.5e Equipment) Provides the same AC bonus as a tower shield, but without the penalties. suggestion increase the armor penalty by an additional two for each type remove wicker and give it a minus for attack say -1 on hit rolls. also make it an exotic shield proficiency and tower shield proficiency. also this should cost a whole lot more.
Guldarine, Coppice (3.5e Race) Has druid as favored class, but then takes a bunch of druid features, so it actually combines poorly. Beast form needs to follow the standards for alternate form. Probably needs an LA.
Guldarine, Palisade (3.5e Race) Don't underestimate the usefulness of a burrow speed, should be worth an LA. Beast form needs to follow the standards for alternate form.
Gungnir (3.5e Equipment) Needs to use formatting for either magic weapons or artifacts.
Guul Drak (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Half-Moon Katar (3.5e Equipment) Tivanir (talk) 11:19, 7 March 2013 (MST)
Half-Time Lord (3.5e Race) Regenerate and TARDIS channeling are poor design, needs rewriting, no further editing has been requested.
Half Succubus-Warforged (3.5e Race) No way the LA is +4 and all the benefits are easily min-maxed for combat-focused characters.
Half Wolf (3.5e Race) This article contains what appears to be an unfinished work, such as citing an "Animal Subtype" (Animals are classically a type), "Humanoid (Wolfkin)", having uneven ability score adjustments (that which do not match the racial template in the listing), some miscategorizing, along with vague or very powerful mechanics (ability to innately ignore difficult terrain). The Level Adjustment is also set too low. --Argent Fatalis (talk) 17:18, 10 July 2013 (MDT)
Hammer of the Stars (3.5e Equipment) How does it deal "2d8/2d8" damage, is it a double weapon? The "celestial meteors" and "starlight" do not have enough information to use - what is the range? They they use attack rolls, or a DC? Why not use existing spells?
Hammerspace (3.5e Environment) This removes any humor at all in such situations. "Here is the justification for doing x funny thing haha ? Makes the "funnyness" even worse.
Hand Crossbow, Reworked (3.5e Equipment) see damage table
Hands of Undeath (3.5e Spell) High saves to break out at lvl 1
Harpie (3.5e Race) No maneuverability rating given for flight; "avian body" should use the existing rules for fatigue, does not say how often they can fly.
Healing Goo (3.5e Creature) Since this creature is of no actual threat, should its CR be reduced to 0?
Heaven's Guard (3.5e Creature) 17 feats on a 10 HD outsider
Heavy (3.5e Equipment) Does not state a bonus modifier
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
Hero (3.5e Class) this class needs a rebalancing to make it good to go otherwise not too terrible. Good saves, full BAB and a group of spells is a bit expensive
Hero (3.5e Template) However you look at this, you're getting an insane amount of bonuses for little LA. See the talk page
HexMonk (3.5e Optimized Character Build) No real optimization here.
Hexblade, Variant (3.5e Class) a bonus shouldn't be higher than a good base save for anything.
Hobgoblin Spear (3.5e Equipment) Tivanir (talk) 11:30, 6 March 2013 (MST)
Holy Magus (3.5e Prestige Class) This basically seems to be SRD:Mystic Theurge with more features added.
Holy Warlord (3.5e Optimized Character Build) No real optimization here.
Human, Orc Slayer (3.5e Race) Many of the traits describe the result of nuture, not nature. This "race" should be handled by simply having a human with a certain set of feats.
Hunter of the Undead (3.5e Prestige Class) What is "suffered the loss of a complete level"? Do you mean a negative level?
Hybrid (3.5e Race) 04:27, 16 October 2016 (MDT)
I can USE shurikens (3.5e Optimized Character Build) No real optimization going on here.
Iaijutsu Master (3.5e Optimized Character Build) No real optimization here.
Idea (3.5e Race) How does this even work as a character, the entire thing needs to be gutted and completely rewritten.
Illusionist (3.5e Class) There are a few things - the biggest one of all is 'Over Powered Illusions'
Immunity to Magic (3.5e Trait) It's reasonably possible to be in a party of non-spellcasters using potions for healing, making this incredibly powerful, worth more than a feat (let alone a trait). It also doesn't use defined keywords: does magic refer to just spells? Or spell-like abilities, supernatural abilities as well? Unclear what "cot of any healing done in towns" actually is. If I rent a inn room to rest for natural healing, does that count? Buying healing potions? How do the people charging you know you have this trait? What are "enchanted items", are they like magic items?
Immunity to Transmutations (3.5e Spell) 4 rounds to cast a spell that costs 1000 XP to grant immunity to Transmutation for possibly 1 round
Improved Gigantic Weapon (3.5e Feat) What does "The character can use a weapon up to 2 plus 1/(20 Str)." mean? Should probably have one of the various oversized weapon feats as a prerequisite.
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
Increased Monk Armor (3.5e Feat) Compare with Armored Monk (3.5e Feat)
Infiltrator (3.5e Class) Sneak attack is absurd, save progressions are wrong, way too many features
Infinium, Gun Mage (3.5e Class) Issues raised on talk page
Inventive (3.5e Trait) The drawback is not significant. If I really have to make a knowledge check after claiming the bonus, I can just wait the one hour out. It also says that the bonus is once per day, but also at-will. Which is it?
Iridium (3.5e Equipment) Yes of course a +2 static bonus to damage means it would cost the same as normal! oh wait then EVERYTHING would be made from this because there is no reason to use steel EVER. Needs price table and adjustment (at least 12k probably closer to 20 for static +2 damage bonus.

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

Irinsians (3.5e Race) should be balanced now, someone should verify
Jade Empire Monk (3.5e Class) Many of the styles have ramifications, particularly when you are double this or that bonus. There's one that changes BAB, which should not be done as it's often a prerequisite for other things. There's a style that grants +5 to attack and damage rolls. Stunning attacks are thrown around without any limitation. Conditions are referred to seemingly in ignorance of actual 3.5e conditions (Examples: "slowed" and "confused" aren't related to similar conditions. Bad design throughout.
Jagged Hammer (3.5e Equipment) A hammer of this type would be a heavier edition of the war maul and would do 2d8x3. ability score prerequisite needs removed.
Jelly Monarch (3.5e Race) Size altering not sufficiently explained. What jellys can be absorbed and how does it happen? Why does this use its own Str/Con/Dex modifier instead of the standard ability score adjustments for changing size? Exactly what is the jelly that is created with Lord of the Ooze (is it an SRD creature? What are its stats?) On the whole this race is a mess.
Jellybean (3.5e Spell) Doesn't have some necessary limits (c.f. SRD:Create Food and Water)
User:Jota/Gear (3.5e Class) Has a myriad of issues Talk:Gear (3.5e Class)#Large List of Notes.
Karnins (3.5e Race) Really good ability score adjustments, a scalar bonus on fire damage spells, and at-will spells scaling to HD is well over the current LA.
Kelir Shaythan (3.5e Template) Why not change all your HDs to d12's for LA 0?
Kender Cursed (3.5e Template) The LA / CR adjustment doesn't work since it doesn't take into account a creatures special qualities. Even with the penalties, a cursed wraith shouldn't go from CR 5 to CR 1/2. A PC Wizard could start play at level 5 (ECL 1) with access to 3rd level spells, the reduced attack and defenses doesn't matter a great deal.
Ki Knuckles (3.5e Equipment) Does not have the correct creation costs or market price; it needs to be either magic gauntlets (weapon) or gloves (wondrous item)
Kiegon (3.5e Race) There is no explanation of how these abilities work using normal game mechanics.
Kitsune-bito (3.5e Race) The tails are better than many stand-alone feats and this race gets them every second level, which is not balanced.
Knight, Teoryran (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight in Shining Armor (3.5e Feat) The first benefit alone grants +8 in skill bonuses (the armor caveat is hardly mitigation, presuming such armor would be worn for the majority of adventuring time).
Kurotsume (3.5 Race) Ability scores are too much for LA +0, and the traits are a bit boring.
Legendstone (3.5e Equipment) The abilities are ridiculous. At a minimum the adjustment would be in the 500k to millions range for even simple items for this material.
Level Advancement (3.5e Variant Rule) If the group feels they are advancing too quickly, wouldn't it just be less complicated for the DM just to reduce the CR value of encounters by 1? (e.g. a CR3 encounter would grant the XP for a CR2 encounter.)
Lictor (3.5e Race) The traits are not explained with sufficient game mechanics, and saves are necessary for them to function.
Living Lightning (3.5e Class) See Talk page
Lizardfolk Royal Guardsman (3.5e Race) Needs a higher LA and more fluff
Lumins (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
Luna Blade (3.5e Equipment) Why make it complicated when you can make it uncomplicated?
Lurer (3.5e Creature) See talk.
Lycanthropic Saliva (3.5e Equipment) Needs purchase cost, mechanics need formalizing a bit better to fit with poison rules.
Lyganium (3.5e Equipment) As the creator of the artificer base class I need to say that this thing is terrible. Costs are not done per pound but how much it takes to make a weapon, armor or shield. Further a blanket +10 to hit and damage would cost in the realm of 3-4 million because it is a static bonus that would be multiplied on critical hits.
Mace of Light (3.5e Equipment) "Radiant" is not a listed special ability - do you mean holy? Missing item creation details and aura.
Mageblade, Variant (3.5e Class) Dead levels a 5th and 17th, so features could do with rearranging.
Mageblade (3.5e Class) Mage spellcasting plus fighter attack bonuses and more feats - class is very overpowered for 3.5
Magic Device Specialist (3.5e Alternate Class Feature) This is extreme. I would suggest either 1/2 BAB or make them class skills like other homebrew feats. Otherwise you can automatically use items for most fighters better than most magic classes or thieves.
Magical Artisan (3.5e Class) The prestige class or class aspects need to be chosen as one or the other and used throughout.
Magically Uninclined (3.5e Trait) Disparate benefit and drawback.
Magma Golem (3.5e Creature) See discussion.
Magorian (3.5e Equipment) Totally negating half the classes in the game is suppose to be difficult not cost you 20k.
Maji (3.5e Race) Granting an SR, bonus CL levels, and at-will spells is well over LA +3.
Make up kit of deceit (3.5e Equipment) Some of the effects are poorly defined
Mammoth (3.5e Class) How is increasing your weight 8 times and growing a size category an Ex ability?
Mana blooded (3.5e Trait) Please see the guidelines at UA:Character Traits. Also does not explain what spells can be cast.
Manooverer (3.5e Class) The lack of spellcasting really holds this class back in terms of viability. Why would I choose to play this class if I can just play a wizard or cleric instead since they are magic and therefore overpowered and therefore more fun? There's a viable build if it were tri-stalted with binder, druid, swordsage, and factotum, but, as is, it really needs significant improvement since Wiz20 OP
Many More Feats (3.5e Feat) Really?
Manyspell Storing, Greater (3.5e Equipment) Well first it shouldn't be the same as the version that only stores 5 price wise. Second the ability to cast multiple (and in this case medium to high level) spells in a round is downright broken.
Martyr Necromancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Master Spellcrafter (3.5e Prestige Class) Breaks the crafting economy. Also offers full advancement without meaningful tradeoffs, making it significantly more powerful than most existing game material.
Mechromancer (3.5e Race) Mechromancer (3.5e Class) says this is a racial template, it which case it needs to be a template with an LA. A lot of the features are poorly written.
Medusa (3.5e Race) Needs an appropriate LA.
Melee Specialist (3.5e Class) Broken BAB among other abilities.
Metal Plate (3.5e Equipment) Yet another "big sword" entry. We've already got Buster Sword (3.5e Equipment) and Fullblade, Variant (3.5e Equipment) and who knows what else. The hit penalty doesn't "balance" 2d12 damage.
Meteor Dash (3.5e Alternate Class Feature) Enabling coup de grace actions for two rounds is obscenely powerful.
Mime (3.5e Class) This is a morass of special rules to try and limit what the PC can copy, but doesn't avoid the fact that a creature's special abilities could be anything.
Mime 2.0 (3.5e Class) Seems to allow the player access to a monster's Ex abilities, for an indefinite period of time, which can lead to a whole manner of brokenness.
Monk,Scribe (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Morque, the Taker of Lives (3.5e Equipment) See talk.
Movanic Deva (3.5e Racial Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mummy (3.5e Template) d12 HDs, bonuses to Str, natural attacks, +4 Intimidate, etc— this is perfect for a melee-fighter type class and is not LA 0.
Mystic's Delight (3.5e Spell) This spell is basically just an arcane version of Virtue that's better (No Spell Resistance, less components, no save)
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Nantosuelta (3.5e Deity) Barely any description. The bonuses are a nice idea, but shouldn't be given "for free" (feats seem like the obvious place for these)
Natural Armor (3.5e Feat) I don't think +20 natural armor is a good thing. I could understand +1s, totaling up to +5 at level 20
Nature's Gauntlets (3.5e Equipment) market price and costs need recalculating
Necromancer (3.5e Class) This class still has major balance issues. The spells/day alone already makes it just a more powerful necromancy wizard. Add in the d6 HD, more class skills, fear auras, etc. and crazy amounts of buffs to all the necromancy stuff every single level. This needs serious nerfing.
Necromania (3.5e Trait) The drawback needs to be twice the value of the benefit.
Necrotic Druid (3.5e Class) Crazy good progressions, abilities that grant overpowered static bonuses, and the optimized versatility of this class is way to much.
Niebo Blade (3.5e Class) Saves are too high (why do the poor saves start at +1?); has the figher's hit points and BAB and bonus feats and an AC bonus and additional class features.
Night Fury (3.5e Creature) Seems to be trying to adapt the type of dragon of the same name from Dreamwork's How to Train Your Dragon series but seems to have some problems that need to be worked out.
Nobility (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Nocturnal Enuresis (3.5e Flaw) Save Gateway allows complete avoidance of flaw penalty
Non-Violent Adventure (3.5e Quest) Do they confront the Yuan-Ti? What can their skills do in the various situations?
Northern Wulfen (3.5e Race) Ability score adjustments are not odd numbers, among this page's incompleteness.
Nosan's Ring Of Chaos (3.5e Equipment) Even as an Epic quality ring, the balance of this ring is absolutely all over the place; I understand it is a "Ring of Chaos", but there is a notable difference between "unpredictable" and "unpredictable instant kill/near instant kill". --Argent Fatalis (talk) 03:14, 14 April 2013 (MDT)
Obsidian and Moonstone (3.5e Equipment) Splitting this page into two weapons makes sense. The wierd mechanics, uncertainty with dual wielding, and their availability in a setting, do not make sense in their current form.
Ochremancer (3.5e Class) In evaluating this, I've run into a problem straight away. Sludge bomb deals 1d6 damage per level. In comparison with, say, a warlock's eldritch blast, this increases twice as quickly: and with the warlock, the damage increase is considered the feature for that level. Is this class getting too much stuff?
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
Oni (3.5e Race) I'm sure there's a better way of handling drunken strength than to introduce a special resource
Orb of Fiendish Chaos (3.5e Equipment) A one use item is not an artifact. Major magical item (like the iron flask) certainly but it isn't an artifact.
Ortaurs (3.5e Race) Think for a minute about how The Beast Within would be like in actual play.
Owl Kin (3.5e Race) Silent Wings, Perch, Swivel, Superior Dark Vision and Light Blindess all seem to have been written in ignorance of the 3.5e rules. Needs rewriting.
PK Love (3.5e Power) Level 4 power that "does 15d6 damage and can not be avoided through saves or resistance." In a 100 ft. cone.
Paladin, Lord Dhazriel Variant (3.5e Class) this thing is a bit over the top since it adds a ton of new abilities without any drawbacks. there are reasons they came up with variant rules for things. Dated 24 Mar 2012.
Paladin (3.5e Class variant) Full bab, heavy armor, damage reduction, 9th level spells. This has too much going on even with changing the abilities of the hard paladin.
Paper Lantern (3.5e Equipment) How does a candle and some paper make a "firebomb"? How do you attack with it, what is the radius?
Paper Scale Armor (3.5e Equipment) even at the reduced costs I would say it would be at most +5 +5 and the cost to repair should be two silver per AC point. Further this should be stated as not being able to be masterwork, and it wouldn't help against the big mauler type crossbows (those things will punch straight through platemail.)
Paragon of Corruption (3.5e Optimized Character Build) Anyone that can be taken out this easily by crowd-clearing spells meant to take out henchmen shouldn't really be called a good optimization.
Parry Blade (3.5e Equipment) The mechanics do not make any sense.
Pegasus Pony (3.5e Race) DR 15 is crazy good, the movements speeds are faster than what they should be, and I have no idea what the "cloud" is for or why one would need it at all.
Phantom Knight (3.5e Class) Strong BAB and two good saves and strong spellcasting and sneak attack and a multiple other features each level and good skill points. A bit of a Mary-Sue. My previous comment about the issues with phantom strike etc. were not addressed.
Phoenix Cannon (3.5e Feat) What is this nonsense?
Pixie (3.5e Race) Compare to Pixie.
  • This is largely the same creature, although some information seems to have been changed (favored class expanded, no natural armor, no explicit mention of fey type benefits, and lowered CR for being able to use irresistable dance)
Plague (3.5e Spell) This is a stronger version of Contagion, in that it has more diseases and a bigger range, for the same spell level.
Plane Of Two Worlds (3.5e Environment) This would work better as just an environment; not a stand-alone plane.
Plated Boots of Capacity (3.5e Equipment) Creation costs, prerequisites and marketprice are incorrect.
Platinum (3.5e Equipment) This needs reality-checking. Platinum makes a poor material for weapons and armor. It's hardness is 3.5 on the Moh scale (a steel weapon is between 5 and 7) for example, and it is quite ductile. It would only be useful to put platinum plating on an item.
Platypus Person (3.5e Race) Why "Platypus Person!" and not "Half-Platypus"? Also this is rather bland. Another nice racial trait or the current one turned into a poison would be very nice.
Poisonous (3.5e Equipment) that is a really high damage and DC for a +3 bonus I would suggest scaling it by 2s for DC (12 14 16) and 1d3 1d4 and 1d6. otherwise this thing is better than most regular poisons and has a higher DC to boot. Also you get to use it forever and force them to save with every swing you take.
Polecats (3.5e Race) Defensive Spray ability is clunky.
Pond Rainid (3.5e Race) This does not follow normal DnD guidelines and needs to be adjusted
Portable painting easel (3.5e Equipment) This has no mechanical effects or even clear roleplaying effects (like clothes), it seems. Just needs an effect of some kind.
Prismatic Blades (3.5e Spell) A "tier 2" spell that lets you use prismatic spray 8 times with a successful attack.
Pro deus (3.5e Template) needs playtesting, ac bonus alone is insane, coupled with all the other addons this template appears to be unplayable
Protect (3.5e Spell) Can be cast as a free action, reduces damage the caster takes to 1.
Protector (3.5e Creature) Monstrous Humanoids have d8 hit dice; missing skills; Int and Wis are way too low.
Protector (3.5e Feat) What exactly happens with this? Is it magic?
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, what is a "pumpkin king" class?; very clumsy summoning trait
Puppet Specialist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Pyromancer's Gauntlets (3.5e Equipment) What is "raging flames"?
Quick Throw (3.5e Feat) Per talk page. Effectively allows an extra attack at no penalty.
Quincy (3.5e Class) We've gone from having some dead levels, to having far too many features.... and many of the features are very overpowered or poorly defined.
Quintessential (3.5e Trait) I think these bonuses are supposed to replace the effects of a typical loadout of magic items. But a) Different classes will have different needs, and b) Theses bonuses are overpowered. Bonus feats? Fast healing 5 by level 7?
Races of Teoryran (Teoryran World Supplement) Social castes shouldn't be separate races; use background feats instead.
Racist (3.5e Trait) Per UA:Character Traits. If your target race is, say, orcs, you are rarely going to be using bluff, diplomacy or gather information checks with them - but you'll benefit from the attack bonus all the time. Maybe restrict this to demi-humans?
Radiant Warrior (3.5e Class) ok I stand corrected look and you shall receive. this is even more overpowered than the other radiant class. additional attacks huge jumps in ac and attack strength not to mention huge weapon improvements for free. the god form is also highly overpowered (2d8 plus a d8 per strength bonus is 5d8 with just a belt not to mention strength damage added to it.)
Radiation born (3.5e Race) The amount of benefits gained by 1 trait compounded by the generous combat abilities creates a race that should have a level adjustment to some degree. In my best assessment, I'd recommend at least +3 or 4
Rageborne (3.5e Template) The gained traits do not make sense. "+1 speed bonus"? How does "Raging Blade" work?
Raging Aura (3.5e Spell) Poor design, needlessly complicated. For example, gains a Strength bonus and a bonus to damage and attack rolls: only one of these is needed since the former already provides the latter. Has a random effect each turn, but some of the effects last more than one round.
Ranger (BD) (3.5e Class) Killer's Arrows doesn't make sense. In fact most of these features are clumsily written (as often seems to be the case with video-game conversions)
Ranger (Graatel) (3.5e Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Razor of Gloom (3.5e Equipment) Really awkward mechanics, needs rewriting.
Reaver (3.5e Class) Classes that specialize in one kind of weapon are not base classes. This is a prestige class and needs to be adjusted as such. Some features are sloppy and need rewording (for example, Capture the Soul should only work on living creatures, not undead or constructs)
Red Mountain Ogre (3.5e Race) The ability score adjustments together with the natural armor bonus is too good for LA +2. In addition, this race is an optimization of melee combat and does not offer traits for PCs with different playing styles.
Reflexive Repulsion Armor (3.5e Equipment) protects like heavy armor for 10 attacks? this thing is overpriced especially if you count in the idea of having to hit before it reduces in ability (i.e. +8 armor and no dex bonus can make you almost unhitable if you stack things, and it probably doesn't count as armor.)
Reflexman (3.5e Optimized Character Build) Thought to be inferior (thus indicating a lack of optimization) on talk page. Also agreed to be not flavorful, leaving it somewhere in no man's land. If even marginal DPR statistics can be produced or suitable changes are made (bringing it up to at least +30 base Reflex saves, which is achievable with unused Complete Scoundrel prestige classes), remove this template. If no one is willing to make such changes, leave this for an administrator's judgment.
Reverse Transmutation (3.5e Spell) What can this spell do that break enchantment or dispel magic can already do? In addition, Instant casting time.
Ring Of Godspeed (3.5e Equipment) Marketprice, costs and prerequisites are not correct. See the talk page.
Ring of Backup Plan (3.5e Equipment) No price. See talk.
Ring of Wrong Writing (3.5e Equipment) Needs to be better explained. What happens with spellbooks? How much does this cost? etc.
Ring of the Dragon (3.5e Equipment) Marketprice, costs and prerequisites are not correct
Rising Gladiator (3.5e Class) Class features need Ex, Su or Sp designations. Some seem to duplicate feats, but aren't declared as feats, so stack with the feats of the same name? Terminology needs correcting throughout. Saving throws have incorrect progression. Accumulated bonuses start getting rather high (e.g. attack bonus can be +10 on top of BAB by 18th level, not including bonuses from feats. With Blade Master and Gladius Critical, a greataxe deals 4d6 damage with a x6 multiplier.)
Robe of Blades (3.5e Equipment) Does not follow the standards for magic items. Is this a weapon or a wondrous item? How do you attack with it? What is an "elemental canister"? What are the creation costs and CL?
Ronin of the Blade (3.5e Class) Save progressions are wrong.
Rubyspire Vale (3.5e Environment) Why a plane? To me this seems to work as just a normal environment as well with the DM adding it where it can fit best.
Runes (3.5e Variant Rule) Please help check the balance of the individual runes (not their availability). -User:Bricius
Salandrians (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
Samarie's Doomsteel (3.5e Equipment) The damage bonus is far too high. No non magical material should ever increase the damage of an item by a full die step. The AC DR combo is also undervalued and would end up being approximately 150k minimum for heavy probably more in the 220k ish arena.
Samaries (3.5e Race) This is not LA +1 with Fast Healing 1 and then a who;e HD progression alongside other good abilities like an extra attack each day (great for spellcaxters).
Sangheili (Halo elites) Equipment should not be part of the race, but you could link to items in the 3.5e homebrew
Saradi (3.5e Prestige Class) Mary Sue class (as discussed on talk page); Example character only uses 1 level of saradi?
Sarandors (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
Scepter of Time (3.5e Equipment) Poorly defined traits. Missing information suitable for an artifact (history, how to destroy or neutralize...)
Schemer (3.5e Feat) Has vague definitions, and undefined bonus types
Seeker of New Skies (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadow Arrows (3.5e Spell) Needs to explain how the attack is resolved. Do you need a bow? Is this a weapon attack made with the caster's BAB?
Shadow Assassin (3.5e Class) This is effectively a combined Rogue and Assassin, with some sprinklings of various shadow magic classes. I recommend limiting some of the class features.
Shadow Born (3.5e Race) The fast healing alone is worth +1 LA, also has good immunities and high-level spells and continual spell effects. This needs a significant LA or toning down. Writing is also a bit rough. x0 template does not match the traits.
Shadow Imbued (3.5e Template) Not LA +1.
Shadow Warrior (3.5e Class) So, I may be out of touch with 3.5e, but I know there's something wrong when you take a fighter, give it three good saves instead of one, and add a bunch of extra features.
Shadowcraft Blade (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadowmonk (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadows (3.5e Race) Needs to use... the rules... I guess.
Shadows (Untethered) (3.5e Race) Traits need balancing. Shadow walk would probably require line-of-sight for example.
Shaper of Form, Redux (3.5e Prestige Class) Features need careful rewriting. "Like Begets Like", as written, could turn a normal sword into a +6 holy avenger. The table is also apparently for a Death Knight.
Shapeshifter (3.5e Class) Allows easy access to monsters extraordinary abilities, which will lead to Pun-Pun levels of madness. By comparison, see how carefully the druid's wildshape, or the polymorph spell have been written.
Shield Fighter (3.5e Class) This things gets a lot more bonuses than a fighter, more armor, deflects ranged attacks, negates successful attacks, and a bunch of other abilities. In short it needs to lose some stuff to be balanced.
Shining Imitator (3.5e Alternate Class Feature) Well as I read it it appears to anyways. This is essentially allowing a warrior BAB that casts cleric spells to also cast arcane spells if I read it right.
Shining Shadow (3.5e Equipment) Price needs recalculating.
Shivering (3.5e Equipment) Enhancement prices have an effective bonus, not a fixed value. Does this affect creatures otherwise immune to cold? If it "waste a full round action and cannot make any other action", isn't that the same as it just not being able to take actions?
Shock Stone (3.5e Equipment) Needs to use Template:3.5e Magic Item, needs to use correct terminology; spelling and grammar need work.
Shorten Rest (3.5e Feat) Doesn't make sense. For example, a wizard regains spells by "getting a good night’s sleep and spending 1 hour studying her spellbook." Is this supposed to reduce the good night's sleep, or the spellbook study? If it's the sleep, let's say 8 hours, if I take this feat 5 times, I only need to rest for half an hour before I study the spellbook, is that correct? But if I need to sleep anyway, what's the difference?
Shotgun Stinger (3.5e Class) See talk page
Silenced Pistol (3.5e Equipment) I'm a little confused. Is this a modern firearm or a fantasy weapon? Also seems to be very overpowered?
Sith apprentice (3.5e Class) Looks like force block renders the PC and those near him nearly immune to melee and ranged attacks
Slothful (3.5e Template) There is a whole for a heavy armor wearer or similar class to get more out of this than he loses, as long as he accepts never going first in the combat order.
Sniper's Creedo (3.5e Feat) Despite the hefty prerequisites, this feat completely overshadows other fighter feats in terms of its power level.
Sniper range spree (3.5e Feat) At what BAB? How many times?
Snuffle Stuff (3.5e Equipment) No effect length mentioned.
Softening (3.5e Equipment) Enhancements have a price bonus, not a fixed value. Does this really give the target no change to avoid the effect, and it does not distinguish between different contributions to AC
Solopsist (3.5e Trait) Benefit should not be as great as that given by a feat, see UA:Character Traits for examples
Song Dragon (3.5e Class) What is this supposed to be? Is it trying to be a base class (hint: base classes do not have racial prerequisites), or a monster progression?
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Sosmunii Lancet (3.5e Equipment) High GP value does not balance the fact that this two steps overpowered.
Soul Reaver of Barator (3.5e Prestige Class) There's no separate ambidexterity feat/trait in 3.5, and you can't wield a scythe in each hand.
Soul collector (3.5e Class) Multiple feats in a level, and a soul attack are not right.
Soulless Kittelar (3.5e Template) There is a whole for a monk or similar class to get more out of this than he loses.
Soulsnare Puppeteer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Space Marine (3.5e Race) Needs an LA and some explanation as to how this fits into a normal D&D campaign (surely D20M would be a better fit). Why are "run" and "sprint" given, instead of adpoting the normal rules for running. In fact none of these traits are well designed. And, ugh, "hit points" not "health".
Specimin Curate (3.5e Class) [really just needs a little work].
Spell Empowering (3.5e Equipment) the non empowering spell storing weapons need to be higher caster level so this does too. Also fixing broken link
Spellmaster (3.5e Feat) Each spell like ability usually takes a standard action, so this feat allows you to take multiple actions which is not ok/balanced.
Sphenisciphobia (3.5e Flaw) Flaws should not have a benefit
SphereMode (3.5e Template) The bonuses to not equate to a +4 CR; Doesn't explain what kind of action is needed for the Ram
Squirrel, Scout (3.5e Creature) Numbers not meeting the creature requirements.
Squirreling Paragon (3.5e Racial Paragon Class) 01:55, 19 October 2013 (MDT)
Staff recharg (3.5e Equipment) This seems to be confused.
Stand-up Guy (3.5e Alternate Class Feature) What is this an alternate class feature for? A Bard? What feature does it replace? Is this a spell-like ability, or mundane?
Standing Tower Shield (3.5e Equipment) well you don't get a shield bonus if you aren't actively using it as a shield. also I think this is covered in one of the books as a way for healers to set up mobile cover to allow them a chance to aid people.
Starborn (3.5e Race) If they can fly, they should have an LA. Their maneuverability would not be perfect. Critical Point: How do they infuse their weapons? How often can they use this? Frail: Would rolling a critical end their current turn, if they need to rest? What actions can they take while resting, can they move?
Starburst Striker (3.5e Prestige Class) AC Burst: works with any attack, including spells? +1d20 to every attack roll is ridiculous. The damage penalty is irrelevant if you are using the attack as a delivery for some other kind of effect.)
Steam Plushie (3.5e Template) Not LA 0. Racial abilities do not negate the penalties that one can, potentially, get around in their game anyway.
Steam Sword (3.5e Equipment) So. The energy for this bonus damage is from superheated steam in its hilt. Doesn't that harm the wielder? If there's protection, say gloves or plenty of hilt wrapping, then wouldn't an equal amount of protection on the victim (say, armor) be enough to avoid the damage when the steam is expelled? When the steam is expelled, the heat energy is no longer in the sword, so why does it _then_ begin to heat up? I know this is fantasy, but perhaps we can have some basic thermodynamics here.
Steel Skin (3.5e Feat) Seems a bit unlikely considering that DR 3/- is an epic tier feat
Stolen Breath (DnD Feat) I'm not sure if this is worth a feat?
Stone-born (3.5e Race) Very min-maxed for combat-focused classes and the abilities are better than what is LA +4.
Stone Will (3.5e Feat) The prerequisite doesn't make sense; Strength and Will are on different scales.
Sulkai (3.5e Race) Also something special should be added to this. These are amazingly bland after the ability score adjustments. The random starting ages in templated form need to be added (see the preload).
Supreme Many Shot (3.5e Feat) See talk page
Survivability Warlock (3.5e Optimized Character Build) No real optimization going on here.
Symbiote Seeker (3.5e Prestige Class) Issues on talk page; too many dead levels; could do with a DPL of symbiotic creatures either here or on the subtype page
Tactician (3.5e Class) <Just need some second opinions.>
Talented Magic Swordsman (3.5e Class) broken. unable to reclaim. posted by author.
Tanathans (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA
Taracian (3.5e Template) This mostly doesn't make sense.
Tempest Scout (3.5e Optimized Character Build) 50' base speed is not optimization and there's very few other notable highlights here.
Templar's Ring (3.5e Equipment) Cost needs correctly calculating, probably needs a spell prerequisite; description needs improving.
Templar (3.5e Class) Poorly defined class features.
Temptress (3.5e Class) Mechanics were unclear in some places, largely due to the very un-succinct wording and high complexity Hopefully simplified version is more clear.
Tengu (3.5e Race) Too many good ability score adjustments and features, put this over LA 0.
Tenken (3.5e Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
The Fourth Wall (3.5e Environment) I don't understand how this fits in with societal advancement? Is this implying that now we live in the height of achievement? The space age hasn't even started yet...?
The Mimic (3.5e Class) Description does not make it clear what this actuall is supposed to be. The Saving throw progressions are incorrect, any many of the features are nonsense ("They have gained fire and cold dc"?)
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 shop of wonderous oddities (3.5e Environment) Does not work with the city generation rules in the DMG.
Theurge of Charisma (3.5e Optimized Character Build) No real optimization going on here
Thrillseeker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Time Walker (3.5e Class) See talk page
Timewalker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Titan Blade (3.5e Prestige Class) See talk page
Toa of Light (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Todd (3.5e Equipment) Limitations need correcting. A Str limit does not account for different sizes, the penalty does not tie in with any core mechanic (when it could)
Tome of Flaws, Variant Ruleset (3.5e Sourcebook) Mechanically the same as UA flaws (taking a bonus feat for each flaw), except that the flaws do not follow the UA advice.
Tome of Necromancy (3.5e Sourcebook)/The Necronomicon Many of these spells are beyond overpowered. Please see the discussion.
Torch Mace (3.5e Equipment) A cheap +1 mace? What are you wrapping it in that costs 1 gp?
Totemic Wanderer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Toughened Hide (3.5e Feat) +6is just to high.
Trail of Blood (3.5e Feat) What kind of attacks? At what attack bonus?
Transmute Spell (3.5e Spell) Requires special saving throw, I have no idea what this spell actually does, 4 minute casting time to alter 1 single spell.
Trickster, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Triforce (3.5e Equipment) Just noticed that this is silly overpowered. "+infinity spell slots per day, and can not die"? give me a break.
Triscadecaphobia (3.5e Trait) Metagame based effects.
Trueblade Myrmidon (3.5e Class) This seems a little overpowered might need some tweaks
Tunnel Vision (3.5e Trait) Really quite overpowered. The value of the penalty should be twice that of the benefit; +2 to attack and damage is too much anyway; in one-on-one combat it's just a straight bonus.
Turaank (3.5e Race) Ability Scores are never odd numbers. Racial abilities are unbalanced for a LA0 race. Odd, confusing, non-standard rules for many things.
Turtlekin (3.5e Race) Rules are really wonky. Bad ability score adjustments, and "room" etc are not defined.
Two-Handed Spell (3.5e Feat) The benefits are too powerful for a feat. See discussion for further details.
Two-Weapon Karmic Fighter (3.5e Optimized Character Build) No real optimization going on here. Mediocre damage.
Ultimate Infiltrator (3.5e Optimized Character Build) You could easily go Wizard 20 and still get the same spells while having higher spellcasting. With this you only end up with level 7 arcane spells and level 4 divine spells by level 20, and it hurts even more at the middle levels.
Ultimate Master (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Summoner (3.5e Optimized Character Build) Not optimized
Ultimus (3.5e Equipment) Seems to be a bit off with abilities but overall not bad.
Umbral Enspelling (DnD Mystery) This needs to fit somewhere.
Unattentive Retard (3.5e Template) Using wraith as an example again, a retard wraith goes from CR 5 to CR 2 but the penalties do not impact it much.
Undead Paragon (3.5e Racial Paragon Class) Very overpowered.
Unigan (3.5e Race) This is barely comprehensible.
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Useless Bastard (3.5e Template) Overpowered. -8 Skill checks is well worth an ECL 11 race, or another nice template.
Using Reaping Mauler to Extract Brains (3.5e Optimized Character Build) No real optimization going on here, not a very high grapple check.
Valadar Darkbane (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Valinor Guard (3.5e Class) This article requires balancing and refining in order to be playable. Certain portions of this article, such as BAB and Parry Magic, are far too powerful while others are too vague, or mechanically do not function as written such as in the case of Tears of the Two Trees. This article also requires major rework in the form of spelling/grammar and general English. --Argent Fatalis Also no class should give a divine rank at level 20. (talk) 14:26, 28 June 2013 (MDT)
Vampire God (3.5e Prestige Class) This class is overpowered for conventional campaign power levels, and continues to gain more power or less restrictions with more and more edits. A private demi-plane that is more powerful than a wish or miracle spell(Edit Psionic Genesis power level 9 metacreativity Psionic handbook), that can store an extra 600 or so hit points at average stats around 15th level, abilities that server to give huge bonuses to every attribute... the list goes on.
Vampires (3.5e Race) LA0 is totally wrong.
Vampiric Surge (3.5e Feat) Doesn't make any sense.
Versatile Crafter (3.5e Feat) Effectively saves the character a lot of free skills, and makes him more versatile not only in crafting.
Violent Racism (3.5e Flaw) *"Race" is too specific and can potentially be applied to extremely rare and unlikely to be encountered races, such as Ixitxachitl.
  • Some Races are also location-specific, and are unlikely to be encountered away from their specific locations. Selecting Azer or Drow allows you to ignore these penalties, for the most part, so long as you never venture into the Underdark or visit cities in the Elemental Plane of Fire, outside of very forced circumstances on the GM's part.
  • In many cases mentioned above and beyond, the penalties would not be present enough to be considered a constant drawback, therefore diminishing this flaw's balance.
  • The DC is nonstandard and not tied to an ability score. While this is not necessarily a problem, it bears consideration if you intend to use/allow this flaw.
Void Mage (3.5e Class) The new spells do not have enough information to be used, and in many cases closely duplicate existing spells for the sake of it (e.g. void missile / magic missile). Feature spread needs working on, and most features have dubious mechanics.
Volatile (3.5e Equipment) If the AC reduction is supposed to represent corrosion, then it should respect different contributions to AC
Vroons (3.5e Race) Does not make sense, high level spells for an ECL of 2!
Waltz of Blades (3.5e Prestige Class) A level 6 (e.g. fighter 5/wizard 1) character can get the benefits of a major special weapon ability, and it's troublesome that this can be applied to an existing magical weapon. Suggest making animate objects the prerequisite spell instead of mage hand, and increasing BAB requisite to +11.
Warforge Crafter (3.5e Race) ASI bonuses are by far to much for the level adjustments. Lower ASIs or higher LA
Warrior of a Thousand Attacks of Opportunity (3.5e Optimized Character Build) No real optimization going on here, poor damage per attack makes number of attacks redundant.
Waterlogged (3.5e Feat) Get wet to gain the equivalent a +1 bonus on all Strength-based attack rolls, damage rolls, etc., until you're dry—which could take an hour or last indefinitely. This is easily better than key feats like SRD:Weapon Focus and SRD:Weapon Specialization basically by definition, and that's not even including the defensive bonuses.
Weapon Growth (3.5e Feat) As a non-magical enhancement this does not work.
White Cleric (3.5e Class) Some of the class features do not make any sense, others are poorly constructed.
White Lion (3.5e Class) you are essentially handing a medium or light fighter a druid companion. this will not balance well against existing classes, and as such probably needs tweaked down slightly.
Wii console (3.5e Equipment) No cost present.
Wisdom in the Bones (3.5e Trait) Benefit does not make any sense.
Wisdom of the Druids (3.5e Trait) Benefit does not make any sense.
Witch Hunter (3.5e Prestige Class) Permanent True seeingat level 1, this is a very high level ability given with no downsides. Automatic hit move that grants long term spell shut down. What is the range on aspect of silence? The way it is written it could have infinite range or no range. There is no save DC on witchbreaker? For an automatic negate that lasts the entire encounter while also dealing damage? There is also no save DC on the EXTREMELY powerful bane poison attack. Inquisitors rage is extremely unbalanced, every attack automatically hits and bypasses DR, Resistance, Immunity, etc PLUS has a chance to completely shut down an opponent on every one of these AUTOHIT moves? .

This class is not balanced for 3.5e play. It needs drawbacks and saves at the very least.

Witcher, Variant (3.5e Class) Please make the "balanced" version the base version, and move the "extremely powerful" version to the Balance Changes section.
Wohlveon (3.5e Race) "They have pokemon powers, poke-powers, poke-bodies, and sometimes others. can only have 1 - 2 different powers, and 1 poke-power OR poke-body." This and other lines don't make sense on their own or in the confines of D&D jargon. Either a link to the appropriate variant rules or an explanation is warranted.
World Domination (3.5e Epic Spell) The DC's seem very high as well as the price (possibly fixed, needs verifiation). Also maybe permanency could be added later (with this spell saying it works with permanency?
Yautjas (3.5e Race) Pounce and Sneak Attack are not appropriate racial features.
Yokai-Humanoid (3.5e Race) This race grants really good ability score adjustments, and the ability to permanently gain hp by killing another Yokai pushes this race to a state of unplayability.
Yonbi Izuna (3.5e Race) Ability score adjustments need to be even numbers and the wording for the abilities is very vague. All creatures in an area are effected, but what of the party? And why is the tail only an attack behind but without a change to flanking options? Also, how many attacks does this race get every round, and is that balanced?
Yoni (3.5e Race) Abilities are too good with SU abilities, DR 3/, and I have no idea why this would either be LA +2 or LA +3.
Zendra (3.5e Deity) I don't recognize half of those domains. The favored weapon is an artifact, how are followers all supposed to wield it? So do her followers get +18 charisma?
Zeppelins (3.5e Equipment) Zeppelins are not "intensely complex". There is an engineering hurdle - you need a light alloy for the frame, a method of producing a lifting gas, and a mechanism to make it go forwards (this page doesn't describe any of these). But learning to operate it shouldn't be much harder than learning to operate a ship. The reliance on goblins is bizarre. Piloting shouldn't be a binary yes/no based on Intelligence, it should be based on skill checks.
Zero Style (3.5e Feat) Who makes the save? How was DC 14 derived? What kind of attack can trigger this (ranged? melee? spell?) What kind of attack is the counterstrike? At what attack bonus? What is the "1d6"? damage? Should also have some hefty prerequisites.
Zuberaak (3.5e Race) Shadow Step does not explain how many times a day it can be used, and Shadow Weapon has no game rules associated with it.
Zurrens (3.5e Race) Ridiculously powerful ability scores, and strong features, even for LA

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
Oozing Spirit (Pathfinder Prestige Class) I'm not convinced I've made this a balanced class, and maybe not mechanically clarified enough. --SgtLion (talk) 04:45, 26 May 2016 (MDT)
Wild Mage (Pathfinder Class) Despite the negatives, there are way too many spells per day on this class.

d20M Pages[edit]

d20m Articles with a "Needs Balance" template.
Page Name Notes
Archaic Gothic Fighter (D20 Modern Advanced Class) Improved PL and Modernize Weapon don't make any sense
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...
Combat Knife (D20 Modern Equipment) does not follow standard game rules
Dark Defender (D20 Modern Class) See talk.
Department-7 (D20 Modern Occupation) rather underpowered for an occupation.
Doctor Octagonapus Lazer Cannon (D20 Modern Equipment) Not a great piece of writing, and the "100% Charge" isn't very helpful. How many shots can it fire? It mentions "full power", are there other power levels? How long exactly does it take to recharge?
HEV Suit (D20 Modern Equipment) Has a percentage-based damage reduction with vague values, based on the suit's "charge": it isn't explained how charge maps to damage reduction, or at what rate the charge is depleted.
Ma'aleca'andrans (3.5e Race) Clearly meant to be enormously overpowered. Everything should be quantified and needs an enormous LA for bonuses like these.
Marker Light (D20 Modern Equipment) iffy rules
Minutemen outfit (Fallout Supplement) d20 Modern doesn't have agility or perception statistics, and the armor price seems a bit cheap for the bonuses.
Photon Grenade (D20 Modern Equipment) Target does not gain any bonuses for their next attack. Um, what?
Snark (D20 Modern Equipment) missing/invented rules
Vanguard (D20 Modern Class) unfinished mechanics, doesn't fit d20M norms

Uncategorized Pages[edit]

Pages with no edition category.

Uncategorized Articles with a "Needs Balance" template.
Page Name Notes
Arsetronian weapon master (3.5e Class) Poorly written and designed, see talk page.
Child, Variant (3.5e Template) Is this a class or a template? In addition some of the class features are rather good for -1 ECL.
Cluster Ki Bomb (3.5e Spell) Needs to work with a class on 3.5e Spells.
Dryquus (5e Race) Overpowered, too many features.
Kriegsmesser (5e Equipment) See talk page.
Lightning Blade (3.5e Class) Fortitude saves progression is wrong.
Permanent Manifestation (DnD Feat) There are plenty of high level powers that really ought not to be permanent. Prerequisite ability scores should be odd-numbered.
Talk:Player Customizable Variant Races (5e Variant Rule) This may no longer conform to the Musicus Meter. See the recent transcription. In addition, after the completion of the transcription, the expansion of the meter (that will include specific scores for specific feats) will definitely change the scores given here.
Sacred Artist (5e Class) A +5 bonus to hit breaks bounded accuracy, see Understanding Bounded Accuracy (5e Guideline). The class should look at having more unique features than just giving a PC who chooses this class bonuses to speed, armor, and damage.
Shovel Knight (3.5e Class) Not really balanced well (e.g. has effectively unlimited healing), "regular action", some Ex abilities are clearly magical, etc.
The Cursed Ones (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. Unlimited regeneration paired with unlimited relentless endurance are crippling overpowered. 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.
Winged Elf, Dragon (3.5e Race) Ability score adjustments should be even-numbered, and a race with flight should come with an LA.
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