User:Alearori/Sandbox

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Contents

Abandoned[edit]

5e[edit]

Races[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Aarongar (5e Race) 08:54, 20 February 2018 (MST)
Alicorn (5e Race) 08:56, 20 February 2018 (MST)
Altine (5e Race) 08:58, 20 February 2018 (MST)
Amazons (5e Race) 08:59, 20 February 2018 (MST)
Anansi (5e Race) 11:39, 15 December 2017 (MST) It's been over 6 months since this page got that stub and no action was taken to fix it.
Andresin (5e Race) 11:37, 15 December 2017 (MST) It's been over 5 months since this page got these stubs and no action was taken to fix it.
Android, Variant (5e Race) 09:02, 20 February 2018 (MST) has any change actually been made to this page since it was created?
Apofficon (5e Race) 09:04, 20 February 2018 (MST)
Aragami (5e Race) 09:05, 20 February 2018 (MST)
Aran-iods (5e Race) 09:06, 20 February 2018 (MST)
Araxian (5e Class) 12:24, 15 December 2017 (MST) This race had that incomplete sub for about a year and a half now, and no one has taken action to fix it.
Arbor Qui (5e Race) 12:24, 15 December 2017 (MST) This race had that incomplete sub for about one year now, and no one has taken action to fix it.
Arcania (5e Race) 09:07, 20 February 2018 (MST)
Aries (5e Race) 09:09, 20 February 2018 (MST)
Armadillo-Kin (5e Race) 09:11, 20 February 2018 (MST)
Asgardian (5e Race) 00:07, 19 September 2017 (MDT)
Astral Being (5e Race) 09:14, 20 February 2018 (MST)
Astromide (5e Race) 12:25, 15 December 2017 (MST) This race had that incomplete stub for about 7 months now, and no one has taken action to fix it.
Atlantean (5e Race) 12:26, 15 December 2017 (MST) This race had that incomplete stub for about one year now, and no one has taken action to fix it.
Auguran (5e Race) 20:24, 3 December 2017 (MST) Racial features were never added.
Avian (5e Race) 11:40, 15 December 2017 (MST) This race had that incomplete sub for about 11 months now, Currently being worked on by @Some_guy edits are welcome please note i am not the original creator of this race, just someone who doesn't want it deleted.
Avion (Half-Harpy) (5e Race) 09:17, 20 February 2018 (MST)
Awakened Owl Bear (5e Race) 09:20, 20 February 2018 (MST) no edits made since Nov 2017
Azer (5e Race) 09:22, 20 February 2018 (MST)
Azmari Lion (5e Race) 09:23, 20 February 2018 (MST)
Azure (5e Race) 20:13, 7 August 2017 (MDT) Race still has the problems addressed in the needsbalance template after almost a year, so it does not look the race will be fixed any time soon.
Blackheart (5e Race) 13:48, 4 May 2018 (MDT) no attempts to balance since Nov 2017, see talk page
Blood Elf (5e Race) 10:07, 21 February 2018 (MST)
Blorg (5e Race) 13:40, 13 December 2017 (MST) This race had that incomplete sub for about 5 months now, and no one has taken action to fix it.
Bos Infernum (5e Race) 10:13, 21 February 2018 (MST)
Brood, Dragon Clan (5e Race) 10:32, 2 April 2018 (MDT)
Brute (5e Race) 10:19, 21 February 2018 (MST)
Bubonem (5e Race) 13:52, 13 December 2017 (MST) This race had that incomplete sub for about 5 months now, and no one has taken action to fix it.
Bulbon (5e Race) 21:22, 5 May 2018 (MDT) issues where this article belongs, no attempts to address needsbalance
Bullet Kin (5e Race) 10:21, 21 February 2018 (MST)
Bungis (5e Race) 13:30, 19 November 2017 (MST)
Cactian (5e Race) 10:24, 21 February 2018 (MST)
Chamasin (5e Race) 23:37, 5 May 2018 (MDT) article has sat months without needsbalance being addressed
Children of the Forest (5e Race) 13:59, 13 December 2017 (MST) This race had that incomplete sub for about 5 months now, and no one has taken action to fix it.
Chimeroth (5e Race) 14:01, 13 December 2017 (MST) This race had that incomplete sub for about 11 months now, and no one has taken action to fix it.
Chosen Undead, Variant (5e Race) 07:18, 7 May 2018 (MDT) needsbalance not addressed for 6 months.
Chthonic Vampyre (5e Race) 07:29, 7 May 2018 (MDT) needsbalance issues not addressed for months
Clawfolk (5e Race) 11:29, 21 February 2018 (MST)
Clugs (5e Race) 11:30, 21 February 2018 (MST)
Coldvein (5e Race) 11:38, 21 February 2018 (MST)
Constructed (5e Race) 07:09, 8 May 2018 (MDT) no attempts to address or discuss the needsbalance
Corollin (5e Race) 07:39, 8 May 2018 (MDT) article has been left unbalanced for months, and no attempts to discuss or improve the balance or wording
Daemon (5e Race) 09:52, 3 December 2017 (MST)
Dorthin (5e Race) 20:05, 21 September 2017 (MDT)
Drone (5e Race) 14:30, 13 December 2017 (MST) This race had that incomplete sub for about a year and a half now, and no one has taken action to fix it.
Elrakti (5e Race) 12:11, 20 April 2018‎ No progress made for almost a year.
Ethereal (5e Race) 13:47, 9 August 2017 (MDT) Incomplete race that still and the problems discussed on the talk page and that is abandoned.
Fey Mice (5e Race) 01:37, 1 June 2018 (MDT) No attempt to fix the stub above in 6 months.
Gazers (5e Race) 14:57, 13 December 2017 (MST) This race had been inactive for about 7 months now, and no one has taken action to fix the stub.
Gigatenids (5e Race) 15:02, 13 December 2017 (MST) This race had been inactive for about a 6 months now, and no one has taken action to fix the stubs.
Great saber tooth (5e Race) 16:41, 10 May 2018 (MDT) Creator has no intention of editing this page, instead planning to completely redo it, from scratch, as a Composite Character Class.
Guhuza (5e Race) 10:47, 2 April 2018 (MDT) Issues not being adressed.
Half-Myrmeke (5e Race) 23:26, 17 December 2017 (MST) This was made 4 months ago, and it does not seem anyone is willing to fill out the remainder of the page.
Half-Spirit (5e Race) 11:32, 26 April 2018 (MDT) No progress made since 2016.
Half-Yōkai (5e Race) 23:31, 17 December 2017 (MST)~ This page was made about 6 months ago and no one seems to be willing to fill out the rest of it.
Heartless (5e Race) 23:46, 17 December 2017 (MST) The balance issues haven't been addressed, and actually got more overpowered before not being touched in over 5 months.
Inkling (5e Race) This race hasn't been touched for about a year and a half, and no progress was made by the discussion to make further changes. And its proficient in a downtime activity?
Kamui (5e Race) 13:17, 14 July 2017 (MDT)
Karnit (5e Race) 00:34, 18 December 2017 (MST) This race hasn't been touched in about 5 months, and has a slew of unattended problems
Keidran (5e Race) 22:58, 13 June 2018 (MDT) What edition is this for?
Kitsune, 2nd Variant (5e Race) 00:37, 18 December 2017 (MST) It has been 6 months, and the original creator does not seem like they will return.
Maiden's Children (5e Race) 23:51, 20 July 2017‎
Mortem Born (5e Race) 10:12, 4 April 2018 (MDT) Without formatting, adequate fluff, and subraces.
Nymph, Variant (5e Race) 17:00, 8 March 2018 (MST)
Phykkes (5e Race) 08:37, 9 August 2017 (MDT)
Concept:Pygmy Fox-folk (5e Race) 11:07, 6 February 2018 (MST)
Spirit Fox (5e Race) 12:32, 30 May 2018 (MDT)
Tengwa (5e Race) 10:33, 13 October 2017 (MDT)
Theropodus (5e Subrace) 17:26, 10 May 2018 (MDT)
Wyvern (5e Race) 20:16, 18 July 2017‎
Zodiac Child (5e Race) No work has been done to make this any more balanced.

Subraces[edit]

Articles with a "Abandoned" template.
Page Name Date Notes

Classes[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Animal Master (5e Class) 08:13, 4 May 2018 (MDT) work was started but remains untouched for months except for needsbalance a month ago
Anime Girl (5e Class) 11:56, 24 May 2018 (MDT)
Aspect (5e Class) 17:42, 24 July 2017 (MDT)
Becoming Full Demon (5e Class) 11:02, 24 June 2018 (MDT)
Beguiler (5e Class) 23:13, 7 May 2018 (MDT) Incomplete.
Celestial Hunter (5e Class) 11:41, 5 September 2017 (MDT) (Many unaddressed issues. Last accepted revision over a year ago.
Chance Hand (5e Class) 11:45, 19 June 2018 (MDT) This class is largely incomplete, and hasn't been edited by the creator in some time.
Child of Phobos (5e Class) 07:15, 7 May 2018 (MDT) needsbalance unaddressed since Oct 2017
Chronolord (5e Class) 07:25, 7 May 2018 (MDT) only one edit made since needsbalance added over 6 months ago
Conjurer (5e Class) 06:59, 8 May 2018 (MDT) needsbalance hasn't been addressed or discussed since June 2017
Contract Bound (5e Class) 07:35, 8 May 2018 (MDT) no attempts to improve or discuss issues on talk page since Nov 2017
Corrupted Soul (5e Class) 13:05, 21 May 2018 (MDT) This class is vastly incomplete and has since been abandoned by the creator.
Cryomancer (5e Class) 08:14, 8 May 2018 (MDT) needsbalance hasn't been improved or discussed since Oct 2017
Dalek (5e Class) 11:32, 6 November 2017 (MST)
Dancer, Alternate (5e Class) 19:30, 21 May 2018 (MDT)
Deathmancer (5e Class) 11:16, 13 September 2017 (MDT)
Destructive Magician (5e Class) 14:09, 13 May 2018 (MDT)
Dimension Warrior (5e Class) 11:32, 20 June 2017 (UTC)
Doom Guy, Variant (5e Class) 10:39, 30 April 2018 (MDT) This class is unusable in its current state.
Dragon Knight, 3rd Variant (5e Class) Marasmusine (talk) 10:36, 2 April 2018 (MDT) Slight signs of improvement. Templates not being adequately addressed.
Dragonkin (5e Class) 12:09, 28 May 2018 (MDT) This class is vastly incomplete, and has since been abandoned by its creator.
Dragonsoul (5e Class) 12:37, 11 May 2018 (MDT) features have been shifted but no substantial improvements or discussion. Delete may be more appropriate if the the near identical class was deleted already
Elemental Adept (5e Class) 17:11, 20 June 2017 (UTC)
Elemental ninja (ninjago) (5e Class) 18:19, 1 June 2018 (MDT)
Ethereal Assassin (5e Class) 17:51, 27 May 2018 (MDT)
Field Medic (5e Class) 17:36, 27 May 2018 (MDT)
G.E.O (5e Class) 17:44, 27 May 2018 (MDT)
Gasterizer (5e Class) 10:06, 19 March 2018 (MDT)
Gaurdian of Faith 03:25, 23 June 2017 (MDT)
Half Shade (5e Class) 10:16, 16 March 2018 (MDT) Class features do not belong in the table, and comments need to be removed.
Hunter, Companion Variant (5e Class) 14:28, 28 May 2018 (MDT)
Hybrid (5e Class) 14:52, 24 June 2018 (MDT) Left in an unusable state by the creator for some time.
Joy Martial Artist (5e Class) 14:48, 28 May 2018 (MDT) This class requires a lot of work to be made usable with the core concept behind the class also needing to be reworked.
King of Games (5e Class) 14:24, 13 May 2018 (MDT)
Knight of Cydonia (5e Class) 22:22, 9 April 2018 (MDT)
Lancer of the Shattered Plane (5e Class) 14:26, 19 June 2018 (MDT) Left in an unusable state by creator.
Lawgiver (5e Class) 20:49, 20 August 2017 (MDT)
Lone Walker (5e Class) 14:23, 7 October 2017 (MDT) Original creator is unable to fix all issues or create a state where this class would fit the rules
Lunasol (5e Class) 12:30, 1 June 2018 (MDT)
Master of Ceremonies, Variant (5e Class) 21:03, 20 August 2017 (MDT)
MindFlayer (5e Class) 22:08, 26 May 2018 (MDT)
Mind Field (5e Class) 23:37, 20 July 2017‎
Moonlight Hunter (5e Class) 23:44, 14 September 2017 (MDT) Overpowered dps, and many of the features (like a bubble of micro-dps) are not explained with game mechanics and are not playable in their current state.
Nature Champion (5e Class) 23:54, 5 September 2017 (MDT) Grossly overpowered.
Ninja, Variant (5e Class) 15:14, 13 May 2018 (MDT)
Ninja (5e Class) 14:30, 14 February 2018 (MST)
Player (5e Class) 18:10, 22 August 2017 (MDT) Abilities have little bearing, or are opposites of what one would expect. If this page is looking for humor, then it needs a lot of work.
Poison Master (5e Class) 22:27, 9 April 2018 (MDT)
Red Mage (5e Class) 19:17, 17 June 2018 (MDT) This class has been left in a largely incomplete state by its creator and doesn't do anything unique that isn't done by other classes already.
River Demon 08:27, 5 September 2017 (MDT) The Race this class relies upon has also been marked abandoned.
Runepriest (5e Class) 19:14, 22 August 2017 (MDT)
Runeterra: Marksman (5e Class) 13:36, 11 July 2017‎
Sacrificial Blood Mage (5e Class) 18:58, 26 April 2018 (MDT)
Saint of the Shield (5e Class) 00:36, 7 June 2018 (MDT) Seems to have been abandoned in a vastly incomplete state.
Sentinel (5e Class) 01:03, 7 June 2018 (MDT)
Servomancer (5e Class) 01:00, 7 June 2018 (MDT)
Shadow Reaver (5e Class) 03:29, 12 July 2017‎
Shared Body (5e Class)
Shield Knight (5e Class) 03:36, 12 July 2017‎
Shodo Master (5e Class) 01:37, 7 June 2018 (MDT) This class has next to no features and has been left by its creator in a vastly incomplete state.
Sky Mage, Variant (5e Class) 14:35, 1 June 2018 (MDT) Needs a large amount of work to be usable.
Sky Mage (5e Class) 14:41, 13 May 2018 (MDT)
Songweaver (5e Class) 19:15, 8 February 2018 (MST) Abandoned by creator shortly after creation.
Soul Seeker (5e Class) 01:44, 7 June 2018 (MDT)
Spellbow (5e Class) 04:53, 3 July 2017 (MDT)
Spirit Warrior (5e Class) 08:45, 22 February 2018 (MST)
Strategist (5e Class) 20:38, 22 August 2017 (MDT) Abandoned, see the play page here.
Sunsworn Caster (5e Class) 09:13, 1 June 2018 (MDT)
Synergist (5e Class) 14:42, 13 May 2018 (MDT)
Temptress (5e Class) 00:50, 7 June 2018 (MDT)
Tenki Knight (5e Class) 13:58, 13 May 2018 (MDT) Has been left with a needsbalance template for well over 6 months.
Thaumaturge (5e Class) 05:47, 12 July 2017‎ Yes this has been abandoned. --Kydo (talk) 14:27, 14 February 2018 (MST).
Totem Warrior (5e Class) 01:28, 7 June 2018 (MDT) Class is still in a vastly incomplete state after over half a year since its creation.
Tychomancer (5e Class) 20:08, 12 July 2017‎
Unspecialized (5e Class) 07:47, 18 December 2017 (MST) I no longer have an interest in completing this class. Another user is free to take it up, however, as it stands its quite OP and a bit of a mess. ConcealedLight (talk)
Vengeful Stand (5e Class) 01:27, 7 June 2018 (MDT) This doesn't seem to be a class or a subclass, mentions things not in 5e, and has various other problems that have gone unaddressed.
Warchief (5e Class) 01:26, 7 June 2018 (MDT) Class has been left in a unusable state for months.
Warpriest of Asgard (5e Class) 22:38, 2 May 2018 (MDT) Incomplete
Wetboy (5e Class) 14:18, 13 May 2018 (MDT)
Yegg (5e Class) 08:01, 13 July 2017‎

Subclasses[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Battlefield Medic (5e Subclass) 20:38, 3 December 2017 (MST)
Circle of the Lost (5e Subclass) 12:48, 13 December 2017 (MST) subclass was created and untouched since. Advice was given a month ago to make things right and remains wrong
College of Nature (5e Subclass) 15:09, 6 June 2018 (MDT)
Darkness Descent (5e Subclass) 11:42, 19 June 2018 (MDT) no edits to improve since Nov '17
Draconic Warrior, Variant (5e Subclass) 23:23, 6 February 2018 (MST) Based on the other maintenance templates.
Dread Master (5e Subclass) 12:53, 11 May 2018 (MDT) no attempts to improve the balance of this class
Geomancer (5e Subclass) 10:30, 10 May 2018 (MDT)
Path of the Unstoppable (5e Subclass) 00:19, 3 August 2017 (MDT) Outright better than an subclass should be.
Sacrifical Domain (5e Subclass) 18:53, 26 April 2018 (MDT) Left in a vastly incomplete state by the creator.
Sharpshooter UA variant (5e Subclass) 09:29, 10 December 2017 (MST)
The Pactbreaker (5e Subclass) 23:54, 4 April 2018 (MDT)

Spells[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Absolute Darkness (5e Spell) 01:18, 16 January 2018 (MST) It doesn't seem like much effort was ever made to bring this up to an actually usable spell, nor does it need to be? Make a quest or campaign setting instead of a spell like this
Arcane Cure (5e Spell) 20:00, 3 December 2017 (MST) Left in an unusable state, as it doesn't appear on any class's spell list. Seemingly the only point would be to give a more powerful version healing word to a class that normally doesn't have access to it.
Chronolord (5e Class) 07:25, 7 May 2018 (MDT) only one edit made since needsbalance added over 6 months ago
Dark Magic (5e Spell) 11:04, 8 May 2018 (MDT) no attempts to improve or discuss maintenance templates since Jan 2017
Inferno (5e Spell) 15:19, 4 December 2017 (MST)
Salmon's Leap (5e Spell) 07:29, 5 December 2017 (MST) See talk page.
Tierareaian Cantrip (5e Spell) 01:00, 16 January 2018 (MST) (Optional) Reasoning behind template addition.

Feats[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Close Quarter Ranger (5e Feat) 21:25, 7 May 2018 (MDT) no attempts to address needsbalance or format it to 5e
Deadly Initiator (5e Feat) 09:51, 17 April 2018 (MDT) Potentially fixable, but ultimately it's a bit boring. More init and attack bonuses, we've seen it all before.
Leadership (5e Feat) 09:55, 20 October 2017 (MDT)
Metamagic Mastery (5e Feat) 23:40, 20 July 2017‎
Xianghua (5e Feat) 03:42, 18 July 2017‎

Creatures[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Black Swordsman (5e Creature) 20:42, 9 May 2018 (MDT)
Feral Hydris (5e Monstous creature.) 17:10, 10 May 2018 (MDT)
Gabriel Belmont (5e Creature) 10:35, 19 October 2017 (MDT)
Gold Serpent (5e Creature) 08:56, 22 February 2018 (MST)
Guardian Asdomin 02:57, 24 July 2017 (MDT) Hasn't been touched for almost a year.
Mordekaiser, the Iron Revenant (5e Creature) 16:19, 18 April 2018 (MDT) Has been WIP for almost a year.
Porenteram (5e Creature) 09:35, 2 May 2018 (MDT) stubs have not been addressed for 5 months, no edits made in that time either
Questionable (5e Creature) 17:51, 10 May 2018 (MDT)
Sea Dragon (5e Creature) 00:42, 22 January 2018 (MST) Might as well be a duplicate of any of the amphibious dragons in the Monster Manual. It does nothing different and the suggested changes haven't been acted upon.
Seraph (5e Creature) 17:27, 10 May 2018 (MDT)
Stick of a man 15:23, 9 May 2018 (MDT)
Swarm of Talking Earwigs (5e Creature) 15:26, 6 February 2018 (MST) This has been labelled a "work in progress" for over six months without any edits.
Talking Earwig (5e Creature) 15:27, 6 February 2018 (MST) Apparently not.
Ulfren (5e Creature) 17:13, 10 May 2018 (MDT)
Vorpal Rabbit (5e Creature) 19:17, 3 December 2017 (MST)
Warforged Scout (5e Creature) 02:02, 12 March 2018 (MDT)

Equipment[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Arm of Balor (5e Equipment) 09:50, 16 January 2018 (MST) Either this should be a magic item, or it should be a normal weapon choice.
Armor of the Undead Legion (5e Equipment) 09:26, 4 May 2018 (MDT) 6 months and no abyssal corruption table added
Aspis ( Spartan Shield) 20:30, 3 December 2017 (MST) There are several more balanced and better worded shields that provide +3 AC in the 5e Armor list.
Blast shell (5e Equipment) 21:47, 3 December 2017 (MST)
Book of Time (5e Equipment) 20:38, 4 May 2018 (MDT) templates have sat dormant since Jan 2017
Cowl of Anonymity (5e Equipment) 19:01, 8 December 2017 (MST) Use the helm of telepathy instead of this item as it accomplishes a similar effect and is much clearer.
Craven Edge (5e Equipment) 07:57, 8 May 2018 (MDT) no attempts to improve of discuss the maintenance templates since Dec 2017
Dead King's Blade (5e Equipment) 11:24, 8 May 2018 (MDT) Issues have not been improved or discussed since Oct 2017
Dragonsbane (5e Equipment) 12:31, 11 May 2018 (MDT) no attempts to discuss or improve needsbalance & stub templates since Jan '18
Leviathan Daggers (5e Equipment) 04:28, 17 March 2018 (MDT)
Magic Weapon Generator (5e Equipment) 05:00, 14 April 2018 (MDT)
Pile Bunker (5e Equipment) 22:52, 6 February 2018 (MST) Incomplete.
Ring of Pestilence (5e Equipment) 18:03, 23 April 2018 (MDT)
Ring of the Kings Gates (5e Equipment) 01:27, 11 March 2018 (MST) Basically 10 free magical attacks each level as a bonus action.
Sniper rifle 23:52, 29 November 2017 (MST) Comments need to be removed. Firearms are already in the books, so what makes this page different?
The Dual Paths of Roskenlan (5e Equipment) 18:02, 22 February 2018 (MST) This item has since been left in an unusable state.

Other[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
5e Infusions and Decoctions 11:28, 12 March 2018 (MDT)
Acid plague (5e Disease) 22:59, 29 April 2018 (MDT) Terrible grammar, and unusable. How is the disease cured? How does it interact with the player?
Akanissoku Islands 12:52, 27 November 2017 (MST) This has been left incomplete for over eight months.
Akar D'zon 'Weavers and The Weave' (5e Variant Rule) 12:41, 3 June 2018 (MDT)
Akar D'zon (5e Campaign Setting) 12:28, 27 November 2017 (MST) This was left in an unfinished state, and hasn't seen a productive edit in over 6 months.
Ascension, Godhood, and Divine Ranks (5e Variant Rule) 09:11, 20 February 2018 (MST)
Benedrakken (5e PlantFungi) 21:06, 3 December 2017 (MST)
Bltghvzt 10:31, 4 December 2017 (MST)
Essear (5e Campaign Setting) 13:46, 8 May 2018 (MDT)
Everloft (5e Campaign Setting) 09:40, 13 February 2018 (MST) Not much here and Seems quite vanilla.
Feroudal (5e Campaign Setting) 13:43, 8 May 2018 (MDT)
Geography (March of Chelwyn Setting) 13:45, 8 May 2018 (MDT)
God Touched (5e Background) 19:22, 17 June 2018 (MDT) Left by the creator in an unusable state.
Hidden Skills (5e Reward) 01:24, 17 March 2018 (MDT)
March of Chelwyn (5e Campaign Setting) 13:44, 8 May 2018 (MDT) Has a sort of map and nothing else.
Miloi (5e Deity) 12:44, 18 March 2018 (MDT)
Novac (5e Campaign Setting) 03:42, 12 March 2018 (MDT)
Rhun (5e Campaign Setting) 18:02, 23 April 2018 (MDT) This campaign setting is largely incomplete and it has since been abandoned by its creator.
Telion Alliance (5e Other) 06:09, 13 May 2018 (MDT) This has been left incomplete and untouched for over 11 months.
Trumpet's Bane (5e Curse) 22:18, 2 May 2018 (MDT)
Verden Isen (5e Campaign Setting) 20:07, 21 September 2017 (MDT)

4e[edit]

Races[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Cranes (4e Race) 14:10, 5 September 2017 (MDT) Several issues. Last major update 2012.
Half-Githzerai (4e Race) 01:21, 11 March 2018 (MST)
Sivak Draconian (4e Race) 15:43, 30 April 2018 (MDT)

Subraces[edit]

Articles with a "Abandoned" template.
Page Name Date Notes

Classes[edit]

Articles with a "Abandoned" template.
Page Name Date Notes

Subclasses[edit]

Articles with a "Abandoned" template.
Page Name Date Notes

Spells[edit]

Articles with a "Abandoned" template.
Page Name Date Notes

Feats[edit]

Articles with a "Abandoned" template.
Page Name Date Notes

Creatures[edit]

Articles with a "Abandoned" template.
Page Name Date Notes

Equipment[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
The Wakizashi of the 7 Winds (4e Equipment) 00:13, 11 May 2018 (MDT)

Other[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Mogkin (4e Race) 04:15, 14 December 2017 (MST) Incomplete, poorly formatted, unplayable and untouched for 8 years.
Niv-Mizzet (4e Deity) 01:12, 23 March 2018 (MDT) This deity is heavily lacking in info that can actually make it usable, and has since been abandoned by creator.
Reterra (4e Campaign Setting) 16:22, 8 June 2018 (MDT)
Underworld Elves 04:16, 14 December 2017 (MST) Poorly formatted, incomplete and untouched for 8 years.


3.5e[edit]

Races[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Avadim (3.5e Race) 10:34, 11 December 2017 (MST) Huge mess.
Catling, Variant (3.5e Race) 13:23, 14 November 2017 (MST) Lacking vital statistics. Very mundane race that should really be fluffed out to be worth keeping around.
Chronarch, Timelord (3.5e Race) 13:48, 5 September 2017 (MDT) Stub lists article as incomplete, last major change in 2014.
Crystalics (3.5e Race) 14:17, 5 September 2017 (MDT) Several issues, last major update, 2015.
Dwarves, Albion (3.5e Race) 10:11, 14 November 2017 (MST) As above.
Goblins, Silver Lands (3.5e Race) 13:52, 14 November 2017 (MST) Incomplete, unformatted, little meaningful content and untouched for years.
Gumnut Babies (3.5e Race) 13:54, 14 November 2017 (MST) Barely any content, here. Needs more fluff, and wording fixed. Untouched for years.
Half-Angel (3.5e Race) 23:33, 29 November 2017 (MST) Not being improved, incomplete, and the abilities are not playable.
Irinsians (3.5e Race) 14:40, 14 November 2017 (MST) Really powerful, incomplete fluff, lacking vital stats, and untouched for years
Karnins (3.5e Race) 14:40, 14 November 2017 (MST) Really powerful, incomplete fluff, lacking vital stats, and untouched for years
Lumins (3.5e Race) 14:41, 14 November 2017 (MST) Really powerful, incomplete fluff, lacking vital stats, and untouched for years
Nan'xin' (3.5e Race) 14:45, 14 November 2017 (MST) Lacking vital stats, needs more fluff, poorly formatted, very generic race, and untouched for years.
Nirvian (3.5e Race) 04:28, 20 March 2018 (MDT)
Raion-Tora (3.5e Race) 21:38, 10 June 2018 (MDT)
Salandrians (3.5e Race) 14:40, 14 November 2017 (MST) Really powerful, incomplete fluff, lacking vital stats, and untouched for years
Sarandors (3.5e Race) 14:40, 14 November 2017 (MST) Really powerful, incomplete fluff, lacking vital stats, and untouched for years
Skiurdling (3.5e Race) 01:35, 15 November 2017 (MST) Incomplete, lacking fluff, rather mundane and untouched for years.
Tanathans (3.5e Race) 14:40, 14 November 2017 (MST) Really powerful, incomplete fluff, lacking vital stats, and untouched for years
Vampire, Variant (3.5e Race) 00:12, 13 May 2018 (MDT)
Zurrens (3.5e Race) 14:41, 14 November 2017 (MST) Really powerful, incomplete fluff, lacking vital stats, and untouched for years

Subraces[edit]

Articles with a "Abandoned" template.
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Classes[edit]

Articles with a "Abandoned" template.
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Abomonist (3.5e Class) 11:42, 6 August 2017 (MDT) Not edited in nearly a year
Adamantine Knight (3.5e Prestige Class) 17:05, 29 November 2017 (MST) Reviewing templates on this page have been untouched for over four years.
Adept Of The Moon (3.5e Class) 11:42, 6 August 2017 Missing several key components and hasn't been worked on in over a year
Assassin, Best Variant (3.5e Class) 09:44, 5 September 2017 (MDT) Several missing sections, potential balancing issues, no major additions in over a year.
Autoplate Pilot (3.5e Class) 09:43, 22 June 2018 (MDT) The following problems have been left resolved for over two years. This page hasn't had a constructive edit in over a 6 months. Much information is still missing.
Chivalric Knight (3.5e Class) 17:35, 29 November 2017 (MST) This has had a wikify template on it for over 8 years.
Crusader (3.5e Prestige Class) 15:57, 8 August 2017 (MDT) Has been "in progress" for 6 years. Most of the features lack enough definition to be used.
Dark Knight, Variant (3.5e Prestige Class) 15:59, 8 June 2018 (MDT) These maintenance templates haven't been dealt with in well over a year.
Eternal Alchemist (3.5e Prestige Class) 10:02, 11 September 2017 (MDT) Spells, spell levels, bonus feats, and good features are overkill.
Forest Spirit of Possession (3.5e Class) 10:47, 30 August 2017 (MDT) Incomplete.
Hacker (3.5e Class) 01:17, 11 March 2018 (MST) Class left in a largely unusable state.
Keyblade Wielder (Martial) 02:54, 4 April 2017 (UTC)
Knight of the Divine (3.5e Prestige Class) 10:37, 26 September 2017 (MDT) Incomplete.
Kraken Occultist (3.5 Class) 09:42, 11 May 2018 (MDT)
Lunatic (3.5e Prestige Class) 05:07, 17 March 2018 (MDT)
Magic Annuller (3.5e Class) 00:43, 18 August 2017 (MDT) Terribly incomplete.
Melee Healer (3.5e Class) 10:27, 13 October 2017 (MDT) Balance not considered.
Mord-Sith (3.5e Prestige Class) 10:22, 6 September 2017 (MDT) Vastly incomplete.
Nai Khanom Tom (3.5e Class) 12:28, 19 March 2018 (MDT)
Night Guard (3.5e Prestige Class) 00:01, 30 August 2017 (MDT) Incomplete.
Planar Mage (3.5e Prestige Class) 10:40, 28 August 2017 (MDT) Incomplete.
Royal guard (3.5e Class) 04:53, 24 March 2018 (MDT)
Runic Scribe (3.5e Class) 22:52, 14 January 2018 (MST) Terribly incomplete, and not really moving along.
Shinigami Assassin (3.5e Prestige Class) 15:01, 30 April 2018 (MDT)
Silencer (3.5e Prestige Class) 09:41, 11 September 2017 (MDT) Fluff totally absent, and the core idea of a monk gaining a special feat tree is uninteresting.
Spellbow (3.5e Prestige Class) 10:46, 6 September 2017 (MDT) The class features are either almost useless, or ill-balanced. Enhance Arrow is unfavorable compared to magical enhancements. Bonus Feats should have prereqs. The last two abilities just lead to a precision shot with a DPS spell. Descriptions are missing.
Staff Guardian (3.5e Class) 09:16, 8 April 2017 (UTC)
Swordfighter (3.5e Class) 05:15, 13 November 2017 (MST) The maneuvers were never completed. Hence this class has never been playable. Due to the decent content, though, I'm placing abandoned, so if it up brought up to scratch, we can keep it.
Talented Magic Swordsman (3.5e Class) 02:23, 15 November 2017 (MST) Incomplete, broken, author requests deletion, untouched for years.
Temptress (3.5e Class) 16:28, 24 May 2018 (MDT) As per below templates.
The Forgotten God (3.5e Class) 23:54, 20 March 2018 (MDT)

Subclasses[edit]

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Spells[edit]

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Storm Prison (3.5e Spell) 16:08, 8 June 2018 (MDT)

Feats[edit]

Articles with a "Abandoned" template.
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Bluffing through the darkness 09:58, 4 January 2018 (MST) All forms of combat is a bad idea, and saving down is not right.
Improved Spell Capacity, Variant (3.5e Feat) 10:44, 26 November 2017 (MST) Weird balance, doesn't seem right.
Stone Will (3.5e Feat) 15:21, 9 May 2018 (MDT)
Supreme Many Shot (3.5e Feat) 17:00, 9 May 2018 (MDT)

Creatures[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Complete Werewolf Overhaul (3.5 template variant) 13:55, 5 September 2017 (MDT) Numerous issues, last edit 9 months ago.
Hand (3.5e Creature) 21:17, 10 June 2018 (MDT) This creature's fluff is extremely minimal and it does not appear the page will be in a usable state any time soon.
Mistling (3.5e Creature) 13:16, 14 November 2017 (MST) Mechanics are really vague and unplayable, in their current state. And untouched for many years. What is float movement? What does 'engulfing' include? Where are the Fort and Will saves? Having no Wis, Cha or Str, but Int, Con and Dex is a weird set of stats.
Thornpole (3.5e Creature) 01:52, 15 November 2017 (MST) Unclear mechanics. Strange ideas about behaviour. Effectively unplayable in its current state.
Urgoth (3.5e Creature) 04:20, 14 December 2017 (MST) Unformatted, incomplete, unplayable and untouched for 8 years.

Equipment[edit]

Articles with a "Abandoned" template.
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Catching fishing rod 09:51, 9 January 2018 (MST) Missing item creation prerequisites, terribly worded and indescribable, unusable in its current state.
Crown of the Masterbard (3.5e Equipment) 17:43, 29 November 2017 (MST) This has been left unfinished for well over 3 years.
Revised Metamagic Rods, Variant (3.5e Equipment) 04:57, 14 May 2018 (MDT)
Ring of Wrong Writing (3.5e Equipment) 09:51, 14 November 2017 (MST) Neat concept. But it needs to be sorted or dee-leeted.

Other[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Alien, Gray (3.5e Creature) 15:19, 29 March 2018 (MDT) This creature has extremely minimal info, and has since been left by the creator.
Apocalyptia (3.5e Campaign Setting) 17:56, 4 May 2018 (MDT)
Battle Wizard (3.5e Optimized Character Build) 10:02, 14 November 2017 (MST) This has been a rather meaningless build that's been left untouched for many years.
Claustria (3.5e Environment) 12:56, 14 November 2017 (MST) Been missing a lot of information for a lot of years
Fear Del (3.5e NPC) 21:14, 10 June 2018 (MDT)
Genarodracon (3.5e Campaign Setting) 01:12, 15 March 2018 (MDT)
Jamaican with a knife 07:36, 17 March 2018 (MDT) The optimization appears to be missing.
Ka Rate (3.5e Deity)
Limitless Charnel Healer (3.5e Optimized Character Build) 14:36, 14 November 2017 (MST) Pretty lacking in content, or anything to do with a build. Really just note that three certain feats work well together, in the form of an entire page.
Northern Wastes (3.5e Campaign Setting) 13:16, 13 March 2018 (MDT)
Orion (3.5e Deity) 14:08, 20 March 2018 (MDT)
Paragon of Corruption (3.5e Optimized Character Build) 01:33, 15 November 2017 (MST) This appears to just be a combination of templates, and the use of Savage Species, a 3.0 book. The build is unclear, strictly speaking invalid, and has been with this needsbalance for years.
Penumbra (3.5e Campaign Setting) 13:13, 13 March 2018 (MDT)
Pervortia (3.5e Deity) 00:13, 11 August 2017 (MDT) Sexually explicit, excessive description and parts of the history.
Plane Of Two Worlds (3.5e Environment) 01:16, 15 November 2017 (MST) Incomplete, very vague mechanics and unclear ideas. Untouched for years.
Quintessential (3.5e Trait) 18:34, 26 April 2018 (MDT)
Simple Minion Cleric (3.5e Optimized Character Build) 01:27, 15 November 2017 (MST) Build B is invalid, as per talk. And Build A is not something with particular content or approach. Needs fixing or it's essentially useless.
Survivability Warlock (3.5e Optimized Character Build) 02:21, 15 November 2017 (MST) Incomplete, little in the way of optimization, untouched for years
Tame Spirit (3.5e Flaw) 10:45, 26 July 2017 (MDT)
Tempest Scout (3.5e Optimized Character Build) 01:43, 15 November 2017 (MST) Lacking in optimisation, based on wobbly definitions, and not greatly explained.
The Kingdom of Words (3.5e Campaign Setting) 13:03, 13 March 2018 (MDT)
The Matriarch (3.5e NPC) 21:32, 10 June 2018 (MDT) This page has been left in an incomplete state for many years, with no effect made to complete it.
The Pawnshop at the edge of the Multiverse (3.5e Environment) 00:04, 11 May 2018 (MDT) This page has been incomplete for years, and it does not appear like it will be in a usable state any time soon.
Theurge of Charisma (3.5e Optimized Character Build) 01:47, 15 November 2017 (MST) Little merit here, untouched and untested for years, in an effectively useless limbo.
Vladistien (3.5e NPC) 21:32, 10 June 2018 (MDT) This page has been left in an incomplete state for many years, with no effect made to complete it.
Wisdom in the Bones (3.5e Trait) 19:02, 12 May 2018 (MDT)
Wisdom of the Druids (3.5e Trait) 19:11, 12 May 2018 (MDT)

2.5e[edit]

Races[edit]

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Classes[edit]

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Spells[edit]

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Creatures[edit]

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Equipment[edit]

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Other[edit]

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Pathfinder[edit]

Races[edit]

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Classes[edit]

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Deck Holder (Pathfinder Class) 12:15, 5 May 2018 (MDT) This class is incomplete and has been so for some time. The vast majority its class abilities are copy-pastes of the Time Walker (Pathfinder Class), with not even the names changed.
Elementalist (Pathfinder Class) 07:34, 4 May 2018 (MDT) Incomplete and untouched for a couple months.
God (Pathfinder Epic Prestige Class) 01:57, 14 June 2018 (MDT) Even for an Epic Prestige Class, this is overpowered.
Jedi (Pathfinder Class) 07:48, 4 May 2018 (MDT) Incomplete and untouched for a year.
Wild Mage (Pathfinder Class) 07:56, 4 May 2018 (MDT) As below, this should be addressed and balacnced throughout, but the concept otherwise works

Subclasses[edit]

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Spells[edit]

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Feats[edit]

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Free Movement (Pathfinder Feat) 15:21, 7 June 2018 (MDT) The race that is supposed to gain this feat has since been deleted.
Greater Flight (Pathfinder Feat) 15:21, 7 June 2018 (MDT) The race that is supposed to gain this feat has since been deleted.
Heat Vision (Pathfinder Feat) 15:20, 7 June 2018 (MDT) The race that is supposed to gain this feat has since been deleted.
Invulnerability (Pathfinder Feat) 15:21, 7 June 2018 (MDT) The race that is supposed to gain this feat has since been deleted.
Super Strength (Pathfinder Feat) 15:21, 7 June 2018 (MDT) The race that is supposed to gain this feat has since been deleted.

Creatures[edit]

Articles with a "Abandoned" template.
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Equipment[edit]

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Other[edit]

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d20M[edit]

Races[edit]

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Subraces[edit]

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Classes[edit]

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Subclasses[edit]

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Spells[edit]

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Creatures[edit]

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Equipment[edit]

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Other[edit]

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Needs Balance[edit]

5e[edit]

Races[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Alternian Troll (5e Race) Issues have been communicated to the primary contributor.
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.
Armordillo (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. A +4 to AC in addition to that granted by armors and shields, resistance to all physical damage, a free "thorns" effect that allows for an attacker to consistently take damage and have to roll saving throws for every attack made, tremorsense. 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 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.
Astéri (5e Race) Hivemind, and Limber don't make sense mechanically and are vague.
Avali (Variant) (5e Race) I have a real concern over that Avalin Equipment Pack. Not just that it should be on its own equipment page but that a lot of the stuff in there that can be created outclasses several magic items in the game, are significantly lower in cost(consider magic item costs in the DMG) and can be created with a very low DC if at all.
Azara (5e Race) too many proficiencies combined with other traits. I suggest losing the bite and the intimidation to help make this balanced
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.
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.
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.
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.
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.
Cijelese (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. See previous template.
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.
Concubus (5e Race) The page uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague.
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.
Crimson Demon (5e Race) While there has been some attempt to balance this it is rather ineffective. The ability to cast a spell at the maximum 6th level at first level outweighs the downside presented. Any CR appropriate creature a Dungeon Master could challenge a group of players with would be rendered useless as it would most likely die instantly just because one player happened to be playing this race. To put it simply, this race break bounded accuracy, is comparatively overpowered compared to any standard first-party race and breaks 5th edition precedent by being so overwhelming in favor of caster magic users.
Crystallite (5e Race) ASI are giving too much considering the other traits given. suggest removing one of the +2 bonuses to the core race.
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.
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 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.
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.
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) Full devil form is vague and not functional in its current state.
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.
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.
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.
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.
Dragon (Variant) (5e Race) Vastly more powerful than any first-party race. Perhaps this can be reworked into a composite character?
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.
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.
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.
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.
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.
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.
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.
Equestrians (Aleithia Supplement) (5e Race) Compare this to any first party race and you will notice every issue from balance to formatting to wording. Please read the 5e Race Design Guide before creating race pages on the wiki.
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.
Extraterrestrial Being (5e Race) It is difficult to understand what this races traits are trying to communicate. The page requires rewriting.
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.
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.
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.
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.
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.
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.
Gargoyle (5e Race) Comparing this race to the aarakocra who also get 50 feet of flying it is largely unbalanced. In addition, they get the barbarians unarmored defense, and their 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 sites standard(SRD's, capitalization, italicizing, etc).
Ghoul, 2nd Variant (5e Race) Vastly more powerful than any first-party race, beyond repair. See talk page
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.
God-kin (5e Race) See talk page.
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 Panda (5e Race) Uses none 5e terminology and the traits are poorly worded and or vague. The page image is broken and the race is conceptually is questionable.
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.
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.
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.
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.
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-Elf (Dwarvish Variant) (5e Race) Too many traits/trait options and copy-pasting lore into the traits section aren't how racial traits are meant to be presented. No reason is given why these two races that have an animosity over each other would breed and it doesn't make sense traditionally speaking as their standards of beauty are significantly different from each other as well. Finally, the race is largely unoriginal in its mechanical application, it is as if the best traits from half-elfs, elfs and dwarves were thrown together in some munchin like attempt at a race.
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-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-Oni (5e Race) What is "When you are reduced to 0 hit points but not killed outright, you can roll a d10 instead." supposed to do? The other traits are not very interesting, only helpful for fighting classes, and do not have the flavour of a supernatural creature.
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.
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.
Hellcat (5e Race) Unsure if this is a meme race. This page has a number of issues from, unconditional advantage on charisma saves and vague non-first party wording. Please read the 5e Race Design Guide and Help:When to Italicize and Capitalize for help.
Hengeyokai, Variant (5e Race) Hybridization is vague and doesn't make much sense to how it fits into the race. Second skin, is vague as well, see the druid's wild shape, which is what this is effectively granting. Overall this race needs a rework because the mechanics of it make it unplayable and overpowered due to its sheer vagueness.
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.
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.
Homeblessed (5e Race) Mechanically incomplete if there was such a word.
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.
Hydronian, Variant (5e Race) Traits don't use correct wording if any at all. Needs to be mechanically rewritten to make sense.
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.
Imp (5e Race) Traits are vaguely written don't conform to 5th edition standards. Overall needs a mechanical rework.
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.
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.
Iwinovus (5e Race) SRD references need to be added and the wording needs improvements. See the 5e Race Design Guide and the Help:When to Italicize and Capitalize for help. Granting this race a +4 ASI that is largely their choice as well as blightsight is largely questionable balance wise given the number of additional traits they get on top of these high power traits. In addition, 20 feet isn't a standard 5th edition special sense increment. Overall needs a mechanical rework as the traits don't really transcibe the race very well.
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.
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.
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.
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.
Kreen (5e Race) A bit too strong as it stands, near unconditional advantages and traits could be greatly simplified and broken down into smaller parts. In addition, missing SRD references and incorrect wording/formatting is present. Read the 5e Race Design Guide and Help:When_to_Italicize_and_Capitalize for help.
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.
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.
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.
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.
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.
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 Metal (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 bounded accuracy, infinitely scaling AC, a huge number of immunities to common damage types, flat statistical increases, 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.
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.
Livingsteel (5e Race) This gets way too many resistances and immunities.
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.
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 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.
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.
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.
Magic Hound (5e Race) Please read the 5e Race Design Guide before creating races on the wiki. Compared to any first party race this is too strong and breaks a number of 5th edition conventions.
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.
Majin (5e Race) Turning enemies with 2 hp or less into food does not work. Flight is overpowered. Class specific traits should not be used.
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.
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.
Metalborn (5e Race) See talk page
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.
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.
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.
Nephilim, 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. Dual wielding, truesight, universal advantages, "rest of combat", round counting, smashes the principles of bounded accuracy in the face, +4 ASI on top of a pile over ridiculous and overpowered benefits. Overall exceedingly edgy, 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.
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.
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.
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.
Onyx Skeleton (5e Race) This race's subraces very greatly in power, the race has a tiny size and large size race without design disclaimers, and the race has a number of extremely powerful features(Stone Soul and Hand of Steel to name a few).
Pantheran (5e Race) That's definitely not how Ability Score Increases work. Also no racial traits should scale with level. Bite also needs to be toned down in terms of damage, as it's a little overpowered as is.
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.
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.
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.
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.
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.
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.
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.
Rassakar (5e Race) Really strong compared to any of the first party races. Even compared to Volo's lizardfolk which is this race in essence. 45 movement speed, sneak attack, unconditional advantages, arbitary values for duration. Consult the 5e Race Design Guide for help
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.
Real Dragon (5e Race) Direct upgrade to the dragonborn from the PHB.
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.
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.
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.
Sepulchral (5e Race) See talk.
Shadow (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. This race is just a copy paste from the MM stat block. 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.
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.
Shapeshifter (5e Race) I'm concerned about the potential power level of this race with how open-ended the transformation power is. Might it be better to use an extremely limited version of the druid's Wild Shape?
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.
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.
Spiderfolk, Variant (5e Race) Compared to the standard first party material this is significantly stronger, there is poor wording in several places and this page uses incorrect capitalization throughout. See Help:When to Italicize and Capitalize and the 5e Race Design Guide.
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.
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.
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.
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.
Treant, Variant (5e Race) The trait wording needs work. SRD's are missing throughout. The image needs to be shifted to the right side and correct credited/sourced. The text is a straight up copy and paste from the 5th edition Monster Manual. Overall, a poorly adapted version of their monster manual stat block, read the 5e Race Design Guide for help and Volo's Guide to creating monstrous player races.
Unicorn (5e Race) Trample and Hooves traits are overpowered.
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.
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.
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.
Volki (5e Race) Devotion [sic] is undefined.
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.
Westrato (5e Race) Race and class features generally should not grant gold.
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.
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.
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.
Yardrat (5e Race) Unlimited teleportation and Wisdom bonuses to all spells is completely broken.
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.
Ōkami (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. The RW&H table is also broken. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.

Subraces[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
Child of Asmodeus (5e Subrace) 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
Frost Elf (5e Subrace) The cold resistance and weapon proficiencies alone would make a balanced sub-race. Ice craft is quite powerful (no expiry on the weapon, so that's +1d4 or 2d4 damage for everyone in the party), so should be dropped or reduced to a 0-cost flavour feature.
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.
Snow Elf, 2nd Variant (5e Subrace) Too many traits, please compare with PHB elf subraces. If you are using the Marasmusine Meter, elf subraces score 1.5; this page scores 4 (enough for a race unto itself).
Snow Elf, Variant (5e Subrace) As a subrace, hugely overpowered, and traits are poorly written, see talk page.
Winter Elf (5e Subrace) A touch too powerful, recommend dropping the Cha or Wis increase.

Classes[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Administrator (5e Class) it's really bad, and not intended as a joke.
Alchemist of nonmagic (5e Class) Alchemical Knowledge is too vague an should not be left up to DM, because they can make your potions either impossible to get or give you materials to make hundreds.
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.
Black Blood (5e Class) This class has a few questionable features including damage reflection, creating a clone, and has static bonus or negatives to ability scores and saving throws. Many features are not clear how they are activated (action, bonus action, reaction) and when the effect ends. See Class Do's and Don'ts (5e Guideline).
Blink Mage (5e Class) This class has instantaneous blinking, has an unavoidable ranged spell attack, grapple it without an ability check. 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 Lord (5e Class) This class has 2 common saving throws and gains access to feats, yet the class is actually fairly weak due to lacking any good offensive options. Many of this classes features are not standard and/or scale off of temp hit points or use of hit points.
Brewmaster (5e Class) See talk page
Bushi (5e Class) too many features
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.
Clockwork (5e Class) Please don’t remove stubs until the problems have been fixed. No changes have been made to rework the clockwork creation process besides lowering the cost of the quartz crystals.
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.
Cuisiner (5e Class) See talk page
D'ivers (5e Class) Feature spread is incorrect. Terminology is incorrect ("health", etc).
Dancer, Variant (5e Class) See talk page.
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.
Dominion Overlord (5e Class) see talk page
Doom Guy (5e Class) See talk.
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) While this class's dragon starts fine, the class's dragon scales insanely fast and you have half spellscasting with an absurd amount of spells learned with cantrips on a 1/2 spellcaster along with it. 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 an 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.
Dualist (5e Class) Questionable design and balance, see talk page.
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 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?
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.).
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.
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.
Grave Walker (5e Class) See talk page
Gunslinger, Intellect (5e Class) This class has far too many features and the class has too many features that improve its damage output, making the class deal far too much damage. The class also has 4 proficiencies, 2 common saving throws, and an inconsistent feature table. It's not entirely clear to me what these extra sections (Commander, CQC, Marksman) actually are. Could use clarification.
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.
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.
Imperial Warden (5e Class) see talk page
Inferno (5e Class) Inferno needs work, the dragons the inferno gets are both very different stat wise, on top of some skills missing, and a lot of grammatical errors.
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.
Ki Fighter (5e Class) This class is overall better than the monk, with the training feature which is completely broken, ki points at 1st level, flight, 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).
Kineticists, Variant (5e Class) Abilities aren't quite balanced for proper use in a campaign yet, could use a little input or other changes.
Knight of Bretonnia (5e Class) See talk page
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?
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.
Mage, Variant (5e Class) Uses incorrect increments for time. See the FAQ.
Mageblade, Variant (5e Class) A lot of this is awkwardly worded and not to 5e design standards.
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
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.
Master of the Sword (5e Class) See talk page
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).
Merchant (5e Class) See talk page
Meteor Knight (5e Class) See talk.
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.
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.
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.
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.
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.
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.
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.)
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
Original Warcraft Shaman (5e Class) A full spellcasting class should not have features when they gain spell slot levels.
Paradox Men (5e Class) See talk page
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.
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.
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.
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.
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.
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.
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.
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).
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.
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
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).
Saiyan Fighter, Variant (5e Class) This class is far beyond the power level of any 1st party class among having a host of other issues. See the talk page.
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.
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 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.
Shadow Walker (5e Class) See the talk page, the class has too many proficiencies, a feature like sneak attack, 1/2 spellcasting, features when it gains spell slots, among various other powerful or broken features.
Shadowhunter (5e Class) See talk page.
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.
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)
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).
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.
Space-time Wizard (5e Class) This class has an absurd amount of features that upgrade without adding the upgrade to the class features table, see fighter and extra attack. The class has too many features at 1st level and 3rd level. The class has a non-standard save DC(10 instead of 8). A few features have odd wording on when the feature is recovered and a few other things that don't make sense(proficience), see more info on Class Do's and Don'ts (5e Guideline). Energy Points and spellcasting are not sufficiently explained. Finally, multiclassing should be odd, among a host of other issues.
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).
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.
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.
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) Severly overpowered and vague; see talk page.
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.
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.
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.
Swordmaster (5e Class) Uses round counting, among other concerns. See talk page.
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?
Thaumic researcher (5e Class) I'm afraid a lot of this doesn't work, incorrectly calculated DCs, incorrect scaling of bonuses,
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.
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)
Transmutation Alchemist, Variant (5e Class) See talk page. Apparently this class has specification and balancing issues
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.
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.
Vampire (5e Class) Several of these class features are too powerful for a typical campaign, not least of which are unlimited uses for certain features. See talk page.
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).
Voidblade (5e Class) Poorly balanced. "All is dust" is pretty bad for example.
Warcraft Death Knight (5e Class) Why is the runes and rune level spread so uneven? Shouldn't it be like the warlock slot level spread? We've got levels where you get a class feature and a new spell level, and a level where you don't get a spell slot level or a feature.
Wendigo (5e Class) Not balanced and very disruptive, see talk page.
Wind Of Destruction (5e Class) Many traits are vague or poorly defined or aren't integrated with the core rules.
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).
Woad Warrior (5e Class) See talk page.
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).
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.
Yellow Sun Kryptonian (5e Class) Not even slightly balanced.

Subclasses[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Archivist Tradition (5e Subclass) See talk page.
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?
Concentration Everfliers (5e Subclass) This... er.. this isn't how... sorcerous origins work?
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.
Lancer (5e Subclass) See the talk page.
Lightning Domain (5e Subclass) This domain is incredibly overpowered, specifically when it comes to damage. For example, Divine Strikes normally deal 1d8 damage, not 4d8, and you shouldn't be able to deal 4d6 damage at 2nd level. Also, you aren't given spells from all spell levels (usually it doesn't go higher than 6th or 7th level).
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.
Oath of Sacrifice (5e Subclass) The level 20 ability Ultimate Sacfrice is Game Breaking, makes the character into a unstoppable fighting force
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.
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).
Path of the Lumberjack (5e Subclass) This path mentions things like movement actions and has a number of mechanically questionable features(changing rage, unarmored defense to a much more powerful variant, changing your saving throws, ect.).
Phoenix Blood (5e Subclass) see talk page
Quantumancer (5e Subclass) By new user, not yet playtested, looking for feedback
Raw Magic (5e Subclass) See the talk page.
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.
Shieldman (5e Subclass) Abandoned by principle author, may need further tweaking to be balanced.
Spell Guardian (5e Subclass) This subclasses spellcasting is extremely overpowered compared to the other fighter subclasses. The arcane guard feature is also extremely powerful, and few features are also not adequately defined or have a few other minor problems. See this rule for how to properly balance granting a subclass this type of spellcasting.
Succubus Queen Patron (5e Subclass) See talk page.
Warlock Patron: Celestial (5e Subclass) see talk page
Waterborne (5e Subclass) What class is this made for?
Way of Mercy (5e Subclass) Totally overpowered, as this basically just becomes unlimited Ki.
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.

Spells[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Bound Item (5e Spell) See the talk page.
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
Death Pact (5e Spell) Full of errors.
Earth Shield (5e Spell) Cantrips are not supposed to allow healing
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?
Forbidden Knowledge of the Ancients (5e Spell) unconvntional spell component/spell slot relationship, benefits of the spell seem more appropriate as a feat
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. .
Heritage Rebuke (5e Spell) seams like a lot of stuff for a level 1 spell to do
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.
Leonardo's Amazing Card Trick (5e Spell) This spell has round counting and shouldn't get its power from channeling.
Leonardo's Imploding Shell (5e Spell) Spell does more damage than 1st party examples and uses highly effective damage type
Leonardo's Superposition (5e Spell) still unclear of the spells goal and uses unconventional dice rolls and/or calculation to determine effects
Lindworm Conflagration (5e Spell) This spell has variable range and duration. The spell also mentions free actions among various other non-standard things.
Lucent Singularity (5e Spell) Doesn't say what area it covers. Is the "passes through creatures and objects" relevant, if you are targeting an area? Unclear how the "2 round" duration works.
Lullaby (5e Spell) This spell is too powerful for a cantrip. See the talk page for details.
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.
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.
Pancea (5e Spell) See the talk page.
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.
Pillar of Flame (5e Spell) This deals too much damage, the spell is better than 5e SRD:Fire Storm.
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
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.
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.
Reverse Time (5e Spell) This means that the DM needs to keep track of where everyone is, what everyone's conditions and hit points are, every round, retaining the information for the last 4 rounds, if there's the possibility that this spell might be cast.
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.
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.
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
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works.
Tears of Denial (5e Spell) just a really weak version of revivify, so weak that it becomes completely situational
Time Stride (5e Spell) See talk page.
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
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 fore more discussion

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.

Feats[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
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.
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, ect.
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.
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.
Expansion of the Body (5e Feat) Awkward, confused design.
Flame Tempest (5e Feat) This feat has round counting, makes you deal far too much damage/is far too strong for a feat, and the feat scales? Overall needs a rework from a mechanical point of view.
Flash Parry (5e Feat) 5e feats need to be broader than this. Have a look at the combat feats in the PHB.
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 Strength (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.
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
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.
Irresistible (5e Feat) A feat shouldn't be able to increase your spell attack modifier or spell save DC, let alone vastly increase them.
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

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.
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.
Paranoid (5e Feat) See the talk page.
Path of the Berserker (5e Feat) Does not fit with the design philosophy of 5e feats; I suggest reading the 5e Feat Design Guide.
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.
Relentless Will (5e Feat) See talk.
Scythe Mastery (5e Feat) The benefits given are not compatible with the weapon being linked to, and don't really make sense either.
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).
Spell Mastery (5e Feat) This is outright better than the wizard's 18th-level feature, and as such, is too powerful.
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.
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)
Xianghua (Rebalanced, 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.

Creatures[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Aknamkanon (5e Creature) Most parts of this are incorrect. Contact me if you would like a rewrite.
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.
Great Wyrm Force Dragon (5e Creature) See talk page.
Headsman (5e Creature) Waaaaay too strong for an ordinary headsman. For example, it has a higher Strength score than a gladiator.
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.
Sword Keeper (5e Creature) Way too weak for a CR 12 monster. Consider granting it Multiattack.

Equipment[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Agreious (5e Equipment) Maximizing your damage rolls has huge potential with abuse with any source of bonus damage(sneak attack, divine smite, ect.). The weapon's bonuses also shouldn't change with your hit points.
Alastor (5e Equipment) See the talk page.
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.
Arrow, Flight (20) (5e Equipment) See the talk page.
Awesome Equipment (5e Equipment) Increasing ability scores past 20 is quite strong and was not taken into account when balancing these items. The items should also require attunement and is each individual item legendary or is the set legendary? If they are their own unique items as the description below states, each item should have its own page.
Battle Lash (5e Equipment) 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.
Blade Ball (5e Equipment) This is also a one-handed weapon that deals 1d10 damage.
Bloodmourne (5e Equipment) Overpowered, please compare with the DMG legendary weapons.
Bolstering Shot (5e Equipment) See the 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.
Burial Blade (5e Equipment) I'm not sure if this would ever be used. A player with a fighting class usually has a fixed loadout, particularly if this is emphasized with a weapon style class feature. I'm using a one-handed weapon and shield; or two one-handed weapons; or one-handed weapon and empty hand; or two-handed weapon. Changing from one-handed to two-handed is an edge case, and it's cheaper just to carry an extra weapon. You've also got the fun of wielding an 8 lb weapon in one hand.
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.
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.
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.
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.
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.
Crown of Thorns (5e Equipment) types of resistances need specified more
Cursed Blade (5e Equipment) Design needs improving. It's nonsensical in places.
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.
Divine Carapace (5e Equipment) Instances of "per X" needs replacing with the standard recharge 5e terminology so that it's clear when they can be used again. It is not clear how holy strike is triggered, and the banishment should be tied in with 5e SRD:Banishment. The "destroying" section needs to be rewritten as it is important to know how artefacts both enter and leave a campaign.
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
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?
Dread Plate (5e Equipment) Definition of the traits needs improving. "Destroying" section seems a bit vague - how would one get a god or deity to "smite" this? What prayers or rituals might be required?
Dusksong & Dawnsvoice See talk page.
Dwarven Battlehammer (5e Equipment) extra damage to dice rolls doesn't follow any precedent for non-magical weapons
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.
Enforced Leather Armor (5e Equipment) The AC is way too high for light armor.
Fate and Fortune (5e Equipment) Rolling a d100 on every attack roll for an effect that rarely occurs is hardly good design.
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.
Fists of Balance (Regressed) 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.
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.
Gambeson (5e Equipment) Straight up improvement over studded leather. The armor also provides nothing new compared to the more balanced plated leather armor.
Garotte of the Cenobite (5e Equipment) See the talk page.
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)
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.
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.
Greataxe of Baphomet (5e Equipment) This weapon is far too powerful for a mundane weapon.
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)
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.
Hala-Kiir (5e Equipment) A longsword does not deal 2d10 slashing and 1d6 necrotic damage and this weapon has the potential to gain far too many charges.
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.
Hand Of The Mountain (5e Equipment) Traits need better definition, for example storm of stone doesn't say how it is initiated, and uses round-counting. "Advantage on defense rolls" doesn't mean anything. "Per day" needs replacing with standard 5e recharge terminology. Earthen shatter doesn't say how it is used and appears to be very high automatic at-will damage, etc.
Healer's Robes (5e Equipment) Needs to be changd to a magical item
Hero's Tunic (5e Equipment) This is better than armor that costs ten times as much. If this is solely for Hero of time (5e Class), why not just have the class offer a +2 bonus to AC while wearing a chain shirt?
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?
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.
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)
Immortal King's Ogre Maul (5e Equipment) See the talk page.
Imperial Gold Weapon (5e Equipment) What is a "wind elemental"? Is it like an air elemental? Celestial Bronze and Stygian Iron need wikilinks Is this a magic weapon or nonmagical?
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?
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.
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.
Kataima Incarnate (5e Equipment) Dual Blade form allows you to gain a +6 bonus to attack and damage rolls total and allows you to gain an extra attack through haste however many times you want without penalties. Plus, the greatsword's effect is far too powerful, and this weapon has far too many effects in general.
Kriegsmesser (5e Equipment) See talk page.
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.
Kyuubi no Ookami Could do with rewriting to better use 5e rules (and to correct spelling and grammar.)
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.
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.
Longknife (5e Equipment) Variable type of damage. Also see talk page.
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.
Magic Sweet Box (5e Equipment) These sweets vastly breaks the bounds of what should be allowed in D&D 5e.
Manticore's Mane (5e Equipment) Needs to be rewritten so that it uses the actual 5e rules.
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.
Massive Greataxe (5e Equipment) 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.
Mercenary Armor (5e Equipment) This is more powerful than any nonmagical medium armor in the SRD, but 1/3 the price of half plate.
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.
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.
Mounted Heavy Repeating Crossbow (5e Equipment) Exotic needs to be changed to something usable.
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.
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?
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.
Nine-Section Whip (5e Equipment) To be balanced, damage needs to be reduced to 1d6, or it needs to be two-handed.
Old One's Bone (5e Equipment) Incomplete, trying to think what I want this thing to do, and the base abilities I put in are pretty op.
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?
Placebo Enhancer (5e Equipment) See talk page
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?
Potions of potions (5e Equipment) The potions are poorly defined.
Power Armor VII (Aquila/Imperator Armour) (5e Equipment) See talk page.
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?
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.
QuickArmor (5e Equipment) See the talk page.
Rallying Shot (5e Equipment) This item is far too powerful to be mundane item as it can increase your party's damage output significantly.
Razen Blade (5e Equipment) The bulk of this text describes how the weapon is made, which is nice, but magic item creation is a campaign-level process determined by the DM (see the DMG). That leaves us with a +1 weapon (already an uncommon item in the DMG) with changed damage dice. It makes the most sense to do this with a dagger, it's like having a greatsword that you can dual-wield and throw and Small creature can use. I wish it were more interesting, in any case the rarity should be increased.
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.
Rebellion (5e Equipment) See the talk page.
Redbull (5e Equipment) 8 levels of exhaustion, you say? You mean more than it takes for you to keel over dead (6 levels)? Also, that is some hyper-accelerated exhaustion-purging, considering that normally it takes a full long rest (and some food and water) to rid yourself of one level.
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.
Rhumnam (5e Equipment) Uh.. needs a little refinement, e.g. the +3 benefit needs writing out in full. How often can the magic missile be used? it says "6 blasts" but it has "5 slots"?
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) You shouldn't be able to infinitely force a creature to make saves so it will never attack you and 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.
Robes of the Fallen (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
Rope Dart (5e Equipment) The special attacks represent specialist use of the weapon, not inherent to the weapon itself, so should be moved to a feat or a class feature.
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).
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?
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 Seeker (5e Equipment) Too much routine damage. Curse is not appropriate, as the DM should already have planned the occurrence of combat encounters.
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.
Shadow Katana (5e Equipment) Strickly better than all 1st party weapons such as the rapier.
Shadowrend (5e Equipment) The mechanics here are all over the place, not very "5e", and often nonsensical.
Shatter Shield (5e Equipment) See the talk page.
Shi Yu Scarf (5e Equipment) Nothing should have an effect that requires an on hit saving throw with every hit. The Blue Crystal effect is broken, and A Thousand Graves has the potential to be game breaking as well.
Slayer Controller (5e Equipment) Controlling all dragons with no saving throws for an infinite duration is not balanced.
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?).
Slipknot (5e Equipment) Non-circumstantial advantage on over half the creatures the PC might fight. Incorrect terminology (e.g. "health", "land a attack", "attack of opportunity", "per long rest", "attack against your killer", etc.) Deals too much damage. Instead of rolling an extra d4 for Long Arm, why not use the value that the attack succeeded by?
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 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.
Sniper Rifle (5e Equipment) No reply on talk page.
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.
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?
Staff of Cats (5e Equipment) Actions as turn-based mechanics are missing.
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.
Sun Shard (5e Equipment) Overpowered; Grants immunity to two different sources and deals 2d12+3d8 fire/radiant damage. Weapon damage is not interchangeable. 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.
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.
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?)
Templar's Cross (5e Equipment) What is a "smite spell"? This weapon is the same as a Holy Avenger, except it deals more damage and it lets you cast some spells and whatever this smite spell thing is but then reduces the rarity from legendary to very rare! Also needs rewriting to meet standards.
The 20 Moon Pearls (5e Equipment) Mechanics need bringing to standards.
The Absolver (5e Equipment) See the talk page.
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 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 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 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 Sword of Founding Does not fully explain what the effects of severing a limb is. Also, removing a limb 1 time in 10 is a bit overpowered, perhaps the target should be allowed a Constitution saving throw.
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.
Thinuaran Blade (5e Equipment) See talk page
Thunderfury, Blessed Blade of the Windseeker, Variant (5e Equipment) See the talk page.
Thunderfury, Blessed Blade of the Windseeker (5e Equipment) The first minor beneficial property is actually pretty major. It also grants an extra attack, and is a +4. Both of these things are far outside the games norm.
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?
Twilight (5e Equipment) See the talk page, this weapon allows you to store far too many spells and spell slot levels.
Undead Longbow (5e Equipment) Poor design, with multiple stacking saving throws per at-will attack. This is why many magic items have charges. Doesn't explain what the "undead minion" is. I guess you could top up to maximum minions by killing some sheep or whatever?
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.
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
Vulpus Blade (5e Equipment) Hugely overpowered. Terminology needs correcting.
Wabbajack (5e Equipment) This item has round counting, effects that transform without saving throws, and mentions you having to target a creature without explaining the mechanics behind how it works(range, do you make an attack roll, does the creature always make a saving throw, ect). The effects this item has are also extremely polarizing between being overtly powerful to downright horrible for the user.
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.
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.
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.
Wolf Knight Greatsword (5e Equipment) This weapon shouldn't have such an extremely high prerequisite to attune to it, the "frontflip" preoperty ultimately just more damage, and the base weapon is a strictly better holy avenger.
X-Buster (5e Equipment) The +2 bonus to AC alone is powerful enough for a rare item, yet this item gets a variety of extremely powerful shots, and you can situationally gain advantage on attack rolls.
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.
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.

Other[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
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.
Chapter 2/Shaman See the talk page.
Ex-Blood Doll (5e Background) roleplaying features should not have any mechanical effects whatsoever.
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.
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.
Needsbalance (5e Template) horribly overpowered what the hell man
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.
Paranoid Agent (5e Background) roleplaying features should not provide mechanical benefits
Pseudodragonborn (5e Race Variant) Pretty weak compared to the dragonborn. If this is supposed to be its own race then it needs to go on its own page. If this is meant to replace the dragonborn than it needs a buff and more work put into it. Using the race template would help as well.
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.

4e[edit]

Races[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Angel, Variant (4e Race) to many attribute, too powerful attributes, and missing encounter power.
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.
Brecht, Cerilian Human (4e Race) Is this part of a campaign setting? If it's not presented here, then just say "Common" for language. Ability scores fall outside of normal design guidelines. No such thing as a "cultural" bonus. Fluff needs to explain how every Brecht, from commoner to nobility, is trained in a superior weapon, and if they do have this trait you should drop the bonus feat.
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.
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
Crystalline (4e Race) "Construct Traits" are a holdover from 3e, and make no sense in 4e. Suggest examining the mechanics for 4e Living Construct races (Warforged and Shardmind) and trying again. Crystal Shape needs careful wording. Compare with Prestidigitation and think of some mechanic other than a percentage roll (which 4e doesn't use).
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.
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
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.
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)
Drehn (4e Race) Tentacle - Be specific that it counts as a weapon so that it can be used with weapon powers. Can it be enchanted? If not, it soon becomes worthless. What weapon group? Flail? Does it leave the characters hands free? If so, then it's broken. Would probably make a better encounter power. 4e doesn't have an aberration subtype: pick an origin and type.
Eagleborn (4e Race) Flight not restricted enough. Double skill roll is overpowered. Weapon proficiencies, whilst not broken, don't seem justified in the fluff.
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.
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
Elf, Gray (4e Race) Proficiencies in superior weapons. Reflex bonus when their ability scores already guarantee a reflex bonus. Daily power rather than Encounter.
Felid (4e Race) Master Hagglers enters the realm of DM fiat. Glowing Eyes could and should be a level 2 racial utility power.
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
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.
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.
Gaucho (4e Race) As discussed elsewhere, Bugbear-style "oversized" trait isn't suitable for PC races. Permanent +1 reach breaks it.
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.
Goblin:Dusgaia Supplement (4e Race) "You gain 1 extra healing surge per level." Must be a typo. Goblin wizards with 26 healing surges by the end of paragon tier?
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
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.
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-Kobold (4e Race) I like the idea of fiery stealth, but it is abusable. You can deliberately fail a stealth check (-10 penalty if you run! not to mention heavy armour and shield) and instantly wipe out any number of minions at any range, at will. Fire Shift doesn't seem to have any benefit - all characters can shift. How does group stealth work fluff-wise?
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
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.
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.
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.
Infernal Blooded (4e Race) Needs additional traits to bring it up to standard. Also needs to have a choice for an alternate ability score.
Keldren (4e Race) See discussion.
Khinasi, Cerilian Human (4e Race) Campaign-specific languages and non-standard ability bonuses may require design disclaimer. "Cultural bonus" doesn't exist in 4e. "Magical" is not a keyword, so one can't have a bonus AC against "magical attacks". Katar is a superior weapon.
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.
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.
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.
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.
Monkeybird (4e Race) Flight power needs fixing.
Monkeyfolk (4e Race) See talk page
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.
Novus (4e Race) Um, that's a lot of racial powers.
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?
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
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.
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
Spike Hylian (4e Race) Broken natural weapon; 4e doesn't have slashing damage or grapples.
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
Talosoi (4e Race) unbalanced skills. Oversized not suitable for PC races. Talosoin Reflexes is overpowered.
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.
Tibbits (4e Race) Cat form claws and bite attacks are broken as-is. Requires further wording.
Undead (4e Race) Unbreakable is handled rather clumsily - recommend using the same mechanic as Warforged.
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.
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.
White Slaad (4e Race) Ability bonuses too broad; unconditional teleport speed; no such origin as "outsider"; useless natural claw attack; Some brief fluff required to explain entropic heritage; the encounter powers require round-counting, which isn't something that should happen in 4e; is morph actually a keyword?; encounter powers with embedded encounter powers?! Are the encounter power skill bonuses temporary or permanent? If the former, they should be in the effect. If the latter, you need to remove the existing skill bonuses.
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?
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
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.
Yautja (4e Race) Needs an encounter power. +1 attack and damage against non-bloodied enemies is a tad too good.
Zeff (4e Race) Changing size. Don't do it. Just... don't. Outsider is not a 4e keyword.
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.

Subraces[edit]

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

Classes[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
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.
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.
Dragoon, Variant (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.
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.
Fist Master (4e Class) What is their extra striker damage? (eg: Warlock's Curse, Avenger's Oath)
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.
Sage (4e Class) Problems identified with powers and role at Talk:Sage Powers (4e Power List)
Slayer, Variant (4e Class) The "slaying styles" do not make much sense.
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.
Swordsman (4e Class) Specialization in particular weapon types should either be an alternate build option for an existing character class, or a paragon path.
Tsuku-Master (4e Class) See talk page
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)

Subclasses[edit]

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

Spells[edit]

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

Feats[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Bog Cloud (4e Feat) Does not scale to tier correctly
Chaos Meditator (4e Feat) Elemental Preference represents a permament defense bonus and proficiency, which is not in accordance with multiclass feats
Disrupting Spell (4e Feat) With respect to monster statblocks, there's no such thing as a "nonmartial power"
Draconic Heritage (4e Feat) Rapidly becomes a poor attack, since it does not benefit from enhancement bonuses.
Four-tail Trickster (4e Feat) Skill bonus needs the "feat" type
Fox Magic (4e Feat) Flat bonus to attack will need a type; i.e. "+2 feat bonus to attack rolls"
Healing Touch (4e Feat) Grants sorcerers too much of the leader role, and can turn bards into healing monstrosities.
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.
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.
Seven-tail Sharpnose (4e Feat) So, yeah, I guess the main problem with this feat sequence is that it gives the player 7 additional powers. Seems pretty broken.
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?
Six-tail Sharpnose (4e Feat) Skill bonus needs a type
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)
Unarmed Combat Specialization (4e Feat) Doesn't follow the standards for natural weapons
Windborn Accuracy (4e Feat) This is mathematically similar to Elven Precision (which has +2 to hit on the reroll). Suggest some other benefit.
Wolf Lineage (4e Feat) We have a benefit now, but it doesn't match the description or the summary.

Creatures[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Chitine (4e Creature) Too many powers; monsters do not have "daily" powers.
Ettekin (4e Creature) Alacritous Grip needs a trigger and a range
Juggernaut (4e Creature) powers look a little screwy, need vetting; ability bonuses are wrong
Jumping Spider (4e Creature) Example encounter includes creatures 9 levels below encounter level; this falls outside of the +/- 4 range. Try something else.
Kobold, Variant (4e Creature) Kobold Spirit - you can't have an "elite minion".
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
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
Shinryu (4e Creature) Very easily locked down, and inadequate number of attacks. An Epic tier group would easily defeat this monster.
Spider (4e Creature) "20 tiny spiders" is a spider swarm.
Undead Red Templar (4e Creature) Defenses are really low for a soldier role. Should also probably have some undead traits.
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.
Wandering Cacti (4e Creature) Needs to use 4e rules :) I'll get round to fixing this one up.
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)
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.

Equipment[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Equipment Compendium (Stormforge Supplement) Level 8 items do not grant +1 enhancements; they are +2 by then - level progressions are all wrong, they are supposed to go up in steps of 5 per enhancement bonus. Ugh. Banshee's Fate is supposed to be a unique relic, so why is it given different levels instead of being an artifact?
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.
Guillotine Whip (4e Equipment) Overpowered in every conceivable way.
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?
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
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"
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.
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?
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?
Shocking Rod (4e Equipment) First power refers to this being a weapon, but it is not a weapon, it is an implement. Second power does not describe something that can be used in place of a basic attack. Missing rarity.

Other[edit]

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)
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."
Cabbage to Gin (4e Ritual) Is this on par with other 5th level rituals?
Couazol (4e Race) Godly Descendant is highly dependent on campaign, should be optional (i.e. a feat)
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.
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.
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) Concealing Shadow: How long does the concealment last for? Falling From the Sky is a utility power, not an attack power. 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)
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.
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).
Eye Jab (4e Power) "You must be able to reach your target [sic] eyes with your fingers..." - that would be range "melee 1", then? Daily powers should have a Miss or Effect, or be Reliable
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?
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.
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.
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.
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.
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.
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.
Hilt Smash (4e Power) "1/2[W]" does not make sense.
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?
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.
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.
Lightning's Child (4e Race) Needs to use D&D 4e rules. I can help with this if you wish.
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.
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)
Monohue Magician (4e Paragon Path) Suggest changing Burst of Color to a Minor Action, since it doesn't cause damage itself.
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.
Obscure (4e Power) At-will powers should not cause dazing.
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.
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.
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)
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
Salvation (4e Power) See talk page.
Sequester (4e Power) What is a "jumper fighting style"? The Jumper class page doesn't mention it.
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"?
Shroud of Zehir (4e Paragon Path) Deathcharge: Encounter power should not cause ongoing damage. How long does the combat advantage last for?
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 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?
Summon Ethereal Dragon (4e Ritual) 08:00, 18 May 2015 (MDT)
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")
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.
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.
Windstalker (4e Paragon Path) Diving strike: confusing attack vs. defense; unarmed claw attack is useless since it doesn't have the proficiency or enchantment bonuses of a weapon, nor the damage bonuses of a magic weapon. Has an effect that lets the player fly a number of squares, then a special that puts them in the enemy's square?! Hurricane Fury: doesn't explain when the player gets the secondary and tertiary attacks.
Wing Clip (4e Power) 11:58, 19 March 2013 (MDT)
Worshiper of Banjo (4e Paragon Path) Not sure if this is supposed to be a joke article or not (considering the origin). It's clearly unbalanced (+5 to all skill checks for all allies as a minor at-will?), but nothing here is funny either.
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.
Yathchol Webrider (4e Paragon Path) Encounter powers should not cause ongoing conditions

3.5e[edit]

Races[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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
Arachnia (3.5e Race) Large number of powerful traits that a) need writing out correctly, b) would come with an LA
Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Bloodborn (3.5e Race) Ability score adjustments should be even numbers, and 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.
Bonarell (3.5e Race) Needs an LA. It might be "for personal advanced play", but it still needs an LA for comparative purposes. If the campaign is high powered, the DM can allow an amount of "free" LA.
Candy Person (3.5e Race) Regeneration would come with a higher LA; Refrigeration doesn't make sense, AC doesn't work like that.
Chaotic Angel (3.5e Race) The traits are awful.
Chiroptera (3.5e Race) "Difficult" is not a maneuverability for SRD:Fly. Air Attack, Noctis and so on still do not make mechanical sense.
Clugs (3.5e Race) See talk page. Could do with an LA?
Creed (3.5e Race) Automatic critical hit has no justification.
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.
Demidragon (3.5e Race) Even ability score bonuses, and an appropriate LA and ECL are missing.
Dracomancer (3.5e Race) Lots of good ability score bonuses and double bonuses to some abilities, as well as as +5 AC is not a LA +4 race.
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.
Eevee (3.5e Race) Someone should probably create a class for eevee so they could actually be a practical 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?
Elves, High, Variant (3.5e Race) The ability score adjustments are too good for the various LA's (all of them).
Elves, High-Mind (3.5e Race) Way unbalanced, that much Int bonus alone should warrant level adjustment or much heavier penalties on others
Elves, Karpalima (3.5e Race) Ability score adjustments should be even numbers. 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.
Elves, Wolf (3.5e Race) What is "Jaws of the wolf, Bite of the werewolf"? x0 template does not match the new traits.
Eoptera (3.5e Race) 50 ft. perfect flight would certainly come with a LA
Furyans (3.5e Race) Fast healing 10 a bunch of bonus stats and the bonus feat? And it is a LA 0? Also the speed is unjustified (they can't run faster than say a horse at 40ft a round)
Gebby (3.5e Race) See talk page
Goh'ul (3.5e Race) Lacks any racial abilities, General Clean up and Grammer,Ages, Height and Weight.
Guldarine, Caliginous (3.5e Race) Slight fatigue is not well written, and only serves to hamper the whole party. Beast Form needs to follow the standards for polymorph/alternate form. Favored class doesn't change based on environment.
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.
Gymizophun (3.5e Race) I assume the traits are just a rough draft and still need working into something reasonable.
Half-Demon (3.5e Race) Well over what LA 1 allows. Fly speed, pure ability score bonuses, and unexplained traits compound this problem.
Half-Time Lord (3.5e Race) Regenerate and TARDIS channeling are poor design, needs rewriting.
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)
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.
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.
Humans, Albion,Warborn (3.5e Race) The bonuses far outweight the category and listed LA and just increasing the LA makes this simply melee-optimized.
Humans, Kohanim (3.5e Race) Ability score adjustments need to be even numbers. Indomitable Will is really awkward.
Hybrid (3.5e Race) 04:27, 16 October 2016 (MDT)
Idea (3.5e Race) How does this even work as a character.
Infernal Protectors (3.5e Race) The bonuses far outweigh the listed LA, and the abilities do not even explain how often they can be used with what game mechanics.
Ishvalan (3.5e Race) Alchemical Explosion doesn't make sense.
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.
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.
Kraj (3.5e Race) Ability scores are all over the place. The rationale for the gender split is based on nurture, not nature, which should not be a factor for racial ability score adjustments. I propose removing them.
Kurotsume (revised) Ability scores are too much for LA +0, and the traits are a bit boring.
Lictor (3.5e Race) The traits are not explained with sufficient game mechanics, and saves are necessary for them to function.
Lizardfolk Royal Guardsman (3.5e Race) Needs a higher LA and more fluff
Maji (3.5e Race) Granting an SR, bonus CL levels, and at-will spells is well over LA +3.
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.
Northern Wulfen (3.5e Race) Ability score adjustments are not odd numbers, among this page's incompleteness.
Oni (3.5e Race) I'm sure there's a better way of handling drunken strength than to introduce a special resource
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.
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.
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)
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.
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
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, what is a "pumpkin king" class?; very clumsy summoning trait
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.
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
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.
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.
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".
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?
Stone-born (3.5e Race) Very min-maxed for combat-focused classes and the abilities are better than what is LA +4.
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).
Tengu (3.5e Race) Too many good ability score adjustments and features, put this over LA 0.
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.
Unigan (3.5e Race) This is barely comprehensible.
Vampires (3.5e Race) LA0 is totally wrong.
Vroons (3.5e Race) Does not make sense, high level spells for an ECL of 2!
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.
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.

Subraces[edit]

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

Classes[edit]

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.
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.
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.
Animal Leader (3.5e Class) Cut out spellcasting, lowered animal companion max, and lowered wild shape max. Additional editing possibly needed.
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 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.

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.
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?
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.
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.
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.
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.
Chanter (3.5e Class) Saving throw progressions are incorrect.
Chaos (3.5e Class) Feature spread needs improving.
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.
Coinshot (3.5e Class) Poorly defined traits. Has many of the problems I mention at Talk:Lurcher (3.5e Class)
Combustion Master (3.5e Class) Poorly written class features
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?
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).
Defender (3.5e Class) Dead levels at 13th, 18th, 19th
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.
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
Earth-Bound (3.5e Class)
Elementalist V2.0 (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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).
Fauxfire Ninja (3.5e Class) See talk page.
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.
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"
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
Hexblade, Variant (3.5e Class) a bonus shouldn't be higher than a good base save for anything.
Holy Magus (3.5e Prestige Class) This basically seems to be SRD:Mystic Theurge with more features added.
Hunter of the Undead (3.5e Prestige Class) What is "suffered the loss of a complete level"? Do you mean a negative level?
Illusionist (3.5e Class) There are a few things - the biggest one of all is 'Over Powered Illusions'
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
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.
User:Jota/Gear (3.5e Class) Has a myriad of issues Talk:Gear (3.5e Class)#Large List of Notes.
Kantian Paladin (3.5e Class) well let's increase the abilities of a paladin and spell casting for a minor drawback (lower save on REF.) Class needs balanced
Ideas: A: A forced choice between healing or smiting specialization; B: Some tweaks to it in terms of stats or combat prowess to make it more balanced; or C: A change in armor/weapons; maybe they can't use exotic weapons even with the feat, or maybe needing to take a feat for heavy armor
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.
Living Lightning (3.5e Class) See Talk page
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
Magical Artisan (3.5e Class) The prestige class or class aspects need to be chosen as one or the other and used throughout.
Mammoth (3.5e Class) How is increasing your weight 8 times and growing a size category an Ex ability?
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.
Melee Specialist (3.5e Class) Broken BAB among other abilities.
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.
Movanic Deva (3.5e Racial Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
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.
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?
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.
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.
Puppet Specialist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
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.)
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.
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)
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.)
Ronin of the Blade (3.5e Class) Save progressions are wrong.
Saradi (3.5e Prestige Class) Mary Sue class (as discussed on talk page); Example character only uses 1 level of saradi?
Seeker of New Skies (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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 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.
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.
Shotgun Stinger (3.5e Class) See talk page
Sith apprentice (3.5e Class) Looks like force block renders the PC and those near him nearly immune to melee and ranged attacks
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?
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.
Soulsnare Puppeteer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Spartan (3.5e Class) Because quite frankly I can make the most god awful damage dealer with a pair of bucklers and two weapon fighting with this build. The bonus damage abilities are way too high, second it should be a spear and not a lance (I smell lance charge cheese trying to be constructed here), charging rampage makes no sense seeing how you are trying to make it some sort of cinematic proposition, not to mention the fact that as it currently reads your shield attacks do 22d6 (precision strike does not state that it doesn't stack with the bash.
Specimin Curate (3.5e Class) [really just needs a little work].
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.)
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.>
Templar (3.5e Class) Poorly defined class features.
Tenken (3.5e Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
The Witcher (3.5e Class) See talk page
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.
Totemic Wanderer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Trickster, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Trueblade Myrmidon (3.5e Class) This seems a little overpowered might need some tweaks
Ultimate Master (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Undead Paragon (3.5e Racial Paragon Class) Very overpowered.
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
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.
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.
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.
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.

Subclasses[edit]

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

Spells[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Doom Gate (3.5e Spell) Save or Die with no Spell Resistance
Hands of Undeath (3.5e Spell) High saves to break out at lvl 1
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
Jellybean (3.5e Spell) Doesn't have some necessary limits (c.f. SRD:Create Food and Water)
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)
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.
Prismatic Blades (3.5e Spell) A "tier 2" spell that lets you use prismatic spray 8 times with a successful attack.
Protect (3.5e Spell) Can be cast as a free action, reduces damage the caster takes to 1.
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.
Reverse Transmutation (3.5e Spell) What can this spell do that break enchantment or dispel magic can already do? In addition, Instant casting time.
Sacred Javelin (3.5e Spell) "good damage"?!
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?
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.
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?

Feats[edit]

Articles with a "Needs Balance" template.
Page Name Notes
AngelTouched (3.5e Feat) This feat gives +4 to Charisma
Anima Toughness (3.5e Feat) 01:32, 4 July 2015 (MDT)
Confounding Shot (3.5e Feat) Needs to be rewritten to better use existing 3.5e mechanics.
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
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.
Extreme Speed (3.5e Feat)
Feral Child (3.5e Feat) Each of these bonuses is better than a normal feat, so as a whole is obviously hugely overpowered.
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?
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)
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).
Many More Feats (3.5e Feat) Really?
Phoenix Cannon (3.5e Feat) What is this nonsense?
Protector (3.5e Feat) What exactly happens with this? Is it magic?
Quick Throw (3.5e Feat) Per talk page. Effectively allows an extra attack at no penalty.
Schemer (3.5e Feat) Has vague definitions, and undefined bonus types
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?
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?
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?
Toughened Hide (3.5e Feat) +6is just to high.
Trail of Blood (3.5e Feat) What kind of attacks? At what attack bonus?
Two-Handed Spell (3.5e Feat) The benefits are too powerful for a feat. See discussion for further details.
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.
Weapon Growth (3.5e Feat) As a non-magical enhancement this does not work.
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.

Creatures[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Agumon (3.5e Creature) What does half of this mean? What is a "digidestined partner"? Is this part of a campagin?
Atriarch (3.5e Template) You don't adjust BAB like this. +6 LA looks low for such huge bonuses to nearly every stat.
Bofro (3.5e Race) Skunk spray needs to use actual conditions from 3.5e, probably sickened. Creature template needs completing or removing.
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.
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.
Element Magebred (3.5e Template) Selecting minus' to certain ability scores does not balance with the benefits.
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
Hero (3.5e Template) However you look at this, you're getting an insane amount of bonuses for little LA. See the talk page
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.
Lurer (3.5e Creature) See talk.
Magma Golem (3.5e Creature) See discussion.
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.
Pro deus (3.5e Template) needs playtesting, ac bonus alone is insane, coupled with all the other addons this template appears to be unplayable
Protector (3.5e Creature) Monstrous Humanoids have d8 hit dice; missing skills; Int and Wis are way too low.
Rageborne (3.5e Template) The gained traits do not make sense. "+1 speed bonus"? How does "Raging Blade" work?
Shadow Imbued (3.5e Template) Not LA +1.
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.
Soulless Kittelar (3.5e Template) There is a whole for a monk or similar class to get more out of this than he loses.
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.
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.
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.
Useless Bastard (3.5e Template) Overpowered. -8 Skill checks is well worth an ECL 11 race, or another nice template.

Equipment[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
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.
Bound Greatsword (3.5e Equipment)
Chain Cloak (3.5e Equipment) +1 AC for everyone except high Dex characters. For those actually using it, there should be some tradeoff.
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
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.
Corrusium (3.5e Equipment) much too low of a cost when it can render entire classes pointless
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.)
Deceiver Debris (3.5e Equipment) bonuses are way too high for the amount of money this thing costs.
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)
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.
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?
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?
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?
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?
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.
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?
Goblin Spear (3.5e Equipment) Tivanir (talk) 11:27, 6 March 2013 (MST)
Gray Aria (3.5e Equipment) Can someone calculate the CL, Prerequisites and Costs for this? It looks prohibitive.
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?
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.
Gungnir (3.5e Equipment) Needs to use formatting for either magic weapons or artifacts.
Half-Moon Katar (3.5e Equipment) Tivanir (talk) 11:19, 7 March 2013 (MST)
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?
Hand Crossbow, Reworked (3.5e Equipment) see damage table
Heavy (3.5e Equipment) Does not state a bonus modifier
Hobgoblin Spear (3.5e Equipment) Tivanir (talk) 11:30, 6 March 2013 (MST)
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. )

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.
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)
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.
Luna Blade (3.5e Equipment) Why make it complicated when you can make it uncomplicated?
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.
Magorian (3.5e Equipment) Totally negating half the classes in the game is suppose to be difficult not cost you 20k.
Make up kit of deceit (3.5e Equipment) Some of the effects are poorly defined
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.
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.
Morque, the Taker of Lives (3.5e Equipment) See talk.
Nature's Gauntlets (3.5e Equipment) market price and costs need recalculating
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.
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.
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.)
Parry Blade (3.5e Equipment) The mechanics do not make any sense.
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.
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.
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.
Pyromancer's Gauntlets (3.5e Equipment) What is "raging flames"?
Razor of Gloom (3.5e Equipment) Really awkward mechanics, needs rewriting.
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.)
Ring Of Godspeed (3.5e Equipment) Marketprice, costs and prerequisites are not correct
Ring of Backup Plan (3.5e Equipment) No price. See talk.
Ring of the Dragon (3.5e Equipment) Marketprice, costs and prerequisites are not correct
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?
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.
Scepter of Time (3.5e Equipment) Poorly defined traits. Missing information suitable for an artifact (history, how to destroy or neutralize...)
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.
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?
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
Sosmunii Lancet (3.5e Equipment) High GP value does not balance the fact that this two steps overpowered.
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
Staff recharg (3.5e Equipment) This seems to be confused.
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.
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.
Templar's Ring (3.5e Equipment) Cost needs correctly calculating, probably needs a spell prerequisite; description needs improving.
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.
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)
Torch Mace (3.5e Equipment) A cheap +1 mace? What are you wrapping it in that costs 1 gp?
Triforce (3.5e Equipment) Just noticed that this is silly overpowered. "+infinity spell slots per day, and can not die"? give me a break.
Ultimus (3.5e Equipment) Seems to be a bit off with abilities but overall not bad.
Volatile (3.5e Equipment) If the AC reduction is supposed to represent corrosion, then it should respect different contributions to AC
Wii console (3.5e Equipment) No cost present.
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.

Other[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
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)
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.
Aura Guardian (3.5e Class) See talk.
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.
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.
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.
Clumsy (3.5e Trait) See UA:Character Traits
Color Blindness, Red-Green (3.5e Trait) What spells rely on flashing colors?
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.
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.
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.
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?
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.
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.
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?
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).
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Fearless Heart (3.5e Trait) Traits should not include a save to avoid the drawback, and it enforces player behaviour in a poorly defined way, and "fear check" is not defined.
Flamefist (3.5e Optimized Character Build) No real optimization.
Force Blast (3.5e Invocation) Tivanir (talk) 07:16, 6 March 2013 (MST)
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.
Guard (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
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.
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.
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
HexMonk (3.5e Optimized Character Build) No real optimization here.
Hippopotomonstrosesquipedaliophobia (3.5e Flaw) Flaw should not have a benefit
Holy Warlord (3.5e Optimized Character Build) No real optimization here.
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.
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?
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?
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.)
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.
Magically Uninclined (3.5e Trait) Disparate benefit and drawback.
Mana blooded (3.5e Trait) Please see the guidelines at UA:Character Traits. Also does not explain what spells can be cast.
Meteor Dash (3.5e Alternate Class Feature) Enabling coup de grace actions for two rounds is obscenely powerful.
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)
Necromania (3.5e Trait) The drawback needs to be twice the value of the benefit.
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?
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
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.
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?
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.
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
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.
Solopsist (3.5e Trait) Benefit should not be as great as that given by a feat, see UA:Character Traits for examples
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.
Sphenisciphobia (3.5e Flaw) Flaws should not have a benefit
Squirreling Paragon (3.5e Racial Paragon Class) 01:55, 19 October 2013 (MDT)
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?
Taracian (3.5e Template) This mostly doesn't make sense.
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 shop of wonderous oddities (3.5e Environment) Does not work with the city generation rules in the DMG.
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.
Triscadecaphobia (3.5e Trait) Metagame based effects.
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.
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 Summoner (3.5e Optimized Character Build) Not optimized
Umbral Enspelling (DnD Mystery) This needs to fit somewhere.
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.
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.
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.
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?

2.5e[edit]

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Pathfinder[edit]

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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)

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d20M[edit]

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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...
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.

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Articles with a "Needs Balance" template.
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Classes[edit]

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
Dark Defender (D20 Modern Class) See talk.
Vanguard (D20 Modern Class) unfinished mechanics, doesn't fit d20M norms

Subclasses[edit]

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

Spells[edit]

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

Feats[edit]

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

Creatures[edit]

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

Equipment[edit]

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

Other[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Department-7 (D20 Modern Occupation) rather underpowered for an occupation.
Minutemen outfit (Fallout Supplement) d20 Modern doesn't have agility or perception statistics, and the armor price seems a bit cheap for the bonuses.
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