User:Alearori/Sandbox

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Contents

Abandoned[edit]

5e[edit]

Races[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Amazonian (5e Race) 12:08, 21 March 2019 (MDT) Incomplete for many months.
Arcania (5e Race) 09:07, 20 February 2018 (MST)
Azara (5e Race) 12:43, 15 January 2019 (MST)
Azer (5e Race) 09:22, 20 February 2018 (MST)
Azmari Lion (5e Race) 09:23, 20 February 2018 (MST)
Blackheart (5e Race) 13:48, 4 May 2018 (MDT) no attempts to balance since Nov 2017, see talk page
Brood, Dragon Clan (5e Race) 10:32, 2 April 2018 (MDT)
Bulbon (5e Race) 21:22, 5 May 2018 (MDT) issues where this article belongs, no attempts to address needsbalance
Cactian (5e Race) 10:24, 21 February 2018 (MST)
Chosen Undead, Variant (5e Race) 07:18, 7 May 2018 (MDT) needsbalance not addressed for 6 months.
Constructed (5e Race) 07:09, 8 May 2018 (MDT) no attempts to address or discuss the needsbalance
Elrakti (5e Race) 12:11, 20 April 2018‎ No progress made for almost a year.
Flowey 09:31, 20 April 2019 (MDT)
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-Spirit (5e Race) 11:32, 26 April 2018 (MDT) No progress made since 2016.
Imp (5e Race) 07:55, 23 January 2019 (MST) Continously barraged by unbalanced edits, maintenance templates have sat for months unaddressed.
Keidran (5e Race) 22:58, 13 June 2018 (MDT) What edition is this for?
Kneeforged (5e Race) 06:09, 6 December 2018 (MST) Untouched for over two years. As amusing as looking down at your own knee.
Mainling (5e Race) 05:53, 23 October 2018 (MDT) Untouched for over two years. Formatting, categorization, spelling, wording, grammar issues throughout. Very standard/ typical traits. Conflicting traits/ information throughout. Needs a full check through but can be improved.
Midas Warrior (5e Race) Incomplete for over two years. The concept is poor but there is enough here to be reworked.
Neshii (5e Race) 05:48, 29 March 2019 (MDT)
Pandafolk (5e Race) DeathBringer (talk) 09:45, 5 April 2019 (MDT) Stub template left unaddressed for multiple months
Patchwork Construct (5e Race) 10:04, 13 April 2019 (MDT)
Concept:Pygmy Fox-folk (5e Race) 11:07, 6 February 2018 (MST)
Scarecrow (5e Race) 10:51, 2 November 2018 (MDT) Maintenance templates unaddressed for months.
Shadow Fiend (5e Race) 06:11, 3 February 2019 (MST) As per above, page hasn't been touched in years.
Sleeper agent 09:31, 20 April 2019 (MDT)
Small World Random Races (5e Race) 20:22, 4 August 2018 (MDT) Has sat for over 2 years without progress.
Sunborn 09:59, 11 March 2019 (MDT) Vastly incomplete.
Theropodus (5e Subrace) 17:26, 10 May 2018 (MDT)
Tyl (5e Race) 09:16, 24 January 2019 (MST) Hasn't been touched in over two years. Serval issues throughout from balance to wording.
Vampire (5e Race Variant) 13:02, 25 February 2019 (MST) Untouched for months. No attempt to address the plathora of issues above. Made redundant by the Vampire (5e Race). Another one of the many questionable vampire type races.
Werewolf: Ultima (5e Race) 06:48, 23 March 2019 (MDT)
Wood Giant (5e Race) 15:18, 22 January 2019 (MST) Incomplete. A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide. Needs a rework conceptually as it is just a big wood elf. And mechanically as its just a poorly rethemed and buffed version of the Earth Giant (5e Race) with unfounded traits.
Zodiac Child (5e Race) 09:26, April 20, 2018 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
Ace Attorney (5e Class) 09:53, 5 March 2019 (MST) Missing multiple class features, currently unusable.
Adept Rogue (5e Class) 09:55, 5 March 2019 (MST) Missing multiple class features, currently unusable.
Administrator (5e Class) 10:35, 28 September 2018 (MDT) incomplete, unformatted, OP placed needsbalance and remains unaddressed
Adventurer/Folk Hero (5e Class) 09:02, 13 October 2018 (MDT) No content to speak of 1 month after creation.
Alchemist of nonmagic (5e Class) 09:59, 5 March 2019 (MST) Missing multiple class features, currently unusable.
Animal Master (5e Class) 08:13, 4 May 2018 (MDT) work was started but remains untouched for months except for needsbalance a month ago
Battle Master (5e Class) 09:32, 6 March 2019 (MST) A hybrid fighter that is much more powerful, but this page is so incomplete that it can't be improved upon.
Beast Master (5e Class) 10:56, 16 February 2019 (MST) I have been working on ideas for this class outside of D&D Wiki, and I think my ideas are 1. Too unlabalanced and overpowered, and 2. I can't really explain my ideas very well. I was really hoping to get this class playable, and I really liked my ideas (which can be best seen in the introductions and descriptions if you want to knowwhat I was planning), but I don't think they'll work. If you think you can do well on this class, be my guest! --Cosmos (talk) 10:56, 16 February 2019 (MST)
Blood Wraith (5e Class) 23:21, 6 March 2019 (MST) Issues still not addressed, unplayable and vastly incomplete.
Card-Caster (5e Class) 08:23, 7 March 2019 (MST) Not enough content to be playable beyond 5th level.
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
Companier (5e Class) 08:56, 7 March 2019 (MST) Missing subclasses, and what is here is just a patchwork from different classes which isn't original beyond 5th level.
Contract Bound (5e Class) 07:35, 8 May 2018 (MDT) no attempts to improve or discuss issues on talk page since Nov 2017
Crimson Avenger (5e Class) 09:31, 7 March 2019 (MST) Issues still not addressed. Class features are mostly unusable.
Dancer, Alternate (5e Class) 19:30, 21 May 2018 (MDT)
Destined Hunter (5e Class) 13:46, 8 March 2019 (MST) Missing subclasses and fluff. This class is nowhere near completion.
Destiny Warlock (5e Class) 13:46, 8 March 2019 (MST) Missing fluff, adequately playable features, and subclasses.
Discipline Priest (5e Class) 13:44, 8 March 2019 (MST) Features are hardly playable, and the original ones at 3rd level.
Discus Thrower (5e Class) 23:09, 19 July 2018 (MDT)
Doom Guy, Variant (5e Class) 10:39, 30 April 2018 (MDT) This class is unusable in its current state.
Dovahkiin (5e Class) 13:32, 8 March 2019 (MST) Class features end at 7th level.
Druidic Cleric (5e Class) 14:16, 8 March 2019 (MST) Class is a hastily-made fusion of only the best parts of the Nature Domain Cleric and Circle of Dreams Druid, with nothing else significant added on.
Eidolon Master (5e Class) 09:43, 12 March 2019 (MDT) Vastly incomplete. Not enough content to be playable/improved upon.
Elemental Ninja (Ninjago) (5e Class) 18:19, 1 June 2018 (MDT)
Elementalist (Planomancer) (5e Class) 09:56, 12 March 2019 (MDT) Incomplete. Unclear what the features are, and seems to be more of just a spell list.
Ethereal Assassin (5e Class) 10:38, 12 March 2019 (MDT) Abilities are hardly playable.
Falconer, Variant (5e Class) 00:26, 14 March 2019 (MDT) Class features stop after 7th level.
Farmer Necromancer (5e Class) 19:46, 9 September 2018 (MDT) There is little content here outside of the preload and proficiencies, and the class hasn't seen any progress in months.
Fire Brigade, Second Generation (5e Class) 09:11, 27 November 2018 (MST) class created with no info, would rather PfD, but benefit of the doubt I suppose?
G.E.O (5e Class) 17:44, 27 May 2018 (MDT)
Gasterizer (5e Class) 10:06, 19 March 2018 (MDT)
Ghost Hunter (5e Class) 10:52, 8 February 2019 (MST) see stub
Greed (5e Class) 10:35, 14 March 2019 (MDT) Nothing beyond 6th level.
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.
Jedi/Sith (5e Class) 10:08, 18 March 2019 (MDT) Missing all the class features, and the subclasses need to be formatted correctly.
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.
Kansvatter (5e Class) 10:13, 18 March 2019 (MDT) Does not progress beyond 5th level.
Ki Fighter (5e Class) 15:17, 5 October 2018 (MDT) No significant edits have been made to address many of classes issues in several months. As a whole, this class also needs a bunch more work to be done to give it more unique features so it isn't just an overpowered and incomplete monk-like class.
Knight of the Round Table (5e Class) 10:28, 18 March 2019 (MDT) Does not progress beyond 10th level.
Kourkoúmi (5e Class) 10:27, 18 March 2019 (MDT) Does not progress beyond 10th level.
Lawless (5e Class) 00:11, 19 March 2019 (MDT) Vastly incomplete. Not enough content to be playable/improved upon.
Lichdom (5e Class) 00:22, 19 March 2019 (MDT) Where are the class features that are listed on the table written out? What are the two subparts, subclasses? The spell list needs to be formatted right, along with subclasses. Lacking fluff.
Magical Girl, Variant (5e Class) 03:25, 23 March 2019 (MDT) Incomplete. Missing spellcasting, the spell list, the class features need to be worded correctly, subclasses need to be added as well as the multiclassing information.
Magus, 2nd Variant (5e Class) Missing subclasses, and without them there is very little to this class.
Mana Breaker (5e Class) 20:10, 1 June 2018 (MDT)
Metallic Dragon 07:51, 4 July 2018 (MDT)
Mindmelter (5e Class) 09:54, 29 March 2019 (MDT) Vastly incomplete. Basically ends at 6th level.
Monster Trainer (5e Class) 10:51, 8 February 2019 (MST) continual lack of wording fixes
Moon Zerker (5e Class) 10:08, 29 March 2019 (MDT) Vastly incomplete. Basically ends at 4th level.
Mugen Tenshin clan (Shinobi) 10:11, 29 March 2019 (MDT) Very little original content. Just referencing class features from other classes does not make for a great class.
Nephilim (5e Class) 10:21, 9 April 2019 (MDT) 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.)
Oathbreaker (5e Class) 23:40, 11 April 2019 (MDT) Missing archetypes, multiclassing, and quick build.
Perfectionist (5e Class) 05:35, 13 April 2019 (MDT) Four class features. Vastly incomplete.
Plague Doctor, Variant (5e Class) 09:43, 28 March 2019 (MDT) As per above. Untouched WIP for over two years.
Poison Master (5e Class) 22:27, 9 April 2018 (MDT)
Polymorph (5e Class) 16:26, 24 August 2018 (MDT)
Psion, 2nd Variant (5e Class) 15:29, 22 January 2019 (MST) Incomplete. Untouched for months.
Revolutionary (5e Class) No edits for about four months, far from completion
Rift Weaver (5e Class) 23:56, 4 July 2018 (MDT) Still incomplete after two years and no progress has been made to complete this page since then.
Ringmaster (5e Class) 23:57, 4 July 2018 (MDT) Still incomplete after two years and no progress has been made to complete this page since then.
Runecannon (5e Class) 16:38, 5 February 2019 (MST) Untouched for over two years with no inkling of interest from any party.
Runecaster (5e class) 17:15, 8 June 2018 (MDT)
Runeterra: Engineer (5e Class) 08:31, 14 September 2018 (MDT) Untouched for over two years, incomplete.
Sacrificial Blood Mage (5e Class) 18:58, 26 April 2018 (MDT)
Sentinel (5e Class) 01:03, 7 June 2018 (MDT)
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) 23:33, 2 September 2018 (MDT) Needs a large amount of work to be usable.
Sky Mage (5e Class) 14:41, 13 May 2018 (MDT)
Soul Seeker (5e Class) 01:44, 7 June 2018 (MDT)
Spellsword, Variant (5e Class) 12:00, 21 February 2019 (MST) created without info and untouched
Spirit Warrior (5e Class) 08:45, 22 February 2018 (MST)
Sunsworn Caster (5e Class) 09:13, 1 June 2018 (MDT)
Swift's Inquisitor (5e Class) 13:31, 18 March 2019 (MDT) Still incomplete after two years. No sign of progress.
Tenki Knight (5e Class) 13:58, 13 May 2018 (MDT) Has been left with a needsbalance template for well over 6 months.
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.
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.
Wandering Sol (5e Class) 07:55, 25 February 2019 (MST) January 25th.
Warpriest of Asgard (5e Class) 22:38, 2 May 2018 (MDT) Incomplete
Wetboy (5e Class) 14:18, 13 May 2018 (MDT)
Wind Runner (5e Class) 06:15, 15 February 2019 (MST) Incomplete. Hasn't be touched in months.

Subclasses[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Ancient Magic (Redone) (5e Subclass) 20:06, 3 October 2018 (MDT) This subclass has since been abandoned by its creator and lacks any real unique features to differentiate itself from other wizard subclasses.
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.
Eldritch Knight, 2nd Variant (5e Subclass) 22:53, 20 November 2018 (MST) No edits since July; probably an attempt to post a copyrighted subclass into the site; and on top of it all, the subclass lacks what makes it playable.
Elemental's Blade (5e Subclass) 23:00, 11 February 2019 (MST) This progresses to extremely powerful damage, saves, AC, and then immunity to all damage. This needs to be seriously reworked.
Geomancer (5e Subclass) 10:30, 10 May 2018 (MDT)
Holy Origin (5e Subclass) 16:56, 24 August 2018 (MDT)
Lord of Urei (5e Subclass) 08:38, 20 November 2018 (MST) The pages for missing spells are still missing after a year and a half.
Sacrifical Domain (5e Subclass) 18:53, 26 April 2018 (MDT) Left in a vastly incomplete state by the creator.
Shield Captain (5e Subclass) 08:48, 1 March 2019 (MST) created with no info
The Primus (5e Subclass) 16:56, 24 August 2018 (MDT)

Spells[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Dark Magic (5e Spell) 11:04, 8 May 2018 (MDT) no attempts to improve or discuss maintenance templates since Jan 2017
Last Act (5e Spell) 23:14, 7 January 2019 (MST) Unoriginal, and it is not an adequate way to "end the game".
Pancea (5e Spell) 09:52, 17 September 2018 (MDT)

Feats[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Generalist (5e Feat) 12:48, 19 October 2018 (MDT) Would rather propose delete for this. I'd say this feat is too strong and doesn't fit in the scope of what feats are/do.
Startosser (5e Feat) 23:28, 21 February 2019 (MST) Game breaking amount of extra attacks.
Switchswitch (5e Feat) 12:22, 21 February 2019 (MST) issues above

Creatures[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Airuzhar (5e Creature) 21:18, 27 August 2018 (MDT) Incomplete for over a year with no progress.
Black Swordsman (5e Creature) 20:42, 9 May 2018 (MDT)
Feral Hydris (5e Monstous creature.) 17:10, 10 May 2018 (MDT)
Firroth (5e Creature) 11:06, 20 January 2019 (MST) Untouched for over two years. As per above.
Gladiator Champion (5e Creature) 10:31, 19 October 2018 (MDT) Still a WIP and untouched in over two years.
Grimalkin (5e Creature) 21:18, 27 August 2018 (MDT) Incomplete for over a year with no progress.
Hover Sentry Mk2 (5e Creature) 21:18, 27 August 2018 (MDT) Incomplete for over a year with no progress.
Ixitxachitl (5e Creature) 21:18, 27 August 2018 (MDT) Incomplete for over a year with no progress.
Mega Sweetroll of Ooze (5e Creature) 16:24, 24 August 2018 (MDT)
Mindless Titan (5e Creature) 00:08, 20 March 2019 (MDT) It has been two months since this creature was first posted and it still has no description or features to speak of.
Morfan (5e Creature) 15:30, 28 October 2018 (MDT)
Nemarutt (5e Creature) 21:18, 27 August 2018 (MDT) Incomplete for over a year with no progress.
Novice Hunter Goblin Soldier (5e Creature) 17:56, 24 August 2018 (MDT)
Porenteram (5e Creature) 09:35, 2 May 2018 (MDT) stubs have not been addressed for 5 months, no edits made in that time either
Sky Serpent (5e Creature) 21:18, 27 August 2018 (MDT) Incomplete for over a year with no progress.
Taragorn (5e Creature) 21:18, 27 August 2018 (MDT) Incomplete for over a year with no progress.
Thrump Elect (5e Creature) 17:04, 11 January 2019 (MST) Untouched for over two years.
Ulfren (5e Creature) 17:13, 10 May 2018 (MDT)
Yona (5e Creature) 21:18, 27 August 2018 (MDT) Incomplete for over a year with no progress.

Equipment[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Agreious (5e Equipment) 11:22, 18 October 2018 (MDT) no improvements since templates added
Armor of the Undead Legion (5e Equipment) 09:26, 4 May 2018 (MDT) 6 months and no abyssal corruption table added
Blackend (5e Equipment) 21:14, 20 November 2018 (MST) Incomplete and untouched for months.
Boxer gauntlets 07:58, 22 November 2018 (MST) What makes this item unique? Maybe it performs better when in hand duels?
Dark Redemption (5e Equipment) 07:56, 22 November 2018 (MST) Incomplete and untouched for months.
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
Dusksong & Dawnsvoice 07:20, 23 March 2019 (MDT)
Hellfire Chain (5e Equipment) 10:54, 21 February 2019 (MST) no edits to fix
Holy Knight's Blade (5e Equipment) 13:05, 4 September 2018 (MDT)
Magic Weapon Generator (5e Equipment) 05:00, 14 April 2018 (MDT)
Metallurgist's Tools (5e Equipment) 15:05, 23 December 2018 (MST) This page is still conceptually flawed and no attempt has been made to improve it.
Nemean Leather Armor (5e Equipment) 09:01, 21 January 2019 (MST) What benefits does this armor have?
Neutral Combat (5e Equipment) 10:43, 17 January 2019 (MST) aside from a preload and SRD links, no efforts to resolve page's issues.
Pile Bunker (5e Equipment) 22:52, 6 February 2018 (MST) Incomplete.
Radial Dart (5e Equipment) 01:23, 20 April 2019 (MDT) No response on talk page. If this is corrected to piercing damage, it is no different than a regular dart. So what to do?
Sync Masters' Wrap (5e Equipment) 18:26, 16 November 2018 (MST) As per above. Untouched for over two year.
The Dual Paths of Roskenlan (5e Equipment) 18:02, 22 February 2018 (MST) This item has since been left in an unusable state.
The Unding Heart (5e Equipment) 21:15, 20 November 2018 (MST) Incomplete and untouched for months.
Twinbow (5e Equipment) 04:20, 22 March 2019 (MDT) Untouched for over two years. The page should be a magic item rather than normal equipment as per above.

Other[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Akaneia (5e Campaign Setting) 12:55, 3 July 2018 (MDT)
Akar D'zon 'Weavers and The Weave' (5e Variant Rule) 12:41, 3 June 2018 (MDT)
Barber (5e Background) 08:49, 5 February 2019 (MST) Vastly incomplete, and does not include any playable mechanics.
Bestiary (Chanbara Setting) 06:33, 4 November 2018 (MST) Untouched in over two years. Creator hasn't made any contributions for over a year.
Cheater (5e Background) 08:54, 5 February 2019 (MST) Vastly incomplete.
DrugDealer (5e Background) 09:08, 5 February 2019 (MST) Vastly incomplete and unusable.
Easygoing (5e Background) 09:10, 5 February 2019 (MST) Just the skeleton of a concept which is vastly incomplete and mechanically unusable.
Essear (5e Campaign Setting) 13:46, 8 May 2018 (MDT)
Feroudal (5e Campaign Setting) 13:43, 8 May 2018 (MDT)
Festern (5e Deity) 07:25, 12 July 2018 (MDT)
Geography (March of Chelwyn Setting) 13:45, 8 May 2018 (MDT)
Inventor (5e Skill) 07:47, 16 February 2019 (MST) How is this mechanically supposed to work?
Jaenseth (5e Deity) 23:49, 4 July 2018 (MDT) Still incomplete after two years and no progress has been made to complete this page since then.
Lothric (5e Campaign Setting) 16:21, 27 September 2018 (MDT) As of this edit, the original contributor made only two edits on this wiki, and this setting has seen no progress since its initial creation months ago.
Loyal Priest (5e Background) 09:46, 5 February 2019 (MST) Vastly incomplete, and unusable.
Luna (5e Deity) 17:25, 13 January 2019 (MST) Untouched for over two years. As per above.
March of Chelwyn (5e Campaign Setting) 13:44, 8 May 2018 (MDT) Has a sort of map and nothing else.
Martial Trainer (5e Background) 23:08, 5 February 2019 (MST) Vastly incomplete, and unusable.
Miner (5e Background) 23:10, 5 February 2019 (MST) Just the skeleton of how a miner background would work in a campaign.
Mountain Caverns (5e Quest) Vastly incomplete. Almost no content besides the preload.
Pokémon (5e Sourcebook) 10:52, 16 February 2019 (MST) I have been working on ideas outside of D&D Wiki, and I can come to realize that I can't do this sourcebook ;-; It is too much for me to wrap my head around and I don't think I am capable of making this something playable. If you think you can, be my guest!--Cosmos (talk) 10:52, 16 February 2019 (MST)
Portuguese Kang (5e Background) 08:51, 22 February 2019 (MST) Grossly incomplete.
Ragnarok mark (5e Curse) 08:11, 25 January 2019 (MST) Vaguely worded, poorly balanced, and not fun
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.
Shao Kahn (5e Deity) 05:23, 27 October 2018 (MDT) Stub has sat for over two years unaddressed.
Skyrim (5e Campaign Setting) 16:21, 27 September 2018 (MDT) As of this edit, the original contributor made only two edits on this wiki, and this setting has seen no progress since its initial creation months ago.
Sol (5e Deity) 17:25, 13 January 2019 (MST) Untouched for over two years. See talk page.
Speed Statistic (5e Variant Rule) 09:53, 14 October 2018 (MDT) No sign the author (an anonymous IP) has any intentions of coming back and making this page usable.
Telion Alliance (5e Other) 06:09, 13 May 2018 (MDT) This has been left incomplete and untouched for over 11 months.
The False Chosen One (5e Background) 08:55, 6 February 2019 (MST) Looks like someone tried to make something like Almost the Chosen One (5e Background), but towards the end got confused what this was supposed to be.
The Painted World (5e Campaign Setting) 11:09, 15 March 2019 (MDT) no content
The Zone (5e Campaign Setting) 04:45, 28 September 2018 (MDT) A year has passed since any progress was made. If this setting won't be finished, it might be best to convert its supplemental pages into a Category:Campaign Seed.
The greater Jeff (5e Background) 08:58, 6 February 2019 (MST) Does not follow the preload. The fluff makes little sense. The features should not give mechanical benefits.
Unlimited Power (5e Optimized Character Build) 19:04, 12 September 2018 (MDT) This build is impossible to use without finding another balanced race that has similar traits to the old version of the vampire, which is unlikely given a trait that can heal you indefinably off of any type of damage is broken.

4e[edit]

Races[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Argon (4e Race) 08:14, 21 February 2019 (MST) still missing fluff
Assassin Devil (4e Race) 08:54, 29 January 2019 (MST) still missing two adventurers
Bearborn (4e Race) 11:20, 12 March 2019 (MDT) missing fluff
Beastfolk (4e Race) 08:36, 21 February 2019 (MST) unfinished splitting of races
Bowman's Wolf (4e Race) 11:43, 31 January 2019 (MST) missing items above still
Catfolk (4e Race) 11:17, 1 March 2019 (MST) needs fluff
Chosen of Demogorgon (4e Race) 16:29, 31 January 2019 (MST) As per above. There has been no attempt to address this issue.
Dabus (4e Race) 10:14, 29 November 2018 (MST) above issues unaddressed
Dark Unicorn (4e Race) 16:29, 31 January 2019 (MST) As per above. There has been no attempt to address this issue.
Dreed'arken (4e Race) 11:29, 12 March 2019 (MDT) still missing information above
Eagleborn (4e Race) 11:15, 31 January 2019 (MST) issues above unaddressed
Elder (4e Race) 11:16, 1 March 2019 (MST) see above
Elf, Aethrzoen (4e Race) 11:18, 12 March 2019 (MDT) see above
Felinoid (4e Race) 08:52, 10 December 2018 (MST) still unfinished
Feralings (4e Race) 11:28, 12 March 2019 (MDT) still missing information above
Fhondi (4e Race) 11:12, 1 March 2019 (MST) just needs fluff still
Finalist (4e Race) 16:29, 31 January 2019 (MST) As per above. There has been no attempt to address this issue.
Froblins (4e Race) 11:22, 12 March 2019 (MDT) needs more descriptions
Fundle-Grundles (4e Race) 11:28, 12 March 2019 (MDT) still missing information listed above
Geilvens (4e Race) 11:17, 1 March 2019 (MST) see above
Genothrope (4e Race) 07:57, 10 December 2018 (MST) issues unaddressed for 6 years
Golem-Blooded (4e Race) 07:48, 10 December 2018 (MST) balance issues for 6 years
Grimlock (4e Race) 11:13, 1 March 2019 (MST) above issues still exist
Half-Eladrin (4e Race) 09:04, 29 January 2019 (MST) balance issues still exist
Half-Ogre (4e Race) 10:55, 1 March 2019 (MST) see above
Half-Verbeeg (4e Race) 11:11, 18 October 2018 (MDT) no fluff added for years
Homunculus, Variant (4e Race) 09:30, 28 September 2018 (MDT) needsbalance issues unaddressed
Hungering Mantis (4e Race) 07:53, 31 January 2019 (MST) As per above. No attempt has been made to address the issues.
Kitsune (4e Race) 08:52, 10 December 2018 (MST) issues unaddressed
Lolth's Chosen (4e Race) 08:01, 10 December 2018 (MST) issues unaddressed
Monkeybird (4e Race) 07:46, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Monkeyfolk (4e Race) 11:10, 1 March 2019 (MST) needsbalance unaddressed
Moppling (4e Race) 08:34, 21 February 2019 (MST) issues above unaddressed
Mousefolk (4e Race) 08:45, 25 January 2019 (MST) missing fluff still
Myconid (4e Race) 10:11, 30 January 2019 (MST) As per above.
Novus (4e Race) 07:37, 5 March 2019 (MST)
Pantherborn (4e Race) 11:36, 1 March 2019 (MST) fluff stuff needed
Pegasus (4e Race) 11:32, 12 March 2019 (MDT) issues above still exist
Pixie, Cydol (4e Race) 10:14, 30 January 2019 (MST) As per above.
Regon (4e Race) 10:14, 30 January 2019 (MST) As per above.
Rombony (4e Race) 11:12, 1 March 2019 (MST) needs fluff stuff
Sand Dwarves (4e Race) 08:37, 21 February 2019 (MST) see above issues
Sivak Draconian (4e Race) 15:43, 30 April 2018 (MDT)
Spammer (4e Race) 10:11, 30 January 2019 (MST) As per above.
Tiefling-Medusa (4e Race) 07:52, 31 January 2019 (MST) As per above. No attempt has been made to address the issue.
Truankia (4e Race) 11:31, 12 March 2019 (MDT) description, names, flavor and lore still not added after more than months allowed to update
Twili (4e Race) 10:13, 30 January 2019 (MST) As per above.
Violet Faerie (4e Race) 11:19, 12 March 2019 (MDT) missing fluff still
Xiao (4e Race) 07:49, 10 December 2018 (MST) issues for 6 years
Yuan-Ti Malison (4e Race) 10:13, 30 January 2019 (MST) As per above.

Subraces[edit]

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

Classes[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Fist Master (4e Class) 11:09, 31 January 2019 (MST) extra striker damage never addressed
Stealth Ranger (4e Class) 17:45, 24 August 2018 (MDT)
Tsuku-Master (4e Class) 18:28, 7 September 2018 (MDT)

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
Chaos Meditator (4e Feat) 07:45, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Otherworldly Countenance (4e Feat) 11:33, 31 January 2019 (MST) issues still exist
Spiderfriend (4e Feat) 13:57, 17 October 2018 (MDT) per {{wikify}} template
Unarmed Combat Specialization (4e Feat) 07:44, 29 January 2019 (MST) As per above. Untouched for over 5 years.

Creatures[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Chitine (4e Creature) 12:25, 28 January 2019 (MST) needsbalanced not addressed
Diamond the Fey Cat (4e Creature) 08:53, 29 January 2019 (MST) just needs description
Ogre Tribe Guard (4e Creature) 12:22, 28 January 2019 (MST) still incomplete
Skum (4e Creature) 11:10, 18 October 2018 (MDT) per templates
Yak Folk (4e Creature) 07:45, 29 January 2019 (MST) As per above. Untouched for over 5 years.

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
Blood Weaver Powers (4e Power List) 16:27, 31 January 2019 (MST) As per above. There has been no attempt to address these issues.
Bray-Shaman, Shaman (4e Build Variant) 13:59, 17 October 2018 (MDT) per {{stub}}
Dragon's Rebirth (4e Paragon Path) 17:02, 22 September 2018 (MDT) has sat dormant with {{needsbalance}} a long, long time.
Dragon Demigoddess (4e Deity) 08:48, 29 January 2019 (MST) issues still exist
Dragon of the Mid-Day Sun (4e Paragon Path) 07:59, 10 December 2018 (MST) issues unaddressed
Dragonborn Demigod (4e Deity) 08:49, 29 January 2019 (MST) issues still exist
Dragoneer (4e Paragon Path) 08:50, 25 January 2019 (MST) issues above unaddressed
Dwarven Demigod (4e Deity) 08:50, 29 January 2019 (MST) 3 lines of fluff needed
Enduring Flame (4e Paragon Path) 10:13, 29 November 2018 (MST) above issues unaddressed.
Eye Poke (4e Power) 07:44, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Flamespark (4e Power) 08:42, 25 January 2019 (MST) issues above not addressed
Geas Lord (4e Paragon Path) 17:20, 22 September 2018 (MDT) needsbalance unaddressed for some time.
Ghetto Ritual (4e Ritual) 07:45, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Grasp of the Dead (4e Power) 08:04, 10 December 2018 (MST) issues unaddressed
Greenwyrm Scion (4e Paragon Path) 17:22, 22 September 2018 (MDT) balance issues still present
Hilt Smash (4e Power) 07:46, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Human Demigod of Arcane Power (4e Deity) 08:51, 29 January 2019 (MST) 3 short lines of fluff needed
Human Demigod of War (4e Deity) 08:52, 29 January 2019 (MST) 3 short lines of fluff needed
Lightborn (4e Paragon Path) 09:43, 18 January 2019 (MST) just looks unfinished, reasons above too
Longsword of the Divine Alliance (4e Equipment) 09:13, 29 January 2019 (MST) even if this was wikified, I feel like it would unbalanced or not fit within 4e design. I don't know the system too well but this just looks like it deviates from the standard 4e stuff I've been seeing.
Necrologist (4e Paragon Path) 17:23, 22 September 2018 (MDT) balance issues not fixed
Necromancer (4e Paragon Path) 09:18, 29 January 2019 (MST) needsbalances not addressed. looking at the talk page, the OP was going to do something else
Poison Dart (4e Power) 08:02, 10 December 2018 (MST) issues unaddressed
Rain Acid Blood (4e Ritual) 16:28, 31 January 2019 (MST) As per above. There has been no attempt to address these issues.
Reterra (4e Campaign Setting) 16:22, 8 June 2018 (MDT)
Sand Mage (4e Wizard Variant) 12:26, 28 January 2019 (MST) still incomplete
Shadow Witch (4e Paragon Path) 17:24, 22 September 2018 (MDT) needsbalance unaddressed for some time now
Shadowcrafter (4e Paragon Path) 12:34, 28 January 2019 (MST) needsbalance still exists
Slaakvaanus (4e Deity) 08:52, 29 January 2019 (MST) 3 lines of fluff and a domain still needed
Speaker For The Dead (4e Paragon Path) 17:48, 22 September 2018 (MDT) balance issues not addressed. Someone that understands 4e could probably fix this slight-more-than-easily
Summon Ethereal Dragon (4e Ritual) 07:54, 12 July 2018 (MDT) This page has sat incomplete for years, and it does not appear like this ritual will be fixed so to a usable state any time soon.
Takezō (4e Deity) 08:48, 29 January 2019 (MST) largely incomplete still
The Loner (4e Ritual) 07:46, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Windrunner (4e Paragon Path) 14:07, 17 October 2018 (MDT) does not meet site expectations per {{stub}}
Wing Clip (4e Power) 07:44, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Xeron (4e Race) 12:13, 18 January 2019 (MST) issue above unaddressed


3.5e[edit]

Races[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Elves, Song (3.5e Race) 09:06, 13 March 2019 (MDT)
Goliath (3.5e Race) 23:42, 13 January 2019 (MST) Not enough information to be playable.
Lords of Stone and Sea (3.5e Race) 12:25, 24 February 2019 (MST) Untouched since 2013.
Nirvian (3.5e Race) 04:28, 20 March 2018 (MDT)
Raion-Tora (3.5e Race) 21:38, 10 June 2018 (MDT)
Rashak (3.5e Race) 12:25, 9 March 2019 (MST)
Rito (3.5e Race) 09:20, 6 May 2018 (MDT)
Shadows (3.5e Race) 14:09, 26 February 2019 (MST) Needs balance since 2015.
Sliver (3.5e Race) 13:52, 3 September 2018 (MDT) This has been left as a stub for well over 5 years.
Uchiha (3.5e Race) 19:14, 27 February 2019 (MST) Dec. 2017.
Vampire, Variant (3.5e Race) 00:12, 13 May 2018 (MDT)

Subraces[edit]

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

Classes[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
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.
Cantrip Master (3.5e Class) 07:47, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Classic Hero (3.5e Class) 08:09, 8 April 2019 (MDT)
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.
Hacker (3.5e Class) 01:17, 11 March 2018 (MST) Class left in a largely unusable state.
Kraken Occultist (3.5 Class) 09:42, 11 May 2018 (MDT)
Miester (3.5e Class) 11:47, 18 January 2019 (MST) still not formatted for easier reading
Naruto Shinbi Sanin (3.5e Prestige Class) 15:31, 25 September 2018 (MDT)
Planar Fist (3.5e Prestige Class) 06:15, 23 March 2019 (MDT)
Shinigami Assassin (3.5e Prestige Class) 15:01, 30 April 2018 (MDT)
Spell Miser (3.5e Prestige Class) 17:44, 16 January 2019 (MST) 2013
Strong Man (3.5e Prestige Class) Insanely overpowered, the abilities are not balanced against any other material. The abilities are not mechanically playable.
Temptress (3.5e Class) 16:28, 24 May 2018 (MDT) As per below templates.
The Arcane Gormandizer (3.5e Class) 07:55, 6 July 2018 (MDT) It seems like work went into this, and there may be something to salvage, but it's been left unfinished for over 8 years.
Transmuter (3.5e Class) 09:41, 18 January 2019 (MST) issues above
Wonder Princess (3.5e Class) 16:14, 10 September 2018 (MDT)

Subclasses[edit]

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

Spells[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Storm Prison (3.5e Spell) 16:08, 8 June 2018 (MDT)

Feats[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Supreme Many Shot (3.5e Feat) 17:00, 9 May 2018 (MDT)

Creatures[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.
Anik (3.5e Template) 18:42, 11 February 2019 (MST) Untouched since 2011.
Drudge Puppet (3.5e Template) 07:48, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Goblin Warrior (3.5e Creature) 09:05, 7 February 2019 (MST) 2015
Greater Vile Minion (3.5e Creature) 18:27, 8 January 2019 (MST) Untouched since Sept. 2017.
Lightning Brother (3.5e Creature) 21:13, 10 February 2019 (MST) 2015.
Madness Snake (3.5e Creature) 18:08, 8 January 2019 (MST) Hasn't been touched since created in 2013.
Silver Medusa Dragon (3.5e Creature) 18:22, 8 January 2019 (MST) WIP since 2015.
Soulless Kittelar (3.5e Template) 07:48, 29 January 2019 (MST) As per above. Untouched for over 5 years.
SphereMode (3.5e Template) 07:47, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Useless Bastard (3.5e Template) 07:48, 29 January 2019 (MST) As per above. Untouched for over 5 years.

Equipment[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Chaingun (3.5e Equipment) 06:19, 23 March 2019 (MDT)
Dragonblood Elixer (3.5e Equipment) 19:53, 6 February 2019 (MST) 2014
Dragoncraft Armor or Shield (3.5e Equipment) 20:05, 6 February 2019 (MST) 2017.
Dragonfang Weapons (3.5e Equipment) 20:03, 6 February 2019 (MST) 2015.
Fire Borne (First Form) (3.5e Equipment) 02:15, 16 April 2019 (MDT)
Hatter's Hat (3.5e Equipment) 12:23, 28 January 2019 (MST) still needs game mechanics
Mantle of the Dragonslayer (3.5e Equipment) 02:06, 16 April 2019 (MDT)
Platinum (3.5e Equipment) 15:53, 16 April 2019 (MDT)
Revised Metamagic Rods, Variant (3.5e Equipment) 04:57, 14 May 2018 (MDT)
Stick of Lashing (3.5e Equipment) 05:17, 9 March 2019 (MST)
The Good Samaritan (3.5e Equipment) 02:01, 16 April 2019 (MDT)

Other[edit]

Articles with a "Abandoned" template.
Page Name Date Notes
Allergic To Bull (3.5e Trait) 09:27, 18 January 2019 (MST) This is far from being anything that is playable.
Apocalyptia (3.5e Campaign Setting) 17:56, 4 May 2018 (MDT)
Creatures of Karthica (Karthica Supplement) 18:29, 5 February 2019 (MST) 2013
Duskblade into Swiftblade Gish (3.5e Optimized Character Build) 22:38, 7 January 2019 (MST) No description about this optimization, and the values are not realistic.
Harrowen Pantheon (3.5e Pantheon) 15:12, 26 February 2019 (MST) This page does not provide enough information to merit making a page for each god. Despite "currently being edited" it hasn't realistically been touched since 2010.
Ka Rate (3.5e Deity) 21:13, 20 November 2018 (MST)
PK Love (3.5e Power) 07:49, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Quintessential (3.5e Trait) 18:34, 26 April 2018 (MDT)
Squirreling Paragon (3.5e Racial Paragon Class) 07:48, 29 January 2019 (MST) As per above. Untouched for over 5 years.
The Fourth Wall (3.5e Environment) 07:47, 29 January 2019 (MST) As per above. Untouched for over 5 years.
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.
The Seven Deities of Lustarat (3.5e Pantheon) 14:39, 10 March 2019 (MDT) Untouched since 2014.
The shop of wonderous oddities (3.5e Environment) 07:48, 29 January 2019 (MST) As per above. Untouched for over 5 years.
Two-Weapon Karmic Fighter (3.5e Optimized Character Build) 09:58, 27 February 2019 (MST) Needsbalance since 2012.
Umbral Enspelling (DnD Mystery) 07:47, 29 January 2019 (MST) As per above. Untouched for over 5 years.
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]

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

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

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Subclasses[edit]

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Spells[edit]

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

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Creatures[edit]

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

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

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

Races[edit]

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

Subraces[edit]

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

Classes[edit]

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

Spells[edit]

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

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

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Equipment[edit]

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Other[edit]

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d20M[edit]

Races[edit]

Articles with a "Abandoned" template.
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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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Feats[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
Alloprax (5e Race) Unconditional advantages/disadvantage. Midnight Communion should be within the lore, not a trait much like the aasimars angelic guide.
Aloii, Variant (5e Race) This race seems overpowered compared to the balanced original, and would benefit from having less powerful traits. For example, +4 ASI, 40ft of movement, unarmored defense as a racial trait, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Alternian Troll (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, Psionic Capabilities allows for cherry picking any spellcasting combination to compliment any build, Diverse Masters allows a spellcaster to gain heavy armor proficiency and is far to overarching in its benefits, damage vulnerability, Chucklevoodoos is overly wordy and makes little sense but its implied benefit serves little to no purpose in a campaign not built around this race and is questionable in a campaign that is(as in the next trait), Royal Blood is basically conditional invulnerability, Amphibious should really grant a set swimming speed not 40-120. Overall almost every trait has some sort of issue with it and this page will require more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Amaltel (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, being able to split oneself into 4 different characters and then be able to cast spells, make attacks, take actions, etc; Negative ASI's, Large PC size, +3 to a single ASI, free damage per round, non-magical damage immunity is still damage immunity and there is no distinction between magic and non-magical damage in 5th, Molten Toss has no range(why not just let them cast fire bolt?), auto grapple on hit, shapechanging. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Anansi (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, Tiny Player Character Issues, Subraces swap out ASI's, Negative ASI's, overly wordy convoluted and neigh unreadable traits, a plethora of questionable abilities and traits that are reminiscent of a class, advantage on ability-based checks, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Ancient Warforged (5e Race) Advantage on death saves and condition immunities should be removed. Stronger than the warforged even with those reductions, consider changing it up.
Animated Shield (5e Race) This is practically unplayable in its current state. A Design Disclaimer is required even if it was brought to a more satisfactory state. What can this race actually do as the fundamental options of play are totally cut off here? A large number of the traits are taken straight from the Animated Armor (5e Race).
Animated Sword (5e Race) Medium is probably a fair bit better than the other two, with heavy being pretty lack luster as is.
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.
Arkanos (5e Race) This race has some issues and would benefit from a rework to traits. For example, the ability to catch missile like the monk but better is questionable and should be removed or replaced. A net dc is static(10 in the phb) you don't add your proficiency bonus to it, only to the roll to attack with it, for which you have disadvantage to do so unless you have the crossbow expert feat and you shouldn't add your proficiency bonus twice to an attack roll. See Bounded Accuracy. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Armored Demon (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, it implies resistance to all damage, several flat bonuses, blindsight, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
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.
Beastkin, Variant (5e Race) d8 unarmed strikes are questionable especially on a monk who gets their 11th level class feature at level 1.
Blood Elf, 2nd Variant (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. This belongs as an elvish subrace or a redesign of a the high elf. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Blood Elf, 5th Variant (5e Race) Regeneration on any race is game breaking and no race should gain proficiency in 3 skills.
Cancer (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, when compared to first party triton race, this race receives a +5 ASI and several decent and semi-questionable traits like your arm is a shield and grappling as a bonus action. Whereas the triton have a +3 spread ASI, a few largely circumstantial traits and a major trait in the form of innate spellcasting. Overall this page requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Candlefolk (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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, 3rd Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, "chapechanger" allows you to be any race in addition to this one as well as allowing you to be a large size creature(So you could turn into a CR3 giant scorpion at level 1), proficiency in arcana is totally random, and 2nd persona is an RP element. Overall this goes far beyond what a race should be capable of and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Changeling, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Shapechanger gives an improved version of alter self, unconditional advantage, 3 skill proficiencies, etc. Overall poorly executed and needs a rework from a mechanic perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Child Of Cosmos (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to add flat damage to all attack and it scales up to 4d6. Overall poorly executed and needs a rework both from a mechanic, lore and formatting perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Chosen Undead (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Negative ability scores go against 5th edition standards. Overall needs a work both from a mechanical and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
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.
Creepy Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Breaks several 5th edition design philosophies. A design disclaimer is most likely needed here. Common condition immunities, possession, uses incorrect narrative durations, Tiny sized but has 20-30 walking speed. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
CrossBreed (5e Race) The racial feats granted by this race seem largely questionable and don't have to do with the race at all but just the character concept, as such they should be split off and then linked back here for relevance.
Crystalisk (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Tremorsense, burrow speed, doesn't have humanoid type thus immune to several spells, etc. Several abilities of questionable standing, this would work better as a composite/ racial class. Overall needs a rework both from a mechanics perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Crystallite (5e Race) ASI are giving too much considering the other traits given. suggest removing one of the +2 bonuses to the core race.
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.
Daywalker (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, auto detection of falsehoods, blindsight, unkillable unless by prescribed methods, several skill proficiencies, necrotic damage heals, unarmed strikes heal, regeneration, truesight, +6 ASI. Overall ridiculously overpowered and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Demi-God (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +3 to a single score, innate flight(50), 40 feet of movement. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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) I've just implemented the Full Devil Form. I tried to make it as balanced as possible but I'm not sure it is. If you have some suggestion, please share in the discussion.
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.
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.
Doomed Undead (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague and thus leads to a number of balance of concerns such as with the respawn trait. +4/-4 ASI's. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Dorthin (5e Race) The ability to be able to gain a feature at 11th level is questionable, as no official content gives any features after 5th level. Even a wizard only has one spell slot for true seeing at this level, whereas most "racial trait spells" enable casting at spell slots which normally have multiple spell slots. See additional concerns on the talk page.
Draakra (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, in comparison to the human variant this race gets a feat of choice and several other far stronger abilities including flight, an innate reach of 10ft., and seems to imply that all damage that is dealt by this race adds its Constitution modifier. Affinity for magic allows any spell capable of being cast by a sorcerer to be chosen and cast(levels 1-9 take your pick). Negative ability score increases should also be avoided. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Draconic Angel, Variant (5e Race) This race is a strictly better version of Draconic Angel and is overpowered compared to actual first party races.
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.
Drowconian (5e Race) Compared to the Aarocokcra, Dragonborn and Drow this race is a decent amount stronger. Almost entirely due to granting a flying speed at 1st level. The easy fix would be to swap it out for another draconic quality like damage resistance or a breath weapon. Overall there is also a lack of elvish qualities, mechanically a +1 to each of the ability scores given and fey ancestry is closer to a combination of the two races.
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.
Earth Clan (5e Race) Shapechanging is wholly vague by comparison to the shifter/druid/changling, is at will, Long rests shouldn't be halved see how the elves trance works and implement it like so.
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.
Echidnites (5e Race) See talk page.
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.
Elemental Demon (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Universal advantages/disadvantages, save or you are blind with no range limit, Flat bonus's, flat ignoring of all difficult terrain, free healing, free damage for proximity, 60 feet flying speed, three creature types, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Eliksni (5e Race) Racial traits should not scale above 5th level, and increasing of their size category makes the race comparatively overpowered when you look at first party races. Eliksni Magic should be integrated with the ranking system trait so it mirrors the innate spellcasting formatting/wording. Four Arms doesn't take into account the two-handed weapon/ sword and board trade-off and should not allow a character to ignore a key weapon property. Crossbows should be specified to which ones. Educated should be worded like the high elves trait. Strong Arms should use the natural weapon wording the lizardfolk/ tabaxi use.
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.
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.
Featherkin (5e Race) A few questionable traits such as life drinker, skill expertise, attack roll advantages, skill advantages, beak thrust, etc. Overall needs a reword/rework of a few features to be more varied and more inline with first party races.
Fell Orc (5e Race) Pack Tactics throws the balance of this race out of line by comparison to the kobold, nerfing it down or replacing it with something more appropriate would be better.
Fennec, Variant (5e Race) Both the specialized traits aren't in line with what a racial trait should do but including flat bonus's to rolls, traits that cripple you for their use, huge amounts of damage that are not proportionate for low levels of play, flat saving throws, etc. Optional traits should function like the tielfing variants in Mordenkainen Tome of Foe's.
Fennec (5e Race) unconditional advantage on stealth.
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.
Fox'smanuh (5e Race) always skeptical of shapeshifting, Artic Fox signifiantly strong with advantage and resist to cold.
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.
Gallifreyan, Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +3/4 to a single ability score, up to +6 ASI on top of a plethora of questionable racial traits, traits that force a player to act/roleplay their character a certain way, ridiculously overcomplication regeneration/resurrection, dm fiat understand all languages. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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) Sub-races get a number of strong of benefits such as resistance to all physical damage types, Ancient Knowledge should not be a racial trait it is akin to a class feature. Overall a lot of effort has been put into this race but it needs to be correctly balanced compared to normal first-party races.
Gemnis (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. Almost every trait has some kind of issue here. For example, up to a +8 ASI, over +2 ASI's to individual scores along with a plethora of questionable abilities. Custom spells as racial traits - Just make them spells the race can cast or even better make them abilities that race can use. Allows you to be a large size creature. A rollable, scalable increase to damage per strike, is a better version of the cleric's divine strike. Grants class features as racial traits. Has spells granted over level 5. Free and better barbarian rage. Limitless damage auras. Healing Touch is far stronger than even the paladin Lay of Hands feature. Resistance to physical damage. The list goes on. The relative strength of each subrace is not comparatively balanced compared to each other and the race overall is far stronger than any first party race. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Gems, Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, unconditional advantage on all Constitution saving throws, losing a limb is pretty vague and not covered by the rules, this needs to be clarified, adapt should recharge on a short rest, Resilence should give a list of damage types as a choice from all of them shouldn't be allowed, Inclusion is phrased poorly to the point where one cannot extrapilate what the intent is. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Gems (5e Race) Racial traits shouldn't have the ability that scales beyond 5th level. Ferrokinesis can be achieved with the gith's invisible mage hand. Other issues like conditional damage immunity, physical damage resistance, over 35 feet of walking speed, half-gems seem to get everything plus their other race, flat +3 to AC, wings made of water giving a flying speed(why not just make it pillar of water with a max height?), etc...
Giff (5e Race) Races shouldn't be proficient in a weapon type, Menacing is nonsensical and needs to be rewritten, scaling DC's should be used instead of flat, The second part of Hoplophile should be removed.
Gigaemon (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Unconditional advantages, traits that bypass ability checks (see stonecunning), abilities should be linked to the standard rest cycle, not per initiative rolls, races should be able to speak common and if they don't the page needs a Design Disclaimer. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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. Universal advantage on a common saving throws. Relentless Endurance is already a racial trait on the half-orc, the name should be changed.
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-Dryad, Variant (5e Race) A significantly bloated and overpowered version of the Half-Dryad (5e Race). Other issues like: A single subrace, unknown spells, red links, poorly written traits, etc
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 seems questionable compared to similar first-party races, and would benefit from having more standardised traits. For example, unconditional advantage against Constitution saving throws, flat bonus to AC, 20 feet walking speed are all largely questionable but easily fixable. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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-Magala (5e Race) This race seems questionable compared to similar first-party races, and would benefit from having less powerful and more standardized traits. For example, flat increase to AC, auto-failing checks, damage vulnerability, Pollen Scales is basically blindsight, flying speed, 1d6 unarmed strikes, cosmetic details, Frenzy Virus should by no means by a racial trait. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half-Mimi (5e Race) This race is a condition immunity and Magic Resistance is a incredibly more powerful version of Gnome's Cunning.
Half-Rust Monster (5e Race) Too strong compared to standard first party races. There is no reason why this race should have 40 feet of movement. Their large Armor Class increase paired with their ability to corrode metals as a reaction is also too strong. Consider reducing the base Armor Class and reworking the rust effect to better suit a race.
Half-Saint (5e Race) The water walking ability needs to be its own trait and then only be mentioned in the speed section. There is a lot of "when they leave the church" type of wording, while this may be considered fluff to some it is unclear if this is meant to provide a mechanical benefit or not. For example, are half-saints no longer vulnerable to necrotic damage while on hollow ground or in a literal church? Overall this needs tightening up and clarifying.
Half-Vampire (5e Race) This race is overpowered compared to similar first-party races, and would benefit from having less powerful traits as the race currently get everything their first party race gets and a whole bunch of questionable stuff from the vampire. Overall requires a rethink and then a rework from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half-changeling (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. This race has the best aspects of both their parents race: shapechanging and gnome cunning/lucky/flight/etc. Overall picking more comparative traits from each race and even making original traits that play off both concepts would be better to integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half Tefling and Half Orc (5e Race) Negative ability scores.
Harpos (5e Race) Inheriating the racil traits of another racial is incrediable variable and unbalanced. The method mentioned for doing this here is also incrediable vague, "cut it in half". This needs a rethink.
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) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +4 to a single ability score, Tiny size, flying speed, ability to jump onto the body of a Large size creature and gain its stats. Overall this "race" has massive drawbacks that poorly attempt to make up for its massive benefits and as such will require more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Heartless (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, size category should not be choosable, innate casting of a 4th level spell at level 1, racial abilities that go up to 10th level, flat bonuses and most traits make little to not sense. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Helioptile (5e Race) What is the range on Electrify? It should not have uses based on a resource, use short/long rest like other racial traits. Parabolic Charge should use temporary hit points - remember to list duration, remove the example and add a full stop. Sand Veil requires an ability score, as per Stonecunning. Solar Power should avoid using the "per X" wording - see PHB errata. Intense sunlight and rainy weather are not 5e terms nor are they defined - I'm assuming you would mean bright sunlight? This race has several odd benefits and too many detriments, removing most or all of the detriments, altering the number of abilities(rather than benefits) the race has and having a rethink about how this compares to similar first party races would benefit the page.
Heron Laguz (5e Race) Breaks bounded accuracy by giving a free +2 to your spell save DC and spell attack rolls. Granting a class feature especially unarmored defense as a racial trait isn't a good idea due to 5e being designed around any race being able to play any class and it being a very powerful trait to give in addition to the already very powerful kit this race has. The beast within seems to be from the currently overpowered Laguz_(5e_Race) but the page doesn't link to or have any subraces. So you sing to use seid magic then why does it have a range of touch? 30 feet of flying all at level 1 can be 80% of what a race gets and here it is dwarfed in comparison to other strong features see the Aarakocra. Overall this race receives a number of strong and broken features that could function as the primary features of a normal race. Please read the 5e Race Design Guide and the relevant sections of the Dungeon Masters Guide before creating races on the wiki or consider reading some of DnD_Guidelines.
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.
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.
Human, Gaston Variant (5e Race) Barge Overdrive needs to be toned down. See talk page.
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.
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.
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 unusable 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.
Kender: DLCS Conversion (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's, unknown terminology, condition immunity, negative ASI's, etc. Overall a poor conversion to 5th edition and needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. The Musicus Meter (5e Guideline) also has a comprehensive list of racial traits you should use to inform your wording.
Khora (5e Race) Insightful Attackers is functionally advantage, that stacks with advantage. If your 20 dex ranger with alert wasn't at the top of initiative before they sure are now!
Kitsune, 3rd Variant (5e Race) Stronger than any first party race and the balanced Kitsune_(5e_Race) as well as unbalanced Kitsune,_Variant_(5e_Race). Page uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. A plathora of powerful traits of questionable standing across whether they be base race, subrace or variant traits. Several flat bonus's. At will casting of alter self. Several free languages(most of which are unexplained). etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Kitsune, Variant (5e Race) Compared against one another the subraces are not balanced or in line. The linking of a number of uses for abilities to the number of tails is a cool concept but doesn't work in practically going by an additional tail every 3th level. Giving a free barbarian rage, 3 favored terrains(whatever that is meant to refer to is unclear), Truesight, etc. Overall, it would greatly benefit from a rework.

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

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) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, limiting the four-armed trait so that a Kreen character can't wield two greatswords or a greatsword and a shield is definitely necessary. There are a number of places where it seems the player can choose their ability modifier, this should be strength or dexterity, rather than something like constitution or charisma. Vicious Claws seems to imply its a natural weapon but also has a recharge? This should be clarified. Thick Carapace should be capped at 18, think of it like plate armor. Flight at first level is questionable, I'd suggest limiting the height to their walking speed or causing them to fall if they end their turn flying. In regards to Burrow granting such a trait allows players to easier hide under the ground without fear of repercussion and the tremorsense also granted makes it harder to deal with this kind of trait. 5 feet of tremorsense, removing the level scaling and keeping the speed to half would be far more prefereable. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Kritian (5e Race) Between 6 traits for each subrace, 7 base races traits, transformations, and breath weapons, this race seems to have to have a lot going on, and may be overpowered.
Kuriboh (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. A single subrace? +5 ASI? +3 DEX? High flying speed, incorrect terminology throughout, Tiny size without explaining the implications of Tiny, "transform into a large angelic dragon hat gives everyone buffs comparable to high-level paladins", using percentiles, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Kyuzo (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, races should not have such an interaction with equipment. The equipment itself doesn't actually exist in first party books as well. Parry can be done every turn and grants 2-6 AC. Free damage on every strike. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
Lamnidroid (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Grants a plethora of game-breaking benefits on top of being a Large PC race that goes well beyond what a races role. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Limus (5e Race) This content is stronger than any comparable first-party content. For example, the human also gets a +1 to all ability scores, by comparison this race gest that, the ability to automatically know the alignment of any creature, an additional +2 hp per level(as opposed to the dwarf's +1 hp per level), a climbing speed, one of the best passive benefits in the game: Magic Resistance, ignores difficult terrain, is a large size creature, gains an addition +2 to their ability scores making their total asi +8(the average is +3 if you've read the PHB before), expertise on skill checks and another few totally vague/ nonsensical abilities. Overall requires far more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Lithune, Variant (5e Race) Stronger than any first party race. I'd recommend significantly decreasing the benefits of the subraces. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lithune (5e Race) Racial traits are significantly better than other first party feats and racial feats. Feats should not have level caps and the prereq's should have the race name in them to show their racial feats. These are more class feature type abilities than racial feats, see XGtE. 1d8 on an unarmed strike might as well be giving a monk their 11th level class feature early. Consult the 5e Race Design Guide and the 5e Feat Design Guide for help.
Living Artifice (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Overall poorly executed and needs a rework both from a lore and probably a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Living Cartoon (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Living Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Two common condition immunities. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Lucifer (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. This page has several backwards traits that provide a number of questionable benefits such as class features as racial traits, vague reference to a devil form, innate flying speed, a miscellaneous trait to do with getting drunk, cannot die, +1 to everything at night, etc, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Lumate (5e Race) How they gain and lose their lumate shell and more importantly their flat +2 to their Armor Class isn't explained and breaks bounded accuracy. Dis/Advantage on literally everything in regards to a certain damage type is easily questionable and might as well be a universal dis/advantage due to its huge breath. Huge detriments don't counter huge benefits in 5th edition, nor does the Musicus Meter take into account such huge detriments or benefits. The price of an item is privy to the Dungeon Master, and such a Design Note explaining the process and the recommended costs should be present rather than within a racial trait. Spellcasting ability for traits should be reasonable and related, not something whatever ASI the subrace gains, like Strength or Dexterity.
Lumen (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lupine (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overpowering natural weapons, Unconditional advantage, 40ft movement speed, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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 (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. You should avoid granting flat increases to AC as well as increasing the base AC of a race over 13. Random Weight and Height Table is wrong for a Medium Sized creature. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Machine Doll, Variant (5e Race) Clunky and uses incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's to AC should be avoided, instead, increase the base AC. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Machine Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several references to nonexistent terminology(seduced? weak?), Class features as racial traits(Unarmored Defenses with proficiency bonus), near conditional advantage, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Magnitudian (5e Race) Combat expertise, as worded, is broken. Also uses negative ability modifiers.
Maidmer (5e Race) This race is underpowered compared to the first-party aquatic races, the sea elf and water genasi.
Majin (5e Race) Races should avoid having detriments such as negative asi's and traits that have huge drawbacks, such as "Buu make you pay!". The ability to change your size catagory and change your body at will is questionable and not within 5th edition standards. See the UA changling for example.
Majmun (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written with connotations that are already given. Spirits isn't a defined term nor are spirit color as far as this page goes or any of the first party material goes. ASI's aren't written correctly, class skills isn't a term either, this whole trait could be worded a lot better. The language Mujman isn't defined, what does it sound like, what script does it use? "Your tribes language" is what exactly? +4 ASI is too much given the features they recieve, compare this to the half-elf and nerf this to +1 for the subraces. Overall traits are poorly executed and need a rework both to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Matter Thing (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, flight, natural weapons that deal scaling pschyic damage that starts at 4d4, 1d8 natural weapons, etc. Overall rediculous and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Mecharian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Large Player Character. Shortens long rest period rather than shorts time asleep. Several vulnerabilities/resistances/immunities to damage/conditions. An easily triggerable state of universal advantage on everything, "Hey, Wizard cast shocking grasp on me and watch me solo this boss". Starts with a feat. Several advantages/disadvantages for most conditions in the game. Class feature as a racial trait(Unarmored Defense as usual). A near at will switch between subraces that are each tailored to grant several advantages in combat and roleplay respectively. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Mechon (5e Race) Grants what is essentially a powerful magical item as a racial trait. Physical damage resistance, Large size PC issues.
Meick (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Saving throw proficiency as well as universal or near-universal advantages should be removed or reworked. What is 1 proficiency? Wisdom what? Score? Modifier? Auto-emotion teller? See the Heart Sight trait on the sprite. RW&H table is incorrect. Overall needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Meltskin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. +5 ASI, -2 ASI, round counting, near unfunction rot trait, saving throw proficiency, optional subraces? Incorrect RW&H Table. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Merdwarf (5e Race) Base race has the full 10 racial traits, and the subraces have additional traits. Also has a very high swim speed. Additionally the base race increases ability scores by 4, and each subrace increases upon that.
Metalborn (5e Race) See talk page
Metamorphic (5e Race) The miscellaneous traits should be removed or made mechanically relevent and the damage/ condition immunities ideally shouldn't be granted by a racial trait. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Mogwai (5e Race) Largely nonsensical and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several damage resistance. One subrace that transforms into the other subrace? Flat bonus's to ability checks. Negative ASI's. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Mongrel (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Ability to distribute their ASI's potentially allowing for a +4 to a single ASI. 45 movement speed. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Moon Presence (5e Race) Uses confusing, incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Moonborn (5e Race) This page uses incorrect wording throughout. Flat bonus's, red links and unconditional advantages on several skill checks on contribute to the pages issues. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Morog (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Large increase to maximum hitpoints(take this down to 1). The ability to have proficiency or expertise in any skill should be removed. An additional reaction in the hands of certain classes/builds can lead to large spikes in power and goes against the 5th edition standards, remove and replace. Overall needs rewording and a nerf from a mechanical perspective to better compare to first-party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Mountain Orc (5e Race) Compare this to the first parties Orc this race is overpowered. It gains all the benefits that race does plus being Large and the Mountain Survivalist trait.
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.
Myxapia (5e Race) On the Marasmusine Meter (5e Guideline) this race scores 8 at a minimum (where 4.5 is the target). I recommend either spreading the traits out over a racial class, or moving some traits to racial feats. Also, see talk page
Navarada (5e Race) females have large size, +4 ASI, Fly speed 60', and other traits not explained well enough to understand potential strengths.
Neko (5e Race) A better mechanically superior version of the tabaxi.
Nephil (5e Race) Doesn't do anything different or beyond the million other bad guy good guy angel/half-angel TM races.
Nerubian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Medium-Large size? Flat bonuses to saving throws. 1d10 natural weapons. Impregnation? tremorsense. Condition/Damage immunities. etc. Overall poorly executed and needs a major rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Nescerei (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the Musicus Meter (5e Guideline) for help and see the Featured Articles pages for some exemplary content.
Newro (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +4 ASI, +3 to a single score, negative ASI's, 40 foot of movement as well as other forms of movement, innate version of the alert feat, flat bonuses, advantage without an ability score or skill, unconditional advantage on a skill check, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
Okami (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +5 ASI, traits worded like this is a monster, unarmed strikes deal more damage than a 16th level monk, no reason why they would have superior darkvision, Random Weight and Height Table is incorrectly used. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Onyx Skeleton (5e Race) Uses incomplete and incorrect wording in some areas. Certain traits are blank or need to be mechanically worded correctly. Damage vulnerability should generally be avoided. Especially when it isn't practical to apply it. Overall better then before but needs more work both from a mechanical and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Orristaten (5e Race) Universal advantage on skills checks especially arguably the best skill in the game - Perception - is questionable. Just give them proficiency I'd say but this race already has a questionable number of proficiencies. Some more unique traits would be welcome as well as a improvement for the wording of traits.
Owlborn (5e Race) Stronger than any first party race. Compare this to the first parties races, Aarakocra, -5 flying speed and then a handful of additional traits and beneifts. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Owlfolk (5e Race) Compare this to the first party aarakocra. Aarakocra: 50ft of flying and a +3 ASI; This Race: 50ft. of flying, two conditional advantages, darkvision, additional language, +3 ASI. This race is blatantly more powerful and requires a nerf to bring it in line.
Panthera (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Unknown Terminology. Round counting. etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Pantheran (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +3 score of choice, 35 or 55 base movement speed, poor wording throughout. Overall needs a nerf and more work both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Phenix, The Creatures of Fire (5e Race) Compared to the first parties aarakocra this is significantly stronger than the standard race.
Phoenix Kin (5e Race) Reducing ability scores. Requires DM to regulate flame ability.
Phykke (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. "Once per round", etc. A flat increase to damage for no reason.
Pictsie (5e Race) Free plane shift once a day for a race is comparatively overpowered to the other first party feats and while racial feats exist they don't have level requirements.
Pikmin (5e Race) Damage immunity. Poisonous Plant is better than a few very pricey poisons in the DMG and as long as you've got blood you can produce this stuff for free. A flying speed at 1st level. Overall stronger than most races, gets several questionable traits. Upping the size to Small and centralizing the race would be a step in the right direction to make this more playable.
Plague Rat (5e Race) Easiliy giving diseases to other creatures is not even close to being balanced, see the contagion spell for reference as it is a 5th level spell that might give a creature 1 disease.
Podge (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Polar Owl (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. . Overall needs more work from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Polymorphed Dragon (5e Race) This race has numerous game breaking traits, and is far and beyond the power level of 1st party races. See the talk page for a few examples of how this race's traits are problematic.
Pre-Bible Seraphim (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Uses dated terminology. Overall poorly executed and needs a rework both from a mechanic, lore and formatting perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Priaced (5e Race) Stronger than any first party race and uses incorrect wording in several places. The traits need to be mechanically worded correctly as they are often vague. This isn't going to work as far as a race trait goes, try making a composite class. Starts with magical equipment is not ok. (near) unconditional advantage. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content and even be usable to begin with. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Protean (5e Race) Significantly stronger than any first party race with a plethora of on-demand, pick and choose abilities that make picking any other race pointless. The ability to pick your ability score increases once is already pretty good, but the ability to practically redistribute them to any score you want, breaks some basic design philosophies for 5th edition and is too strong. Several other unnecessarily wordy and overpowered benefits. Overall needs a nerf or rework from a mechanical perspective to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Protector (5e Race) Similar to the original maintenance template this race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. The main issue now is a vast number of benefits including some very strong ones that overall eclipse the benefits other first party races grant. For example, a near-universal scalable bonus to damage rolls, negative traits like Defective Critical, and Heavy-Set, Lasting Strength is vague and has the same issues as before. Overall this race should be reconstructed to better align with first party races as it is rather disorderly at the moment. Consult the 5e Race Design Guide for help and check out the first parties warforged race.
Prothean (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. truesight, two common resistances, auto check/roleplay succeed/bypassing feature. Overall poorly executed and needs a rework from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Psyche Swallower (5e Race) The traits are poorly worded and comparatively overpowered and will need alot more work to be playable.
Qroxizian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 40 feet of movement speed, no size category is given just a range of 6-20ft otherwise known as Medium to Huge size, a single subrace, free druidic spell levels, tremor sense, a number of things require DM intervention or directly impose rulings on the DM such as race sizing, the Animal Friend trait, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Qunari (5e Race) Uses incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonuses to ability scores, gold rewarded, damage received. Overall poorly executed and needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
R'lyeh Spawn (5e Class) While I cannot speak for the class(which already seems to be game-warpingly powerful), the race is comparatively stronger than any first party race. Several damage/condition immunities, class features as a racial trait(unarmored defense), 30 feet flying/swimming speed, unarmed strikes on par with a level 11 monk paired with the lower in power telepathy and a +4 ASI this race is easily better than any first party race. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raccoon Folk (5e Race) while I don't personally find too much an issue with advantage on skill checks, WotC core races don't use the trait (iirc) rather races gain proficiency with the skill, but I am concerned with the number of them getting advantage.
Raesokeran Chiropterus (5e Race) Significantly stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or implies knowledge. The main issue here is the sheer number of traits as well as each of their huge benefits. Most races would be lucky to get even half some of the traits given here. Flight, Gnome Cunning, Blindsight, Superior Darkvision, etc... All really strong traits and this race gets most of them. Overall a lot of good content and requires a general nerf, removal of hyper-specific detriments and a general clean from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Felis (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Round counting, flat increases to AC, several strong/useful traits wrapped up one. Overall too many strong traits are given/wrapped up and the traits will need a rework from a mechanic perspective to better work with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Marsupialus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation.
Raesokeran Mustilus (5e Race) Flat bonuses to rolls should be avoided. Snake killer is bloated and should be simplified and nerfed. Unconditional advantages. Adding proficiency bonus and additional time to spell saves. etc. Overall requires a general clean up and the subraces should be balanced inline with each other.
Raesokeran Rodentus (5e Race) Clearly stronger and weaker subraces then others nerf some of the stronger ones to balance this out. A number of traits use incomplete and incorrect wording and need to be mechanically worded correctly as they are often vague or written like casual conversation. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Ursus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. natural attack? The subraces comparatively are not balanced compared to one another. A number of traits of questionable balance such as granting near conditional advantage on attack rolls and 4 proficiencies? Overall needs a nerf and a clean up to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rag Doll, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to be any size from Tiny to Large, choice of darkvision, tremorsense or blindsight, several condition immunities, etc. Overall needs a rework both from a mechanic perspective to better compare to the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. See the talk page as well for a breakdown of what is wrong with the race's traits.
Rag Doll (5e Race) I've adjusted or removed some of the traits, but this could still be overpowered: compare with the Warforged in the UA Eberron document.
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.
Raptorborn (5e Race) Be careful when wording the Bite and Claw feature. Unarmed strikes don’t scale with level, so I suggest changing it to just a normal natural weapon trait. You may also want to flesh out the differences between dialects of the Raptor language, as you reference this in the Languages trait.
Ravenclaw (5e Race) Thanks for the continued edits, but there's still big problems with this race. Characters can't just get free spell slots for any level, that's not how spell slots work. Spell slots are granted by the player's CLASS, not the race. I'd think of something else to do when it comes to the Divination, Enchantment, and Aerokinesis traits. Finally, the Heart of the Alchemist trait is still worded extremely vaguely. What kind of action is needed to transmute something into a diamond? How much is that 10 lb. diamond worth? Also, making a 10 lb. diamond out of thin air is extremely overpowered and should be toned down significantly. Keep up the good work, you're making great progress.
Real Dragon (5e Race) Direct upgrade to the dragonborn from the PHB.
Red Orc (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful features. Examples: Flat bonuses/detriments, grants a better barbarian rage, traits that increase ability score temporarily, traits that have prerequisites, Orcish Rage and Peon Cower. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help.
Reformed Elf (5e Race) So exactly like elves in the PHB, but stronger?
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.
River-Devil (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +4 ASI, 20ft base movement speed, can blind any creature in a 10-foot radius 5/rest, auto-grapple on hit, the very mechanics of devour, universal disadvantages. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Salori (5e Race) The flat "+2 bonus" to a skill check goes against the 5th edition standard. This could be replaced with skill proficiency, with advantage under more specific circumstances, or other options.
Saru No Otoko (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several skill proficiencies, unknown language, permanent speak with animals, shapeshifting, free level 1/2 in a spellcasting class options of choice, several weapon/armor proficiencies, class feature as a racial trait, flat bonus to initiative as well as other abilities from the alert feat. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Savarath (5e Race) +5 AC alone wouldn't be the worst thing, but this also gets a bonus to damage to and attack rolls. Both of these conflict with the Bounded Accuracy system
Sciurian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Hyperactive is vague and needs to better define what it actually means, SRD's missing throughout, falling 100 feet and taking no damage is ridiculous, once per rest wording, 35/40 movement, etc. Overall poorly executed and needs a rework from a mechanical perspective. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Scorpikis (5e Race) This race has some overpowered aspects compared to similar first-party races and would benefit from evening out the benefits and detriments to be more in line with first-party content. For example, natural weapons that compared to an 11th level monk and can grapple targets for each successful strike. Their size should be listed as Medium see the UA centaur race. There are also a number of traits that require simplification. The huge amount of text giving corrections in regards to wearing rings, finding lodgings, etc, are privy to the DM and do not need to be listed. If they need to be anywhere they should be distributed throughout the lore of the race. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Seafolk (5e Race) This is mechanically very similiar to the Triton(VGtM), the Sea Elf(MToF) or the many other aquatic based races on the wiki and could use a revamp.
Seedling (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, Rainbow Protection is wholly vague and ripe for abuse with how many people are considered party members(are my three retainers also party members? If I have an army on my side do they also count?), Chieftain Training grants martial weapon proficiency when it should only grant a specific set of weapons, ideally two simple and two martial weapons, Bloom Booth is a free casting of tiny hut which while not being necessarily unbalanced it can be simplified by allowing them to cast the spell once, Crafting an overpowered combination of the gnomes tinkering, the lizardfolks artisan and a herbalism kit. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Seeker (5e Race) Racial traits shouldn't have benefits that scale beyond 5th level.
Selachin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. The unarmed strikes of 1d6/1d8 put the monk to shame, the Albine subrace is basically the entire half-orc race, a plethora of strong traits that far overweigh any of the first party races. Overall poorly executed and needs a rework from a mechanic perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Sentient Slime(5e Race) Too many ASI.
Sepulchral (5e Race) Gaze of the Dust of Ages is a save or die racial trait that breaks the game at the first and second tiers of play. Subterranean allows a player to reasonably be in full cover most the battle, only surfacing to attack before assuming full cover again, most monsters aren't designed to be able to deal with this kind of threat and can do little against a character that can willingly assume full cover. Subterranean Assault damage and DC should scale.
Shade Diamond (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Breaks bounded accuracy, flat bonuses, flat detriments, ability score decreases, common damage immunity, 40ft base walking speed, +4 ASI, etc. Overall poorly executed and needs a rework both from a mechanical and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Shub (5e Race) Wildly unbalanced. Large creatures can wield Large weapons and dominate tactical space. 5e scaling makes even a "+1 to attack and damage" a big deal - this kind of stacking in 5e has been significantly limited - the shub eventually gets +4 attack and damage. And this is on everything - spells, weapons, melee and ranged! Blindsight is a big deal. I don't even know what's going on with "Malice".
Sidhe (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having fewer traits and less powerful traits. For example, damage resistance/immunity, several questionable spellcasting options, Fey Bargain, Iron Aversion and Compulsion should be removed or reworked to be less restrictive. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Simiosaurus (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having significantly fewer traits as 13 is absolutely ridiculous. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Skaven (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, doesn't take into account the issue of being a Large player character, has superior darkvision but it only goes to 60 feet? Negative ability scores should be avoided and in this case, should be done away with, ASI improvements for a single score really shouldn't go above a +2, flat increases should be avoided, subraces are comparatively unbalanced side by side. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Slimanoid Blorbs (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. A simply ridiculous amount of abilities and traits are granted by this race each of which could be the main trait for an individual race. Grants conditions immunities, automatic success on checks, universal disadvantages, blingsight, flight, inherent gold, etc... Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Sliver (5e Race) Has a number of features that go against the #Race_Do.27s_and_Dont.27s|5e Race Do's and Don'ts without adequately taking into account the impact of those benefits. Issues include infinite regeneration, flat bonuses to AC/attacks/skills/etc, flying speed, etc...
Slugfolk (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, tremorsense, Acid Spit is stronger than most basic abilities, unconditional advantage, etc. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Slyvarian (5e Race) Issues from the talk page were mostly ignored and this is still largely questionable and incomplete.
Sombra Escura (5e Race) Truesight is not given a range. Has truesight. Unconditional advantage. huge 1st level flight. Flat bonuses. Ignores ability usable per rest. Comparatively overpowered compared to the aarakocra and any other first party race.
Soul Bound (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, the natural armor gained are exceptionally high and should be based off the standard AC, etc. Overall this seems like a overpowered version of the Animated Armor (5e Race) and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Soul Phantom (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several broken and nigh racial uncomparable abilities that can be compared to class features. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Special Eyes Bloodline This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. Every trait has some kind of issue with it where it is the breaking of bounded accuracy, unconditional advantages, saving throw proficiency, flat increases to damage, conditional immunity, etc, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
Speiran (5e Race) Resistance to the physical damage types is ridiculous to have as a racial trait and should be removed. An innate flying speed is really strong and should have a limit of 5/10 feet from the ground to prevent abuse and so the race can continue to have other traits without being overpowered.
Spilarin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Uses incorrect increments, +4 ASI with a number of powerful traits and no visable disadvantages, unrestricted/ungiven uses(infintate creation of poison, etc/Does this use an action/bonus action/reaction?) Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Spirit Walker (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. You get 35 feet of flying as well as a plethora of strong and questionable traits. 8th level innate spellcasting? 5th level counterspell? Is this blue light, bright or dim? what is it's radius? "change your size to big"??? Overall poorly executed and needs a rework from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Succubus Descendant (5e Race) Innumerable, leveled traits makes this feel more like a class page than a race page.
Sukkan-Alsama (5e Race) Stronger than any first party race. Comparatively overpowered compared to the aarakocra. 10ft. reach on 1d6 unarmed strikes makes a monk significantly stronger at lower levels. Why have 35 base walking speed if they have a huge flying speed? Overall poorly executed and needs a major work to be anthing close to complete as well as needs to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Sword Spirit (5e Race) +2 and +1 ASI that is entirely their choice really shouldn't be allowed, setting the +2 to a single ability score would be best here.
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.
Sā (5e Race) Issues with regeneration and converting hit points into a flat bonus to damage.
Taninim (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, Frightful Presence, Advantage on skills checks, 1d8 unarmed strike. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Tempest (5e Race) Has an average of +2 damage to every melee attack, which is too much or too often. No action given for expand/condense. No mitigating factors given for Large size. "Unusual Life" basically rules this player race out for an adventuring career.
Tenno/Warframe (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Grants a scalable Barbarian Rage. Allows one to take normal activity through their armor while gaining the benefits of a rest. "Expertise" in stealth. At will, no limits, misty step. Adding Con Score to HP max? +5 ASI. ASI increases by 2 while not in armor? RW&H Table is incorrect. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ternothirl (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. It has several traits that are reminiscent of class features and are as strong or stronger than comparable class features. As well as overloading the subraces with overly wordy, unnecessary or questionable traits. Multiplication of values and abilities that scale beyond 5th level only go further to show this page requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Terroki (5e Race) Flat/rolled bonus's should be avoided/removed as this isn't 3.5e.
Tesso (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Adding your ability modifier twice and getting advantage on the roll for a fairly easy condition should be removed and reworked. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Tevi (5e Race) This race seems questionable compared to similar first-party races, and would benefit from having less powerful and debilitating traits. For example, several damage vulnerabilities, they understand everything and anything, they can only speak one non-standard, non-first party language, +2 of choice on the ASI's, two cantrips of choice from any spell list, misc traits, flat bonus to AC, shortening long rests, "You gain +10ft. in your native environment", etc... Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
The Bar-Tir (5e Race) Conditonal advantages should specify a skill with the ability score and vice versa.
The Devoid (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +5 ASI with several strong traits, ability score reduction, +3 to a single ability score, Restless messes up the resting system, Ventriloquist Dummy is unnecessary, Voice of Silence makes reasonable communication near impossible, Obsession is confusing and brings the races totally proficiencies to four(which is the normal amount most players have). Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
The Undying (5e Race) Adding your wisdom modifier to all unarmed strikes is questionable as in allowing all unarmed strikes to deal necrotic damage as monks only get magical unarmed strikes at 7th level.
The dark-one (5e Race) Virtually everything about this race seems purposefully overpowered. Is this intended to be a joke or a parody?
Therianthrope (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, ASI's that increase a single score above +2, traits that max out an ability score, adding proficiency bonus to AC, questionable natural weapons, class feature as a racial trait(unarmored defense), vulnerability. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Thundercat (5e Race) Races shouldn't have proficiency in a weapon range but a set of weapons(ideally two simple and two martial). This "dart speed" should be its own trait like the tabaxi's. Natural Attunement should still abide by standard narrative durations and its second benefit is way too specific. A bipedal's base walking speed shouldn't be more than 35 feet.
Tiegon (5e Race) No race should have 120ft of truesight as most high level monsters don't get more than 30ft truesight if any. Secondly, it says that they have telepathic communication with anyone they consider is a part of "their tribe". Wording wise, this could mean anybody that the character feels close to, including (but not limited to) party members, friends, drinking buddies, that one cool NPC that your character saw do a cool thing, etc., as tribe just means a group of people with some sort of linking factor that sometimes has a recognized leader. And lastly, in the Demonic Tiegon subrace, "You can cast 2 spells as one" sounds like a feature that allows you to cast two spells at the same time using the same action, which should not be a feature on an already overpowered class and definitely at least needs a re-wording.
Tiger Anthrolupe (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Receives a plethora of traits and bonus traits that vastly outweigh any race. +5, 40ft walking speed, 4 skill proficiencies, 2 unknown languages, several unconditional advantages. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Tigerfolk (5e Race) Feral Rage is basically an unlimited version of the barbarian's rage except it grants advantage on all strength based attack rolls too. Animal Senses grants unconditional advantage on three skill. Blood Hunt is wordy and is questionable when paired with the rogues sneak attack. Retaliation is the same as the berserker barbarian's 14th level class feature. Overall most features are rip-offs of powerful class features and little thought has been put into how the race interacts with other parts of the game while breaking several design philosophies.
Tiki-Taka (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +6 ASI already makes this better than the human and the possibility to have a +3 in a single stat. A huge number of racial traits with unfounded benefits. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Tlincalli This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, unconditional advantages, innate 1-4 day long paralysis with no resave after the first fail, adds strength modifier to Armor Class, single subrace, +7 ASI, negative ASI, another innate 1-8 day long paralysis with no resave after the first fail. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Toosh (5e Race) +8 ASI on top of a plathora of questionable traits.
Treant, Variant (5e Race) A unarmed strike that deals 1d10 damage is akin to a 17th level monk and no first party race has a natural weapon deals more than a d4.
Trox, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Several flat bonuses, tremorsense, resistance to physical damage, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
True Wight (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. You gain all traits here as well as all the traits of your base race. The traits are copy and pasted straight from the wight with no attempt to make them playable in the hands of a player character. Fundamentally changes how the 9th level spell, true resurrection works. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Tsuchigumo (5e Race) Allows for the wielding of two two-handed weapons or a two-handed weapon and a shield.
Tusquarian (5e Race) +5 ASI and a plethora of other questionable traits make this significantly stronger than the first party races. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Unicorn (5e Race) Trample and Hooves traits are overpowered.
Unitar (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Flat bonuses should be avoided, traits which recharge on the short rest should also recharge on a long rest, Negative ASI's should be avoided/removed, Charming is vague and overpowered. Subraces as guilds makes little to no sense and needs to be explained from a racial standpoint why it is this way, rather than a mechanical means to have whatever choice of ASI that you want. Overall poorly executed and needs work both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Unknowns (5e Race) Extremely low effort. Can effectively fill any role and niche allows for +3 bonus to any score that is perfect for your single ability score wizard or hexblade.
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.
Uroa (5e Race) traits that scale beyond 5th level
Ursian (5e Race) How does this race hold weapons? Also, the race needs to change round counting (3 turns) to something else(until the start of your next turn, 1 minute, ect.). Also the Resemble Bear trait could probably be changed to you can permanently act like a bear.
Uruk-hai (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +6 ASI, Everything an orc and half-orc get with more ASI's, random double of traits, single subrace, etc. Overall poorly executed and needs a rework both from a mechanical perspective to better differentiate from the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Uruk (5e Race) Negative ability scores. Refers to the feats rule making the race unplayable in games that don't use it.
Variabilli (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, armor that scales with level allowing for a +10 to your AC at level 20 is very questionable even if they can't use armor. Breaking the way the hit points are gained by having a free source of infinite healing should naturally be removed. Finally, consuming a creature and taking an ability, trait, etc to have permanently as a racial allows for one to have a limitless amount of abilities most of which are not designed to be in the hands of a player character. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Vasharian (5e Race) Supernatural Allure is highly questionable. True Vision implies absolute ability to see through such effects but is vague as it is mechanically unclear. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Vatranite (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, the unarmored defense granted here is straight up better than the barbarians class feature, fire damage immunity and the distinction between magical and non-magical isn't used in 5th edition. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Veilwalkers (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +5 ASI, -2 ASI, Truesight, random damage resistances, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Vellus (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, Negative ASI's, Single subrace, As much ASI's as the base human, ASI's that go over a +2, 1d6 unarmed strike(on par with a level 5 monk). Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Virtue (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, several unconditional advantages and disadvantages. Bound to Light should be worded like darkvision as it seems to imply that they produce light in a 60-foot radius. As a reaction to what? Reaction based abilities need a trigger. 50 feet isn't a standard increment, move it up to 60. Automatic reduction of attack rolls against you equal to your Charisma modifier is way too strong especially given the race receives high natural armor. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Vitae (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, traits that scale over 5th level, flat bonuses, scaling natural weapons, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Vitreon (5e Race) +3 Constitution and Toughness is a ridiculous benefit to ones hit points.
Void Folk (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. ASI wording, ignores narrative duration, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Voidborn Tiefling (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Voidling, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Uses incorrect terminology. One subrace? several resistances and vulnerabilities. conditional advantages and disadvantages. who would try to heal by drinking your blood other then a vampire? resistances to all magic... Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Volki (5e Race) Devotion [sic] is undefined.
War Born (5e Race) Grants hit points a number of times equal to their level every time they are reduced to 0 hit points. This is effectively a better version of the half-orc's relentless endurance and has anywhere from 1 to 20 uses per long rest. It also doesn't specify what happens when you are outright killed from damage. The ability to use this trait once is strong enough. Vulnerability to psychic damage but advantage on saving throws against being charmed contradicts itself. Damage vulnerability should be removed and charmed should be changed to frightened.
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.
Wasserkind (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, several damage/ conditional resistances/immunities, negative ability scores, "1.5x damage??", round counting and several other questionable traits as strong as class features. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
WereWorg (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, 40 feet of movement speed and removing the strength score from the game for this character. However, the main issue is Unstable Lycanthropy, which introduces a ridiculous transformation that grants some equally as ridiculous benefits, see the aasimar transformation traits for help on balancing this. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Werebear (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, 40 feet walking speed, crazy strong natural weapons, damage vulnerability, Large size, near incomprehensible, etc. Is Shapechanger meant to mimic the druids wild shape? Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Werewolf, Variant (5e Race) As this is a template/ race variant it should be moved to the correct section of the wiki, etc.
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.
Yalu (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, blindsight, consuming spellcasters, miscaneous traits, 1d8 unarmed strikes, flat bonuses, innate counterspell. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
Yegul (5e Race) Questionable number of innate spellcasting options. Shapechanging. 50 feet of swimming.
Yith (5e Race) A race should not have universal advantages, and definitely not on the Perception skill.
Yuan-ti HalfBreed I believe this is overpowered. I estimate it to be 10 or more on this scale, where 4.5 is the target.
Zombie (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, having a +4 ASI as well as several powerful abilities that are not offset but the races detriments, resistance to physical damage, animated dead(3rd level) casting at first level, damage immunity, condition immunity, universal advantages/disadvantages, DC's that scale off twice your proficiency bonus. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Ḡ̯͍̣̠̩̇̒̀̊ͅl͍̖̝ͨ͗̏i̜̦̗̇ͤ̎͌͌̎t̤̣ͨͨ̔̄̀̓̂c̭̖ͣ̇͒ͥͦh̐ͦ̏ (5e Race) See talk page.

Subraces[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Aarakocra Ostrich (5e Race Variant) See the centaur for ideally how this mountable PC concept should be communicated. MS should be no higher than 40.
Ardalkhayan Gnomes (5e Subrace) Uses incomplete and incorrect wording for ASI's. Keep in mind this is a subrace, not a race a +1, or +2 if lacking in traits, is more then enough. The traits need to be mechanically worded correctly as they are often vague. What is a natural proficiency? Overall needs a touch-up or a rework to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Crystal Elf (5e Subrace) Unconditional advantage should be avoided. Largely vague and unspecific. References terms/rules that don't exist.
Eldrati (5e Subrace) Exceptionally vague, dark orb isn't a spell, asi needs wording, capitalization/italicization errors.
Elf of the Wildlands (5e Subrace) Straight up stronger than all first party subraces. Uses vague wording throughout. Basically a Wood Elf on steroids.
Exocoetidae (5e Subrace) Straight up stronger than any first party elvish subrace. Compare this to the Alvariel[1] which is already considered to be questionable.
Half-Dopple (5e Subrace) Traits are vague and inconsistent. Requires a rewrite.
Half-Human (5e Subrace) So you get everything a base race plus everything a variant human gets. Straight up stronger then any race. Requires a rework.
Kitsune half-blood (5e Subrace) The wording for traits is so vague and unspecific it makes it overpowered. Read the 5th editions books and the 5e Race Design Guide.
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.
Magmati (5e Subrace) In additional to your Strength modifier? Because we have something called bounded accuracy that says you should avoid doing that.
Nightborne (5e Subrace) Compared to the first party elvish subraces this is too strong and possesses even a semblance of any of the traits or abilities of their parent races. See the 5e Race Design Guide for help. There is also no reason why these subraces that hate each on even a spiritual level would mate, read MToF's section on elves for help.
Reaper Aasimar (5e Subrace) Negative ASI's should be avoided. The subrace receives and a handful of minor benefits and then a stronger version of the major benefit that the first party subraces have. The minor benefits also allows for the magic darkness/ seeing through magic darkness trick with fewer drawbacks. Overall this is far stronger than all other aasimar subraces needs to be brought in line with the others.
Shade Elf (5e Subrace) Largely vague, uses flat bonus's, and has obsolescent traits. Overall poorly executed and needs a rework from a lore and mechanical perspective to better integrate with the first party content.
Shadow Elf (5e Subrace) Vague wording throughout. Overpowered when compared to first party content, namely the very similar drow.
Sin'dorei (5e Subrace) Comparatively overpowered compared to the other elvish subraces. Blood Sacrifice gives infinite spells slots as these spell slots can be used to heal far greater amounts then the hp sacrificed. Even without playing a healing class an 18th level wizard can cast power word kill and other similarly high level spells dozens of times before needing to use their spell slots and this is just the first out of the 4 ridiculously nonsensical traits given below. The page requires a major rework to be realistically usable.
Snow Elf, Variant (5e Subrace) As a subrace, hugely overpowered, and traits are poorly written, see talk page.
The Accursed Fate (5e Subrace) Comparatively overpowered compared to the other elvish subraces. Attempts to add bleeding to the game. A fighter with 4/5 attacks a round and an action surge to bring it up to 9 can deal bonus damage equal to their level times 8 or 9 leading to a huge amount of damage that can also be carried over to the next round if the save is failed. Blood Familiar is vague like everything else but it doesn't specify what it actually does. The entire section of Blood magic fundamentally breaks some principles the game needs to work. Overall poorly executed and needs a rework in every aspect to better compare to the first party.
Tiefling Variant (5e Race) the way this subrace scales and number of benefits it is far stronger than other Player's Handbook races. The 5e Race Design Guide may have ideas to help improve this
Werebear (5e Subrace) If this is applied on top of any first party race or applied in place of a subrace then it is automatically stronger then any other. The unarmed strikes are ridiculous in the hands of a monk and being a large size player character hasn't adequately been taken into account here.

Classes[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Aberration (5e Class) Which spellcasting ability is used? See talk page.
Adventurer (5e Class) Has the most powerful, fundamental features of several SRD classes while also boasting some powerful features of its own, an impressive lineup of proficiencies, and a half caster's spellcasting to boot. Check the discussion page.
Anime Girl (5e Class) Class has numerous overpowered and poorly thought out abilities, the least of which being literal invulnerability to all damage types which you can perform every single combat.
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.
Armored Pilot (5e Class) Spirit Armor is brokenly powerful, providing 24 AC and a host of unconditional advantage at level one purely with that single ability.
Beast Tamer (5e Class) This class's features are vague, and a few seem too powerful. The class also seems to reference many aspects that were in 3.5e but aren't in 5e. See the talk page.
Black Knight (5e Class) two common saving throws instead of one common and one uncommon, Noctem Armis + Sanguine Metal creates a very high AC without wearing armor which is unprecedented in 1st party material, 3 attacks at 9th level is stronger than all other martial classes, a +5 ASI at level 6 (or any level) exceeds any feature 1st party material gives, Excalibur Mastery completely ignores Bounded Accuracy, Armor with Purpose granting immunity to all damage---I have a lot of words but will keep it too its too strong, the Subclasses do not help this page either
Blade Master, Variant (5e Class) The largest offender here is that this class learns ALL non-damaging spells available to ALL classes below a certain level. sorcerers are masters of cantrips, but they wish they could have even a third as many cantrips as this class. The belief seems to be that damaging spells are the most powerful, when in reality buffing spells are usually the strongest numerically—especially in a class that has other means of doing damage. Consider haste, counterspell, misty step, mage armor, shield, magic weapon, others, some of which are exceptionally useful without even using an action—and that isn't even including ritual spells. Not only is this overwhelmingly powerful in of itself (it's literally the best caster of any class at 2nd level), but it invalidates other casters' capabilities at low levels—especially classes which focus almost entirely on spellcasting, like wizards. Among other issues, this class also breaks convention by having two "common" saving throws (Con, Dex, Wis) as opposed to one common and one uncommon. It may be worth consulting the 5e Class Design Guide.
Blink Mage (5e Class) see talk page
Blood Mage Vladimir Variant (5e Class) The subclasses do not match the table's progression.
Bone Breaker (5e Class) see talk page
Bowmaster (5e Class) There's a lot going on here.
Bowslinger (5e Class) This class becomes very underpowered around 5th level. See the talk page.
Brewmaster (5e Class) See talk page
Bushi (5e Class) Treating any weapon wielded in two hands as finesse when combined with the amount of benefits the features give makes this class too strong. They only need dexterity and maybe constitution if you care about hit points.
Card Summoner (5e Class) See talk.
Chosen (5e Class) This class has a numerous amount of spell-like features called "magical attacks" which can be used a specific number of times "per long rest." In practice it seems difficult to keep track of all these. Why not make these features spells and grant this class spellcasting instead? It would help clarify how they are intended to function, too—for example it's very unclear what the range on "paraball" would be, but range is an inherent detail of a spell.

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

Chronolord (5e Class) The class breaks the bounds of what a class should be able to do in 5e, with the class being able to cast multiple spells as an action, taking a full turn by your self is a feature, round counting, and other problematic features. The class also should be able to multiclass and have its spells moved to 5e Spells.
Chronomancer (5e Class) Features are ripe with a-typical parameters.
Copy (5e Class) See the talk page.
D'ivers (5e Class) Feature spread is incorrect. Terminology is incorrect ("health", etc).
Dancer, Variant (5e Class) See talk page.
Demon King (5e Class) there is no limit to summon greater fiend. One could perform rituals all day long and there is no limit to how long the demons stick around to help
Demon Whisperer (5e Class) With a couple exceptionally exploitable features, this class seems underpowered compared to fighter or warlock. See the 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.
DragonKnight (5e Class) Hugely overpowered: for example at 1st level you have heavy armor, shields, d12 hit dice, can wield a heavy weapon and a shield (I think "wield heavy weapons as if they are medium weapons" implies that they can wield heavy weapons in one hand?!), and has a +3 to attack rolls?! Overloaded with features on most levels. Recommend reading through the PHB classes to give you some sense of what number ranges are acceptable.
Dragon Knight (5e Class) This 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's mind uses a nonstandard duration (round counting) without a justified need. Ancient magic needs definite costs. I think ability score max increases by 5, not to 29 if following examples like the barbarian.
Dragon Rider, Variant (5e Class) A pet creature should scale similarly to the ranger's Beastmaster pet, and you shouldn't just gain access to a young dragon/wyrmling, let alone an ancient dragon. See the talk page as well.
Dragon Sin (5e Class) Bad feature spread. Lots of levels where the class gains multiple features, and lots of dead levels.
Dragon Slayer (5e Class) 02:13, 24 March 2019 (MDT)
Dragon Slayer Traditional (5e Class) Two common saves. There's so much crossover with rangers and fighters one wonders if this couldn't just be a subtype of one of those classes. The only unique core feature is that you deal more damage to dragons, so why not just put that in a ranger subtype. Then at least you can branch out into other favoured enemies - you will go through whole adventures without encountering a dragon, making the damage feature disappointing as a core feature. You can multiclass into fighter if you want the roughneck features.
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 Avatar (5e Class) 06:53, 15 March 2019 (MDT)
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?
Enforcer (5e Class) This class's gimmick seems to be the same 5 features, but upgraded all the time along with extra ASIs. Needs to check checked over.
Field Medic (5e Class) Don't know if this is finished or not, but obviously at-will hit-point restoration is overpowered, basically making Hit Dice redundant.
Glacial Knight, Variant (5e Class) The class features need to say at which level they are obtained. The capstone feature of +6 Con is... not really appropriate and would probablly not even end up being +6. The features need to be spread out better.
Gunslinger, 2nd Variant (5e Class) 09:32, 9 March 2019 (MST)
Half Ghost (5e Class) Mechanics can be greatly improved. For example, "Basic Ghost Powers" could simply say that when a nonmagical weapon attack hits you, you can use your reaction to spend a ghost point to gain resistance against that attack's damage (you know, like an actual ghost).
Heavyweight Boxer (5e Class) See talk page.
Human Puppet (5e Class) There isn't even any point to the Weaponized Body feature, as the shortsword I start with deals more damage and you should not be able to attack with it as a bonus action. Touch of Needles and Weaponized Body also does way to much damage as you start to level up. The variable amount of damage and range the features do does not fit 5e very well, see Class Do's and Don'ts (5e Guideline). The class also has a few too many features.
Hunter of Artemis (5e Class) I see some round counting and other anti-5e mechanics.
Imortalist (5e Class) The ability "Extra Attack" also gain a permanent additional Action.
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.
Keeper Variant (5e Class) See talk page
Kickboxer (5e Class) This is class focused on melee attacks, but in the early levels it is outdone in this domain by fighters, monks, and even rangers without anything to make up for it. It only starts to come into its own at 4th level, when its subclasses grant it arguably broken features. At this point you can either render a creature stunned with only an attack roll (no save) every turn, or be able to reduce the damage of every melee attack against you while also damaging whoever attacked you (maybe this was meant to use your reaction?)—both of which are potentially combat-breaking features for any character, let alone one 4th level. Overall it's underpowered or overpowered at different levels of progression. Comparing it to other similar classes and their damage output at different levels may help. It may also be beneficial to consult the 5e Class Design Guide.

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

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.
Lost Dragon (5e Class) This class is very underpowered or very overpowered at different levels. These and other balance concerns have been brought up on the talk page, but remain unresolved.
Lycanthrope (5e Class) This class seems to be combining the best of Barbarian, Monk and Fighter, eventually growing to an unarmed damage output and resistance that surpasses both while in hybrid form. (permanent resistance, 1d12 hit die and up to 174 bonus hp and 2 attacks for 2d12 and one for 2d10)
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
Medic (5e Class) The d6 hit die is incredibly low. What is this class supposed to do each round of combat? I would at least expect them to have half spellcasting with spells focused on healing.
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. A feature refers to creatures being "shaken" (and suffering numeric penalties), but this is not a condition in 5th edition. There isn't a "non-magically charmed" condition. What does "set a DC with your Charisma modifier" mean? In fact most of these traits need rewriting.
Mercenary (5e Class) If guns exist in the campaign, then anyone with the appropriate tool proficiency can make firearms and ammunition, making the "gunsmith" feature redundant. It also doesn't say what firearms would be available. "Concussion" isn't a damage type. 1st level, then, is very weak. "Swift Reload" is redundant as you can already reload firearms using a bonus action. The points system is muddled, as some features use points and require a rest to recharge. Typically you would not have both. To be honest every feature of this class has some problem with it.
Merchant (5e Class) See talk page. The main problem still stands: where is the money going that the character is spending? Stopping to exist is not a solution.
Meteor Knight (5e Class) See talk.
Mind Flayer (5e Class) Broken in many places. See talk page.
Momentum Warrior (5e Class) Dubious balance. Throws in "you get a monk's martial arts feature" like its a trivial thing.
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. Class features do match the table's level progression.
Mord-Sith (5e Class) This needs a balance pass. Straight away we have equipment-as-feature with no explanation how to recover the item if it is lost, a bleeding effect that doesn't pay attention to creature type, inappropriate frequency (it gets to a point where you can basically use the bleeding effect on every attack), and whatever the "DC to Intimidate someone hit by your Agiel" thing means.
Muqatil (5e Class) Two common saves. TBD
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.
Mystic Theurge, Variant (5e Class) This class is very bland. Mixing divine and arcane, and using a variant pool system is... already not interesting, but then gaining class features from either of these spell systems really brings this to a point. Crystallize what divine and arcane means, and make this class reach their goal. Maybe a spell list designed like this too would help.
Necromancer, Variable (5e Class) Many features do not work or are insufficiently explained.
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
Nordic Warrior (5e Class) Almost none of the features here have saving throws.
Old Hunter (5e Class) Level progression needs to be structured more evenly. Multiple dead levels, and multiple levels with more than 1 class feature.
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. I'll add that almost every part of this class is wrong. The damage types are incorrect. The spell point scaling is incorrect. "Unlike other classes your starting feature is..." describing a unique class feature... why?, "Free action", "add your Wis mod to any damaging spells", "you gain permanent max health of 2 x persona user level", "you cannot be flatfooted", etc, etc, none of these have any meaning in 5th edition. Spells are unusable. For example, the fire spells seem to be attacks, but do not describe a spell attack or saving throw, and its not clear why its redefining the wheel since the PHB already has plenty of scaling fire spells.
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.)
Predator (5e Class) Wildly unbalanced with incomplete mechanics and incorrect numerics. Overreliance on equipment-as-class-feature: what happens if I give someone else my helmet? What happens if I lose my helmet?
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.
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).
Psychopath (5e Class) See talk page.
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).
Reaver (5e Class) Starts off with two common saves and unlimited healing. It would seem to be trivial to top up to maximum Fury by taking a minimal amount of damage, say 1 damage per Fury from the unarmed strikes of another PC, which could even be against your temporary hit points (which again you can trivially top up whenever). 5e doesn't have "free actions", nor is there a statistic called "health". Level doesn't scale 1:1 to damage very well. That was a brief look at the first few levels so surely there are more errors further down.
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.
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).
Sacred Artist (5e Class) A +5 bonus to hit breaks bounded accuracy, see Understanding Bounded Accuracy (5e Guideline). The class should look at having more unique features than just giving a PC who chooses this class bonuses to speed, armor, and damage.
Samurai, Variant (5e Class) This class has round counting, the One With The Blade feature breaks bounded accuracy and deals far too much bonus damage, and various other subclass features are overpowered(Elemental Strike, Wrath of the dragon) or have other problems(Genso Buredo Style gains too many damage resistances, improper saving throw DC's, subclasses not having similar power level features, etc. The class as a whole could also use more unique features as this class basically just takes some of the best existing features from other classes and subclasses and adds it to this class.
Samurai Warden (5e Class) This class just seems like a more overpowered version of fighter. See the talk page.
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. 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.
Shadowhunter (5e Class) See talk page.
Shaman (5e Class) See the talk page.
Shambali (5e Class) See talk page. please leave CONSTRUCTIVE criticism only.
Shattered (5e Class) Two common saves. Spellcasting is incomplete: you can't have "same as wizard but without spellbook" as the wizard uses the spellbook to learn spells. Pocket Mirror isn't really clear on how it works, particularly in combat, and I see things like round-counting in there. It seems to be a bit like 5e SRD:Demiplane, which is an 8th level spell.
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)
Slayer Mage (5e Class) Very overpowered. Can easily reach 30+ AC by level 10, as well as other things. I will try to balance it as best I can.
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.
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) Flagging it as an April Fool does justify its apparent balancing issues, but it is not a joke class as far as I see. Please refer to talk page for ongoing discussions.
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.
Summoner, 4th Variant (5e Class) See talk page.
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.
Tarotmancer (5e Class) Its current features make this class very similar to a wizard, but even more powerful and versatile. See the 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?
Telekinetic (5e Class) Just Constant study makes this op
Thaumic researcher (5e Class) I'm afraid a lot of this doesn't work, incorrectly calculated DCs, incorrect scaling of bonuses,
The Blade Master (5e Class) Class is very over-powered, including gaining 25ft of movement for a speed of 130ft per round by level 16. Even at level 1 it has 55ft per round.
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.
Timebender (5e Class) Several abilities can be used again after only one minute passes.
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)
Trap Tinkerer (5e Class) If nothing more, has a second level ability that does a potential 600 damage (of an unspecified type) with a single trap.
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.
Valkyrie (5e Class) See talk. This class grants too many powerful features at level 1, and later too, making this simply better than a paladin, spellcasters, and more combined.
Vampire 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).
Void Bringer (5e Class) Call of the Void needs some amount which it can be used, like per encounter. Soul of Tranquility is vastly overpowered (too much healing, among other things).
War Magus (5e Class) This class gains spell levels and class features at the same progression.
Warcraft Death Knight (5e Class) The rune magic has beeng revamped. Check the discussion to see what has changed and feel free to contribute and help make it better. Number of spells know has been changed, now fitting other classes. Check the discussion to see what has changed and feel free to contribute and help make it better. Runic Empowerment now available from level 13.Check the discussion to see what has changed and feel free to contribute and help make it better.
Werewolf (5e Class) Among other issues: skill increases breaking bounded accuracy, size increase at first level, effective doubling of hit points, damage of the werewolf claw damage table is questionably high and its damage gets further boosted, being able to instantly take a long rest. In addition, some of the class features are not comprehensible due to being poorly worded. (the entirety of beast's blessing) Furthermore, the class is lacking feature for the interaction and exploration pillar of the game. Consult the 5e Class Design Guide for help.
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.
Wolf Lord (5e Class) Right from the start it should make clear that downing the companion results in death saves. Who takes actions for the companion, the DM? The ability score increase starts at level 19 and jumps backwards. The capstone ability should not retroactively damage the duo. Some of the features also have no real purpose (what is Specialized Subdual for)?

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

Xenomorph Life Cycle (5e Class) A blindsight of 10 feet at higher levels is powerful as noted by the rouge's Blindsight trait at a much higher level compared to 120 feet of blindsight. Keeping racial traits of another class can lead to abuse and why are race traits in a class? The Jaws and Claws part of the The Drone/Warrior feature is far too powerful, the class has round counting, changes to their maximum abilities scores too early(the earlies a 1st party class can change them is 20th level), this creature's size becomes ridiculous and colossal isn't a size in 5e, The Empress feature is likely game breaking but also unclear as what are the stats of a queen? See the 5e Class Design Guide for help on how to properly create a class.
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.

Subclasses[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Arcane Blade (5e Subclass) Each attack does a large amount of damage and puts status effects on enemies at the same time at low levels.
Arcane Channeler (5e Subclass) May roll with disadvantage?
Assassin, Variant (5e Subclass) Gains far too many features at 3rd level.
Battle Fiend (5e Subclass) Made Edits based on concerns from talk, Just waiting for the thumbs up or down before I remove this or get back to work.
Cold Heart (5e Subclass) This character can petrify any creature, indefinitely, with a single roll of the die. Not even 20th level wizards can do that. It also doesn't fit the theme of coldness.
Concentration Everfliers (5e Subclass) The concentration system is put in place to limit the huge versatility and power of spellcasters at all levels. The damage output of an individual caster skyrocket in a way the system does not take into account by effectively removing it. While deviations from precedent are fine, doing so in such a reckless manner without carefully taking into consideration the knock-on effects of doing so essentially breaks the game due to other systems being built around the idea that the rules of spellcasting are not being broken. If an eloquent method is found to execute this concept a design disclaimer will most likely be needed.
Dread Master (5e Subclass) See talk.
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.
Fade Touched (5e Subclass) This class's mechanics are vague and uses a decimal system uncharacteristic to DnD 5e.
Grave Sorcerer (5e Subclass) clerics can turn undead at level 2 for one minute
Lancer (5e Subclass) See the talk page.
Oath of Sacrifice (5e Subclass) The ultimate sacrifice is not playable. How long does it last, and why does it buff the whole party in such incredible ways? The power needs to be toned down.
Oath of Silence (5e Subclass) Loss of all spells seems like a very steep price for any amount of bonuses
Oath of the Deep (5e Subclass) This subclass gains access to mores spells than the regular paladin, and has overpowered features in Channel Divinity/Channel the Deep and Avatar of the Void.
Oath of the Dragon Gods (5e Subclass) Elemantal Aura is far too good of an aura due to the absurd damage increase it provides you and your allies. The channel divinities need to be reworked, as you are supposed to regain use of them on a short/long rest, plus Enrage the Blood is too good and Well of Knowledge is quite bland and situationally too powerful. The paladin's aura improvement is also gained at 18th level and the 20th level paladin feature should last 1 minute.
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).
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.
Spear Master, Variant (5e Subclass) see talk page
Succubus Queen Patron (5e Subclass) See talk page.
Tactician (5e Subclass) Free actions. The number of commands at level 15 can total 9 of the 21 plans. It seems a little high. Also having no range on the buffs, seems wrong.
Time Wizard (5e Subclass) Levels do not match the wizard's subclass.
Warlock Patron: Celestial (5e Subclass) see talk page
Way of Invulnerability (5e Subclass) flat AC gains / modifiers, numerous damage resistances, grants bonus saving throw proficiency. Please read the 5e Class Design Guide and/or the UA subcclass guide
Way of Mercy (5e Subclass) Totally overpowered, as this basically just becomes unlimited Ki.
Way of Thunder and Lightning (5e Subclass) Is overpowered straight off the bat. Conceptually not much different from the elemental monk, except it is restricted to only dealing extra damage, which is - I'm sorry - a bit boring.
Way of the Destroyer (5e Subclass) 09:08, 5 March 2019 (MST)
Way of the Drunken Fist (5e Subclass) See talk page.
Way of the Hermit (5e Subclass) Does not take care with the various stacking bonuses.
Way of the Kuda Spirit (5e Subclass) Since the only benefits you gain at levels 6 and 11 are minor upgrades, I'd recommend having new features unlock at those levels as well. Also, Energy Charging and Dash both need to be given a duration, and better wording for the upgrades. Also, what kind of action is used to activate them? Kuda Spirit also needs a duration change (5e doesn't have round-counting). I'd suggest 1 minute, which is equal to ten rounds.
Way of the holy runes (5e Subclass) Basically every single feature is over-powered.
Wyrmhand (5e Subclass) I like how it casually drops Extra Attack in there at 3rd level. The Smoke and Fire breath weapon can be used every round, all day every day and ignores the existing rules for obscurement. It's not explained how long it takes to make the golden leather. If it's with the normal crafting rules it would take 400 days - is this as intended?

Spells[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Abyssal Pet (5e Spell) Nothing on this page explains how the summoned creature becomes a "pet". See talk page.
Aspect of the Hunter (5e Spell) level 1 ritual spell giving advantage on 4 skills, darkvision 120 ft, blindsight, increased tracking speed. Suggest curbing some benefits and maybe removing ritual.
Astral Sacrifice (5e Spell) Absolutely does not work as a cantrip, since then it's just a free bonus. Not certain which classes should be casting this.
Breath of Lenore (5e Spell) This spell has the breadcrumbs of all spellcasting classes, even ones which don't have spell slots to ever cast this spell. It seems like this spell shouldn't be available to all classes, but from context it's unclear where the line should be—is it intended for this spell to be available to the same classes as the very similar breath of malice?
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.
Dimensional Lock (5e Spell) No attempt has been made to adapt this to 5e. Range and duration need fixing.
Dojo (5e Spell) May need to adjust the level. Basically copied missing info w/ Mordenkainen’s Magnificent Mansion.
Erase History (5e Spell) How can 10 creatures be targeted if the range is "touch"? Mechanically vague: What does "a target actively thinking about the target" mean? How many social connections are affected?
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
Forceful Strike (5e Spell) Way beyond the scope of a cantrip. It's basically bonus damage on every attack you make.
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. .
Heal Wounds (5e Spell) Cantrips should not heal. Choose another spell level.
Healing Touch (5e Spell) This cantrip heals. Should be checked for play-ability.
High Ancient Strike (5e Spell) Needs to be playable for a vanilla class too.
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.
Know Thy Foe (5e Spell) Firstly, I don't think the DM should ever be forced to tell a player the specific statistics of a creature: these are abstractions, not things a character would actually know. Secondly, you can get an idea of a creature's hit point percentage by looking at it. A good DM will give you an indication of how worn down it is. Thirdly, D&D does not have "called shots". Fourthly... you have to have a figurine of the target's race?! If you know what monsters you will be encountering, you wouldn't need this spell? Fifthly, all creatures already have all ability scores... is "learn one ability" referring to something else?
Leonardo's Amazing Card Trick (5e Spell) This spell has round counting and shouldn't get its power from channeling.
Leonardo's Superposition (5e Spell) still unclear of the spells goal and uses unconventional dice rolls and/or calculation to determine effects
Lindworm Conflagration (5e Spell) This spell has variable range and duration. The spell also mentions free actions among various other non-standard things.
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.
Momentary Relapse (5e Spell) Per talk page. In the context of a combat, there's no difference between damage and temporary damage.
My Special Attack (5e Spell) What is a level 12 spell?
Necromantic Summons (5e Spell) The percentage of each creature needs to checked over.
Oblivion (5e Spell) Round counting is a no-no (see Spell Design (5e Guideline)#Effect duration). Has a (curiously low?) fixed save DC.
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.
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.
Radiant Splash (5e Spell) Paladins don't have cantrips, and even if they did, even one round of being blinded is an overpowered effect for a cantrip. See talk page.
Ray of Light (5e Spell) How is this any different or comparable to the cleric first level spell guiding bolt? It just a less effective version and as such there is not reason to take it.
Recite Scripture (5e Spell) Effects are vague or are very similar to existing spells.
Reinforcement (5e Spell) This spell is much better than the similar enhance ability spell in combat as it doesn't require concentration and can increase ability scores which in tern can increase spell save DC and to hit chances with weapons. 20 minutes is also not a standard duration, 10 minutes or 1 hour would be more appropriate and effects that change ability scores are generally avoided in 5e.
Reverse Time (5e Spell) May still need further balancing, but the previous issues have been addressed and fixed.
Soul Claws (5e Spell) Cantrips should not heal. The power of this spell needs to match a spell level.
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.
Stupefy (5e Spell) Described as a "less powerful" version of feeblemind, but seems to be way more powerful, versatile and somehow more complicated.
Summoner, 4th Variant (5e Class) See talk page.
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works.
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 for more discussion.
Unlimited Blade Works (5e Spell) I cannot fathom at all what this is supposed to do. It doesn't make any sense.
Venom strike Doesn't say if its a melee weapon or melee spell attack. Duration and range look incorrect.
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.
Viral Tentacles of Zyxos (5e Spell) The triangular area is functionally the same as a square or cube area (since it affects creatures within 5 feet of it), so use a cube or square. If you say "portal" people are reasonably going to want to go through it, so this needs describing or other words using. What does the disease do? Disease isn't a condition.
Void Blink (5e Spell) Was a custom spell. This may need balancing.
Void Bombard (5e Spell) Was a custom spell. This may need balancing.
Void Burst (5e Spell) Was a custom spell. This may need balancing.
Void Rupture (5e Spell) Was a custom spell. This may need balancing.
Ætheric Aura (5e Spell) Was a custom spell. This may need balancing.
Ætheric Ballista (5e Spell) Was a custom spell. This may need balancing.
Ætherstorm (5e Spell) Was a custom spell. This may need balancing.

Feats[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
Automaton Crafter (5e Feat) If automatons exist in the campaign can be given a gold-piece value, then a character proficient in the appropriate artisan's tools (and I would argue it's tinker's tools for this) should be able to create one using the normal crafting rules. Since feats are optional, it should be expected that this is possible without taking the feat.
Combat Mastery, Variant (5e Feat) A feat is intended to be a balanced replacement for a +2 increase to an ability score of your choice. Adding ~6.5 damage to every longsword attack is worth far more than a mere 1 to attack and damage rolls with one. In other words, this feat is overpowered.
Devourer (5e Feat) This feat doesn't have a power limit on the traits you can learn which means you can learn a ton of absolutely insane traits, for example the Troll's regeneration, magic resistance, and other absurdly powerful traits. This feats really needs a defined effect instead of having vague power level features, as a feat's power should be comparable to an ability score increases.
Dragonborn heritage: Constitution and Defense (5e Feat) Considering that you take a feat instead of +2 to an ability score, this is overpowered. Even if you took away the +2 Con, "advantage on Con saving throws" is overpowered, and not at all in the spirit of 5e feats. The alternative benefit is also overpowered. Please take a look at the feats in the PHB and the various guides on making feats.
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. What about now? It could be used by a cleric who has no quicken spell but needs the extra cantrips or even make it a reaction to cast the cantrip? But it's better now.
Emissary of the Underdark (5e Feat) The last part sounds a bit too vague for a feat. It sounds more like a background option.
Enhanced Vigor (5e Feat) So you're giving away a better version of Uncanny Dodge feature? Also, high prerequisite does not justify an overpowered feat. See 5e Feat Design Guide for general guidelines.
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.
Extra Grit (5e Feat) This feat is exclusive to the Gunslinger class, which is not in scope with how 5th edition feat should work. Please refer to 5e Feat Design Guide for how feats should work in 5th edition.
Flash Parry (5e Feat) 5e feats need to be broader than this. Have a look at the combat feats in the PHB.
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
Grimoire Smash (5e Feat) Ridiculously overpowered as this is a half feat that gives you an overpowered weapon, increases the damage of your spells, lets you learn additional spells, among other extremely powerful effects that don't belong on a feat. Feats should also not have class requirements, which having a spellbook does.
Irresistible (5e Feat) A feat shouldn't be able to increase your spell attack modifier or spell save DC, let alone vastly increase them.
Ki Mastery (5e Feat) Where to start? This feature presumes that a monk would take it (no other benefits than ki bonus, explicitly mentions Martial Arts class feature), but 5e feat should be class-neutral. The bonus damage is absurd, and you already regain all expended ki when you finish a short rest. Seriously, did someone actually read Player's Handbook when they came up with this?
Legendary Blacksmith (5e Feat) being able to easily craft magic weapons shouldn't exist. At level 1, +4 Str (at least), +4 proficiency is a +8 to the skill check and only a 12+ is required to get a benefit. even easier after ASI and Pro Bonus increase, granting total of +11
Lethal Assassin (5e Feat) I'm not totally sure when the saves should be made, and alone this is much better than a feat should ever be.
Magic Resistance (5e Feat) Half damage is crazy good for a feat. Together with magic resistance, the character basically can forget almost all attacks.
Martial Arts Master (5e Feat) This is much better than just getting an ability score increase, since it's bonuses are all on par with seperate class features.
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.
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.
Physical Spellcaster (5e Feat) Feats shouldn't have level requirements, this feat breaks bounded accuracy, and extremely powerful effects with downsides to balance them are all but phased out in 5e(negative ability scores, cursed items have to be balanced based on their effects without the curse, ect.).
Practiced Spell (5e Feat) This feat increases spellcasters damage output by absurd amounts. Damage dealing cantrips should not be cast as bonus actions at will. A feat hardly seems a resource to balance this out.
Raven Wings (5e Feat) Makes no sense in terms of "feat," as defined in 5e Feat Design Guide. Issues as presented in talk page are not addressed.
Reaction Wild Shape (5e Feat) This is not a feat as understood by 5th edition.
Relentless Will (5e Feat) See talk.
Scholar (5e Feat) Just because you slapped April Fools on the top does not justify how it's overpowered. This adds like eight skill proficiencies (and potential double proficiencies), three languages, and ability score increase equal to two ASIs.
Simulate Magic Item (5e Feat) Quite abuseable as written. Firstly, it allows repeated access to every common, uncommon, rare and very rare magic item. Secondly, even if the item is temporary, it might create permanent effects. Thirdly, magic item allocation is entirely the purview of the DM and shouldn't be placed in player control (magic items might be rarer or non-existent). The only way this could be balanced is to define exactly which items can be created.
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.
Spellcraft Specialization (5e Feat) Vague, uses wording like "expertise" but then does not detail the mechanism, does not explain why a caster should use another class's spell lists (their primary ability makes this unappealing), and then it grants an additional subclass without detailing how the mechanics between the subclass and the class should end up working.
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.
Swift Striker (5e Feat) Increasing the number of attacks you can make in a turn increase a martial class's damage per round by an absurd amount for a feat. Feats should also not gain additional effects when you level up.
The Apprentice (5e Feat) A feat should not grant "full" spellcasting.
Truly Attuned (5e Feat) See talk page.
Two-Handed Weaponmaster (5e Feat) Too powerful, among other issues. See the talk page.
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)
Well Rested (5e Feat) See the talk page.
Xianghua, Variant (5e Feat) Not necessarily unbalanced, but it's still so specific in its abilities that it should a class archetype like a Monastic Tradition, not a feat.

Creatures[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Afilate (5e Creature) Wrong hit die and hit point calculation used for both creatures. Constitution modifier times the number of hit die determines the set number of hit points a creature has. In addition, the ability to destroy spell slots irrespective of their level makes this creature much more dangerous than its CR implies, not to mention unfun: The CR 3 creature can rob even a high level spell caster of their most powerful spells in a single hit, severely impacting their performance in combat, exploration and social interaction every time this creature is used. Furthermore, the tentacle of the CR 9 creature effectively removes a grappled creature from play if it fails the saving throw and there is no rule on how to free the consumed creatures after they are regurgitated.
Airdrake (5e Creature) this creature has three distinct subspecies that all differ in AC and hit points, yet are all CR 5.
Chromatic Aberration (5e Creature) Hit points are incorrect, since it does not have a Constitution modifier and its size is Medium (or is the size supposed to be Small for the d6 hit dice? This needs correcting and then the CR recalculating if necessary.
Cult Lord of the Lidless Eye (5e Creature) Incorrect hit points, traits like condition immunities should be in the "condition immunities" field; "cannot be affected by Persuasion or Deception related skills" isn't a thing you write here: the DM simply selects the DC for these attempts based on the situation (making it 30 if she thinks it's impossible). No, it is not a 21st-level spellcaster, that's not a thing. It's unexplained how the creature can be wielding two weapons while also casting spells with somatic components. The reaction triggers aren't explained. Contact me if you'd like me to rewrite this.
Devilgamation (5e Creature) Run through it to make sure it makes sense.
Diane (seven deadly sins) (5e Creature) Hit points are incorrect, CR is incorrect, the Strength increase doesn't do a great deal (since for monsters this doesn't directly change an attack profile), and 5e doesn't do things like "1d8 rounds". Drole's Dance is also inappropriate for a legendary action - is this something she's going to be doing multiple times per turn? Would there be any point once her Strength hits 30?
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.
Eldunarí (5e Creature) Small creatures have d6 hit points not d4. So either a) change the size to Tiny, b) change the hd to 40d6 - 120 and keep 20 hit points (although 40 hit dice seems a bit inappropriate for this creature), c) change the hd to 20d4 - 60, change hp to 10, recalculate CR; or d) increase Constitution to something more reasonable (say, 10), change hd to 6d6 + 0 (for 21 hit points).
Formicid (5e Creature) Wrong hit die used for elite, hive sister and Queen. The bonus to hit points should be derived from the constitution modifier. However, due to the high damage and attack bonus of some of these monsters adjusting their hp might increase the CR too. Compare the wiki guidelines on designing creatures and DMG, p. 273-283 for help.
Godsend Dippy Doo (5e Creature) This page appears to be a copy of another creature on this wiki, albeit with several empowering tweaks. Several of these tweaks make the Godsend much more powerful than a CR 35 creature would be according to Mythic Monsters (5e Variant Rule), and its CR should be adjusted accordingly. It would be worth consulting the 5e Creature Design Guide.
Great Wyrm Force Dragon (5e Creature) See talk page.
Grootslang (5e Creature) Some of this creatures abilities are over 30.
Headsman (5e Creature) Waaaaay too strong for an ordinary headsman. For example, it has a higher Strength score than a gladiator.
King (Seven Deadly Sins) (5e Creature) Hit points are incorrect, CR is incorrect, "disaster" is poorly defined (if it gives a range of spell-like effects, then give the creature the appropriate spells, not just a "can do a bunch of stuff"). For levitation, you've already given a flying speed, and the other effect is the telekinesis spell. No legendary actions provided.
Magical Liopleurodon (5e Creature) Various numbers and terms are invalid. Legendary actions section is not written correctly.
Man-Eating Plant (5e Creature) Needs to use D&D 5th edition mechanics. For example, the hit point calculation is incorrect, poison barbs is presumably supposed to be an attack action, etc.
Myxapia (5e Creature) The ability "Ooze's kiss" is a "save or die" effect and is inappropriate for the CR of the creature. Some of the variant abilities are too strong for the CR, too
OG Armos (5e Creature) This creature's Challenge Rating is far too high for its current statistics. Its hit points don't make sense with a 20 Constitution score; the repeated use of "all mental conditions" is vague; it's unclear how this creature has "+13 Athletics" considering its Strength modifier is only +4; etc.
Possessed amalgamation (5e Creature) Run through it to make sure it makes sense.
Reaver (5e Class) Starts off with two common saves and unlimited healing. It would seem to be trivial to top up to maximum Fury by taking a minimal amount of damage, say 1 damage per Fury from the unarmed strikes of another PC, which could even be against your temporary hit points (which again you can trivially top up whenever). 5e doesn't have "free actions", nor is there a statistic called "health". Level doesn't scale 1:1 to damage very well. That was a brief look at the first few levels so surely there are more errors further down.
Sentient Ooze (5e Creature) "Save or die" effects (in the form of ooze's kiss) at this CR aren't fun
Stick of a man (5e Creature) Run through it to make sure it makes sense. Also see talk page
Sword Keeper (5e Creature) Way too weak for a CR 12 monster. Consider granting it Multiattack.
T-1000 (5e Creature) Hit dice are incorrect. Hit point calculation is incorrect. Swim speed is worse than the default swim speed. Skill levels are incorrect. Regeneration needs to say when the hit points are restored (start of turn?) and what will cause it to not function (presumably acid and fire damage, since these are its vulnerabilities). Unclear what the purpose of the "natural weapons" trait is, since this is in its attack action. Attack damage could do with being forumlated correctly. The average damages indicated are not at all the average damage of the dice rolls. While not strictly a balance issue, the attack bonuses do not look at all appropriate for a CR 16 monster. What I'm saying is the whole thing, everything, needs rewriting.

Equipment[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Advanced Mutation Bottle (5e Equipment) Many of the entries are disruptive, broken or nonsensical. Incorrect terminology used throughout.
Alastor (5e Equipment) See the talk page.
Ambrosia and Nectar (5e Equipment) Doesn't explain what "a person with divine heritage or any person who has gained divine powers" means in game terms.
Amulet of Balgar (5e Equipment) 5th edition does not use this sort of stacking bonus for ability scores. But hey, there's all sort of interesting things you could do other than a flat bonus. You could grant an advantage to Strength or Dexterity ability checks for some tasks or in certain situations for example. Or similarly, advantage to Str or Dex saving throws in some situations.
Aria (5e Equipment) Vastly more powerful than other legendary weapons as the +3 bonus to attack and damage rolls and 1d10 additional damage is already extremely powerful for a legendary weapon, let alone giving the weapon the light property and having a really powerful bonus action attack.
Arm of Balor (5e Equipment) far better than any mundane weapon in the player's handbook.
Arming Sword, Variant (5e Equipment) An arming sword and a shortsword are one in the same. Similar length, single-handed, and a medium sized blade. Just because a more technical name is used, doesn't make them different weapons. If your character has a shortsword, just have them call it an arming sword.
Armor of the Poenix (5e equipment) By wearing this, you get, at the very minimum, a +5 bonus to your AC, with an additional bonus equal to your Constitution modifier. With a Constitution score of 20, you gain a +10 bonus to your AC! Consider that, according to the DMG, a legendary magic item that offers no other bonuses can grant, at most, a +4 modifier.
Aryeh's Embrace (5e Equipment) 5th edition doesn't use this sort of stacking bonus for saving throws, except in limited circumstances (e.g. paladin's aura of protection)
Back Sword (5e Equipment) A backsword is effectively a hatchet-point rapier. You can always just flavor your rapier to have a hatchet point. The hatchet point does not change the weapon, properties sufficiently either: the only difference being that a hatchet-point doesn't thrust necessarily as well as a spear-point some of the time.
Balgar's Armor (5e Equipment) 5th edition does not use stacking ability score bonuses. The AC bonus of +5 or +15 is considerably greater than the normal maximum +3 for magic items.
Balgar's Ring (5e Equipment) The bonus to all attacks (spells, weapons, ranged, melee) which is incredibly powerful, especially since it also stacks with a magic weapon's bonuses, breaking the intended maximum limit. The increase to +6 busts straight through bounded accuracy.
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.
Blood Cursed Ring of Strength (5e Equipment) See talk page.
Bolstering Shot (5e Equipment) See the talk page.
Boltcaster (5e Equipment) a mundance item dealing an extra 2d8 damage with a static +4 bonus to attack rolls that ignores mundane armor is far better than other weapon in the player's handbook. simply adding gold to the cost doesn't fix balance either
Bowstring of Flame (5e Equipment) See talk page.
Brakmarian Oil (5e Equipment) This doesn't make much of a magical item, it's more of a keg full of mundane gunpowder and petrol.
Brawler Shield (5e Equipment) A one-handed weapon that deals the damage of a two-handed weapon.
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.
Bullwhip (5e Equipment) This is effectively just a normal whip with a different gold cost.
Chain of Impossible Strength (5e Equipment) The maximum bonus to an ability score a rare or very rare item can give you is +2 and +3 respectively and that is only when your maximum Strength score is 20. The farthest any confirmed ability score can go is 30, but with a lot more strength boosting items.
Chakrams of the Phoenix (5e Equipment) Vastly better than any 1st party mundane weapon.
Chozo Power Armor (5e Equipment) The armor as a whole provides far too much its properties shouldn't be tied to your rest cycle.
Combat Knife (5e Equipment) this weapon is a dagger with greatsword damage plus armour piercing and hero properties, whatever that is.
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.
Craven Edge (5e Equipment) See the talk page.
Crescent Scythe (5e Equipment) Okay, the "fix" was to increase the damage? Let's try again. See the talk page. This weapon makes no sense.
CrossBreed Scythe (5e Equipment) Significantly stronger compared to any of the first part weapons. Why is this limited to a single race? Can't the normal Greatscythe (5e Equipment) be used? Please read the 5e Equipment Design Guide.
Crow Quill (5e Equipment) Is this one or two weapons? Do I need to have extra attack to use the quills? I feel like this is just a rapier with daggers in the players other hand as another attack.
Cursed Blade (5e Equipment) Design needs improving. It's nonsensical in places.
Dagger Arrow (5e Equipment) 16gp for a single arrow that is fired at half range. It's effectively a heavy, expensive dagger that can maybe be used with a bow. It would be much more cost effective to purchase a dagger and a quiver of arrows, making this item pretty unnecessary.
Dark Magic Stone (5e Equipment) 5e avoids stacking ability score bonuses. You'll note that such magic items in the DMG set an ability score to a specific value for this reason. Beyond that, there doesn't seem to be any point in taking this item since the downside becomes disruptive almost immediately. I suppose it could be adapted into a cursed item.
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.
Demon Mask (5e Equipment) Tranforming a PC into another creature comes with a whole load of issues(losing access to class levels, changing a PC's race potentially without them knowing, ect.) which makes this item's balance questionable.
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
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.
Efreet Mayham (5e Equipment) The weapon bonuses should not scale by level (it's not something you get better at doing).
Electric Arrow (5e Equipment) Doesn't explain what the saving throw is or how this is a cheap mundane item when it is better than any magical arrow.
Enchanted Traveler's Fort (5e Equipment) Okay, I noticed it can have an AC of 50 which tells me maybe this isn't for 5th edtion. Please clarify.
Evil Armor (5e Equipment) a save-or-die effect where almost every character is unlikely to even have a chance to succeed and permanently makes the character unplayable in a normal group with only minimal forewarning is not fair or fun. See the Equipment design guidelines.
Fauchard (5e Equipment) A Fauchard would be more equivalent to a Glaive or Halberd in terms of both aesthetic design and weapon statistics.
Fighting Shield (5e Equipment) What does "You can wield weapons with this" mean? Does it mean you can hold this and a weapon in the same hand? How? What is "duel wield"? Does "works as a normal shield but with a plus 1 to AC" mean +3 AC in total, or just +1 AC?
Finisher, Scythe (5e Equipment) Too similar to the scimitar of speed. Please think of something original.
Flamus Anus (5e Equipment) This potion/poison deals far too damage much considering that this is a mundane item that has a higher save DC and deals more damage than the uncommon magical item the potion of fire breath.
Flanged War Mace (5e Equipment) Not sure if an actual flanged mace lets you choose how you hit, but if a character has a morningstar, they can always just flavor it as a "flanged mace" rather than making a new weapon page.
Forearm Blade (5e Equipment) You can always just flavor a shortsword to be an arm blade. You don't need to make an entirely new weapon page. Additionally, 100gp is pretty steep for what is effectively just a shortsword but tied to your arm.
Frostmourne (5e Equipment) See the talk page.
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)
Giant Sword Sheath (5e Equipment) 2d4 damage in one hand? 2d6 in two? This seems more akin to a martial weapon in terms of raw damage. It's also debatable how much damage a sheath could actually do by swinging it.
Gimilli (5e Equipment) This weapon is sorely lacking in unique effects and needs some sort of effect so it isn't strictly worse than every other 1st party sentient items. PC's should be able to attune to a magical item over a short rest not a week.
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.
Grim Reaper's Scythe (5e Equipment) This weapon ends up dealing far too much damage, boosts your ability scores to insane levels, and has ability score draining of creatures you hit. It has several effects that goes against normal conventions seen in magical items, such as gaining more features based on your level. See magical item Do's and Don'ts.
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)
Guisarme (5e Equipment) A guisarme is just a form of halberd. You can always just flavor a halberd to be called a guisarme in your game without making an entire weapon page.
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 only deals 1d8 slashing damage normally, why does this deal 2d10 with an extra 1d6 necrotic damage?
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.
Harrier Hook, Variant (5e Equipment) This seems more suited to a martial weapon as a commoner likely wouldn't own this and the damage potential seems a bit too high for a simple weapon.
Healer's Robes (5e Equipment) Needs to be changd to a magical item
Heide knight sword (5e Equipment) See talk page.
Hidden Dagger (5e Equipment) 02:41, 27 March 2019 (MDT)
Hook Sword (5e Equipment) Needs a rewrite. Should be no better at tripping than any other reach weapon (e.g. whip), but you should be able to link them together to give it reach.
Hornet Glaive (5e Equipment) See talk page
Huge spiky tree branch (5e Equipment) A 5cp weapon that grants +2 ac on a reaction and has reach. A d8 damage isn't too shabby either. Over all, I think a tree branch ought to be covered by the improvised weapon rule anyway, as it's not a conventional weapon.
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 Sacred Armor (5e Equipment) Since barbarians are not proficient in plate armor, you would have to wonder why they would wear this instead of using their attunement slot for something more useful.
Immortal King's War Gauntlets (5e Equipment) Why am I using a d100 to determine a 50-50 chance? Should probably be a d20 since this is standard for 50-50 things like death saving throws. It does not explain what the saving throw DC for the lightning bolt is. It should use the "charges" terminology for magic items. Probably scrap the Dexterity increase, as stacking ability score bonuses are not used in 5th edition.
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.
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.
Jake the Nearly Insane (5e Equipment) Radius for the blast is much to large.
Jewel of Fists (5e Equipment) It seems like this can be used to attain insanely high ability scores, without attunement. By comparison the manual of quickness of action is of the same rarity, but increases Dexterity (and only Dexterity) by +2 instead of +15.

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

See talk page.
Key of the King's Law, Bab-ilu (5e Equipment) Doesn't explain what this is. We have to guess it's some kind of "key" based on the subtype. As an artefact, it doesn't include the required information (fields have been left blank). I can't make sense of some of this (you can put an item in the gate and still use its power? What does that mean?; How does the "special ability" work? Can I buy a weapon manufactory, put in thousands and thousands of weapons, and so instakill any creature?)
Kriegsmesser (5e Equipment) See talk page. Should go on Weapon Alternatives (5e Other).
Kunai (5e Equipment) This is honestly just a heavier dart with a farther range. The dart weapon can easily be flavored as a kunai rather than making a whole other weapon.
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.
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.
Lhang (5e Equipment) Finesse and a d10 damage die makes it effectively the best sneak attack weapon --and possibly the best straight up weapon-- in the game (assuming your rogue has proficiency).
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.
Light Leather Jacket (5e Equipment) The bracers of defense are a rare magic item which requires attunement. This item is inherently even more powerful, yet its cost is microscopic by comparison.
Lightened Pack (5e Equipment) I recommend familiarising yourself with the magic items in the core game. A bag of holding does this already. This could possibly be adapated to be a common item instead.
Lucky Staff (5e Equipment) I presume this means "advantage on all attack rolls". This shouldn't be all the time, so try limiting this by having it use charges.
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.
Mag torch (5e Equipment) This item requires a Will Save which are not present in 5e
Magic Sweet Box (5e Equipment) These sweets vastly breaks the bounds of what should be allowed in D&D 5e.
Major Threat .22 Pistol (5e Equipment) See talk page.
Major Threat .45 Pistol (5e Equipment) This is still a really strange system that could just be abstracted into a simple variant rule that can be applied to any modern weapon: see my notes at Talk:Major Threat .22 Pistol (5e Equipment)
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.
Medium Spear (5e Equipment) Wouldn't a medium spear just be the basic spear in the phb? And if it's a medium length, the reach property is incongruous and therefore it would just be an expensive spear.
Mercenary Armor (5e Equipment) This is more powerful than any nonmagical medium armor in the SRD, but 1/3 the price of half plate.
Merlins Scarf (5e Equipment) This item is far and beyond the power level of many other magical items. For reference, a worn item that just grants +3 AC is legendary item, and a magical item that grants resistance to a singular damage type bar bludgeoning, slashing, and piercing damage is a rare magical item. Magical items also shouldn't gain additional properties over time, let alone based on your rest cycles as magical items are enchanted and don't take their power from the attuned.
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 Bow (5e Equipment) Critical range appears to be much to large.
Mikon's Bracers (5e Equipment) Magic items should not refer to feats, as they are an optional part of the game (nor do feats come in "levels" anyway). I have no idea what the "brutal critical" or "extra attack barbarian feat" are supposed to be.
Mikon's Retribution (5e Equipment) Aside from not being written with 5th edition mechanics (what does "+1 to critical" mean?), we already have plenty of "weapons of more damage". Wasn't sure how to word the the critical change. +1 to critical was referring to change from 19,20 to 18-20
Mounted Heavy Repeating Crossbow (5e Equipment) Exotic needs to be changed to something usable.
Murasame, The Demon Blade (5e Equipment) 5e tends to heavily avoid downsides on any kind of effect, let alone an extremely negative downside of falling unconscious for an hour. You also shouldn't be able to change your ability scores on any kind of effect that has a duration as it is non-standard/again avoided in 5e, and the Demonic hara-kiri property as a whole needs to be cleaned up, with something along the lines of the barbarian's rage being more appropriate for an effect.
Music Box with a Stolen Voice (5e Equipment) See talk page.
D&D Wiki:MyWeapon (5e Equipment)nuclear boxing gloves Extremely overpowered (deals 2d100 damage) without any balencing features
Myrtenaster (5e Equipment) Does not use D&D 5th edition mechanics.
Necklace of Zeus Blood (5e Equipment) This needs completely rewriting. The traits are just not right in the way they are worded or with their mechanical effects. On top of that the scale of power this item provides far exceeds anything a PC shold ever be able to attain
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.
Nine-Section Whip (5e Equipment) A normal whip is a martial weapon. Also, given the flavor of this weapon, it would almost certainly be a martial weapon, requiring much training to get good edge alignment with the dagger at the end. Most commoners wouldn't have this weapon anyway.
No Evil (5e Equipment) See talk page.
Pebble Dirgen (5e Equipment) This item is far too weak, as currently it only has an extremely minimal effect compared to other legendary/sentient items, and magical items in general should never be permanently attuned to the wielder.
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?
Plague Lancet (5e Equipment) Effectively a dart for twice the price. You can always just flavor darts to look like this instead of making an entirely new weapon.
Poinkin (5e Equipment) I am confused how any of these mechanics are intended to work.
Potion of Violent Divination (5e Equipment) The psychic damage is a bit pointless, you would just wait until a long rest to drink this. Doesn't really explain what the "random flashes from the future" are. Is it an image, or a thought or a feeling? How specific or vague is it? How "random" is it? If the "flash" is that the player is eating a cheesecake in 20 days time, what happens if the player decides not to eat a cheesecake? Is it the burden of the DM to force the situation? Is the "upgraded" version the rare version? Why does making it shine increase the rarity?
Power Armor VII (Aquila/Imperator Armour) (5e Equipment) See talk page.
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.
Quickfire Hand Crossbow (5e Equipment) Costs less than a Hand Crossbow, does more damage, and has multiple shots. Also, why does someone need to use a bonus action to sacrifice their movement? Can't they just sacrifice their movement anyhow?
Rallying Shot (5e Equipment) This item is far too powerful to be mundane item as it can increase your party's damage output significantly.
Reaper's Toll, Token of the Infinite Void (5e Equipment) Reaper's choice has no range or duration, or exactly how the damage is applied. Does not explain what "pay the reaper's toll" entails. Darkness can't be cast as an 8th-level spell. Each trait needs to be tightened up to meet 5th edition standards.
Recurve Bow (5e Equipment) A recurve bow is effectively just a shortbow. You can always flavor your shortbow to have a recurve to its limbs. Additionally, firing speed tends to be high assuming you can nock an arrow quickly, not just because the bow is smaller. You still need a decent draw weight to fire an arrow enough to do damage and because the damage is 1d6, one may assume the draw weight is a fair one for a bow.
Regressed Fists of Balance (5e Equipment) This listed as nonmagical even though it is clearly magical and would ideally be listed as a magic weapon, if not a monk archetype or variant rule. 5e doesn't have "[15/-]" damage resistance, nor a "knuckle" weapon type.
Relaxing Herbs (5e Equipment) Making adjustments to the length of short and long rests is pointless, as they are intended as an abstract way for pacing the game and for the group to recover resources. It especially doesn't make sense for one character to have finished their rest earlier than the other PCs, unless you intend to split the party (oh no!) or have the character twiddle their thumbs.
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 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 Sune's Elite Guard (5e Equipment) As written this is +2 to all attack rolls and damage rolls (weapons, spells, melee, ranged) which I could imagine for an artefact but not a magical item (even legendary). This improves to +5 to all attack rolls and damage rolls which breaks bounded accuracy.
Robes of the Fallen (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
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?
Saw Cleaver (5e Equipment) This seems more akin to a martial weapon given it's damage potential. With the addition of the reach property, it might be too powerful for a simple weapon.
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.
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.
Senketsu (5e Equipment) See the talk page, this item includes/has mechanics largely not used in 5e.
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) The Blue Crystal effect is broken, and A Thousand Graves has the potential to be game breaking as well.
Shuriken (5e Equipment) You can alwayy flavor darts to look like shurikens. You don't need to make an entirely new weapon.
Sigmar's Fury (5e Equipment) Plus 15 to strength score, among other things.
Slayer (5e Equipment) Even for an artifact, this is incredibly powerful. It has no randomized benefits or detriments (or any detriments at all).
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?).
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.
Soul Eater, variant (5e Equipment) So this weapon's curse rarely happens and in return, you get a rare +1 weapon that does not require attunement that can deal an additional 4d6 slashing damage? That is not balanced.
Soul Sword (5e Equipment) This sentient weapon is lacking in any real properties to make it comparable to other legendary sentient items.
Soul choker (5e Equipment) The high save DC as well the fact that this item can not be removed make it overtly powerful for its rarity.
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?
Spirit Spear Chastiefol (5e Equipment) This still makes no mechanical sense, you just added attunement and charges, and didn't make any edit to how the spear actually works
Sseth's Amulet (5e Equipment) Please consider setting the ability scores to a specific value to avoid stacking situations.
Sseth's Fang Boots (5e Equipment) 5th edition doesn't use this kind of ability score bonus for magic items. Is it possible to do something more interesting than this, there are already plenty of +AC items.
Sseth's Fang Chainmail (5e Equipment) Perhaps something more interesting than a Con bonus (which isn't really done in 5th edition), for example an advantage to some Constitution ability check or saving throw. The AC bonuses are not at all scaled to 5th edition.
Sseth's Gloves of Regeneration (5e Equipment) "During battle" needs codifying as it's not strictly a mechanic: e.g. exactly why does the gloves let you regenerate during a battle but not "out of battle"? Can I complete remove the hit dice economy by having a non-injuring "battle" with another PC, allowing me to regenerate to maximum hit points during a short rest? For this reason, hit point recovery should always consumes some kind of resource (be it a charge, spell slot, etc)
Sseth's Ring (5e Equipment) Please consider using a set value for the ability scores to avoid stacking situations
Staff, Bo (5e Equipment) A bow staff is just a quartestaff. You can always just flavor a quarterstaff to be called a "bo staff".
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.
Sunbright (5e Equipment) The way Sun's Glow is currently worded(no action required), making it so creatures without darkvision always have disadvantage on attack rolls against you due to not being able to see you and you can easily change the effect when you or an allied creature attacks. A large static bonus to damage rolls is also quite unusual for a magical weapon to have, consider changing it to some combination of dice.
Sune's Amulet (5e Equipment) 5th edition magic items do not use this kind of stacking ability score bonus. Perhaps something more interesting could be done with this instead.
Sune's Blessed Armor (5e Equipment) AC bonus is better than legendary magic armor, and improves to off-the-scale. Ability score adjustment should be changed to something other than a stacking bonus.
Sune's Blessed Shield (5e Equipment) The abilty score adjustments should be changed to something other than a stacking bonus.
Sune's Gloves of Beauty (5e Equipment) 5th edition doesn't use this kind of stacking ability score bonus for items. In addition could please this be changed to something more interesting.
Sword Sheath (5e Equipment) A sword sheath is easily covered by the improvised weapon rule in the phb as sword sheaths weren't commonly used (if used at all) as weapons making this page a tad unnecessary.
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.
Talwar (5e Equipment) The description literally compares it to being a scimitar. If your character has a scimitar, you can just flavor it to be a Tulwar without needing any extra weapon page.
Tanto (5e Equipment) A tanto is a dagger (even stated in the weapon description) and if your character has a dagger, you can just flavor it to be a tanto without needing to make an entirely new weapon page.
Tattoo of Power (5e Equipment) can rarity vary on sentient items?
The 20 Moon Pearls (5e Equipment) Mechanics need bringing to standards.
The 6D (5e Equipment) I see the phrase "free action" so this needs checking through to make sure it is using 5e mechanics properly.
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 Mace of Many Faces (5e Equipment) Hugely overpowered, incorrect terminology, incomplete definitions.
The Ring of Death (5e Equipment) Any magical item that allows you to drain an absurd amount of hit points from a creature multiple times is game breakingly powerful.
The Ring of Power (5e Equipment) As written, this is just a worse version of the ring of invisibility. What is the DC of the check that must be "successfully completed"?
The Shaed of Shadows (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
The Sworde of the Wynde and Sea (5e Equipment) This weapon has a overpowered bonus to its attack and damage rolls and has no other effects.
The Way of Nine (5e Equipment) Magical weapons can not change how much damage the initial weapon deals they can only make a weapon deal additional damage, this weapon's effects also shouldn't allow you to copy spells from one attack onto others, and the weapon shouldn't have round counting, among various other issues.
Thinuaran Blade (5e Equipment) See talk page
Thunderfury, Blessed Blade of the Windseeker, Variant (5e Equipment) See the talk page.
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?
Tonfa (5e Equipment) A tonfa is effectively a club. You can just flavor a club your character has to be a tonfa. Additionally the tonfa would likely be a simple weapon anyway, as many iconic japanese weapons were available to commonfolk. Many japanese weapons were made from common items like sickles and trowels or in the case of the tonfa: a crutch.
Twilight (5e Equipment) See the talk page, this weapon allows you to store far too many spells and spell slot levels.
Ulfberht Sword (5e Equipment) A viking (Ulfbehrt) sword is effectively a short sword in all actuality: single handed, moderately long blade, and single handed. You can always flavor your shortsword to be an Ulfbehrt sword without needing to make an entirely new weapon page.
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
Voulge (5e Equipment) A Voulge is effectively just a halberd. You can flavor a halberd to be called a Voulge rather than make an entirely new weapon page.
Vulpus Blade (5e Equipment) Hugely overpowered. Terminology needs correcting.
Wabbajack Remastered (5e Equipment) Shouldn't the wabbajack be an artefact? Anyway, this is full of non-D&D terms: "12 seconds", "30 minutes", "30 seconds"; "Heal 1d4 to every creature"; "heal 2d4"; many of the entries are poorly written or defined; has far too many charges - it might be funny once a day or so, but 8 times a day is going to get obnoxious. "Make 3 spells in one attack" doesn't make any sense. Are the "spells" the entries on the table, or are they your own spells? What is the "attack"? Are you making an attack roll?
Wand of Sparkling (5e Equipment) Cantrips do not level up to use spell slots and this item shouldn't be able to change your ability score modifiers.
Waraxe of the Dwarvish Lords (5e Equipment) It's not my thing really my thing, but I believe this is overpowered to absurdity. This weapon mentions numerous mechanics not included in 5e. See the talk page.
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.
Winged Punching Blade (5e Equipment) Effectively just a shortsword with additional slashing potential. You can always just flavor a shortsword to be a winged punching blade rather than make an entirely new weapon page for it.
Wolf Knight Greatsword (5e Equipment) The "frontflip" property ultimately just more damage, and the base weapon is a strictly better holy avenger.
Wrist Bow (5e Equipment) All-around cheaper and better version of a hand crossbow.
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
Anti-Feats (5e Variant Rule) All of these "antifeats" need rewriting. I get a free feat if I kill "5 non-intelligent beasts" every 10 days. I get a free feat if I lower my dump stats. I'm not sure what "balanced" antifeats would look like. This highlights why Flaws were abandoned after 3rd edition. You can always choose one that has minimal impact. I can only imagine this working if you take away something that the player will definitely be relying on, such as hit dice or spell slots.
Bartering (5e Variant Rule) Doesn't seem to be any point in using this rule, as there is a 5% chance of decreasing the price but a 50% chance of increasing the price. This is best handled through DM adjudication and roleplaying.
Blood luster (5e Background) Background features shouldn't have mechanical benefits. Skills shouldn't be chosen in a background and should give 2 set skills if any. This is straight up better then any first party background.
Boon of Bloodlust (5e Epic Boon) Look, I get that boons are picked by the DM and you've got more leeway with balance, but a 20th level fighter with this boon gets 8 attacks per turn with a two-handed weapon.
Boon of Death Perception (5e Epic Boon) If I'm reading this correctly, this boon allows you to instantly kill or severely cripple any creature, at any time, with minimal check. The incurred damage does not balance this. This is extremely powerful even for a boon. Things like Power Word Kill at least have a hit point threshold, and the vorpal sword has various limitations too.
Boon of the Devouring Abyss (5e Epic Boon) No one effect on this boon is too powerful, however as a whole this boon is too good due to having far too many good effects. For example, most 1st party boons only have 1-2 effects.
Boon of the Undying (5e Epic Boon) See talk page.
Connected Twins (5e Race Variant) Minus ability scores need to be changed.
Dragonborn Royal (5e Race Variant) So it's just the normal dragonborn but with 60 feet of flying and an extra ASI in Charisma? This is comparatively overpowered to the first party dragonborn and all other races. Doesn't take into account the benefits of such a huge flying speed and access at 1st level. Flight as a racial feat is a much better option.
Drunken Pirate (5e Background) The feature is not worth while in gameplay.
Elemental Inspiration (5e Subclass) The 3rd level resistances are too powerful. It has spell-like damage incremental, but it is triggered by melee attacks that already have their damage incrementals through Extra Attack. 18th level has round counting, "per short rest", and gives you immunity to all the most common damage types for at least an entire combat.
Firing Into Melee (5e Variant Rule) Because the re-roll uses the PCs attack roll again, it means that the more skilled the PC is, the more likely they are to hit a friendly model.
Fundamental Skills (5e Variant Rule) Complicated system that could be replaced with a single sentence on your character sheet, see talk page.
Gnome, Variant (5e Race Variant) Significantly better the Human Variant, which is already questionable. Requires a significant nerf.
God Rules (5e Variant Rule) Mechanics not fully explained. It says these are "godly feats" but doesn't seem related to feats. It doesn't say what the conditions are for using a godly feat. Does it use an action? What does "Your relevant modifier is expended on your alignment" mean? Do I spend the SP before I roll to hit or after? It claims that it's not "100% overpowered" and yet a 20th level wizard has 109 SP, so can make an attack that deals 1144 (109d20) damage.
Golem Crafting (5e Variant Rule) Does not tie in with the existing rules for magic items, golems (seems to confuse golems with animated objects), or downtime activies (it doesn't even say how long golem crafting takes). Wouldn't it be simpler just to make your statblock for the golem, work out what CR it is, then use the Manual of Golems ase a baseline for the cost and time?
Hidden Skills (5e Reward) I have edited this from where it was before, although I'm not too sure how well balanced these are.
Human Prodigy (5e Race Variant) A stronger version of the Human Variant in the PHB.
Human Subrace Feats (5e Race Variant) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 4 free class levels in mystic, allows concentration of two spells, a cantrip/1st/2nd level spells from any class list. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Hunter Stalker (5e Background) A background should not grant proficiency in all simple and martial weapons; this would give classes like wizards and sorcerers access to them at 1st level, without multiclassing, essentially without repercussions.
Hybrid (5e Race Variant) Choosing traits from other races could be imbalanced.
Lumberjack (5e Background) Feature is just a description of what the survival skill can do anyway, and nothing to do with being a lumberjack. Why isn't it something like "You can identify the species of a tree, its economic and practical value, and the best way of felling it"? Also, proficiencies should not include weapons or choice of proficiency. For equipment, you could give them a Lumberjack's Pack (5e Equipment).
Major Threat Weapons (5e Variant Rule) See talk page.
Merchant (5e Background) Background features should not grant mechanical benefits and those forms of bonus's should be avoided throughout 5th edition. See 5e Background Design Guide.
Noble, Variant (5e Background) A background feature shouldn't provide any mechanical bonuses, they should only be roleplaying features.
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.
Oversized Human (5e Race Variant) Too many eggs in one basket. The traits paired with being Large size make this by far the best choice for any front line character. Decreasing the speed and the ASI's to 1 each would be an improvement to make it more reasonable by comparison to other races.
Personal Improvement (5e Variant Rule) Doesn't have any functional effect, see talk page.
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.
Simple Psychic (5e Variant Rule) This system is admittedly unbalanced, but there's no reason why it can't be balanced, perhaps by giving each power capabilities appropriate for a 1st level character and then having it improve at later levels.
Stained Half-Elf (5e Race Variant) This race seems must stronger than the standard half-elf and other similar first-party races, and would benefit from having less powerful traits. For example, in addition to most of the abilities, the half elf gets this race gets a progressively free casting of magic missile, proficiency in arcana(granting 3 skill proficiencies in total), advantage against saves against madness, the good half of the keen mind feat, blindsight for an encounter duration with a automatic hour long recharge(no rest required) and immunity to one to one of the most common conditions in the game(charmed). Overall pretty overloaded and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Sub-Critical Strike (5e Variant Rule) Does not fully explain how this functions. Is this referring to attack rolls? Why only PCs? Why does a sub-critical hit deal the same bonus (in most cases) as a normal critical? Given an average situation of an attack roll modifier matching the AC, sub-critical hits will occur 25% of the time. This heavily skews the game towards attack rolls rather than effects that require a saving throw.
Tetsutetsu (5e Deity) None of these domains currently exist. See talk page.
Threat Minimization Charm (5e Charm) Charms by nature are temporary and have limited usage. An ability that can be used three times per long rest with no other limit is more along the lines of a blessing than a charm.
Torturer (5e Background) "torture tools" is not a tool kit. Features should provide roleplaying opportunities, not mechanical bonuses. "You can tell if someone is lying" is not good, that's practically saying "You automatically pass Insight checks".
UNKILLABLE (5e Template) It's a template for a completely immortal creature that can't be killed except with a single spell, and even then it's at the DM's discretion. Also regens 1 hit point per level (guessing that's supposed to be CR) with no way to stop it, which is a bit insane.
Weaponsmaster (5e Prestige Class) Level 8 fighter/Level 1 weaponsmaster gets 3 attacks as a 9th level character. Weaponsmaster's "many weapons extra attack" needs rethought at each level otherwise at level 13 this character gets 5 attacks which is more than any standard class. 1/2 price magical weapons seems a stretch to me as well.
Winged Orc (5e Race Variant) Literally just the first party orc but with wings and as such a flying speed.

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.
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
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)
Eladradactyl (4e Race) Racial power does not make sense.
Elf, Alfar (4e Race) Divine Experience is on par with paragon level feats, so needs replacing. Should have the fey origin
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.
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.
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
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-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
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.
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.
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.
Moon Elf (Elf Variant) (4e Race) Too many skill bonuses, proficiency in superior weapon.
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)
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
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
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.
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
Yautja (4e Race) Needs an encounter power. +1 attack and damage against non-bloodied enemies is a tad too good.
Zora (4e Race) Natural weapons are still broken. Please see gnolls and their claws feat to see how to handle this.
Æsir (4e Race) Much better than before, still not sure about defenses, and three racial skill bonuses is too much considering they are already quite great in combat.

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 (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.
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.
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
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.
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.
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?

Creatures[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
Undead Red Templar (4e Creature) Defenses are really low for a soldier role. Should also probably have some undead traits.
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)

Equipment[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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?
The Blade of the Wisps (4e Equipment) There are more powers than are allowed on the format. Has level 40, and 60.

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)
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
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 Wing (4e Paragon Path) Forceful Tactics has no Miss, Effect or similar function required by a daily power.
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.
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.
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).
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?
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.
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.
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.
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.
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?
Salvation (4e Power) See talk page.
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.

3.5e[edit]

Races[edit]

Articles with a "Needs Balance" template.
Page Name Notes
+anima (3.5e Bloodline) This grants qualities that go beyond the design space of a bloodline. I've read "anima form" four times, and I still don't understand it. Other features refer to terms that are not used in 3rd edition.
Adapter (3.5e Race) Huge number of traits that should be spread over racial levels; many refer to "transformation" which is not clearly defined (is it polymorph, alter self, shapeshifting?). Can turn into a CR 7 creature at 1st level.
Adsecula (3.5e Race) See talk page, Maybe fixed, also see talk page
Ancient Undead (3.5e Race) At low levels their basically immortal, the ability score adjustments ahould be even numbers, way too many minions, "three weeks" isn't a time in-game, and with the racial progression there is no way this is LA 1.
Ancients (3.5e Race) Fast healing 3 for all creatures within 30 feet is worth far more than LA +1 regardless of the other penalties. The whole party can top up to maximum hit points between fights. I'm not convinced PCs should have access to this quality at all.
Ancients - Monk Variant (3.5e Bloodline) Granting a monk fighting style provides more benefits than is expected from a bloodline. You are effectively giving 4 feats instead of +2 to a skill.
Arachnia (3.5e Race) Large number of powerful traits that a) need writing out correctly, b) would come with an LA
Arcane Variant (3.5e Bloodline) Doesn't explain how mana is used to cast spells. Is Mana supposed to be Spell Points? If so that gives a lot of extra spellcasting (roughly doubling the number of spells you can cast).
Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Bloodborn (3.5e Race) down to the footer this class is not finished.
Bofro (3.5e Race) Skunk spray needs to use actual conditions from 3.5e, probably sickened. Creature template needs completing or removing.
Candy Person (3.5e Race) Healing with candy does not make sense. Ability score adjustmens should be even numbers.
Chaotic Angel (3.5e Race) The traits are awful.
Clugs (3.5e Race) See talk page. Could do with an LA?
Crystal Gems, Variant (3.5e Race) Poor design. For example: Fusion dance doesn't work, you can't just "add stats together". It doesn't say when the dance check is made, or what action initiates this, or where the other creature needs to be. It implies that the other creature needs to be a player. There isn't a "concentration saving throw" - does this mean a constitution saving throw, or a concentration skill check?
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.
Draconic-humanoid (3.5e Race) Lots of good ability score adjustments, amazing flight and movements speeds, and 3 levels with x8 skill points is not LA +4.
Dragon, Singularity (3.5e Bloodline) Compared to other bloodlines the benefits are incredibly overpowered. +4 to all skills, instead of +2 to one skill? Damage immunity at 2nd level instead of resistance at 5th level? Etc.
Dragonborn, 3.5e Variant (3.5e Race) The racial traits are well above the listed LA 0.
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, Karpalima (3.5e Race) Changing the shapeshifting feature into a permanent ability is totally overpowered. It used to just be like disguise self, although real, but now its actually changing stats (large, huge, etc). This, and the 5e wording, need to be changed.
Eoptera (3.5e Race) 50 ft. perfect flight would certainly come with a LA
Florian-Born (3.5e Bloodline) The unique benefits are not explained. What does "Infatuates vs. DC 12" mean? "50% HP is lost when its blood is drunk."? "Double max HP"? How temporary is the temporary Charisma? "when attacking a Florian to death"?
Furyans (3.5e Race) Balanced
Gebby (3.5e Race) See talk page
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.
Half-Gem (3.5e Bloodline) You can't have "Choose one supernatural ability" as this potentially breaks the game. As described on the half-gem page, fusion dance is broken. Affinity is not explained.
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.
Hybrid (3.5e Race) 04:27, 16 October 2016 (MDT)
Idea (3.5e Race) How does this even work as a character, the entire thing needs to be gutted and completely rewritten.
Irinsians (3.5e Race) should be balanced now, someone should verify
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.
Kurotsume (3.5 Race) Ability scores are too much for LA +0, and the traits are a bit boring.
LeShay (3.5e Bloodline) Doesn't explain what the LeShay are, or what the affinity applies to.
Leprechaun (3.5e Race) when you can create unlimited gold that is not a good ability
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
Radiation born (3.5e Race) The amount of benefits gained by 1 trait compounded by the generous combat abilities creates a race that should have a level adjustment to some degree. In my best assessment, I'd recommend at least +3 or 4
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 (Untethered) (3.5e Race) Traits need balancing. Shadow walk would probably require line-of-sight for example.
Soulbound Mech (3.5e Race) You shouldn't have a massive dump stat to "balance" other features. This race should be a +1 LA at least. It doesn't explain how upgrades work: the only given requirement is that you need a blacksmith or mage... then after that I guess I can give myself all the upgrades?
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).
Tayledras (3.5e Race) needs Level Adjustment
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.
Vespine (3.5e Race) This race has significant advantages, but no level adjustment.
Vroons (3.5e Race) Does not make sense, high level spells for an ECL of 2!
Warforge Crafter (3.5e Race) ASI bonuses are by far to much for the level adjustments. Lower ASIs or higher LA
Wohlveon (3.5e Race) "They have pokemon powers, poke-powers, poke-bodies, and sometimes others. can only have 1 - 2 different powers, and 1 poke-power OR poke-body." This and other lines don't make sense on their own or in the confines of D&D jargon. Either a link to the appropriate variant rules or an explanation is warranted.
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.
Angelic Warrior (3.5e Class) Basically every class feature is well better than any SRD class feature. Look at their precedents.
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 Knight (3.5e Class) What is the revelry calculation based off? A HD calculation? Or possibly deleted. This thing is a balance nightmare.
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 (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).
Dashing Swordsman (3.5e Prestige Class) The hit dice go down after lvl 10? From 1d10 to 1d8 after lvl 10?
Defender (3.5e Class) Dead levels at 13th, 18th, 19th
Draconic Knight (3.5e Class) <!This class clearly violates many balance and design guidelines. Growing dragon parts? You need to drink dragon blood? Spell casting AND tanky frontline abilities? Confusing and extremely overpowered.>
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).
Gatekeeper (3.5e Class) Overpowered for what I would think are obvious reasons. Could be mitigated by limiting the number of times rush/prowess can be used, or replacing it with bonus feats that grant extra attacks, or removing them altogether since they've also got a lot else going on. Also suggest removing exotic weapon proficiencies. There's other strange things going on too, it mentions "minor action" which is from 4th edition; a concentration check used for an attack; features with no action, range, duration or frequency (such as "Gateway Circle"); and so on.
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) "Hide from Undead", and "Necropotent" features are missing descriptions.
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.
Knight, Teoryran (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Lightning Blade (3.5e Class) Fortitude saves progression is wrong.
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?
Manooverer (3.5e Class) The lack of spellcasting really holds this class back in terms of viability. Why would I choose to play this class if I can just play a wizard or cleric instead since they are magic and therefore overpowered and therefore more fun? There's a viable build if it were tri-stalted with binder, druid, swordsage, and factotum, but, as is, it really needs significant improvement since Wiz20 OP
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.
Necrotic Druid (3.5e Class) Crazy good progressions, abilities that grant overpowered static bonuses, and the optimized versatility of this class is way to much.
Niebo Blade (3.5e Class) Saves are too high (why do the poor saves start at +1?); has the figher's hit points and BAB and bonus feats and an AC bonus and additional class features.
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.
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.
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
The Witcher (3.5e Prestige Class) +1 to bab, fort, will, ref, and armor every level seems a little op.
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)
Valkyrie (3.5e Class) Multiple abilities are not playable. How long does her Divine Wings work for? Detect Evil seems to always work. Is this intentional?
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.
Voice of Madness (3.5e Prestige Class) Features need better definitions. For example, Maniacial Laughter should specific that it is a mind-affecting effect.
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.
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.
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)
Blood Painter (3.5e Feat) 1) Cast any spell you want with this feat. 2) Cast restoration with this feat. 3) Repeat. 4) ????. 5) Profit!
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.
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.
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?
Ghost Cut Technique (3.5e Feat) 4 feats in 1.
Guarded Fist (3.5e Feat) Aside from the conceptual problem that not many weapons actually have a hand guard, it would seem to be better to take other feats that improve damage.
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
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?
Natural Armor (3.5e Feat) I don't think +20 natural armor is a good thing. I could understand +1s, totaling up to +5 at level 20
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?
Smell Death (3.5e Feat) I'm not sure if this feat makes sense. It grants a will save to smell? Huh?
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?
Spellmaster (3.5e Feat) Each spell like ability usually takes a standard action, so this feat allows you to take multiple actions which is not ok/balanced.
Steel Skin (3.5e Feat) Seems a bit unlikely considering that DR 3/- is an epic tier feat
Stolen Breath (3.5e 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.
Vow of Nonviolence (3.5e Feat) Bonuses seem excessive
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.
Doom Eyes (3.5e Creature) The CR, AC and the amount of Feats for how many hit dice is has is too many
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?
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
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.
Night Fury (3.5e Creature) Seems to be trying to adapt the type of dragon of the same name from Dreamwork's How to Train Your Dragon series but seems to have some problems that need to be worked out.
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.
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.

Equipment[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Adamantine Robe of the Mage (3.5e Equipment) it doesn't address maximum dex
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
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?
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.
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
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.
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.
Piercing Pod (3.5e Equipment) I'm not sure what this is supposed to be and the mechanics are not well defined.
Plated Boots of Capacity (3.5e Equipment) Creation costs, prerequisites and marketprice are incorrect.
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.
Pulledporknir Thor's Ham (3.5e Equipment) It is unclear what edition this is intended for, as it mentions "resistance", "immunity" and "advantage" (5th edition), "daily powers" and "minor actions", (4th edition), is categorized as 3rd edition, and uses terms undefined in any edition ("subduing"). Some phrases are not coherent in any edition. Balance-wise it cannot be taken seriously at all. As a piece of equipment, it is missing all required information such as weight, cost, whether it is magic or not, and if so its rarity (if 5th edition) or creation costs (if 3rd edition). Neither dungeons nor parties are assigned a CR, so as written it can't appear in the game.
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. See the talk page.
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
Ring of the Sacred Stand: Blank Slate (3.5e Equipment) The mecahnics do not make any sense and the item does not fulfil the requirements for a magic object.
Ring of the Sacred Stand: Star Platinum (3.5e Equipment) 14:51, 24 March 2019 (MDT)
Ring of the Sacred Stand: The World (3.5e Equipment) Nonsensical mechanics that aren't clear what edition they are for.
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 Problem Solver's Sailboat (3.5e Equipment) 13:45, 24 March 2019 (MDT)
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?
Totsugeki Exosuit (3.5e Equipment) Needs rewriting to use you know the actual D&D rules.
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.
Callous Variant (3.5e Flaw) See UA:Character Flaws (point 4 under "creating flaws")
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.
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.
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.
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
HexMonk (3.5e Optimized Character Build) No real optimization here.
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.
Master Dualwielder (3.5e Prestige Class) Wielding a Large weapon in each had as though they are light? We are in full on DuelSoulBlade territory here.
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
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
Pariah (3.5e Flaw) Charisma-based penalties should be replaced with something else per UA:Character Flaws
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
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.
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 Flaws: Descriptions of Addictions, Flaws and Phobias (3.5e Sourcebook) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
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.
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
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.
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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Alluring to Alpha (Pathfinder Template) Absurd ability score bonuses.

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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...

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Archaic Gothic Fighter (D20 Modern Advanced Class) Improved PL and Modernize Weapon don't make any sense
Dark Defender (D20 Modern Class) See talk.

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Equipment[edit]

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Combat Knife (D20 Modern Equipment) does not follow standard game rules
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.
Marker Light (D20 Modern Equipment) iffy rules
Snark (D20 Modern Equipment) missing/invented rules

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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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