User:Geodude671/5e Pages Needing Balance

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Races[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Abstraction (5e Race) changing your size category as a bonus action should be a trait not in the size section. Herald of Disaster has no range and appears to be at will. Confusing Illusion is confusingly written and is a better version of the cleric's channel divinity: invoke duplicity. Aura of Reflection is free damage every round for a creature being in 5 feet of you. +3 ASI to pretty much any ability score you want. Overall still needs work, the traits need to be reworked and rewritten, the ability score improvements need to be rethought as does the whole changing size categories. As this race does not adequately take into account the benefits of being a large player character.
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.
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.
Aragami (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, flat bonuses/ detriments, X number of uses, damage for existing, potentially knowing all languages, flat damage reduction, at will shadow teleport (shadow monk feature), class features as racial traits, 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.
Barraki (5e Race) Too strong in certain areas when compared to first-party content and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 1d10/2d10 magical natural weapons, natural armor(11+con+dex), 60 feet of swimming, near unconditional or vague advantage, electrical damage(?), common condition(charmed) immunity, cumulative flat increases to all melee damage, 4 additional skill proficiencies, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Battle Born, Variant (5e Race) warring thoughts-harsh, battle master-goes against DM/PC relationship-the PC shouldn't gain knowledge on a monster's HP based on an attack roll and that critical threat range is too strong, Undying Warrior-unconditional healing goes against 5e philosophy, Warrior by trade-a racial +1 to attack and damage rolls go against bounded accuracy theory, the rest is also un-conformed to 5e.
Battle Born (5e Race) As per talk page.
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) The last two traits need to be toned down. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Bloodied Fallen Angel (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, automatically being able to do things, "expertise" and what's more the best skill in the game, compared to the aarakocra or aasimar this is far stronger (not better sadly). 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.
Boden (5e Race) Beastshape is vague and steps on the druid's wild shape too much. This needs to be toned back significantly to not remove the other benefits of the race. Overall it takes the best aspects of the dwarf and the firblog and will need more work to be comparatively balanced by comparison.
Buffalord (5e Race) None of the custom traits work with 5th edition D&D so need rewriting.
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.
Cavern Crasher (5e Race) The traits do not work with 5th edition and misunderstand the way 5th edition works.
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.
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) This race features negative ability modifiers. Servant of chaos grants fire immunity. Gravelord Servant uses free action. Darkwraith can ignore damage immunity.
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.
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.
Daywalker (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, blindsight, unkillable unless by prescribed methods, necrotic damage heals, unarmed strikes heal, regeneration, truesight. Overall 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.
Demonkin (5e Race) Comedically overpowered with little to no sense of cohesion. Refer to the first party races for how a race should be presented and then compare this to any one of them to get an idea for how out of standard this is.
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.
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.
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.
Draconic Angel, Variant (5e Race) This race is a strictly better version of Draconic Angel and is overpowered compared to actual first party races.
Draconic Angel Variant (5e Race) This race variant is very obviously overpowered. +3 cha, +2 str AND +1 to any, movement speeds (especially flying speed) are far beyond standard, and complete immunity to disease? Too much. See Talk page.
Dragon Troll (5e Race) See talk page.
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.
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 power of Air.
Echidnites (5e Race) See talk page.
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.
Emotions (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, if we compare this to the aarakocra it has a flying speed and 8 highly questionable traits on top of that. The traits allow possession, incorporeal movement, massively damaging traits, 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.
Enfield, Variant (5e Race) The field enfield outclasses all the other subraces due to its massively increased fly speed.
Entities of the Three Brothers (5e Race) I feel He Who Speaks No Evil should have different benefits from the other brothers and Perception proficiency paired with advantage on sight is really strong to the point I would remove it in favor of something else like has been done with He Who Hears No Evil.
Fallen Angel, Variant (5e Race) A drop in fly speed doesn't compensate for the several additional traits this race recieves when compared to the aarakocra.
Fennec (5e Race) unconditional advantage on stealth.
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.
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.
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.
Ghost (5e Race) The balance issues on the talk page back from 2015 are still relevant. "Undead Nature" alone would use up the whole balance budget. Furthermore if you are taking the ability score increase from another race, the obvious choice is human, since that's +1 to each, making this particularly overpowered.
Giant Ants (5e Race) Questionable natural weapons and 1st level flight.
Glitch (5e Race) See talk page.
Globglogabgalab (5e Race) "you can polymorph into any creature you wish" - great, I'll turn into a Tarrasque then? Fear is a 3rd-level spell, so the PC should be at least level 5 to use this.
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.
Greater Hellhound (5e Race) This class features negative ability modifiers, and unusual mechanics such "doubling a roll", and "summoning a pack". Additionally, almost all the subraces appear imbalanced.
Hailosi (5e Race) Unarmed strikes deal +1d4 damage, making monk's damage output too high. The fire vulnerability is inadvisable, considering how common this damage type is. The exhaustion cripples this character on extended dungeon quests.
Half-Celestial Born (5e Race) Compared to the first party aarakocra or aasimar this race receives several more powerful racial traits such as flight and automatic success.
Half-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-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-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 Dragon, Variant (5e Race) Stronger than the already questionably strong variant human.
Half Tefling and Half Orc (5e Race) Negative ability scores.
Hanson Clan Static (5e Race) Tries to make a race a class, lightning immunity, charge building up, benefits that extend beyond 5th level, a purposely overpowered subrace that the author claims PC's aren't allowed to take, etc, as well as an overall terribly clunky design. Please read the 5e Race Design Guide for help trying to make this balanced/ reasonable compared to the other 5th edition races.
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.
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.
HemoGoblin (5e Race) Blood Sucker's Buffet is way too strong for a racial ability, compare that to the sickening radiance spell that only gets to add one level of exhaustion while this gets to add 3-4. Natural weapons don't have weapon properties.
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) The precise benefits or drawbacks of Blessed and Magic Touch should be more clearly defined. This would help a DM employ this race in a campaign unambiguously.
Human, Gaston Variant (5e Race) Barge Overdrive needs to be toned down. See talk page.
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.
Japanese Kitsune (5e Race) Spiritual Power needs to be reworked. Other traits should be looked over as well.
Kajask (5e Race) See talk page.
Kender, Variant (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's, unknown terminology, condition immunity, negative ASI's, etc. Overall a poor conversion to 5th edition and needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. The Musicus Meter (5e Guideline) also has a comprehensive list of racial traits you should use to inform your wording.
Kitsune, 6th Variant (5e Race) Even compared to a strong first party race option like the half-elf this race is recieves far more and far stronger benefits and will need to be brought in line to not be overpowered.
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.

Klyntar Host (5e Race) Gaining hit points equal to your normal hit points seems greatly overpowered. Also this race had more than the 10 allotted traits for a race. See the talk page for removed traits. Ideally this page would use the 10(or less) greatest traits from here and the talk page to make for a complete, and balanced race.
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.
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.
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.
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.
Lisen (5e Race) Race traits never go beyond anything for 5th level. Also truesight for a race at low levels is generally not ok
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 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, 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.
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.
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, 2nd Variant (5e Race) As per the talk page. Doesn't take into account races without subraces or the comparative balance of those with and without subraces or the difference in the power of some races subraces compared to others. Negative ability score improvements should be avoided. Assuming it is used for races with subraces then it essentially adds several strong benefits that make any subrace better than any other as well as includes some badly worded downsides that will cause issues for other party members, makes any period of downtime or travel longer than 3 days a challenge and causes playing one to be choir. Overall a rework is required to make this more reasonable and work within the context of the game.
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.
Magnitudian (5e Race) Combat expertise, as worded, is broken. Also uses negative ability modifiers.
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.
Mechan (5e Race) Large size PC issues. Repair protocol is too strong and overly wordy.
Mechon (5e Race) Grants what is essentially a powerful magical item as a racial trait. Physical damage resistance, Large size PC issues.
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.
Mimic Changeling (5e Race) This is basically the first-party changeling with traits from the mimic added on.
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 Fey (5e Race) The wolf transformation needs careful rewriting. What happens to hit points and Hit Dice when you transform back and forth? What happens to your equipment? I can't use class "abilities", but what if I have a feat that grants spellcasting or superiority dice or other "class-like" features? Look at the careful wording of the Druid's wildshape, but note that if you use a similar mechanic, the race becomes overpowered.
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.
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, Variant (5e Race) Currently just an overpowered version of the Myxapia (5e Race).
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. Tremorsense. Condition/Damage immunities. damage vulnerability. low level spell immunity. burrowing speed. 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.
Nonon (5e Race) Variable ability scores.
Ogre (5e Race) Unarmed Strike is as powerful as an 11th level monk, the race has double proficiency in Athletics, and has the grappler feat. Overall needs to be reduced in power and races should not just give access to specific feats.
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.
Osmosian (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, flat damage reduction, unconditional advantages, can take over any machine, round counting, flat AC, absorbing other creatures and a plethora of other questionable/ confusing and not mechanically relevant abilities. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
Phoenix Kin (5e Race) Reducing ability scores. Requires DM to regulate flame ability.
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.
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.
Pren (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, special senses like tremorsense and blindsight, infinite ranged telepathy, flat bonus to attack and damage rolls, miscellaneous traits, Hive restoration is stronger than the recovery downtime option and it only takes a night to do, AC calculated based off your Strength modifier(consider what happens when you don a giants belt and how little sense adding strength makes). 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.
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.
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) Several glaring issues from granting flat bonuses to ability scores, AC and several skill proficiencies to additional gold rewarded, proficiency in all weapons and miscellaneous traits with no mechanical significances, etc. 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.
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 Mustilus (5e Race) Flat bonuses to rolls should be avoided. Snake killer is bloated and should be simplified and nerfed. Unconditional advantages. Adding proficiency bonus and additional time to spell saves. etc. Overall requires a general clean up and the subraces should be balanced inline with each other.
Raesokeran Ursus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. natural attack? The subraces comparatively are not balanced compared to one another. A number of traits of questionable balance such as granting near conditional advantage on attack rolls and 4 proficiencies? Overall needs a nerf and a clean up to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rag Doll, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to be any size from Tiny to Large, choice of darkvision, tremorsense or blindsight, several condition immunities, etc. Overall needs a rework both from a mechanic perspective to better compare to the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. See the talk page as well for a breakdown of what is wrong with the race's traits.
Rag Doll (5e Race) I've adjusted or removed some of the traits, but this could still be overpowered: compare with the Warforged in the UA Eberron document.
Ravenclaw (5e 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. Keep up the good work, you're making great progress.
Reangel (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, saving throw proficiencies, saving throw expertise, healing from taking radiant damage, adding your con mod to your hit point maximum an additional time each time you level, a stronger version of the aasimar transformations, first level flight, compared to the aarakocra or aasimar this is far stronger. 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.
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 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.
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.
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.
Sentient Automaton (5e Race) This race's ability score increases and the Coal Powered trait are completely overpowered. Typically a race only get access to a +2/1 ability score increase or +1 to all ability scores as too much more is far too powerful. Taking damage, having a negative ability score increase, or other negative traits should not be used to balance races in 5e. In addition, the Coal Powered trait has tons of problems. It has round counting(durations in 5e are 1 round/1 minute/10 minutes/1 hour/ect), it alters your ability scores which a trait or feature shouldn't be able to do, and the overclocking part in general is far too good. Finally, you should never be able to gain more than proficiency with weapons as it would break bounded accuracy.
Shiftling (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, truesight, at will spellcasting without limits, changing size categories. 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.
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.
Simic Hybrid, Variant (5e Race) How many upgrades do you get on Animal Adaptation list? The ability score increase should also be a standard +2/+1 or something else, plus ability scores shouldn't be allowed to go over 20. Many of the adaptations are beyond broken on a race as well with a few being(Digger as tremor sense is incredibly powerful, Natural Attacks for basically allowing you to have a monk's unarmed damage die scaling/attacking as a bonus action, Wings as flight speed is typically the only powerful trait a race can have to be balanced, among numerous others.
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.
Slime Reincarnate (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful and complicated traits; try comparing them to some of the PHB races. There have been at least three races on the wiki that try to copy the protagonist from that slime anime (who is a busted beyond overpowered Gary Stu) which I recommend you give a look over to see if they hit the nail that you're trying to meet. See Mimic Slime (5e Race) and give the 5e_Ooze_Races section a browse as many of the issues with ooze-like races are tackled and discussed in sometimes interesting ways.
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.
Solitary Demon (5e Race) Too strong by comparison to any first party race. Severally checky picked traits and abilities push this over the edge. Please read the 5e Race Design Guide.
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 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.
Stone Colossus (5e Race) Enlarge needs some limits, and also game play mechanics (not just roll the die as much as you want as often as you want and grow by that much).
T-800 (5e Race) This race features negative ability modifiers, a swimming speed, both enhanced vision and senses, immunity to two damage types, and resistance to four damage types, and immunity to surprise, etc. Overload makes you lose all other traits, which seems over complicated. Does the +2 bonus against humanoids apply to attack, or damage rolls? Also what is the uncommon lanugage, and an entire language can be learned by scanning a creature?
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. 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.
Terrados Unicorns (5e Race) 60 feet of movement is too much compared to the first party races. A trait for having normal vision is redundant. move action isn't a term in 5e. Shapeshifting is way too vague for what it is supposed to do, see the changling or the multiple other transformation type races on the wiki.
Terroki (5e Race) Flat/rolled bonus's should be avoided/removed as this isn't 3.5e.
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 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.
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.
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.
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.
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.
Two Kobolds in a Suit (5e Race) Do you count as one creature or two creatures? (for the purpose of being targeted etc) What happens if the two kobolds are separated?
Unicorn (5e Race) Trample and Hooves traits are overpowered.
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.
UrRu (5e Race) Athough this race's traits are hard to understand, it does have far too many of them. It has 4 arms which can hold items and weapons but no restrictions on them(amount of weapons held and number of shields AC bonus you can benefit from should be limited). The race has a +2/2 abi with a negative abi which is a problem as negative traits don't count towards the total power of a race in 5e unlike in earlier editions. Flat bonuses to skills and other things has also been mostly fazed out and replaced with proficiency and races also generally don't gen any new traits after 5th level.
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.
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.
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.
Von Gacy (5e Race) Natural weapons that make monk pcs too strong. Ability to inflict paralyze lock a creature. Flat DC's. Needs more work to be even close to balanced or playable.
Vulkri (5e Race) The Disciplines tip the race over the edge in terms of comparative balance. Suggestion: Tone them down and put them in a rollable table instead of the subrace template. Ideally, these benefits should be interesting and not just statistical benefits or things class feautres do. Please read the 5e Race Design Guide.
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.
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.
Wookiee Warrior (5e Race) See the talk page.
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.
Yuan-ti Half-breed (5e Race) 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.

Subraces[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
Blood Elf, Variant (5e Subrace) Blood Magic needs limits per long or short rest, and probably also that it uses the entire Bloody Object. The ASI needs to be looked over, since minuses do not follow design.
Crystal Elf (5e Subrace) Unconditional advantage should be avoided. Largely vague and unspecific. References terms/rules that don't exist.
Dovahkiin (5e Subrace) Ridiculous beyond believe by comparison to any first party race. The dragonborn don't have subraces.
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 subrace may gain a few things here and there but this is much too powerful and complicated to be a subrace. A race variant would be more appropriate.
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.
Shadar-Ki, Variant (5e Subrace) Just a significantly stronger version of the 5e Shadar-ki found in MToF. Consider reducing the overall strength of the race to match the original subrace.
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.

Classes[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Absolver (5e Class) Lots of dead levels.
Arcane Storyteller, Variant (5e Class) Similar issues to the Arcane Storyteller class.
Arcane Storyteller (5e Class) Many tools are granted to this class to a total of five. Coupled with four skill proficiencies (Rogues are the only official class to gain 4 proficiencies, but they usually rely heavily on their skills as a whole) makes this class very versatile and almost a must-pick. Several features grant blanket advantage/disadvantage. (Un-Official Authority, Lovefool, etc.) Many features are "x" amount until completed rest which can make them very frequent, but it also forces the player to keep track of a plethora of numbers. Sudden Inspiration is much too good, granting the effects of two long rests each day.
Artificer, 2nd Variant (5e Class) The Tradition of Spellwright reduced scroll cost table does not reduce the actual cost of the crafting. I'm not sure if I'm just not reading it correctly but it seems like something easily overlooked.
Asta/Deku (Fusion) (5e Class) The class features barely have any relation to D&D mechanics.
Atronarch (5e Class) Class features, spell slot table and spell lists are incomplete.
Attacker (5e Class) Level spread needs to be equalized over all the levels.
Avatar (5e Class) Lots of 3.x-isims, like per day, per round, unconditional bonuses. Needs to fit 5e design.
Banisher (5e Class) See talk page
Basic Rogue (5e Class) See talk page, repeated reference to "while stealthed" which has no meaning in 5e. No class options or interaction features.
Binate Duelist (5e Class) One dead level. Dual wielding should specify melee weapon, probably improved critical too. No DC for cross block. Advanced dual wielding doesn't make sense. Has a few "parry"-type features that use saving throws actively, and would be better off using the mechanics from the PHB for this kind of effect. Double Circular has many examples of not-quite-right design: incomplete targeting and attack information, awkward damage, a saving throw against an "attack roll" instead of a DC, number of uses based on Dexterity modifier (what's the rationale?), but resets on a short rest. More and more errors as we go further down.
Black Knight (5e Class) 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---I have a lot of words but will keep it too its too strong, the Subclasses do not help this page either
BladeMaster (5e Class) Underwhelming 1st level. Two common saves. Dead levels. Sword lover and Tight Grip and Sword Recall are unlikely to ever come into play. You could probably bundle those three together into a single feature. Then, wham, at 20th level we get "All attacks made with swords gain advantage and +2 to hit" - no, advantage is a circumstantial bonus, not a permanent benefit.
Blazer (5e Class) Multiple dead levels.
Blood Mage Vladimir Variant (5e Class) Subclasses do not gain class features at matching levels.
Bone Breaker, Variant (5e Class) A few errors. Only had time for a quick glance but, Bone Shatter wouldn't work on an ooze, or an elemental, or a swarm of insects. Skilled Strikes assumes that damage and attack have the same "value", when actually at 18th level, +4 attack is far more useful than +4 damage
Bone Breaker (5e Class) see talk page
Bookie (5e Class) You should be able to see that you quickly get enough luck points to effectively get a re-roll on every roll you might have to make. It's like having advantage all the time.
Bowslinger (5e Class) This class becomes very underpowered around 5th level. See the talk page.
Brawler (5e Class) Multiple dead levels. The subclasses gain features at different levels.
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.
Cannoneer (5e Class) Dead levels. No information on how to craft a replacement cannon. No information on cannon balls or gunpowder. Having the cannon gain XP is superfluous since you can just have "modifiability" associated with class level. If the cannon is an object, could it not just use the normal rules for objects, instead of all this stuff about durability and long resistance lists? Misfire makes the cannon unusable. Why would you even risk this damage. This is not a well-rounded class, it is a one-trick pony. Prerequisites are incorrect.
Card Mage (5e Class) This class can take four attack actions at 20th level.
Card Summoner (5e Class) See talk.
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.
Chronomancer Variant (5e Class) There are a few balancing issues, which can be fixed by expanding the text to explain some more, for example. The first 2 features both need some rewording, and one lasts for a whole minute, then dis and adv on dex saves is pretty strong
Copy (5e Class) See the talk page.
Critical Warrior (5e Class) Multiple dead levels.
D'ivers (5e Class) Feature spread is incorrect. The levels without class features should happen when the player gets a new spell level.
Demon King (5e Class) Well, you get 5 whopping warlocks at your bidding and access to wizard spells through them AND can summon a CR19 fiend as well as use a 10th-level spell? This is overly broken by first party standards,
Dirgesinger (5e Class) Full spellcasting classes should not get class features when they gain new spell levels.
Ditto, Variant (5e Class) You can turn into a tarrasque, or some other creature with damage and hitpoints completely beyond what is appropriate for player. You can turn into creatures that have abilities designed for monsters, not players. You can turn into gargantuan creatures, flying creatures, regenerating creatures. You can do all this at 1st level. You can transform for a duration that lasts for most (if not all) combats between long rests. You can transform as a reaction, but no trigger is given. You get your subclass features on the same levels you get an ASI. This class is completely broken.
Ditto (5e Class) Level doesn't scale to CR in this way. This can lead to overpowered transformations. It also means you have access to any number of monster powers that would overpower you or otherwise break the game.
Doom Guy, Variant (5e Class) Class feature spread needs to be evenly spread out over the progression.
DragonKnight (5e Class) See talk page
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 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.
Dragon Warrior (5e Class) This class has additional ability score increases at levels 6, and 14. Additionally, it appears to have two subclasses that are picked independently, and leveled together with both Soulbond, and Rider Bond.
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)
Forge Master (5e Class) Multiple dead levels.
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.
God Eater (5e Class) "Oversized weapons" is a homebrew rule that doesn't seem to apply here. 5e doesn't have "free actions". "Restore balls" are not on the class table. 75 hp restoration at 1st level is crazy: it doesn't say how they are "planted", how you "pass through its field", exactly how many you start with, why survival is used to craft them instead of any normal crafting rules, how long it takes to craft one, or what the material costs are. Sorry but most of this class is broken.
Gunslinger, 2nd Variant (5e Class) 09:32, 9 March 2019 (MST)
Hiemalis (5e Class) The damage is a bit too high. Uses per long rest need to be introduced to balance this out.
Imortalist (5e Class) Is able to break the ability score cap at 9th level.
Improv Artist (5e Class) Unfortunately this class doesn't use the 5th edition ruleset very well, see talk page.
Inferno (5e Class) 6, 10 and 14th are odd dead levels since they don't gain a new slot, whereas other levels where you do gain a new slot have features.
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.
Knight of Bretonnia (5e Class) See talk page
Lost Dragon (5e Class) Features need to list how many times they can be used each rest. 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.
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
MechMaster (5e Class) What can you do at 1st level? What can you do if you don't have the gauntlet? (even wizards can cast cantrips if they don't have their spellbook). What action is used for "gauntlet upgrade" to place a marker? How do you make your "mech land"? Can I repeatedly make the "mech land" to deal an AoE 3d12 damage every turn? It's not clear how half of this class works.
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.
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.
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.
Moon Zerker (5e Class) The stacks of moon fury should scale throughout level progression. Unconditional armor reduction on hit with no time limit seems very overpowered. Free action is used several times. Many features don't say if they an action, bonus action, etc. Keep attacking allows you to either attack again, or use a feature.
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.
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.
Nen User (Killua) (5e Class) Multiple dead levels.
Night Stalker (5e Class) A few dead levels.
Ninja, Variant (5e Class) Not well balanced, see talk page.
Nordic Warrior (5e Class) Almost none of the features here have saving throws.
Oathbreaker (5e Class) Class feature table does not match the page.
Old Hunter (5e Class) Level progression needs to be structured more evenly. Multiple dead levels, and multiple levels with more than 1 class feature.
Phantom Warrior (5e Class) Class features need a more even spread.
Phoenixmancer (5e Class) The overall balance of this entire page is questionable at best. Attacks that allow you to deal 1d6 radiant damage on each hit for attacks, spells and skills (?) Using an ability a number of times to double your Charisma modifier? It is not in line with 5e design intent.
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.)
Pit Fighter (5e Class) See talk.
Planes Walker (5e Class) Plane Shift teleports a willing creature. I think Plane Shift is a 7th level spell, but here a 2nd level character can do it?
Plumber (5e Class) See talk page
Pokémon Trainer (5e Class) Help needed on balancing starter pokemon.
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.
Psion (5e Class) See talk page.
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.
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). Does not specialize in a successful manner. See talk page.
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.
Rifleman (5e Class) Untested, new weapons, subclass skill proficiencies
Rune 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 11th level combined with spellcasting is stronger than all other martial classes, Excalibur Mastery completely ignores Bounded Accuracy...---I have a lot of words but will keep it too its too strong, the Subclasses do not help this page either
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).
Runeterra: Engineer (5e Class) Features need a better spread: some levels you get a feature and a spell slot, whilst other you don't get anything at all.
Samurai Warden (5e Class) This class just seems like a more overpowered version of fighter. See the talk page.
Sans (5e Class) The features need to state how often they can be used after a short or long rest.
Satan Spawn (5e Class) See 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.
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)
Sibyl (5e Class) Firstly, class feature placement needs to be addressed, as on some levels you gain a class feature and a new spell slot level, whilst on other levels you don't gain anything.
Sin of Greed (5e Class) Min-Max's all kinds of abilities, and overall needs to be nerfed to be playable.
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.
Songstress (5e Class) This class gains three uses of the lucky feat, in addition to several other extremely powerful features.
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.
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.
The Lich (5e Class) Way too many features with the spells.
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)
Tokyo Ghoul (5e Class) Every level is a bit too high of a power creep. Transformation not seeming to have a duration also makes it very powerful. The different Kagune are good in theory but the top two make the other two almost useless in comparison.
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.
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).
Voidblade (5e Class) The class feature table does not match subclasses by levels, and the subclass features are not gained at identical levels.
War Magus (5e Class) This class gains spell levels and class features at the same progression.
War Wizard, Variant (5e Class) Features are gained at the same level that the class gains a spell slot, multiple features give free spells or extremely powerful effects on a class that already has full spellcasting.
Warcraft Death Knight (5e Class) 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, 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.
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 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, 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, 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.
Yakuza (5e Class) Can add a extra d20 to an "attack roll, saving throw, or ability check". At 13th level Dexterity abruptly stops being used for AC, which must be of great joy to the Dexterous Fighter subclass. There isn't a "magical" damage type. "instantly land a melee attack". All kinds of little errors like this.

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?
Armstrong Warrior (5e Subclass) Doesn't fill any sort of roleplaying. It's just MOAR POWER.
Assassin, Variant (5e Subclass) Gains far too many features at 3rd level. Many features do not make sense: "You can maximize all your damage dice if you are behind your target"? D&D doesn't have facing except as an optional rule. "under the effects of Stealth"? Worst of all, it's all Sutff Of Moar Damage, with no interesting utility or flavour features.
Battle Fiend (5e Subclass) See talk.
Bladedancer, Variant (5e Subclass) Various balance issues, and the way some features are worded can be improved, e.g. 5e doesn't use the term "off-hand": you're either fighting with two weapons or not; and some awkward calculations.
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.
College of Fury (5e Subclass) The features are not designed for gameplay, rather they just are trying to get the idea of a "fury" into the character. Needs to be redesigned.
College of the Band (5e Subclass) Some features seem incomplete. For example, miracle of sound (men) doesn't say what the conditions are for casting the spell and (spirits) is broken if it can be repeatedly used (so the beast always has 200 thp). Some reformatting is also needed, for example the college choices don't need separate headers for merely their descriptive text.
Dread Master (5e Subclass) See talk.
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
Guardian, Variant (5e Subclass) Off to a good start with two-handed defense, as shields do not have a "heavy" property, and +4 AC is far too high, and you shouldn't refer to feats (since they might be in use). The other features all have problems.
Heavy Archer (5e Subclass) Tried to edit it to make it more balanced, Please tell me if it's still horribly unbalanced
Infinite Caster (5e Subclass) Design flaws including problems with min-maxing spells like 5e SRD:False Life or say Protection from Negative Energy (5e Spell).
Lancer (5e Subclass) See the talk page.
Magus Bloodline (5e Subclass) Class feature progression does not match the Sorcerer's.
Mechanique de Arcane (5e Subclass) see talk page
Oath of Blood (5e Subclass) The features need to state how many times they can be used after taking a long or short rest.
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
Phoenix Blood (5e Subclass) see talk page
Plane Shifter (5e Subclass) planeshift is a 7th level spell, that casters get one spell slot for until 20th level. This subclass can planeshift more times at first level than what an epic level character can.
Prankster (5e Subclass) See talk page.
Primal Path (5e Subclass) Way too many resistances, unconditional bonuses, and other game-breaking bonuses. Right now this is just MOAR power, and needs to be nerfed with a roleplaying niche.
Raw Magic (5e Subclass) See the talk page.
Sniper (5e Subclass) Level's don't match the 5e SRD:Ranger.
Spear Master, Variant (5e Subclass) see talk page
Succubus Queen Patron (5e Subclass) Issues highlighted on the talk are still prevalent. Adding a "this content is broken so ask you dm" bit doesn't make it ok, I suggestion removing it or incorporating it into the rest of the class.
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.
The Deep Patron (5e Subclass) Dismissing with the 'ward of the deep feature' is a free action.
The Hivemind (5e Subclass) removing all Verbal and Somatic requirements from all spells starting at level 1 for free seems to be a bit overpowered
Time Wizard (5e Subclass) Levels do not match the wizard's subclass.
Undeath (5e Subclass) Doesn't follow the sorcerer subclass standard. Grants several class features at incorrect levels. Ridiculously overpowered by comparison to any of the first party sorcerer subclass options. Consult the 5e Class Design Guide for help.
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 Blizzard (5e Subclass) Limits per long and short rests need to be introduced.
Way of the Boxer (5e Subclass) Okay, I started to make a few numeric changes to fix the glaring balance issues with Jab, but found even more problems further down. Counter Punch and Power Punch both need minor rewrites. K.O. needs a complete rewrite as it requires a lot of bookkeeping, makes assumptions about an enemy's type (you can "knock out" a creature that is immune to exhaustion, like a wraith, for example), misunderstands force damage, and is generally quite inelegant. Since the page has a "no further edits" request all I can do here is leave this message.
Way of the Drunken Fist (5e Subclass) See talk page.
Way of the Masked Hero (5e Subclass) How long does the transformation last for?
Way of the holy runes (5e Subclass) Basically every single feature is over-powered.

Spells[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Animate Skeleton (5e Spell) This spell is too weak at low levels as it effectively a weaker version of the 3rd level spell animate dead. Perhaps a much stronger skeleton could be created instead(around CR 4 power level)? Either way, upcasting this spell to 8th level is also far too strong as it is an effect that you can't save from that deals a total of 600d8 piercing damage for the whole duration.
Cold Flame (5e Spell) This seems rather underpowered for a 2nd-level spell; compare this to guiding bolt or scorching ray
Combat Messaging (5e Spell) I seem to remember that there is a much higher level spell that does something similar.
Dark invisible forcefield (5e Spell) The mechanics are not working. Any item is not playable. Making a focus check doesn't make any sense, and an action to use this isn't a reaction.
Death Pact (5e Spell) Full of errors.
Dendromorph (5e Spell) This is incredibly powerful. You can repeatedly cast it until you essentially defeat the Big Bad no matter where it is, how powerful it is, and having never met it.
Destroy Wall (5e Spell) Passwall is a 5th level spell that allows you to move through 20ft of a stone surface while this spell can be used repeatedly without any cost.
Divine Punishment (5e Spell) This is too powerful for a 2nd level spell, possibly a 4th or higher but not 2nd level
Divine Revelation (5e Spell) A 2nd level spell allows you to commune with a god, and give it an order. What does it mean to cost 50% less?
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?
Fire Spray (5e Spell) Aside from the incorrect values (5 second casting duration? Care to explain how that works), I would rather see interesting new spell ideas rather than rehashes of what is already in the PHB.
Forbidden Knowledge of the Ancients (5e Spell) unconvntional spell component/spell slot relationship, benefits of the spell seem more appropriate as a feat
Hiemalis (5e Class) The damage is a bit too high. Uses per long rest need to be introduced to balance this out.
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 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.
Lovers Quarrel (5e Equipment) See talk page
Perfect Cube (5e Spell) A barrier that can unconditionally prevent things from passing in or out of it is too much for a 5th level spell, and an effect that no spell or effect short of disintegrate can destroy is far too much - compare this spell to, say prismatic wall, which while still fiendishly difficult to bypass still has countermeasures and ways to break it down.
Permanent Servitude (5e Spell) Which classes can cast this? The control over the minions should be improved, but permanency should not be used.
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.
Quiet Armor (5e Spell) Invisibility is second level, should Quiet Armor be second level rather than third?
Recite Scripture (5e Spell) Effects are vague or are very similar to existing spells.
Refreeze (5e Spell) This is not at all useful as a 4th-level spell. The PHB already has evard's black tentacles which has longer range, effects more creatures, for a longer duration, restrains instead of merely knocking prone, and deals damage.
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.
Roll the Bones (5e Spell) This may be underpowered, even for a cantrip.
Sealing Strike (5e Spell) Lockdown effects should be associated with a saving throw. Locking a creature for 1 minute on merely a successful attack means you can trivially bypass a (medium-sized) legendary creature. Rather than adjusting the duration by creature size, you can have the effect end on a successful saving throw (either Constitution, since that tends to scale with size); or some other saving throw with an advantage or bonus given to larger sizes)
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.
Tears of Freyja (5e Spell) Cast time is instant?
Time Restoration (5e Spell) Does this resurrect multiple creatures at once, and up to how many?
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.
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
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.
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
Adamantine Body (5e Feat) This is not a feat. It doesn't represent inherent skill - It uses a material resource, so its more like a reward, ritual or template, depending on what the in-game process is for acquiring these benefits.
Aegis Protection (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Aerial Guardian (5e Feat) Uses a non-standard score requirement for the prerequisite. Offers a bonus to AC that negates the need to ever use a shield and allows the use of heavy weapons while doing so. The bonus movement and and style of movement are not standard for a DnD 5e game and would benefit from a 'setting disruption' disclaimer.
Arcana Infused (5e Feat) see talk page
Arcane Mastery (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Blaster (5e Feat) Needs to be knocked down a peg in overall damage since it is technically a replacement for a weapon attack and as such, subject to being used with extra attack or even the monk's flurry of blows. Additionally the bonus to hit just needs to be removed. Force needs to be removed from the options of damage choices. Needs a disclaimer for non-standard abilities being granted into DnD 5e that you would find in a super hero movie. Not a bad thing, just let people know what they are getting into.
Boomerang Master (5e Feat) What boomerang item is this referring to? What are the rules for "breaking" and being "caught by a different individual"?
Cantrip Combatant (5e Feat) see talk page
Close Counter (5e Feat) No action specified, and this needs a limit to how much it can be used each long rest.
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.
Combusting Critical (5e Feat) This is written like a 3rd-edition feat. It needs significant rewriting to be fit for a 5th edition feat. Critical ranges are set, not incremented. It needs to say what kind of attacks this works with. It doesn't explain what the "critical damage" is - when you score a critical hit in 5th edition you replace your normal damage roll with a different damage roll, so does this just mean the damage that you deal? Is this follow-on damage really automatic? If so, that is incredibly powerful.
Common Ritualist (5e Feat) Is this for crafting scrolls, for learning spells, for other classes to cast ritual spells, or granting spell slots? What is going on?
Companionship (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Concussive Blows (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Contempt of the Weak (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Counterattack Ace (5e Feat) This seems incredibly overpowered for a feat. See the talk page.
Curse of Sess’inek (5e Feat) Bonuses well over what an ability score increase offers.
Cursed Touch (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Dabbler in the Arts (5e Feat) Concensus seems to be that it's not a great idea to allow invocations to be picked up in this way and I would hazard that its the same deal for psionic disciplines.
Dark Master (5e Feat) A +2 to an ability score was already strange upon observation, but the feat only grew more busted the more it went on. Tentacles do 1d8+dex damage and an amount of them is summoned equal to the casters int/wis; so with +5 that equals 5d8+5xDex for a feat obtainable at level 1 with no prerequisites.
Dauntless (5e Feat) Every turn you get temporary hitpoints so long as you are below half of your full hitpoints? Work something reasonable out.
Defenestration Expert (5e Feat) Throwing creatures off of elevated structures is undefined. I assume it's a grapple check, Strength, or what?
Demonic Infusion (5e Feat) Nerfing was too much.
Destructive Strength (5e Feat) Maximising every attack is well beyond an ability score increase. Needs a long rest limit introduced.
Discipline of Might (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Draconic Heir (5e Feat) The number of charges or uses that a feat has is not supposed to scale with your level. A feat should provide the same effects no matter what level the pc who takes the feat is.
Dragon's Ageing (5e Feat) A +2 ability score increase feat with anything else stacking on top of it is too powerful. With that said, just decreasing the ability score increase to +1, would make the feat too weak so some sort of balance needs to be reached, probably by adding another trait or two and decreasing the ability score increase to +1.
Dragonborn heritage: Constitution and Defense (5e Feat) "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.
Duelist's Dance (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Emergency Cast (5e Feat) I have no idea how to use this in a game. "Spells cast per round", "wait until dawn", "choose a second spell" are all parts of this feat that make no sense.
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.
Essence Theft (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Essence of the Shadow Reaper (5e Feat) Way beyond the scope of a feat. Maybe try a subclass...?
Excitement Rush (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Expansion of the Body (5e Feat) A lot of these abilities would on their own make a powerful feat. An extra 50% ki points, extra unarmed damage, etc. This needs serious balancing.
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.
Fast Learner (5e Feat) Feats shouldn't grant benefits at every level.
Fervor (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Flame Tempest (5e Feat) Vastly better than an ability score increase. Needs saves or contests.
Flash Parry (5e Feat) 5e feats need to be broader than this. Have a look at the combat feats in the PHB.
Fleet of Foot (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
God of the Forge (5e Feat) The numerics here do not fit into the scale used by 5th edition D&D.
Great-Bow Master (5e Feat) +2 ASI will grant a total of +1 to attacks and damage. The +3 to attacks and the +5 to damage it ridiculously overpowered.
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
Gunsmith (5e Feat) Crafting and creation rules which all players/npcs/ect. could use don't fit within the design of 5e feats. Having to unlock a feat just to craft items feels horrible for players. As such, the rules behind this feat should be converted into a variant rule.
Hemorrhage (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Hyperactive (5e Feat) The extra attack is not enough to make this feat worth it for a player.
Illumination (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
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.
Martial Cadence (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Martial Poise (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Mercy (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Multi-Caster (5e Feat) This feat is blatantly overpower by permanently allowing you to use 3 actions in a turn to cast spells. The feat really needs to be reworked to be limited use while being unique/not a quickened spell rip off.
Night Hunter (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Nimble Fighter (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Origamist (5e Feat) Feats should have static abilities and should not gain additional effects as you level up. In addition, this feat's effect seems more akin to a spell than a feat so it should perhaps be converted into one.
Paranoid (5e Feat) See the talk page.
Perseverance (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Precise (5e Feat) Basically removes the entire purpose of disadvantage and advantage. Needs to be only usable a certain amount of times each long rest, or restricted to certain types of roll (c.f. Elven Accuracy)
Pyromania (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Regeneration, Variant (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Render (5e Feat) Bonuses well over what an ability score increase offers.
Salvation (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Shared Knowledge (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Shield Fighter (5e Feat) You shouln't be able to at-will stun an enemy.
Single Spell (5e Feat) See talk page.
Soul Siphon (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Staggering Blow (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Student of Theft (5e Feat) See the talk page.
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.
Temporarily Permanent (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
The Apprentice (5e Feat) A feat should not grant "full" spellcasting.
Two-Handed Weaponmaster (5e Feat) Too powerful, among other issues. See the talk page.
Unseen Predator (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Unseen Threat (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Vision (5e Feat) probably isn't a good idea to have unlimited ignore AC as a feat
Visionary (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Voracity (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Warpath (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Weapon Channeler (5e Feat) This feat is far too powerful as it allows you to add a decent chunk of damage to all spells that make a melee spell attack and allows you to use another ability score to hit a target with a spell which is much better than just increasing your chance to hit with a spell by 1.
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.
Yoink (5e Feat) Not all archetype features are equal in balance to a feat, and some combinations are broken (as in, you can take a feature that assumes you've taken all the previous features in that archetype)

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. 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.
Darkside Heartless (5e Creature) Hit point calculation is wrong, and I believe CR is off. If 147 hp is the correct value, CR should be 5. Wording overall must be improved.
Devilgamation (5e Creature) Run through it to make sure it makes sense.
Diane (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.
Gowther (5e Creature) Challenge rating of 16 seems to be a wild guess not derived from this creature's actual statistics. Several statistics appear to be random numbers; e.g., how is this creature's AC as high as 15 if it isn't wearing armor and has such a low Dexterity score?
Headsman (5e Creature) Waaaaay too strong for an ordinary headsman. For example, it has a higher Strength score than a gladiator.
Lesser Colddrake (5e Creature) Hit point calculation is incorrect. If this is a huge creature with Con 10, it would be 2d12 + 0. Therefore either HD needs increasing to meet the desired hp, or the CR needs changing. As is, the CR should be 2 rather than 1. The reaction triggers are not explained, and the legendary actions are a bit lazy, being merely copies of the normal actions. The whole design is a bit weird.
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.
Mom (5e Creature) Missing legendary actions, and burrow speed.
Pale Horse (5e Creature) Missing the CR.
Possessed amalgamation (5e Creature) Run through it to make sure it makes sense.
Questionable (5e Creature) Sadly this creature is not balanced, with the CR that is shown, the ability scores and so on Joter (talk) 20:58, 1 June 2019 (GMT)
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
AK-47 (5e Equipment) What properties does this weapon actually have? Why does it deal so little damage?
Arbalest (5e Equipment) See talk page
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.
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.
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.
Blood Cursed Ring of Strength (5e Equipment) See talk page.
Bloodforged Bastard Sword (5e Equipment) This should be a magical weapon with those benefits.
Bolstering Shot (5e Equipment) See the talk page.
Boltcaster (5e Equipment) Any weapon that deals more than standard is unbalanced. See the talk page for more info on how despite precautions, high damage dealing ranged weapons are not balanced by having a long reload or prep period.
Boonfully Sweet (5e Equipment) Gaining 3 boons, with the potential for 4, seems too fantastic, especially at the user's discretion.
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.
Bullets, Rifleman Variant (5e Equipment) High cost, Heavy Cartriges force Dex save
Bullwhip (5e Equipment) This is effectively just a normal whip with a different gold cost.
Carbine, Rifleman Variant (5e Equipment) high damage
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.
Claws of hades (5e Equipment) Bonuses shouldn't be permanent.
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.
Craven Edge (5e Equipment) See the talk page.
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.
Cursed Ring of Fallen Dragons (5e Equipment) This item seems heavily imbalanced. +15 to all abilities, and increasing your speed by 400. Making all attacks with advantage, and you can seemingly carry as many weapons as you want. Charges are poorly explained. Also there is no maximum time for any of these properties.
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.
Devil Shard (5e Equipment) 3d10 is too much
Doomcannon (5e Equipment) No weapon should have an effect that requires an on hit saving throw with every hit as it greatly slows down combat.
Dragon's Wrath (5e Equipment) Provides benefits in excess of what is expected from a legendary weapon. As well as the constant high extra damage on top of the +3 attack/damage, you have this geas thing. Geas can normally, at best, only be cast a few times a day, each time taking 1 minute (which presumably includes the time it takes to describe the terms of the geas to the target). This weapon doesn't specify the target of the geas and can be used with a bonus action and can be used an unlimited number of times.
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) How this is a cheap mundane item when it is better than any magical arrow needs some balance.
Electric Milk (5e Equipment) see talk page
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.
Evolver (5e Equipment) Quite a poor design. A dagger user isn't going to want a shortsword or longsword, and a longsword user isn't going to want to wield a dagger. So, the idea is to have a weapon that gains power as you kill things. The maximum benefit shouldn't exceed that of a legendary weapon. You are awarding this to a player as a legendary item, but it starts with benefits worse than a +1 magic sword, so there's no incentive to start using it. If you reveal the mechanics of the weapon, the character cna kill trivial creatures (rats, sheep, etc) until it is at its maximum level, rendindering the intermediary phases pointless. This whole thing needs rewriting from scratch, and awarded at a much lower rarity, but increasing with power as the character gains levels.
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.
Flame of Wrath (5e Equipment) Currently, this weapon does nothing and is extremely weak for a rare item. For example the item does have a unique description but no accompanying properties related to the item.
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, Variant (5e Equipment) See the talk page.
Frostmourne (5e Equipment) See the talk page.
Garotte of the Cenobite (5e Equipment) See the talk page.
Gunpowder Fire Arrow (5e Equipment) This arrow is too powerful for mundane ammunition, and it shouldn't negatively impact your attack rolls and range.
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.
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.
Idiot-Proof Pistol (5e Equipment) Idiot-proof does not mean that this just works better.
Imaginary Blade Per above.
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?)
Kiriel's Heart (5e Equipment) This seems to be strongly customized, and could be considered OP with the level of features, yet at a similar level for an Artifact. (if a player was around the 16-20 mark) if this was not recommended for such a high level. It might be better to have this split up into multiple magical items. The options here are not completely over powdering though for that level and could manage. (I'm aware this was a year ago but responded) -Joter 1/6/19
Kriegsmesser (5e Equipment) See talk page. Should go on Weapon Alternatives (5e Other).
Leaf of Lorien (5e Equipment) A simple light weapon should not be dealing an average of 5 damage. I don't know why this has a +2 bonus to the damage roll, or why it has a cost if it's not "purchasable". Could you not just use a magic +2 dagger to represent this? That would inherently have the intended damage bonus and rarity.
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).
Lich's Staff of Magic (5e Equipment) You shouldn't have to spend anything to attune to an item, there should only be requirements (such as being a spellcaster) to do so. In addition, a magic item shouldn't have properties based on the attuned statistics and the item has the potential to store far to many spell slots (7/8 would be more appropriate). Also, you can't gave negative charges on an item.
Lovers Quarrel (5e Equipment) See talk page
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.
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.
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.
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.
Mermaid Bracelet (5e Equipment) A cursed magical item should have effects besides the curse which dictate its rarity. For example, a very rare cursed magical item should have several properties besides the curse which make it a very rare item. Having an extremely potent curse on a magical item with nothing to prevent a pc gaining those cursed properties except the remove curse spell is not ok as it is not fun for the pc. The curse should be slow acting(taking several weeks or more), require failed saving throws to gain the cursed properties, or something else to prevent this item from instantly warping a campaign.
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
Monk's Bow (5e Equipment) Magical items have their own power source and magical items shouldn't be able to gain additional effects based on your level or class/subclass chosen. Besides that, monks are not normally proficient with longbows so how do they go about using and attuning to this item?
Music Box with a Stolen Voice (5e Equipment) See talk page.
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 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.
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.
Re-equip Ring (5e Equipment) Mechanics need improving; for example, 5e doesn't have "free actions"
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. Each trait needs to be tightened up to meet 5th edition standards.
Rifle, Rifleman Variant (5e Equipment) high damage & range
Ring of Clean Language (5e Equipment) Totally roleplay based, but heals the player. This isn't a way that equipment items work.
Robes of the Fallen (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
Root of Motherhood (5e Equipment) 1cp for something like this? The "problem" that males cannot give birth does not make this work.
Samuel "Bostock" Barreller (5e Equipment) The 1500 year history puts huge onus on the DM. How do you get into an argument with this weapon, and what are this weapon's ability scores and vision?
Scythe Whip (5e Equipment) See talk page
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.
Shi Yu Scarf (5e Equipment) The Blue Crystal effect is broken, and A Thousand Graves has the potential to be game breaking as well.
Short Scythe (5e Equipment) Stronger and cheaper than any standard weapon with the finesse property. Why would a player ever choose a rapier or scimitars in a campaign where this is an option?
Sigmar's Fury (5e Equipment) Plus 15 to strength score, among other things.
Slinger (5e Equipment) "Puncture" is not a valid damage option. How are the seperate ammos gained, how much do they cost, etc, is all missing.
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 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 fact that this item can not be removed makes it overtly powerful for its rarity.
Spiked Gloves (5e Equipment) Okay, now it's versatile. How can a gauntlet be wielded in two hands?
Spiral Deformity (5e Equipment) The weapons rarity needs to be comparable to those in the DMG, specifically the section on Treasure and magic items.
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)
Staff of Icefire (5e Equipment) Could do with using 5th edition D&D rules.
Star Glitcher (5e Equipment) This item has next to no actual mechanical effect besides being extremely hard to unattuned to, and is vastly weaker than even most uncommon magical items.
Stone of Sizing (5e Equipment) "Area" is too loosely defined. Is this a room, a house, or what? What happens to all the items in the said space?
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.
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?
Temple of Null (5e Equipment) Doesn't say how the temple is activated; the correct temple dimensions need to be given (A base of 900 square feet would be 30 by 30 feet, are you sure this is correct?); don't use kilometres; if the effect is an antimagic field, maybe it could use 5e SRD:Antimagic Field, as that seems obvious. What happens to creatures and objects in the temple's space when it appears?
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 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 Voyager's Map (5e Equipment) A magical item's power and magic are derived from it being enchanted, not from the level of the pc that uses the item. As such, this item shouldn't have effects based on the statistics of a pc.
Throwable Longsword (5e Equipment) More powerful than the 5e SRD:Longsword.
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?
Triple Flail (5e Equipment) Stronger than a greatsword and can be used with a shield.
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.
Undersized Lifesteal Crossbow (5e Equipment) Firstly, an undersized crossbow is a hand crossbow. Secondly, hit point regeneration needs to be more measured than this so I suggest you look at something like the Sword of Life Stealing.
Valiant Flame (5e Equipment) The effect doesn't make any sense.
Valmanway (5e Equipment) All this does is optimize DPS, which isn't worthy of such an item.
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, Variant (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) Seems pretty powerful for a legendary item, maybe try making it an artifact? Otherwise it feels like straight up powercreep on the Wand of the Warmage
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.
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.

Other[edit]

Articles with a "Needs Balance" template.
Page Name Notes
13th level ultimate one shot build (5e Optimized Character Build) This doesn't work, you can only apply one Metamagic per spell unless the metamagic states otherwise; see talk page.
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.
Apprentice of Disguise (5e Background) The "feature" is something that anyone proficient with the disguise kit can do anyway, and can do without limiting themselves to small adjustments on a skin tone chart.
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.
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 Monastic Tea (5e Epic Boon) See talk page.
Boon of Spell Mastery, Variant (5e Epic Boon) Epic boons are balanced against each other and not based on the difficulty of how it was obtained. As such, this boon is simply too powerful as it is much better than other existing 1st party boons such as the Boon of Spell Mastery or even the Boon of High Magic.
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.
Child of Asmodeus (5e Race Variant) the way this subrace scales and number of benefits it is far stronger than other Player's Handbook races. The 5e Race Design Guide may have ideas to help improve this
Conscript (5e Background) The feature should not grant mechanical benefits.
Cross-Class Subclasses (5e Variant Rule) Spellcasting progression issues. See talk page.
Dark Folk (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.
Darkblade Warlock (5e Optimized Character Build) See talk page.
Divine (5e Background) The feature should not be a mechanical benefit.
Dominatrix (5e Background) Proficiencies and equipment are incorrect, please see the "Creating a Background" instructions in the DMG. "Dominating Presence" doesn't do anything a Pursuasion or Insight check doesn't already do.
Drow Breeding Slave (5e Background) The feature should not grant mechanical benefits. I'm not sure if bondage is also a feature, but the features need to be clearly listed.
Drunken Pirate (5e Background) The feature is not worthwhile in gameplay. The ideals are poorly formed: what exactly are the motivations? Flaws are poorly formed: what does "I think I have a problem..." mean?
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.
Employee of Royalty (5e Background) The feature should not give mechanical benefits.
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.
Former Gladiator (5e Background) The feature should not grant mechanical benefits.
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?
Half Vampire (5e Race Variant) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 4 free class levels in mystic, allows concentration of two spells, a cantrip/1st/2nd level spells from any class list. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Human Prodigy (5e Race Variant) A stronger version of the Human Variant in the PHB.
Hybrid (5e Race Variant) Choosing traits from other races could be imbalanced.
Hybrid (5e Variant Rule) This class has numerous combos that make a PC belonging to the class be heads and shoulders above the power level any 1st party class. Most combos by their very nature are overpowered, due to PC's just getting the features of two classes/subclasses at almost the same levels and there are many overtly broken combos such as rouge+martial class, paladin+other spellcaster, full spellcasting class+any other martial class, ect. In most cases, these combo classes need ability score increases in several/too many ability scores. Also, an insane amount of testing/balancing needs to be done to make this idea usable and a more balanced version of a hybrid class already exists in multiclassing.
Innkeeper (5e Background) The feature shouldn't grant static bonuses. See talk page.
Isekai (5e Background) What is the use of the feature like it is? The benefit should not be mechanical of course.
Jack of all trades (5e Background) Features should not grant mechanical bonuses, they should tie the character in with the game world and provide roleplaying opportunities. See the guide in the DMG.
Kalastar (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.
Law Bringer, Variant (5e Background) A background's roleplaying feature should be just that, just a roleplaying feature. It sounds like the feature would allow you to make Perception checks instead of Insight checks, which isn't ok, but whether it was meant to do that is unknown as the feature is still incomplete.
Lucky Fumbler (5e Background) A background should describe what the PC did before they became an adventurer: this doesn't do that. The features have strong mechanical benefits that need to be removed. Equipment should include a unique item: not just a trinket (which any PC can start with anyway)
Major Threat Weapons (5e Variant Rule) See talk page.
Martian (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.
Max Damage Rogue Edition (5e Optimized Character Build) As noted on the talk page, this build cannot make a sneak attack with a heavy crossbow.
Moon Elf (5e Race Variant) This race variant forgoes the 'elf weapon training' trait for nothing other than a new name, and time of day spent outside.
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.
Pet Lover (5e Background) Incorrect number of proficiencies. The feature does not differ significantly from the normal rules for training an animal.
Pilot (5e Background) Please see the DMG for how to make a background. Background features should not grant mechanical benefits, they should tie the PC in with the game world and provide roleplaying opportunities. Skill proficiencies should be fixed, not chosen.
Plane Touched (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. 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.
Point-based Pact Magic (5e Class Feature) Yeah, sadly it's not balanced, although you could find ways to normally cast pact spells with points, lv3 using 4 for example. But this method is not sadly. Jotertalk) 20:55, 1 June 2019 (GMT)
Proctor (5e Background) Background features should not grant mechanical benefits such as advantage. Skill proficiencies should be fixed, not chosen.
Prodigy (5e Background) The bonuses are not necessarily existing items. The feature is extremely vague, and could provide a bonus as well as be counter-productive.
Shadow Bringer (5e Background) The feature should not grant a mechanical benefit.
Shadowflame Corruption (5e Disease) Diseases need saving throws and shouldn't ruin play for a player which changing alignment does. Diseases also shouldn't provide benefits should as becoming immune to a damage type or gaining a spell. Overall, the mechanics behind how this disease works needs to almost entirely be reworked.
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.
Thug (5e Background) Doesn't distinguish itself from the criminal background in the PHB (with which you can make a thug by choosing your criminal speciality).
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.
Uchiha (5e Race Variant) Has a progression way beyond the scope of a race. Needs to be nerfed.
Wandering Mercenary (5e Background) Too many proficiencies and languages. The feature should not grant mechanical benefits.
Warforged (5e Background) The feature should not grant mechanical benefits.
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.
Werebear (5e Template) 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.
Witch (5e Background) The feature should not grant mechanical benefits.
Witch Hunter (5e Background) The feature should not grant mechanical benefits.
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