User:Geodude671/5e Pages Needing Balance

From D&D Wiki

Jump to: navigation, search

Races[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Avariel (5e Race) The official Avariel has a flying speed of 30 feet and otherwise identical traits
Belial (5e Race) Death Cells does not follow 5e syntax. Races should not let you go past 20 in a particular score. Bloodlust is neat but a bit weird, maybe use tabaxi's Feline Agility as a start (?). Draelm (talk) 03:43, 7 October 2020 (MDT)
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.
Buffalord (5e Race) None of the custom traits work with 5th edition D&D so need rewriting.
Capri (5e Race) Incomplete. Traits don't make sense, and are unusable.
Carcharial (5e Race) See talk page.
Cat Sith (5e Race) schrodinger exceeds anything in the PHB. Druids get wild shape at level 2, twice. alter self is a 2nd level spell, and doesn't allow appearance to become four legged. trait severely needs attention for this race to be playable. Please read the 5e_Race_Design_Guide.
Changeling, 3rd Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, "chapechanger" allows you to be any race in addition to this one as well as allowing you to be a large size creature(So you could turn into a CR3 giant scorpion at level 1), proficiency in arcana is totally random, and 2nd persona is an RP element. Overall this goes far beyond what a race should be capable of and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Chosen Undead (5e Race) This race features negative ability modifiers. Gravelord Servant uses free action. Darkwraith can ignore damage immunity.
Crystallite (5e Race) The various subraces are vastly unbalanced compared to each other. For instance, the lava crystallite gets a con increase, resistance to fire and a trait that adds 1d10 damage to their melee weapon attacks. The lamp fuel crystallite only gets an int increase and a trait that is only really useful at early levels. Pathlight seems useful, but it is actually a disadvantage to any time they would try to hide in the dark.
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.
Demonborne (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, 5e discourages negative ability scores as it is false balance. Summoning should also only be reserved for classes, and is incredibly OP for any race. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
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.
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.
Elementborn (5e Race) The subraces vary in balance, and two of them have resistance to the common weapon damage types of bludgeoning, slashing and piercing.
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.
Ex-machina (5e Race) This race is definitely overpowered compared to similar first-party races and would benefit from having less powerful traits. +11 ASI alone, not to mention copying abilities. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Experimental Hybrid (5e Race) This race is greatly overpowered in almost every way. Ability scores increases are far too great, armored should not be a trait, proficiencies are too numerous, and several other problem. The base knows three languages. Humans is both variants of human in the DMG combined with more on top. The other races follow suit. All bloods are completely broken. See 5e Race Design Guide.
Faerie (5e Race) This race is incredibly strong. 30 feet of flying, plus a cantrip, 1st level, and 2nd level spells.
Fenrirborn (5e Race) No race has a walking speed of more than 35 feet save a Variant Human with the Mobile feat
Fifth (5e Race) This race has 45 feet of flying without even the disadvantage that it brings to aarakocra, plus the other traits that it gets.
Flügel (5e Race) Traits are all overpowered.
Forest Golem, Variant (5e Race) This race is significantly stronger than any 1st party race. 5 ASIs is too many.
Gargoyle (5e Race) 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.
Giant Ants (5e Race) Questionable 1st level flight.
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.
Hadramiel (5e Race) Creatures with flying at level one are extremely powerful.
Half-Celestial Born (5e Race) Compared to the first party aarakocra or aasimar this race receives several more powerful racial traits such as flight and automatic success.
Half-Rust Monster (5e Race) Too strong compared to standard first party races. There is no reason why this race should have 40 feet of movement. Their large Armor Class increase paired with their ability to corrode metals as a reaction is also too strong. Consider reducing the base Armor Class and reworking the rust effect to better suit a race.
Half-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.
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.
Imperatrix (5e Race) There are too many powerful traits on this race for it to be balanced
Inkling, 2nd Variant (5e Race) See talk page.
Japanese Kitsune (5e Race) Spiritual Power needs to be reworked. Other traits should be looked over as well.
Kandra Variant (5e Race) This is essentially just a copy of Kanda (5e Race) that has been made more powerful.
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, 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.
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.
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.
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.
Lycanthrope (5e Race) Needs better design in places. For example, "retaining one trait" is haphazard, as this can range from something minor to something very powerful (like drow spellcasting, or the human's bonus feat. "Overlap and clashes" requires some interpretation, which is a weak design.
Machine Doll, Variant (5e Race) Clunky and uses incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's to AC should be avoided, instead, increase the base AC. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Mammothodon (5e Race) See talk page
Mammuthari (5e Race) See talk page
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.
Medrosakal (5e Race) This race is significantly stronger than any first party race. There are way too many traits and nearly all of them are too powerful on their own.
Metalborn (5e Race) See talk page
Mind Flayer (5e Race) This race allows you to command a small army, and if you're lucky, a boss. An ability score increases by 3. Steal Brain can allow you to have, theoretically, an infinite amount of intelligence. It is easily exploitable. Increasing intelligence should not be a thing period. The whole race reads like a class, with traits that compliment, and work off of each other. Racial traits should be a small amount of bonuses, and maybe an action or two. See 5e Race Design Guide.
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.
Murloc (5e Race) This race has more and stronger traits than the Half-Elf, the only other race with a +4 ASI
MyContent (5e Race) This race is significantly stronger than any first party race.
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.
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.
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.
Possesion Doll (5e Race) This race features nonstandard darkvision. DC 12 + seems very high for Sleep. Possession should probably break if the creature exceeds a range from you. Also possession can last substantially longer than charm person, or charm monster, and wipes their memory.
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.
Raelyn (5e Race) This race is more powerful than pretty much any first-party race.
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.
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.
Scorp-Kin (5e Race) This race has a negative ability modifier. Unarmored defense is a replacement feature, and specific interaction with it doesn't seems to make sense. Especially as the quite similar 'Natural Armor' from Lizardfolk makes no such exception, but is extensive in it's rules explanation.
Scorpkin (5e Race) "you can only fail fortitude save by rolling a natural 1" - 5e doesn't have "fortitude saves", maybe this means Constitution save... even so this is kinda overpowered. Too many traits in general. "One combat oriented feat" on top of all that, which is definitely too much, considering a feat is the entirity of the variant human's traits.
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.
Shadowfell Walker (5e Race) Having negative ability scores or other negative traits does not allow you to have other higher than normal ability scores like in earlier editions. In addition, increasing spells damage is far too powerful for races, round counting really should not be used and a more standard duration should be used instead(1 round, 1 minute, 10 minutes, 1 hour, ect), and a +2 bonus to AC is far too strong for a race to have. This is on top of having a hover speed that is greater than 30 feet.
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".
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.
Skyrynthees (5e Race) Although not reflected in the H&W table, the description for size is beyond Huge, making it very difficult for anyone to play it, and brings with it a myriad of problems that are extremely atypical of playable races. See Race Design, and Large Races. Size needs to be reworked. The 'Chronic Cave Dweller', and 'Dank', traits should be exchanged for other traits, or reworked. Thanks, I didn’t even realize the weight issues, it was a very unrealistic weight. Also, what’s the issue with the other traits? I know it’s bad, I just can’t pinpoint where.
Slime Dragon (5e Race) This race is heavily imbalanced when compared standardized race by ability scores alone. See 5e Race Design Guide for help.
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.
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?
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.
The Great Ones (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.
The Ultimate Lifeform (5e Race) Greatly more powerful than any first-party race.
The Undying (5e Race) Adding your wisdom modifier to all unarmed strikes is questionable as in allowing all unarmed strikes to deal necrotic damage as monks only get magical unarmed strikes at 7th level.
The taken (5e Race) Any one of these traits is much too powerful for a race
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.
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.
Troll, Variant (5e Race) Needs to be pared back, as it is too strong for any first-party comparison
Unicorn (5e Race) Trample and Hooves traits are overpowered.
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 (5e Race) Negative ability scores. Refers to the feats rule making the race unplayable in games that don't use it.
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.
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.
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.
Waddle Dee (5e Race) Multi-attack is overpowered. The traits don't seem to thematically fit what little we know from the description.
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.
Werewolf, Variant (5e Race) Natural Attack damage and Wicked Resistance (even though it is optional) may still are of questionable balance. As this is a template/ race variant it should be moved to the correct section of the wiki, etc.
Whittle (5e Race) This looks overpowered. See Marasmusine Meter. This race scores about 4, where the target is 2.5 to 3.
Wookiee Warrior (5e Race) See the talk page.
Wraith, Variant (5e Race) This race is dense enough to be a class. 3d4 for a melee attack is absurdly powerful, even if it requires charges, especially as an action or bonus action. Every feature that uses tokens is imbalanced, and they read like a class spell list. See 5e Race Design Guide.
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.

Subraces[edit]

Articles with a "Needs Balance" template.
Page Name Notes
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.
Crimson Elf, Variant (5e Subrace) Each of the traits this subrace provides are really powerful to have on a race, and elf subraces are typically not that powerful due to the base race giving a lot of useful traits. In addition, if a trait allows you to cast a spell, you should not be able to use it before full spellcasters can cast it (ex: 2nd level spells require 3rd level).
Fell Elf, Variant (5e Subrace) Elf subraces increase one ability score other than Dexterity by 1. This is greatly overpowered by comparison. 'Cheap', and 'Awesome' are not quantifiers.
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.
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.
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.
Thirty-Six (5e Subrace) Balance is different for magic users and their counterparts.

Classes[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Absolver (5e Class) Lots of dead levels.
Abyssal Dragon Lord (5e Class) 2d10 hit die doesn't exist, the maximum is d12 for martials, d10 for half and third casters, d8 for full casters with mostly support spells and d6 for full casters with destructive aoe spells, following the patterns followed by the core classes
Accursed (5e Class) This is an unfinished broken class that should not be used without DM revision.
Alucard (5e Class)
Apollyon (5e Class) 2d12 hit dice, and permanent ASIs independent of level
Apothecary (5e Class) full casters don't gain features in the same levels they gain spells of 3rd-level or higher. Some of the features granted to this class already can be mimmicked by spells, being needless buffs
Apotheosis (5e Class) six feats, three attacks, a permanent increase in 2 to ALL checks, among other things
Arcane Elite (5e Class) Terribly worded, subclasses are unfinished, no multiclassing allowed
Armored Pilot (5e Class) At level one, you can potentially have a 20 AC, 1d4 unarmed attacks, advantage on several different skills and strength saves, attacks are considered magical, plus the armor can behave like an unseen servant, a level one spell. This is just level one, but this feels closer to what a level 3 or 4 character would have.
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.
Artificer, 3rd Variant (5e Class) half casters shouldn't gain features at 9th, 13th and 17th levels. And this class has all the features of the 2017 UA alchemist, plus features from the new alchemist, without removing anything to compensate.
Athcana Lich (5e Class) gaining both a 3rd-level spell slot and a subclass feature is a no-no. For example, the death knight subclass gains a 3rd-level spell slot on the same level it gains an extra attack.
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.
Audiomancer (5e Class) This class gain class features in the same level it gains new spell slots, and at least one instance where the class gain two tier level features (gaining both a 6th level spell slot and a extra attack at 11th level). The armor class improvement with Audiomancer Armor breaks bound accuracy.
Avatar (5e Class) Lots of 3.x-isims, like per round, unconditional bonuses. Needs to fit 5e design.
Bandit (5e Class) tried to fix it, but still breaks bound accuracy the "Glorious Gold" feature
Basic Rogue (5e Class) See talk page, repeated reference to "while stealthed" which has no meaning in 5e. No class options or interaction features.
Bell-Walker (5e Class) This class can have 1 chance in 20 at 1st level of killing someone, with each attack, and this chance increases to 1 chance in 10 of instakilling someone with each attack
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.
Blacklight Mutator, Variant (5e Class) See talk page
Bonded Musician (5e Class) Multiple dead levels.
Bone Breaker, 2nd Variant (5e Class) this class gain an extra attack at 2nd level with the stance feature.
Bone Breaker (5e Class) see talk page
Brawler (5e Class) Multiple dead levels. The subclasses gain features at different levels. Multiple unused abilities.
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.
Calamity Host (5e Class) Regaining hit point every minute is highly unbalanced. A class shouldn't have a free source of healing like that. The 4th level feature lets you add your CONSTITUTION SCORE to the AC, which is insanely unbalanced. Even if it is only the modifier, not the score, still broken as hell.
ChanceCaster (5e Class) this class gain powerful features in the same levels it gain a spell slot. The feature distribution should be rearranged.
Chronomancer (5e Class) only looked at one sub, the Guardian of the Timeless Gaze, and oh boy...three attacks at 10th level (earlier than the fighter), full casting, d10 hit die. This needs to be reworked
Clockwork (5e Class) Crowded with features even though this already is a full caster. The wording on the core feature is a mess, and the spellcasting feature is not described
Commoner (5e Class) the design disclaimer doesn't remove the need for balance on this class, unless is accompanied by a explanation about how a group is supposed to insert this class on a d&d game. In its current state, without additional playable content or information, is not suited for a regular dnd campaing.
Critical Warrior (5e Class) Multiple dead levels.
Crow (5e Class) Two strong saves. Class features are overpowered, weak in design, and only focus on combat.
Dark Knight FF (5e Class) Abilities are very video game-esque and could use a more grounded tabletop-ish approach.
Death Knight, 4th Variant (5e Class) This is class has a large series of buffs, many of which would seem to be far beyond what would be considered balanced. The class needs to be rebalanced.
Deity (5e Class) 2d12 for hit die, full casting progression and 49 known spells and four attacks on its turn...i don't really need to explain why this is overpowered, do i? If you want gods as player options, maybe try a variant set of rules
Demonic Knight, Variant (5e Class) Gains way too many benefits. Needs to be nerfed.
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.
Dragon Knight, 3rd Variant (5e Class) 1d12 for the companion hit die is to high. The dragon damage at higher levels is insane (4d12?). As it is, is a buffed version of a the Dragon Knight.
Dragon Slayer (5e Class) See talk page.
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.
Eldritch Hunter, Variant (5e Class) half casters don't have access to cantrips, and don't gain features at levels 9th, 13th and 17th. Also, you shouldn't gain both an extra attack and a subclass feature at 11th level
Elemental Avatar (5e Class) 06:53, 15 March 2019 (MDT)
Empath (5e Class) Class features should not be gained when a spell casting level is too.
Empathic (5e Class) Should not gain a class feature when getting a spell level.
Far Mage (5e Class) See talk page page
Feruchemist Variant (5e Class) This is just a copy of Feruchemist (5e Class) that has been made more powerful.
Forge Master (5e Class) Multiple dead levels.
Frenzied Warrior (5e Class) The rage feature makes reference to a barbarian table for uses. The description of the class don't match the features at all: The description mention "dark powers" and "corruption", but the features are just a mix of battle master and barbarian features. Why not just make a subclass giving battle maneuvers to the barbarian, if that was the intention?
Frieza (5e Class) The features at level 1 are nearly identical to the monk, except that the unarmed strikes are significantly stronger than the monk's.
Gem Wielder (5e Class) This is too versatile. A class without spellcasting can cast 8th level spells. It can also gain resistance to any damage type, and change that type every day. You choose what weapon damage you add from a long list when you activate it. You can choose bonuses to AC, attack rolls, vision enhancements, and a dozen other things, many of which read like feats. Whole class needs to be examined.
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.
Gunlancer (5e Class) Barely any weapon proficiencies, and no out of combat abilities
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.
Iron Chef (5e Class) The skill bonuses and amputation possible at 1st level is just plain broken.
Iron Man (5e Class) If this isn't supposed to follow standard design conventions, it's not stated.
Klyntar Host (5e Class) This class carelessly throws around very powerful terms such as ability score increases, advantage, immunity, resistance, and vulnerability. Transform as a level 1 ability introduces a laundry list of abilities. Perfect Transformations is outrageously powerful just in terms of the ability score bonus. On top of that, it uncaps the number of transformation, and doubles the blindsight range. Extra attack is also accompanied with bonus movement speed for seemingly no reason. Advanced transformation grants 30 feet blindsight in addition to several other abilities. Homeostasis grants advantage on death saving throws at level 9 unless 'recently' (what does that mean?) damaged by specific types of damage, and other abilities. These issues, among many others appear to make this class greatly overpowered.
Labaranthine (5e Class) I just posted this and want feedback. Might be OP?.
Lich, 2nd Variant (5e Class) Way too many features with the spells.
Magian Magnate (5e Class) full caster with d10 hit die; can cast spells without spending spell slots; can make spells permanent on itself at 2nd level; can learn spells from all schools; gain features in the levels it gain a new spell slot; and this just from the first features.
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
Master of Puppets (5e Class) This class gain features in the same levels it gains spell slots and it has a d10 of hit die being a full spellcaster
Merchant, Variant (5e Class) Bodyguard feature: In the way the feature is written right now, the CR limit for the bodyguard is 19 at 20th level. This is incredibly overpowered
Mind Flayer (5e Class) Broken in many places. See talk page.
Monkey King (5e Class) Martial Arts are noticeably stronger than those of a monk
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. Legendary should have a succeed clause, and likely have a smaller range. On top of the advantage, and bonuses to many rolls, this class can make 4 attack actions at the 18th level.
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.
Nordic Warrior (5e Class) Almost none of the features here have saving throws.
Phantom Thief Of Hearts (5e Class) There's... a lot going on here. It's pretty much godlike. See the talk page for starters. From anti-magic-proof magic to a total of 370ft of movement speed bonuses by 20th level, it's 99.9% unplayable.
Phantom Warrior (5e Class) Class features need a more even spread.
Phaseling (5e Class) Many features do not specify a number of uses per rest, and can thus be spammed to great effect. I can understand for the shifting ability, as it is the class' central feature, but several others should seriously be reigned in.
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?
Poison Soul (5e Class) see Release the Soul feature
Pokémon Trainer (5e Class) Help needed on balancing starter pokemon.
Primitive Warrior (5e Class) This class has the barbarian's rage and better martial prowess than the fighter combined into one class. Then the class has a broken unarmed defense and several other extremely powerful or broken features.
Primordial Spectre (5e Class) See talk page.
Psion (5e Class) See talk page.
Psychic (5e Class) This class has improper saving throw DC's full spellcasting table not in the class features template, full spellcasting classes largely shouldn't have features when they gain a spell slot(which this class seems to ignore), ability score damage, and a number of powerful features (Mind Over Matter, Mindsight, Dominate Mind, and most others). See Class Do's and Don'ts (5e Guideline).
Psychopath (5e Class) See talk page.
Rad Slug (5e Class) Magic Resistance is an absurdly imbalanced feature, especially with multiclassing. The class heavily learns on only a couple features.
Re:Ghoul (5e Class) Balance issues throughout.
Reaper's Hand (5e Class) Martial class with full casting progression. Although this does not have extra attack at 5th level, the two necromantic cantrips at 1st level more than make up for it.
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,---I have a lot of words but will keep it too its too strong, the Subclasses do not help this page either
Rune Smith (5e Class) See talk page. The main problem is that half of everything isn't standard with 5e material or terminology.
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, 2nd Variant (5e Class) See talk page. Also this class seems to have subclasses within subclasses (Samurai Path for the basic subclasses, Fighting School for an additional, and secondary subclass, and the Yojimbo subclass has the Battle Master feature which can have it's chosen bonus changed when gaining a level).
Sans (5e Class) The features need to state how often they can be used after a short or long rest.
Seaclaimed Pirate (5e Class) Free actions don't really exist in 5e. This class has numerous additional ASI's other than the standard, and still gains other features at those levels. This class provides immunity to two different damage types(cold, and lightning), and heals you if you take damage from them. Thought Shield then grants resistance to psychic damage, and makes those using it take damage. Create Thrall has no saving throw? It also seems you could control an unlimited number of creatures with this. Whole class needs a run through.
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.
Sheikah, Variant (5e Class) In general this class deals too much damage, has great features at too low a level, and is generally too powerful. For example, sneak attack alone gives the class comparable damage to other martial classes, but in addition to that you gain extra attacks at a rate better than the fighter. For example, Teleportation and Cloning are also far too powerful and you gain those features at 1st level, ect. other issues.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Sin of Greed (5e Class) Min-Max's all kinds of abilities, and overall needs to be nerfed to be playable.
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.
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.
Stygian Swordsman (5e Class) See talk page page
Super Hero (5e Class) If this isn't supposed to follow standard design conventions, it's not stated.
Swordmaster (5e Class) Uses round counting, among other concerns. See talk page.
Tribal Shaman (5e Class) cantrips shouldn't offer healing as a rule, unless you have a way of limiting the potentially infinite source of hit points it generates.
Vampire, 4th Variant (5e Class) Uncanny Dodge is a 5th level feature, which means that it is a tier level feature, and this class allow the player to get that feature at 2nd level. There are other problems, but lets start by that one
Vampire Lord (5e Class) This is oddly worded, and has some questionable abilities, namely the Ability Score minimums and 1d8 unarmed attacks
Vanguard (5e Class) This class shouldn't get numerous bonuses to AC(you can get up to +7), no longer receive exhaustion, and also numerous powerful archetype features(Heavy Weapon Master).
Voidblade (5e Class) The class feature table does not match subclasses by levels, and the subclass features are not gained at identical levels.
Volatile (5e Class) Three immunities to common damage types, insanely high AC, etc.

Consider reading the 5e Class Design Guide and comparing this class to 1st party content such as Forge Domain Cleric.

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.
Warcaster, Variant (5e Class) Overpwered class. Full fighter combined with full caster with no weaknesses to offset this. Can create very powerful magical weapons. Can use spells without any components for no cost. Added strong ranger/rogue feats to class that don't seem to fit the theme. Seem to be there just to make the class more overpowered.
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.
Witcher, 4th Variant (5e Class) Immunity to a damage type, condition, at 1st level is far too powerful without greater consideration. though changing them to contest checks and saves against persuasion and deception checks. Advantage against being charmed on top of this all is also far too powerful.
Wolf Lord (5e Class) Who takes actions for the companion, the DM? The capstone ability should not retroactively damage the duo. Some of the features also have no real purpose (what is Specialized Subdual for)?

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

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, 2nd Variant (5e Class) At first level, this class gains basically the same features as a monk, but it has a d12 hit die and a version of the barbarian's rage.
Yakuza, Variant (5e Class) At first level, this gets the monk's 5th level martial arts and an unarmored defense, plus a d12 hit die, and a version of the barbarian's rage.
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
Aberrant Mind, Variant (5e Subclass) This is, word for word, the UA subclass
Arcane Kaeozzoidian Spellsword (5e Subclass) Basically the same problems as the Kaeozzoidian Spellsword, already presented on that subclass.
Battle Fiend (5e Subclass) Ty geo, will be revisiting this page soon.
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.
Circle of Natural Chaos (5e Subclass) You can use every feature, besides consult the cards, without limit. This subclass has unlimited access to a slightly modified deck of many things.
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 Mesmer (5e Subclass) Therre should be some sort of saving throw for Confure Nightmares. Images of Remorse is too powerful to be used as a reaction on each of your turns. How long does it take to create a signet of confusion?
Death Knight, Variant (5e Subclass) I've tried to rework some of the issues with this class, but is possible that i have created another ones. So, i'll keep this here to further balancing
Deus Ex Machina (5e Subclass) THis subclass gains way too many features at each level and also gains features at levels that the artificer subclass is not supposed to give features. For reference, the artificer gets subclass features at level 3, 5, 9, and 15 only.
Fade Touched (5e Subclass) This class's mechanics are vague and uses a decimal system uncharacteristic to DnD 5e.
Heavy Archer (5e Subclass) Tried to edit it to make it more balanced, Please tell me if it's still horribly unbalanced
Imperatrix Force Master (5e Subclass) A functional doubling of sorcery points is too powerful
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).
Kaeozzoidian Dragon Hunter (5e Subclass) permanent resistance to slashing, piercing and bludgeoning damage is way too strong at 3rd level
Kaeozzoidian Spellsword (5e Subclass) The spellcasting in this class needs to be reduced. As it is, this is a better spellcasting than some fullcasters, with the tankiness of a barbarian. Class features shouldn't give feats. Being setting specific doesn't change the need for balance on the homebrew.
Kings Ranger (5e Subclass) Feature levels do not match the 5e SRD:Ranger.
Lancer (5e Subclass) See the talk page.
Lich Lord (5e Subclass) undeath affinity should probably be spent, and regained after a short/long rest. The servants grant up to five additional attacks per turn, which is a lot in the combat economy. The whole subclass should be looked over for balance.
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 the Demigod Berserker (5e Subclass) one feature shouldn't give a specific feat, let alone 5 feats throughout the progression of this subclass
Path of The Otherworldly (5e Subclass) see discussion page
Prankster (5e Subclass) See talk page.
Raw Magic (5e Subclass) See the talk page.
Santoryu (5e Subclass) Is this a class or a subclass?
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.
Team Leader (5e Subclass) This subclass's abilities can be activated whenever, no activation time needed
The Aberration (5e Subclass) 22 Invocations at 20th level is maybe a bit too good
The Abysswalker (5e Subclass) Needs to be nerfed. 5 features have a base function, and increase as you level. Increasing dexterity modifier? Every action counts as two? Arcana, and Religion are intelligence based, not Charisma. Advantage on all attack made with a weapon that you already double your prof. bonus, and damage, in addition to +3 modifier (assuming both attack, and damage rolls). This subclass has two entire classes worth of material, or more, and much of it is overpowered. It's an amalgam focusing on nothing in particular, but excelling at everything it tries. Spirit weapons, abyssal influence, muscle powerhouse fighter.
The Covenantblade (5e Subclass) Why does this subclass get 3 extra spells per spell level as opposed to 2. Also grammar
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
The Slime (5e Subclass) What is reforming? An immortality clause is OP.
Time Wizard (5e Subclass) Levels do not match the wizard's subclass (19-20 levels).
Way of the Electro-Combatant (5e Subclass) Conductive Current is far too powerful of a feature, for a monk using 1 ki point should give a similar amount of damage increase compared to using Flurry of Blows. The subclass is also heavily lacking in non-combat features.
Way of the Inner Light (5e Subclass) Lots of powerful features, tons of damage and a potentially infinite source of ki points
Way of the Perfect Fist (5e Subclass) Needs to be nerfed.
Way of the Reaper (5e Subclass) Each feature could be a capstone in its own right
Way of the Soul Crusher (5e Subclass) A Martial Arts die increase is too powerful
Way of the Spear, Variant (5e Subclass) Class features do not match the monk's levels.

Spells[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Analyze Item (5e Spell) This is near identical to the first level spell Identify
Conjure Object (5e Spell) This is only marginally worse than the 5th level Creation
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.
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 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?
Ember Blast (5e Spell) Crazily overpowered for a cantrip.
Eruption (5e Spell) What does "channelable" mean, and 4d10 is significantly stronger than any 1dt level spell. Also badly worded
Eruption Counter (5e Spell) This is a better Blade Ward added to a better Hellish Rebuke
Field of Vineyards (5e Spell) See talk page.
Flare Shot (5e Spell) 4d6 for a cantrip at 1st level, or 3d6 if you don't want the self damage
Forbidden Knowledge of the Ancients (5e Spell) Unconventional spell component/spell slot relationship, permanent effects on a spell you cast, and other oddities make it so this spell doesn't fit 5e design and seems more appropriate as something else.
Formula 202 (5e Spell) This is significantly better than Longstrider added to a weakened Jump, both first level spells
Hiemalis (5e Class) The damage is a bit too high. Uses per long rest need to be introduced to balance this out.
Holy Blade (5e Spell) This spell is considerably weaker than Fire Bolt, another ranged cantrip. Also, why does this spell require a melee attack roll when it is a ranged spell?
Homing Soulmass (5e Spell) This is just a much more powerful version of magic missile. Magic missile at level one does a max of 3d4+3, while this spell could potentially deal 6d4 at level one.
Life Begins Anew (5e Spell) 20d8 damage is rather a lot, and 500 feet is just ludicrous. Additionally, this spell seems to summon a creature with no set duration. That is flagrantly abusable.
Limb Growth (5e Spell) As written, this spell lets you give an entire party a permanent fly speed, an increase to land speed by 40 feet or more, four or more extra arms/tails, etc.
Master Spark (5e Spell) This is pretty much Lightning Bolt, but with a blind effect and a marginally smaller range
Mind Freeze (5e Spell) This is the same level as counterspell but it has an added effect.
Mind Steal (5e Spell) Seems an overpowered version of dominate person?
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.
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)
Shinsu Baang (5e Spell) There is no reason for a player to take this spell at level one. It scales significantly better than any other cantrip.
Slime Shield (5e Spell) Being able to deal damage every time you are hit with a melee attack is more powerful than a typical cantrip.
Sorrel's Chaining Lances (5e Spell) This 8th level spell deals more damage than a 9th level spell, and there's nothing the victim can do to avoid it except cast one particular spell, and even then it only halves the damage.
Sorrel's Inevitable Impalement (5e Spell) This spell can do 200d12+200 at maximum damage. That's stronger than any 9th-level spell that deals damage.
Spell Shield (5e Spell) Is this appropriate for a 2nd level?
Sphere of Flames (5e Spell) This is significantly weaker than the spell fireball of the same level.
Summon Karen (5e Spell) Although it's clearly an april fools spell, that doesn't mean it should be improperly balanced. The level should likely be higher than a cantrip. The casting time is also very fast.
Supremacy (5e Spell) better than foresight in all aspects, while under the same niche. Either the bonus or the duration should be decreased.
Syncopate (5e Spell) This just a more powerful version of counterspell.
Tears of Freyja (5e Spell) Cast time is instant?
Three Freeze (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.
Tribal Shaman (5e Class) cantrips shouldn't offer healing as a rule, unless you have a way of limiting the potentially infinite source of hit points it generates.
True Level (5e Spell) Advantage on all dexterity checks and immunity to being knocked prone is grossly imbalanced for a cantrip.
True sight/strike (5e Spell) Advantage on all skill checks and saving throws as a cantrip? Let's not.
Truest Strike (5e Spell) This has a ridiculously long cast time even if it was a level 1 spell. It's a wizard spell that can only be cast on self, that just grants advantage on one melee attack over the course of 2 rounds for a 9th level spell? Is this an Category:April Fools spell? What wizard would choose to expend a 9th level spell slot to cast this?
Zone of Reversal (5e Spell) This is better than the 9th level Invulnerability, with the single caveat of healing becoming damage

Feats[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Ammo Understanding (5e Feat) It is not made explicit which weapons these rounds are used with, how exactly they are created(time, proficiency/tools needed, ect.), or how they are used. It does not make sense that people with proficiency in firearms get penalties for using ammo, plus features should generally not penalizing pcs in 5e. The mechanics do not work well with 5th-edition standards in regards to a feat(they would work if the ammo was just items though). For example, DC should not static: when you attack with a shredder round you just set the DC (probably 8 + your Dexterity modifier + your proficiency bonus) for the targets in the cone. Besides that, the feat is also far too powerful as it is a half feat that gives you access to a ton of different features related to firing certain ammo.
Boost of the body Feats shouldn't have outrageous requirements like this, and most of these effects individually would constitute an epic boon, much less two of them.
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
Craven (5e Feat) There's no reason why this should refer directly to the sneak attack class feature. Per feat design guidelines, feats should be inclusive as possible. Sneak attack occurs when you have advantage on an attack, so just make that the trigger for the extra damage. The extra damage also needs balancing.
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
Elitist (5e Feat) I'm not convinced that this is worth it in practice. It effectively adds an extra two die rolls to every combat round for the chance of a possibility of more damage. I also think that surely we are at a point now where we need more from a feat than simply more damage.
Essence of the Shadow Reaper (5e Feat) Way beyond the scope of a feat. Maybe try a subclass...?
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
Great-Bow Master (5e Feat) +2 ASI will grant a total of +1 to attacks and damage.
Heavy Critical (5e Feat) the d6s might be too extreme, and may need scaled down
Master Sorcerer (5e Feat) Feats should not have class requirements, feats should have static effects that are not based on your level, and this feat has no effect if you have no way to use these points.
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.
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
Refined Tremorsense (5e Feat) weight based defense (that 20lb bit) doesn't make sense with the 5e rules, it should be changed to size of the creature
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
Rubber Body (5e Feat) This is too powerful for a feat.
Single Spell (5e Feat) See talk page.
Student of the Arcane (5e Feat) Gaining the 2nd level benefits of an arcane tradition is too powerful on a feat let alone a half feat.
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
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
Unyielding Attacker (5e Feat) Feats should not ability score requirements above or 13 or scale with your level. In addition, while the feat itself isn't broken, the things it allows you to do by having additional bonus actions is too good even if the times you can use it is limited(feat uses/other things should be static and not be affected by proficiency bonus/your ability scores/ect.).
Utility Magic Caster (5e Feat) Feats should not have class requirements or just give access to class features, plus getting access to additional metamagics through a feat is too powerful. Given the name, something along the lines of gaining access to non-damage dealing cantrips would be more appropriate.
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
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
Wolrd Breaker (5e Feat) way too many features. The ability to regain hit points is unlimited and ridiculously powerful, and bonus to attack equal to your level breaks bound accuracy
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) 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.
Aiuevh'aioggd'acnosh (5e Creature) Very overpowered and beyond any kind of limits that 5e may have.
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?
Lucian Grace (5e Creature) Very overpowered and beyond any kind of limits that 5e may have.
Magical Liopleurodon (5e Creature) Various numbers and terms are invalid. Legendary actions section is not written correctly.
Pale Horse (5e Creature) Missing the CR.

Equipment[edit]

Articles with a "Needs Balance" template.
Page Name Notes
AK-47 (5e Equipment) What properties does this weapon actually have, beyond just damage?
Alva's Armor (5e Equipment) A regular piece of armor should not use Strength, unless you are using a variant rule.
Arbalest (5e Equipment) See talk page
Archdrake Set (5e Equipment) A cost needs to be added, and this should be moved to the magical armor section.
Armor of the Void (5e Equipment) This item goes against a number or rules that magical items should abide by including: having no limit on the bonuses the item can provide, gaining effect based on other items, and staying within bounded accuracy. In addition, the armor is heavily over tuned, see the relative power level of another piece of rare armor, the 1st party +1 AC rare armor.
Bag of Bacon (5e Equipment) This item has no mechanical benefit. It is, at best, common or uncommon
Bandit's Armor (5e Equipment) Whoefully underpowered for a medium piece of armor, this armor is actually not better than having no armor since it limits the maximum AC you can get while providing nothing.
Bastard Sword, 2nd Variant (5e Equipment) so this is a longsword with a better damage then
Blade ot Tathagata (5e Equipment) This seems awfully weak for a legendary item that has 48,000 souls within it. Mentions having its own will, so perhaps it should be a sentient item?
Bladed Whip (5e Equipment) More powerful than any finesse or reach weapon should be.
Claws of hades (5e Equipment) Bonuses shouldn't be permanent.
Cow's Milk (5e Equipment) This isn't RuneScape.
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 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.
Dagger and Rope (5e Equipment) Why would adding a rope to a Dagger make it deal more damage?
Dancer's Enchanted Swords (5e Equipment) Uses should be gained at dawn each day.
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.
Death's Scythe (5e Equipment) The demon possession needs to be fully detailed, along with potential cures for the possession, if there are any. Once the base weapon is determined, the damage needs to be recalculated. Death's veil needs a distance. What if a creature has 10 or less health (almost all naturally occuring wildlife in the back of the MM that doesn't have 'Giant' in its name).
Deck of Arcana (5e Equipment) This item should use a standardized duration(1 round, 1 minute, 10 minutes, 1 hour, ect.). In addition, there should be no distinction between effects that happen in or out of combat in 5e, plus it doesn't make too much sense for the item to suddenly act different based on what you are doing.
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.
Double Bladed Sword (5e Equipment) Effectively grants 2 light greatswords, which is absolutely not balanced.
Draconic Fury (5e Equipment) The dragon(born) blood regaining charges ability should probably absorb x amount of blood (ounces, quarts, gallons, etc.) for 1 charge, instead of merely soaking in it. Although carrying dragonblood is unlikely, and too expensive for early game, a dragonborn user could mitigate this fairly easily.
Dragon Hide Plate (5e Equipment) Mundane heavy armor should not allow you to gain an AC of 20 as that is far too powerful. Even an AC of 19, 1 better than plate needs to come with some serious downsides besides cost in order to be balanced. See fortress armor for how to create a balanced piece of armor with better AC than plate. Besides that, the armor needs a balanced defineable niche that isn't already covered by existing pieces of homebrew or offical armor.
Dwarven Urgrosh (5e Equipment) This is significantly more powerful than the first-party double-bladed scimitar
Electric Arrow (5e Equipment) How this is a cheap mundane item when it is better than any magical arrow needs some balance.
Elite Knight Armor (5e Equipment) See the talk page.
Enchanted Lich Robes (5e Equipment) Ridiculously specific attunement requirement
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.
Executioner's Sword (5e Equipment) This is definitively better than a Greatsword.
Falconer Armor (5e Equipment) Cost aside, this armor is a bit weak for medium armor and should probably have its AC boosted or changed in some other way to make this armor unique from other pieces of armor.
Fast Rings (5e Equipment) A magical item shouldn't do nothing when you get it. In addition, magic items should not get bonuses for having other magic items and items which can be abused/are more powerful with more of them should require attunement.
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.
Fullmetal Cloak, Variant (5e Equipment) Carapace Mode gives the identical effect of +1 Mithral Armor in addition to mobility bonuses
Gae Bolg (5e Equipment) This is significantly weaker than any first-party artifact
Great Flail (5e Equipment) 2d8 reach is too powerful for any nonmagical weapon, loading or not
Great Scythe, Variant (5e Equipment) This is a Greatsword with reach and a special ability
Guardian Heavy Plate Armor (5e Equipment) No matter the downsides, mundane heavy armor really shouldn't have more than 19 AC. It might be better to just make this armor futuristic and reduce the AC bonus to a more reasonably level and add many of the unique properties this armor would have.
Heart of the Abyss (5e Equipment) Although it can only be used once per wielder, war pact is incredibly strong. Gaining an extra attack alone is very potent. On top of that there is a huge pool of temporary hit points, advantage on three types of saves, increased slashing, and necrotic damage, healing every round, and lasts 100 rounds with standard timing.
Heartwood Armor (5e Equipment) This is no different than a set of mithril armor minus the clause on the removal of a Strength minimum and minor detriment from fire based attack, and mithril armor is uncommon. See the talk page as well.
Heide Knights Armor (5e Equipment) See the talk page.
Hidden Blade, 3rd Variant (5e Equipment) This is a Rapier with the added Light and Glove properties
Hidden Blade, Variant (5e Equipment) This is a Shortsword with the added Light and Glove properties
Hollow Infantry Armor (5e Equipment) Whoefully underpowered for a medium piece of armor, this armor is actually not better than having no armor since it limits the maximum AC you can get while providing nothing.
Hollow Soldier Plate (5e Equipment) This armor is worse than every other 1st party piece of medium armor and it has a chance to break.
Horn of Nature's Call (5e Equipment) There needs to be a limit to the number of times you can use this item.
Idiot-Proof Pistol (5e Equipment) Idiot-proof does not mean that this just works better.
Instant Death Dagger (5e Equipment) Literally Power Word: Kill on a dagger.
Jaroidian Diamond Greataxe (5e Equipment) The damage is so overpowered that this item wouldn't be balanced even as an artifact. Should have its damage reduced and be written as a magical weapon, instead of a regular item, with rarity instead of a value in gp
Jaroidian Diamond Sword (5e Equipment) Weapons shouldn't have a 4d6 damage output without some heavy drawback to it
Jaroidian Plate (5e Equipment) No armor should just be better than plate. 19 AC needs some BIG disadvantages to not be overpowered (see Fortress Armor (5e Equipment)). Neither cost nor weight balance this.
Jigoku No Soko No Ha (5e Equipment) Although relegated to a specific planes, advantage on all ability checks, and savings throws would seem to be too strong. Insatiable Thirst gains additional functionality, and complexity as the creature attuned to it levels. See Equipment Do's and Don'ts. Zandatsu lasting for 3 rounds, means it can stack upon itself, granting in total a +7 to attack rolls on your turn, and +6 to AC after you pass your turn which is huge. Not to mention that wording of the feature means that if you have multiattack, the bonus can be even larger. Something akin to Sword of Kas's 'Spirit of Kas' would seem more appropriate, and less exploitable.
Kaeozzoidian Dragon Pulled Plane (5e Equipment) This should be a magic item, not normal equipment, with rarity instead of a value in gp. Draelm (talk) 16:21, 18 October 2020 (MDT)
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?)
Khopesh Glaive (5e Equipment) This is identical to the SRD Glaive, with the added Disarming property
Ko-naginata (5e Equipment) This is a Glaive given finesse and d8 one handed
Kor-Kitar (5e Equipment) This weapon is strictly better than any other mundane weapon. A martial melee weapon shouldn't cost more than 50 gold, the +1 bonus to AC alone makes this far too good, and doubling the attacks you can make each turn is absurd, as the bonus damage provided is far too good.
Lance of Judgment (5e Equipment) This item is not only utterly ridiculous power-wise, but many things are confusingly and questionably worded. 90 feet flight with no caveats, two damage immunities, flat double damage, a +30 skill bonus, DC 40 saves to disarm, summoning seven friendly creatures each with Challenge Rating 23, ignoring any and all immunity, flat double damage, who the heck is Vastos, the most narrow and confusing destruction rules ever, free healing, friendlies get advantage on everything, and this is just the stuff I could find on a cursory glance.
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.
Magic-Bane Exoskeleton (5e Equipment) This needs some limit to the regeneration, or it is too powerful. Even a ring of regeneration only heals you once every 10 minutes to ensure it is limited to outside of combat.
Mechanical Quarterstaff of Power (5e Equipment) Deals considerably more damage than any weapon in the SRD.
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.
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.
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.
Noble Elf Armor (5e Equipment) This armor needs to have some sort of niche. Currently, it is just better breastplate.
RIP-Tire (5e Equipment) Using this item is not comprehensible.
Reinforced Leather Armor (5e Equipment) Resistance to piercing damage is not the kind of thing any mundane armor should grant. The only reasonable way to properly balance this would be to make it have stealth disadvantage, but that would make this redundant (see Plated Leather Armor (5e Equipment).
Ring of Anti-Magic (5e Equipment) The effect of this ring is too powerful for a common item.
Ring of Dark Vision (5e Equipment) The Uncommon Goggles of Night give 60 feet of darkvision, and 60 more if you already have darkvision
Robes of the Fallen (5e Equipment) this item is very powerful because of the amount of items it works as and because of the amount of permanent spells it gives
Rubert’s Staff (5e Equipment) Being straight up immune to all spells cast expect 9th level ones with no limitations is beyond broken for any kind of magical item (see ring of spell turning for a legendary item that is weaker than this singular effect). Powerful spell casting is beyond broken as even small increases to a spell's range or damage output are very good effects. You should not be able to use the items charges in leu of spell slots as gaining 50 additional spell slots worth of spells every day on a singular attunement is far too good. The DC's on may effects are far too high and should be ~19. The item has round counting or non-standard durations. Magic explosion and lightning rain should have subsequent saves to end the conditions afflicted upon the targets, you should not be able to alter events that happen with Undo except through the wish spell as it causes a lot of problems, true power word kill is far too good, and many other balance concerns.
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
Scythe of Time (5e Equipment) Absurdly powerful, even for an Artifact. Severely misunderstands what the magic item template is capable of.
Spider Silk Glove (5e Equipment) This is way too powerful to be a mundane weapon.
Staff of the Arch Magus (5e Equipment) Why does this staff have 900 charges that it regains at dawn if each tier 3 spell only takes 21 charges? You could use this staff to cast 42 tier 3 spells before running out of charges.
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.
Starbreaker (5e Equipment) See the talk page.
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.
Telescoping Spear (5e Equipment) This is statistically superior to every one-handed melee weapon in the SRD, as it's essentially a rapier or longsword with extra properties but no drawback.
The Holy Glaive Netherbane (5e Equipment) This weapon is far more powerful than any other artifact as it deals a large amount of bonus damage upon hitting on top of providing an huge AC bonus and having a higher bonus than any other magical item in 5e(+4 is max).
The Mace of Many Faces (5e Equipment) Hugely overpowered, incorrect terminology, incomplete definitions.
The Slayer of Kings (5e Equipment) Generally 5e doesn't deal with static bonuses to damage, and it definitely doesn't do bonuses up to 176 damage (average roll of 44d6). Being able to charm creatures indefinitely is definitely a no-go.
The Thousand Demon Daggers (5e Equipment) Awful grammar, and 4d12 is artifact level damage. Also, there is no "Inventory" in 5e, only what you are wielding
The equalizer (5e Equipment) This is an objectively better greatsword with no cost.
Triple Flail (5e Equipment) Stronger than a greatsword and can be used with a shield.
Umbrella of Pei (5e Equipment) No weapon should give an AC bonus without a feat or class feature
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.
Vulpus Blade (5e Equipment) Hugely overpowered. Terminology needs correcting.
Wand of Grim (5e Equipment) This page has several effects that goes against normal conventions seen in magical items(regaining charges on rest, charges based on pc level, ect.). See magical item Do's and Don'ts.
Wand of Paracusia (5e Equipment) This is too powerful for a rare item. The creatures don't even get to attempt a saving throw.
Warglaive (5e Equipment) A weapon with finesse and reach (or just has any sort of AC bonus) should be balanced like a whip, so this deals far too much damage.
Weighted Yo-yo (5e Equipment) this is objectively better than any simple weapon and than a whip, that is a martial weapon
Zalantar Staff (5e Equipment) This is identical to a lighter Quarterstaff with a +1 to attack rolls

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.
99.97% insta-kill mage assassin (5e Optimized Character Build) How does this character gain access to shapechange? See the 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.
Asura, Variant (5e Race) The race and the class on this page is generally over-tuned. For example, the race has a number of amazing traits that make them better than any 1st party race. The race has a walking speed of 40 feet when 35 feet walking speed is the highest walking speed among 1st party races and 35 feet walking speed is amazing, the race has +2 to two different ability scores which is very good and above the standard +1/+2 ability score increase, resistance to two damage types instead of one, a 30ft blindsight when even 10ft blindsight is equivalent to a 14th level class feature, ect. In addition, the class in question is just a better monk with a better hit die, damage, proficiency in two common saving throws, no real unique core mechanics at 1st/2nd level, ect.
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 Arcane Might (5e Epic Boon) This is identical to the first party Boon of Higher Magic
Boon of Demonic Ascension (5e Epic Boon) This is the Boon of Immortality and then some
Boon of Monastic Tea (5e Epic Boon) See talk page.
Boon of The Elemental Void (5e Epic Boon) You can't slap a design disclaimer onto something in order to justify it being ridiculously broken
Boon of the Phoenix (5e Epic Boon) Each of the traits contained in this boon could be a boon in and of itself. Check the boons present in the DMG so you have a notion of the power of a boon. Alternatively, maybe the features in this boon would fit an artifact better
Calishite (5e Race Variant) This race seems rather underwhelming. Genie Rivalry is more role playing than a game mechanic. Calishite Ancestry is at the discretion of your DM, and is very broad. The Art of the Trade seems unusual and seems to only defend against traits and features, but grants complete immunity against them. Elves Fey Ancestry would seem more along the lines of . See also 5e Race Design Guide.
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.
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.
Employee of Royalty (5e Background) The feature should not give mechanical benefits.
Former Gladiator (5e Background) The feature should not grant mechanical benefits.
Guardian of The Forest (5e Epic Boon) I would point out the many condition immunities or the permanent spell effects, but i'm pretty sure that you are aware that this boon is extremely overpowered, and the design disclaimer doesn't change that
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.
Hunter (5e Background) The features are weak, describing either something that a character could do even if they did not have this background but was nevertheless knew how to hunt; or providing a clear mechanical numeric bonus. A background feature should be something only someone of that background should be able to do: not just the normal techniques of hunting.
Hunter Stalker (5e Background) The features are weak, describing either something that a character could do even if they did not have this background but was nevertheless knew how to hunt; or providing a clear mechanical numeric bonus.
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.
Jaroidian Outlander (5e Background) Backgrounds should give 2 skills at most, not 7.
Jaroidian Royalty (5e Background) 8 skills is far too many for a background
Magi (5e Race Variant) This race has negative ability modifiers, and increases in ability scores totaling 5. See Race Design Guide. It also has darkvision with a needless buff, unconditional advantage, and disadvantage on skill checks, and flat bonuses to spell save dc, attack, and damage.
Major Threat Weapons Legacy (5e Variant Rule) See talk page.
Man for the job (Human varient) This is just a variant Human, which is already debatably overpowered, but with +1 ASI.
Master Assassin (5e Optimized Character Build) See talk page.
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.
Negotiator (5e Background) A background should not provide a feature which has mechanical benefits and should only have proficiency with 2 skills and 2 other things(languages/tools/ect.)
Pet Lover (5e Background) Incorrect number of proficiencies. The feature does not differ significantly from the normal rules for training an animal.
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)
Power Orc (5e Subrace) Relentless endurance with 2 hit points left is a bit unconventional and somewhat useless. The spell part on call lightning needs to be worded appropriately as per innate spellcasting.
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.
THE BFSD (5e Optimized Character Build) You cannot use meta magic multiple times on the same spell.
Tempter (5e Background) A background should not provide a feature which has mechanical benefits.
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).
Tyrling (5e Race Variant) The Legacy of Tyr ability seems to work as a weapon with charges that regained at specific times of day. To see this on a race is odd, and seems misplaced. Standard long or short rest wording would seem to suffice.
Uchiha (5e Race Variant) Has a progression way beyond the scope of a race. Needs to be nerfed.
Way of Earth (5e Subclass) This is way stronger than any other monk subclass without needing much thought into dipping into other areas. Getting fullcasting for a martial class is completely imbalanced, as well as resistance to all damage.
Witch (5e Background) The feature should not grant mechanical benefits.
Wooden box with a Cupcake (5e Trap) If this is a mechanical trap, not a magical trip, then players should not be forced into taking the bait with a failed save. Honestly, I'm not sure this is even worth a page, as any DM can improvise a "box fall over PC" trap in their sleep.
Zoltan (5e Race) This race features negative ability score modifiers. Is Zoltan overcharge triggered by permanent death, or falling to 0 or less hp? It should also probably have a DC X dexterity saving throw associated with it.
Home of user-generated,
homebrew pages!


Advertisements: