User:Geodude671/5e Pages Needing Balance

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Races[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Alternian Troll (5e Race) Issues have been communicated to the primary contributor.
Arborial (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Several strong and noteworthy traits combined with Large/Huge size. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Armordillo (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. A +4 to AC in addition to that granted by armors and shields, resistance to all physical damage, a free "thorns" effect that allows for an attacker to consistently take damage and have to roll saving throws for every attack made, tremorsense. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Astral Angels (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. flat reductions/increases in damage, vague shapeshifting, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Astéri (5e Race) 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. Through the poor wording, the page seems to be trying to say this race can have up to four identical clones of itself which is stronger than being able to cast clone without material components or a spell slot. 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.
Avali (Variant) (5e Race) I have a real concern over that Avalin Equipment Pack. Not just that it should be on its own equipment page but that a lot of the stuff in there that can be created outclasses several magic items in the game, are significantly lower in cost(consider magic item costs in the DMG) and can be created with a very low DC if at all.
Azara (5e Race) too many proficiencies combined with other traits. I suggest losing the bite and the intimidation to help make this balanced
Bahari-Samaki (5e Race) Needs further review.
Barbed Devil (5e Race) a lot of good traits combined into one race. Hurl flame deals 2d6 up to 90 feet at will and vault guardian combined with observant and expertise will skew balance on a passive perception check, even if it is conditional. I see the MM score of 7, but I find this race stronger than the score leads on in its current state. I suggest reducing damage by one to mirror cantrips and making vault guardian give +1 to passive perception checks. Class grants two common damage immunities at level 1. Recommend putting a level cap on the class or toning down the first level feature. In addition, the class is rather bland for a prestige class and should be flavored up and giving more interesting features. Consider tying features into the races role as guardians.
Barraki (5e Race) Too strong in certain areas when compared to first-party content and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 1d10/2d10 magical natural weapons, natural armor(11+con+dex), 60 feet of swimming, near unconditional or vague advantage, electrical damage(?), common condition(charmed) immunity, cumulative flat increases to all melee damage, 4 additional skill proficiencies, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Battle Born, Variant (5e Race) warring thoughts-harsh, battle master-goes against DM/PC relationship-the PC shouldn't gain knowledge on a monster's HP based on an attack roll and that critical threat range is too strong, Undying Warrior-unconditional healing goes against 5e philosophy, Warrior by trade-a racial +1 to attack and damage rolls go against bounded accuracy theory, the rest is also un-conformed to 5e.
Blood Elf, 2nd Variant (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. This belongs as an elvish subrace or a redesign of a the high elf. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Cambion (5e Race) Seem stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Overall poorly executed and needs a rewriting both from a mechanic and lore perspective to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Carnophage (5e Race) There are a number of issues here such as unconditional advantage on Survival checks, undefined or vague traits, natural weapon that scale better than the monk's, the saving throw for a natural poison add your Dexterity modifier for some reason when it should be adding your Constitution modifier, uses per long rest wording, the Numbing Dose is a save or lose ability without the ability to remake the save, and the DC for Insatiable Hunger should start at 10 and should increase by 1 for each day afterwards you go without feeding. Putting aside the balance concerns the overall concept could be tightened up to make more sense which could be done by mix it in with the normal D&D lore.
Cat Sith (5e Race) schrodinger exceeds anything in the PHB. Druids get wild shape at level 2, twice. alter self is a 2nd level spell, and doesn't allow appearance to become four legged. trait severely needs attention for this race to be playable. Please read the 5e_Race_Design_Guide.
Changeling, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Shapechanger gives an improved version of alter self, unconditional advantage, 3 skill proficiencies, etc. Overall poorly executed and needs a rework from a mechanic perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Cijelese (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. See previous template.
Coleoptera (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flying and a number of badly worded, convoluted traits. Overall poorly executed and needs a rework from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Concubus (5e Race) The page uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague.
Coyouin (5e Race) Overloaded with too many traits. The traits require simplifications as they are very wordy making them unclear in certain cases. See Race_Design_Guide and the Musicus_Meter_(5e_Guideline) for the proper wording and balancing techniques.
Crimson Demon (5e Race) While there has been some attempt to balance this it is rather ineffective. The ability to cast a spell at the maximum 6th level at first level outweighs the downside presented. Any CR appropriate creature a Dungeon Master could challenge a group of players with would be rendered useless as it would most likely die instantly just because one player happened to be playing this race. To put it simply, this race break bounded accuracy, is comparatively overpowered compared to any standard first-party race and breaks 5th edition precedent by being so overwhelming in favor of caster magic users.
Crystallite (5e Race) ASI are giving too much considering the other traits given. suggest removing one of the +2 bonuses to the core race.
Daiyokai (5e Race) Overall the race has way too much power packed into its, 35/45 flying speed, +9 ASI, barbarians unarmored defense, better-unarmed strike then a level 20 monk, with a number of other strong features. Please at least read the Race section of the Players Handbook before attempting to make a race on the wiki.
Dark Fairy (5e Race) Stronger than any SRD race. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. A buffed version of the several fairy races we already have on the wiki. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Dark Matter Spawn (5e Race) Poorly worded to the point where the already largely questionable balance of this race becomes undeniably questionable. Comparing this "race" alongside anything the first party has produced(including the yuan-ti pureblood) you'll find these concerns to be valid. Consider reading the relevent section of the Dungeon Masters Guide's before creating a race.
Demon Weapon (5e Race) Should be a class if anything not a race. Any character with a Demon Weapon hireling or retainer will almost always hit and do significantly more damage then a character without one. Allows a level 0 Demon Weapon commoner to bypass weapon attunements by eating weapons. Has a +5 ASI. Over all stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. In genreal, poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Derro (5e Race) Magic Resistance is overpowered. No race should be allowed to have it. Nerf it or trade it for something else.
Diabolic Soul Tiefling, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Saving throw proficiency, 3 skill proficiency, infinite regeneration, physical resistances, etc. Overall poorly executed and needs a rework from a mechanical perspective to better integrate with first-party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Dire Human (5e Race) +5 ASI, 7 skill proficiencies, the ability to add your proficiency bonus to flat ability checks and on top of saving throws regards if you already do or not, vague/poorly worded traits, lacking SRD references, missing a summary. Overall way stronger than anything in the standard first party. Read the 5e Race Design Guide before making a race on the wiki.
Divine Horseman (5e Race) The wording and traits given are strange throughout and resemble what you would give a class rather than a race. Read the 5e Race Design Guide to get a better idea about how to communicate your race and then read the Musicus Meter (5e Guideline) to get an idea about how traits are worded and communicated.
Doomborn (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. resistance to non-magical weapons is ridiculous, the race name is inconsistent throughout, practically unconditional advantage, out of standard telepathy, can they speak/read/write common? the breadcrumbs are broken. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Dragon (Variant) (5e Race) Vastly more powerful than any first-party race. Perhaps this can be reworked into a composite character?
Drakki (5e Race) Doesn't follow 5th edition standard nor site standard. Unarmored Defense, Negative ASI's, flat increases instead of conditional advantages, etc. Please read the 5e Race Design Guide and the Help:When_to_Italicize_and_Capitalize.
Duerdog (5e Race) Largely overloaded with overpowered traits. This is easily better than any first party race by a good few miles.
Dunderling (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Small/Medium/Large. Can pick any 3 traits from any race. Can take the attack action as a reaction. unlimited casting of haste, no concentration. And this is just the base race. The issues continue. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Eastern Dragonborn (5e Race) The subraces are unbalanced comparing them to each other and even individually they are pretty strong. Especially the Air based one. Flying is a largely dominating feature in the early game and comparing this to the first party aarokcra it's quite powerful. I'd recommend reducing the number or strength of the sub-classes and specifically reduce the pwoer of Air.
Elan (5e Race) While giving a saving throw proficiency seems interesting it should be changed to allow them to swap ones that they're already proficient because getting an extra saving throw proficiency is big. In addition, consider giving them another trait that isn't linked to saving throws since this race will almost always have advantage on saving throws given their first trait. Swapping it out for telepathy, levitation, minor telekinesis and the likes would make the race more flavourful and less overpowering.
Elementling (5e Race) The subraces vary too largely in strength and overall the race is missing the streamlined layout first party races have. See how the Genasi are done in the first party's Elemental Evil Players Companion as they are a close comparison to this race.
Endathar (5e Race) Ihe wording is unclear and the races main trait is a mess, consider reading the PHB to see how racial traits are worded.
Enthraller (5e Race) Sky-high ability score increases, the ability to become resistant to most formatting of damage indefinitely with no explicit drawbacks, and several other very powerful racial traits. This race seems to be intentionally overpowered compared to SRD Races.
Equestrians (Aleithia Supplement) (5e Race) Compare this to any first party race and you will notice every issue from balance to formatting to wording. Please read the 5e Race Design Guide before creating race pages on the wiki.
Erradiagos (5e Race) The racial traits are worded poorly and the traits given are too strong compared to the first party. In addition, Blackvision could be done in a way that doesn't involve forcing the player to be a huge burden on the rest of the party for a maximum of 8 hours.
Extraterrestrial Being (5e Race) It is difficult to understand what this races traits are trying to communicate. The page requires rewriting.
Fairykind (5e Race) The traits are worded poorly and largely require a DM's ruling to be usable. The traits need to be written in a way that makes sense so they don't require this sort of DM ruling and in a way that they collectively are not stronger than the standard collection of traits given to races. The ability to pick and choose a racial trait you want from any race given the varying strengths of racial traits is also too strong. Overall the strength of this race is too much and requires a conceptual and mechanical rework.
Fallout Mutant (5e Race) Races shouldn't be immortal, this race has an absurd ability score increase and negative ability scores doesn't balance the ability scores out like in 3e(and negative scores should typically be avoided) and the race is large sized.
Fary (5e Race) Between their ability to cast invisibility(a 2nd level spell) without a duration or limit or action/bonus action/reaction, advantage on all saving throws against magic and their huge pool of innate spellcasting I'd say this race is pretty overpowered compared the first party races and requires a rework to make it work as a race for player characters, not a monster manual entry. Generally, copy and pasting from the monster manual without converting the race to standard is a bad idea and you can even see the incorrect copying that happens when you copy and paste from a pdf in the substitution of "fails a DC 10 Charisma saving" being "fails a DC l0 Charisma saving" with the "1" being an "l". Lastly if you were to compare the two subraces pixie and sprite, the pixie hands down is redicously stronger. These sub-races should be roughly of the same strength.
Flora Colossus (5e Race) Needs a clean up formatting and race standard wise. Suffers from Large size issues, its special language trait being poorly explained and having unarmored defense given to an already strong race. Please read the 5e Race Design Guide before creating content on the wiki.
Fooar Half-Giant (5e Race) +4 ASI, Large size and a few additional minor traits pushes this race over the threshold of what is considered to be balanced and comparing it to any first party PHB race will confirm that. In addition, the language sections restriction on speech is flat out ridiculous.
Formicid (5e Race) The general wording for traits needs to be tightened up and clarified as it is poorly written. Ant Mass is fairly illogical as making an ant the size of a human means that they definitely will take damage if you dropped them off a building. Hive Mind is too strong by a good mile, 120 feet of "semi" telepathy(undefined and vague), advantage on every attack roll, auto-success on survival checks. Just because something is niche doesn't mean it can break the scale of balance. The language of Formicid isn't described at all. What does it sound like? What script does it use? Does it use a script at all?
Fox'smanuh (5e Race) always skeptical of shapeshifting, Artic Fox signifiantly strong with advantage and resist to cold
Frosk (5e Race) Too many resistances/immunities/vulnerabilities. Ice tunneler should use the burrowing rules. Icebound needs to link to the extreme heat rules.
Fu'Ara (5e Race) The issues here is more the open-endedness and vagueness of traits. Each season and the effects they grant should be detailed after the race or as subraces. The UA Eladrin and the Dragonborn are good examples of how to correct present a concept like this.
Galvan (5e Race) SRD references need to be added, the traits need to be worded correctly, the traits need to be in alphabetical order, more names need to be added, the unconditional advantage needs to be made conditional and finally the grammar needs to be tightened up.
Gargoyle (5e Race) Comparing this race to the aarakocra who also get 50 feet of flying it is largely unbalanced. In addition, they get the barbarians unarmored defense, and their sub-races get a number of strong of benefits such as resistance to all physical damage types and several innate spellcasting options. Overall a lot of effort has been put into this race but it needs to be correctly balanced compared to normal first-party races and formatted as per the sites standard(SRD's, capitalization, italicizing, etc).
Ghoul, 2nd Variant (5e Race) Vastly more powerful than any first-party race, beyond repair. See talk page
Ghoul (5e Race) CC is incomplete and the race is largely a mess between the overcomplicated wording and questionable comparative balance of the race and the incorrect use of terminology throughout.
Ghoul Infiltrator (5e Race) Allows one to have to benefits of being any race as well as this race on top of it. In addition, it is extremely vague about what traits would and wouldn't be carried over from that parent race. This race by itself is enough to be its own race so if it is to keep with the race benefiting from traits of the parent race then it needs to be done and written in a clear, concise and balanced way compared to the first party races.
God-kin (5e Race) See talk page.
Gof'nn hupadgh (5e Race) Really strong set of unconditional traits that simple break bounded accuracy. Truesight, Blindsight, unchecked passive health regeneration and a host of wording/grammatical errors. In addition, the name of this race is near unpronounceable.
Golem (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. "you can be small or large size". Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Goliath Panda (5e Race) Uses none 5e terminology and the traits are poorly worded and or vague. The page image is broken and the race is conceptually is questionable.
Grauel Kemono (5e Race) 5th edition doesn't use negative ability scores, the external image isn't correctly sourced(you need to original artists name the name of the art and a link to their page), the wording of traits and fluff are vague and incorrect throughout. Please read the 5e Race Design Guide for a step by step guide on how to create a race as well as the relevant sections of the Dungeon Masters Guide.
Graug (5e Race) AC bonuses too large, 1d8 unarmed strike, ect. Interacts poorly with class choice.
Gren'wir (5e Race) Flat bonus's to ability checks and saving throws isn't a thing in 5th edition. Suffers from Large player character issues. The wording for traits is incorrect throughout and needs fixing. Overall is fairly poor conceptually and could use a rework to better communicate this race as a whole(lore and traits).
Grendle (5e Race) Between the unlimited healing, the magic resistance, +4 ASI and the one minute of breaking bounded accuracy this race is too strong. The incorrect or poorly worded traits don't help, however, the lore is not bad. Overall needs a mechanical rework to put some of these insane strengths in check with first party material. See the 5e Race Design Guide and the Musicus Meter (5e Guideline) for help.
Grovetender (5e Race) Redicuously overpowered for what are essentially just colorful wood elves. +5 ASI, unarmored defense, DC12-27 saving throw if you have any tie to nature and want to strike them, practically conditional advantage on wisdom and charisma saving throws, 3 skill proficiencies, automatically has two levels in druid that don't apply to their actual level. Oversized image without any sourcing to the original artist. Please at least read the players handbook, revelvent sections of the Dungeon Masters Guide and the 5e Race Design Guide before attempting to create a race on the wiki.
Haibane (5e Race) Powerful Halo is a infinite torch with Guiding Halo being a infinite torch for creatures with darkvision. Powerful wings giving 60ft of flying is also incredibly overpowered.
Half-Devil (5e Race) Blatently overpowered, wording for trait not only deviates from standard but contributes further to its overpowered nature. This is stronger than the first party's tiefling but also comparatively stronger than every first party race including the pureblood yuan-ti, which is already considered to be overpowering. Sub-races are not defined. For example, can you go down the path of magic, receive the benefits of such a path as well as receive the benefits gained from being born into a gnomish society? Why would be born into such a society grant such a clearly race specific benefit? Why would creatures of such obviously evil origins not be shunned and cast out of these societies equally if not more then tiefling's are?
Half-Elf (Dwarvish Variant) (5e Race) Too many traits/trait options and copy-pasting lore into the traits section aren't how racial traits are meant to be presented. No reason is given why these two races that have an animosity over each other would breed and it doesn't make sense traditionally speaking as their standards of beauty are significantly different from each other as well. Finally, the race is largely unoriginal in its mechanical application, it is as if the best traits from half-elfs, elfs and dwarves were thrown together in some munchin like attempt at a race.
Half-Genie (5e Race) Being able to cast a spell 3rd level or lower, as a bonus action, for free(no spell slots) and only minimal limitations are broken in the sense that bounded accuracy is completely shattered, this race would break most campaigns especially first party adventure modules. See the Genie (5e Race) for inspiration.
Half-Golem (5e Race) This race has far too many traits which makes it collectively stronger than any traditional first-party race. In addition, the repetitive naming convention and the lack of SRD references make this page require further work. See the 5e Race Design Guide.
Half-Kitsune (5e Race) Far stronger than any traditional first-party race. The number and breadth of traits make this race overpowered. See the 5e Race Design Guide. In addition, the wording and formatting of the page doesn't conform to site standards, see the previous link and Help:When_to_Italicize_and_Capitalize.
Half-Mimi (5e Race) This race is a condition immunity and Magic Resistance is a incredibly more powerful version of Gnome's Cunning.
Half-Oni (5e Race) What is "When you are reduced to 0 hit points but not killed outright, you can roll a d10 instead." supposed to do? The other traits are not very interesting, only helpful for fighting classes, and do not have the flavour of a supernatural creature.
Half-Rust Monster (5e Race) Too strong compared to standard first party races. There is no reason why this race should have 40 feet of movement. Their large Armor Class increase paired with their ability to corrode metals as a reaction is also too strong. Consider reducing the base Armor Class and reworking the rust effect to better suit a race.
Half-Saint (5e Race) The water walking ability needs to be its own trait and then only be mentioned in the speed section. There is a lot of "when they leave the church" type of wording, while this may be considered fluff to some it is unclear if this is meant to provide a mechanical benefit or not. For example, are half-saints no longer vulnerable to necrotic damage while on hollow ground or in a literal church? Overall this needs tightening up and clarifying.
Hanyo (5e Race) Comparatively overpowered compared to any first party race. Natural weapons are too strong and scale better then the monks unarmed strike, +5/6 ASI, 40ft of flight and barbarian unarmored defense. Needs a rework because as it standards it is completely overpowered and unplayable.
Harpy, 2nd Variant (5e Race) Try to equate its strength to the first party's aaracokra because as it stands it too strong. The Luring Song trait needs to be adapted to work as a racial trait for a race, not a monster action.
Haunted Skull (5e Race) The issues on the talk page haven't really been addressed. Whatever class is picked, most class features rely on the "recapitation" trait to function (somatic spell components, monk martial arts, etc)- but the availability of suitable bodies isn't guaranteed. Clattering jaws doesn't seem that useful considering you have to trigger an opportunity attack to use it. It's unclear what specific benefit "wearing a helmet" has, since helmets do not have independent stats. I do like the idea of this race but it just does not work with class choice very well. A dedicated "haunted skull" class ought to be developed.
Hellcat (5e Race) Unsure if this is a meme race. This page has a number of issues from, unconditional advantage on charisma saves and vague non-first party wording. Please read the 5e Race Design Guide and Help:When to Italicize and Capitalize for help.
Hengeyokai, Variant (5e Race) Hybridization is vague and doesn't make much sense to how it fits into the race. Second skin, is vague as well, see the druid's wild shape, which is what this is effectively granting. Overall this race needs a rework because the mechanics of it make it unplayable and overpowered due to its sheer vagueness.
Heron Laguz (5e Race) Breaks bounded accuracy by giving a free +2 to your spell save DC and spell attack rolls. Granting a class feature especially unarmored defense as a racial trait isn't a good idea due to 5e being designed around any race being able to play any class and it being a very powerful trait to give in addition to the already very powerful kit this race has. The beast within seems to be from the currently overpowered Laguz_(5e_Race) but the page doesn't link to or have any subraces. So you sing to use seid magic then why does it have a range of touch? 30 feet of flying all at level 1 can be 80% of what a race gets and here it is dwarfed in comparison to other strong features see the Aarakocra. Overall this race receives a number of strong and broken features that could function as the primary features of a normal race. Please read the 5e Race Design Guide and the relevant sections of the Dungeon Masters Guide before creating races on the wiki or consider reading some of DnD_Guidelines.
Hidoran (5e Race) Uses incomplete and incorrect wording in a few places. The traits need to be mechanically worded correctly as they are often vague. Resistance to cantrips and 1st level spells is definitely questionable, replacing it with something like, "When you take damage from a spell, you can as a reaction, siphon some of that magic off, empowering your next melee attack. This attack deals an addition 1d6 damage and the damage type is whatever the damage type of the damage of the spell was." though that could be worded better. Overall needs a touch up to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Hollow (5e Race) Needs a nerf overall. Pack Tactics is considered one of the strongest traits in the game, a set moderate DC for Cero, 12 natural armor, Using Strength modifier for the number of times you can eat souls isn't practical it would be Charisma if anything, Might is too strong on strength-based martial classes, Pesquisa seems to assume player decides the DC for such check when it would be the dungeon master. The race is also missing a generic Hollow subrace and the ASI's given are out of place. Overall, needs a nerf and some more work.
Homeblessed (5e Race) Mechanically incomplete if there was such a word.
House-Elf (5e Race) Innate Magic is different from the standard innate spellcasting such as Infernal Legacy, but the main problem is gaining the 3rd level spell blink at 2nd level.
Hydronian, Variant (5e Race) Traits don't use correct wording if any at all. Needs to be mechanically rewritten to make sense.
Hygeist (Demon) (5e Race) Currently testing for balance any and all feed back would be greatly appreciated.
Iksar (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. It's up the DM to control the social interacts of their NPC's as well as the DC for saving throws to understand what someone is saying not some homebrew racial trait. +4 ASI with a -2. Negative ability score break precedent. Shoe lining a races options with negative scores, limits on armor, etc. Flat increases to armor class. Seemly random and out of theme damage resistance/vulnerabilities. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Imp (5e Race) Traits are vaguely written don't conform to 5th edition standards. Overall needs a mechanical rework.
Ink Bound (5e Race) Traits are largely convoluted and require rewritting to make more sense within the context of the system. Consider breaking traits up into less all encompassing traits and consulting other races that have similar racial trait to see how they are written.
Ink Cursed (5e Race) Uses weird terminology that doesn't exist in 5th edition.
Inkling, 2nd Variant (5e Race) See talk page.
Ishilb (5e Race) Trait wording needs improving and simplification throughout consult the 5e Race Design Guide for help. Uses incorrect formatting, see Help:When to Italicize and Capitalize for help. Trait balance is questionable here as well such as granting a flat bonus to Armor Class. Look at the first parties Tortle race to see how they have done a race with a similar shell carrying characteristic.
Iwinovus (5e Race) SRD references need to be added and the wording needs improvements. See the 5e Race Design Guide and the Help:When to Italicize and Capitalize for help. Granting this race a +4 ASI that is largely their choice as well as blightsight is largely questionable balance wise given the number of additional traits they get on top of these high power traits. In addition, 20 feet isn't a standard 5th edition special sense increment. Overall needs a mechanical rework as the traits don't really transcibe the race very well.
Jotun (5e Race) Jotun Pride is incredibly powerful, because there's nothing to prevent them from making everyone their personal enemy
Joy Human (5e Race) Read the Players Handbook before making a race because as it stands it comparatively is poorly balanced and breaks even the most basic standards a race should adhear to. Give the relevent sections of the DMG and the wiki's own 5e Race Design Guide a read too.
Jupotes (5e Race) Poorly worded traits. Read the Musicus Meter (5e Guideline) for the correct wording and standard for these traits.
Kabaneri (5e Race) Traits are largely nonsensical and as such pretty unusuable in a game. Overall a poor conversion of the concept presented in the show to dnd 5th edition mechanics. A major rework required. Consult the 5e Race Design Guide for help.
Kajask (5e Race) See talk page.
Kitsune, Variant (5e Race) Compared against one another the subraces are not balanced or in line. The linking of a number of uses for abilities to the number of tails is a cool concept but doesn't work in practically going by an additional tail every 3th level. Giving a free barbarian rage, 3 favored terrains(whatever that is meant to refer to is unclear), Truesight, etc. Overall, it would greatly benefit from a rework.
Kobin (5e Race) 60 feet of Tremorsense, immortality, large burrow speed, odd spelling/wording throughout such as "Dark-vision" and "Dig speed". Most of these issues could be fixed by reading the relevant sections of the Dungeon Masters Guide and the Players Handbook for reference.
Kreen (5e Race) A bit too strong as it stands, near unconditional advantages and traits could be greatly simplified and broken down into smaller parts. In addition, missing SRD references and incorrect wording/formatting is present. Read the 5e Race Design Guide and Help:When_to_Italicize_and_Capitalize for help.
Kuo-Toa (5e Race) Traits don't blend very well together or with the limit amount of lore provided for this race. In addition, this race probabbly has too much.
Laguz (5e Race) This race still might be too powerful, but overall the race has been significantly toned down.
Lamia, Variant (5e Race) Few traits are too strong when compared to that of the first party races due to mostly incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Free grapples every turn, Large player size, Blindsight in addition to normal sight with darkvision, +3/4/5 ASI. Overall its eh and an improvement on the original yes but needs a rework from a mechanical and lore perspective to better integrate with the first party content. Consider their relationship with the Yuan-Ti since their also a "snake-people" race and maybe other reptilians-types like the Lizardfolk. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lamia (5e Race) Few traits are too strong when compared to that of the first party races due to mostly incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Grapple attempts equal to number of attacks, Large player size, cosmetic traits(background info) written as traits. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lasher (5e Race) The traits need to be mechanically worded correctly as they are often vague. The odd assortment of traits and the out of standard approach to those traits also makes this weird. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lichkin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Issues include, truesight, +6 ASI, auto evil mary sue trait, number of standard/convention breaks(80ft of darkvision?), etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lilin (5e Race) Comparatively stronger than any first party race due to several level dependant abilities of easily questionable balance. Overall poorly executed and needs a rework both from a mechanic perspective and the lore could be improved as its pretty much just a vampire/succubus as to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Living Artifice (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Overall poorly executed and needs a rework both from a lore and probably a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Living Cartoon (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Living Metal (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Breaks bounded accuracy, infinitely scaling AC, a huge number of immunities to common damage types, flat statistical increases, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Living Weapon (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +3 ASI paired with Magical Resistance and the Tough feat makes this stronger than any of the traditional races. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Livingsteel (5e Race) This gets way too many resistances and immunities.
Lizardfolk, 2nd Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Breaks bounded accuracy as well as breaks a number of 5th edition conventions. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lizardfolk, Variant (5e Race) Just a buffed version of the already comparatively strong Lizardfolk and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly. Overall poor and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lombax (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +4/5 ASI, saving throw proficiency, granting a feat, weapon proficiency based on damage type, Gnome Tinkering on steroids. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lost Child (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. ASI's are a mess, at will disguise self, the ability to copy any damage dealing spell they see and cast it freely, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lost Elf (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague and as such open to abuse. blindsight, vague shapeshifting, futuristic equipment, etc. Overall needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Luparathi (5e Race) The classic barbarian's race — big(large size), strong(+2's in str/con) and stupid(dump stats). I'd suggest using the large player character variant rule to avoid breaking the game and making this race more than the first sentence since a half-orc is conceptually more interesting.
Lupox (5e Race) Despite supposedly being a 5th edition race includes racial bonuses to skill checks, which 5E has done away with. Additionally, there's no such thing as extraordinary abilities (a 3.5ism) in 5E.
Lustrous (5e Race) Yes, you're correct. There are too many racial traits and a little too many subraces on this page. Condense it a little bit and you'll be good to go.
Lycanthrope (5e Race) Needs better design in places. For example, "retaining one trait" is haphazard, as this can range from something minor to something very powerful (like drow spellcasting, or the human's bonus feat. "Overlap and clashes" requires some interpretation, which is a weak design.
Machine Doll, Variant (5e Race) Clunky and uses incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's to AC should be avoided, instead increase the base AC. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Machine Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several references to nonexistent terminology(seduced? weak?), Class features as racial traits(Unarmored Defenses with proficiency bonus), near conditional advantage, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Magic Hound (5e Race) Please read the 5e Race Design Guide before creating races on the wiki. Compared to any first party race this is too strong and breaks a number of 5th edition conventions.
Magnataur (5e Race) Cripplingly broken and conceptually poor. +5 to Constitution, Large player size, damage immunities, 40ft. walking speed. Consult the 5e Race Design Guide for help.
Majin (5e Race) Turning enemies with 2 hp or less into food does not work. Flight is overpowered. Class specific traits should not be used.
Metalborn (5e Race) See talk page
Moonborn (5e Race) This page uses incorrect wording throughout. Flat bonus's, red links and unconditional advantages on several skill checks on contribute to the pages issues. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Multiplectic (5e Race) Clone Self. So there's me and 6 clones carrying identical equipment. It doesn't say how they act except "they take telepathic orders", so I assume they move and take actions as the player directs. I can use them to box in enemies and block their movement. My damage output each turn is 7d10 (say, with a longsword or fire bolt; at 5th level my damage output becomes 14d10). If I have the axe of the dwarvish lords, now I have six more copies of it. A clone might only have 5 HP, but I can make a new one every turn. Since a clone is identical to me, they can make their own clones too.
Mummy (5e Race) The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Adding charisma bonus to AC, so if you have an unarmored defence you can get three modifiers for your AC calculation. Overall poorly done and needs a major rework both from a mechanic and lore perspective.
Mytuos (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +5 ASI paired with traits that cause automatical failures in contests, grant abnormally high modifiers and traits that don't make any mechanical sense. Overall poorly executed and needs a rework both from a mechanics perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Naga (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Is essentially a combination of the Yuan-Ti Pureblood and the Triton, the first being what is considered the most overpowered race in 5th edition and the other being one of the stronger ones thus far. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Nephilim, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Dual wielding, truesight, universal advantages, "rest of combat", round counting, smashes the principles of bounded accuracy in the face, +4 ASI on top of a pile over ridiculous and overpowered benefits. Overall exceedingly edgy, poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Nerubian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Medium-Large size? Flat bonuses to saving throws. 1d10 natural weapons. Impregnation? tremorsense. Condition/Damage immunities. etc. Overall poorly executed and needs a major rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Nightbleeders (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. Overall overloaded with benefits and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Niphin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Negative ability scores, flat bonus to spell save DC and spell attacks, etc. Overall needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Nökken (5e Race) Stronger than any first party race and uses incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. A design disclaimer isn't an excuse for comparatively overpowered content. Resistance to the physical damage types is ridiculously strong and should be avoided. Even the none of the doppelganger races UA and on the wiki can polymorph that many times. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better align with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Onyx Skeleton (5e Race) This race's subraces very greatly in power, the race has a tiny size and large size race without design disclaimers, and the race has a number of extremely powerful features(Stone Soul and Hand of Steel to name a few).
Pantheran (5e Race) That's definitely not how Ability Score Increases work. Also no racial traits should scale with level. Bite also needs to be toned down in terms of damage, as it's a little overpowered as is.
Plague Rat (5e Race) Easiliy giving diseases to other creatures is not even close to being balanced, see the contagion spell for reference as it is a 5th level spell that might give a creature 1 disease.
Predator (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Near unconditional advantages, "heat vision", +6 ASI, -4 ASI, auto increase of weapon damage, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Primordial Echo (5e Race) This class has a feature that exists outside the scope of what a race is meant to be. Allowing a player to pick any class feature of their choice is absurdly overpowered and very munchkin-like. Currently, this race has limited flavor to appeal to it outside of that and requires a conceptual rework.
Pseudolich (5e Race) Stronger than any first party race and uses incomplete and incorrect wording often. The traits need to be mechanically worded correctly as they are frequently vague. Total choice of a +3 ASI. While a high gold cost is expected to maintain such a transformation it is practically unrealistic given the standard reward increments until the higher levels, but at that point, you might as well get an epic boon of immortality or just achieve actual lichdom. Doesn't specify if you're an undead or not just that you're immune to being turned which doesn't matter since you don't specify a different creature type from the standard and as such are assumed to be a humanoid. And many more issues. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
R'lyeh Spawn (5e Class) While I cannot speak for the class(which already seems to be game-warpingly powerful), the race is comparatively stronger than any first party race. Several damage/condition immunities, class features as a racial trait(unarmored defense), 30 feet flying/swimming speed, unarmed strikes on par with a level 11 monk paired with the lower in power telepathy and a +4 ASI this race is easily better than any first party race. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Felis (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Round counting, flat increases to AC, several strong/useful traits wrapped up one. Overall too many strong traits are given/wrapped up and the traits will need a rework from a mechanic perspective to better work with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rag Doll, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to be any size from Tiny to Large, choice of darkvision, tremorsense or blindsight, several condition immunities, etc. Overall needs a rework both from a mechanic perspective to better compare to the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. See the talk page as well for a breakdown of what is wrong with the race's traits.
Rag Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to be any size from Tiny to Large, choice of tremorsense or blindsight, several condition immunities, the RW&H table is broken, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rassakar (5e Race) Really strong compared to any of the first party races. Even compared to Volo's lizardfolk which is this race in essence. 45 movement speed, sneak attack, unconditional advantages, arbitary values for duration. Consult the 5e Race Design Guide for help
Ratfolk (5e Race) Beast speech isn't a language, SRD's missing, adding proficiency bonus to initiative rolls breaks bounded accuracy. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Real Dragon (5e Race) Direct upgrade to the dragonborn from the PHB.
Rhylithic (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. By choosing a race that has more "physical traits" such as a Half-Orc, a Rhylithic gains all the racial traits of Half-Orcs and all the racial traits of the subrace/alpha transformation in addition to that, which in total completely over steps no only what a race should be capable of but massively tips the scale in favor of the Rhylithic compared to any first party race, I'd suggest limiting it to one physical trait if any and clearly define what is meant by "physical trait" in a {{DesignNote|x}}. Overall its quite roughly executed and needs a touch up from a mechanical perspective to better compare with the first party content. Consult the 5e Race Design Guide and the Class_Do's_and_Don'ts_(5e_Guideline) for help. The Featured Articles pages also contain some exemplary content.
Robot (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Missing healing bot subrace, multiple damage/condition immunities/vulnerabilities, Construct creature type, too much choice for ASI's, +3 possible, missing the "you cannot increase this score over 20" descriptor, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ronso (5e Race) Uses incomplete and incorrect wording throughout. Mimicry doesn't make any sense in general and given the race. The RH&W table is incorrect. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Scarecrow (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. "expertise" on attack rolls, poisoned condition or poison damage or both? casting a cantrip using spell levels? Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Sciurian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Hyperactive is vague and needs to better define what it actually means, SRD's missing throughout, falling 100 feet and taking no damage is ridiculous, once per rest wording, 35/40 movement, etc. Overall poorly executed and needs a rework from a mechanical perspective. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Sepulchral (5e Race) See talk.
Shadow (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. This race is just a copy paste from the MM stat block. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Shadow Collector (5e Race) 5e does not have negative levels, this race shouldn't deal absurd bonus damage to certain creatures or be able to kill them, and this race also mentions other things that are not in 5e such as standard actions and break enchantment check. This race's traits overall need to be reworked to more balanced and actually work in 5e.
Shapeshifter (5e Race) I'm concerned about the potential power level of this race with how open-ended the transformation power is. Might it be better to use an extremely limited version of the druid's Wild Shape?
Sliver (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Gaining a free Epic Boon of choice, flat bonuses to AC/damage rolls/initiative, indefinitely stacking bonus's, free choice of ability scores, high flying speed, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better compare and intergrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Spectral (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Free etherealness spell as a reaction and without a duration, avoidance, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Spiderfolk, Variant (5e Race) Compared to the standard first party material this is significantly stronger, there is poor wording in several places and this page uses incorrect capitalization throughout. See Help:When to Italicize and Capitalize and the 5e Race Design Guide.
Spilarin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Uses incorrect increments, +4 ASI with a number of powerful traits and no visable disadvantages, unrestricted/ungiven uses(infintate creation of poison, etc/Does this use an action/bonus action/reaction?) Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Star Warriors (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Sumu (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Extra reaction each round, can take the attack action as a reaction outside of opportunity attacks, 50 feet of movement, can dash for free each round, second counting, non-standard minute counting, can reduce all of a creature's stats continuously, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Synth (5e Race) The base race by itself is already strong, yet many the race's subraces go far beyond the power level of 1st party subraces. The Tiefling, Human, and Gnomish models in particular are exceptionally strong, but the others need fixing as well. The Energize trait is also effectively immunity to lightning damage which is not ok.
Treant, Variant (5e Race) The trait wording needs work. SRD's are missing throughout. The image needs to be shifted to the right side and correct credited/sourced. The text is a straight up copy and paste from the 5th edition Monster Manual. Overall, a poorly adapted version of their monster manual stat block, read the 5e Race Design Guide for help and Volo's Guide to creating monstrous player races.
Unicorn (5e Race) Trample and Hooves traits are overpowered.
Unmade (5e Race) Uses round counting, you can grapple anything, Broken Life, Necessary Form, Intangible, and Unseen are all overpowered and the race as a whole is breaks the bounds of what should be allowed for a race.
Ursian (5e Race) How does this race hold weapons? Also, the race needs to change round counting (3 turns) to something else(until the start of your next turn, 1 minute, ect.). Also the Resemble Bear trait could probably be changed to you can permanently act like a bear.
Veilwalkers (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +5 ASI, -2 ASI, Truesight, random damage resistances, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Viperfish (5e Race) If taken at face value, Lantern's Light is comparable to 7th-or-8th-level spell but can be used at will. Light Camouflage can apparently be used to emulate a 2nd-level spell, at will, under typical dungeon conditions.
Volki (5e Race) Devotion [sic] is undefined.
Warforged, Variant (5e Race) This race receives way too much and gain some of the best parts of the Dwarf, Elf and Human/V. Human. Also, the page and traits read poorly and need to be reformatted so users of the race know what they are getting. These concerns are similar to those outlined in the talk page.
Westrato (5e Race) Race and class features generally should not grant gold.
Wildkin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague written. Total of +10 to ASI, unstandardized flying speed(walking speed plus level?), etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Wolf-Demon (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Issues like unconditional advantages, "as a ritual at will" being contradictory, etc. Needs a rework both from a mechanic. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Wookiee (5e Race) Stronger than any first party race and uses incomplete or incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The number of good benefits and a +5 ASI. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Yardrat (5e Race) Unlimited teleportation and Wisdom bonuses to all spells is completely broken.
Yata (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Feline should be its own trait(see Yuan-Ti Pureblood), 1d8/1d10 unarmed strike(level 11/17 monk) and would be broken with the rogue or monk classes, Dark Cloak + Yata Magic allows for what is effectively a at will telekinesis, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. The base race alone is alright and could use a few touch ups but in addition to the subraces its too strong. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ōkami (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. The RW&H table is also broken. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.

Subraces[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Bronzebeard Clan (Ironforge Dwarf) (5e Subrace) The ability score increase alone makes this race non-standard as regular dwarf subraces only have one ability score increase. Besides that, the subrace as innate spellcasting and a trait that breaks the rules of crafting items while also being absurdly powerful.
Child of Asmodeus (5e Subrace) the way this subrace scales and number of benefits it is far stronger than other Player's Handbook races. The 5e Race Design Guide may have ideas to help improve this
Frost Elf (5e Subrace) The cold resistance and weapon proficiencies alone would make a balanced sub-race. Ice craft is quite powerful (no expiry on the weapon, so that's +1d4 or 2d4 damage for everyone in the party), so should be dropped or reduced to a 0-cost flavour feature.
Lythari (5e Subrace) A normal sub race may gain a few things here and there but this is much to powerful and complicated to be a sub-race this is more of a race variant.
Snow Elf, 2nd Variant (5e Subrace) Too many traits, please compare with PHB elf subraces. If you are using the Marasmusine Meter, elf subraces score 1.5; this page scores 4 (enough for a race unto itself).
Snow Elf, Variant (5e Subrace) As a subrace, hugely overpowered, and traits are poorly written, see talk page.
Winter Elf (5e Subrace) A touch too powerful, recommend dropping the Cha or Wis increase.

Classes[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Administrator (5e Class) it's really bad, and not intended as a joke.
Alchemist of nonmagic (5e Class) Alchemical Knowledge is too vague an should not be left up to DM, because they can make your potions either impossible to get or give you materials to make hundreds.
Armament Mage, Variant (5e Class) This class's features look like they belong to a martial class yet this class has full spellcasting. See the talk page.
Black Blood (5e Class) This class has a few questionable features including damage reflection, creating a clone, and has static bonus or negatives to ability scores and saving throws. Many features are not clear how they are activated (action, bonus action, reaction) and when the effect ends. See Class Do's and Don'ts (5e Guideline).
Blink Mage (5e Class) This class has instantaneous blinking, has an unavoidable ranged spell attack, grapple it without an ability check. The features Blink Rampage and also broken. Also, since you need to hit to activate blink strike, shouldn't Strength or Dexterity be your highest ability score?
Blood Lord (5e Class) This class has 2 common saving throws and gains access to feats, yet the class is actually fairly weak due to lacking any good offensive options. Many of this classes features are not standard and/or scale off of temp hit points or use of hit points.
Brewmaster (5e Class) See talk page
Bushi (5e Class) too many features
Cannibal (5e Class) This class has two common saving throws, unclear features, and round counting. The class also has many features that are far too powerful(Prepare & Consume, Growing Hunger, Scary Consumer, etc.) and the class as a whole doesn't fit well together(what is the goal of the class in combat?). See Class Do's and Don'ts (5e Guideline) and the 5e Class Design Guide as well.
Card Summoner (5e Class) See talk.
Clockwork (5e Class) Please don’t remove stubs until the problems have been fixed. No changes have been made to rework the clockwork creation process besides lowering the cost of the quartz crystals.
Crusaders (5e Class) This class has improper save DC's, and several overpowered features in Legionnaire's Blessing, Taunting Shout, Legionnaire's Might, and several others. See Class Do's and Don'ts (5e Guideline) as well.
Cuisiner (5e Class) See talk page
D'ivers (5e Class) Feature spread is incorrect. Terminology is incorrect ("health", etc).
Dancer, Variant (5e Class) See talk page.
Disaster Artist (5e Class) You shouldn't be able to amplify damage you deal with Fueled by the Disaster, let alone by that much. Disaster Imbuement is also obnoxiously overpowered.
Dominion Overlord (5e Class) see talk page
Doom Guy (5e Class) See talk.
Dragon Knight (5e Class) The class shouldn't provide you with a feat for riding with your dragon, the class has Intelligence requirements on the dragon to effectively do extra actions, the Art Of War feature is overpowered, Strike Of Antimagic shouldn't make creatures roll a saving throw against every one of your attacks, and several other issues.
Dragon Mage (5e Class) the amount of mana that can be dumped into spell should be capped as well, like the way UA Mystic is with psy points, dragon scales should mention while not wearing armor.
Dragon Rider, Variant (5e Class) While this class's dragon starts fine, the class's dragon scales insanely fast and you have half spellscasting with an absurd amount of spells learned with cantrips on a 1/2 spellcaster along with it. The Dragon Brother and Dragon Knight subclasses are extremely overpowered, with Art Of War, Draconic Prowess, Draconic Imbuement, Dragon Fury, and Draconic Action features of the Dragon Knight subclass alone being absurdly powerful. Finally a pet creature should scale similarly to the ranger's Beastmaster pet, and you shouldn't just gain access to an young dragon/wyrmling, let alone an ancient dragon. See the talk page as well.
Dragon Slayer (5e Class) This classes subclasses are laughably weak compared to other classes subclasses.
Dualist (5e Class) Questionable design and balance, see talk page.
Element Bender (5e Class) Too op atm. Still needs work.
Elemental Assassin (5e Class) This class has round counting, the Luck of the Wind feature which greatly improves your damage output, and the Elemental Weapon feature which deals too much as well. This class is strictly better than the rouge with a d10 hit die with better sneak attack at lower levels, half spellcasting, and other features which boost your damage output. The class also shouldn't just take its subclasses from the rogue, and overall has too many features.
Elemental Pugilist (5e Class) This class's unarmed strikes do too much damage, and the class seems to have a lack of features.
Elementalist (5e Class) Mostly doesn't make sense?
Frost Knight (5e Class) This class has improper saving throw DC's, round counting, and mentions of the movement action(not a thing in 5e). Several features also have questionable effects(Icy Ground immobilizing with no repeated saving throw (this is not a condition so explain the effect), there should be a limit of the uses of Presence of Death, Frost Armor is incorrectly worded and shouldn't provide an AC boost this early, ect.).
Gladiator (5e Class) I hope the rewrite is still in progress? Still a bit muddled. See if you can spot what isn't correct about the weapon proficiencies; then look at "Weapon Master" at 7th level. There are some dead levels, and yet other levels where you get multiple features. Keeps referring to a "gladius". This is a shortsword. Cultural renaming is done at the campaign level. Many features do not make sense.
God Eater (5e Class) Poorly designed features, some of which are incomprehensible (particularly the core feature, god arc). All of the features are combat related: a good class has interaction and exploration features too. Refers to "oversized" weapons, this is a variant rule that should be linked to and noted at the top.
Grave Walker (5e Class) See talk page
Gunslinger, Intellect (5e Class) This class has far too many features and the class has too many features that improve its damage output, making the class deal far too much damage. The class also has 4 proficiencies, 2 common saving throws, and an inconsistent feature table. It's not entirely clear to me what these extra sections (Commander, CQC, Marksman) actually are. Could use clarification.
Human Puppet (5e Class) There isn't even any point to the Weaponized Body feature, as the shortsword I start with deals more damage and you should not be able to attack with it as a bonus action. Touch of Needles and Weaponized Body also does way to much damage as you start to level up. The variable amount of damage and range the features do does not fit 5e very well, see Class Do's and Don'ts (5e Guideline). The class also has a few too many features.
Hunter, Variant (5e Class) This class is strictly better than the rouge with 2 common saving throws, extra attack, the Ambush feature, and too many powerful features at lower levels. The class table that does not match the class.
Imperial Warden (5e Class) see talk page
Inferno (5e Class) Inferno needs work, the dragons the inferno gets are both very different stat wise, on top of some skills missing, and a lot of grammatical errors.
Jumper (5e Class) +4 Con, absurd abilities, and not focusing on how jumping in combat is perfected by this class, shows me that the 5e Class Design Guide was not read beforehand.
Ki Fighter (5e Class) This class is overall better than the monk, with the training feature which is completely broken, ki points at 1st level, flight, the Greater Flurry which greatly increases your damage output, Ki Recovery which allows your party to heal to full an absurd amount of hit points by you repeatedly taking short rests, Ki Strike which is gotten earlier and is arguably much better than Ki-Empowered Strikes, and several overpowered subclass features. There is also mentions of will saving throws and base attack bonus which are not things in 5e, see Class Do's and Don'ts (5e Guideline).
Kineticists, Variant (5e Class) Abilities aren't quite balanced for proper use in a campaign yet, could use a little input or other changes.
Knight of Bretonnia (5e Class) See talk page
Lich Knight (5e Class) Overpowerd class(high number of extra attacks with other features and Lichdom), also could this class be converted into an Warlock Pact?
Life Force Fighter (5e Class) This class has absurd amounts of hit points/temporary hit points with a orb that acts as another pool of hit points, two common saving throws, mentions of free actions, a d12 hit die with all armor proficiency and several overpowered features in Cleanse, Intel of Life, Life Drain, Life Chain, Binding of Life, and several others.
Mage, Variant (5e Class) Uses incorrect increments for time. See the FAQ.
Mageblade, Variant (5e Class) A lot of this is awkwardly worded and not to 5e design standards.
Magician Overlord (5e Class) A spellcasting class should largely not have features when they gain spell slot levels, and when they gain ability score improvements. The class also has several broken or overpowered features such as Despair Aura past I, Low Tier Magic(and other tier magic as you are gaining metamagic effects for free), Dark Wisdom, Create High Tier Undead, and several other class and subclass features as well.
Magister Magi (5e Class) The class entails playing two characters at the same time with magic. Needs rewording and context to some abilities see talk page
Magus (Halfcaster) (5e Class) I need a free hand to cast spells, so half of the fighting styles are no good. The text for the archery style is wrong. Furthermore, since they cannot use an arcane focus, they ought to have a spell component pouch as starting equipment, unless you want the player to micromanage M components.
Master of the Sword (5e Class) See talk page
Memory Make Mage (5e Class) Memory Bank is very vague, puts a lot of onus on the DM to assess new spells on the fly, potentially abusable.
Menace (5e Class) This class shouldn't require creature's who attack to make a saving throw and mentions standard actions and several other terms and mechanics not included in 5e, among having a host of non-standard features. See Class Do's and Don'ts (5e Guideline).
Merchant (5e Class) See talk page
Meteor Knight (5e Class) See talk.
Momentum Warrior (5e Class) Dubious balance. If I have an AC of 18, I have a +6 bonus to attack and damage rolls with unarmed strike ("only unarmed strikes?" Well, that's 7 damage, the average of 2d6). At 18th level, I have a +13 bonus, which is absurd. Throws in "you get a monk's martial arts feature" like its a trivial thing.
Monk of the Outer Planes (5e Class) At 14th level your base AC is 23. The expected cap (before circumstantial bonuses) is 20. There doesn't seem to be any reason to invest in Strength, so not sure why it is used in "fists of fury". What is the DC for "Indominable"? Has two "strong" saves. Has proficiency in "unarmed strike" and "simple weapons", even though an unarmed strike is a simple weapon. Extra attack needs to explain how the extra attack words (try standard wording for this). Well that's for starters I guess.
Monster Hunter (5e Class) Feature spread needs looking at. On some levels no new feature is gained, whilst on others you gain two - including the ASI levels! 1st level is quite weak, like a poor man's ranger.
Muqatil (5e Class) Two common saves. Most features are poorly defined. e.g. "marked target" says "per encounter" which isn't a 5th edition frequency, doesn't say how long the mark lasts for, doesn't have a range or action.
Mystic Archer (5e Class) This class seems to be a strictly better ranger with far more attacks, has several features which increasing your damage output, has more features/features when you gain spell slot levels, and other non-standard things for classes like round counting, negatives on your attack rolls, ect.
Nano Spider (5e Class) Feature spread needs improving, this class has far too many features as it shouldn't gain more than one feature past lower levels and the class has even more features then the feature heavy monk class.
Necromancer, Variable (5e Class) Refers to "durability", which is not a 5e thing. No feature at 2nd level. Has spell slots but no spellcasting feature. The necromancer spell list says that you know an awful lot of spells, more than any other class. Many features do not work or are insufficiently explained.
Nephilim (5e Class) Spellcasting is a mess (doesn't say what spells you know; and no, cantrips shouldn't give people hit points back; and these cantrips do not have enough information to be spells.)
Nightbringer (5e Class) Incomplete definitions (Advantage not given circumstances; incomplete extra attack; "gain resistance to mental/psychic damage"; "critical fails on both 1s and 2s" (5e doesn't have critical fails); "gain +5 and advantage" (the advantage mechanic is designed to replace numeric bonuses); "immediate action" (5e doesn't have immediate actions); etc
Original Warcraft Shaman (5e Class) A full spellcasting class should not have features when they gain spell slot levels.
Overlord, Variant (5e Class) See the talk page. While not necessarily too overpowered, the class has countless other issues.
Paradox Men (5e Class) See talk page
Persona user (5e Class) This needs some serious rewriting. "insta kill spell" - that's not a term I want to see anywhere in D&D.
Piper (5e Class) Feature spread needs improving. There are some levels where nothing new is gained, and yet other levels where you get a feature and a new spell slot level. Missing information and incorrect terminology throughout (e.g. rat swarm doesn't say what the save DC is for maintaining concentration; repeatedly refers to "major action" which is not a thing.)
Plague Doctor, Variant (5e Class) The class feature spread needs to be looked at.
Primitive Warrior (5e Class) This class has the barbarian's rage and better martial prowess than the fighter combined into one class. Then the class has a broken unarmed defense and several other extremely powerful or broken features.
Prismatic Knight (5e Class) The class seems to be a better paladin with 3 attacks and features when you gain spell slot levels.
Projectionist (5e Class) Stub template was removed, so presume this is presented as complete. See talk page for issues.
Psion, Variant (5e Class) See talk page.
Psion (5e Class) See talk page.
Psychic (5e Class) This class has improper saving throw DC's full spellcasting table not in the class features template, full spellcasting classes largely shouldn't have features when they gain a spell slot(which this class seems to ignore), ability score damage, and a number of powerful features (Mind Over Matter, Mindsight, Dominate Mind, and most others). See Class Do's and Don'ts (5e Guideline).
Puppeteer (5e Class) There are no spell slots available, making it difficult to figure out if there even should be a spell list associated with this class.
Questioner (5e Class) The difference between roleplaying and combat is totally missing with various talking-based combat actions. This problem is compounded without any information about what features use what actions. The features themselves are not designed right.
R'lyeh Spawn (5e Class) While I cannot speak for the class(which already seems to be game-warpingly powerful), the race is comparatively stronger than any first party race. Several damage/condition immunities, class features as a racial trait(unarmored defense), 30 feet flying/swimming speed, unarmed strikes on par with a level 11 monk paired with the lower in power telepathy and a +4 ASI this race is easily better than any first party race. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ranger, Non-Magical Variant (5e Class) This class gives you access to feats, has round counting, and overall deals more damage than the fighter at higher levels. See Class Do's and Don'ts (5e Guideline).
Reflectionist (5e Class) Didn't get far before there was a problem. Deflect: 1) "mitigating 1d4 damage.", 2) "free action", 3) "within the path of the attack". These have no definition in 5e mechanics. I know what its trying to get at, but it needs rewriting. Also, rolling a die to reduce damage is OK in limited cases, but it's not good to have that on every incoming attack. More problems further down, I see things like variable round-counting, which isn't done in D&D anymore.
Rider (5e Class) The beastmaster ranger gets a CR 1/4 creature at 3rd level and you get a CR 3 creature at 1st level? The also is far too strong in combat with advantage on attack rolls, a blade that deals extra damage, the Might feature, a 3rd attack at 11th level with a pet, and various other combat focused features.
Rift Weaver (5e Class) See talk page
Rune Craft (5e Class) See talk page
Runepriest, Variant (5e Class) Basically a souped up warlock mixed with cleric. It effectively has short rest spellcasting without being "true spellcasting" (IE not subject to annoying things like counterspell or dispel magic), and gets glyphic inscriptions rather than invocations. Except you get a lot more glyphic inscriptions than you would invocations, you get them faster than you would as a warlock (IE you get your 3rd inscription at 3rd level with rune priest level, where as you don't get your 3rd invocation until 5th level as a warlock) and a bunch of them look better than anything you'd ever get as a warlock. Oh, and you get two good saves (Wisdom and Constitution).
Saiyan Fighter, Variant (5e Class) This class is far beyond the power level of any 1st party class among having a host of other issues. See the talk page.
Scribe (5e Class) Core feature conflicts with the magic item rules in the DMG. The DM decides on the cost, availability, and creation process of creating a magic scroll. The recommended values of a 1st level spell scroll are a fraction of the cost presented below. Even if the campaign requires this class's method of making scrolls, the costs are beyond the means of low-level PCs, giving the class not much to do for a long time. d4 hit dice. Scribe Tracks seems to be describing occupation: anyone attempt these tasks anyway, using a downtime activity.
Shadow Hunter (5e Class) This class seems to be a much more powerful version of the rouge, with a fighting style, an extra attack, bonus to damage, and other powerful features. There is also no such thing as a free action in 5e, see Class Do's and Don'ts (5e Guideline).
Shadow Knight (5e Class) This class has too many features at lower levels and has features when it gains spell slots. The class also does not use regular half spellcasting. Finally, the class's spells should be moved to 5e Spells and should provide a link to them instead of having them listed in the class.
Shadow Walker (5e Class) See the talk page, the class has too many proficiencies, a feature like sneak attack, 1/2 spellcasting, features when it gains spell slots, among various other powerful or broken features.
Shadowhunter (5e Class) See talk page.
Shadowsoul (5e Class) Several features have poor definition, see talk page.
Shaman (5e Class) See the talk page.
Shambali (5e Class) See talk page. please leave CONSTRUCTIVE criticism only.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Shieldbearer (5e Class) Much of this depends on balance by obfuscation; --Kydo (talk) 04:59, 6 September 2017 (MDT)
Soul Warden (5e Class) This class has static bonuses or negatives to ability scores, round counting, and several extremely powerful features in Spirit Double, Partial Animation, Sacrificial Souls, among several others. The class features also do not match the Soul Warden table. See Class Do's and Don'ts (5e Guideline).
Soulbowman (5e Class) See talk page.
Space-Time Knight (5e Class) A sorcerer+rouge+monk in space time is not balanced. Choose the power of just one class. Also, this page uses round counting, free actions, etc.
Space-time Wizard (5e Class) This class has an absurd amount of features that upgrade without adding the upgrade to the class features table, see fighter and extra attack. The class has too many features at 1st level and 3rd level. The class has a non-standard save DC(10 instead of 8). A few features have odd wording on when the feature is recovered and a few other things that don't make sense(proficience), see more info on Class Do's and Don'ts (5e Guideline). Energy Points and spellcasting are not sufficiently explained. Finally, multiclassing should be odd, among a host of other issues.
Spartan, Variant (5e Class) This class has round counting, the class should not just be given bonuses to its attack rolls as bounded accuracy is a thing, you should not be able to given advantage on Dexterity saving throws(or Charisma checks) especially at such a low level as advantage should be far more circumstantial, you should not be given extra reach, and the class has a number of other issues. See Class Do's and Don'ts (5e Guideline).
Speedster (5e Class) This class deals far too much damage with the 2nd Extra Attack feature and special attacks, the Kinomagic Body feature is a straight improvement over the monk's incredibly strong Diamond Soul feature, the Special Actions' power is inconsistent(absurd amounts of bonus damage based on your movement, a variable amount of attacks, costs that need to be adjusted) and improperly formatted, see the monk's Ki feature.
Spellblade Variant (5e Class) This class deals far too much damage with arcane blade, and numerous archetype features are overpowered or broken.
Spellfire Wielder (5e Class) This class mentions standard actions, has round counting, and can deal an absurd amount of damage at 1st level. See Class Do's and Don'ts (5e Guideline) as well.
Spellfused (5e Class) This entire class is designed around at will spellcasting. While this is unique, it is broken or overpowered in numerous instances. See the talk page for specific examples.
Storage Magician (5e Class) Features need a better spread: sometimes you get a new spell slot level and a feature, but on other levels you don't get anything.
Storyteller (5e Class) Severly overpowered and vague; see talk page.
Summoner, 3rd Variant (5e Class) As with the original, the features are not spread out well. There are some levels where you gain a new spell slot level and a strong feature, yet other levels where you don't gain a feature or a spell slot level. Also a concern noted on the talk page.
Super Hero (5e Class) This class has two common saving throws, any four skills(should be 2 if any), a d12 hit die, more powerful features than the fighter and deals more damage then them earlier, and it has the expertise provided by the rouge.
Swashbuckler, Variant (5e Class) Some dubious design here and there, e.g. Razor's Edge 2. I've seen weapon die increases to make simple weapons more viable, but now a one-handed weapon deals 1d12 damage; or longsword wielded in both hands deals 1d20 damage. I guess a greatsword deals 2d10 damage? Madness.
Swordmaster (5e Class) Uses round counting, among other concerns. See talk page.
Tazer, Variant (5e Class) Parts of this are very hard to follow. Some mechanics are quite "non-5e". Multiclassing mentions a "Taser artefact", and starting equipment says "artefact(irremovable, skin melded)".. wuh?
Thaumic researcher (5e Class) I'm afraid a lot of this doesn't work, incorrectly calculated DCs, incorrect scaling of bonuses,
The Gentlemen (5e Class) This class should not have conditional features that provides static bonuses or features that negatively impact the class. Anger of The Gentlemen, Chivalry, Man of Many Hats, Challenge, and numerous other features are non-standard or extremely broken. The class also gets 3 proficiencies of your choice and jack of all trades, while having the 4 attacks when you take the Attack action and the monk's Martial Arts feature. See Class Do's and Don'ts (5e Guideline) as well.
Tinkerling (5e Class) Definitions need improving. For example, we're not told that the "a small, handheld contraption" is. Is it a thrown weapon? Is it an object you can throw to a point within 60 feet like a grenade? Is the effect determined when you build it or when you throw it? Are the materials used to create it conjured out of nowhere, or should there be a gp cost? Or is that what tinker points represent (tinker points are not explained)
Transmutation Alchemist, Variant (5e Class) See talk page. Apparently this class has specification and balancing issues
True Summoner (5e Class) Seems... pretty overpowered, largely because this seems to be a conversion of a powerful Pathfinder class. (I remember it being considered so powerful Paizo made an officially nerfed version of it, even.) Among other things, it has full casting and more cantrips than any other class, plus effectively a second character that is arguably better than some PCs would be on their own.
TruthWeaver (5e Class) Narrative Call is game breakingly powerful as you can summon powerful creatures for free multiple times. A full spellcasting class should also largely not have features when it gains a ability score increase or a spell slot level.
Vampire (5e Class) Several of these class features are too powerful for a typical campaign, not least of which are unlimited uses for certain features. See talk page.
Vampire Slayer (5e Class) Advantage is supposed to be a circumstantial benefit, but Equaliser gives you advantage for whole battles. Consider a different benefit. Doesn't say what the base statistics are for a stake. Wording on Extra Attack is incorrect.
Vanguard (5e Class) This class shouldn't get numerous bonuses to AC(you can get up to +7), no longer receive exhaustion, and also numerous powerful archetype features(Heavy Weapon Master).
Voidblade (5e Class) Poorly balanced. "All is dust" is pretty bad for example.
Warcraft Death Knight (5e Class) Why is the runes and rune level spread so uneven? Shouldn't it be like the warlock slot level spread? We've got levels where you get a class feature and a new spell level, and a level where you don't get a spell slot level or a feature.
Wendigo (5e Class) Not balanced and very disruptive, see talk page.
Wind Of Destruction (5e Class) Many traits are vague or poorly defined or aren't integrated with the core rules.
Windwalker (5e Class) This class has round counting, multiclassing prequiresites are odd, and a few features such as Wind's Flurry and Wind Shield are overpowered. See Class Do's and Don'ts (5e Guideline).
Woad Warrior (5e Class) See talk page.
Xan (5e Class) Classes shouldn't have two common saving throws, round counting, and the Flaming Body, Healing Warmth, and all features past 12th level are overpowered in some way(adding modifier to most rolls, half damage from everything, great damaging features on top of spellcasting). See Class Do's and Don'ts (5e Guideline).
Xilan Warrior (5e Class) This class shouldn't have two common saving throws, an powerful and undescribed homebrew weapon, Strength as your unarmored defense, absurd bonuses to AC and increases to AC at lower levels(+1 is considered great), bonus action attacks that vastly increases your damage every turn and require creatures to make a saving throw on every hit, and various other issues.
Yellow Sun Kryptonian (5e Class) Not even slightly balanced.

Subclasses[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Archivist Tradition (5e Subclass) See talk page.
Black Mage (5e Subclass) level 2 +2 to DC is very strong to put it lightly, item creation goes against downtime activities design, detonation doesn't explain which spell slot level is causing the damage-meaning is it the slot used to create the item or a separate new slot to detonate? and when are they detonated, as an action? part of an attack?
Concentration Everfliers (5e Subclass) This... er.. this isn't how... sorcerous origins work?
Enforcer (5e Subclass) A subclass shouldn't be able to suddenly cast high level spells, let alone regain them on a short rest. The subclass is also worse than other figher subclasses at lower levels.
Lancer (5e Subclass) See the talk page.
Lightning Domain (5e Subclass) This domain is incredibly overpowered, specifically when it comes to damage. For example, Divine Strikes normally deal 1d8 damage, not 4d8, and you shouldn't be able to deal 4d6 damage at 2nd level. Also, you aren't given spells from all spell levels (usually it doesn't go higher than 6th or 7th level).
Mediator (5e Subclass) 3rd and 9th level features emphasize strong Charisma, but the 3rd level feature emphasizes strong Intelligence. If my Cha is my primary or secondary ability score, then Meticulous Negotiator isn't much use.
Oath of Sacrifice (5e Subclass) The level 20 ability Ultimate Sacfrice is Game Breaking, makes the character into a unstoppable fighting force
Oath of the Deep (5e Subclass) This subclass gains access to mores spells than the regular paladin, and has overpowered features in Channel Divinity/Channel the Deep and Avatar of the Void.
Path of the Gorechosen (5e Subclass) Unrelenting is basically a stronger version of "Frenzy" from the Berserker, adding a very significant damage increase WHILE getting an absurdly high health regen at that. While Unwavering is okay, i think increasing the chances of a critical is especially strong in a barbarian who gets more critical damage dice, as well as in an subclass that gets a third attack per turn. Meanwhile Unstoppable is just outright overpowered in every single aspect, the free damage bonus being insane and stupid (as if the total damage output wasn't off charts already).
Path of the Lumberjack (5e Subclass) This path mentions things like movement actions and has a number of mechanically questionable features(changing rage, unarmored defense to a much more powerful variant, changing your saving throws, ect.).
Phoenix Blood (5e Subclass) see talk page
Quantumancer (5e Subclass) By new user, not yet playtested, looking for feedback
Raw Magic (5e Subclass) See the talk page.
Sellsword (5e Subclass) Coup de Grace still needs to be changed to a reasonable power level, and not be brokenly overpowered. Please compare this subclass to the thug.
Shieldman (5e Subclass) Abandoned by principle author, may need further tweaking to be balanced.
Spell Guardian (5e Subclass) This subclasses spellcasting is extremely overpowered compared to the other fighter subclasses. The arcane guard feature is also extremely powerful, and few features are also not adequately defined or have a few other minor problems. See this rule for how to properly balance granting a subclass this type of spellcasting.
Succubus Queen Patron (5e Subclass) See talk page.
Warlock Patron: Celestial (5e Subclass) see talk page
Waterborne (5e Subclass) What class is this made for?
Way of Mercy (5e Subclass) Totally overpowered, as this basically just becomes unlimited Ki.
Way of the Hermit (5e Subclass) Does not take care with the various stacking bonuses.
Way of the Kuda Spirit (5e Subclass) Since the only benefits you gain at levels 6 and 11 are minor upgrades, I'd recommend having new features unlock at those levels as well. Also, Energy Charging and Dash both need to be given a duration, and better wording for the upgrades. Also, what kind of action is used to activate them? Kuda Spirit also needs a duration change (5e doesn't have round-counting). I'd suggest 1 minute, which is equal to ten rounds.
Way of the holy runes (5e Subclass) Basically every single feature is over-powered.

Spells[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Bound Item (5e Spell) See the talk page.
Call Bird (5e Spell) Compared to find familiar, this takes 1/10 the time to cast, double the range, unlimited creatures to control, and this attacks
Death Pact (5e Spell) Full of errors.
Earth Shield (5e Spell) Cantrips are not supposed to allow healing
Flowing Undead Wrath (5e Spell) Strictly better thunderwave with an arguably better saving throw for most creatures. This spell is also by far the best 1st level damaging spell a warlock has. Also, why can this be cast as a ritual?
Forbidden Knowledge of the Ancients (5e Spell) unconvntional spell component/spell slot relationship, benefits of the spell seem more appropriate as a feat
Greater Disguise Self (5e Spell) I like this spell. I think it is fun, but it could use some adjustments because I'm not certain that its quite a level 6 spell unless it physically changes you. Which needs to be stated in some way. .
Heritage Rebuke (5e Spell) seams like a lot of stuff for a level 1 spell to do
Imbue Personality (5e Spell) This spell has round counting and allows you to change a creature's personality with no saving throw for an indefinite period of time.
Leonardo's Amazing Card Trick (5e Spell) This spell has round counting and shouldn't get its power from channeling.
Leonardo's Imploding Shell (5e Spell) Spell does more damage than 1st party examples and uses highly effective damage type
Leonardo's Superposition (5e Spell) still unclear of the spells goal and uses unconventional dice rolls and/or calculation to determine effects
Lindworm Conflagration (5e Spell) This spell has variable range and duration. The spell also mentions free actions among various other non-standard things.
Lucent Singularity (5e Spell) Doesn't say what area it covers. Is the "passes through creatures and objects" relevant, if you are targeting an area? Unclear how the "2 round" duration works.
Lullaby (5e Spell) This spell is too powerful for a cantrip. See the talk page for details.
Magic Missile Storm (5e Spell) The thing is, do you know what magic missile-type effect is balanced for 5th level? It's Magic missile cast with a 5th-level spell slot. This needs to something different, perhaps an AoE.
Mass Exsanguination (5e Spell) There is no such thing as blood damage and critical failures. Also, this spell should just deal more damage instead of dealing a variable amount of damage.
Pancea (5e Spell) See the talk page.
Permanence of Being (5e Spell) This is really awkward. Why the weird roll instead of a saving throw? How come it is a wizard spell? The material cost is trivial at this level, you could just repeatedly cast the spell in your downtime until it works.
Pillar of Flame (5e Spell) This deals too much damage, the spell is better than 5e SRD:Fire Storm.
Poison kill (5e Spell) Im not sure the numbers line up for a 4th level spell and the execute should probably be adjusted.. as of right now is a less than a 1in46656 chance
Prismatic Barrier (5e Spell) How can the spell "miss"? I don't understand the section about "light returns after 1 round, resetting the duration...". In terms of naming, there's an expectation with the word "prismatic" that it will be colour-based like prismatic spray, or prismatic wall.
Puppeteer (5e Spell) Comparing this 5th-level spell to dominate monster, it seems like it should be around 8th level. Either spell allows you to take control over any creature within 60 feet with one failed save, but for several reasons this one is much better in a combat situation, especially against a single boss-like creature.
Reverse Time (5e Spell) This means that the DM needs to keep track of where everyone is, what everyone's conditions and hit points are, every round, retaining the information for the last 4 rounds, if there's the possibility that this spell might be cast.
Shadow Knight (5e Class) This class has too many features at lower levels and has features when it gains spell slots. The class also does not use regular half spellcasting. Finally, the class's spells should be moved to 5e Spells and should provide a link to them instead of having them listed in the class.
Soul melt (5e Spell) Yet another instant-kill-9th-level-spell. You should not be able to one-shot a legendary creature or other boss. Maybe if you weaken it first... but power word kill spell already does exactly that. This spell also shouldn't work on constructs or undead, and should recognize that a wish or true resurrection spell should allow the target to revive.
Soul thief (5e Spell) This 2nd level spell apparently doesn't consume a material component, yet apparently lets you learn languages, gain feat-like benefits, and potentially even raise your Intelligence score—permanently—virtually every time you cast it successfully. Depending entirely on how generous your DM is with its unusual casting requirement, it's either incredibly overpowered or practically useless.
Summon Food (5e Spell) Isn't food supposed to cost money? Are we stealing it from the local market? I'm confused if this is trying to be a different kind of goodberry without the healing
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works.
Tears of Denial (5e Spell) just a really weak version of revivify, so weak that it becomes completely situational
Time Stride (5e Spell) See talk page.
To Ashes (5e Spell) Um, Scales without using higher level spell slots, and its really ambiguous as to how you actually calculate damage? what if i have multi classed and have different sized hit die
Toshaka's gift (5e Spell) Allows for too many game breaking mechanics. Casting this with every spell slot available before a long rest. Or just taking a week to prepare for a large adventure by stockpiling stones

See talk page fore more discussion

Viktor's Dark Transport (5e Spell) a spell that allows movement and damage as a bonus action to multiple targets severely disrupts the action economy
Viktor's Teachings For Adran (5e Spell) See the talk page.

Feats[edit]

Articles with a "Needs Balance" template.
Page Name Notes
All for one (5e Feat) The mechanics are mangled. I get the idea that it increases your "attack roll bonus" (attack modifier? For weapons? spells? everything?) by some "AC bonus" that isn't explained. I think this is supposed to be for one Attack action, but as written it could be for a spell attack with the Cast a Spell action. The Dexterity prerequisite doesn't seem relevant. Ultimately, the only benefit of this feat does is give an attack bonus, which is not in line with 5e feat design.
Armor and Weapon Master (5e Feat) This provides the benefit of the lightly armored, moderately armored, or heavily armored feat, except this skips the prerequisites and you get a weapon proficiency too. A wizard can become a plate-wearing, greataxe-wielding warrior instantly.
Devourer (5e Feat) This feat doesn't have a power limit on the traits you can learn which means you can learn a ton of absolutely insane traits, for example the Troll's regeneration, magic resistance, ect.
Dual Casting (5e Feat) Feats shouldn't scale with level (ie. effect being based on proficiency) as they can be taken at multiple levels - consider changing to having a number of uses equal to spellcasting modifier. Also it is unclear - by changing the casting time a bonus action you still can't cast higher than a cantrip with your action RAW but the name of the feat suggests that the intent was to allow a second casting of a high level spell. Also, this is clearly made by someone who wanted quickened spell without having to take three levels in sorcerer, just use a goddamn sorcerer if you want quickened spell. Recommend to not use this in-game.
Exact Shooter, Variant (5e Feat) Exact Shooter was already a powerful feat and this is even stronger. Increasing the prereqs does not allow for a feat to be more powerful.
Expansion of the Body (5e Feat) Awkward, confused design.
Flame Tempest (5e Feat) This feat has round counting, makes you deal far too much damage/is far too strong for a feat, and the feat scales? Overall needs a rework from a mechanical point of view.
Flash Parry (5e Feat) 5e feats need to be broader than this. Have a look at the combat feats in the PHB.
Goliath Constitution (5e Feat) Even if it has a race prerequisite, a 5e feat should have balance on par with a +2 to an ability score. By design, this feat grants far more than just that.
Goliath Strength (5e Feat) Even if it has a race prerequisite, a 5e feat should have balance on par with a +2 to an ability score. By design, this feat grants far more than just that.
Greatsword Master (5e Feat) Compares unfavourably with the UA Blade Mastery feat. It restricts the player to one kind of weapon, is physically unexplained (does the character's arms become longer?); both have an AC increase but Blade Mastery does so with flavor and balance whereas this is just a flat increase
Healing Factor (5e Feat) Feats shouldn't have a level requirement, and no effect should allow you to gain unlimited regeneration, which is far more powerful than an ability score increase.
Irresistible (5e Feat) A feat shouldn't be able to increase your spell attack modifier or spell save DC, let alone vastly increase them.
Multicasting (5e Feat) You can already cast a spell thats and action and one that is a bonus action on the same turn. And changing it to cast 2 spells that are actions is kinda a big deal (think capstone abilities)

See talk for further discussion

Necropotent (5e Feat) Feats shouldn't have a level requirement, which having the ability to cast any spell beyond 1st level does. This feat is also quite bland and only vastly increases the damage(increases the damage of spells generally shouldn't be done for feats) and spell save DC of your necromancy spells far beyond what an ability score increase provides.
One For All (5e Feat) This feat doesn't seem to make any sense of the context of D&D and far more powerful than an ability score increase. Feats also shouldn't have a level requirement, higher prerequisites don't balance a feat, and this isn't a combat, discovery, and interaction feat.
Paranoid (5e Feat) See the talk page.
Path of the Berserker (5e Feat) Does not fit with the design philosophy of 5e feats; I suggest reading the 5e Feat Design Guide.
Perfect Striker (5e Feat) This is strickly better than choosing an ability score increase, it improves your damage output beyond what you could regularly get, and it is not unique.
Relentless Will (5e Feat) See talk.
Scythe Mastery (5e Feat) The benefits given are not compatible with the weapon being linked to, and don't really make sense either.
Snap Caster (5e Feat) Sloppy definition needs tightening up (e.g. presumably you can't cast any spell as a reaction). Feats shouldn't unlock things by level, they should be entirely self-contained (not that I understand what "ignore the level limit" means).
Spell Mastery (5e Feat) This is outright better than the wizard's 18th-level feature, and as such, is too powerful.
Support Boost (5e Feat) Thoroughly overpowered. At just 4th level (or 1st level if you're playing a variant human) you can become absurdly powerful. For example, cure wounds allows you to restore a number of lost hit points equal to 1d8 + your spellcasting ability with a first level spell slot. With this feat, it becomes 2d10 + your spellcasting ability, for just a first level spell slot. For comparison, cure wounds cast using a second-level spell slot restores 2d8 hit points.
Varied Caster (5e Feat) An inferior version of Magic Initiate feat, I suppose. The wordings are ambiguous and confusing as well. (By the way, if I'm not supposed to add this template, please let me know - I just couldn't stop myself.) --WeirdoWhoever (talk) 03:39, 4 April 2017 (UTC)
Xianghua (Rebalanced, 5e Feat) Not necessarily unbalanced, but it's still so specific in its abilities that it should a class archetype like a Monastic Tradition, not a feat.

Creatures[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Aknamkanon (5e Creature) Most parts of this are incorrect. Contact me if you would like a rewrite.
Disease Elemental (5e Creature) I know you can technically set attack bonus to whatever you want, but why does it only have +2 to attack, given those high ability scores? I think it should also set itself to one particular disease rather than a "random disease", as some diseases are way beyond CR 6. Average damages for attacks are incorrect. Hit point calculation is incorrect.
Great Wyrm Force Dragon (5e Creature) See talk page.
Headsman (5e Creature) Waaaaay too strong for an ordinary headsman. For example, it has a higher Strength score than a gladiator.
Slenderman (5e Creature) Challenge rating seems inaccurate given the creature's current capabilities. It "casts spells as a 17th level sorcerer," but no actual spells are listed.
Sword Keeper (5e Creature) Way too weak for a CR 12 monster. Consider granting it Multiattack.

Equipment[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Agreious (5e Equipment) Maximizing your damage rolls has huge potential with abuse with any source of bonus damage(sneak attack, divine smite, ect.). The weapon's bonuses also shouldn't change with your hit points.
Alastor (5e Equipment) See the talk page.
Anti Magic Oil (5e Equipment) A poison shouldn't be able to make characters lose spell slots. This poison also has extreme potential to be abused both by PC's and monsters.
Arrow, Flight (20) (5e Equipment) See the talk page.
Awesome Equipment (5e Equipment) Increasing ability scores past 20 is quite strong and was not taken into account when balancing these items. The items should also require attunement and is each individual item legendary or is the set legendary? If they are their own unique items as the description below states, each item should have its own page.
Battle Lash (5e Equipment) See the talk page.
Bee Arrows (5e Equipment) Equipment shouldn't have additional effects if used with just one other piece of equipment. Also, an arrow that allows you to hit 4 targets is also extremely overpowered.
Blade Ball (5e Equipment) This is also a one-handed weapon that deals 1d10 damage.
Bloodmourne (5e Equipment) Overpowered, please compare with the DMG legendary weapons.
Bolstering Shot (5e Equipment) See the talk page.
Bringer of the Black Sky (5e Equipment) Inherent problem with ability score prerequisites, see talk page. Might be better treating this as a special weapon with a rarity (using the magic item template; it doesn't have to be magic) or have the additional properties unlocked with a feat or special training.
Burial Blade (5e Equipment) I'm not sure if this would ever be used. A player with a fighting class usually has a fixed loadout, particularly if this is emphasized with a weapon style class feature. I'm using a one-handed weapon and shield; or two one-handed weapons; or one-handed weapon and empty hand; or two-handed weapon. Changing from one-handed to two-handed is an edge case, and it's cheaper just to carry an extra weapon. You've also got the fun of wielding an 8 lb weapon in one hand.
Chain of Impossible Strength (5e Equipment) The maximum bonus to an ability score a rare or very rare item can give you is +2 and +3 respectively and that is only when your maximum Strength score is 20. The farthest any confirmed ability score can go is 30, but with a lot more strength boosting items.
Chozo Power Armor (5e Equipment) Eqipment should not gain additional effects as you gain levels and equipment has its own power source, the armor shouldn't make you unable to cast spells, and the armor as a whole provides far too much its properties shouldn't be tied to your rest cycle.
Combat Round Shield (5e Equipment) The value is hidden in the fields, but this gives you the standard +2 AC for a shield. I have no idea why it's a finesse weapon.
Courage-Seeker (5e Equipment) This item has a decent bonus to attack and damage rolls, immunity to being frightened, and it has a point system that allows the weapon to deal absurd amounts of bonus damage. The curse also does nothing to pretty much every PC that will use this weapon.
Crow Quill (5e Equipment) Is this one or two weapons? Do I need to have extra attack to use the quills? I feel like this is just a rapier with daggers in the players other hand as another attack.
Crown of Thorns (5e Equipment) types of resistances need specified more
Cursed Blade (5e Equipment) Design needs improving. It's nonsensical in places.
Dark Spear (5e Equipment) is there a damage cap? Weapon damage only increases so may times, what if I have 40 souls? Also not a fan of the DC and losing souls. Only when the creature reaches zero hit points otherwise if the creature is below half maximum hit points this deals extra damage. Simple.
Divine Carapace (5e Equipment) Instances of "per X" needs replacing with the standard recharge 5e terminology so that it's clear when they can be used again. It is not clear how holy strike is triggered, and the banishment should be tied in with 5e SRD:Banishment. The "destroying" section needs to be rewritten as it is important to know how artefacts both enter and leave a campaign.
Dragon Sword (5e Equipment) +5 to hit and damage? I don't think anything in core does this, possibly too many benefits for a Legend. item
Dragonslayer (5e Equipment) Okay, so this item has a +3 bonus to attack and damage (like a regular very rare weapon), but also deals +2d8 damage and another 2d10 damage against fiends? (and "abyssal creatures" - fiends, then?) That alone pushes the boundaries of legendary. The other features are not defined satisfactorily, e.g. What does the acrobatics check of "full-frontal assault" do?
Dread Plate (5e Equipment) Definition of the traits needs improving. "Destroying" section seems a bit vague - how would one get a god or deity to "smite" this? What prayers or rituals might be required?
Dusksong & Dawnsvoice See talk page.
Dwarven Battlehammer (5e Equipment) extra damage to dice rolls doesn't follow any precedent for non-magical weapons
Ebon Blade (5e Equipment) I see you did some wordings, but it does not fundamentally balance the weapon as a whole. For starters, why should an Ebon Blade be a specific 1d10/2d6 sword (which is unorthodox) when a holy avenger can be "any sword" with a +3 bonus? What is the rarity of Ebon Blade? What about the constant hit point regeneration that disregards hit point economy? See talk page for more comments.
Enforced Leather Armor (5e Equipment) The AC is way too high for light armor.
Fate and Fortune (5e Equipment) Rolling a d100 on every attack roll for an effect that rarely occurs is hardly good design.
Fighting Shield (5e Equipment) What does "You can wield weapons with this" mean? Does it mean you can hold this and a weapon in the same hand? How? What is "duel wield"? Does "works as a normal shield but with a plus 1 to AC" mean +3 AC in total, or just +1 AC?
Finisher, Scythe (5e Equipment) Too similar to the scimitar of speed. Please think of something original.
Fists of Balance (Regressed) This listed as nonmagical even though it is clearly magical and would ideally be listed as a magic weapon, if not a monk archetype or variant rule. 5e doesn't have "[15/-]" damage resistance, nor a "knuckle" weapon type.
Flamus Anus (5e Equipment) This potion/poison deals far too damage much considering that this is a mundane item that has a higher save DC and deals more damage than the uncommon magical item the potion of fire breath.
Gambeson (5e Equipment) Straight up improvement over studded leather. The armor also provides nothing new compared to the more balanced plated leather armor.
Garotte of the Cenobite (5e Equipment) See the talk page.
Giant Door Shield (5e Equipment) Says its a two-handed weapon, but description implies it can be "wielded in one hand". The traits are a bit non-5e. For example, a charge-type effect is something that should happen if you move a certain distance, rather than something that gives you extra movement; It doesn't define how a creature is "caught in the line of movement", since you can't move into spaces occupied by enemies; a "line area-of-effect" would normally be cause for saving throws rather than multiple attack rolls. Finally, "Skills/Traits" are functions of character training, not inherent to the weapon itself (unless you make it magical)
Glyphic Tiles (5e Equipment) The glyphs provide far too much for only legendary item(mainly the charges need adjusting and other effects need balancing). The item should also not have round counting and the wording needs cleaning up.
Goliath Rock Smasher (5e Equipment) The name of this weapon doesn't fit its description, this weapon shouldn't be strictly more powerful than the greatsword, and if balanced it shouldn't be a generic copy of said weapon.
Greataxe of Baphomet (5e Equipment) This weapon is far too powerful for a mundane weapon.
Gromril Armor (5e Equipment) Combines several magic items: armor of fire resistance (rare), armor of cold resistance (rare), and part of armor of invulnerability (legendary). This is not a mundane item. Even if it is nonmagical, it should be treated as a legendary magic item (c.f. adamantine armor)
Gun-sword (5e Equipment) 2d8 damage. The most damaging weapon in core 5e is the heavy crossbow at 1d10.
Gunpowder Fire Arrow (5e Equipment) This arrow is too powerful for mundane ammunition, and it shouldn't negatively impact your attack rolls and range.
Hala-Kiir (5e Equipment) A longsword does not deal 2d10 slashing and 1d6 necrotic damage and this weapon has the potential to gain far too many charges.
Hammer of Orlon (5e Equipment) Since PCs do not have any legendary per turn, the actions here would not seem to be much use. The attunement requirement is vague. "Much more likely to die" isn't defined. "Per encounter" isn't a 5e duration.
Hand Of The Mountain (5e Equipment) Traits need better definition, for example storm of stone doesn't say how it is initiated, and uses round-counting. "Advantage on defense rolls" doesn't mean anything. "Per day" needs replacing with standard 5e recharge terminology. Earthen shatter doesn't say how it is used and appears to be very high automatic at-will damage, etc.
Healer's Robes (5e Equipment) Needs to be changd to a magical item
Hero's Tunic (5e Equipment) This is better than armor that costs ten times as much. If this is solely for Hero of time (5e Class), why not just have the class offer a +2 bonus to AC while wearing a chain shirt?
Holy Knight's Blade (5e Equipment) This blade shouldn't be able to negate spell casters spell slots. Also why would you ever use the shortsword form over the longsword or greatsword form?
Hook Sword (5e Equipment) Needs a rewrite. Should be no better at tripping than any other reach weapon (e.g. whip), but you should be able to link them together to give it reach.
Hydrosion Grenade (5e Equipment) If this is a nonmagical water bottle, how is it dealing cold damage? In any event, it should be moved to equipment rather than weapons (c.f. holy water)
Immortal King's Ogre Maul (5e Equipment) See the talk page.
Imperial Gold Weapon (5e Equipment) What is a "wind elemental"? Is it like an air elemental? Celestial Bronze and Stygian Iron need wikilinks Is this a magic weapon or nonmagical?
Infernal Axe (5e Equipment) This weapon provides far too many powerful effects, there is no duration on the summoned creature, the curse is not really a curse for a lot of creatures, and this weapon can gain a +8 bonus to hit against celestials.
Infinite Golem Manual (5e Equipment) A regular golem manual is a very rare item that is consumed upon using it, yet this uncommon item can presumably not disappear and it acts like a golem manual?
Ishtar's Babylon Gate (5e Equipment) There is no such thing as free actions in 5e, the item shouldn't have round counting, what does pinned mean, and this item shouldn't be able to make several creatures make up to 10 saving throws(why is this even a thing?). The item could also be much clearer on its effects.
Jewel of Fists (5e Equipment) It seems like this can be used to attain insanely high ability scores, without attunement. By comparison the manual of quickness of action is of the same rarity, but increases Dexterity (and only Dexterity) by +2 instead of +15.

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

See talk page.
Kataima Incarnate (5e Equipment) Dual Blade form allows you to gain a +6 bonus to attack and damage rolls total and allows you to gain an extra attack through haste however many times you want without penalties. Plus, the greatsword's effect is far too powerful, and this weapon has far too many effects in general.
Kriegsmesser (5e Equipment) See talk page.
Kurikara (5e Equipment) This item can give you free rages, which full effects are not explained, that negate the spells you may be able to cast through this weapon or through other means, and this item's charges should cost an amount equal to the spell slot level used to cast the spell.
Kyuubi no Ookami Could do with rewriting to better use 5e rules (and to correct spelling and grammar.)
Legion Sestar (5e Equipment) I'm not sure yet how to fix this. It is expected to be both light enough to wield in one hand, but heavy enough to be the equivalent of a glaive. The description says "allows the wielder to use this weapon alongside another one", but you can't do this anyway (unless the campaign uses feats and you take the appropriate feat). The only advantage would be if you were holding a shield (or lantern, etc) in one hand and were prepared to dispense with it to get the range. But this isn't particularly useful, as characters will tend to be specialized in either sword+board or two-handed weapons.
Life's Interruption (5e Equipment) No weapon should be allowed to do 2d8 damage, also is this even a mundane weapon because the description says the weapon requires attunement, give a +2 bonus to attack and damage rolls and gives you advantage on Dexterity saving throws.
Longknife (5e Equipment) Variable type of damage. Also see talk page.
Machete (5e Equipment) Realism and consistence. Machete shoudn't make more damage than a scimitar. Machete is similar to kukri which also isn't a d8 weapon in this wiki.
Magic Sweet Box (5e Equipment) These sweets vastly breaks the bounds of what should be allowed in D&D 5e.
Manticore's Mane (5e Equipment) Needs to be rewritten so that it uses the actual 5e rules.
Mask (5e Equipment) Advantage on skill checks should be more circumstantial than this. This is a huge benefit and no-one would not wear a mask.
Massive Greataxe (5e Equipment) See talk page
Mechanical Pet (5e Equipment) This item does not seem to be made for 5e and is seems to give you a free pet that stats are not adequately described.
Mercenary Armor (5e Equipment) This is more powerful than any nonmagical medium armor in the SRD, but 1/3 the price of half plate.
Meteoric Greatsword (5e Equipment) How is a reach weapon that deals 6d12+12 damage even close to being balance? Isn't the point of magical items is that you find them, so couldn't you find an augmented meteoric greatsword? The weapon also has at will teleportation.
Mighty Gauntlet (5e Equipment) 5e doesn't have weapon sundering (you are thinking of 3e), and this is clearly too heavy to be a finesse weapon.
Monk's Bow (5e Equipment) Magical items have their own power source, and they shouldn't be able to gain additional effects based on your level. Besides that, monks are not normally proficient with longbows and this bow scales to ridiculous levels of power for a legendary weapon, both through the amount of damage it deals and all of its effects.
Mounted Heavy Repeating Crossbow (5e Equipment) Exotic needs to be changed to something usable.
Necklace of Zeus Blood (5e Equipment) This needs completely rewriting. The traits are just not right in the way they are worded or with their mechanical effects.
Needle Gun (5e Equipment) Surely this should be a renaissance item? The cost doesn't seem correct in comparison to the DMG firearms. The reloading special rule doesn't make sense. How can be both a rifle but also fire musket balls?
Nest of Bees (5e Equipment) Significantly more powerful than the heavy crossbow, the strongest first-party ranged weapon, dealing an average of 10 damage compared to the heavy crossbow's 5.5.
Neutral Combat (5e Equipment) This weapon has next to no actual effect besides dealing too much damage.
Nine-Section Whip (5e Equipment) To be balanced, damage needs to be reduced to 1d6, or it needs to be two-handed.
Old One's Bone (5e Equipment) Incomplete, trying to think what I want this thing to do, and the base abilities I put in are pretty op.
Phantom Disaster (5e Equipment) It is a poor design choice to make each attack separate into 4 arrows, since that is 4 times as many attack and damage rolls you need to make. An enemy of an enemy is also overpowered.
Phantom poison (5e Equipment) What exactly is this? Is it a bolt with poison coated on the tip? Does it have an acid compartment? Is it poison or acid? What determines its "strength"? What is the DC of the Constitution save? Is the double damage just the acid damage, or the piercing damage, or both? What is a "perfect save"? What is the hidden crossbow?
Placebo Enhancer (5e Equipment) See talk page
Potion of Violent Divination (5e Equipment) The psychic damage is a bit pointless, you would just wait until a long rest to drink this. Doesn't really explain what the "random flashes from the future" are. Is it an image, or a thought or a feeling? How specific or vague is it? How "random" is it? If the "flash" is that the player is eating a cheesecake in 20 days time, what happens if the player decides not to eat a cheesecake? Is it the burden of the DM to force the situation? Is the "upgraded" version the rare version? Why does making it shine increase the rarity?
Potions of potions (5e Equipment) The potions are poorly defined.
Power Armor VII (Aquila/Imperator Armour) (5e Equipment) See talk page.
Predator Hunters mask (5e Equipment) This needs to have a better grasp of 5e. This is categorized as a suit of light armor. If you wear this, that's all you're wearing. You could perhaps use the "partial armor" variant rule. You don't need to say "all attacks count as Sneak attacks". "thermal vision" and "x-ray vision" are not explained in game terms - is this for a campaign in which they are defined?
Pyromancer's Parting Flame (5e Equipment) "caestus" is not a base weapon type. What is an unarmed weapon? Doesn't explain what the "+2" is. Doesn't define (as usual with homebrew items) what has a "soul" and can I carry a bag of rats, killing some whenever I want to top up to maximum, also does it work on undead and constructs as well? This magical weapon is also very strong for a legendary weapon as it gives you lots of bonus damage, some temporary hit points, extra fire damage, and resistance and advantage on fire based effects.
QuickArmor (5e Equipment) See the talk page.
Rallying Shot (5e Equipment) This item is far too powerful to be mundane item as it can increase your party's damage output significantly.
Razen Blade (5e Equipment) The bulk of this text describes how the weapon is made, which is nice, but magic item creation is a campaign-level process determined by the DM (see the DMG). That leaves us with a +1 weapon (already an uncommon item in the DMG) with changed damage dice. It makes the most sense to do this with a dagger, it's like having a greatsword that you can dual-wield and throw and Small creature can use. I wish it were more interesting, in any case the rarity should be increased.
Razor Net (5e Equipment) This net deals far too much damage, costs far too much for a mundane weapon, and how the net traps a creature is not described.
Rebellion (5e Equipment) See the talk page.
Redbull (5e Equipment) 8 levels of exhaustion, you say? You mean more than it takes for you to keel over dead (6 levels)? Also, that is some hyper-accelerated exhaustion-purging, considering that normally it takes a full long rest (and some food and water) to rid yourself of one level.
Repeating crossbow (5e Equipment) This is outright better than the heavy crossbow, the strongest ranged weapon in first-party D&D, dealing an average of 10 damage per shot compared to the heavy crossbow's 5.5. The higher price point isn't a balancing point; consider that, when using the standard equipment, a fighter or paladin can start with two of these.
Rhumnam (5e Equipment) Uh.. needs a little refinement, e.g. the +3 benefit needs writing out in full. How often can the magic missile be used? it says "6 blasts" but it has "5 slots"?
Rimefire (5e Equipment) The blade itself deals a large amount damage, you can cast infinite counterspells with the blade, and you can potentially regain a broken amount of spell slots or deal a large amount of damage with the weapon's gained charges. The weapon also doesn't require attunement and shouldn't unlocks additional effects through extremely specific circumstances.
Ring of Famine (5e Equipment) This item has next to no actual effect for a legendary item.
Ring of Interception (5e Equipment) Hardly of a legendary tier and so niche is application it is hardly worth such a rating. The image looks like a ring of mind shielding in silver.
Ring of Solomon (5e Equipment) Has a lot of features and replicates the effects of a number of powerful magical rings, most of which are rare or very rare, and one is even legendary.
Ring of War (5e Equipment) You shouldn't be able to infinitely force a creature to make saves so it will never attack you and the amount of creatures you can have under this effect is far too many and varies too much.
Ring of Weapon Storage (5e Equipment) I mean... how many swords are we talking as far as maximum space? A one-handed weapon can be of any size and fit in this ring and the moment I put my pixies Tiny greatsword in there it breaks going by the current description. This requires a rewrite and a bit more thought to be put into it.
Robes of the Fallen (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
Rope Dart (5e Equipment) The special attacks represent specialist use of the weapon, not inherent to the weapon itself, so should be moved to a feat or a class feature.
Sai Swords (5e Equipment) A hasty conversion from a 4e page. This doesn't work in 5e. Plus a sai would just be a monk weapon (simple weapon).
Samuel "Bostock" Barreller (5e Equipment) The 1500 year history puts huge onus on the DM. The weapon is extremely weak when you first get it, and has round counting, and damage counting as well?
Scythe of Reaped Souls (5e Equipment) The maximum available addition to attack and damage rolls is a 3. This weapon seems to be able to perma-fear lock characters. The mechanics of the curse seem fair nonsensical and arbitrary. Overall this weapon fairly poor for a legendary weapon. Look in the Dungeon Masters Guide and see some of the sample weapons that already exist in the game.
Sea Seeker (5e Equipment) Too much routine damage. Curse is not appropriate, as the DM should already have planned the occurrence of combat encounters.
Seeds (100) (5e Equipment) What is this and what is it used for? The seeds also shouldn't have weird mechanics behind how they work, and the ammo needs a link to the weapon in question.
Shadow Katana (5e Equipment) Strickly better than all 1st party weapons such as the rapier.
Shadowrend (5e Equipment) The mechanics here are all over the place, not very "5e", and often nonsensical.
Shatter Shield (5e Equipment) See the talk page.
Shi Yu Scarf (5e Equipment) Nothing should have an effect that requires an on hit saving throw with every hit. The Blue Crystal effect is broken, and A Thousand Graves has the potential to be game breaking as well.
Slayer Controller (5e Equipment) Controlling all dragons with no saving throws for an infinite duration is not balanced.
Slinger's wand (5e Equipment) A +2 rare weapon should not have additional effects. The weapon also has a full round action and other design errors(casting a spell that requires a spell slot as a cantrip?).
Slipknot (5e Equipment) Non-circumstantial advantage on over half the creatures the PC might fight. Incorrect terminology (e.g. "health", "land a attack", "attack of opportunity", "per long rest", "attack against your killer", etc.) Deals too much damage. Instead of rolling an extra d4 for Long Arm, why not use the value that the attack succeeded by?
Slither sling (5e Equipment) Polymorph needs to be based on a CR, as hit points can be variable, and should say how long it lasts for. The DMG has a staff that turns into a snake, check that for wording.
Sliver of Midnight (5e Equipment) Poorly defined traits. For example, what is a "defense check"? Why is an attack action used to apply poison? Damage output too high. Use of an action when not your turn. No information on destroying or nullifying the item.
Sniper Rifle (5e Equipment) No reply on talk page.
Soul Eater, variant (5e Equipment) So this weapon's curse rarely happens and in return, you get a rare +1 weapon that does not require attunement that can deal an additional 4d6 slashing damage? That is not balanced.
Spike of Distorted Flesh (5e Equipment) Refers to sizes that don't exist in 5e. Mythic Monsters (5e Variant Rule) might help with the larger sizes. I also feel like "the size of the moon" is a campaign-ending result, but it says "don't make them too over powered". You could just sit there repeating the d10 roll until you roll a 10 and destroy the bad guy and his citadel and all the surrounding hordes, or whatever.
Spiked Gloves (5e Equipment) Okay, now it's versatile. How can a gauntlet be wielded in two hands?
Staff of Cats (5e Equipment) Actions as turn-based mechanics are missing.
Starlight Staff (5e Equipment) These items don't seem to be artifacts, since for example casting a random spell using your spell slots is not even close to the power level of other artifacts.
Sun Shard (5e Equipment) Overpowered; Grants immunity to two different sources and deals 2d12+3d8 fire/radiant damage. Weapon damage is not interchangeable. There isn't a limit to Blistering Crash, which requires a DC 23 Dexterity save and deals 6d20 damage. The Flames Armor ability grants you the ability to cast a 4th level spell at will whilst granting a +3 to AC.
Sword of Demonkind Shouldn't this be a cursed weapon? The effect seems quite weak for a Balor to take over your body and possibly kill your PC. This weapon also uses a contested throw of charisma saving throw contested by the Balor's Wisdom throw.
Syl (5e Equipment) This weapon does not use a saving throws when inflicting long-term madness(which is option for DM to allow), and the weapon itself deals far too much damage. Also how does this weapon have the Reach, Versatile (3d12), Heavy, and Finesse properties? This weapon also has next to no properties for a sentient weapon except for just wanting to deal too much damage.
Sync Masters' Wrap (5e Equipment) I feel this should have more restrictions. It's trivial to have one or more hirelings follow you playing music, you could have advantage on all "combat rolls" (do you mean attack rolls?)
Templar's Cross (5e Equipment) What is a "smite spell"? This weapon is the same as a Holy Avenger, except it deals more damage and it lets you cast some spells and whatever this smite spell thing is but then reduces the rarity from legendary to very rare! Also needs rewriting to meet standards.
The 20 Moon Pearls (5e Equipment) Mechanics need bringing to standards.
The Absolver (5e Equipment) See the talk page.
The Amulet of Control (5e Equipment) I think this was made for the wrong edition of D&D? Hmm, but it does mention bonus actions... what a mystery!
The Gauntlets of Zerthimon (5e Equipment) Since +3 weapons are very rare, we should expect a +3 legendary weapon to have some added benefit. This has permanent advantage on attack rolls against 75% of creatures PCs are likely to fight, and that's for starters. Also doesn't link to what a "ward cestus" is.
The Hybrid Blade (5e Equipment) You do not do percentage calculation in D&D. You either deal an additional damage, however small. Plus, you deal less damage when you choose necrotic damage, then why even bother to choose it in the first place?
The Mace of Many Faces (5e Equipment) Hugely overpowered, incorrect terminology, incomplete definitions.
The Ring of Power (5e Equipment) As written, this is just a worse version of the ring of invisibility. What is the DC of the check that must be "successfully completed"?
The Shaed of Shadows (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
The Sword of Founding Does not fully explain what the effects of severing a limb is. Also, removing a limb 1 time in 10 is a bit overpowered, perhaps the target should be allowed a Constitution saving throw.
The Sworde of the Wynde and Sea (5e Equipment) This weapon has a overpowered bonus to its attack and damage rolls and has no other effects.
The Way of Nine (5e Equipment) Magical weapons can not change how much damage the initial weapon deals they can only make a weapon deal additional damage, this weapon's effects also shouldn't allow you to copy spells from one attack onto others, and the weapon shouldn't have round counting, among various other issues.
Thinuaran Blade (5e Equipment) See talk page
Thunderfury, Blessed Blade of the Windseeker, Variant (5e Equipment) See the talk page.
Thunderfury, Blessed Blade of the Windseeker (5e Equipment) The first minor beneficial property is actually pretty major. It also grants an extra attack, and is a +4. Both of these things are far outside the games norm.
Tome of Runes (5e Equipment) Why would I ever use this, if it heavily penalizes my spellcasting ability? If I'm a wizard and I create a rune for a 6th level spell, my Intelligence goes down by 3?
Twilight (5e Equipment) See the talk page, this weapon allows you to store far too many spells and spell slot levels.
Undead Longbow (5e Equipment) Poor design, with multiple stacking saving throws per at-will attack. This is why many magic items have charges. Doesn't explain what the "undead minion" is. I guess you could top up to maximum minions by killing some sheep or whatever?
Vault Suit (Treated Lining) (5e Equipment) A plain 13 AC light armor is not balanced.
Veil (5e Equipment) Extra damage die on every attack. In 5e design, one should avoid making an extra saving throw on every attack: this weapon has two in a fairly disruptive manner. Should be limited in some way. Not sure if this is intended, but as written, warped wound automatically kills tiny creatures. That includes many monsters, from sprites to demiliches.
Vins Dagger (5e Equipment) The stats for this item seem to make it a very rare or even legendary magical item rather than a mundane one and the price is outlandish
Vulpus Blade (5e Equipment) Hugely overpowered. Terminology needs correcting.
Wabbajack (5e Equipment) This item has round counting, effects that transform without saving throws, and mentions you having to target a creature without explaining the mechanics behind how it works(range, do you make an attack roll, does the creature always make a saving throw, ect). The effects this item has are also extremely polarizing between being overtly powerful to downright horrible for the user.
Wabbajack Remastered (5e Equipment) Shouldn't the wabbajack be an artefact? Anyway, this is full of non-D&D terms: "12 seconds", "30 minutes", "30 seconds"; "Heal 1d4 to every creature"; "heal 2d4"; many of the entries are poorly written or defined; has far too many charges - it might be funny once a day or so, but 8 times a day is going to get obnoxious. "Make 3 spells in one attack" doesn't make any sense. Are the "spells" the entries on the table, or are they your own spells? What is the "attack"? Are you making an attack roll?
Wand of Sparkling (5e Equipment) Cantrips do not level up to use spell slots and this item shouldn't be able to change your ability score modifiers.
Wheel (5e Equipment) This is blatantly superior to any martial melee weapon in terms of damage, also acting as a shield, and requiring only one hand to wield, yet has no apparent drawback.
Whistle of the Beast Tamer (5e Equipment) Even just allowing PC's to potential gain access to a singular powerful creature besides themselves is beyond the bounds of what a magical item should be available to provide. This item goes beyond that though and boosts several creatures that may already be powerful to extreme levels.
Wilt and Bloom (5e Equipment) Says wilt is a katana, but then overrides its damage die. Why not leave the damage die as it is, and give it a bonus to its damage roll? What are the conditions of being a slave owner or driver? It seems trivial to just state that you are to get the extra damage.
Wolf Knight Greatsword (5e Equipment) This weapon shouldn't have such an extremely high prerequisite to attune to it, the "frontflip" preoperty ultimately just more damage, and the base weapon is a strictly better holy avenger.
X-Buster (5e Equipment) The +2 bonus to AC alone is powerful enough for a rare item, yet this item gets a variety of extremely powerful shots, and you can situationally gain advantage on attack rolls.
Yami (5e Equipment) This weapon can literally cancel out 3 spells(non-holy whatever that definition means) of any level. There is also the basic fact that this is a +3 weapon that deals 2d6 additional damage, and has additional effects.
Yellow Jacket (5e Equipment) Original "needsbalance request" A +3 weapon is already very rare. Suggest making this legendary, or removing or reducing the bonus (you don't have to have a bonus you know). The wording doesn't make sense. ("a target marked by Yellow Jacket is prone one of the following...", huh?, and there's round counting and stuff.

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

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

Some suggestions/ideas for additional ways to balance are:

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

Further balancing might still be needed.

Other[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Adept (5e Background) Skill proficiencies should be specific rather than player choice. Background features should not give mechanical benefits. Please read the "creating a background" section in the DMG.
Boon of Monastic Tea (5e Epic Boon) Benefits are ridiculously high when compared to other epic boons. Consider heavily nerfing the effects and making said effects more flavourful rather than a simply stat increase.
Boon of True Immortality (5e Epic Boon) See talk page.
Chapter 2/Shaman See the talk page.
Ex-Blood Doll (5e Background) roleplaying features should not have any mechanical effects whatsoever.
Kitsune half-blood (5e Race Variant) The wording for traits is so vague and unspecific it makes it overpowered. Read the 5th editions books and the 5e Race Design Guide.
Needsbalance (5e Template) horribly overpowered what the hell man
Operatos (5e Deity) Worshiping this is extremely strong compared to other deities which don't mechanical benefits, but worshiping Operatos comes at a huge risk.
Paranoid Agent (5e Background) roleplaying features should not provide mechanical benefits
Pseudodragonborn (5e Race Variant) Pretty weak compared to the dragonborn. If this is supposed to be its own race then it needs to go on its own page. If this is meant to replace the dragonborn than it needs a buff and more work put into it. Using the race template would help as well.
Sadistic Assassin (5e Background) Skill selection is too broad. Has 6 proficiencies/languages in total. Features should not provide a mechanical advantage such as advantage or resistance.
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