User:Geodude671/5e Pages Needing Balance

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Races[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Aloii, Variant (5e Race) This race seems overpowered compared to the balanced original, and would benefit from having less powerful traits. For example, +4 ASI, 40ft of movement, unarmored defense as a racial trait, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Anamesa (5e Race) Tried fixing a few things but this race seem to imply you gain all the benefits of your "physical race" on top of this one, which is overpowered no matter what you do and as such will need to reworked so that the mechanics and the lore gish in a way that isn't comparable unbalanced. Visceral Disconnect is overly wordy and too debilitating.
Anansi (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, Tiny Player Character Issues, Subraces swap out ASI's, Negative ASI's, overly wordy convoluted and neigh unreadable traits, a plethora of questionable abilities and traits that are reminiscent of a class, advantage on ability-based checks, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Ancient Warforged (5e Race) Advantage on death saves and condition immunities should be removed. Stronger than the warforged even with those reductions, consider changing it up.
Animated Shield (5e Race) This is practically unplayable in its current state. A Design Disclaimer is required even if it was brought to a more satisfactory state. What can this race actually do as the fundamental options of play are totally cut off here? A large number of the traits are taken straight from the Animated Armor (5e Race).
Animated Sword (5e Race) Medium is probably a fair bit better than the other two, with heavy being pretty lack luster as is.
Anthro Dragon (5e Race) This race compared to the aaracokcra or the dragonborn is overpowered and has the best of the both of them and then some. Consider implementing the racial fight as a racial feat in order to free up the other traits or alternatively you could remove the majority of traits in favor of maybe one minor and keep the 50 feet of flying.
Aragami (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, flat bonuses/ detriments, X number of uses, damage for existing, potentially knowing all languages, flat damage reduction, at will shadow teleport (shadow monk feature), class features as racial traits, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Arborial (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Several strong and noteworthy traits combined with Large/Huge size. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Arkanos (5e Race) This race has some issues and would benefit from a rework to traits. For example, the ability to catch missile like the monk but better is questionable and should be removed or replaced. A net dc is static(10 in the phb) you don't add your proficiency bonus to it, only to the roll to attack with it, for which you have disadvantage to do so unless you have the crossbow expert feat and you shouldn't add your proficiency bonus twice to an attack roll. See Bounded Accuracy. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Armored Demon (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, it implies resistance to all damage, several flat bonuses, blindsight, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Astral Angels (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. flat reductions/increases in damage, vague shapeshifting, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Barraki (5e Race) Too strong in certain areas when compared to first-party content and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 1d10/2d10 magical natural weapons, natural armor(11+con+dex), 60 feet of swimming, near unconditional or vague advantage, electrical damage(?), common condition(charmed) immunity, cumulative flat increases to all melee damage, 4 additional skill proficiencies, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Basitin (5e Race) Class restrictions, large detriments, unconditional advantages, immunities are all what make this race no work within the context of 5th edition. Please read the 5e Race Design Guide, specifically the Do's and Don'ts should help you out.
Battle Born, Variant (5e Race) warring thoughts-harsh, battle master-goes against DM/PC relationship-the PC shouldn't gain knowledge on a monster's HP based on an attack roll and that critical threat range is too strong, Undying Warrior-unconditional healing goes against 5e philosophy, Warrior by trade-a racial +1 to attack and damage rolls go against bounded accuracy theory, the rest is also un-conformed to 5e.
Battle Born (5e Race) As per talk page.
Beastkin, Variant (5e Race) d8 unarmed strikes are questionable especially on a monk who gets their 11th level class feature at level 1.
Blood Elf, 2nd Variant (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. This belongs as an elvish subrace or a redesign of a the high elf. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Blood Elf, 5th Variant (5e Race) The last two traits need to be toned down. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Blood Elf - Incomplete (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, it gains +2 to two different useful ability scores, and the only countermeasure is a -1 to an ability score that is usually considered a "dump stat." This race also gains proficiency in three different skills, whereas a race gaining proficiency in more than one is rare. Why is it required for player-characters of this race to be chaotic? Etc. Consult the 5e Race Design Guide.
Bloodied Fallen Angel (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, automatically being able to do things, "expertise" and what's more the best skill in the game, compared to the aarakocra or aasimar this is far stronger (not better sadly). Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Boden (5e Race) Beastshape is vague and steps on the druid's wild shape too much. This needs to be toned back significantly to not remove the other benefits of the race. Overall it takes the best aspects of the dwarf and the firblog and will need more work to be comparatively balanced by comparison.
Boss Monster (5e Race) This is probably more suitable as a monster stat block due to the name of the race but also the imbalance of getting full spellcasting as part of your race.
Cancer (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, when compared to first party triton race, this race receives a +5 ASI and several decent and semi-questionable traits like your arm is a shield and grappling as a bonus action. Whereas the triton have a +3 spread ASI, a few largely circumstantial traits and a major trait in the form of innate spellcasting. Overall this page requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Candlefolk (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Cat Sith (5e Race) schrodinger exceeds anything in the PHB. Druids get wild shape at level 2, twice. alter self is a 2nd level spell, and doesn't allow appearance to become four legged. trait severely needs attention for this race to be playable. Please read the 5e_Race_Design_Guide.
Changeling, 3rd Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, "chapechanger" allows you to be any race in addition to this one as well as allowing you to be a large size creature(So you could turn into a CR3 giant scorpion at level 1), proficiency in arcana is totally random, and 2nd persona is an RP element. Overall this goes far beyond what a race should be capable of and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Changeling, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Shapechanger gives an improved version of alter self, unconditional advantage, 3 skill proficiencies, etc. Overall poorly executed and needs a rework from a mechanic perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Child Of Cosmos (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to add flat damage to all attack and it scales up to 4d6. Overall poorly executed and needs a rework both from a mechanic, lore and formatting perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Chosen Undead (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Negative ability scores go against 5th edition standards. Overall needs a work both from a mechanical and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Coleoptera (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flying and a number of badly worded, convoluted traits. Overall poorly executed and needs a rework from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Creepy Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Breaks several 5th edition design philosophies. A design disclaimer is most likely needed here. Common condition immunities, possession, uses incorrect narrative durations, Tiny sized but has 20-30 walking speed. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
CrossBreed (5e Race) The racial feats granted by this race seem largely questionable and don't have to do with the race at all but just the character concept, as such they should be split off and then linked back here for relevance.
Crystalisk (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Tremorsense, burrow speed, doesn't have humanoid type thus immune to several spells, etc. Several abilities of questionable standing, this would work better as a composite/ racial class. Overall needs a rework both from a mechanics perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Cursedion (5e Race) Spell Overdrive shouldn't double spell damage, consider working it like you can add your level to damage you deal on a single target for a spell you cast. You should give some kind of spellcasting option. It should be considered a size category lower rather than half the amount.
Dark Fairy (5e Race) Stronger than any SRD race. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. A buffed version of the several fairy races we already have on the wiki. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Dark Matter Spawn (5e Race) Poorly worded to the point where the already largely questionable balance of this race becomes undeniably questionable. Comparing this "race" alongside anything the first party has produced(including the yuan-ti pureblood) you'll find these concerns to be valid. Consider reading the relevent section of the Dungeon Masters Guide's before creating a race.
Daywalker (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, auto detection of falsehoods, blindsight, unkillable unless by prescribed methods, several skill proficiencies, necrotic damage heals, unarmed strikes heal, regeneration, truesight, +6 ASI. Overall ridiculously overpowered and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Demi-God (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +3 to a single score, innate flight(50), 40 feet of movement. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Demon Weapon (5e Race) Should be a class if anything not a race. Any character with a Demon Weapon hireling or retainer will almost always hit and do significantly more damage then a character without one. Allows a level 0 Demon Weapon commoner to bypass weapon attunements by eating weapons. Has a +5 ASI. Over all stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. In genreal, poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Demonkin (5e Race) Comedically overpowered with little to no sense of cohesion. Refer to the first party races for how a race should be presented and then compare this to any one of them to get an idea for how out of standard this is.
Derro (5e Race) Magic Resistance is overpowered. No race should be allowed to have it. Nerf it or trade it for something else.
Devil's Child (5e Race) I've just implemented the Full Devil Form. I tried to make it as balanced as possible but I'm not sure it is. If you have some suggestion, please share in the discussion.
Diabolic Soul Tiefling, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Saving throw proficiency, 3 skill proficiency, infinite regeneration, physical resistances, etc. Overall poorly executed and needs a rework from a mechanical perspective to better integrate with first-party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Divine Horseman (5e Race) The wording and traits given are strange throughout and resemble what you would give a class rather than a race. Read the 5e Race Design Guide to get a better idea about how to communicate your race and then read the Musicus Meter (5e Guideline) to get an idea about how traits are worded and communicated.
Doomborn (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. resistance to non-magical weapons is ridiculous, the race name is inconsistent throughout, practically unconditional advantage, out of standard telepathy, can they speak/read/write common? the breadcrumbs are broken. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Doomed Undead (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague and thus leads to a number of balance of concerns such as with the respawn trait. +4/-4 ASI's. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Draakra (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, in comparison to the human variant this race gets a feat of choice and several other far stronger abilities including flight, an innate reach of 10ft., and seems to imply that all damage that is dealt by this race adds its Constitution modifier. Affinity for magic allows any spell capable of being cast by a sorcerer to be chosen and cast(levels 1-9 take your pick). Negative ability score increases should also be avoided. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Draconic Angel, Variant (5e Race) This race is a strictly better version of Draconic Angel and is overpowered compared to actual first party races.
Dragon (Variant) (5e Race) Vastly more powerful than any first-party race. Perhaps this can be reworked into a composite character?
Dragonborn Goliath (5e Race) Gets everything the dragonborn does as well as a skill prof., powerful build and an extra language.
Drakki (5e Race) Doesn't follow 5th edition standard nor site standard. Unarmored Defense, Negative ASI's, flat increases instead of conditional advantages, etc. Please read the 5e Race Design Guide and the Help:When_to_Italicize_and_Capitalize.
Drowconian (5e Race) Compared to the Aarocokcra, Dragonborn and Drow this race is a decent amount stronger. Almost entirely due to granting a flying speed at 1st level. The easy fix would be to swap it out for another draconic quality like damage resistance or a breath weapon. Overall there is also a lack of elvish qualities, mechanically a +1 to each of the ability scores given and fey ancestry is closer to a combination of the two races.
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.
Døkkálfr (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, unconditional advantages/ disadvantages on a variety of skills and a tremorsense. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Earth Clan (5e Race) Shapechanging is wholly vague by comparison to the shifter/druid/changling, is at will, Long rests shouldn't be halved see how the elves trance works and implement it like so.
Eastern Dragonborn (5e Race) The subraces are unbalanced comparing them to each other and even individually they are pretty strong. Especially the Air based one. Flying is a largely dominating feature in the early game and comparing this to the first party aarokcra it's quite powerful. I'd recommend reducing the number or strength of the sub-classes and specifically reduce the pwoer of Air.
Echidnites (5e Race) See talk page.
Elemental Demon (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Universal advantages/disadvantages, save or you are blind with no range limit, Flat bonus's, flat ignoring of all difficult terrain, free healing, free damage for proximity, 60 feet flying speed, three creature types, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Elementling (5e Race) The subraces vary too largely in strength and overall the race is missing the streamlined layout first party races have. See how the Genasi are done in the first party's Elemental Evil Players Companion as they are a close comparison to this race.
Eliksni (5e Race) Racial traits should not scale above 5th level, and increasing of their size category makes the race comparatively overpowered when you look at first party races. Eliksni Magic should be integrated with the ranking system trait so it mirrors the innate spellcasting formatting/wording. Four Arms doesn't take into account the two-handed weapon/ sword and board trade-off and should not allow a character to ignore a key weapon property. Crossbows should be specified to which ones. Educated should be worded like the high elves trait. Strong Arms should use the natural weapon wording the lizardfolk/ tabaxi use.
Emotions (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, if we compare this to the aarakocra it has a flying speed and 8 highly questionable traits on top of that. The traits allow possession, incorporeal movement, massively damaging traits, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Enfield, Variant (5e Race) The field enfield outclasses all the other subraces due to its massively increased fly speed.
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.
Entities of the Three Brothers (5e Race) I feel He Who Speaks No Evil should have different benefits from the other brothers and Perception proficiency paired with advantage on sight is really strong to the point I would remove it in favor of something else like has been done with He Who Hears No Evil.
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.
Fallen Angel, Variant (5e Race) A drop in fly speed doesn't compensate for the several additional traits this race recieves when compared to the aarakocra.
Fallout Mutant (5e Race) Races shouldn't be immortal, this race has an absurd ability score increase and negative ability scores doesn't balance the ability scores out like in 3e(and negative scores should typically be avoided) and the race is large sized.
Fary (5e Race) Between their ability to cast invisibility(a 2nd level spell) without a duration or limit or action/bonus action/reaction, advantage on all saving throws against magic and their huge pool of innate spellcasting I'd say this race is pretty overpowered compared the first party races and requires a rework to make it work as a race for player characters, not a monster manual entry. Generally, copy and pasting from the monster manual without converting the race to standard is a bad idea and you can even see the incorrect copying that happens when you copy and paste from a pdf in the substitution of "fails a DC 10 Charisma saving" being "fails a DC l0 Charisma saving" with the "1" being an "l". Lastly if you were to compare the two subraces pixie and sprite, the pixie hands down is redicously stronger. These sub-races should be roughly of the same strength.
Featherkin (5e Race) A few questionable traits such as life drinker, skill expertise, attack roll advantages, skill advantages, beak thrust, etc. Overall needs a reword/rework of a few features to be more varied and more inline with first party races.
Fell Orc (5e Race) Pack Tactics throws the balance of this race out of line by comparison to the kobold, nerfing it down or replacing it with something more appropriate would be better.
Fennec, Variant (5e Race) Both the specialized traits aren't in line with what a racial trait should do but including flat bonus's to rolls, traits that cripple you for their use, huge amounts of damage that are not proportionate for low levels of play, flat saving throws, etc. Optional traits should function like the tielfing variants in Mordenkainen Tome of Foe's.
Fennec (5e Race) unconditional advantage on stealth.
Fooar Half-Giant (5e Race) +4 ASI, Large size and a few additional minor traits pushes this race over the threshold of what is considered to be balanced and comparing it to any first party PHB race will confirm that. In addition, the language sections restriction on speech is flat out ridiculous.
Foreclaimers (5e Race) The entire powered or unpowered mechanic is vague and needs work. The "subraces" also need to be rewritten to make more senses and use first party process, for example, round counting should not be used.
Fu'Ara (5e Race) The issues here is more the open-endedness and vagueness of traits. Each season and the effects they grant should be detailed after the race or as subraces. The UA Eladrin and the Dragonborn are good examples of how to correct present a concept like this.
Gallifreyan, Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +3/4 to a single ability score, up to +6 ASI on top of a plethora of questionable racial traits, traits that force a player to act/roleplay their character a certain way, ridiculously overcomplication regeneration/resurrection, dm fiat understand all languages. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Gargoyle (5e Race) Sub-races get a number of strong of benefits such as resistance to all physical damage types, Ancient Knowledge should not be a racial trait it is akin to a class feature. Overall a lot of effort has been put into this race but it needs to be correctly balanced compared to normal first-party races.
Gemnis (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. Almost every trait has some kind of issue here. For example, up to a +8 ASI, over +2 ASI's to individual scores along with a plethora of questionable abilities. Custom spells as racial traits - Just make them spells the race can cast or even better make them abilities that race can use. Allows you to be a large size creature. A rollable, scalable increase to damage per strike, is a better version of the cleric's divine strike. Grants class features as racial traits. Has spells granted over level 5. Free and better barbarian rage. Limitless damage auras. Healing Touch is far stronger than even the paladin Lay of Hands feature. Resistance to physical damage. The list goes on. The relative strength of each subrace is not comparatively balanced compared to each other and the race overall is far stronger than any first party race. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Gems, Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, unconditional advantage on all Constitution saving throws, losing a limb is pretty vague and not covered by the rules, this needs to be clarified, adapt should recharge on a short rest, Resilence should give a list of damage types as a choice from all of them shouldn't be allowed, Inclusion is phrased poorly to the point where one cannot extrapilate what the intent is. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Gems (5e Race) Racial traits shouldn't have the ability that scales beyond 5th level. Ferrokinesis can be achieved with the gith's invisible mage hand. Other issues like conditional damage immunity, physical damage resistance, over 35 feet of walking speed, half-gems seem to get everything plus their other race, flat +3 to AC, wings made of water giving a flying speed(why not just make it pillar of water with a max height?), etc...
Ghost (5e Race) The balance issues on the talk page back from 2015 are still relevant. "Undead Nature" alone would use up the whole balance budget. Furthermore if you are taking the ability score increase from another race, the obvious choice is human, since that's +1 to each, making this particularly overpowered.
Giant Ants (5e Race) Questionable natural weapons and 1st level flight.
Gigaemon (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Unconditional advantages, traits that bypass ability checks (see stonecunning), abilities should be linked to the standard rest cycle, not per initiative rolls, races should be able to speak common and if they don't the page needs a Design Disclaimer. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Glitch (5e Race) See talk page.
Globglogabgalab (5e Race) "you can polymorph into any creature you wish" - great, I'll turn into a Tarrasque then? Fear is a 3rd-level spell, so the PC should be at least level 5 to use this.
Golem (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. "you can be small or large size". Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Goliath Panda (5e Race) Uses none 5e terminology and the traits are poorly worded and or vague. Universal advantage on a common saving throws. Relentless Endurance is already a racial trait on the half-orc, the name should be changed.
Grauel Kemono (5e Race) 5th edition doesn't use negative ability scores, the external image isn't correctly sourced(you need to original artists name the name of the art and a link to their page), the wording of traits and fluff are vague and incorrect throughout. Please read the 5e Race Design Guide for a step by step guide on how to create a race as well as the relevant sections of the Dungeon Masters Guide.
Greater Hellhound (5e Race) This class features negative ability modifiers, and unusual mechanics such "doubling a roll", and "summoning a pack". Additionally, almost all the subraces appear imbalanced.
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.
Hailosi (5e Race) Unarmed strikes deal +1d4 damage, making monk's damage output too high. The fire vulnerability is inadvisable, considering how common this damage type is. The exhaustion cripples this character on extended dungeon quests.
Half-Celestial Born (5e Race) Compared to the first party aarakocra or aasimar this race receives several more powerful racial traits such as flight and automatic success.
Half-Crystallid (5e Race) The subraces need to balanced in line with their original race. How this crystal can be destroyed should also be detailed. For example, can I as the DM use the DMG object statistics to determine how much damage an aoe spell like fireball would need to deal to destroy it? This is probably only be done if the character is on 0 hit points or dead.
Half-Genie (5e Race) Being able to cast a spell 3rd level or lower, as a bonus action, for free(no spell slots) and only minimal limitations are broken in the sense that bounded accuracy is completely shattered, this race would break most campaigns especially first party adventure modules. See the Genie (5e Race) for inspiration.
Half-Golem (5e Race) This race seems questionable compared to similar first-party races, and would benefit from having more standardised traits. For example, unconditional advantage against Constitution saving throws, flat bonus to AC, 20 feet walking speed are all largely questionable but easily fixable. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half-Kitsune (5e Race) Far stronger than any traditional first-party race. The number and breadth of traits make this race overpowered. See the 5e Race Design Guide. In addition, the wording and formatting of the page doesn't conform to site standards, see the previous link and Help:When_to_Italicize_and_Capitalize.
Half-Magala (5e Race) This race seems questionable compared to similar first-party races, and would benefit from having less powerful and more standardized traits. For example, flat increase to AC, auto-failing checks, damage vulnerability, Pollen Scales is basically blindsight, flying speed, 1d6 unarmed strikes, cosmetic details, Frenzy Virus should by no means by a racial trait. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half-Mimi (5e Race) This race is a condition immunity and Magic Resistance is a incredibly more powerful version of Gnome's Cunning.
Half-Rust Monster (5e Race) Too strong compared to standard first party races. There is no reason why this race should have 40 feet of movement. Their large Armor Class increase paired with their ability to corrode metals as a reaction is also too strong. Consider reducing the base Armor Class and reworking the rust effect to better suit a race.
Half-Saint (5e Race) The water walking ability needs to be its own trait and then only be mentioned in the speed section. There is a lot of "when they leave the church" type of wording, while this may be considered fluff to some it is unclear if this is meant to provide a mechanical benefit or not. For example, are half-saints no longer vulnerable to necrotic damage while on hollow ground or in a literal church? Overall this needs tightening up and clarifying.
Half-Vampire (5e Race) This race is overpowered compared to similar first-party races, and would benefit from having less powerful traits as the race currently get everything their first party race gets and a whole bunch of questionable stuff from the vampire. Overall requires a rethink and then a rework from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half-changeling (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. This race has the best aspects of both their parents race: shapechanging and gnome cunning/lucky/flight/etc. Overall picking more comparative traits from each race and even making original traits that play off both concepts would be better to integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Half Dragon, Variant (5e Race) Stronger than the already questionably strong variant human.
Half Tefling and Half Orc (5e Race) Negative ability scores.
Hanson Clan Static (5e Race) Tries to make a race a class, lightning immunity, charge building up, benefits that extend beyond 5th level, a purposely overpowered subrace that the author claims PC's aren't allowed to take, etc, as well as an overall terribly clunky design. Please read the 5e Race Design Guide for help trying to make this balanced/ reasonable compared to the other 5th edition races.
Harpos (5e Race) Inheriating the racil traits of another racial is incrediable variable and unbalanced. The method mentioned for doing this here is also incrediable vague, "cut it in half". This needs a rethink.
Haunted Skull (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +4 to a single ability score, Tiny size, flying speed, ability to jump onto the body of a Large size creature and gain its stats. Overall this "race" has massive drawbacks that poorly attempt to make up for its massive benefits and as such will require more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Heartless (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, size category should not be choosable, innate casting of a 4th level spell at level 1, racial abilities that go up to 10th level, flat bonuses and most traits make little to not sense. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
HemoGoblin (5e Race) Blood Sucker's Buffet is way too strong for a racial ability, compare that to the sickening radiance spell that only gets to add one level of exhaustion while this gets to add 3-4. Natural weapons don't have weapon properties.
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.
High Entia (5e Race) Races should not be proficient with all simple weapons, the flying speed should be a set amount as a scaling amount is too strong, Ether Control removes the gold limitations put on spells such as Revifiy, Identify, Imprisonment, etc. The ASI's for this race are weird given the fly speed and weapon proficiencies, DEX should be somewhere in that mix.
Homeblessed (5e Race) Mechanically incomplete if there was such a word.
House-Elf (5e Race) Innate Magic is different from the standard innate spellcasting such as Infernal Legacy, but the main problem is gaining the 3rd level spell blink at 2nd level.
Human, Gaston Variant (5e Race) Barge Overdrive needs to be toned down. See talk page.
Hygeist (Demon) (5e Race) Currently testing for balance any and all feed back would be greatly appreciated.
Iksar (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. It's up the DM to control the social interacts of their NPC's as well as the DC for saving throws to understand what someone is saying not some homebrew racial trait. +4 ASI with a -2. Negative ability score break precedent. Shoe lining a races options with negative scores, limits on armor, etc. Flat increases to armor class. Seemly random and out of theme damage resistance/vulnerabilities. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ink Bound (5e Race) Traits are largely convoluted and require rewritting to make more sense within the context of the system. Consider breaking traits up into less all encompassing traits and consulting other races that have similar racial trait to see how they are written.
Ink Cursed (5e Race) Uses weird terminology that doesn't exist in 5th edition.
Inkling, 2nd Variant (5e Race) See talk page.
Irken (5e Race) Cast cast a 5th level spell without limitation. Grants equipment as a racial trait. The equipment is a ridiculously overpower magic item. Flat bonuses to rolls. Takes acid damage each turn they are in the water. The size is defined as Small or Medium??? Overall needs more work to be comparable to first-party content and is significantly overpowered.
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.
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.
Kabaneri (5e Race) Traits are largely nonsensical and as such pretty unusable in a game. Overall a poor conversion of the concept presented in the show to dnd 5th edition mechanics. A major rework required. Consult the 5e Race Design Guide for help.
Kajask (5e Race) See talk page.
Kender: DLCS Conversion (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's, unknown terminology, condition immunity, negative ASI's, etc. Overall a poor conversion to 5th edition and needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. The Musicus Meter (5e Guideline) also has a comprehensive list of racial traits you should use to inform your wording.
Khora (5e Race) Insightful Attackers is functionally advantage, that stacks with advantage. If your 20 dex ranger with alert wasn't at the top of initiative before they sure are now!
Kitsune, 3rd Variant (5e Race) Stronger than any first party race and the balanced Kitsune_(5e_Race) as well as unbalanced Kitsune,_Variant_(5e_Race). Page uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. A plathora of powerful traits of questionable standing across whether they be base race, subrace or variant traits. Several flat bonus's. At will casting of alter self. Several free languages(most of which are unexplained). etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Kitsune, 6th Variant (5e Race) Even compared to a strong first party race option like the half-elf this race is recieves far more and far stronger benefits and will need to be brought in line to not be overpowered.
Kitsune, Variant (5e Race) Compared against one another the subraces are not balanced or in line. The linking of a number of uses for abilities to the number of tails is a cool concept but doesn't work in practically going by an additional tail every 3th level. Giving a free barbarian rage, 3 favored terrains(whatever that is meant to refer to is unclear), Truesight, etc. Overall, it would greatly benefit from a rework.

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

Klyntar (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits as well as giving more information on how this race actually works in practice. For example, 60 feet of blindsight is too strong, as is the ability to shapeshift as an action indefinitely for free without rest, if you had a Roc as your host are you now a gargantuan sized creature with 120 feet of flying? The races lore seems to suggest you can simply just take over a body, gain everything that body has as well as what is listed here and continue on which is simply too strong and requires further clarification. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Kobin (5e Race) 60 feet of Tremorsense, immortality, large burrow speed, odd spelling/wording throughout such as "Dark-vision" and "Dig speed". Most of these issues could be fixed by reading the relevant sections of the Dungeon Masters Guide and the Players Handbook for reference.
Kreen (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, limiting the four-armed trait so that a Kreen character can't wield two greatswords or a greatsword and a shield is definitely necessary. There are a number of places where it seems the player can choose their ability modifier, this should be strength or dexterity, rather than something like constitution or charisma. Vicious Claws seems to imply its a natural weapon but also has a recharge? This should be clarified. Thick Carapace should be capped at 18, think of it like plate armor. Flight at first level is questionable, I'd suggest limiting the height to their walking speed or causing them to fall if they end their turn flying. In regards to Burrow granting such a trait allows players to easier hide under the ground without fear of repercussion and the tremorsense also granted makes it harder to deal with this kind of trait. 5 feet of tremorsense, removing the level scaling and keeping the speed to half would be far more prefereable. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Kritian (5e Race) Between 6 traits for each subrace, 7 base races traits, transformations, and breath weapons, this race seems to have to have a lot going on, and may be overpowered.
Kuriboh (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. A single subrace? +5 ASI? +3 DEX? High flying speed, incorrect terminology throughout, Tiny size without explaining the implications of Tiny, "transform into a large angelic dragon hat gives everyone buffs comparable to high-level paladins", using percentiles, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Kyuzo (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, races should not have such an interaction with equipment. The equipment itself doesn't actually exist in first party books as well. Parry can be done every turn and grants 2-6 AC. Free damage on every strike. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Lamia, Variant (5e Race) Few traits are too strong when compared to that of the first party races due to mostly incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Free grapples every turn, Large player size, Blindsight in addition to normal sight with darkvision, +3/4/5 ASI. Overall its eh and an improvement on the original yes but needs a rework from a mechanical and lore perspective to better integrate with the first party content. Consider their relationship with the Yuan-Ti since their also a "snake-people" race and maybe other reptilians-types like the Lizardfolk. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lamnidroid (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Grants a plethora of game-breaking benefits on top of being a Large PC race that goes well beyond what a races role. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lasher (5e Race) The traits need to be mechanically worded correctly as they are often vague. The odd assortment of traits and the out of standard approach to those traits also makes this weird. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lesser Dragons (5e Race) Significantly stronger when compared to first party flying races such as the aarakocra. Though an effort has been made to bring this in line it is still too strong as it still tries to squeeze every aspect of the dragon into a race. The traits need work in terms of power level but also need to be reworded to match the first party as they are often vague and/ or overly wordy. In particular, the flying speed, dragon creature type and quadrupedal trait are the most problematic. I recommend reading the 5e Race Design Guide specifically the sections on Do's and Don't as well as Flying Races.
Lichkin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Issues include, truesight, +6 ASI, auto evil mary sue trait, number of standard/convention breaks(80ft of darkvision?), etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lilin (5e Race) Comparatively stronger than any first party race due to several level dependant abilities of easily questionable balance. Overall poorly executed and needs a rework both from a mechanic perspective and the lore could be improved as its pretty much just a vampire/succubus as to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Limus (5e Race) This content is stronger than any comparable first-party content. For example, the human also gets a +1 to all ability scores, by comparison this race gest that, the ability to automatically know the alignment of any creature, an additional +2 hp per level(as opposed to the dwarf's +1 hp per level), a climbing speed, one of the best passive benefits in the game: Magic Resistance, ignores difficult terrain, is a large size creature, gains an addition +2 to their ability scores making their total asi +8(the average is +3 if you've read the PHB before), expertise on skill checks and another few totally vague/ nonsensical abilities. Overall requires far more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Lithune, Variant (5e Race) Stronger than any first party race. I'd recommend significantly decreasing the benefits of the subraces. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lithune (5e Race) Racial traits are significantly better than other first party feats and racial feats. Feats should not have level caps and the prereq's should have the race name in them to show their racial feats. These are more class feature type abilities than racial feats, see XGtE. 1d8 on an unarmed strike might as well be giving a monk their 11th level class feature early. Consult the 5e Race Design Guide and the 5e Feat Design Guide for help.
Living Artifice (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Overall poorly executed and needs a rework both from a lore and probably a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Living Cartoon (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Living Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Two common condition immunities. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lizardfolk, 2nd Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Breaks bounded accuracy as well as breaks a number of 5th edition conventions. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lizardfolk, Variant (5e Race) Just a buffed version of the already comparatively strong Lizardfolk and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly. Overall poor and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lombax (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +4/5 ASI, saving throw proficiency, granting a feat, weapon proficiency based on damage type, Gnome Tinkering on steroids. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lost Child (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. ASI's are a mess, at will disguise self, the ability to copy any damage dealing spell they see and cast it freely, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lumate (5e Race) How they gain and lose their lumate shell and more importantly their flat +2 to their Armor Class isn't explained and breaks bounded accuracy. Dis/Advantage on literally everything in regards to a certain damage type is easily questionable and might as well be a universal dis/advantage due to its huge breath. Huge detriments don't counter huge benefits in 5th edition, nor does the Musicus Meter take into account such huge detriments or benefits. The price of an item is privy to the Dungeon Master, and such a Design Note explaining the process and the recommended costs should be present rather than within a racial trait. Spellcasting ability for traits should be reasonable and related, not something whatever ASI the subrace gains, like Strength or Dexterity.
Lupus (5e Race) 1) Ferocity needs to be rewritten. 2) Too many traits, making this race overpowered. Let me know if you want a breakdown.
Lustrous (5e Race) Yes, you're correct. There are too many racial traits and a little too many subraces on this page. Condense it a little bit and you'll be good to go.
Lycanthrope (5e Race) Needs better design in places. For example, "retaining one trait" is haphazard, as this can range from something minor to something very powerful (like drow spellcasting, or the human's bonus feat. "Overlap and clashes" requires some interpretation, which is a weak design.
Machine (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. You should avoid granting flat increases to AC as well as increasing the base AC of a race over 13. Random Weight and Height Table is wrong for a Medium Sized creature. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Machine Doll, Variant (5e Race) Clunky and uses incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's to AC should be avoided, instead, increase the base AC. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Machine Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several references to nonexistent terminology(seduced? weak?), Class features as racial traits(Unarmored Defenses with proficiency bonus), near conditional advantage, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Magnitudian (5e Race) Combat expertise, as worded, is broken. Also uses negative ability modifiers.
Majmun (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written with connotations that are already given. Spirits isn't a defined term nor are spirit color as far as this page goes or any of the first party material goes. ASI's aren't written correctly, class skills isn't a term either, this whole trait could be worded a lot better. The language Mujman isn't defined, what does it sound like, what script does it use? "Your tribes language" is what exactly? +4 ASI is too much given the features they recieve, compare this to the half-elf and nerf this to +1 for the subraces. Overall traits are poorly executed and need a rework both to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Matter Thing (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, flight, natural weapons that deal scaling pschyic damage that starts at 4d4, 1d8 natural weapons, etc. Overall rediculous and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Mechan (5e Race) Large size PC issues. Repair protocol is too strong and overly wordy.
Mecharian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Large Player Character. Shortens long rest period rather than shorts time asleep. Several vulnerabilities/resistances/immunities to damage/conditions. An easily triggerable state of universal advantage on everything, "Hey, Wizard cast shocking grasp on me and watch me solo this boss". Starts with a feat. Several advantages/disadvantages for most conditions in the game. Class feature as a racial trait(Unarmored Defense as usual). A near at will switch between subraces that are each tailored to grant several advantages in combat and roleplay respectively. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Mechon (5e Race) Grants what is essentially a powerful magical item as a racial trait. Physical damage resistance, Large size PC issues.
Meick (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Saving throw proficiency as well as universal or near-universal advantages should be removed or reworked. What is 1 proficiency? Wisdom what? Score? Modifier? Auto-emotion teller? See the Heart Sight trait on the sprite. RW&H table is incorrect. Overall needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Meltskin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. +5 ASI, -2 ASI, round counting, near unfunction rot trait, saving throw proficiency, optional subraces? Incorrect RW&H Table. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Merdwarf (5e Race) Base race has the full 10 racial traits, and the subraces have additional traits. Also has a very high swim speed. Additionally the base race increases ability scores by 4, and each subrace increases upon that.
Metalborn (5e Race) See talk page
Metamorphic (5e Race) The miscellaneous traits should be removed or made mechanically relevent and the damage/ condition immunities ideally shouldn't be granted by a racial trait. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Mogwai (5e Race) Largely nonsensical and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several damage resistance. One subrace that transforms into the other subrace? Flat bonus's to ability checks. Negative ASI's. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Mongrel (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Ability to distribute their ASI's potentially allowing for a +4 to a single ASI. 45 movement speed. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Moon Fey (5e Race) The wolf transformation needs careful rewriting. What happens to hit points and Hit Dice when you transform back and forth? What happens to your equipment? I can't use class "abilities", but what if I have a feat that grants spellcasting or superiority dice or other "class-like" features? Look at the careful wording of the Druid's wildshape, but note that if you use a similar mechanic, the race becomes overpowered.
Moon Presence (5e Race) Uses confusing, incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Moonborn (5e Race) This page uses incorrect wording throughout. Flat bonus's, red links and unconditional advantages on several skill checks on contribute to the pages issues. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Morog (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Large increase to maximum hitpoints(take this down to 1). The ability to have proficiency or expertise in any skill should be removed. An additional reaction in the hands of certain classes/builds can lead to large spikes in power and goes against the 5th edition standards, remove and replace. Overall needs rewording and a nerf from a mechanical perspective to better compare to first-party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Mountain Orc (5e Race) Compare this to the first parties Orc this race is overpowered. It gains all the benefits that race does plus being Large and the Mountain Survivalist trait.
Multiplectic (5e Race) Clone Self. So there's me and 6 clones carrying identical equipment. It doesn't say how they act except "they take telepathic orders", so I assume they move and take actions as the player directs. I can use them to box in enemies and block their movement. My damage output each turn is 7d10 (say, with a longsword or fire bolt; at 5th level my damage output becomes 14d10). If I have the axe of the dwarvish lords, now I have six more copies of it. A clone might only have 5 HP, but I can make a new one every turn. Since a clone is identical to me, they can make their own clones too.
Mummy (5e Race) The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Adding charisma bonus to AC, so if you have an unarmored defence you can get three modifiers for your AC calculation. Overall poorly done and needs a major rework both from a mechanic and lore perspective.
Mytuos (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +5 ASI paired with traits that cause automatical failures in contests, grant abnormally high modifiers and traits that don't make any mechanical sense. Overall poorly executed and needs a rework both from a mechanics perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Myxapia, Variant (5e Race) Currently just an overpowered version of the Myxapia (5e Race).
Navarada (5e Race) females have large size, +4 ASI, Fly speed 60', and other traits not explained well enough to understand potential strengths.
Nephil (5e Race) Doesn't do anything different or beyond the million other bad guy good guy angel/half-angel TM races.
Nerubian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Tremorsense. Condition/Damage immunities. damage vulnerability. low level spell immunity. burrowing speed. etc. Overall poorly executed and needs a major rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Nescerei (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the Musicus Meter (5e Guideline) for help and see the Featured Articles pages for some exemplary content.
Newro (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +4 ASI, +3 to a single score, negative ASI's, 40 foot of movement as well as other forms of movement, innate version of the alert feat, flat bonuses, advantage without an ability score or skill, unconditional advantage on a skill check, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Nightbleeders (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. Overall overloaded with benefits and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Niphin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Negative ability scores, flat bonus to spell save DC and spell attacks, etc. Overall needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Nonon (5e Race) Variable ability scores.
Okami (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +5 ASI, traits worded like this is a monster, unarmed strikes deal more damage than a 16th level monk, no reason why they would have superior darkvision, Random Weight and Height Table is incorrectly used. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Onyx Skeleton (5e Race) Uses incomplete and incorrect wording in some areas. Certain traits are blank or need to be mechanically worded correctly. Damage vulnerability should generally be avoided. Especially when it isn't practical to apply it. Overall better then before but needs more work both from a mechanical and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Osmosian (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, flat damage reduction, unconditional advantages, can take over any machine, round counting, flat AC, absorbing other creatures and a plethora of other questionable/ confusing and not mechanically relevant abilities. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Owlborn (5e Race) Stronger than any first party race. Compare this to the first parties races, Aarakocra, -5 flying speed and then a handful of additional traits and beneifts. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Owlfolk (5e Race) Compare this to the first party aarakocra. Aarakocra: 50ft of flying and a +3 ASI; This Race: 50ft. of flying, two conditional advantages, darkvision, additional language, +3 ASI. This race is blatantly more powerful and requires a nerf to bring it in line.
Panthera (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Unknown Terminology. Round counting. etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Pantheran (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +3 score of choice, 35 or 55 base movement speed, poor wording throughout. Overall needs a nerf and more work both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Phenix, The Creatures of Fire (5e Race) Compared to the first parties aarakocra this is significantly stronger than the standard race.
Phoenix Kin (5e Race) Reducing ability scores. Requires DM to regulate flame ability.
Pictsie (5e Race) Free plane shift once a day for a race is comparatively overpowered to the other first party feats and while racial feats exist they don't have level requirements.
Pikmin (5e Race) Damage immunity. Poisonous Plant is better than a few very pricey poisons in the DMG and as long as you've got blood you can produce this stuff for free. A flying speed at 1st level. Overall stronger than most races, gets several questionable traits. Upping the size to Small and centralizing the race would be a step in the right direction to make this more playable.
Polar Owl (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. . Overall needs more work from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Polymorphed Dragon (5e Race) This race has numerous game breaking traits, and is far and beyond the power level of 1st party races. See the talk page for a few examples of how this race's traits are problematic.
Pre-Bible Seraphim (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Uses dated terminology. Overall poorly executed and needs a rework both from a mechanic, lore and formatting perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Priaced (5e Race) Stronger than any first party race and uses incorrect wording in several places. The traits need to be mechanically worded correctly as they are often vague. This isn't going to work as far as a race trait goes, try making a composite class. Starts with magical equipment is not ok. (near) unconditional advantage. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content and even be usable to begin with. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Protean (5e Race) Significantly stronger than any first party race with a plethora of on-demand, pick and choose abilities that make picking any other race pointless. The ability to pick your ability score increases once is already pretty good, but the ability to practically redistribute them to any score you want, breaks some basic design philosophies for 5th edition and is too strong. Several other unnecessarily wordy and overpowered benefits. Overall needs a nerf or rework from a mechanical perspective to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Protector (5e Race) Similar to the original maintenance template this race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. The main issue now is a vast number of benefits including some very strong ones that overall eclipse the benefits other first party races grant. For example, a near-universal scalable bonus to damage rolls, negative traits like Defective Critical, and Heavy-Set, Lasting Strength is vague and has the same issues as before. Overall this race should be reconstructed to better align with first party races as it is rather disorderly at the moment. Consult the 5e Race Design Guide for help and check out the first parties warforged race.
Prothean (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. truesight, two common resistances, auto check/roleplay succeed/bypassing feature. Overall poorly executed and needs a rework from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Psyche Swallower (5e Race) The traits are poorly worded and comparatively overpowered and will need alot more work to be playable.
Qroxizian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 40 feet of movement speed, no size category is given just a range of 6-20ft otherwise known as Medium to Huge size, a single subrace, free druidic spell levels, tremor sense, a number of things require DM intervention or directly impose rulings on the DM such as race sizing, the Animal Friend trait, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Qunari (5e Race) Several glaring issues from granting flat bonuses to ability scores, AC and several skill proficiencies to additional gold rewarded, proficiency in all weapons and miscellaneous traits with no mechanical significances, etc. Overall poorly executed and needs a rework both from a mechanical perspective to better integrate with the first-party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
R'lyeh Spawn (5e Class) While I cannot speak for the class(which already seems to be game-warpingly powerful), the race is comparatively stronger than any first party race. Several damage/condition immunities, class features as a racial trait(unarmored defense), 30 feet flying/swimming speed, unarmed strikes on par with a level 11 monk paired with the lower in power telepathy and a +4 ASI this race is easily better than any first party race. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raccoon Folk (5e Race) while I don't personally find too much an issue with advantage on skill checks, WotC core races don't use the trait (iirc) rather races gain proficiency with the skill, but I am concerned with the number of them getting advantage.
Raesokeran Chiropterus (5e Race) Significantly stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or implies knowledge. The main issue here is the sheer number of traits as well as each of their huge benefits. Most races would be lucky to get even half some of the traits given here. Flight, Gnome Cunning, Blindsight, Superior Darkvision, etc... All really strong traits and this race gets most of them. Overall a lot of good content and requires a general nerf, removal of hyper-specific detriments and a general clean from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Felis (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Round counting, flat increases to AC, several strong/useful traits wrapped up one. Overall too many strong traits are given/wrapped up and the traits will need a rework from a mechanic perspective to better work with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Marsupialus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation.
Raesokeran Mustilus (5e Race) Flat bonuses to rolls should be avoided. Snake killer is bloated and should be simplified and nerfed. Unconditional advantages. Adding proficiency bonus and additional time to spell saves. etc. Overall requires a general clean up and the subraces should be balanced inline with each other.
Raesokeran Rodentus (5e Race) Clearly stronger and weaker subraces then others nerf some of the stronger ones to balance this out. A number of traits use incomplete and incorrect wording and need to be mechanically worded correctly as they are often vague or written like casual conversation. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raesokeran Ursus (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. natural attack? The subraces comparatively are not balanced compared to one another. A number of traits of questionable balance such as granting near conditional advantage on attack rolls and 4 proficiencies? Overall needs a nerf and a clean up to better compare with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Rag Doll, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to be any size from Tiny to Large, choice of darkvision, tremorsense or blindsight, several condition immunities, etc. Overall needs a rework both from a mechanic perspective to better compare to the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. See the talk page as well for a breakdown of what is wrong with the race's traits.
Rag Doll (5e Race) I've adjusted or removed some of the traits, but this could still be overpowered: compare with the Warforged in the UA Eberron document.
Rage Doll (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Granting a race class features like unarmored defense should be avoided, and making an unarmored defense stack with Strength should especially be avoided given the synergy with the giant belts allowing for a maximum of 26AC. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Raptorborn (5e Race) Be careful when wording the Bite and Claw feature. Unarmed strikes don’t scale with level, so I suggest changing it to just a normal natural weapon trait. You may also want to flesh out the differences between dialects of the Raptor language, as you reference this in the Languages trait.
Ravenclaw (5e Race) Thanks for the continued edits, but there's still big problems with this race. Characters can't just get free spell slots for any level, that's not how spell slots work. Spell slots are granted by the player's CLASS, not the race. I'd think of something else to do when it comes to the Divination, Enchantment, and Aerokinesis traits. Finally, the Heart of the Alchemist trait is still worded extremely vaguely. What kind of action is needed to transmute something into a diamond? How much is that 10 lb. diamond worth? Also, making a 10 lb. diamond out of thin air is extremely overpowered and should be toned down significantly. Keep up the good work, you're making great progress.
Reangel (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, saving throw proficiencies, saving throw expertise, healing from taking radiant damage, adding your con mod to your hit point maximum an additional time each time you level, a stronger version of the aasimar transformations, first level flight, compared to the aarakocra or aasimar this is far stronger. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Red Orc (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful features. Examples: Flat bonuses/detriments, grants a better barbarian rage, traits that increase ability score temporarily, traits that have prerequisites, Orcish Rage and Peon Cower. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help.
Reformed Elf (5e Race) So exactly like elves in the PHB, but stronger?
Rhylithic (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. By choosing a race that has more "physical traits" such as a Half-Orc, a Rhylithic gains all the racial traits of Half-Orcs and all the racial traits of the subrace/alpha transformation in addition to that, which in total completely over steps no only what a race should be capable of but massively tips the scale in favor of the Rhylithic compared to any first party race, I'd suggest limiting it to one physical trait if any and clearly define what is meant by "physical trait" in a {{DesignNote|x}}. Overall its quite roughly executed and needs a touch up from a mechanical perspective to better compare with the first party content. Consult the 5e Race Design Guide and the Class_Do's_and_Don'ts_(5e_Guideline) for help. The Featured Articles pages also contain some exemplary content.
River-Devil (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +4 ASI, 20ft base movement speed, can blind any creature in a 10-foot radius 5/rest, auto-grapple on hit, the very mechanics of devour, universal disadvantages. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Robot (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Missing healing bot subrace, multiple damage/condition immunities/vulnerabilities, Construct creature type, too much choice for ASI's, +3 possible, missing the "you cannot increase this score over 20" descriptor, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ronso (5e Race) Uses incomplete and incorrect wording throughout. Mimicry doesn't make any sense in general and given the race. The RH&W table is incorrect. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Salori (5e Race) The flat "+2 bonus" to a skill check goes against the 5th edition standard. This could be replaced with skill proficiency, with advantage under more specific circumstances, or other options.
Saru No Otoko (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several skill proficiencies, unknown language, permanent speak with animals, shapeshifting, free level 1/2 in a spellcasting class options of choice, several weapon/armor proficiencies, class feature as a racial trait, flat bonus to initiative as well as other abilities from the alert feat. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Savarath (5e Race) +5 AC alone wouldn't be the worst thing, but this also gets a bonus to damage to and attack rolls. Both of these conflict with the Bounded Accuracy system
Sciurian (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Hyperactive is vague and needs to better define what it actually means, SRD's missing throughout, falling 100 feet and taking no damage is ridiculous, once per rest wording, 35/40 movement, etc. Overall poorly executed and needs a rework from a mechanical perspective. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Scorpikis (5e Race) This race has some overpowered aspects compared to similar first-party races and would benefit from evening out the benefits and detriments to be more in line with first-party content. For example, natural weapons that compared to an 11th level monk and can grapple targets for each successful strike. Their size should be listed as Medium see the UA centaur race. There are also a number of traits that require simplification. The huge amount of text giving corrections in regards to wearing rings, finding lodgings, etc, are privy to the DM and do not need to be listed. If they need to be anywhere they should be distributed throughout the lore of the race. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Seafolk (5e Race) This is mechanically very similiar to the Triton(VGtM), the Sea Elf(MToF) or the many other aquatic based races on the wiki and could use a revamp.
Seedling (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, Rainbow Protection is wholly vague and ripe for abuse with how many people are considered party members(are my three retainers also party members? If I have an army on my side do they also count?), Chieftain Training grants martial weapon proficiency when it should only grant a specific set of weapons, ideally two simple and two martial weapons, Bloom Booth is a free casting of tiny hut which while not being necessarily unbalanced it can be simplified by allowing them to cast the spell once, Crafting an overpowered combination of the gnomes tinkering, the lizardfolks artisan and a herbalism kit. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Seeker (5e Race) Racial traits shouldn't have benefits that scale beyond 5th level.
Selachin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. The unarmed strikes of 1d6/1d8 put the monk to shame, the Albine subrace is basically the entire half-orc race, a plethora of strong traits that far overweigh any of the first party races. Overall poorly executed and needs a rework from a mechanic perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Sepulchral (5e Race) Gaze of the Dust of Ages is a save or die racial trait that breaks the game at the first and second tiers of play. Subterranean allows a player to reasonably be in full cover most the battle, only surfacing to attack before assuming full cover again, most monsters aren't designed to be able to deal with this kind of threat and can do little against a character that can willingly assume full cover. Subterranean Assault damage and DC should scale.
Sergal (5e Race) see talk page.
Shade Diamond (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Breaks bounded accuracy, flat bonuses, flat detriments, ability score decreases, common damage immunity, 40ft base walking speed, +4 ASI, etc. Overall poorly executed and needs a rework both from a mechanical and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Shiftling (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, truesight, at will spellcasting without limits, changing size categories. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Shub (5e Race) Wildly unbalanced. Large creatures can wield Large weapons and dominate tactical space. 5e scaling makes even a "+1 to attack and damage" a big deal - this kind of stacking in 5e has been significantly limited - the shub eventually gets +4 attack and damage. And this is on everything - spells, weapons, melee and ranged! Blindsight is a big deal. I don't even know what's going on with "Malice".
Sidhe (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having fewer traits and less powerful traits. For example, damage resistance/immunity, several questionable spellcasting options, Fey Bargain, Iron Aversion and Compulsion should be removed or reworked to be less restrictive. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Simiosaurus (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having significantly fewer traits as 13 is absolutely ridiculous. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Skaven (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, doesn't take into account the issue of being a Large player character, has superior darkvision but it only goes to 60 feet? Negative ability scores should be avoided and in this case, should be done away with, ASI improvements for a single score really shouldn't go above a +2, flat increases should be avoided, subraces are comparatively unbalanced side by side. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Skeleton, Variant (5e Race) Several detriments that attempt to counteract several questionable benefits such as automatically reviving on death and immmunities.
Slimanoid Blorbs (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. A simply ridiculous amount of abilities and traits are granted by this race each of which could be the main trait for an individual race. Grants conditions immunities, automatic success on checks, universal disadvantages, blingsight, flight, inherent gold, etc... Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Sliver (5e Race) Has a number of features that go against the #Race_Do.27s_and_Dont.27s|5e Race Do's and Don'ts without adequately taking into account the impact of those benefits. Issues include infinite regeneration, flat bonuses to AC/attacks/skills/etc, flying speed, etc...
Slugfolk (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, tremorsense, Acid Spit is stronger than most basic abilities, unconditional advantage, etc. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Slyvarian (5e Race) Issues from the talk page were mostly ignored and this is still largely questionable and incomplete.
Solitary Demon (5e Race) Too strong by comparison to any first party race. Severally checky picked traits and abilities push this over the edge. Please read the 5e Race Design Guide.
Sombra Escura (5e Race) Truesight is not given a range. Has truesight. Unconditional advantage. huge 1st level flight. Flat bonuses. Ignores ability usable per rest. Comparatively overpowered compared to the aarakocra and any other first party race.
Soul Bound (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, the natural armor gained are exceptionally high and should be based off the standard AC, etc. Overall this seems like a overpowered version of the Animated Armor (5e Race) and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Soul Phantom (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Several broken and nigh racial uncomparable abilities that can be compared to class features. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Special Eyes Bloodline This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. Every trait has some kind of issue with it where it is the breaking of bounded accuracy, unconditional advantages, saving throw proficiency, flat increases to damage, conditional immunity, etc, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Spectral (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Free etherealness spell as a reaction and without a duration, avoidance, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Spilarin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Uses incorrect increments, +4 ASI with a number of powerful traits and no visable disadvantages, unrestricted/ungiven uses(infintate creation of poison, etc/Does this use an action/bonus action/reaction?) Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Spirit Walker (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. You get 35 feet of flying as well as a plethora of strong and questionable traits. 8th level innate spellcasting? 5th level counterspell? Is this blue light, bright or dim? what is it's radius? "change your size to big"??? Overall poorly executed and needs a rework from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Star Warriors (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Stone Colossus (5e Race) Enlarge needs some limits, and also game play mechanics (not just roll the die as much as you want as often as you want and grow by that much).
Succubus Descendant (5e Race) Innumerable, leveled traits makes this feel more like a class page than a race page.
Sukkan-Alsama (5e Race) Stronger than any first party race. Comparatively overpowered compared to the aarakocra. 10ft. reach on 1d6 unarmed strikes makes a monk significantly stronger at lower levels. Why have 35 base walking speed if they have a huge flying speed? Overall poorly executed and needs a major work to be anthing close to complete as well as needs to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Taninim (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, Frightful Presence, Advantage on skills checks. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Tempest (5e Race) Has an average of +2 damage to every melee attack, which is too much or too often. No action given for expand/condense. No mitigating factors given for Large size. "Unusual Life" basically rules this player race out for an adventuring career.
Tenno/Warframe (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Grants a scalable Barbarian Rage. Allows one to take normal activity through their armor while gaining the benefits of a rest. "Expertise" in stealth. At will, no limits, misty step. Adding Con Score to HP max? +5 ASI. ASI increases by 2 while not in armor? RW&H Table is incorrect. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ternothirl (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. It has several traits that are reminiscent of class features and are as strong or stronger than comparable class features. As well as overloading the subraces with overly wordy, unnecessary or questionable traits. Multiplication of values and abilities that scale beyond 5th level only go further to show this page requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Terrados Unicorns (5e Race) 60 feet of movement is too much compared to the first party races. A trait for having normal vision is redundant. move action isn't a term in 5e. Shapeshifting is way too vague for what it is supposed to do, see the changling or the multiple other transformation type races on the wiki.
Terroki (5e Race) Flat/rolled bonus's should be avoided/removed as this isn't 3.5e.
Tesso (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Adding your ability modifier twice and getting advantage on the roll for a fairly easy condition should be removed and reworked. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Tevi (5e Race) This race seems questionable compared to similar first-party races, and would benefit from having less powerful and debilitating traits. For example, several damage vulnerabilities, they understand everything and anything, they can only speak one non-standard, non-first party language, +2 of choice on the ASI's, two cantrips of choice from any spell list, misc traits, flat bonus to AC, shortening long rests, "You gain +10ft. in your native environment", etc... Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
The Devoid (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +5 ASI with several strong traits, ability score reduction, +3 to a single ability score, Restless messes up the resting system, Ventriloquist Dummy is unnecessary, Voice of Silence makes reasonable communication near impossible, Obsession is confusing and brings the races totally proficiencies to four(which is the normal amount most players have). Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
The Undying (5e Race) Adding your wisdom modifier to all unarmed strikes is questionable as in allowing all unarmed strikes to deal necrotic damage as monks only get magical unarmed strikes at 7th level.
The dark-one (5e Race) Virtually everything about this race seems purposefully overpowered. Is this intended to be a joke or a parody?
Therianthrope (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, ASI's that increase a single score above +2, traits that max out an ability score, adding proficiency bonus to AC, questionable natural weapons, class feature as a racial trait(unarmored defense), vulnerability. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Thundercat (5e Race) Races shouldn't have proficiency in a weapon range but a set of weapons(ideally two simple and two martial). This "dart speed" should be its own trait like the tabaxi's. Natural Attunement should still abide by standard narrative durations and its second benefit is way too specific. A bipedal's base walking speed shouldn't be more than 35 feet.
Tiegon (5e Race) No race should have 120ft of truesight as most high level monsters don't get more than 30ft truesight if any. Secondly, it says that they have telepathic communication with anyone they consider is a part of "their tribe". Wording wise, this could mean anybody that the character feels close to, including (but not limited to) party members, friends, drinking buddies, that one cool NPC that your character saw do a cool thing, etc., as tribe just means a group of people with some sort of linking factor that sometimes has a recognized leader. And lastly, in the Demonic Tiegon subrace, "You can cast 2 spells as one" sounds like a feature that allows you to cast two spells at the same time using the same action, which should not be a feature on an already overpowered class and definitely at least needs a re-wording.
Tiger Anthrolupe (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Receives a plethora of traits and bonus traits that vastly outweigh any race. +5, 40ft walking speed, 4 skill proficiencies. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Tigerfolk (5e Race) Animal Senses grants unconditional advantage on three skill. Blood Hunt is wordy and is questionable when paired with the rogues sneak attack. Retaliation is the same as the berserker barbarian's 14th level class feature. Overall most features are rip-offs of powerful class features and little thought has been put into how the race interacts with other parts of the game while breaking several design philosophies.
Tiki-Taka (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +6 ASI already makes this better than the human and the possibility to have a +3 in a single stat. A huge number of racial traits with unfounded benefits. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Toosh (5e Race) +8 ASI on top of a plathora of questionable traits.
Treant, Variant (5e Race) A unarmed strike that deals 1d10 damage is akin to a 17th level monk and no first party race has a natural weapon deals more than a d4.
Trox, Variant (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Several flat bonuses, tremorsense, resistance to physical damage, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
True Wight (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. You gain all traits here as well as all the traits of your base race. The traits are copy and pasted straight from the wight with no attempt to make them playable in the hands of a player character. Fundamentally changes how the 9th level spell, true resurrection works. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Tsuchigumo (5e Race) Allows for the wielding of two two-handed weapons or a two-handed weapon and a shield.
Tusquarian (5e Race) +5 ASI and a plethora of other questionable traits make this significantly stronger than the first party races. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Two Kobolds in a Suit (5e Race) Do you count as one creature or two creatures? (for the purpose of being targeted etc) What happens if the two kobolds are separated?
Unicorn (5e Race) Trample and Hooves traits are overpowered.
Unitar (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Flat bonuses should be avoided, traits which recharge on the short rest should also recharge on a long rest, Negative ASI's should be avoided/removed, Charming is vague and overpowered. Subraces as guilds makes little to no sense and needs to be explained from a racial standpoint why it is this way, rather than a mechanical means to have whatever choice of ASI that you want. Overall poorly executed and needs work both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Unknowns (5e Race) Extremely low effort. Can effectively fill any role and niche allows for +3 bonus to any score that is perfect for your single ability score wizard or hexblade.
Uroa (5e Race) traits that scale beyond 5th level
Uruk-hai (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +6 ASI, Everything an orc and half-orc get with more ASI's, random double of traits, single subrace, etc. Overall poorly executed and needs a rework both from a mechanical perspective to better differentiate from the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Uruk (5e Race) Negative ability scores. Refers to the feats rule making the race unplayable in games that don't use it.
Variabilli (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, armor that scales with level allowing for a +10 to your AC at level 20 is very questionable even if they can't use armor. Breaking the way the hit points are gained by having a free source of infinite healing should naturally be removed. Finally, consuming a creature and taking an ability, trait, etc to have permanently as a racial allows for one to have a limitless amount of abilities most of which are not designed to be in the hands of a player character. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Vasharian (5e Race) Supernatural Allure is highly questionable. True Vision implies absolute ability to see through such effects but is vague as it is mechanically unclear. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Vatranite (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, the unarmored defense granted here is straight up better than the barbarians class feature, fire damage immunity and the distinction between magical and non-magical isn't used in 5th edition. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Veilwalkers (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +5 ASI, -2 ASI, Truesight, random damage resistances, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Vellus (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, Negative ASI's, Single subrace, As much ASI's as the base human, ASI's that go over a +2, 1d6 unarmed strike(on par with a level 5 monk). Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Virtue (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, several unconditional advantages and disadvantages. Bound to Light should be worded like darkvision as it seems to imply that they produce light in a 60-foot radius. As a reaction to what? Reaction based abilities need a trigger. 50 feet isn't a standard increment, move it up to 60. Automatic reduction of attack rolls against you equal to your Charisma modifier is way too strong especially given the race receives high natural armor. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Vitae (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, traits that scale over 5th level, flat bonuses, scaling natural weapons, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Vitreon (5e Race) +3 Constitution and Toughness is a ridiculous benefit to ones hit points.
Void Folk (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. ASI wording, ignores narrative duration, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Voidborn Tiefling (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Von Gacy (5e Race) Natural weapons that make monk pcs too strong. Ability to inflict paralyze lock a creature. Flat DC's. Needs more work to be even close to balanced or playable.
Vulkri (5e Race) The Disciplines tip the race over the edge in terms of comparative balance. Suggestion: Tone them down and put them in a rollable table instead of the subrace template. Ideally, these benefits should be interesting and not just statistical benefits or things class feautres do. Please read the 5e Race Design Guide.
War Born (5e Race) Grants hit points a number of times equal to their level every time they are reduced to 0 hit points. This is effectively a better version of the half-orc's relentless endurance and has anywhere from 1 to 20 uses per long rest. It also doesn't specify what happens when you are outright killed from damage. The ability to use this trait once is strong enough. Vulnerability to psychic damage but advantage on saving throws against being charmed contradicts itself. Damage vulnerability should be removed and charmed should be changed to frightened.
Warforged, Variant (5e Race) This race receives way too much and gain some of the best parts of the Dwarf, Elf and Human/V. Human. Also, the page and traits read poorly and need to be reformatted so users of the race know what they are getting. These concerns are similar to those outlined in the talk page.
WereWorg (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, 40 feet of movement speed and removing the strength score from the game for this character. However, the main issue is Unstable Lycanthropy, which introduces a ridiculous transformation that grants some equally as ridiculous benefits, see the aasimar transformation traits for help on balancing this. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Werebear (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, 40 feet walking speed, crazy strong natural weapons, damage vulnerability, Large size, near incomprehensible, etc. Is Shapechanger meant to mimic the druids wild shape? Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Werewolf, Variant (5e Race) As this is a template/ race variant it should be moved to the correct section of the wiki, etc.
Westrato (5e Race) Race and class features generally should not grant gold.
Wildkin (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague written. Total of +10 to ASI, unstandardized flying speed(walking speed plus level?), etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Yalu (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, blindsight, consuming spellcasters, miscaneous traits, 1d8 unarmed strikes, flat bonuses, innate counterspell. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Yata (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Feline should be its own trait(see Yuan-Ti Pureblood), 1d8/1d10 unarmed strike(level 11/17 monk) and would be broken with the rogue or monk classes, Dark Cloak + Yata Magic allows for what is effectively a at will telekinesis, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. The base race alone is alright and could use a few touch ups but in addition to the subraces its too strong. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Yuan-ti HalfBreed I believe this is overpowered. I estimate it to be 10 or more on this scale, where 4.5 is the target.
Zodiac Child (5e Race) As admitted by the creator above, this page needs work to be more comparable to the first-party content. Often the subraces are related to first-party races to try balancing them by comparison to those race which they are similar too. The 5e Race Design Guide also has a plethora of useful information that I recommend familiarising yourself with in order to best improve the page.
Zombie (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, having a +4 ASI as well as several powerful abilities that are not offset but the races detriments, resistance to physical damage, animated dead(3rd level) casting at first level, damage immunity, condition immunity, universal advantages/disadvantages, DC's that scale off twice your proficiency bonus. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.

Subraces[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Ardalkhayan Gnomes (5e Subrace) Uses incomplete and incorrect wording for ASI's. Keep in mind this is a subrace, not a race a +1, or +2 if lacking in traits, is more then enough. The traits need to be mechanically worded correctly as they are often vague. What is a natural proficiency? Overall needs a touch-up or a rework to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Bronzebeard Clan (Ironforge Dwarf) (5e Subrace) The ability score increase alone makes this race non-standard as regular dwarf subraces only have one ability score increase. Besides that, the subrace as innate spellcasting and a trait that breaks the rules of crafting items while also being absurdly powerful.
Crystal Elf (5e Subrace) Unconditional advantage should be avoided. Largely vague and unspecific. References terms/rules that don't exist.
Dovahkiin (5e Subrace) Ridiculous beyond believe by comparison to any first party race. The dragonborn don't have subraces.
Eldrati (5e Subrace) Exceptionally vague,, asi needs wording, capitalization/italicization errors.
Elf of the Wildlands (5e Subrace) Straight up stronger than all first party subraces. Uses vague wording throughout. Basically a Wood Elf on steroids.
Exocoetidae (5e Subrace) Straight up stronger than any first party elvish subrace. Compare this to the Alvariel[1] which is already considered to be questionable.
Half-Dopple (5e Subrace) Traits are vague and inconsistent. Requires a rewrite.
Half-Human (5e Subrace) So you get everything a base race plus everything a variant human gets. Straight up stronger then any race. Requires a rework.
Kitsune half-blood (5e Subrace) The wording for traits is so vague and unspecific it makes it overpowered. Read the 5th editions books and the 5e Race Design Guide.
Lythari (5e Subrace) A normal subrace may gain a few things here and there but this is much too powerful and complicated to be a subrace. A race variant would be more appropriate.
Magmati (5e Subrace) In additional to your Strength modifier? Because we have something called bounded accuracy that says you should avoid doing that.
Nightborne (5e Subrace) Compared to the first party elvish subraces this is too strong and possesses even a semblance of any of the traits or abilities of their parent races. See the 5e Race Design Guide for help. There is also no reason why these subraces that hate each on even a spiritual level would mate, read MToF's section on elves for help.
Shadar-Ki, Variant (5e Subrace) Just a significantly stronger version of the 5e Shadar-ki found in MToF. Consider reducing the overall strength of the race to match the original subrace.
Shade Elf (5e Subrace) Largely vague, uses flat bonus's, and has obsolescent traits. Overall poorly executed and needs a rework from a lore and mechanical perspective to better integrate with the first party content.
Sin'dorei (5e Subrace) Comparatively overpowered compared to the other elvish subraces. Blood Sacrifice gives infinite spells slots as these spell slots can be used to heal far greater amounts then the hp sacrificed. Even without playing a healing class an 18th level wizard can cast power word kill and other similarly high level spells dozens of times before needing to use their spell slots and this is just the first out of the 4 ridiculously nonsensical traits given below. The page requires a major rework to be realistically usable.
Snow Elf, Variant (5e Subrace) As a subrace, hugely overpowered, and traits are poorly written, see talk page.
The Accursed Fate (5e Subrace) Comparatively overpowered compared to the other elvish subraces. Attempts to add bleeding to the game. A fighter with 4/5 attacks a round and an action surge to bring it up to 9 can deal bonus damage equal to their level times 8 or 9 leading to a huge amount of damage that can also be carried over to the next round if the save is failed. Blood Familiar is vague like everything else but it doesn't specify what it actually does. The entire section of Blood magic fundamentally breaks some principles the game needs to work. Overall poorly executed and needs a rework in every aspect to better compare to the first party.
Tiefling Variant (5e Race) the way this subrace scales and number of benefits it is far stronger than other Player's Handbook races. The 5e Race Design Guide may have ideas to help improve this

Classes[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Arcane Ranger (5e Class) There isn't a "wind" or "earth" damage type. At 10th level, effectively +5 damage on ranged attacks. Numerous invocations are also unclear (which level spell slots do they consume, how do they work, ect.) and probably overpowered.
Arcane Storyteller, Variant (5e Class) Similar issues to the Arcane Storyteller class.
Arcane Storyteller (5e Class) Many tools are granted to this class to a total of five. Coupled with four skill proficiencies (Rogues are the only official class to gain 4 proficiencies, but they usually rely heavily on their skills as a whole) makes this class very versatile and almost a must-pick. Several features grant blanket advantage/disadvantage. (Un-Official Authority, Lovefool, etc.) Many features are "x" amount until completed rest which can make them very frequent, but it also forces the player to keep track of a plethora of numbers. Sudden Inspiration is much too good, granting the effects of two long rests each day.
Armament Mage, Variant (5e Class) This class's features look like they belong to a martial class yet this class has full spellcasting. See the talk page.
Armored Pilot (5e Class) Spirit Armor is brokenly powerful, providing 24 AC and a host of unconditional advantage at level one purely with that single ability.
Asta/Deku (Fusion) (5e Class) The class features barely have any relation to D&D mechanics.
Attacker (5e Class) Level spread needs to be equalized over all the levels.
Banisher (5e Class) See talk page
Basic Rogue (5e Class) See talk page, repeated reference to "while stealthed" which has no meaning in 5e. No class options or interaction features.
Beast Tamer (5e Class) This class's features are vague, and a few seem too powerful. The class also seems to reference many aspects that were in 3.5e but aren't in 5e. See the talk page.
Binate Duelist (5e Class) One dead level. Dual wielding should specify melee weapon, probably improved critical too. No DC for cross block. Advanced dual wielding doesn't make sense. Has a few "parry"-type features that use saving throws actively, and would be better off using the mechanics from the PHB for this kind of effect. Double Circular has many examples of not-quite-right design: incomplete targeting and attack information, awkward damage, a saving throw against an "attack roll" instead of a DC, number of uses based on Dexterity modifier (what's the rationale?), but resets on a short rest. More and more errors as we go further down.
Black Knight (5e Class) two common saving throws instead of one common and one uncommon, Noctem Armis + Sanguine Metal creates a very high AC without wearing armor which is unprecedented in 1st party material, 3 attacks at 9th level is stronger than all other martial classes, a +5 ASI at level 6 (or any level) exceeds any feature 1st party material gives, Excalibur Mastery completely ignores Bounded Accuracy, Armor with Purpose granting immunity to all damage---I have a lot of words but will keep it too its too strong, the Subclasses do not help this page either
BladeMaster (5e Class) Underwhelming 1st level. Two common saves. Dead levels. Sword lover and Tight Grip and Sword Recall are unlikely to ever come into play. You could probably bundle those three together into a single feature. Then, wham, at 20th level we get "All attacks made with swords gain advantage and +2 to hit" - no, advantage is a circumstantial bonus, not a permanent benefit.
Blade Master, Variant (5e Class) The largest offender here is that this class learns ALL non-damaging spells available to ALL classes below a certain level. sorcerers are masters of cantrips, but they wish they could have even a third as many cantrips as this class. The belief seems to be that damaging spells are the most powerful, when in reality buffing spells are usually the strongest numerically—especially in a class that has other means of doing damage. Consider haste, counterspell, misty step, mage armor, shield, magic weapon, others, some of which are exceptionally useful without even using an action—and that isn't even including ritual spells. Not only is this overwhelmingly powerful in of itself (it's literally the best caster of any class at 2nd level), but it invalidates other casters' capabilities at low levels—especially classes which focus almost entirely on spellcasting, like wizards. Among other issues, this class also breaks convention by having two "common" saving throws (Con, Dex, Wis) as opposed to one common and one uncommon. It may be worth consulting the 5e Class Design Guide.
Bladedancer (5e Class) See talk page, various balance issues and poor wording/terminology
Blazer (5e Class) Multiple dead levels.
Blood Mage Vladimir Variant (5e Class) Subclasses do not gain class features at matching levels.
Bone Breaker, Variant (5e Class) A few errors. Only had time for a quick glance but, Bone Shatter wouldn't work on an ooze, or an elemental, or a swarm of insects. Skilled Strikes assumes that damage and attack have the same "value", when actually at 18th level, +4 attack is far more useful than +4 damage
Bone Breaker (5e Class) see talk page
Bookie (5e Class) You should be able to see that you quickly get enough luck points to effectively get a re-roll on every roll you might have to make. It's like having advantage all the time.
Bowslinger (5e Class) This class becomes very underpowered around 5th level. See the talk page.
Brewmaster (5e Class) See talk page
Bushi (5e Class) Treating any weapon wielded in two hands as finesse when combined with the amount of benefits the features give makes this class too strong. They only need dexterity and maybe constitution if you care about hit points.
Cannoneer (5e Class) Dead levels. No information on how to craft a replacement cannon. No information on cannon balls or gunpowder. Having the cannon gain XP is superfluous since you can just have "modifiability" associated with class level. If the cannon is an object, could it not just use the normal rules for objects, instead of all this stuff about durability and long resistance lists? Misfire makes the cannon unusable. Why would you even risk this damage. This is not a well-rounded class, it is a one-trick pony. Prerequisites are incorrect.
Card Summoner (5e Class) See talk.
Chosen (5e Class) This class has a numerous amount of spell-like features called "magical attacks" which can be used a specific number of times "per long rest." In practice it seems difficult to keep track of all these. Why not make these features spells and grant this class spellcasting instead? It would help clarify how they are intended to function, too—for example it's very unclear what the range on "paraball" would be, but range is an inherent detail of a spell.

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

Chronolord (5e Class) The class breaks the bounds of what a class should be able to do in 5e, with the class being able to cast multiple spells as an action, taking a full turn by your self is a feature, round counting, and other problematic features. The class also should be able to multiclass and have its spells moved to 5e Spells.
Chronomancer (5e Class) Features are ripe with a-typical parameters.
Chronomancer Variant (5e Class) There are a few balancing issues, which can be fixed by expanding the text to explain some more, for example. The first 2 features both need some rewording, and one lasts for a whole minute, then dis and adv on dex saves is pretty strong
Copy (5e Class) See the talk page.
D'ivers (5e Class) Feature spread is incorrect. Terminology is incorrect ("health", etc).
Dancer, Variant (5e Class) See talk page.
Demon Hunter, Variant (5e Class) Where is the table, and why do the features repeat the levels that they are gained throughout the page?
Demon King (5e Class) there is no limit to summon greater fiend. One could perform rituals all day long and there is no limit to how long the demons stick around to help
Demon Whisperer (5e Class) With a couple exceptionally exploitable features, this class seems underpowered compared to fighter or warlock. See the talk page.
Dirgesinger (5e Class) Full spellcasting classes should not get class features when they gain new spell levels.
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.
Ditto, Variant (5e Class) You can turn into a tarrasque, or some other creature with damage and hitpoints completely beyond what is appropriate for player. You can turn into creatures that have abilities designed for monsters, not players. You can turn into gargantuan creatures, flying creatures, regenerating creatures. You can do all this at 1st level. You can transform for a duration that lasts for most (if not all) combats between long rests. You can transform as a reaction, but no trigger is given. You get your subclass features on the same levels you get an ASI. This class is completely broken.
Ditto (5e Class) Level doesn't scale to CR in this way. This can lead to overpowered transformations. It also means you have access to any number of monster powers that would overpower you or otherwise break the game.
Doom Guy, Variant (5e Class) Class feature spread needs to be evenly spread out over the progression.
DragonKnight (5e Class) See talk page
Dragon Knight (5e Class) This class has Intelligence requirements on the dragon to effectively do extra actions, the Art Of War feature is overpowered, Strike Of Antimagic shouldn't make creatures roll a saving throw against every one of your attacks, and several other issues.
Dragon Mage (5e Class) the amount of mana that can be dumped into spell should be capped as well, like the way UA Mystic is with psy points, dragon scales should mention while not wearing armor. dragon's mind uses a nonstandard duration (round counting) without a justified need. Ancient magic needs definite costs. I think ability score max increases by 5, not to 29 if following examples like the barbarian.
Dragon Rider, Variant (5e Class) A pet creature should scale similarly to the ranger's Beastmaster pet, and you shouldn't just gain access to a young dragon/wyrmling, let alone an ancient dragon. See the talk page as well.
Dragon Sin (5e Class) Bad feature spread. Lots of levels where the class gains multiple features, and lots of dead levels.
Dragon Slayer (5e Class) Unarmed strike increases on the table do not match the feature.
Dragon Slayer Traditional (5e Class) Two common saves. There's so much crossover with rangers and fighters one wonders if this couldn't just be a subtype of one of those classes. The only unique core feature is that you deal more damage to dragons, so why not just put that in a ranger subtype. Then at least you can branch out into other favoured enemies - you will go through whole adventures without encountering a dragon, making the damage feature disappointing as a core feature. You can multiclass into fighter if you want the roughneck features.
Element Bender (5e Class) Too op atm. Still needs work.
Elemental Assassin (5e Class) This class has round counting, the Luck of the Wind feature which greatly improves your damage output, and the Elemental Weapon feature which deals too much as well. This class is strictly better than the rouge with a d10 hit die with better sneak attack at lower levels, half spellcasting, and other features which boost your damage output. The class also shouldn't just take its subclasses from the rogue, and overall has too many features.
Elemental Avatar (5e Class) 06:53, 15 March 2019 (MDT)
Elemental Pugilist (5e Class) This class's unarmed strikes do too much damage, and the class seems to have a lack of features.
Enforcer (5e Class) This class's gimmick seems to be the same 5 features, but upgraded all the time along with extra ASIs. Needs to check checked over.
Field Medic (5e Class) Don't know if this is finished or not, but obviously at-will hit-point restoration is overpowered, basically making Hit Dice redundant.
Glacial Knight, Variant (5e Class) The class features need to say at which level they are obtained. The capstone feature of +6 Con is... not really appropriate and would probablly not even end up being +6. The features need to be spread out better.
God Eater (5e Class) "Oversized weapons" is a homebrew rule that doesn't seem to apply here. 5e doesn't have "free actions". "Restore balls" are not on the class table. 75 hp restoration at 1st level is crazy: it doesn't say how they are "planted", how you "pass through its field", exactly how many you start with, why survival is used to craft them instead of any normal crafting rules, how long it takes to craft one, or what the material costs are. Sorry but most of this class is broken.
Gunslinger, 2nd Variant (5e Class) 09:32, 9 March 2019 (MST)
Healer of the Storm (5e Class) 2 common saves, kits in equipment are not needed, resistance possibly given too soon, thunderclap for an instant stun is insane with a range needed, this continues throughout Joter (talk) 20:45, 1 June 2019 (GMT)
Heavyweight Boxer (5e Class) See talk page.
Human Puppet (5e Class) There isn't even any point to the Weaponized Body feature, as the shortsword I start with deals more damage and you should not be able to attack with it as a bonus action. Touch of Needles and Weaponized Body also does way to much damage as you start to level up. The variable amount of damage and range the features do does not fit 5e very well, see Class Do's and Don'ts (5e Guideline). The class also has a few too many features.
Imortalist (5e Class) Is able to break the ability score cap at 9th level.
Improv Artist (5e Class) Unfortunately this class doesn't use the 5th edition ruleset very well, see talk page.
Jumper (5e Class) +4 Con, absurd abilities, and not focusing on how jumping in combat is perfected by this class, shows me that the 5e Class Design Guide was not read beforehand.
Keeper Variant (5e Class) See talk page
Kickboxer (5e Class) This is class focused on melee attacks, but in the early levels it is outdone in this domain by fighters, monks, and even rangers without anything to make up for it. It only starts to come into its own at 4th level, when its subclasses grant it arguably broken features. At this point you can either render a creature stunned with only an attack roll (no save) every turn, or be able to reduce the damage of every melee attack against you while also damaging whoever attacked you (maybe this was meant to use your reaction?)—both of which are potentially combat-breaking features for any character, let alone one 4th level. Overall it's underpowered or overpowered at different levels of progression. Comparing it to other similar classes and their damage output at different levels may help. It may also be beneficial to consult the 5e Class Design Guide.
King of Games (5e Class) This is still incredibly confusing, convoluted and unbalanced.
Knight of Bretonnia (5e Class) See talk page
Lost Dragon (5e Class) This class is very underpowered or very overpowered at different levels. These and other balance concerns have been brought up on the talk page, but remain unresolved.
Magister Magi (5e Class) The class entails playing two characters at the same time with magic. Needs rewording and context to some abilities see talk page
Medic (5e Class) The d6 hit die is incredibly low. What is this class supposed to do each round of combat? I would at least expect them to have half spellcasting with spells focused on healing.
Memory Make Mage (5e Class) Memory Bank is very vague, puts a lot of onus on the DM to assess new spells on the fly, potentially abusable.
Menace (5e Class) This class shouldn't require creature's who attack to make a saving throw. A feature refers to creatures being "shaken" (and suffering numeric penalties), but this is not a condition in 5th edition. There isn't a "non-magically charmed" condition. What does "set a DC with your Charisma modifier" mean? In fact most of these traits need rewriting.
Mercenary (5e Class) If guns exist in the campaign, then anyone with the appropriate tool proficiency can make firearms and ammunition, making the "gunsmith" feature redundant. It also doesn't say what firearms would be available. "Concussion" isn't a damage type. 1st level, then, is very weak. "Swift Reload" is redundant as you can already reload firearms using a bonus action. The points system is muddled, as some features use points and require a rest to recharge. Typically you would not have both. To be honest every feature of this class has some problem with it.
Merchant (5e Class) See talk page. The main problem still stands: where is the money going that the character is spending? Stopping to exist is not a solution.
Meteor Knight (5e Class) See talk.
Mind Flayer (5e Class) Broken in many places. See talk page.
Momentum Warrior (5e Class) Dubious balance. Throws in "you get a monk's martial arts feature" like its a trivial thing.
Monster Hunter (5e Class) Feature spread needs looking at. On some levels no new feature is gained, whilst on others you gain two - including the ASI levels! 1st level is quite weak, like a poor man's ranger. Class features do match the table's level progression.
Mord-Sith (5e Class) This needs a balance pass. Straight away we have equipment-as-feature with no explanation how to recover the item if it is lost, a bleeding effect that doesn't pay attention to creature type, inappropriate frequency (it gets to a point where you can basically use the bleeding effect on every attack), and whatever the "DC to Intimidate someone hit by your Agiel" thing means.
Mystic Archer (5e Class) This class seems to be a strictly better ranger with far more attacks, has several features which increasing your damage output, has more features/features when you gain spell slot levels, and other non-standard things for classes like round counting, negatives on your attack rolls, ect.
Mystic Theurge, Variant (5e Class) This class is very bland. Mixing divine and arcane, and using a variant pool system is... already not interesting, but then gaining class features from either of these spell systems really brings this to a point. Crystallize what divine and arcane means, and make this class reach their goal. Maybe a spell list designed like this too would help.
Necromancer, Variable (5e Class) Many features do not work or are insufficiently explained.
Nen User (Killua) (5e Class) Multiple dead levels.
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
Ninja, Variant (5e Class) Not well balanced, see talk page.
Nordic Warrior (5e Class) Almost none of the features here have saving throws.
Oathbreaker (5e Class) Class feature table does not match the page.
Old Hunter (5e Class) Level progression needs to be structured more evenly. Multiple dead levels, and multiple levels with more than 1 class feature.
Persona user (5e Class) This needs some serious rewriting. "insta kill spell" - that's not a term I want to see anywhere in D&D. I'll add that almost every part of this class is wrong. The damage types are incorrect. The spell point scaling is incorrect. "Unlike other classes your starting feature is..." describing a unique class feature... why?, "Free action", "add your Wis mod to any damaging spells", "you gain permanent max health of 2 x persona user level", "you cannot be flatfooted", etc, etc, none of these have any meaning in 5th edition. Spells are unusable. For example, the fire spells seem to be attacks, but do not describe a spell attack or saving throw, and its not clear why its redefining the wheel since the PHB already has plenty of scaling fire spells.
Phantom Warrior (5e Class) Class features need a more even spread.
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.)
Plumber (5e Class) See talk page
Pokémon Trainer (5e Class) What does "you can choose to let your Pokémon use its action instead of you" mean? What is "health", do you mean "hit points"? Monster CR does not scale to PC level in the way described in "Pokémon Leveling" (a CR 14 dragon is not the equivalent of a 14th level PC). Similarly, it doesn't mean that it is appropriate for a 14th level to have constant access and control of a CR 14 dragon. Catching DC is vague, and also seems to be a very easy way of instantly disposing of a large variety of monsters. No incentive to use other captured creatures since the starting dragon is already really powerful. The class is broken in various other ways.
Predator (5e Class) Wildly unbalanced with incomplete mechanics and incorrect numerics. Overreliance on equipment-as-class-feature: what happens if I give someone else my helmet? What happens if I lose my helmet?
Primitive Warrior (5e Class) This class has the barbarian's rage and better martial prowess than the fighter combined into one class. Then the class has a broken unarmed defense and several other extremely powerful or broken features.
Prismatic Knight (5e Class) The class seems to be a better paladin with 3 attacks and features when you gain spell slot levels.
Psion (5e Class) See talk page.
Psychic (5e Class) This class has improper saving throw DC's full spellcasting table not in the class features template, full spellcasting classes largely shouldn't have features when they gain a spell slot(which this class seems to ignore), ability score damage, and a number of powerful features (Mind Over Matter, Mindsight, Dominate Mind, and most others). See Class Do's and Don'ts (5e Guideline).
Psychopath (5e Class) See talk page.
Questioner (5e Class) The difference between roleplaying and combat is totally missing with various talking-based combat actions. This problem is compounded without any information about what features use what actions. The features themselves are not designed right.
R'lyeh Spawn (5e Class) While I cannot speak for the class(which already seems to be game-warpingly powerful), the race is comparatively stronger than any first party race. Several damage/condition immunities, class features as a racial trait(unarmored defense), 30 feet flying/swimming speed, unarmed strikes on par with a level 11 monk paired with the lower in power telepathy and a +4 ASI this race is easily better than any first party race. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Ranger, Non-Magical Variant (5e Class) This class gives you access to feats, has round counting, and overall deals more damage than the fighter at higher levels. See Class Do's and Don'ts (5e Guideline). Does not specialize in a successful manner. See talk page.
Reaper (5e Class) There are dead levels which may be explained by the Reaper points, which should be added as a column on the class table like ki points
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.
Runepriest, Variant (5e Class) Basically a souped up warlock mixed with cleric. It effectively has short rest spellcasting without being "true spellcasting" (IE not subject to annoying things like counterspell or dispel magic), and gets glyphic inscriptions rather than invocations. Except you get a lot more glyphic inscriptions than you would invocations, you get them faster than you would as a warlock (IE you get your 3rd inscription at 3rd level with rune priest level, where as you don't get your 3rd invocation until 5th level as a warlock) and a bunch of them look better than anything you'd ever get as a warlock. Oh, and you get two good saves (Wisdom and Constitution).
Runeterra: Engineer (5e Class) Features need a better spread: some levels you get a feature and a spell slot, whilst other you don't get anything at all.
Samurai (5e Class) Basic mechanics are unbalanced for 5e's bound accuracy model. Some features refer to a number of abilities learned but the amount learned exceeds the number of options provided. The use of uncomfortable and jarring fonts and formats is also an issue. Will drop more detailed review in the discussion page.
Samurai Warden (5e Class) This class just seems like a more overpowered version of fighter. See the talk page.
Satan Spawn (5e Class) See talk page.
Scribe (5e Class) Core feature conflicts with the magic item rules in the DMG. The DM decides on the cost, availability, and creation process of creating a magic scroll. The recommended values of a 1st level spell scroll are a fraction of the cost presented below. Even if the campaign requires this class's method of making scrolls, the costs are beyond the means of low-level PCs, giving the class not much to do for a long time. Scribe Tracks seems to be describing occupation: anyone attempt these tasks anyway, using a downtime activity.
Shadow Hunter (5e Class) This class seems to be a much more powerful version of the rouge, with a fighting style, an extra attack, bonus to damage, and other powerful features. There is also no such thing as a free action in 5e, see Class Do's and Don'ts (5e Guideline).
Shadow Knight (5e Class) This class has too many features at lower levels and has features when it gains spell slots. The class also does not use regular half spellcasting. Finally, the class's spells should be moved to 5e Spells and should provide a link to them instead of having them listed in the class.
Shadow Reaver (5e Class) Multiple dead levels. The capstone 20th level ability has no mechanism for any way it augments the shadows.
Shaman (5e Class) See the talk page.
Shambali (5e Class) See talk page. please leave CONSTRUCTIVE criticism only.
Shattered (5e Class) Two common saves. Spellcasting is incomplete: you can't have "same as wizard but without spellbook" as the wizard uses the spellbook to learn spells. Pocket Mirror isn't really clear on how it works, particularly in combat, and I see things like round-counting in there. It seems to be a bit like 5e SRD:Demiplane, which is an 8th level spell.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
Shieldbearer (5e Class) Much of this depends on balance by obfuscation; --Kydo (talk) 04:59, 6 September 2017 (MDT)
Sibyl (5e Class) Firstly, class feature placement needs to be addressed, as on some levels you gain a class feature and a new spell slot level, whilst on other levels you don't gain anything.
Slayer Mage (5e Class) Very overpowered. Can easily reach 30+ AC by level 10, as well as other things. I will try to balance it as best I can.
Soul Warden (5e Class) This class has static bonuses or negatives to ability scores, round counting, and several extremely powerful features in Spirit Double, Partial Animation, Sacrificial Souls, among several others. The class features also do not match the Soul Warden table. See Class Do's and Don'ts (5e Guideline).
Space-Time Knight (5e Class) A sorcerer+rouge+monk in space time is not balanced. Choose the power of just one class. Also, this page uses round counting, free actions, etc.
Speedster (5e Class) This class deals far too much damage with the 2nd Extra Attack feature and special attacks, the Kinomagic Body feature is a straight improvement over the monk's incredibly strong Diamond Soul feature, the Special Actions' power is inconsistent(absurd amounts of bonus damage based on your movement, a variable amount of attacks, costs that need to be adjusted) and improperly formatted, see the monk's Ki feature.
Spellblade Variant (5e Class) This class deals far too much damage with arcane blade, and numerous archetype features are overpowered or broken.
Spellfire Wielder (5e Class) This class mentions standard actions, has round counting, and can deal an absurd amount of damage at 1st level. See Class Do's and Don'ts (5e Guideline) as well.
Spellfused (5e Class) This entire class is designed around at will spellcasting. While this is unique, it is broken or overpowered in numerous instances. See the talk page for specific examples.
Storage Magician (5e Class) Features need a better spread: sometimes you get a new spell slot level and a feature, but on other levels you don't get anything.
Storyteller (5e Class) Flagging it as an April Fool does justify its apparent balancing issues, but it is not a joke class as far as I see. Please refer to talk page for ongoing discussions.
Summoner, 3rd Variant (5e Class) As with the original, the features are not spread out well. There are some levels where you gain a new spell slot level and a strong feature, yet other levels where you don't gain a feature or a spell slot level. Also a concern noted on the talk page.
Summoner, 4th Variant (5e Class) See talk page.
Swashbuckler, Variant (5e Class) Some dubious design here and there, e.g. Razor's Edge 2. I've seen weapon die increases to make simple weapons more viable, but now a one-handed weapon deals 1d12 damage; or longsword wielded in both hands deals 1d20 damage. I guess a greatsword deals 2d10 damage? Madness.
Swordmaster (5e Class) Uses round counting, among other concerns. See talk page.
Tarotmancer (5e Class) Its current features make this class very similar to a wizard, but even more powerful and versatile. See the talk page.
Tazer, Variant (5e Class) Parts of this are very hard to follow. Some mechanics are quite "non-5e". Multiclassing mentions a "Taser artefact", and starting equipment says "artefact(irremovable, skin melded)".. wuh?
Telekinetic (5e Class) Just Constant study makes this op
The Lich (5e Class) Way too many features with the spells.
The Weaver (5e Class) Abilities too flexible and Weave is too strong
Timebender (5e Class) Several abilities can be used again after only one minute passes.
Tinkerling (5e Class) Definitions need improving. For example, we're not told that the "a small, handheld contraption" is. Is it a thrown weapon? Is it an object you can throw to a point within 60 feet like a grenade? Is the effect determined when you build it or when you throw it? Are the materials used to create it conjured out of nowhere, or should there be a gp cost? Or is that what tinker points represent (tinker points are not explained)
Tokyo Ghoul (5e Class) Lvl 2 resistance to almost all attacks alone almost makes this class unusable. Every level is a bit too high of a power creep besides that too. Transformation not seeming to have a duration also makes it very powerful. The different Kagune are good in theory but the top two make the other two almost useless in comparison.
Trap Tinkerer (5e Class) If nothing more, has a second level ability that does a potential 600 damage (of an unspecified type) with a single trap.
True Summoner (5e Class) Seems... pretty overpowered, largely because this seems to be a conversion of a powerful Pathfinder class. (I remember it being considered so powerful Paizo made an officially nerfed version of it, even.) Among other things, it has full casting and more cantrips than any other class, plus effectively a second character that is arguably better than some PCs would be on their own.
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 Slayer (5e Class) Advantage is supposed to be a circumstantial benefit, but Equaliser gives you advantage for whole battles. Consider a different benefit. Doesn't say what the base statistics are for a stake. Wording on Extra Attack is incorrect.
Vanguard (5e Class) This class shouldn't get numerous bonuses to AC(you can get up to +7), no longer receive exhaustion, and also numerous powerful archetype features(Heavy Weapon Master).
Void Bringer (5e Class) Call of the Void needs some amount which it can be used, like per encounter. Soul of Tranquility is vastly overpowered (too much healing, among other things).
War Magus (5e Class) This class gains spell levels and class features at the same progression.
Warcraft Death Knight (5e Class) The rune magic has beeng revamped. Check the discussion to see what has changed and feel free to contribute and help make it better. Number of spells know has been changed, now fitting other classes. Check the discussion to see what has changed and feel free to contribute and help make it better. Runic Empowerment now available from level 13.Check the discussion to see what has changed and feel free to contribute and help make it better.
Werewolf (5e Class) Among other issues: skill increases breaking bounded accuracy, size increase at first level, effective doubling of hit points, damage of the werewolf claw damage table is questionably high and its damage gets further boosted, being able to instantly take a long rest. In addition, some of the class features are not comprehensible due to being poorly worded. (the entirety of beast's blessing) Furthermore, the class is lacking feature for the interaction and exploration pillar of the game. Consult the 5e Class Design Guide for help.
Windwalker (5e Class) This class has round counting, multiclassing prequiresites are odd, and a few features such as Wind's Flurry and Wind Shield are overpowered. See Class Do's and Don'ts (5e Guideline).
Wolf Lord (5e Class) Right from the start it should make clear that downing the companion results in death saves. Who takes actions for the companion, the DM? The ability score increase starts at level 19 and jumps backwards. The capstone ability should not retroactively damage the duo. Some of the features also have no real purpose (what is Specialized Subdual for)?

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

Xenomorph Life Cycle (5e Class) A blindsight of 10 feet at higher levels is powerful as noted by the rouge's Blindsight trait at a much higher level compared to 120 feet of blindsight. Keeping racial traits of another class can lead to abuse and why are race traits in a class? The class has round counting, changes to their maximum abilities scores too early(the earlies a 1st party class can change them is 20th level), this creature's size becomes ridiculous, The Empress feature is likely game breaking but also unclear as what are the stats of a queen? See the 5e Class Design Guide for help on how to properly create a class.
Xilan Warrior (5e Class) This class shouldn't have two common saving throws, an powerful and undescribed homebrew weapon, Strength as your unarmored defense, bonus action attacks that vastly increases your damage every turn and require creatures to make a saving throw on every hit, and various other issues.
Yakuza (5e Class) Can add a extra d20 to an "attack roll, saving throw, or ability check". Why would a grey ooze or swarm of bats care about your Challenge? Challenge is also abusable, since the target could be put in a position where it is unable to fight you and your allies can kill it off. At 13th level Dexterity abruptly stops being used for AC, which must be of great joy to the Dexterous Fighter subclass. There isn't a "magical" damage type. "instantly land a melee attack". Mr Shakedown is abusable and doesn't make sense (buy a bag of rats. Punch one, gain gold, repeat). All kinds of little errors like this.

Subclasses[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Arcane Blade (5e Subclass) Each attack does a large amount of damage and puts status effects on enemies at the same time at low levels.
Arcane Channeler (5e Subclass) May roll with disadvantage?
Assassin, Variant (5e Subclass) Gains far too many features at 3rd level. Many features do not make sense: "You can maximize all your damage dice if you are behind your target"? D&D doesn't have facing except as an optional rule. "under the effects of Stealth"? Worst of all, it's all Sutff Of Moar Damage, with no interesting utility or flavour features.
Battle Fiend (5e Subclass) See talk.
Bladedancer, Variant (5e Subclass) Various balance issues, and the way some features are worded can be improved, e.g. 5e doesn't use the term "off-hand": you're either fighting with two weapons or not; and some awkward calculations.
Cold Heart (5e Subclass) This character can petrify any creature, indefinitely, with a single roll of the die. Not even 20th level wizards can do that. It also doesn't fit the theme of coldness.
College of the Band (5e Subclass) Some features seem incomplete. For example, miracle of sound (men) doesn't say what the conditions are for casting the spell and (spirits) is broken if it can be repeatedly used (so the beast always has 200 thp). Some reformatting is also needed, for example the college choices don't need separate headers for merely their descriptive text.
Dread Master (5e Subclass) See talk.
Enforcer (5e Subclass) A subclass shouldn't be able to suddenly cast high level spells, let alone regain them on a short rest. The subclass is also worse than other figher subclasses at lower levels.
Fade Touched (5e Subclass) This class's mechanics are vague and uses a decimal system uncharacteristic to DnD 5e.
Grave Sorcerer (5e Subclass) clerics can turn undead at level 2 for one minute
Guardian, Variant (5e Subclass) Off to a good start with two-handed defense, as shields do not have a "heavy" property, and +4 AC is far too high, and you shouldn't refer to feats (since they might be in use). The other features all have problems.
Heavy Archer (5e Subclass) Tried to edit it to make it more balanced, Please tell me if it's still horribly unbalanced
Lancer (5e Subclass) See the talk page.
Magus Bloodline (5e Subclass) Class feature progression does not match the Sorcerer's.
Mechanique de Arcane (5e Subclass) see talk page
Oath of Sacrifice (5e Subclass) The ultimate sacrifice is not playable. How long does it last, and why does it buff the whole party in such incredible ways? The power needs to be toned down.
Oath of Silence (5e Subclass) Loss of all spells seems like a very steep price for any amount of bonuses
Oath of the Deep (5e Subclass) This subclass gains access to mores spells than the regular paladin, and has overpowered features in Channel Divinity/Channel the Deep and Avatar of the Void.
Oath of the Dragon Gods (5e Subclass) Elemantal Aura is far too good of an aura due to the absurd damage increase it provides you and your allies. The channel divinities need to be reworked, as you are supposed to regain use of them on a short/long rest, plus Enrage the Blood is too good and Well of Knowledge is quite bland and situationally too powerful. The paladin's aura improvement is also gained at 18th level and the 20th level paladin feature should last 1 minute.
Path of Crash (5e Subclass) Unlimited out-of-battle healing at 3rd level is simply too powerful. Consider limiting the number of times per day this feature can be used.
Path of the Gorechosen (5e Subclass) Unrelenting is basically a stronger version of "Frenzy" from the Berserker, adding a very significant damage increase WHILE getting an absurdly high health regen at that. While Unwavering is okay, i think increasing the chances of a critical is especially strong in a barbarian who gets more critical damage dice, as well as in an subclass that gets a third attack per turn. Meanwhile Unstoppable is just outright overpowered in every single aspect, the free damage bonus being insane and stupid (as if the total damage output wasn't off charts already).
Phoenix Blood (5e Subclass) see talk page
Prankster (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.
Shieldman (5e Subclass) Abandoned by principle author, may need further tweaking to be balanced.
Spear Master, Variant (5e Subclass) see talk page
Succubus Queen Patron (5e Subclass) Issues highlighted on the talk are still prevalent. Adding a "this content is broken so ask you dm" bit doesn't make it ok, I suggestion removing it or incorporating it into the rest of the class.
Tactician (5e Subclass) Free actions. The number of commands at level 15 can total 9 of the 21 plans. It seems a little high. Also having no range on the buffs, seems wrong.
The Deep Patron (5e Subclass) Dismissing with the 'ward of the deep feature' is a free action.
Time Wizard (5e Subclass) Levels do not match the wizard's subclass.
Undeath (5e Subclass) Doesn't follow the sorcerer subclass standard. Grants several class features at incorrect levels. Ridiculously overpowered by comparison to any of the first party sorcerer subclass options. Consult the 5e Class Design Guide for help.
Warlock Patron: Celestial (5e Subclass) see talk page
Way of Invulnerability (5e Subclass) flat AC gains / modifiers, numerous damage resistances, grants bonus saving throw proficiency. Please read the 5e Class Design Guide and/or the UA subcclass guide
Way of Mercy (5e Subclass) Totally overpowered, as this basically just becomes unlimited Ki.
Way of Thunder and Lightning (5e Subclass) Is overpowered straight off the bat. Conceptually not much different from the elemental monk, except it is restricted to only dealing extra damage, which is - I'm sorry - a bit boring.
Way of the Boxer (5e Subclass) Okay, I started to make a few numeric changes to fix the glaring balance issues with Jab, but found even more problems further down. Counter Punch and Power Punch both need minor rewrites. K.O. needs a complete rewrite as it requires a lot of bookkeeping, makes assumptions about an enemy's type (you can "knock out" a creature that is immune to exhaustion, like a wraith, for example), misunderstands force damage, and is generally quite inelegant. Since the page has a "no further edits" request all I can do here is leave this message.
Way of the Drunken Fist (5e Subclass) See talk page.
Way of the 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
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
Create Healing Spaghetti Joke article or not, cantrips should never restore hit points. You could rebalance this as a 1st level spell, but then you've just got a reflavoured (pun not intended) 5e SRD:Goodberry.
Death Pact (5e Spell) Full of errors.
Dendromorph (5e Spell) This is incredibly powerful. You can repeatedly cast it until you essentially defeat the Big Bad no matter where it is, how powerful it is, and having never met it.
Dimensional Lock (5e Spell) No attempt has been made to adapt this to 5e. Range and duration need fixing.
Dojo (5e Spell) May need to adjust the level. Basically copied missing info w/ Mordenkainen’s Magnificent Mansion.
Erase History (5e Spell) How can 10 creatures be targeted if the range is "touch"? Mechanically vague: What does "a target actively thinking about the target" mean? How many social connections are affected?
Fiery Disengage (5e Spell) When you're hit by a melee attack, you do unavoidable damage, disengage, and move up to 25 feet away... as a reaction... as a cantrip. You can effortlessly escape the BBEG's multiattack like it's nothing, among other problems. Every optimized character would take the Magic Initiate feat just to get this cantrip.
Fire Spray (5e Spell) Aside from the incorrect values (5 second casting duration? Care to explain how that works), I would rather see interesting new spell ideas rather than rehashes of what is already in the PHB.
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. .
Heal Wounds (5e Spell) Cantrips should not heal. Choose another spell level.
Healing Touch (5e Spell) This cantrip heals. Should be checked for play-ability.
High Ancient Strike (5e Spell) Needs to be playable for a vanilla class too.
Imbue Personality (5e Spell) This spell has round counting and allows you to change a creature's personality with no saving throw for an indefinite period of time.
Know Thy Foe (5e Spell) Firstly, I don't think the DM should ever be forced to tell a player the specific statistics of a creature: these are abstractions, not things a character would actually know. Secondly, you can get an idea of a creature's hit point percentage by looking at it. A good DM will give you an indication of how worn down it is. Thirdly, D&D does not have "called shots". Fourthly... you have to have a figurine of the target's race?! If you know what monsters you will be encountering, you wouldn't need this spell? Fifthly, all creatures already have all ability scores... is "learn one ability" referring to something else?
Leonardo's Amazing Card Trick (5e Spell) This spell has round counting and shouldn't get its power from channeling.
Leonardo's Superposition (5e Spell) still unclear of the spells goal and uses unconventional dice rolls and/or calculation to determine effects
Lindworm Conflagration (5e Spell) This spell has variable range and duration. The spell also mentions free actions among various other non-standard things.
Lovers Quarrel (5e Equipment) See talk page
My Special Attack (5e Spell) What is a level 12 spell?
Necromantic Summons (5e Spell) The percentage of each creature needs to checked over.
Permanence of Being (5e Spell) This is really awkward. Why the weird roll instead of a saving throw? How come it is a wizard spell? The material cost is trivial at this level, you could just repeatedly cast the spell in your downtime until it works.
Poison kill (5e Spell) Im not sure the numbers line up for a 4th level spell and the execute should probably be adjusted.. as of right now is a less than a 1in46656 chance
Prismatic Barrier (5e Spell) How can the spell "miss"? I don't understand the section about "light returns after 1 round, resetting the duration...". In terms of naming, there's an expectation with the word "prismatic" that it will be colour-based like prismatic spray, or prismatic wall.
Radiant Splash (5e Spell) Paladins don't have cantrips, and even if they did, even one round of being blinded is an overpowered effect for a cantrip. See talk page.
Recite Scripture (5e Spell) Effects are vague or are very similar to existing spells.
Recovery blade (5e Spell) Too powerful. See talk page.
Reinforcement (5e Spell) This spell is much better than the similar enhance ability spell in combat as it doesn't require concentration and can increase ability scores which in tern can increase spell save DC and to hit chances with weapons. 20 minutes is also not a standard duration, 10 minutes or 1 hour would be more appropriate and effects that change ability scores are generally avoided in 5e.
Reverse Time (5e Spell) May still need further balancing, but the previous issues have been addressed and fixed.
Sealing Strike (5e Spell) Lockdown effects should be associated with a saving throw. Locking a creature for 1 minute on merely a successful attack means you can trivially bypass a (medium-sized) legendary creature. Rather than adjusting the duration by creature size, you can have the effect end on a successful saving throw (either Constitution, since that tends to scale with size); or some other saving throw with an advantage or bonus given to larger sizes)
Soul Claws (5e Spell) Cantrips should not heal. The power of this spell needs to match a spell level.
Soul melt (5e Spell) Yet another instant-kill-9th-level-spell. You should not be able to one-shot a legendary creature or other boss. Maybe if you weaken it first... but power word kill spell already does exactly that. This spell also shouldn't work on constructs or undead, and should recognize that a wish or true resurrection spell should allow the target to revive.
Stupefy (5e Spell) Described as a "less powerful" version of feeblemind, but seems to be way more powerful, versatile and somehow more complicated.
Summoner, 4th Variant (5e Class) See talk page.
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works.
Time Restoration (5e Spell) Does this resurrect multiple creatures at once, and up to how many?
Toshaka's Gift (5e Spell) Allows for too many game breaking mechanics. Casting this with every spell slot available before a long rest. Or just taking a week to prepare for a large adventure by stockpiling stones. See talk page for more discussion.
Unlimited Blade Works (5e Spell) I cannot fathom at all what this is supposed to do. It doesn't make any sense.
Venom strike Doesn't say if its a melee weapon or melee spell attack. Duration and range look incorrect.
Viktor's Dark Transport (5e Spell) a spell that allows movement and damage as a bonus action to multiple targets severely disrupts the action economy
Viktor's Teachings For Adran (5e Spell) See the talk page.
Viral Tentacles of Zyxos (5e Spell) The triangular area is functionally the same as a square or cube area (since it affects creatures within 5 feet of it), so use a cube or square. If you say "portal" people are reasonably going to want to go through it, so this needs describing or other words using. What does the disease do? Disease isn't a condition.
Void Blink (5e Spell) Was a custom spell. This may need balancing.
Void Bombard (5e Spell) Was a custom spell. This may need balancing.
Void Rupture (5e Spell) Was a custom spell. This may need balancing.
Ætheric Aura (5e Spell) Was a custom spell. This may need balancing.
Ætheric Ballista (5e Spell) Was a custom spell. This may need balancing.
Ætherstorm (5e Spell) Was a custom spell. This may need balancing.

Feats[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Accursed Wisp (5e Feat) Clarity on terms, and perhaps better defined or restricted spell/spell slot usage.
Adamantine Body (5e Feat) This is not a feat. It doesn't represent inherent skill - It uses a material resource, so its more like a reward, ritual or template, depending on what the in-game process is for acquiring these benefits.
Aerial Guardian (5e Feat) Uses a non-standard score requirement for the prerequisite. Offers a bonus to AC that negates the need to ever use a shield and allows the use of heavy weapons while doing so. The bonus movement and and style of movement are not standard for a DnD 5e game and would benefit from a 'setting disruption' disclaimer.
Arcana Infused (5e Feat) see talk page
Armor and Weapon Master (5e Feat) This provides the benefit of the lightly armored, moderately armored, or heavily armored feat, except this skips the prerequisites and you get a weapon proficiency too. A wizard can become a plate-wearing, greataxe-wielding warrior instantly.
Automaton Crafter (5e Feat) If automatons exist in the campaign can be given a gold-piece value, then a character proficient in the appropriate artisan's tools (and I would argue it's tinker's tools for this) should be able to create one using the normal crafting rules. Since feats are optional, it should be expected that this is possible without taking the feat.
Blaster (5e Feat) Needs to be knocked down a peg in overall damage since it is technically a replacement for a weapon attack and as such, subject to being used with extra attack or even the monk's flurry of blows. Additionally the bonus to hit just needs to be removed. Force needs to be removed from the options of damage choices. Needs a disclaimer for non-standard abilities being granted into DnD 5e that you would find in a super hero movie. Not a bad thing, just let people know what they are getting into.
Cantrip Combatant (5e Feat) see talk page
Close Counter (5e Feat) No action specified, and this needs a limit to how much it can be used each long rest.
Combat Mastery, Variant (5e Feat) A feat is intended to be a balanced replacement for a +2 increase to an ability score of your choice. Adding ~6.5 damage to every longsword attack is worth far more than a mere 1 to attack and damage rolls with one. In other words, this feat is overpowered.
Dabbler in the Arts (5e Feat) Concensus seems to be that it's not a great idea to allow invocations to be picked up in this way and I would hazard that its the same deal for psionic disciplines.
Dauntless (5e Feat) Every turn you get temporary hitpoints so long as you are below half of your full hitpoints? Work something reasonable out.
Demonic Infusion (5e Feat) Nerfing was too much.
Determined (5e Feat) The first bullet is cool. The second one is ridiculous. Maybe it was because of the broken feature in it, but the feat also uses a non-standard Ability Score prerequisite.
Devourer (5e Feat) This feat doesn't have a power limit on the traits you can learn which means you can learn a ton of absolutely insane traits, for example the Troll's regeneration, magic resistance, and other absurdly powerful traits. This feats really needs a defined effect instead of having vague power level features, as a feat's power should be comparable to an ability score increases.
Dragonborn heritage: Constitution and Defense (5e Feat) "Advantage on Con saving throws" is overpowered, and not at all in the spirit of 5e feats. The alternative benefit is also overpowered. Please take a look at the feats in the PHB and the various guides on making feats.
Dual Casting (5e Feat) Feats shouldn't scale with level (ie. effect being based on proficiency) as they can be taken at multiple levels - consider changing to having a number of uses equal to spellcasting modifier. Also it is unclear - by changing the casting time a bonus action you still can't cast higher than a cantrip with your action RAW but the name of the feat suggests that the intent was to allow a second casting of a high level spell. Also, this is clearly made by someone who wanted quickened spell without having to take three levels in sorcerer, just use a goddamn sorcerer if you want quickened spell. Recommend to not use this in-game. What about now? It could be used by a cleric who has no quicken spell but needs the extra cantrips or even make it a reaction to cast the cantrip? But it's better now.
Emergency Cast (5e Feat) I have no idea how to use this in a game. "Spells cast per round", "wait until dawn", "choose a second spell" are all parts of this feat that make no sense.
Emissary of the Underdark (5e Feat) The last part sounds a bit too vague for a feat. It sounds more like a background option.
Enhanced Vigor (5e Feat) So you're giving away a better version of Uncanny Dodge feature? Also, high prerequisite does not justify an overpowered feat. See 5e Feat Design Guide for general guidelines.
Essence of the Shadow Reaper (5e Feat) Way beyond the scope of a feat. Maybe try a subclass...?
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) A lot of these abilities would on their own make a powerful feat. An extra 50% ki points, extra unarmed damage, etc. This needs serious balancing.
Extra Attacker (5e Feat) Horrid. Let's just hand out a 5th level minimum multiclassing class feature unique to martial combatants to any chump that feels like they should be able to Attack like a martial, with none of the investment and all of the benefit. .
Extra Grit (5e Feat) This feat is exclusive to the Gunslinger class, which is not in scope with how 5th edition feat should work. Please refer to 5e Feat Design Guide for how feats should work in 5th edition.
Fast Learner (5e Feat) Feats shouldn't grant benefits at every level.
Flash Parry (5e Feat) 5e feats need to be broader than this. Have a look at the combat feats in the PHB.
God of the Forge (5e Feat) The numerics here do not fit into the scale used by 5th edition D&D.
Great-Bow Master (5e Feat) +2 ASI will grant a total of +1 to attacks and damage. The +3 to attacks and the +5 to damage it ridiculously overpowered.
Greatsword Master (5e Feat) Compares unfavourably with the UA Blade Mastery feat. It restricts the player to one kind of weapon, is physically unexplained (does the character's arms become longer?); both have an AC increase but Blade Mastery does so with flavor and balance whereas this is just a flat increase
Grimoire Smash (5e Feat) Ridiculously overpowered as this is a half feat that gives you an overpowered weapon, increases the damage of your spells, lets you learn additional spells, among other extremely powerful effects that don't belong on a feat. Feats should also not have class requirements, which having a spellbook does.
Hyper Rage (5e Feat) Totally overpowered. These benefits during a rage, the main ability for a barbarian, are not in line with a general 2 point ability score improvement.
Irresistible (5e Feat) A feat shouldn't be able to increase your spell attack modifier or spell save DC, let alone vastly increase them.
Legendary Blacksmith (5e Feat) being able to easily craft magic weapons shouldn't exist. At level 1, +4 Str (at least), +4 proficiency is a +8 to the skill check and only a 12+ is required to get a benefit. even easier after ASI and Pro Bonus increase, granting total of +11
Lethal Assassin (5e Feat) I'm not totally sure when the saves should be made, and alone this is much better than a feat should ever be.
Martial Arts Master (5e Feat) This is much better than just getting an ability score increase, since it's bonuses are all on par with seperate class features.
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. Most feats if not all don't have a level requirement, higher prerequisites don't balance a feat, and this isn't a combat, discovery, and interaction feat.
Paranoid (5e Feat) See the talk page.
Perfect Striker (5e Feat) This is strickly better than choosing an ability score increase, it improves your damage output beyond what you could regularly get, and it is not unique.
Physical Spellcaster (5e Feat) Feats shouldn't have level requirements, this feat breaks bounded accuracy, and extremely powerful effects with downsides to balance them are all but phased out in 5e(negative ability scores, cursed items have to be balanced based on their effects without the curse, ect.).
Practiced Spell (5e Feat) This feat increases spellcasters damage output by absurd amounts. Damage dealing cantrips should not be cast as bonus actions at will. A feat hardly seems a resource to balance this out.
Precise (5e Feat) Basically removes the entire purpose of disadvantage and advantage. Needs to be only usable a certain amount of times each long rest, or restricted to certain types of roll (c.f. Elven Accuracy)
Raven Wings (5e Feat) Makes no sense in terms of "feat," as defined in 5e Feat Design Guide. Issues as presented in talk page are not addressed.
Reaction Wild Shape (5e Feat) This is not a feat as understood by 5th edition.
Relentless Will (5e Feat) See talk.
Scholar (5e Feat) Just because you slapped April Fools on the top does not justify how it's overpowered. This adds like eight skill proficiencies (and potential double proficiencies), three languages, and ability score increase equal to two ASIs.
Simulate Magic Item (5e Feat) Quite abuseable as written. Firstly, it allows repeated access to every common, uncommon, rare and very rare magic item. Secondly, even if the item is temporary, it might create permanent effects. Thirdly, magic item allocation is entirely the purview of the DM and shouldn't be placed in player control (magic items might be rarer or non-existent). The only way this could be balanced is to define exactly which items can be created.
Snap Caster (5e Feat) This feat is too powerful. Among other concerns, it can essentially double a spellcaster's spells per turn. See the talk page.
Spell Mastery (5e Feat) This is outright better than the wizard's 18th-level feature, and as such, is too powerful.
Spellcraft Specialization (5e Feat) Vague, uses wording like "expertise" but then does not detail the mechanism, does not explain why a caster should use another class's spell lists (their primary ability makes this unappealing), and then it grants an additional subclass without detailing how the mechanics between the subclass and the class should end up working.
Support Boost (5e Feat) Thoroughly overpowered. At just 4th level (or 1st level if you're playing a variant human) you can become absurdly powerful. For example, cure wounds allows you to restore a number of lost hit points equal to 1d8 + your spellcasting ability with a first level spell slot. With this feat, it becomes 2d10 + your spellcasting ability, for just a first level spell slot. For comparison, cure wounds cast using a second-level spell slot restores 2d8 hit points.
Swift Striker (5e Feat) Increasing the number of attacks you can make in a turn increase a martial class's damage per round by an absurd amount for a feat. Feats should also not gain additional effects when you level up.
The Apprentice (5e Feat) A feat should not grant "full" spellcasting.
Truly Attuned (5e Feat) See talk page.
Two-Handed Weaponmaster (5e Feat) Too powerful, among other issues. See the talk page.
Vision (5e Feat) probably isn't a good idea to have unlimited ignore AC as a feat
Xianghua, Variant (5e Feat) Not necessarily unbalanced, but it's still so specific in its abilities that it should a class archetype like a Monastic Tradition, not a feat.
Yoink (5e Feat) Not all archetype features are equal in balance to a feat, and some combinations are broken (as in, you can take a feature that assumes you've taken all the previous features in that archetype)

Creatures[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Afilate (5e Creature) Wrong hit die and hit point calculation used for both creatures. Constitution modifier times the number of hit die determines the set number of hit points a creature has. In addition, the ability to destroy spell slots irrespective of their level makes this creature much more dangerous than its CR implies, not to mention unfun: The CR 3 creature can rob even a high level spell caster of their most powerful spells in a single hit, severely impacting their performance in combat, exploration and social interaction every time this creature is used. Furthermore, the tentacle of the CR 9 creature effectively removes a grappled creature from play if it fails the saving throw and there is no rule on how to free the consumed creatures after they are regurgitated.
Airdrake (5e Creature) this creature has three distinct subspecies that all differ in AC and hit points, yet are all CR 5.
Anansi (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, Tiny Player Character Issues, Subraces swap out ASI's, Negative ASI's, overly wordy convoluted and neigh unreadable traits, a plethora of questionable abilities and traits that are reminiscent of a class, advantage on ability-based checks, etc. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Chromatic Aberration (5e Creature) Hit points are incorrect, since it does not have a Constitution modifier and its size is Medium (or is the size supposed to be Small for the d6 hit dice? This needs correcting and then the CR recalculating if necessary.
Cult Lord of the Lidless Eye (5e Creature) Incorrect hit points, traits like condition immunities should be in the "condition immunities" field; "cannot be affected by Persuasion or Deception related skills" isn't a thing you write here: the DM simply selects the DC for these attempts based on the situation (making it 30 if she thinks it's impossible). No, it is not a 21st-level spellcaster, that's not a thing. It's unexplained how the creature can be wielding two weapons while also casting spells with somatic components. The reaction triggers aren't explained. Contact me if you'd like me to rewrite this.
Darkside Heartless (5e Creature) Hit point calculation is wrong, and I believe CR is off. If 147 hp is the correct value, CR should be 5. Wording overall must be improved.
Devilgamation (5e Creature) Run through it to make sure it makes sense.
Diane (seven deadly sins) (5e Creature) Hit points are incorrect, CR is incorrect, the Strength increase doesn't do a great deal (since for monsters this doesn't directly change an attack profile), and 5e doesn't do things like "1d8 rounds". Drole's Dance is also inappropriate for a legendary action - is this something she's going to be doing multiple times per turn? Would there be any point once her Strength hits 30?
Disease Elemental (5e Creature) I know you can technically set attack bonus to whatever you want, but why does it only have +2 to attack, given those high ability scores? I think it should also set itself to one particular disease rather than a "random disease", as some diseases are way beyond CR 6. Average damages for attacks are incorrect.
Gowther, Seven Deadly Sins (5e Creature) Challenge rating of 16 seems to be a wild guess not derived from this creature's actual statistics. Several statistics appear to be random numbers; e.g., how is this creature's AC as high as 15 if it isn't wearing armor and has such a low Dexterity score?
Great Wyrm Force Dragon (5e Creature) See talk page.
Grootslang (5e Creature) Some of this creatures abilities are over 30.
Headsman (5e Creature) Waaaaay too strong for an ordinary headsman. For example, it has a higher Strength score than a gladiator.
Lesser Colddrake (5e Creature) Hit point calculation is incorrect. If this is a huge creature with Con 10, it would be 2d12 + 0. Therefore either HD needs increasing to meet the desired hp, or the CR needs changing. As is, the CR should be 2 rather than 1. The reaction triggers are not explained, and the legendary actions are a bit lazy, being merely copies of the normal actions. The whole design is a bit weird.
Magical Liopleurodon (5e Creature) Various numbers and terms are invalid. Legendary actions section is not written correctly.
Man-Eating Plant (5e Creature) Needs to use D&D 5th edition mechanics. For example, the hit point calculation is incorrect, poison barbs is presumably supposed to be an attack action, etc.
OG Armos (5e Creature) This creature's Challenge Rating is far too high for its current statistics. Its hit points don't make sense with a 20 Constitution score; the repeated use of "all mental conditions" is vague; it's unclear how this creature has "+13 Athletics" considering its Strength modifier is only +4; etc.
Pale Horse (5e Creature) Missing the CR.
Possessed amalgamation (5e Creature) Run through it to make sure it makes sense.
Questionable (5e Creature) Sadly this creature is not balanced, with the CR that is shown, the ability scores and so on Joter (talk) 20:58, 1 June 2019 (GMT)
Sentient Ooze (5e Creature) "Save or die" effects (in the form of ooze's kiss) at this CR aren't fun
Stick of a man (5e Creature) Run through it to make sure it makes sense. Also see talk page
Sword Keeper (5e Creature) Way too weak for a CR 12 monster. Consider granting it Multiattack.
T-1000 (5e Creature) Hit dice are incorrect. Hit point calculation is incorrect. Swim speed is worse than the default swim speed. Skill levels are incorrect. Regeneration needs to say when the hit points are restored (start of turn?) and what will cause it to not function (presumably acid and fire damage, since these are its vulnerabilities). Unclear what the purpose of the "natural weapons" trait is, since this is in its attack action. Attack damage could do with being forumlated correctly. The average damages indicated are not at all the average damage of the dice rolls. While not strictly a balance issue, the attack bonuses do not look at all appropriate for a CR 16 monster. What I'm saying is the whole thing, everything, needs rewriting.

Equipment[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Advanced Mutation Bottle (5e Equipment) Many of the entries are disruptive, broken or nonsensical. Incorrect terminology used throughout.
Alastor (5e Equipment) See the talk page.
Amulet of Balgar (5e Equipment) 5th edition does not use this sort of stacking bonus for ability scores. But hey, there's all sort of interesting things you could do other than a flat bonus. You could grant an advantage to Strength or Dexterity ability checks for some tasks or in certain situations for example. Or similarly, advantage to Str or Dex saving throws in some situations.
Anything Armor, Variant (5e Equipment) I'm not sure why anyone would use this instead of a normal suit of armor. If anything, you would transmute this into the equivalent of the best mundane type you can wear and leave it at that. I don't see the need for someone to change the type of armor a dozen times per day (let alone use up an attunment slot for this)
Aria (5e Equipment) Vastly more powerful than other legendary weapons as the +3 bonus to attack and damage rolls and 1d10 additional damage is already extremely powerful for a legendary weapon, let alone giving the weapon the light property and having a really powerful bonus action attack.
Arm of Balor (5e Equipment) far better than any mundane weapon in the player's handbook.
Arming Sword, Variant (5e Equipment) An arming sword and a shortsword are one in the same. Similar length, single-handed, and a medium sized blade. Just because a more technical name is used, doesn't make them different weapons. If your character has a shortsword, just have them call it an arming sword.
Aryeh's Embrace (5e Equipment) 5th edition doesn't use this sort of stacking bonus for saving throws, except in limited circumstances (e.g. paladin's aura of protection)
Back Sword (5e Equipment) A backsword is effectively a hatchet-point rapier. You can always just flavor your rapier to have a hatchet point. The hatchet point does not change the weapon, properties sufficiently either: the only difference being that a hatchet-point doesn't thrust necessarily as well as a spear-point some of the time.
Balgar's Armor (5e Equipment) 5th edition does not use stacking ability score bonuses. The AC bonus of +5 or +15 is considerably greater than the normal maximum +3 for magic items.
Balgar's Ring (5e Equipment) The bonus to all attacks (spells, weapons, ranged, melee) which is incredibly powerful, especially since it also stacks with a magic weapon's bonuses, breaking the intended maximum limit. The increase to +6 busts straight through bounded accuracy.
Battle Lash (5e Equipment) See the talk page.
Bee Arrows (5e Equipment) Equipment shouldn't have additional effects if used with just one other piece of equipment.
Blade Ball (5e Equipment) This is also a one-handed weapon that deals 1d10 damage.
Blood Cursed Ring of Strength (5e Equipment) See talk page.
Bolstering Shot (5e Equipment) See the talk page.
Boltcaster (5e Equipment) a mundance item dealing an extra 2d8 damage with a static +4 bonus to attack rolls that ignores mundane armor is far better than other weapon in the player's handbook. simply adding gold to the cost doesn't fix balance either
Boonfully Sweet (5e Equipment) Gaining 3 boons, with the potential for 4, seems too fantastic, especially at the user's discretion.
Bowstring of Flame (5e Equipment) See talk page.
Brakmarian Oil (5e Equipment) This doesn't make much of a magical item, it's more of a keg full of mundane gunpowder and petrol.
Bringer of the Black Sky (5e Equipment) Inherent problem with ability score prerequisites, see talk page. Might be better treating this as a special weapon with a rarity (using the magic item template; it doesn't have to be magic) or have the additional properties unlocked with a feat or special training.
Bullwhip (5e Equipment) This is effectively just a normal whip with a different gold cost.
Carbine, Rifleman Variant (5e Equipment) high damage
Chain of Impossible Strength (5e Equipment) The maximum bonus to an ability score a rare or very rare item can give you is +2 and +3 respectively and that is only when your maximum Strength score is 20. The farthest any confirmed ability score can go is 30, but with a lot more strength boosting items.
Chakrams of the Phoenix (5e Equipment) Vastly better than any 1st party mundane weapon.
Chozo Power Armor (5e Equipment) The armor as a whole provides far too much its properties shouldn't be tied to your rest cycle.
Combat Round Shield (5e Equipment) The value is hidden in the fields, but this gives you the standard +2 AC for a shield. I have no idea why it's a finesse weapon.
Courage-Seeker (5e Equipment) This item has a decent bonus to attack and damage rolls, immunity to being frightened, and it has a point system that allows the weapon to deal absurd amounts of bonus damage.
Craven Edge (5e Equipment) See the talk page.
CrossBreed Scythe (5e Equipment) Significantly stronger compared to any of the first part weapons. Why is this limited to a single race? Can't the normal Greatscythe (5e Equipment) be used? Please read the 5e Equipment Design Guide.
Crow Quill (5e Equipment) Is this one or two weapons? Do I need to have extra attack to use the quills? I feel like this is just a rapier with daggers in the players other hand as another attack.
Cursed Blade (5e Equipment) Design needs improving. It's nonsensical in places.
Dagger Arrow (5e Equipment) 16gp for a single arrow that is fired at half range. It's effectively a heavy, expensive dagger that can maybe be used with a bow. It would be much more cost effective to purchase a dagger and a quiver of arrows, making this item pretty unnecessary.
Dark Magic Stone (5e Equipment) 5e avoids stacking ability score bonuses. You'll note that such magic items in the DMG set an ability score to a specific value for this reason. Beyond that, there doesn't seem to be any point in taking this item since the downside becomes disruptive almost immediately. I suppose it could be adapted into a cursed item.
Dark Spear (5e Equipment) is there a damage cap? Weapon damage only increases so may times, what if I have 40 souls? Also not a fan of the DC and losing souls. Only when the creature reaches zero hit points otherwise if the creature is below half maximum hit points this deals extra damage. Simple.
Demon Mask (5e Equipment) Tranforming a PC into another creature comes with a whole load of issues(losing access to class levels, changing a PC's race potentially without them knowing, ect.) which makes this item's balance questionable.
Devil Shard (5e Equipment) 3d10 is too much
Dragon's Wrath (5e Equipment) Provides benefits in excess of what is expected from a legendary weapon. As well as the constant high extra damage on top of the +3 attack/damage, you have this geas thing. Geas can normally, at best, only be cast a few times a day, each time taking 1 minute (which presumably includes the time it takes to describe the terms of the geas to the target). This weapon doesn't specify the target of the geas and can be used with a bonus action and can be used an unlimited number of times.
Dragon Sword (5e Equipment) +5 to hit and damage? I don't think anything in core does this, possibly too many benefits for a Legend. item
Dwarven Battlehammer (5e Equipment) extra damage to dice rolls doesn't follow any precedent for non-magical weapons
Ebon Blade (5e Equipment) I see you did some wordings, but it does not fundamentally balance the weapon as a whole. For starters, why should an Ebon Blade be a specific 1d10/2d6 sword (which is unorthodox) when a holy avenger can be "any sword" with a +3 bonus? What is the rarity of Ebon Blade? What about the constant hit point regeneration that disregards hit point economy? See talk page for more comments.
Efreet Mayham (5e Equipment) The weapon bonuses should not scale by level (it's not something you get better at doing).
Electric Arrow (5e Equipment) How this is a cheap mundane item when it is better than any magical arrow needs some balance.
Electric Milk (5e Equipment) see talk page
Enchanted Traveler's Fort (5e Equipment) Okay, I noticed it can have an AC of 50 which tells me maybe this isn't for 5th edtion. Please clarify.
Evolver (5e Equipment) Quite a poor design. A dagger user isn't going to want a shortsword or longsword, and a longsword user isn't going to want to wield a dagger. So, the idea is to have a weapon that gains power as you kill things. The maximum benefit shouldn't exceed that of a legendary weapon. You are awarding this to a player as a legendary item, but it starts with benefits worse than a +1 magic sword, so there's no incentive to start using it. If you reveal the mechanics of the weapon, the character cna kill trivial creatures (rats, sheep, etc) until it is at its maximum level, rendindering the intermediary phases pointless. This whole thing needs rewriting from scratch, and awarded at a much lower rarity, but increasing with power as the character gains levels.
Fauchard (5e Equipment) A Fauchard would be more equivalent to a Glaive or Halberd in terms of both aesthetic design and weapon statistics.
Fighting Shield (5e Equipment) What does "You can wield weapons with this" mean? Does it mean you can hold this and a weapon in the same hand? How? What is "duel wield"? Does "works as a normal shield but with a plus 1 to AC" mean +3 AC in total, or just +1 AC?
Finisher, Scythe (5e Equipment) Too similar to the scimitar of speed. Please think of something original.
Flamus Anus (5e Equipment) This potion/poison deals far too damage much considering that this is a mundane item that has a higher save DC and deals more damage than the uncommon magical item the potion of fire breath.
Flanged War Mace (5e Equipment) Not sure if an actual flanged mace lets you choose how you hit, but if a character has a morningstar, they can always just flavor it as a "flanged mace" rather than making a new weapon page.
Forearm Blade (5e Equipment) You can always just flavor a shortsword to be an arm blade. You don't need to make an entirely new weapon page. Additionally, 100gp is pretty steep for what is effectively just a shortsword but tied to your arm.
Frostmourne, Variant (5e Equipment) See the talk page.
Frostmourne (5e Equipment) See the talk page.
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 Bow (5e Equipment) It's true that strength is a factor when attacking with bows in the real world. However if you introduce this into D&D you need an overall variant rule rather than one specific weapon. As for the size and damage of the weapon, even a Large-sized longbow only deals 2d8 damage, and even then with disadvantage.
Giant Door Shield (5e Equipment) Says its a two-handed weapon, but description implies it can be "wielded in one hand". The traits are a bit non-5e. For example, a charge-type effect is something that should happen if you move a certain distance, rather than something that gives you extra movement; It doesn't define how a creature is "caught in the line of movement", since you can't move into spaces occupied by enemies; a "line area-of-effect" would normally be cause for saving throws rather than multiple attack rolls. Finally, "Skills/Traits" are functions of character training, not inherent to the weapon itself (unless you make it magical)
Giant Sword Sheath (5e Equipment) 2d4 damage in one hand? 2d6 in two? This seems more akin to a martial weapon in terms of raw damage. It's also debatable how much damage a sheath could actually do by swinging it.
Gimilli (5e Equipment) This weapon is sorely lacking in unique effects and needs some sort of effect so it isn't strictly worse than every other 1st party sentient items. PC's should be able to attune to a magical item over a short rest not a week.
Goliath Rock Smasher (5e Equipment) The name of this weapon doesn't fit its description, this weapon shouldn't be strictly more powerful than the greatsword, and if balanced it shouldn't be a generic copy of said weapon.
Greataxe of Baphomet (5e Equipment) This weapon is far too powerful for a mundane weapon.
Grim Reaper's Scythe (5e Equipment) This weapon ends up dealing far too much damage, boosts your ability scores to insane levels, and has ability score draining of creatures you hit. It has several effects that goes against normal conventions seen in magical items, such as gaining more features based on your level. See magical item Do's and Don'ts.
Gromril Armor (5e Equipment) Combines several magic items: armor of fire resistance (rare), armor of cold resistance (rare), and part of armor of invulnerability (legendary). This is not a mundane item. Even if it is nonmagical, it should be treated as a legendary magic item (c.f. adamantine armor)
Guisarme (5e Equipment) A guisarme is just a form of halberd. You can always just flavor a halberd to be called a guisarme in your game without making an entire weapon page.
Gun-sword (5e Equipment) 2d8 damage. The most damaging weapon in core 5e is the heavy crossbow at 1d10.
Gunpowder Fire Arrow (5e Equipment) This arrow is too powerful for mundane ammunition, and it shouldn't negatively impact your attack rolls and range.
Hala-Kiir (5e Equipment) A longsword only deals 1d8 slashing damage normally, why does this deal 2d10 with an extra 1d6 necrotic damage?
Hammer of Orlon (5e Equipment) Since PCs do not have any legendary per turn, the actions here would not seem to be much use. The attunement requirement is vague. "Much more likely to die" isn't defined. "Per encounter" isn't a 5e duration.
Harrier Hook, Variant (5e Equipment) This seems more suited to a martial weapon as a commoner likely wouldn't own this and the damage potential seems a bit too high for a simple weapon.
Healer's Robes (5e Equipment) Needs to be changd to a magical item
Heide knight sword (5e Equipment) See talk page.
Hidden Dagger (5e Equipment) 02:41, 27 March 2019 (MDT)
Hook Sword (5e Equipment) Needs a rewrite. Should be no better at tripping than any other reach weapon (e.g. whip), but you should be able to link them together to give it reach.
Hornet Glaive (5e Equipment) See talk page
Huge spiky tree branch (5e Equipment) A 5cp weapon that grants +2 ac on a reaction and has reach. A d8 damage isn't too shabby either. Over all, I think a tree branch ought to be covered by the improvised weapon rule anyway, as it's not a conventional weapon.
Hydrosion Grenade (5e Equipment) If this is a nonmagical water bottle, how is it dealing cold damage? In any event, it should be moved to equipment rather than weapons (c.f. holy water)
Immortal King's Sacred Armor (5e Equipment) Since barbarians are not proficient in plate armor, you would have to wonder why they would wear this instead of using their attunement slot for something more useful.
Immortal King's War Gauntlets (5e Equipment) Why am I using a d100 to determine a 50-50 chance? Should probably be a d20 since this is standard for 50-50 things like death saving throws. It does not explain what the saving throw DC for the lightning bolt is. It should use the "charges" terminology for magic items. Probably scrap the Dexterity increase, as stacking ability score bonuses are not used in 5th edition.
Infernal Axe (5e Equipment) This weapon provides far too many powerful effects, there is no duration on the summoned creature, the curse is not really a curse for a lot of creatures, and this weapon can gain a +8 bonus to hit against celestials.
Ishtar's Babylon Gate (5e Equipment) There is no such thing as free actions in 5e, the item shouldn't have round counting, what does pinned mean, and this item shouldn't be able to make several creatures make up to 10 saving throws(why is this even a thing?). The item could also be much clearer on its effects.
Jake the Nearly Insane (5e Equipment) Radius for the blast is much to large.
Key of the King's Law, Bab-ilu (5e Equipment) Doesn't explain what this is. We have to guess it's some kind of "key" based on the subtype. As an artefact, it doesn't include the required information (fields have been left blank). I can't make sense of some of this (you can put an item in the gate and still use its power? What does that mean?; How does the "special ability" work? Can I buy a weapon manufactory, put in thousands and thousands of weapons, and so instakill any creature?)
Kiriel's Heart (5e Equipment) This seems to be strongly customized, and could be considered OP with the level of features, yet at a similar level for an Artifact. (if a player was around the 16-20 mark) if this was not recommended for such a high level. It might be better to have this split up into multiple magical items. The options here are not completely over powdering though for that level and could manage. (I'm aware this was a year ago but responded) -Joter 1/6/19
Kriegsmesser (5e Equipment) See talk page. Should go on Weapon Alternatives (5e Other).
Kunai (5e Equipment) This is honestly just a heavier dart with a farther range. The dart weapon can easily be flavored as a kunai rather than making a whole other weapon.
Kurikara (5e Equipment) This item can give you free rages, which full effects are not explained, that negate the spells you may be able to cast through this weapon or through other means, and this item's charges should cost an amount equal to the spell slot level used to cast the spell.
Leaf of Lorien (5e Equipment) A simple light weapon should not be dealing an average of 5 damage. I don't know why this has a +2 bonus to the damage roll, or why it has a cost if it's not "purchasable". Could you not just use a magic +2 dagger to represent this? That would inherently have the intended damage bonus and rarity.
Legion Sestar (5e Equipment) I'm not sure yet how to fix this. It is expected to be both light enough to wield in one hand, but heavy enough to be the equivalent of a glaive. The description says "allows the wielder to use this weapon alongside another one", but you can't do this anyway (unless the campaign uses feats and you take the appropriate feat). The only advantage would be if you were holding a shield (or lantern, etc) in one hand and were prepared to dispense with it to get the range. But this isn't particularly useful, as characters will tend to be specialized in either sword+board or two-handed weapons.
Lhang (5e Equipment) Finesse and a d10 damage die makes it effectively the best sneak attack weapon --and possibly the best straight up weapon-- in the game (assuming your rogue has proficiency).
Life's Interruption (5e Equipment) No weapon should be allowed to do 2d8 damage, also is this even a mundane weapon because the description says the weapon requires attunement, give a +2 bonus to attack and damage rolls and gives you advantage on Dexterity saving throws.
Light Leather Jacket (5e Equipment) The bracers of defense are a rare magic item which requires attunement. This item is inherently even more powerful, yet its cost is microscopic by comparison.
Lightened Pack (5e Equipment) I recommend familiarising yourself with the magic items in the core game. A bag of holding does this already. This could possibly be adapated to be a common item instead.
Lovers Quarrel (5e Equipment) See talk page
Lucky Staff (5e Equipment) I presume this means "advantage on all attack rolls". This shouldn't be all the time, so try limiting this by having it use charges.
Magic Sweet Box (5e Equipment) These sweets vastly breaks the bounds of what should be allowed in D&D 5e.
Major Threat .22 Pistol (5e Equipment) See talk page.
Major Threat .45 Pistol (5e Equipment) This is still a really strange system that could just be abstracted into a simple variant rule that can be applied to any modern weapon: see my notes at Talk:Major Threat .22 Pistol (5e Equipment)
Manticore's Mane (5e Equipment) Needs to be rewritten so that it uses the actual 5e rules.
Mask (5e Equipment) Advantage on skill checks should be more circumstantial than this. This is a huge benefit and no-one would not wear a mask.
Massive Greataxe (5e Equipment) See talk page
Mechanical Pet (5e Equipment) This item does not seem to be made for 5e and is seems to give you a free pet that stats are not adequately described.
Medium Spear (5e Equipment) Wouldn't a medium spear just be the basic spear in the phb? And if it's a medium length, the reach property is incongruous and therefore it would just be an expensive spear.
Mercenary Armor (5e Equipment) This is more powerful than any nonmagical medium armor in the SRD, but 1/3 the price of half plate.
Merlins Scarf (5e Equipment) This item is far and beyond the power level of many other magical items. For reference, a worn item that just grants +3 AC is legendary item, and a magical item that grants resistance to a singular damage type bar bludgeoning, slashing, and piercing damage is a rare magical item. Magical items also shouldn't gain additional properties over time, let alone based on your rest cycles as magical items are enchanted and don't take their power from the attuned.
Meteoric Greatsword (5e Equipment) How is a reach weapon that deals 6d12+12 damage even close to being balance? Isn't the point of magical items is that you find them, so couldn't you find an augmented meteoric greatsword? The weapon also has at will teleportation.
Mighty Bow (5e Equipment) Critical range appears to be much to large.
Mikon's Bracers (5e Equipment) Magic items should not refer to feats, as they are an optional part of the game (nor do feats come in "levels" anyway). I have no idea what the "brutal critical" or "extra attack barbarian feat" are supposed to be.
Mikon's Retribution (5e Equipment) Aside from not being written with 5th edition mechanics (what does "+1 to critical" mean?), we already have plenty of "weapons of more damage". Wasn't sure how to word the the critical change. +1 to critical was referring to change from 19,20 to 18-20
Mounted Heavy Repeating Crossbow (5e Equipment) Exotic needs to be changed to something usable.
Murasame, The Demon Blade (5e Equipment) 5e tends to heavily avoid downsides on any kind of effect, let alone an extremely negative downside of falling unconscious for an hour. You also shouldn't be able to change your ability scores on any kind of effect that has a duration as it is non-standard/again avoided in 5e, and the Demonic hara-kiri property as a whole needs to be cleaned up, with something along the lines of the barbarian's rage being more appropriate for an effect.
Music Box with a Stolen Voice (5e Equipment) See talk page.
Myrtenaster (5e Equipment) Does not use D&D 5th edition mechanics.
Necklace of Zeus Blood (5e Equipment) This needs completely rewriting. The traits are just not right in the way they are worded or with their mechanical effects. On top of that the scale of power this item provides far exceeds anything a PC shold ever be able to attain
Nest of Bees (5e Equipment) Significantly more powerful than the heavy crossbow, the strongest first-party ranged weapon, dealing an average of 10 damage compared to the heavy crossbow's 5.5.
Nine-Section Whip (5e Equipment) A normal whip is a martial weapon. Also, given the flavor of this weapon, it would almost certainly be a martial weapon, requiring much training to get good edge alignment with the dagger at the end. Most commoners wouldn't have this weapon anyway.
No Evil (5e Equipment) See talk page.
Pebble Dirgen (5e Equipment) This item is far too weak, as currently it only has an extremely minimal effect compared to other legendary/sentient items, and magical items in general should never be permanently attuned to the wielder.
Phantom Disaster (5e Equipment) It is a poor design choice to make each attack separate into 4 arrows, since that is 4 times as many attack and damage rolls you need to make. An enemy of an enemy is also overpowered.
Phantom poison (5e Equipment) What exactly is this? Is it a bolt with poison coated on the tip? Does it have an acid compartment? Is it poison or acid? What determines its "strength"? What is the DC of the Constitution save? Is the double damage just the acid damage, or the piercing damage, or both? What is a "perfect save"? What is the hidden crossbow?
Plague Lancet (5e Equipment) Effectively a dart for twice the price. You can always just flavor darts to look like this instead of making an entirely new weapon.
Poinkin (5e Equipment) I am confused how any of these mechanics are intended to work.
Potion of Violent Divination (5e Equipment) The psychic damage is a bit pointless, you would just wait until a long rest to drink this. Doesn't really explain what the "random flashes from the future" are. Is it an image, or a thought or a feeling? How specific or vague is it? How "random" is it? If the "flash" is that the player is eating a cheesecake in 20 days time, what happens if the player decides not to eat a cheesecake? Is it the burden of the DM to force the situation? Is the "upgraded" version the rare version? Why does making it shine increase the rarity?
Pyromancer's Parting Flame (5e Equipment) "caestus" is not a base weapon type. What is an unarmed weapon? Doesn't explain what the "+2" is. Doesn't define (as usual with homebrew items) what has a "soul" and can I carry a bag of rats, killing some whenever I want to top up to maximum, also does it work on undead and constructs as well? This magical weapon is also very strong for a legendary weapon as it gives you lots of bonus damage, some temporary hit points, extra fire damage, and resistance and advantage on fire based effects.
QuickArmor (5e Equipment) See the talk page.
Quickfire Hand Crossbow (5e Equipment) Costs less than a Hand Crossbow, does more damage, and has multiple shots. Also, why does someone need to use a bonus action to sacrifice their movement? Can't they just sacrifice their movement anyhow?
Rallying Shot (5e Equipment) This item is far too powerful to be mundane item as it can increase your party's damage output significantly.
Re-equip Ring (5e Equipment) Mechanics need improving; for example, 5e doesn't have "free actions"
Reaper's Toll, Token of the Infinite Void (5e Equipment) Reaper's choice has no range or duration, or exactly how the damage is applied. Does not explain what "pay the reaper's toll" entails. Each trait needs to be tightened up to meet 5th edition standards.
Relaxing Herbs (5e Equipment) Making adjustments to the length of short and long rests is pointless, as they are intended as an abstract way for pacing the game and for the group to recover resources. It especially doesn't make sense for one character to have finished their rest earlier than the other PCs, unless you intend to split the party (oh no!) or have the character twiddle their thumbs.
Rifle, Rifleman Variant (5e Equipment) high damage & range
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 Clean Language (5e Equipment) Totally roleplay based, but heals the player. This isn't a way that equipment items work.
Ring of Interception (5e Equipment) Hardly of a legendary tier and so niche is application it is hardly worth such a rating. The image looks like a ring of mind shielding in silver.
Ring of Solomon (5e Equipment) Has a lot of features and replicates the effects of a number of powerful magical rings, most of which are rare or very rare, and one is even legendary.
Ring of Sune's Elite Guard (5e Equipment) As written this is +2 to all attack rolls and damage rolls (weapons, spells, melee, ranged) which I could imagine for an artefact but not a magical item (even legendary). This improves to +5 to all attack rolls and damage rolls which breaks bounded accuracy.
Robes of the Fallen (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
Samuel "Bostock" Barreller (5e Equipment) The 1500 year history puts huge onus on the DM. The weapon is extremely weak when you first get it, and has round counting, and damage counting as well?
Saw Cleaver (5e Equipment) This seems more akin to a martial weapon given it's damage potential. With the addition of the reach property, it might be too powerful for a simple weapon.
Scythe, Variant (5e Equipment) Too strong by comparison to first party weapons. Just a more damage lonsword with the heavy property.
Scythe of Reaped Souls (5e Equipment) The maximum available addition to attack and damage rolls is a 3. This weapon seems to be able to perma-fear lock characters. The mechanics of the curse seem fair nonsensical and arbitrary. Overall this weapon fairly poor for a legendary weapon. Look in the Dungeon Masters Guide and see some of the sample weapons that already exist in the game.
Seeds (100) (5e Equipment) What is this and what is it used for? The seeds also shouldn't have weird mechanics behind how they work, and the ammo needs a link to the weapon in question.
Senketsu (5e Equipment) See the talk page, this item includes/has mechanics largely not used in 5e.
Shadow Katana (5e Equipment) Strickly better than all 1st party weapons such as the rapier.
Shadowrend (5e Equipment) The mechanics here are all over the place, not very "5e", and often nonsensical.
Shatter Shield (5e Equipment) See the talk page.
Shi Yu Scarf (5e Equipment) The Blue Crystal effect is broken, and A Thousand Graves has the potential to be game breaking as well.
Shuriken (5e Equipment) You can alwayy flavor darts to look like shurikens. You don't need to make an entirely new weapon.
Sigmar's Fury (5e Equipment) Plus 15 to strength score, among other things.
Slayer Controller (5e Equipment) Controlling all dragons with no saving throws for an infinite duration is not balanced.
Slinger's wand (5e Equipment) A +2 rare weapon should not have additional effects. The weapon also has a full round action and other design errors(casting a spell that requires a spell slot as a cantrip?).
Sliver of Midnight (5e Equipment) Poorly defined traits. For example, what is a "defense check"? Why is an attack action used to apply poison? Damage output too high. Use of an action when not your turn. No information on destroying or nullifying the item.
Soul Sword (5e Equipment) This sentient weapon is lacking in any real properties to make it comparable to other legendary sentient items.
Soul choker (5e Equipment) The high save DC as well the fact that this item can not be removed make it overtly powerful for its rarity.
Spike of Distorted Flesh (5e Equipment) Refers to sizes that don't exist in 5e. Mythic Monsters (5e Variant Rule) might help with the larger sizes. I also feel like "the size of the moon" is a campaign-ending result, but it says "don't make them too over powered". You could just sit there repeating the d10 roll until you roll a 10 and destroy the bad guy and his citadel and all the surrounding hordes, or whatever.
Spiked Gloves (5e Equipment) Okay, now it's versatile. How can a gauntlet be wielded in two hands?
Spiral Deformity (5e Equipment) The weapons rarity needs to be comparable to those in the DMG, specifically the section on Treasure and magic items.
Sseth's Amulet (5e Equipment) Please consider setting the ability scores to a specific value to avoid stacking situations.
Sseth's Fang Boots (5e Equipment) 5th edition doesn't use this kind of ability score bonus for magic items. Is it possible to do something more interesting than this, there are already plenty of +AC items.
Sseth's Fang Chainmail (5e Equipment) Perhaps something more interesting than a Con bonus (which isn't really done in 5th edition), for example an advantage to some Constitution ability check or saving throw. The AC bonuses are not at all scaled to 5th edition.
Sseth's Gloves of Regeneration (5e Equipment) "During battle" needs codifying as it's not strictly a mechanic: e.g. exactly why does the gloves let you regenerate during a battle but not "out of battle"? Can I complete remove the hit dice economy by having a non-injuring "battle" with another PC, allowing me to regenerate to maximum hit points during a short rest? For this reason, hit point recovery should always consumes some kind of resource (be it a charge, spell slot, etc)
Sseth's Ring (5e Equipment) Please consider using a set value for the ability scores to avoid stacking situations
Staff, Bo (5e Equipment) A bow staff is just a quartestaff. You can always just flavor a quarterstaff to be called a "bo staff".
Staff of Icefire (5e Equipment) Could do with using 5th edition D&D rules.
Starlight Staff (5e Equipment) These items don't seem to be artifacts, since for example casting a random spell using your spell slots is not even close to the power level of other artifacts.
Sunbright (5e Equipment) The way Sun's Glow is currently worded(no action required), making it so creatures without darkvision always have disadvantage on attack rolls against you due to not being able to see you and you can easily change the effect when you or an allied creature attacks. A large static bonus to damage rolls is also quite unusual for a magical weapon to have, consider changing it to some combination of dice.
Sune's Amulet (5e Equipment) 5th edition magic items do not use this kind of stacking ability score bonus. Perhaps something more interesting could be done with this instead.
Sune's Blessed Armor (5e Equipment) AC bonus is better than legendary magic armor, and improves to off-the-scale. Ability score adjustment should be changed to something other than a stacking bonus.
Sune's Blessed Shield (5e Equipment) The abilty score adjustments should be changed to something other than a stacking bonus.
Sune's Gloves of Beauty (5e Equipment) 5th edition doesn't use this kind of stacking ability score bonus for items. In addition could please this be changed to something more interesting.
Sword Sheath (5e Equipment) A sword sheath is easily covered by the improvised weapon rule in the phb as sword sheaths weren't commonly used (if used at all) as weapons making this page a tad unnecessary.
Sword of Demonkind Shouldn't this be a cursed weapon? The effect seems quite weak for a Balor to take over your body and possibly kill your PC. This weapon also uses a contested throw of charisma saving throw contested by the Balor's Wisdom throw.
Syl (5e Equipment) This weapon does not use a saving throws when inflicting long-term madness(which is option for DM to allow), and the weapon itself deals far too much damage. Also how does this weapon have the Reach, Versatile (3d12), Heavy, and Finesse properties? This weapon also has next to no properties for a sentient weapon except for just wanting to deal too much damage.
Talwar (5e Equipment) The description literally compares it to being a scimitar. If your character has a scimitar, you can just flavor it to be a Tulwar without needing any extra weapon page.
Tanto (5e Equipment) A tanto is a dagger (even stated in the weapon description) and if your character has a dagger, you can just flavor it to be a tanto without needing to make an entirely new weapon page.
Tattoo of Power (5e Equipment) can rarity vary on sentient items?
Temple of Null (5e Equipment) Doesn't say how the temple is activated; the correct temple dimensions need to be given (A base of 900 square feet would be 30 by 30 feet, are you sure this is correct?); don't use kilometres; if the effect is an antimagic field, maybe it could use 5e SRD:Antimagic Field, as that seems obvious. What happens to creatures and objects in the temple's space when it appears?
The 20 Moon Pearls (5e Equipment) Mechanics need bringing to standards.
The 6D (5e Equipment) I see the phrase "free action" so this needs checking through to make sure it is using 5e mechanics properly.
The Absolver (5e Equipment) See the talk page.
The Mace of Many Faces (5e Equipment) Hugely overpowered, incorrect terminology, incomplete definitions.
The Ring of Death (5e Equipment) Any magical item that allows you to drain an absurd amount of hit points from a creature multiple times is game breakingly powerful.
The Ring of Power (5e Equipment) As written, this is just a worse version of the ring of invisibility. What is the DC of the check that must be "successfully completed"?
The Shaed of Shadows (5e Equipment) This item provides far too many benefits for an artifact, and can make you immortal.
The Sworde of the Wynde and Sea (5e Equipment) This weapon has a overpowered bonus to its attack and damage rolls and has no other effects.
The Way of Nine (5e Equipment) Magical weapons can not change how much damage the initial weapon deals they can only make a weapon deal additional damage, this weapon's effects also shouldn't allow you to copy spells from one attack onto others, and the weapon shouldn't have round counting, among various other issues.
Throwable Longsword (5e Equipment) More powerful than the 5e SRD:Longsword.
Thunderfury, Blessed Blade of the Windseeker, Variant (5e Equipment) See the talk page.
Tome of Runes (5e Equipment) Why would I ever use this, if it heavily penalizes my spellcasting ability? If I'm a wizard and I create a rune for a 6th level spell, my Intelligence goes down by 3?
Tonfa (5e Equipment) A tonfa is effectively a club. You can just flavor a club your character has to be a tonfa. Additionally the tonfa would likely be a simple weapon anyway, as many iconic japanese weapons were available to commonfolk. Many japanese weapons were made from common items like sickles and trowels or in the case of the tonfa: a crutch.
Twilight (5e Equipment) See the talk page, this weapon allows you to store far too many spells and spell slot levels.
Ulfberht Sword (5e Equipment) A viking (Ulfbehrt) sword is effectively a short sword in all actuality: single handed, moderately long blade, and single handed. You can always flavor your shortsword to be an Ulfbehrt sword without needing to make an entirely new weapon page.
Valiant Flame (5e Equipment) The effect doesn't make any sense.
Valmanway (5e Equipment) All this does is optimize DPS, which isn't worthy of such an item.
Vault Suit (Treated Lining) (5e Equipment) A plain 13 AC light armor is not balanced.
Veil (5e Equipment) Extra damage die on every attack. In 5e design, one should avoid making an extra saving throw on every attack: this weapon has two in a fairly disruptive manner. Should be limited in some way. Not sure if this is intended, but as written, warped wound automatically kills tiny creatures. That includes many monsters, from sprites to demiliches.
Vins Dagger (5e Equipment) The stats for this item seem to make it a very rare or even legendary magical item rather than a mundane one and the price is outlandish
Voulge (5e Equipment) A Voulge is effectively just a halberd. You can flavor a halberd to be called a Voulge rather than make an entirely new weapon page.
Vulpus Blade (5e Equipment) Hugely overpowered. Terminology needs correcting.
Wabbajack Remastered (5e Equipment) Shouldn't the wabbajack be an artefact? Anyway, this is full of non-D&D terms: "12 seconds", "30 minutes", "30 seconds"; "Heal 1d4 to every creature"; "heal 2d4"; many of the entries are poorly written or defined; has far too many charges - it might be funny once a day or so, but 8 times a day is going to get obnoxious. "Make 3 spells in one attack" doesn't make any sense. Are the "spells" the entries on the table, or are they your own spells? What is the "attack"? Are you making an attack roll?
Wand of Sparkling (5e Equipment) Seems pretty powerful for a legendary item, maybe try making it an artifact? Otherwise it feels like straight up powercreep on the Wand of the Warmage
Waraxe of the Dwarvish Lords (5e Equipment) It's not my thing really my thing, but I believe this is overpowered to absurdity. This weapon mentions numerous mechanics not included in 5e. See the talk page.
Wheel (5e Equipment) This is blatantly superior to any martial melee weapon in terms of damage, also acting as a shield, and requiring only one hand to wield, yet has no apparent drawback.
Whistle of the Beast Tamer (5e Equipment) Even just allowing PC's to potential gain access to a singular powerful creature besides themselves is beyond the bounds of what a magical item should be available to provide. This item goes beyond that though and boosts several creatures that may already be powerful to extreme levels.
Winged Punching Blade (5e Equipment) Effectively just a shortsword with additional slashing potential. You can always just flavor a shortsword to be a winged punching blade rather than make an entirely new weapon page for it.
Wolf Knight Greatsword (5e Equipment) The "frontflip" property ultimately just more damage, and the base weapon is a strictly better holy avenger.
Wrist Bow (5e Equipment) All-around cheaper and better version of a hand crossbow.
Yellow Jacket (5e Equipment) Original "needsbalance request" A +3 weapon is already very rare. Suggest making this legendary, or removing or reducing the bonus (you don't have to have a bonus you know). The wording doesn't make sense. ("a target marked by Yellow Jacket is prone one of the following...", huh?, and there's round counting and stuff.

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

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

Some suggestions/ideas for additional ways to balance are:

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

Further balancing might still be needed.

Other[edit]

Articles with a "Needs Balance" template.
Page Name Notes
Anti-Feats (5e Variant Rule) All of these "antifeats" need rewriting. I get a free feat if I kill "5 non-intelligent beasts" every 10 days. I get a free feat if I lower my dump stats. I'm not sure what "balanced" antifeats would look like. This highlights why Flaws were abandoned after 3rd edition. You can always choose one that has minimal impact. I can only imagine this working if you take away something that the player will definitely be relying on, such as hit dice or spell slots.
Apprentice of Disguise (5e Background) The "feature" is something that anyone proficient with the disguise kit can do anyway, and can do without limiting themselves to small adjustments on a skin tone chart.
Awakened Animal (5e Template) Natural weapons needs clarification.
Bartering (5e Variant Rule) Doesn't seem to be any point in using this rule, as there is a 5% chance of decreasing the price but a 50% chance of increasing the price. This is best handled through DM adjudication and roleplaying.
Boon of Bloodlust (5e Epic Boon) Look, I get that boons are picked by the DM and you've got more leeway with balance, but a 20th level fighter with this boon gets 8 attacks per turn with a two-handed weapon.
Boon of Death Perception (5e Epic Boon) If I'm reading this correctly, this boon allows you to instantly kill or severely cripple any creature, at any time, with minimal check. The incurred damage does not balance this. This is extremely powerful even for a boon. Things like Power Word Kill at least have a hit point threshold, and the vorpal sword has various limitations too.
Boon of Monastic Tea (5e Epic Boon) See talk page.
Boon of the Devouring Abyss (5e Epic Boon) No one effect on this boon is too powerful, however as a whole this boon is too good due to having far too many good effects. For example, most 1st party boons only have 1-2 effects.
Boon of the Undying (5e Epic Boon) See talk page.
Cross-Class Subclasses (5e Variant Rule) Spellcasting progression issues. See talk page.
Darkblade Warlock (5e Optimized Character Build) See talk page.
Elemental Inspiration (5e Subclass) The 3rd level resistances are too powerful. It has spell-like damage incremental, but it is triggered by melee attacks that already have their damage incrementals through Extra Attack. 18th level has round counting, "per short rest", and gives you immunity to all the most common damage types for at least an entire combat.
Firing Into Melee (5e Variant Rule) Because the re-roll uses the PCs attack roll again, it means that the more skilled the PC is, the more likely they are to hit a friendly model.
Fundamental Skills (5e Variant Rule) Complicated system that could be replaced with a single sentence on your character sheet, see talk page.
Gnome, Variant (5e Race Variant) Significantly better the Human Variant, which is already questionable. Requires a significant nerf.
God Rules (5e Variant Rule) Mechanics not fully explained. It says these are "godly feats" but doesn't seem related to feats. It doesn't say what the conditions are for using a godly feat. Does it use an action? What does "Your relevant modifier is expended on your alignment" mean? Do I spend the SP before I roll to hit or after? It claims that it's not "100% overpowered" and yet a 20th level wizard has 109 SP, so can make an attack that deals 1144 (109d20) damage.
Golem Crafting (5e Variant Rule) Does not tie in with the existing rules for magic items, golems (seems to confuse golems with animated objects), or downtime activies (it doesn't even say how long golem crafting takes). Wouldn't it be simpler just to make your statblock for the golem, work out what CR it is, then use the Manual of Golems ase a baseline for the cost and time?
Hidden Skills (5e Reward) I have edited this from where it was before, although I'm not too sure how well balanced these are.
Human Prodigy (5e Race Variant) A stronger version of the Human Variant in the PHB.
Human Subrace Feats (5e Race Variant) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 4 free class levels in mystic, allows concentration of two spells, a cantrip/1st/2nd level spells from any class list. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Hybrid (5e Race Variant) Choosing traits from other races could be imbalanced.
Major Threat Weapons (5e Variant Rule) See talk page.
Max Damage Rogue Edition (5e Optimized Character Build) As noted on the talk page, this build cannot make a sneak attack with a heavy crossbow.
Moon Elf (5e Race Variant) This race variant forgoes the 'elf weapon training' trait for nothing other than a new name, and time of day spent outside.
Operatos (5e Deity) Worshiping this is extremely strong compared to other deities which don't mechanical benefits, but worshiping Operatos comes at a huge risk.
Oversized Human (5e Race Variant) Too many eggs in one basket. The traits paired with being Large size make this by far the best choice for any front line character. Decreasing the speed and the ASI's to 1 each would be an improvement to make it more reasonable by comparison to other races.
Personal Improvement (5e Variant Rule) Doesn't have any functional effect, see talk page.
Point-based Pact Magic (5e Class Feature) Yeah, sadly it's not balanced, although you could find ways to normally cast pact spells with points, lv3 using 4 for example. But this method is not sadly. Jotertalk) 20:55, 1 June 2019 (GMT)
Prodigy (5e Background) The bonuses are not necessarily existing items. The feature is extremely vague, and could provide a bonus as well as be counter-productive.
Rival (5e Background) Skills should be set, not a choice of any
Simple Psychic (5e Variant Rule) This system is admittedly unbalanced, but there's no reason why it can't be balanced, perhaps by giving each power capabilities appropriate for a 1st level character and then having it improve at later levels.
Slayer, Variant (5e Background) Has one too many proficiency/language
Stained Half-Elf (5e Race Variant) This race seems must stronger than the standard half-elf and other similar first-party races, and would benefit from having less powerful traits. For example, in addition to most of the abilities, the half elf gets this race gets a progressively free casting of magic missile, proficiency in arcana(granting 3 skill proficiencies in total), advantage against saves against madness, the good half of the keen mind feat, blindsight for an encounter duration with a automatic hour long recharge(no rest required) and immunity to one to one of the most common conditions in the game(charmed). Overall pretty overloaded and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Sub-Critical Strike (5e Variant Rule) Does not fully explain how this functions. Is this referring to attack rolls? Why only PCs? Why does a sub-critical hit deal the same bonus (in most cases) as a normal critical? Given an average situation of an attack roll modifier matching the AC, sub-critical hits will occur 25% of the time. This heavily skews the game towards attack rolls rather than effects that require a saving throw.
Tetsutetsu (5e Deity) None of these domains currently exist. See talk page.
Threat Minimization Charm (5e Charm) Charms by nature are temporary and have limited usage. An ability that can be used three times per long rest with no other limit is more along the lines of a blessing than a charm.
UNKILLABLE (5e Template) It's a template for a completely immortal creature that can't be killed except with a single spell, and even then it's at the DM's discretion. Also regens 1 hit point per level (guessing that's supposed to be CR) with no way to stop it, which is a bit insane.
Warforged, Variant (5e Race Variant) Significantly overpowered compared to the first party original.
Weaponsmaster (5e Prestige Class) Level 8 fighter/Level 1 weaponsmaster gets 3 attacks as a 9th level character. Weaponsmaster's "many weapons extra attack" needs rethought at each level otherwise at level 13 this character gets 5 attacks which is more than any standard class. 1/2 price magical weapons seems a stretch to me as well.
Werebear (5e Template) If this is applied on top of any first party race or applied in place of a subrace then it is automatically stronger then any other. The unarmed strikes are ridiculous in the hands of a monk and being a large size player character hasn't adequately been taken into account here.
Winged Orc (5e Race Variant) Literally just the first party orc but with wings and as such a flying speed.
You cant see me, but i can snipe you (5th level 120 ft sniper) (5e Optimized Character Build) Feats are an optional rule.

No references. Eldritch Blast does not have 300ft range.

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