User:Geodude671/5e Pages Needing Balance

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Races

Articles with a "Needs Balance" template.
Page Name Notes
Aasimar, Variant (5e Race) This seems to just be a strictly better Aasimar. It has a glut already of base traits, and then the subrace recharges are also worded incorrectly. You have very strong traits also like additional HP per level, as well as how harvesting scythe and the necro mantle clearly being intended to play off one another with a lot of synergy.
Abomination of Mother Nature, Variant (5e Race) The race gains access to too many powerful traits, the natural armor/Enhanced Senses/flight/burrower/ect. is quite powerful in conjunction with the other traits, and Adaptive Assimilation is simply overpowered/not well designed due to the vast differences in the power level of some races' traits.
Abomination of Mother Nature (5e Race) On a second glance, the traits given as choices are problematic. Off the bat, you have natural armor adding whatever "toughness" is to your AC. This also scales to encompass not only unarmored defense, but also a goliath's defense gimmick. How some of these just give add-ons at levels over 5 is a bit weird, since some of the traits give basic, 1st-level racial traits at 10th level. However, this is compounded then by the addition of traits at 10th level. Remember that, in official content, there are no traits gained beyond 5th level, save for dice increases of something like dragonborn breath. This race's progression most closely mirrors something like simic hybrid, but then also outclasses it completely in scaling. There are also additional effects like "captivate" which doesn't seem to be charm, and yet the latter part of the trait mentions charm? Digger runs into the usual issue of a character gaining automatic full cover just by burrowing down. The wild disposition granting those unarmed strikes with increased die steps onto monk's toes and the tail is fairly strong as is, not even requiring necessarily an action to make the attack. This also gets piled on since you get multiattack out the gate if you combo the traits. Brain alteration uses meters, which isn't a unit used in DnD. Pounce has an arbitrary save. Many traits use the incorrect language of "per long rest" (bioelectric, blinding spittle, etc.). The stinging tail doesn't say what is needed for the extraction process check to succeed. Bloodthirsty savagery has the HUGE issue that even classes run into because it encourages the "hamsters in a bag" cheat in order to rack up unlimited extra advantage and damage. Frills doesn't specify what "terrified" is, and it's not a condition in 5e, either. Overall, this race needs a lot of work to make it scaled closer to first party content so it can be used at more tables.
Adapted Human (5e Race) Right now, this race have around 12 points in musicus meter, with subclasses taking it as high as 14, so more than double the average(considering average being 6) of PHB races, not mentionig immunity to two whole conditions. This needs some serious fine-tuning. I recommend reading [| guidline] for designing races before balancing it
Aetheri (5e Race) This race gets +1 AC AND a ridiculously high AC calculation rivaling that of a class feature (conveniently factoring their two ASI stats). This thing also gets a non-recharge-necessary attack at 3rd level that also ages targets and gets a high bonus to perception checks. The complete order and perfect attacks are also inexcusable for 5e race design and overall balance in general, breaking bounded accuracy and adding traits beyond 5th level.
Alaghi (5e Race) The -2 ASI is not an encouraged addition to 5e races since it discourages certain classes. The size for this race is also listed as Medium, despite being 10 feet tall. Earth tremor is a 1st-level spell and races in first party wouldn't get so many uses out it from the get go with no spell slots, and per short rest for sure not. It would be bound by pb use or short/long rest (see firbolg, eg). Same for frost fingers.
Alkilith, Variant (5e Race)
Animated Statue (5e Race) Not balanced, see talk page
Ankou Wraith (5e Race) See talk page
Anomalous Human (5e Race) The description strikes me as human variant, first and foremost. The traits afforded in the subraces are also somewhat imbalanced. See talk page
Astomoi (5e Race) The main crux of imbalance here is the range of 300 feet that basically makes you aware of everything around you, as worded by the telepathy, through obstacles and such. This is an extraordinary range at lower levels and makes it harder for the DM to use the usual tool box of ambush encounters.
Astromech (5e Race) This race has poorly worded traits. The proper syntax for things like even ASI are absent. You get a flat 30ft flying and a weird electric arm that doesn't actually explain how it works (is this an action attack or something??). Locked in is also a very vague ability given that it is a very specific environment interaction and doesn't actually use any mechanics.
Awakened Doll (5e Race) The vagueness of the language makes this class have many traits you simply cannot use. "You reveal the horror of the void" does what, even? Frightened? Force a save? Also, races do not automatically have spell saves, as that is a class feature. This needs a lot of mechanical working and thinking to make it playable.
Awakened Fennec Fox Hybrid (5e Race) +5 ASI and 4 skill proficiencies? It's not well justified, if they are similar to goblins. This could do with some more flavorful traits instead.
Axolot (5e Race) Water dependency is worded strangely. It needs to be more general like that of grung. Regeneration is a big no-no, and no limit on usage. Resilience doesn't quite understand how diseases aren't able to be rounded all the time. Xolotl's gift is virtually unusable because of how its effects are worded and incorrectly not connected to what happens when you use it. Also, the spelling and grammar is a big no.
Baby Tarrasque (5e Race) This race appears to be deliberately overpowered, with traits like blindsight, regeneration, advantage on all saves against all magic effects, and more.
Beeforged, Variant (5e Race) Far too many traits which do far too many things
Beholden (5e Race) The Eye rays grants you five cantrips of Dm's choice, which is kind strange. If these are weakened beholders and you wanted balance, it might be better to just cut down on the free cantrips and then allow player choice. Also, higher ability scores shouldn't grant an additional benefit to this trait. Also, see how Beholderborn (5e Race) handles the eyebeam
Beholder Spawn (5e Race) Disintegration ray is very strong at lower levels compared to something like magic missile, and it has no limits of use.
Belial (5e Race) Clunky mechanics. Wording needs to be improved and fleshed out.
Blood Elf, 3rd Variant (5e Race) "The third blood elf" What third? The formation of weapons using blood is poorly detailed and doesn't specify the time needed to make the weapon. The ability to create martial weapons using a vial of blood suffers from the same issues. In general, this weaponmaking race needs proper constraints on its abilities, like how to actually make the weapons, what it takes to do so, how long the weapons remain, etc. Otherwise, this is too easily abusable to generate large amounts of income by selling blood-made weapons.
Bombay Cat-Shifters (5e Race) There's no information what a Bombay cat is, what stats this is, etc. Is this literally just a cosmetic change adding an extra attack?
Born Bladesman (5e Race) This race is narrowly focused on weapons. Half-Orc would be a good comparison. Does Power Lounge's bonus action clause mean you make an attack with a weapon? If yes, it needs to reworked to happen only once before resting, and should probably not have any bonuses whatsoever, and even a drawback. If the damage is supposed to be done by you landing on a creature, then that needs to be clarified. Born to fight has too much going on and should be 2 traits. The section about opportunity attacks is totally bizarre and seems like it belongs a on cursed magic item instead of a racial trait. Endless Whistle's stipulation of CR 1/8 is borderline irrelevant and accounts for basically everything in the game; Ponies and mastiffs have a CR 1/8. Communication with language essentially requires attunement?
Changeling, 4th Variant (5e Race) Shapechanger Humanoid does not explain how creature traits can be used.
Chimera Ant (5e Race) So this thing is tiny to Large? Races don't just range in size like that, especially when these sizes have mechanical effects. Many traits are also pretty whack. You have traits giving flat expertise, and flat damage traits going over cantrip damage levels. There's also very high movement speeds, whatever "aura points" are, corpse possession(??), +3 AC, and even the power to gain pawn ants to completely break the system with numbers. This is in no way balanced and should be reimagined from a first-party race perspective. Subraces are not balanced with each other. See 5e Race Design Guide.
Chrisanthor (5e Race) This race currently has far more than 10 traits. Several traits are contrary to standard 1st-party race design or are overpowered. Having potential vulnerabilities doesn't mean other traits can be broken. See 5e Race Design Guide.
Cookiefolk (5e Race) This race is a bit weird in balance because the Tiny size implications will never not be problematic. Going from the base race, you have a very powerful trait of life powder, which boosts your HP potential by a lot. Mad Dash doesn't have an action to use it. The glutton trait is weird because I feel it was meant to increase the effects of potions, which is also very powerful. Meals also don't get rid of exhaustion. You need nutrition AND proper rest for that. The idea of Sogginess as a new condition feels like it needs a lot more elaboration. Since this is a race for a specific supplement, it would be good to have it as a variant rule for that campaign setting. But we already have two rather powerful traits in the base.

Onto the Subraces. The flat bonuses and doubling or halving damage feels way too class-like and are also very powerful. Ovenbreaker even mentions a "high advantage" (whatever that is) and more than one subrace gives you a free pet. There's also some very overpowered traits (possession is never an answer, curse of the dark cookie is literally a warlock feature slapped here, eg). If this is intended for a certain level of play in the setting, I would recommend changing this page to be a (Cookie Run Supplement) so people don't think it's for a generic table.

Coyotefolk (5e Race) Not a super crazy race, but some of the power is a bit wonky. So this has 4 ASI when put altogether with base and subrace. That's on top of the 35 walking speed. If it were that and just the base traits, this would still be okay, not too versatile that it goes over even a half-elf. The things that push the envelope is something like pack tactics. Kobold was an official race with pack tactics... but they also had sunlight sensitivity. Also, this trait was removed in the updated version of kobold in MPMM. By itself, it wouldn't be too much a problem, but coupled with the abovementioned extant bonuses, then it gets a bit much. Cutting down on a score might even it out and make room for a flavorful ribbon trait, even. Opportunistic strike is similarly powered, but more allowing for attacks per round than advantage. Attuned to trickery gives blanket advantage on deception checks, which is a no-no. You want to avoid that and try to use situational advantage, generally. The second half about rolling against being charmed is interesting, but the wording on rest recharges is incorrect.
Ctalln (5e Race) 5 ASI. 45 base walking speed blows 1sst party races out of the water. Having fewer traits doesn't mean the others should be overpowered to compensate. See 5e Race Design Guide.
Cursed Life (5e Race) This race has such a strong interaction with the hit die economy that it seems to belong to a variant rule. You are immune to poison, but take poison damage from some healing effects. Has 12 traits.
Dejah (5e Race) Allowing these guys to wield multiple shields and two-handed weapons on top of large size and +4 ASI is, build-wise, stronger than the marilith
Dirt (5e Race) The ASI for this thing is insane. There are also ridiculous traits (too many for me to list on a glance) including but not limited to 60 base movement speed, resistance to blud/pierce/slash, unlimited boosted healing... etc.
Dragon, 2nd Variant (5e Race) 1d8 natural attacks, large size, etc.
Drakeborn (5e Race) The ashen scales attempt of balancing immunity with a "weakness" is false balance. Boil over has an abnormal recharge compared to the usual rests or Xpb before needing a rest to use again. Resistance to bludgeoning for a race out the gate is not okay. The seismic slam is another weird attempt at false balancing by literally knocking you out for a turn, and not needing a recharge.
Dryad Variant (5e Race) While none of the traits alone are too crazy, there are too many that they overpower the race. The base race as it is has spellcasting, unarmored defense, and damage resistance, as well as immunity to being charmed and poisoned. Subraces add onto the spell capability. The immunity to certain conditions, especially charm, is VERY powerful in particular.
Elven Ascendant (5e Race) Too many overpowered features.
Enderian (5e Race) Silk touch does not have any limits, thus allowing you to potentially pick up an obscene amount of nonmagical things without needing a check??
Fallen Human (5e Race) Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.
Flame Atronach (5e Race) Fireball is a 3rd-level spell so it is very broken to have that from level 1. It's also redundant since flame spells also gives fireball. Spells that can be cast at different levels must have a specified level when cast through a trait. See tiefling's Infernal Legacy for help.
Furry, Variant (5e Race) Too much that's too powerful. 40 feet movement and climbing speed, 12 + 2 modifiers AC. Immunity to cold. SDarkvision. Changing from 2 to 4 legs and vice-versa doesn't take an action/bonus action or isn't a 'recharge' trait. 1d8 natural weapons.
Ghani (5e Race) Several traits are not worded with mechanical stringency, leaving them vague and abusable or absolutely useless. 4 languages for a single race?
Ghoul, 2nd Variant (5e Race) Kagune were turned into a class for Ghoul, Variant (5e Race) for this exact reason, they're far too strong to just be something everyone gets automatically, especially when adapted like this. Additionally, Kakuja is a complete mess.
Gifted Human (5e Race) A race with what seems to be a whole subclass built in. Obvious issue there.
Glitch (5e Race) In no way is insert code balanced. The ability to possess other creatures is crazy strong without anything else. Add that with ethereal sight and the stupidly high ASI and you have a perfectly broken race. Refer to how official or featured races are written. This needs a significant nerf and tone-down.
Great Spirit (5e Race) Spirit sanctuary is clearly not finished. As it is now, this race can basically cast unlimited, instant, impossible to dispel Leomund's Tiny Hut. This cannot be, if one can even make that assumption - as nothing important about this extradimensional space is written, like ways to enter it, leave, if you can just kidnap someone into it against that creature's will etc.
Gustatory Cookiefolk (5e Race) This race is a bit weird in balance because the Tiny size implications will never not be problematic. Going from the base race, you have a very powerful trait of life powder, which boosts your HP potential by a lot. Mad Dash doesn't have an action to use it. The glutton trait is weird because I feel it was meant to increase the effects of potions, which is also very powerful. Meals also don't get rid of exhaustion. You need nutrition AND proper rest for that. The idea of Sogginess as a new condition feels like it needs a lot more elaboration. Since this is a race for a specific supplement, it would be good to have it as a variant rule for that campaign setting. But we already have two rather powerful traits in the base.

Onto the Subraces. The flat bonuses and doubling or halving damage feels way too class-like and are also very powerful. Ovenbreaker even mentions a "high advantage" (whatever that is) and more than one subrace gives you a free pet. There's also some very overpowered traits (possession is never an answer, curse of the dark cookie is literally a warlock feature slapped here, eg). If this is intended for a certain level of play in the setting, I would recommend changing this page to be a (Cookie Run Supplement) so people don't think it's for a generic table.

Half-Giant, Variant-A (5e Race) This isn't horribly overdone with traits, but some spots do need work. With +4 base ASI, and 35 ft move, this also does get a sort of lot of traits. The base race alone would make up a race budget. The fire giant heritage's fiery touch attacks do not have a duration of how long the weapon is on fire for. Stone catcher also doesn't make much sense (I assume this was ripped from monk) as it is a class feature turned into a trait, but it also uses your action for some reason when you're the one being attacked?
Half-Oni, Variant (5e Race) The ability to gain many spells past that of 5th level is ridiculously overpowered. This also seems like it's supposed to be part of a compact class-race, from the mention of the ki points, than a standalone.
Half-Phantom (5e Race) Resistant or immune to almost all damage types and conditions. Ludicrous.
Half-Phoenix (5e Race) A +4 ASI combined with enhanced darkvision and racial spellcasting is already perhaps too strong, the flying speed is far too much, and the rebirth trait is problematic at best (5e does not use level drain). A design disclaimer is no excuse for imbalanced content.
Half-Siren (5e Race) This race grants too many features, has powerful subraces, and grants several high-power spells which can be cast AT WILL at first level. Also, the bite attack is highly powerful. This race seems more like a mid-CR monster and is in desperate need of balancing.
Hippocampus (5e Race) The homeworld flying speed seems a bit strange since little information is given on it and so that speed is almost negligible as it is setting-specific. The hover speed also needs to be more stringently defined, as I am assuming it is what their "walking" speed is based off of despite the lack of legs.
Hive Mind (5e Race) The possession ability is worded very strangely and allows for abuse. It mentions races... and then mentions CR. If this thing allows you to take the form of monsters, that is in no way balanced.
Humlebi (5e Race) As written, this far outclasses an official flying race like the aarakocra or owlin. In addition to 4o feet of flight, you have a trait from 1st level that can augment your ability scores. This is a very grey area of 5e since that means changing a lot of connected effects and skills, which is why even items that do this are very rare. Extra limbs here as written is even stronger than that of the Marilith (5e Race), which is a very strong, multilimbed race as it is. The stinger also seems to automatically cause the poisoned condition, which is in no way balanced
Hybrid (5e Race) This runs into the issue as any of the make-your-own homebrew half races... And it allows you to cherry pick the best traits from two potentially very strong races (like yuan-ti and halfling, eg)
Isekai Slime (5e Race) Off the bat, the ASI is pretty funky, but not crazy. However, you then have a Small race with 40 base movement speed. Aside from that, this has the VERY infamously gamebreaking mechanic of enemy absorption. And this is before the free healing from damage (that's definitely a no) and the progression as far as level 10, even. Overall, nowhere near balanced to play against first party material. Base walking speed is higher than wood elves. Ability damage from a racial trait?
Jättedēop (5e Race) Large size, S. Darkvision, giant's stride all add up as it is. Throw in something completely broken like arcane ignorance and you don't even need to always succeed your saves against spells. It's just damage halved for you. So, this is much stronger than first party content.
Living Doll, Variant (5e Race) The need to absorb spells as crystal hearth body type seems very strange and doesn't really detail the actual downside if you do not absorb these spells to keep you running. Overall, the trait is also strangely worded and the need for levels at early levels is very difficult if you only run into cantrips or only cost your allies spell slots. This sort of trait would also justify being a primary gimmick for a race alone, and would be a lot coupled with a soul type. Traits like repairable really need a re/action to trigger. Overall, the combos between soul and body types feel a bit much given how strong or advantageous some of the sub traits are on their own.
Luma (5e Race) Racial traits generally do not improve beyond 5th level save for damage dice (dragon breath, eg.). Also, since these are star guys, should they not have limits on what they can wear due to their body shape? Their size category is also listed as just small, but they can apparently be tiny also (which comes with its own potential bag of worms).
Maggotborn (5e Race) Metaphasis. Blight. additional healing during short rests and free damage when injured. Traits should provide small benefits.
Masked Puppet (5e Race) There are arbitrary DCs in this race, as well as flat bonuses to skills. Additionally, how does mask swapping work? The fact this race has essentially 4 subraces by the time they are level 20 to swap around is overpowered in besting pretty much any other race in versatility. It sounds more like a class gimmick, given how much a mask gives in comparison with something like the official eladrin.
Matsugaia (5e Race) Appears to grant a +12 ASI; fails to comprehend principles of race design.
Moth'Drin (5e Race) What is "mech armor" that impedes your flight? Also, this race just keeps gaining entire resistances to damage types? Yeah, no. And the subs have arbitrary saves, regeneration stronger than most axolotl-based homebrews, and also a large amount of excessive level scaling.
Mothlin (5e Race) Sense of smell has a mechanical benefit with the advantage on smell, so that part is fine. But the emotion part is poorly defined. What do you roll? What counts as "strong emotions?
Nature's Blessing (5e Race) The Change Form trait is far too open to interpretation, and could range from useless to gamebreaking. The Life Essence Bond trait is utterly absent of explanation.
Night Hag's Daughter (5e Race) +4 ASI (race and sub), 120 darkvision, okay... and then 3 traits from a "father" race... Even with the current constraints written, the options available would be far too versatile and easy to abuse!! These three traits could all be major traits from other races, thus throwing the budget out the window for this race. As if that wasn't enough, you also get two damage resistances. This alone makes the base race overpowered, even without looking at the subs. But, onto the subs, planar travel from the get-go is REALLY wonky. The Plane of Dreams is also not well defined nor linked to what this environment even is. It really should be more defined within this race's page, and would benefit from granting something more akin to a spell, like a non-damaging vicious mockery maybe. Dream eater is another poorly defined thing, with arbitrary DC and no telling what a "dream ball" is or what it does. Dream scriber has similar issues with the AC. Nightwalker is far superior to even the inactive state of sleep that warforges have, since you basically have eyes all within a freaking mile of yourself.
Nopon (5e Race) Their breath "weapon" is written incorrectly with a very strange scaling and usage parameter. It should mirror the dragonborn's in dice and usage.
Nue (5e Race) The natural weapons of 1d8 break monk's unarmed strike damage. The poison attack is also way too strong.
Palademon (5e Race) The two forms have a 7th level boost, which is beyond the usual 5th level limit. They also give a flat bonus which is more 4e and discouraged in 5e. The occult variant doesn't work on account of having force resistance of all things, and a very setting-conditional trait to communicate with deities. The race also isn't fully well-conceptualized on account of how celestials and fiends work in DnD. And it also has alignment restrictions, which are ill-advised for 5e.
Pangilofolk (5e Race) While not super overly powered, the race has a high AC base trait, higher than 13 base, which is about the highest in official content. At this point, it should be given tortle's AC, which does not take dexterity into account. It also gets superior darkvision and burrowing speed to be used at will, so you can gain cover almost automatically in the right terrain. This combined with the other traits make the race feel a bit over first party content in some ways.
Perfect Homunculus v2 (5e Race) Seems more like a creature NPC then a playable race.
Phantom-kind (5e Race) Ghostly form doesn't seem to fit the design space for 1st-party race-based spellcasting. Needlessly better than standard darkvision.
Polypus Sapiens (5e Race) This race gives unconditional resistance to standard damage types (piercing, slashing, bludgeoning). Pure damage (if this is an alterative rule if needs to be linked). Natural dart weapon scales hard. Flat bonus to all checks. See 5e Race Design Guide.
Porcelain Doll (5e Race) Vitrified skin is in no way balanced. It's resistance against nonmagical bps
Primarch (5e Race) Where do I even begin. This race has +2 to everything, which is a direct upgrade to the already pretty good Human. Flat AC bonuses are a big no-no, and a damage increase to all melee attacks is insane as well.It's almost like the Primarchs are intentionally meant to be a direct perfection of the baseline Human form, hmm?
Prinny (5e Race) not one race feature in here is remotely balanced, reach one being way over the top
Psionic Human (5e Race) See talk page.
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.
Reincarnated Devil (5e Race) Per the talk page, basing abilities purely off their anime sources is a very bad way to balance in DnD. You have traits gained after 5th level.
Rhopalofae (5e Race) The fact they are described as looking like normal butterflies, which are extremely tiny, and having 35 feet of flying speed, is a disconnect. Tiny size for PCs also can have some implications, see this variant rule, and this should be considered. Dex casting, even more so than con casting, is extremely powerful considering dexterity is a god stat in 5e. This is also poorly corroborated as to why dexterity, even. It would make more sense to only have cantrips from the subs, since they already get two. Getting three and having the spread score use is very messy and strong.
Risen (5e Race) The base race toes the line but is still within balance standards. However, because the subrace "variants" are included here, they will also be judged since this is a page for PC creation. Creature/enemy/villain creation should not be included on a player race page. Pharaoh is confusing since it offers radiant resistance, but the base race already offers this. Prophet has a trait to cast a spell twice, which is a bit arbitrary of a use count. It also comes with a trait on what god to choose, which seems more appropriate for a background than a race. God-King's Fated trait is basically halfling's lucky, which is VERY powerful with unlimited use. This is why halfling doesn't get a lot else that's very strong. However, the god-king also gets other powerful traits like an automatic lie-detector (no need for insight checks there), half-orc relentless endurance, and it's not clear also if you get this with the base risen race still... Dark Risen trait is also very clunky for 5e and risks making too many excess calculations that interrupt the flow of battle. HP/damage counting is also very very uncommon and clunky overall.
Rät (5e Race) Burrowing speed is very very dangerous for PCs, same as flying speed. Burrowing speed will allow a player to essentially gain cover very easily, and it is not limited in any way here, in contrast to the rakaka or dao subrace of the genie race. Additionally, their speed and supposed size is strange, since if they were Small, having a speed as fast as 35 feet is weird. There could be more flavorful traits injected here.
Sealing (5e Race) Flat armor bonus. See 5e Race Design Guide#Race Do's and Dont's (modifiers section).
Shadowling (5e Race) See talk page
Sharklin (5e Race) Goblin has 2 skill profs., 35 move speed, and increased melee (I believe). Great White 1d8 natural weapon. 4 total ASI for most subraces, and 1 subrace has a replacement ASI.
Sheikah (5e Race) Only has two traits and is heavily weighted towards Trinkets. See gnome for something similar but more spread out. Lack of saving throws throughout. Ignite has no Con save. Lure has no CR limits.
Slime, Variant (5e Race) Base AC of 17 and includes con mod. Proficiency in grappling isn't a thing, and the absorb trait deals auto-damage (also is written poorly in terms of targeting). And, of course, ridiculous resistances
Slime (5e Race) A full immunity plus another resistance, and two options to infinitely poison
Slippy Slime (5e Race) "within reason" is a nebulous constraint that means nothing and needs mechanical constraint for change form. Other traits also need some more mechanical wording, like usage specifications (is there a limit to what kind of item you can stick in your body, eg.).
Sugar Elemental (5e Race) Some of the wording for the traits is non-standard to 5e (using expertise or conditional expertise, eg). Also, no race should give resistance to any of the 3 basic weapon damage types
Swamp Ogre (5e Race) Aside from the two-player thing, even if this were a no-subrace race, this thing gets large size, extra movement, an even higher HP increase than normal races, AND a feat at base. With the subraces, this only gets more out of hand. Adamantine skull, for example, gives a super high damage die to unarmed strikes and a +3 to con. The -2 is reminiscent of the powergaming min-max of older editions, which is not the philosophy of design in 5e. The other subraces have similar power issues.
Sylphs (5e Race) This race could have 1 or 2 more traits. Unrestricted flying speed is iffy. See the 5e Race Design Guide.
Symbiote (5e Race) This reminds me of the priaced race, which was deleted for pretty obvious reasons. The way you even get a host and can just overpower them is not detailed well enough to balance this against first party content. Additionally, some of the traits scale beyond 5th level and are not simply damage increases like the dragonborn's breath. These are also written weird. Devour is also obviously unlimited healing. And also, sonic damage isn't a thing this edition.
Tarnished (5e Race) Several traits are worded poorly mechanically and therefore unusable or abusable. There are clear attempts to directly translate from the source material, which is a bad idea since the game's power level is very different from Dnd
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. 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.
The Eater of Worlds (5e Race) An extradimensional evil monster that is better than changeling doesn't seem like a good PC choice. This has changeling's properties and ridiculous traits about rolling for intimidation when rolling over 18 on an attack roll? And also advantage after 27 hours, why even.
The Hive (5e Race) Does chitinous defense interact with shields? The base race looks ok, but it's entirely knocked off balance by ver powerful subrace traits. Being able to spam a 1st-level spell at-will even at 5th level is kind of ridiculous for a race, when you look at innate spellcasting constraints in official content. Hive wizard has that and 40 feet of flying as well as 2 more cantrips, which are very powerful. The knight has a spammable bonus action and an extra 20 feet of movement in addition to more AC bonuses. For a race out the gate, that's a bit much. And Hive acolyte has spammable heals AND teleport with no recharges, which is enough said on how powerful that is.
Tigerfolk (5e Race) Several traits of this race step into class/feat territory with how strong they are. Regaining hit points, even if only on critical hits, is a very centerpiece level of trait for a race, so having that alone would mean there should be less traits. Hunter's physique is also quite good in reducing the distance needed to get up from being prone, another rather strong trait. Add on a trait like brute savagery, which allows you to roll all attack rolls of 1 and you have a pretty powerful, combat-centric race as it is. And then you also have a type resistance and even a shape changing trait. But wait, one of the subraces eve lets you have an uncommon magic item equivalent attack bonus against creatures that have yet to take damage. That pushes the race over a bit. And for orange tigerfolk, their trait conflicts with brute savagery's damage dice for "natural attacks." This needs to be clarified for their unarmed strikes. See official and featured races for proper wording (tabaxi, eg). Overall, this race feels like it gets quite a lot within a few traits, and perhaps a bit too much. Removal of a trait's component or two might help tame it.
True Moon Elf (5e Race) The base of this race gets +4 ASI already, and the subs each add +1 so that's +5 total. If that's not a red flag, then the aggregate power of 35+ base speed, natural armor of 15 base plus dex, and relentless endurance+ for full moon should say something. Then the other sub is just an outright suped up drow with no drawbacks.
Unblooded (5e Race) Life of the forest has no usage limit. Also, cure wounds is not a cantrip. Sniping references a circumstance bonus, which doesn't exist in 5e. Also double your level is too much for a bonus in 5e. And what the heck is a ranged sneak attack
Vessel (5e Race) The ASIs are a bit inconsistent, with some giving a negative score, which is discouraged in 5e. The void given focus trait is a level 17 trait addition, going beyond first party trait improvements (for reference, simic gives up to 5th level and dragonborn only increases breath damage dice). Other traits like the one for infected grant AC bonuses that could break bound accuracy and you also have a subrace that grants immunity, etc. Overall, this race needs to be re-evaluated from a DND standpoint, as translating a videogame over to DnD is very messy when done without consideration for balance against first party content.
Void Kitsune (5e Race) In particular, the unlimited use of polymorph stands out to me. Polymorphing gives you a buffer of hit points because only excess over your polymorphed form is applied to your original hit points. So this gives you a lot of potential hit points, especially at a low level. The tails being an extra hand and also boosting your ability to essentially inspire yourself also improve more frequently than a dragonborn's breath and go beyond 5th level improvement. The soul of the void trait is also very poorly written and seems very strange with the sparse lore. You literally become a slime? As in changing into one by stat block? Overall, there's a bit much and it doesn't all go together well in terms of balance against first-party content.
Void Vessel (5e Race) Needs a look through. It seems to be a little too much.
Vorik's Wing (5e Race) +4 ASI, skill proficiency, two damage resistances, weird natural armor, advantage on many things, etc. "Allowing four hands to manipulate things" has the issue of wielding several weapons simultaneously. You can cast Lofting Breeze while asleep?
Warforged, 5th Variant (5e Race) The celestial variant has fly speed of about 60 feet, 120 feet of darkvision, and immunity to radiant as well as resistance to necrotic damage. That is only one of the options here. The rest need to be properly assessed as well. See talk page.
Wispy Willow (5e Race) The scaling of this race into levels over 5 is too much. Consider going the composite class route like with the Vulpes Flos (5e Race). Or maybe a scaling feat that you can take repeatedly to get higher effect increases. Hover speed at 40 feet is also very strong since hover is actually flying speed but better because you don't need to keep moving to stay afloat. Life accessory is really punishing and could probably do more like a warlock's pact weapon or even a hexblood's token to give it some leeway and not false balance.
WoF - IceWing (5e Race) Traits like vision have no actual use/mechanics, same for naturally shiny. It needs some kind of range. Icy breath is also not worded correctly and lacks proper confines like dragonborn's breath.
Wyrmkin (5e Race) Some things need a bit of defining, like what twilight vision is supposed to be. Do you mean darkvision?

Subraces

Articles with a "Needs Balance" template.
Page Name Notes
Earth Genasi, Variant (5e Subrace) Every feature on this page needs to be nerfed.
Fallen Avariel (5e Subrace) This is a much more powerful subrace than the UA avariel. It has extra flying speed, minor prestidigitation, and a good way to get lots of easy sneak attacks and remain in hiding. It also uses incorrect 5e terms. "Free action," for example, does not exist in 5e.
Halfling Half Gnome (5e Subrace) Doesn't explain if this is a halfling subrace or a gnome subrace; doesn't explain what "upgrade and create machines and constructs" means: if I've got a +4 Intelligence modifier can I instantly create 4 iron golems? What are "craftsman tools", are they like artisan's tools?
Water Genasi, Variant (5e Subrace) Which race is this designed as it's subrace?

Classes

Articles with a "Needs Balance" template.
Page Name Notes
Absolute Devourer (5e Class) In general, anything that steals or mimics the abilities/features/traits of what they eat/kill is very suspect in 5e balance and require a lot of stringent wording to best place constraints. Gluttony makes this player extremely variable, since that is actually this ENTIRE CLASS. It doesn't seem very well balanced for play against first party content considering that this entire class is essentially controlled by what the DM throws at them.
All for One (5e Class) Too many good abilities- needs to be nerfed.
Ascetic (5e Class) half casters shouldn't gain features at 9th, 13th and 17th levels
Avatar (5e Class) Lots of 3.x-isims, like per round, unconditional bonuses. See talk page. If this is for 3.5e the page needs to be converted to that format.
Avatar of War, Variant (5e Class) The table does not match the features.
Battlemage, 2nd Variant (5e Class) Lots of the best parts of so many combined features, this looks like a min-max optimization.
Battlemind (5e Class) No durations or actions used for many features. As written many of the features may be used an unlimited amount of time without issues.
Breath of Thunder (5e Class) Some features have no stated use limits either through point expenditure, or other caps.
Cannon Shooter (5e Class) The progressions and features arbitrarily progress, this has very little 5e game-play basis.
Cryomancer (5e Class) See talk page
Demon Slayer (Kimetsu no Yaiba) (5e Class) see the talk page
Deprived (5e Class) Soul Points should match the progession of the ability score increases. The ability score increases should in this sense be removed, and be replaced with interesting features.
Doom Slayer (5e Class) Class is made to use doom slayer armor, but has all armor proficiencies? Unconditional slashing resistance. Berserk grants Monk scaling unarmed strike, and other things, and can be swapped out when all uses are expended on a short rest; It could be its own feature. Why have access to runes, fighting styles, and maneuvers? Mutilating Strike allows for temporary HP stacking. Staggering Blow doesn't apply any conditions, or cause any saving throws at all. shove is often better because you can at least prone the creature. Terrifying Brutality applies to all sources, not just vs. you. All the runes need analyzed. Hell Walker magic attacks seem weak unless in a low magic setting.
Drug Master (5e Class) 4 attacks for an alchemist class? Additional ASI and Feats (which are technically an optional rule) than are standard for classes. Savage Shroom and Drug from The Wild overlap. Versatile Drug gives unconditional, universal advantage on all saving throws. Other issues.
Eliatrope (5e Class) 2 common saves
Engineer (5e Class) Several gatgets are overpowered or have other problems like having round counting, modifying of enemy creature statblocks, ect. The turret for one is extremely overpowered and needs to be heavily nerfed(see how the battle smith artificer does it).
Espada (5e Class) Unarmored defense should never increase beyond 10+Dex+Con (or other ability scores as appropriate); granting a massive ability score increase should never be done except as a capstone class feature, see Barbarian; this class seems generally unfit for normal play and should likely be moved to a supplement or setting
Everslayer (5e Class) This class has additional features with the ASI/feat levels. While that wouldn't be too powerful in and of itself, the feature gets quite a large amount of dice scaling at higher levels, and this will couple with the extra attacks later in the class.
Fire Bender (5e Class) Gains class features at the same time as access to spells of 3rd level or higher. Levels at a point where a possible subclass would be useful, is missing.
Forbidden Art of The World Ender (5e Class) Blade of Red Skies seems busted. Each turn fighting a boss one of your attacks can deal upwards of 8 times weapon damage, or 4 times on a successful throw. Uses one attack action giving you that +1 standard attack.
Forgemaster (5e Class) This class hasn't been playtest or undergo any balancing critique
Grandcaster, Variant 2 (5e Class) Spellcasters are already the strongest classes in the game. This class gets the spell list of every spellcaster. 00:00, 26 May 2024 (MDT)
Gun Mage (5e Class) Class features gained at the same level as spell slots of 3rd level and higher.
Hacker (5e Class) Proficiency in two common saving throws without any drawback, a class-built in bonus to hit to every attack, that stacks with magical weapons and other such effects, available at level one and scaling to ridiculous +6 (damage bonus be damned), wrongly calculated DC's of effects, as base is 8 not 10, and the absurdly ridiculous idea of adding your wisdom flat, not modifier, AC calculation reaching 30 at level one, I'm reading just features at level one and this needsbalance is already too long. tl.dr. I suggest reading 5e Class Design Guide before making a class
Kage (5e Class) The features need to list how many times they can be used after a long rest, and also need to include limits for opportunity attacks.
King of Games (5e Class) Wildly unbalanced and hard to follow, it's hard to fathom what happens with this class even at 1st level. This is what happens when you try to cram the rules of a card game into D&D, instead of just having the card game infulence the design of a D&D class.
Light Monarch, Variant (5e Class) See talk page.
Paradox Men (5e Class) Some features are actually broken, starting with Time Stop. Needs rewriting to make better use of the D&D rules. Spellcasting is broken. Powerful features are given on levels where you also get a new spell slot level. At-will dimension door. All sorts of spicy and nonsensical stuff here.
Rune Smith (5e Class) The exact way in which rune components work is questionable and should be reworked. The balance of many of the rune effects themselves is also questionable.
Shadow Monarch, 5th Variant (5e Class) See talk page.
Shadow Monarch (5e Class) See talk page.
Silver Blue (5e Class) What few features can actually be understood are blatantly overpowered
Spy (5e Class) 1d6 x spy level. So many proficiencies. Reducing your own max hp permanently? Backstab deals 50% or 100% of target max hp at 20. Defensive acting and some other features may be overtuned.
The Perfection (5e Class) Regen is also unbalance. Restored Power +6 ASI at 13th level and virtually uncapped ability scores. Unconditional immunity to many conditions. Then a temporary +20 ASI and maximum to 40.
True Monk (5e Class) This needs thoroughly checking for balance and basic game mechanic competence. A few other examples: has more ki points than an SRD monk but features have the same or fewer ki points to activate.
True Necromancer (5e Class)
Vampire Lord (5e Class) This is oddly worded, and has some questionable abilities, namely 1d8 unarmed attacks
Visored (5e Class) Two common save proficiencies. Free actions aren't a thing in 5e. There are some numbers that might benefit from a lookover in general on this page.
Witcher, 4th Variant (5e Class) Immunity to a damage type, condition, at 1st level is far too powerful without greater consideration. though changing them to contest checks and saves against persuasion and deception checks. Advantage against being charmed on top of this all is also far too powerful.

Subclasses

Articles with a "Needs Balance" template.
Page Name Notes
Alchemist, 2nd Variant (5e Subclass) Missing the amount of uses between rests.
Arcane Crafter (5e Subclass) This doesn't follow the standard Origin progression. Generally features seem dull. The unique aspects of this origin are: your spells do more damage, and DC for those spells is higher.
Arch Sorcerer (5e Subclass) Numbers seem busted. Features do not follow standard Sorcerer Origin patterns (1, 6, 14, and 18), and seem even more frontloaded than usual for 5e. Pain of the Sky increases to 3d8 at level 5, but you get it at level 6? This subclass appears as though it's additive to base sorcerers instead of a flavorful specialization. You largely get more of the base class.
Atomic Samurai (5e Subclass) What is the "subtlety property"? Not sure about the utility of "master of the atomic slash", since you only get one bonus action. The features don't seem particularly flavourful, they are all just "moar damage moar attacks"
Challenger (5e Subclass) See talk page
Cyber Soldier (5e Subclass) How does overclock "automatically" activate your booster charger? Overclock is also dubious in terms of balance due to the breaking of 20 score cap along with a lot of passive benefits in exchange for really strange hp drain. Also, how long does it last, really?
Devil Fruit User (5e Subclass) The subclasses are all over the place. For instance, the Gomu Gomu no Mi grants immunity to two damage types, the Bara Bara no Mi makes you immune to "cutting" damage (should be slashing damage) and the Moku Moku no Mi grants you an unlimited flying speed and makes you immune to all nonmagical attacks. 18:05, 20 June 2024 (MDT)
Dreamscaper (5e Subclass) Although the class has been reviewed by players and a DM, will still tag for balance for safety
Dusk Thief (5e Subclass) Bonuses are gained at all sorts of levels. Spellcasting gets added, that ends up being better than a main caster in some regards. Misty step is min-maxed, among other problems.
Expert in one (5e Subclass) Mechanics need tightening up a bit. For example, the chosen spell as written is _any_ 1st level spell. It should at least be a spell you know, or even a sorcerer spell you know. Flavour-wise it's not really clear how this is a sorcerous origin. I don't know what the 14th level feature does exactly, it doesn't seem to make sense.
Gambling Soul (5e Subclass) As originally written, level 8 and 9 spells were combined into a single table because access to so many upper level spells is broken. Also, though this class has variable power, the original table was very carefully designed with several considerations in mind: 1) only spells that are an action to cast were included, as this feature is an action to use. 2) a variety of in-combat and out-of-combat spells were included. 3) the number of concentration spells was limited so as not to be a major debuff should you use this feature multiple times in a row. 4) spells from all schools of magic were included as best as possible. 5) spells were placed in an order that balances class features below. 6) spells with mandatory monetary-based material components were excluded as not to waste a spell slot should you not have the component. Consult July 2022 revision history for this table.
Graviturgy, Variant (5e Subclass) See talk page
Magic Crafter (5e Subclass) Does not follow standard sorcerer progression (1, 6, 14, and 18).
Moon Druid: Baldur's Gate 3 Edition (5e Subclass) The creator of this page, me, has no clue on how to balance this mess of a subclass. This subclass is ported from Baldur's Gate 3 without any thought to balance. Objects to focus: HP and Damage increasement on wild shapes. Wild shape's spell casting and abilities. Helpful Balance Resources: Official circle of Moon and Spore Druids
Necrocurse Knight (5e Subclass) This subclass has too many features. At 3rd level, it grants four features, one of which is spellcasting. 02:39, 3 September 2024 (MDT)
Path of Ragnarök (5e Subclass) Off to a fantastic start with resistance to all damage at 3rd level and damage immunity at 6th level. Then... uh... rapid and unlimited "physical" and "mental" "attribute" increases? Some of the terms used below are D&D terms and others seem to be from some other game? ("stackable temporary health", "temporary life", "check cd"?). This needs... a _lot_ of work to be usable
Path of the Infernal Rager (5e Subclass) Why would you ever rage, but not choose demonic form. It's just better until 14 (It's also a separate form you CAN take. Demonic form vs. fiendish avatar) unless this is supposed to be a replacement effect? Hellish Strength has temporary ability score changes. Gluttonous Power seems like it should be a full action, and have a limited number of uses. Envy copies creature traits or ability scores. Greed gives you 1.5x on strength and con saving throws, and half your prof. on all others while you have temporary hit points. Gluttonous Power gives you temporary hit points from killing everything. Players would be encouraged, through the rules, to always carry a small, weak animal (grasshoppers or something) with them so they always have this bonus and temporary hit points. Generally has several moving parts each level.
Path of the Otherworldly, Hybrid Version (5e Subclass) This class is just to atempt to balance how a hybrid subclass could be, this is made for me to find a good spot to create a system where everyone could make a deal with a warlock's patron.
Path of the Totem Warrior, Expanded, Expanded Variant (5e Subclass) Massive power disparity throughout. At 3rd level alone, you can choose basilisk or turtle and gain a permanent +3 bonus to your AC or tarrasque and never have to worry about spellcasters again, or you can pick bunny to gain a jump bonus. 21:50, 8 May 2024 (MDT)
Rune-Smith (5e Subclass) Even moreso than artificer, this sub explicitly just lets you craft up magic items of or below a certain rarity. It's not limited to what they can be, except by rarity, and this can open up a lot of exploitation in taking away what normally is a device used by the DM. Heck, with proper downtime, you can get a good 5 fireball spell scrolls. It also doesn't state whether or not you can use these runes with magic weapons and armor, which means you could buff a +3 sword to a +6.
Slaughterer (5e Subclass) Chosen Slayer grants infinite healing. Bloodletter lets you cast spells by spending hit points. Combined, you can cast infinite spells at 1st level. 01:07, 27 August 2024 (MDT)
Soul-Stealer (5e Subclass) See talk page for concerns.
Spin Master (5e Subclass) What class is this designed for.
Time Anomaly (5e Subclass) The features may be improperly balanced for standard play, as it gives additional sorcerer subclass features at nonstandard levels.
Wild Wizard (5e Subclass) A subclass should not grant 9th-level spells at 9th level. 17:45, 20 June 2024 (MDT)

Spells

Articles with a "Needs Balance" template.
Page Name Notes
Bad Omen (5e Spell) This is basically bestow curse at a lower level.
Brachiation (5e Spell) Needs to be rewritten to use the 5e D&D rules.
Bubble Blast (5e Spell) A cantrip should not deal 2d6 damage by default. This is essentially a cantrip version of the 1st-level spell burning hands that deals 1d6 less damage. 18:23, 26 June 2024 (MDT)
Commune With Death (5e Spell) See the talk page
Dark Double (5e Spell) See talk page.
Drain Life (5e Spell) No cantrip should allow you to regain hit points. You could make it temporary hit points, but there's already homebrew spells that do that.
Fighter's Arms (5e Spell) Superior to Haste. Refrain from removing this template until its concerns are addressed.
Hado 31 (5e Spell) A 3rd-level spell should not deal more damage than fireball. 02:20, 22 June 2024 (MDT)
Kime's Magic Missile (5e Spell) Missing the epic spell formatting, as well as the mechanics of a spell in an appropriate level.
Lakyu's Shadowfell Fire (5e Spell) 1) There's no excuse for a spell to be "more powerful than usual". If a fireball is 3rd level and deals X damage, and spell Y deals 2X damage, then spell Y is greater than 3rd level. 2) Those 5-foot radius spheres are only going to be hitting the original target, unless there are creatures squeezing into that square. 3) I make the average 3rd-level damage to be about 135 (assuming the attacks hit and targets make their save half the time) - that will go up if the radius is increased. In comparison, a fireball deals 84 damage (assuming 3 creatures in the 20-foot radius).
Power Word Agony (5e Spell) Does not follow 5e spell design guidelines; anything involving the term 'Power Word' should not be a cantrip
Radiant Revolvers (5e Spell) The fireball spell is a 3rd-level spell that deals 8d6 damage (average 28) in one burst and is strong for a 3rd-level spell. This 2nd-level spell deals 16d4 damage (average 40) and you can deal this damage repeatedly for 1 minute. Conjugation is not a spell school. 23:15, 27 May 2024 (MDT)
Radiation (5e Spell) Useless in one-on-one combat, absurdly powerful in massive combats
Shukaku's Shield, Ultimate Defense (5e Spell) This spell makes you totally immune to lower level creatures. Assuming a 7th level caster with 3 spellcasting ability, they become immune to damage of 17 or less. The "break it all in one go" seems wrong.
Time Shift (5e Spell) Being able to literally turn back time is outside of the bounds of a cantrip. Not only does this introduce a save-scumming problem, it would also be an absolute pain to work with on the tabletop.
Weakening Sludge (5e Spell) Reduction in save DC and attack modifier does not have a duration, could be better worded, saving throw should be defined rather than caster's choice

Feats

Articles with a "Needs Balance" template.
Page Name Notes
Analysis Magic (5e Feat) Grants a full ASI, nearly unlimited uses of counterspell but better, and a better version of Mage Slayer's main benefit.
Analytical Striker (5e Feat) Free damage does not a good feat make. More to the point, knowing where to strike is useless without being able to reliably strike there. That is why monks use dexterity instead of intelligence for their attacks and damage.
Arcane Battlefiend (5e Feat) Even with disadvantage on most saving throws (which can be at least partially negated by using 3/5 new cast a spell actions to cast Resistance), being able to fire off, say, 24 eldritch blast rays because of one feat is not the kind of balance we should strive for.
Barbarian Initiate (5e Feat) A feat should not be equivalent to taking a level in a class. 01:36, 14 July 2024 (MDT)
Battlefield Tactician (5e Feat) Feats should only be as strong as an ASI, this grants a full ASI in addition to other benefits.
Beacon of Hope (5e Feat) Martial Adept can, at best, grant advantage on two attacks with some fairly major restrictions. This grants advantage on all attacks for an entire encounter (two at higher levels) in addition to other powerful effects.
Big Boi (5e Feat) Increasing one's size category is exceptionally powerful (allows use of larger weapons that deal significantly more damage, increases control area) to the point that a race granting Large size requires significant consideration, making this fundamentally superior to an ASI, which feats should only be equal to.
Cantrip Legend (5e Feat) Fundamentally stronger and more versatile than Agonizing Blast with potential synergy. Could probably be fixed by nixing the spellcasting ability modifier bonus.
Celestial Reaper (5e Feat) Life drain is very bag-of-rats exploitable.
Chosen Path (5e Feat) Strictly superior to Fighting Initiate feat
Combat Explorer (5e Feat) See talk page for discussion
Combative Focus (5e Feat) The first benefit is equivalent to a 15th level fighter feature, the second benefit is superior to a Very Rare magic item, and I don't think there's a single official feature that grants permanent advantage on two common saving throws. Any of these would be far too much to have at 1st level.
Cursed Energy Master (5e Feat) The first benefit can easily grant a +25 bonus to effectively all rolls. The second benefit is very bag-of-rats (or potentially punch-the-floor) exploitable.
Deployer Master (5e Feat) A creature's challenge rating is meant to be equivalent to 4 players of an equal level, so allowing one player to be as strong as up to 24 other players is not balanced.
Devourer, Variant (5e Feat) This feat grants infinite healing. Hit points should always be referred to as such, not as life. 18:33, 1 September 2024 (MDT)
Dexterous Fighter (5e Feat) A feat should only be as powerful as an Ability Score Increase granted by a class. This feat starts with a full ASI, one of the main benefits of Alert, a higher movement speed increase than Mobile, and nothing should grant permanent advantage on all attacks.
Disciplined Body (5e Feat) Makes unarmed strikes +3, magical, increased critical, doubles the dice thrown, and ups the damage category in addition to providing hit points. This is mandatory for monks (makes 2d12 + 3 at level 20). Feats are supposed to replace a +2 ASI.
Effective Communicator (5e Feat) A 6th-level class feature with upside is beyond the bounds of what a feat should grant. 19:14, 7 June 2024 (MDT)
Elemental Master Archer (5e Feat) Feats shouldn't grant damage resistance. See Feat Design (5e Guideline). 13:43, 11 February 2024 (MST)
Extra Level (5e Feat) A feat should not grant an entire class level. 15:49, 1 May 2024 (MDT)
Eyes of the Allfather (5e Feat) This seems to be describing some kind of reward (see "Other Rewards" in the DMG) rather than a feat, it certainly goes far beyond what can be expected from a feat
Flight Magic Mastery (5e Feat) Flight spells have durations for a reason. 20:19, 14 May 2024 (MDT)
Forced Evolution (5e Feat) Feats should not be class specific.
He Who Fights Monsters (5e Feat) While it's a cool idea, there's a reason 5e doesn't have any feature-stealing features. Consider a 1st level human fighter picking up shadow's Strength Drain (which can easily kill a low-Strength creature in 2 rounds) or a will-o'-wisp's Incorporeal Movement (effectively becoming invincible so long as there's a wall to walk through), or both.
Indefatigable Warrior (5e Feat) Far too strong for a feat. 05:57, 17 July 2024 (MDT)
Inertial Impostor (5e Feat) Time for one-handed Strength-based Longbows. Also, last bullet is missing a DC. Wording imprecision aside, this feat falls into a weird balance state where it's mechanically outrageous and nonsensical (Greatswords magically become finesse weapons, but Longswords don't? Okay) while also being... pretty bad. Why burn a whole feat to turn a greatsword into a finesse longsword when +2 Dex and a Rapier is strictly superior? Are finesse pikes (but not spears!) really worth a feat?
Irresistible Cantrips (5e Feat) Treating spell save DC as roughly equivalent to attack roll bonus, a +5 bonus is vastly superior to a Very Rare +3 item.
Ki Explosion (5e Feat) Any feat that boundlessly increases unarmed strike die size becomes a "why pick anything else" choice for monks.
Magic Hater (5e Feat) Better than a vanilla feat should be.
Martyrdom (5e Feat) A fireball cast with a 9th level spell slot (which wizards only get at 17th level) deals 14d6 fire damage on a failed saving throw, while this allows for 20d6 force damage without a saving throw at similar levels. Being reduced to 0 hit points isn't even that big of a deal, since healing word is a 1st level spell that can be cast as a bonus action. Even assuming this explosion kills the user, revivify is only a 3rd level spell.
Minor Paladin (5e Feat) nowhere near the power level of a feat, nor in line with feat design, prerequisite from nowhere and in any capacity relevant th the feat
More Is Better (5e Feat) Allows for a 3-attack Attack action at 1st level, and 5 at 20th level, potentially more with being able to take 2 bonus actions.
Mutant (5e Feat) Why would anyone take this when the Mobile feat exists?
Necrotic Mastery (5e Feat) A feat should not grant infinite free healing. 20:13, 19 May 2024 (MDT)
Orator (5e Feat) This is just a stronger Skill Expert.
Pirate Cover (5e Feat) Overpowered. There is more here than some subclasses and backgrounds, and this is supposed to be a half feat. See 5e Feat Design Guide. Acting is not a skill.
Powerful Caster (5e Feat) Breaks bounded accuracy
Prepared Spellcaster (5e Feat) Preparing your list of spells each day is a core gameplay mechanic for the wizard's class identity. This entirely negates that mechanic and is far too powerful for a feat.
Primal Awakening (5e Feat) +3 armor is a Legendary magic item, while this feature can grant a companion a bonus twice as high.
Shield Crusher (5e Feat) This feat is far too powerful and needs to be heavily nerfed.
Skilled Thief (5e Feat) A flat +5 to two skills is broken.
Supernatural Strength Instinct (5e Feat) Combined with Dual Wielder, this allows for TWF with greatswords, and is seemingly written specifically for that with that in mind since it grants bonus damage for doing so.
Supersonic Speed (5e Feat) Mobile only grants an additional 10 feet of movement speed, this grants a minimum 180 feet.
Swift Strike Master, Variant (5e Feat) The highest abilility score prerequisite a feat should have is 13, and combat is not a state in 5e (although it is somewhat clear what the feat is trying to do). Players can be in and out of combat every turn or two and really the second feature needs to be reworked.
Unkillable (5e Feat) A feat should only be as powerful as a +2 to one ability score or a +1 to two to a maximum of 20. Even barring the greater ASI, this would still likely be too strong.
Uriel's Vessel (5e Feat) This feat grants expertise and advantage in 10 skills, the next closest is the Skill Master feat, which only grants expertise in one that you already have proficiency in.
Waterborne (5e Feat) Be wary of powerful feats that are balanced by being environmentally locked, like this. In an aquatic campaign, it's overpowered. In a dry campaign, it just isn't going to be taken. That's not a "balanced feat"
Witcher Trials (5e Feat) Basically the Resilient feat with more benefits.

Creatures

Articles with a "Needs Balance" template.
Page Name Notes
Bahamut, God Form (5e Creature) Although mythic monsters can go up to CR 50, this creature's statistics are far above what a CR 50 creature should have with the Mythic Monsters (5e Variant Rule). Besides that issue, the creature has an absurd number of features, ability scores beyond 30.
Deserter (5e Creature) According to the DMG (page 274), this creature's CR is too high. See talk page.
Fezandipiti (5e Creature) 12:17, 24 January 2024 (MST)
GUN Loader (5e Creature) "force" damage is pure magical damage; a grenade would not do this. It would most likely be piercing for a frag grenade - also why is it a ranged attack instead of an explosion? AC 10 does not seem appropriate for something made out of metal or something with a Dexterity of 18 (surely AC 14 at a _minimum_). "Reinforcements" is not a feature, this should just go in general information to describe the monster's behaviour. If you must have it, it would be a Reaction, per the Shrieker
Geraldinho, The Frog (5e Creature) 16:48, 2 January 2024 (MST)
Glimorian (5e Creature) Unless this is part of a specific campaign, or the creature has very few actual hit points, this creature seems overly frustrating and punishing. Especially since the resurrection is timed to 6 rounds exactly.
Great Marshal (5e Creature) A CR 15 creature that can summon another CR 15 creature and on average seven CR 14 creatures who can all summon their own CR 15 creatures. 21:26, 6 October 2023 (MDT)
Killy Demon (5e Creature) CR is closer to 3 or 4. Skills and saves look like they were chosen at random.
Mr.L (5e Creature) Not at all balanced for a CR 30 creature, and in places does not use the 5e ruleset
Mr.SYS (5e Creature) Is this a joke page?
Munkidori (5e Creature) 12:16, 24 January 2024 (MST)
Necromancer, Variant (5e Creature) Forced Company is a theoretically an infinitely, high-leveled spell-slot dressed as a feature that is free/passive.
Okidogi (5e Creature) 12:13, 24 January 2024 (MST)
Pecharunt (5e Creature) 12:21, 24 January 2024 (MST)
Rath (5e Creature) Far too weak for CR 9. 16:29, 26 August 2024 (MDT)
Swiper the Fox (5e Creature) This content was created in collaboration with AI text generation, so requires a human to double check it for balance
Titan Of Snakes (5e Creature) Absolutely absurd.
True Necromancer (5e Class)
Wendigo, Variant 2 (5e Creature) Far too strong for a CR 3 creature. 20:18, 14 May 2024 (MDT)

Equipment

Articles with a "Needs Balance" template.
Page Name Notes
Blazeblade (5e Equipment) The high cost does not mitigate that this is a light weapon that deals 2d6 damage. Where does the fire come from, is this a magic weapon? The "specials" are a little strange (how is a blade used for shoving?) and should perhaps integrate better with existing rules (see Disarming in the DMG, and Disarming (5e Variant Rule))
Bubbly Wine (5e Equipment) Gaining hit points for 600 rounds, even a small amount, feels imbalanced.
Card Gun (5e Equipment) may be anachronistic.
Chainsaw, Variant (5e Equipment) A longbow deals 1d8 damage for 5 cp (1 gp/20 arrows), this deals 3d10 damage for 0.5 a cp (1 gp/180 rounds, more with extra attack). Even a Slabsword (5e Equipment) only deals 2d8 slashing damage with an unarguably-bigger downside.
Chargeblade (5e Equipment) Should be a magic weapon
Colt Canada C20 DMR (5e Equipment) Stats need to be conventional. For example, 7.62x51mm (range 150km/93m)??
Double-Sided Crescent Dagger (5e Equipment) This is a better version of the rapier. 14:15, 12 February 2024 (MST)
Dual Silver Fangs (5e Equipment) So far beyond sensible that I've half a mind to nominate it for deletion instead
Dwarf Gourmet Knife (5e Equipment) Does not use 5e mechanics. Also should be magical with this description.
Dwarven Beaten Leather (5e Equipment) The strongest official light armor is studded leather with a base AC of 12. Plated Leather Armor (5e Equipment) has a higher base AC at 13, but grants disadvantage on Stealth checks. This even costs less (studded leather costs 45 gp, plated leather costs 500 gp), but increasing the price wouldn't fix the issue since it would still grant a higher AC than plate armor with no further downsides.
Dwarven Cleaver (5e Equipment) Does not use 5e mechanics. Also should be magical with this description.
Dwarven Pan Shield (5e Equipment) What is "CA"? Do you mean AC? Also, the constraints and a higher AC bonus than a normal shield would make this magical.
Einarorðr (5e Equipment) One-handed martial melee weapons should not deal more damage than a greatsword. 14:26, 23 June 2024 (MDT)
Flaming Pan Shield (5e Equipment) The rarity makes no sense. Also the mechanics as written seem more than similar to Dwarven Pan Shield (5e Equipment)
Friction Rifle (5e Equipment) Unsure if part of the weapon should be spun off into a separate magical version. Mechanically I don't the example is legal in 5e.
Gun-Gladius (5e Equipment) Deals roughly 4 times greatsword damage as a melee weapon, deals 3.5 times the DMG's automatic rifle's damage as a ranged weapon.
Heavy Orc slingshot (5e Equipment) Overpowered.
Ivory Card (5e Equipment) Is there any reason why this does more damage than a dagger?
Katana of Hellfire (5e Equipment) Underpowered, believe it or not. Despite being a legendary magic item, this magic katana is no stronger than a flame tongue from the SRD, which is only a rare magic item.
MA5C Assault Rifle (5e Equipment) Burst fire needs some explaining, as there is a firearm property in the DMG called "burst fire" that works differently. You make an attack and expend 4 shots from 32 ammunition - is this functionally different to just having 8 ammunition (a unit of "ammuntion" doesn't have to be a single round)
Magical Charms (5e Equipment) This item was created by AI, so requires a human to check it for balance
Murgleis (5e Equipment) Fundamentally stronger than a greatsword.
Neckronomicon (5e Equipment) Mechanics are not playable.
Raiment of the Fey Queen (5e Equipment) Your AC becomes 26 and you become immune to nonmagical attacks and resistant to all other attacks. Allows you to cast an 8th-level spell at will. 21:28, 23 December 2023 (MST)
Saucepan Shield (5e Equipment) For a measly 60 gp, a gnome in plate armor can get 23 AC, which is comparable to wearing a normal shield and +3 plate armor (a legendary item). A +3 shield isn't entirely out of the question, but such a thing requires some major downsides. Depending on how one reads the description, this might also grant resistance to fire damage, which would definitely be beyond the bounds of a mundane shield.
Scorpion Whip, Variant (5e Equipment) too powerful for a nonmagical weapon
Scrapper Armor (5e Equipment) Without the modifications, this armor is overpowered. Besides that, heavy armor does not allow you to add an ability modifier to the armor's AC, how salvaged materials provide such great protection is unexplained, and most of the armor modifications are overpowered.
Staff of Good and Evil (5e Equipment) This magic item essentially allows you to cast multiple spells at the same time. Very rare is too low a rarity to grant 9th-level spells. 18:43, 29 August 2024 (MDT)
Sword Whip (5e Equipment) See talk page.
The Colt (5e Equipment) Description has just been copied from the Supernatural fandom site without attribution. The game mechanics are inappropriate for D&D, is this supposed to be for some other game?
Trinity Force (5e Equipment) This weapon is absurdly powerful compared to the scimitar of speed. This weapon has a +3 bonus to attacks/dmg, allows you to attack two additional times, and deals extra damage based on alignment(creature's no longer have alignment in recent printings and no mechanic should be based off of it). In addition, the for the trinity property only compounds these issues and more(reactions need triggers, unclear wording, round counting/non-standard durations, ect.).
Weaver's Gloves (5e Equipment) Unclear how this actually works in D&D 5th edition, e.g. what is the "req. nat 20", is "psionic damage" supposed to be "psychic damage", what are "failed attunements", how does "spinning the weave" actually work, and I can't make head nor tail of "entwined in the weave".
Woven Sling (5e Equipment) It's a double-damage sling with nearly twice the range. For why?

Other

Articles with a "Needs Balance" template.
Page Name Notes
BlinkWeed Patches (5e Hazard) Needs some standardization of language and dice (d10 perception roll?). Also some size guides would be nice for comparison.
Boon of the Gold Dragon God (5e Blessing) "This is for a [high power level] campaign" is not a valid reason to ignore balance standards, you can use whatever you want in your home game but here we have a general consensus that content should be of a similar power level to first-party content. Missing {{Design Note}}.
Caged (5e Background) Backgrounds do not grant feats or ability score increases. The hit point increase is functionally identical to the Tough feat.
Charm of the Wind (5e Charm) The benefits should be numerical values that are made for D&D.
Child of the Great Dragon (5e Background) The feature should not grant a mechanical benefit.
Contemporary Drugs (5e Other) Needs to be rewritten to use D&D 5e standards. Applying temporary bonuses and penalties to base ability scores is not _broken_ but misunderstands basic principles of 5e design.
Do you want to build some NOVA? (5e Optimized Character Build) At best, you can have two of the three indicated Invocations at level 5. Even that would take finagling. By the time all of them become available, you get only one new invocation slot compared to before any of them were. You could abuse Eldritch Versatility to get two of them, but to get all three would take until at least level 7.
Eye of the Great Sage (5e Epic Boon) each bullet point of this boon could be a boon in and on itself
Fleece of Fragile Fortitude (5e Class Feature) Multiplying your hit points by 5 for any reason is of questionable balance. Optimized magical healing means that a character with this feature could recover 200 hit points per first-level spell slot used by the party's healer.
Fleece of the Diseased Heart (5e Class Feature) This is insanely and blatantly overpowered.
Fleece of the Fates (5e Class Feature) The linked table is untenable and unbalanceable.
Flying Firecaster (5e Optimized Character Build) You can't fly 180 feet straight up with only your bonus action and normal movement. You could if you Dashed as a bonus action and as an Action. Dash says as follows; When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. That's it. It only increases how far you move when moving, from 60 to 120 in this case.
Gym Rat (5e Background) I'm not sure if this was meant to be a 5.5e background due to the feat-esque feature. 5e backgrounds have ribbon features rather than mechanical ones.
Jade Emperor’s Body (5e Epic Boon) As per usual, each trait could be a whole boon. Please balance this
Juggernaut (5e Race Variant) This is just a straight up better version of human variant.
MLM Owner (5e Background) The tool proficiencies of adminship and prestige aren't tools. I'm not completely sold on the traits since placebo is kind of just a general snake-oil salesman thing, not unique nor limited to MLM owners. It'd be more interesting to probably have some connections as a retailer or something since this is a connected business.
Nephalem, Variant (5e Race) Proficiency in 3 skills, light armor, and 2 weapons. Spellcasting does not match 1st party spellcasting. Advantage on several saving throws.
Nukenin (5e Background) Three times the tool proficiencies of Criminal background, nearly three times the starting gold as well
Paisley Dragonborn (5e Race Variant) This thing gives three resistances and an insane amount of type versatility that exceeds the usual scaling of damage by dice. In general, 5e doesn't grant trait advances past 5th level except for dice damage increases.
Partial Armor (5e Variant Rule) This system needs revising. I'm seeing +3 AC items?!. It has somewhat fallen away from the original concept. Now I can wear halfplate with "mercenary armor", sabatons, chain cloak, and a great helmet for an AC of 24. My gut feeling is just to delete the lot of this, but maybe some other restriction can be put in place.
Plant Being (5e Background) The feature allows for regeneration and even damage resistance. Backgrounds should have ribbon features to help with roleplay
Seraphinum (5e Race) This race's traits combine with ASI for a total of +6 ASI. You also get four type resistances and some strange section for blessings below, mixing pally powers with aasimar. So this is way out of bounds compared to first party content.
Skeleton Fairy (5e Background) Far more powerful than any official feat, design disclaimer acknowledges the issue but does nothing to address it.
Tabaxi (5e Race Variant) All base traits plus those granted by these subraces puts them significantly farther ahead of other 1st party races. More base race traits need to be taken away.
The Prodigal Sorcerer: Optimizing Magic Missile (5e Optimized Character Build) Cannot take Agonizing Blast with Eldritch Adept unless you have at least one level of Warlock. Magic Missile is not affected by Spirit Shroud, because Magic Missile does not use attack rolls. If you quicken Eldritch Adept, you can't cast Magic Missile on the same turn.

This build relies on breaking the rules; you cannot quicken EB if you cast magic missile as your action. You would have to quicken magic missile which increases its quicken cost and burn through SP faster.

Wardrober (5e Race Variant) This race starts with a feat and then also has the poise trait? How does that stack? The use of clothing on stacked creatures sounds like something straight out of memes, since the game itself doesn't deal too well with occupying same spaces. The enhance charisma trait is also extremely wonky since it will also screw with your skills tied to the stats (generally finagling with stats isn't too common in 5e for this reason). The strange roll of 2-5 on a d6 is also just weird.
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