Needs Balance

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Needs Balance[edit]

These are the D&D Wiki pages in Category:Needs Balance. You are encouraged to go in and fix them. If the issues are resolved, please remove the "needsbalance" template from the article.

If the balance issues of an article are irresolvable, substitute the "needsbalance" template for a "delete" template.

Adding the Needs Balance Template[edit]

To request a page gets balanced please and add the code below to the top of that page. Please do not remove any content from the page when adding this template. The discussion about its balance should take place on its talk page.

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5e Pages[edit]

5e Articles with a "Needs Balance" template.
Page Name Notes
13th level ultimate one shot build (5e Optimized Character Build) This doesn't work, you can only apply one Metamagic per spell unless the metamagic states otherwise; see talk page.
99.97% insta-kill mage assassin (5e Optimized Character Build) How does this character gain access to shapechange? See the talk page.
AK-47 (5e Equipment) What properties does this weapon actually have, beyond just damage?
Absolute Strength (5e Feat) Comically overpowered for a feat, seemingly by intention
Absolver (5e Class) Lots of dead levels.
Accursed (5e Class) This is an unfinished broken class that should not be used without DM revision.
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.
Adapted Human (5e Race) This is significantly stronger than any first party race.
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.
Afilate (5e Creature) Wrong hit die and hit point calculation used for both creatures. Constitution modifier times the number of hit die determines the set number of hit points a creature has. Furthermore, the tentacle of the CR 9 creature effectively removes a grappled creature from play if it fails the saving throw and there is no rule on how to free the consumed creatures after they are regurgitated.
Aiuevh'aioggd'acnosh (5e Creature) Very overpowered and beyond any kind of limits that 5e may have.
Almace (5e Equipment) Despite having a moderate saving throw, affecting all demons regardless of CR can be problematic.
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.
Alucard (5e Class)
Alva's Armor (5e Equipment) A regular piece of armor should not use Strength, unless you are using a variant rule.
Amputation Knife (5e Equipment) Its use a tool should follow the rules for tools, and seems out of place.
Ancient Automaton (5e Race) This race has a high natural armor which can be improved further with one of the subraces. The subraces AC bonus also applies while wearing armor. The total ability score increases are 5 for both subraces. Immunity to a damage type.
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.
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.
Anti-Static Shield (5e Spell) Disintegrating any weapon based on one saving throw is questionable for a level 1 spell.
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.
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.
Arbalest (5e Equipment) See talk page
Arcane Assassin (5e Class) See the talk page.
Arcane Channeler (5e Subclass) May roll with disadvantage?
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.
Archdrake Set (5e Equipment) A cost needs to be added, and this should be moved to the magical armor section.
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.
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.
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.
Armor of the Void (5e Equipment) This item goes against a number or rules that magical items should abide by including: having no limit on the bonuses the item can provide, gaining effect based on other items, and staying within bounded accuracy. In addition, the armor is heavily over tuned, see the relative power level of another piece of rare armor, the 1st party +1 AC rare armor.
Armored Pilot (5e Class) At level one, you can potentially have a 20 AC, 1d4 unarmed attacks, advantage on several different skills and strength saves, attacks are considered magical, plus the armor can behave like an unseen servant, a level one spell. This is just level one, but this feels closer to what a level 3 or 4 character would have.
Armorian (5e Race) Being below maturity gives you too many ability score increases. Gauntlets deal 1d6 damage. Leggings on either pre or post maturity is too many ability score increases. Chest plate grants resistance to 2 common damage types. Ideally the pre maturity, and post maturity could be fashioned into 2 unique subraces that both share some features instead of the "if this then this, otherwise this." thing. Race Do's and Dont's.
Armstrong Warrior (5e Subclass) Doesn't fill any sort of roleplaying. It's just MOAR POWER.
Artificer, 2nd Variant (5e Class) The Tradition of Spellwright reduced scroll cost table does not reduce the actual cost of the crafting. I'm not sure if I'm just not reading it correctly but it seems like something easily overlooked.
Artificer, 3rd Variant (5e Class) half casters shouldn't gain features at 9th, 13th and 17th levels. And this class has all the features of the 2017 UA alchemist, plus features from the new alchemist, without removing anything to compensate.
Ascended Denieran (5e Class) Some of the listed features have increases at levels not obtainable by this prestige class.
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.
Asura, Variant (5e Race) The race and the class on this page is generally over-tuned. For example, the race has a number of amazing traits that make them better than any 1st party race. The race has a walking speed of 40 feet when 35 feet walking speed is the highest walking speed among 1st party races and 35 feet walking speed is amazing, the race has +2 to two different ability scores which is very good and above the standard +1/+2 ability score increase, resistance to two damage types instead of one, a 30ft blindsight when even 10ft blindsight is equivalent to a 14th level class feature, ect. In addition, the class in question is just a better monk with a better hit die, damage, proficiency in two common saving throws, no real unique core mechanics at 1st/2nd level, ect.
Atronarch (5e Class) Class features, spell slot table and spell lists are incomplete.
Attacker (5e Class) Level spread needs to be equalized over all the levels.
Avalai (5e Race) +7 ASI, and the ability to surpass the standard 20 ability score cap. Also unlimited flying speed. Scratchy-Scratchy surpasses the tavern brawler feat. 3 bonus languages seems rather excess for a race. See 5e Race Design Guide.
Avatar (5e Class) Lots of 3.x-isims, like per round, unconditional bonuses. Needs to fit 5e design.
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.
Bandit's Armor (5e Equipment) Whoefully underpowered for a medium piece of armor, this armor is actually not better than having no armor since it limits the maximum AC you can get while providing nothing.
Banisher (5e Class) See talk page
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.
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.
Basic Rogue (5e Class) See talk page, repeated reference to "while stealthed" which has no meaning in 5e. No class options or interaction features.
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 Fiend (5e Subclass) See talk.
Battle Lash (5e Equipment) 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) Noctem Armis + Sanguine Metal creates a very high AC without wearing armor which is unprecedented in 1st party material, 3 attacks at 9th level is stronger than all other martial classes, a +5 ASI at level 6 (or any level) exceeds any feature 1st party material gives, Excalibur Mastery completely ignores Bounded Accuracy---I have a lot of words but will keep it too its too strong, the Subclasses do not help this page either
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.
Blade ot Tathagata (5e Equipment) This seems awfully weak for a legendary item that has 48,000 souls within it. Mentions having its own will, so perhaps it should be a sentient item?
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.
Blazer (5e Class) Multiple dead levels.
Blood-Ink Tattoos (5e Epic Boon) This is far too powerful for an epic boon.
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, Variant (5e Subrace) Blood Magic needs limits per long or short rest, and probably also that it uses the entire Bloody Object. The ASI needs to be looked over, since minuses do not follow design.
Bloodforged Bastard Sword (5e Equipment) This should be a magical weapon with those benefits.
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.
Bolstering Shot (5e Equipment) See the talk page.
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.
Boon of Demonic Ascension (5e Epic Boon) Each effect on this boon is very powerful and as a whole this boon is too overpowered due to having far too many good effects. For example, most 1st party boons only have 1-2 effects This gives 1 boon, 2 self casted 8th level spells, as well as multiple immunities as well as the lvl 20 capstone of a barbarian.
Boon of Monastic Tea (5e Epic Boon) See talk page.
Boon of Spell Mastery, Variant (5e Epic Boon) Epic boons are balanced against each other and not based on the difficulty of how it was obtained. As such, this boon is simply too powerful as it is much better than other existing 1st party boons such as the Boon of Spell Mastery or even the Boon of High Magic.
Boon of the Devouring Abyss (5e Epic Boon) No one effect on this boon is too powerful, however as a whole this boon is too good due to having far too many good effects. For example, most 1st party boons only have 1-2 effects.
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.
Brawler (5e Class) Multiple dead levels. The subclasses gain features at different levels. Multiple unused abilities.
Brewmaster (5e Class) See talk page
Buffalord (5e Race) None of the custom traits work with 5th edition D&D so need rewriting.
Bullets, Rifleman Variant (5e Equipment) High cost, Heavy Cartriges force Dex save
Burnt Treant (5e Creature) Choose just one type.
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.
Cantrip Combatant (5e Feat) see talk page
Carbine, Rifleman Variant (5e Equipment) high damage
Carcharial (5e Race) See talk page.
Card Mage (5e Class) This class can take four attack actions at 20th level.
Card Summoner (5e Class) See talk.
Cat Sith (5e Race) schrodinger exceeds anything in the PHB. Druids get wild shape at level 2, twice. alter self is a 2nd level spell, and doesn't allow appearance to become four legged. trait severely needs attention for this race to be playable. Please read the 5e_Race_Design_Guide.
Cavern Crasher (5e Race) The traits do not work with 5th edition and misunderstand the way 5th edition works.
Changeling, 3rd Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, "chapechanger" allows you to be any race in addition to this one as well as allowing you to be a large size creature(So you could turn into a CR3 giant scorpion at level 1), proficiency in arcana is totally random, and 2nd persona is an RP element. Overall this goes far beyond what a race should be capable of and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Child Of Cosmos (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. The ability to add flat damage to all attack and it scales up to 4d6. Overall poorly executed and needs a rework both from a mechanic, lore and formatting perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Child of Asmodeus (5e Race Variant) the way this subrace scales and number of benefits it is far stronger than other Player's Handbook races. The 5e Race Design Guide may have ideas to help improve this
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.

Chosen Undead (5e Race) This race features negative ability modifiers. Gravelord Servant uses free action. Darkwraith can ignore damage immunity.
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.
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 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
Ciao's Magic Missile (5e Spell) This is a more powerful version of magic missile.
Circle of Natural Chaos (5e Subclass) You can use every feature, besides consult the cards, without limit. This subclass has unlimited access to a slightly modified deck of many things.
Claws of hades (5e Equipment) Bonuses shouldn't be permanent.
Cold Flame (5e Spell) This seems rather underpowered for a 2nd-level spell; compare this to guiding bolt or scorching ray
College of Fury (5e Subclass) The features are not designed for gameplay, rather they just are trying to get the idea of a "fury" into the character. Needs to be redesigned.
College of the Band (5e Subclass) Some features seem incomplete. For example, miracle of sound (men) doesn't say what the conditions are for casting the spell and (spirits) is broken if it can be repeatedly used (so the beast always has 200 thp). Some reformatting is also needed, for example the college choices don't need separate headers for merely their descriptive text.
College of the Mesmer (5e Subclass) Therre should be some sort of saving throw for Confure Nightmares. Images of Remorse is too powerful to be used as a reaction on each of your turns. How long does it take to create a signet of confusion?
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.
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.
Combusting Critical (5e Feat) This is written like a 3rd-edition feat. It needs significant rewriting to be fit for a 5th edition feat. Critical ranges are set, not incremented. It needs to say what kind of attacks this works with. It doesn't explain what the "critical damage" is - when you score a critical hit in 5th edition you replace your normal damage roll with a different damage roll, so does this just mean the damage that you deal? Is this follow-on damage really automatic? If so, that is incredibly powerful.
Common Ritualist (5e Feat) Is this for crafting scrolls, for learning spells, for other classes to cast ritual spells, or granting spell slots? What is going on?
Companionship (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Complex (5e Variant Rule) See the talk page.
Concussive Blows (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Connected Twins (5e Race Variant) Minus ability scores need to be changed. Overpowered compared to comparable first-party content.
Conscript (5e Background) The feature should not grant mechanical benefits.
Contempt of the Weak (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Counterattack Ace (5e Feat) This seems incredibly overpowered for a feat. See the talk page.
Craven (5e Feat) There's no reason why this should refer directly to the sneak attack class feature. Per feat design guidelines, feats should be inclusive as possible. Sneak attack occurs when you have advantage on an attack, so just make that the trigger for the extra damage. The extra damage also needs balancing.
Critical Warrior (5e Class) Multiple dead levels.
Cross-Class Subclasses (5e Variant Rule) Spellcasting progression issues. See 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 (5e Class) Two strong saves. Class features are overpowered, weak in design, and only focus on combat.
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.
Crystal Elf (5e Subrace) Unconditional advantage should be avoided. Largely vague and unspecific. References terms/rules that don't exist.
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.
Crystallite (5e Race) The various subraces are vastly unbalanced compared to each other. For instance, the lava crystallite gets a con increase, resistance to fire and a trait that adds 1d10 damage to their melee weapon attacks. The lamp fuel crystallite only gets an int increase and a trait that is only really useful at early levels. Pathlight seems useful, but it is actually a disadvantage to any time they would try to hide in the dark.
Curse of Sess’inek (5e Feat) Bonuses well over what an ability score increase offers.
Cursed Ring of Fallen Dragons (5e Equipment) This item seems heavily imbalanced. +15 to all abilities, and increasing your speed by 400. Making all attacks with advantage, and you can seemingly carry as many weapons as you want. Charges are poorly explained. Also there is no maximum time for any of these properties.
Cursed Touch (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
D'ivers (5e Class) Feature spread is incorrect. The levels without class features should happen when the player gets a new spell level.
Dabbler in the Arts (5e Feat) Concensus seems to be that it's not a great idea to allow invocations to be picked up in this way and I would hazard that its the same deal for psionic disciplines.
Dark Knight FF (5e Class) Abilities are very video game-esque and could use a more grounded tabletop-ish approach.
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 Master (5e Feat) A +2 to an ability score was already strange upon observation, but the feat only grew more busted the more it went on. Tentacles do 1d8+dex damage and an amount of them is summoned equal to the casters int/wis; so with +5 that equals 5d8+5xDex for a feat obtainable at level 1 with no prerequisites.
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.
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.
Dark invisible forcefield (5e Spell) The mechanics are not working. Any item is not playable. Making a focus check doesn't make any sense, and an action to use this isn't a reaction.
Darkblade Warlock (5e Optimized Character Build) See talk page.
Dauntless (5e Feat) Every turn you get temporary hitpoints so long as you are below half of your full hitpoints? Work something reasonable out.
Daywalker (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, blindsight, unkillable unless by prescribed methods, necrotic damage heals, unarmed strikes heal, regeneration, truesight. Overall overpowered and requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Death Coil (5e Spell) This is too weak for a first level spell.
Death Knight, Variant (5e Subclass) I've tried to rework some of the issues with this class, but is possible that i have created another ones. So, i'll keep this here to further balancing
Death Pact (5e Spell) Full of errors.
Deck of Arcana (5e Equipment) This item should use a standardized duration(1 round, 1 minute, 10 minutes, 1 hour, ect.). In addition, there should be no distinction between effects that happen in or out of combat in 5e, plus it doesn't make too much sense for the item to suddenly act different based on what you are doing.
Defenestration Expert (5e Feat) Throwing creatures off of elevated structures is undefined. I assume it's a grapple check, Strength, or what?
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 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.
Demon Whisperer (5e Class) With a couple exceptionally exploitable features, this class seems underpowered compared to fighter or warlock. See the talk page.
Demonborne (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful traits. For example, 5e discourages negative ability scores as it is false balance. Summoning should also only be reserved for classes, and is incredibly OP for any race. Overall requires more work from a mechanical perspective to better compare and integrate with the first-party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Demonic Infusion (5e Feat) Nerfing was too much.
Demonic Knight, Variant (5e Class) Gains way too many benefits. Needs to be nerfed.
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.
Dendromorph (5e Spell) This is incredibly powerful. You can repeatedly cast it until you essentially defeat the Big Bad no matter where it is, how powerful it is, and having never met it.
Destroy Wall (5e Spell) Passwall is a 5th level spell that allows you to move through 20ft of a stone surface while this spell can be used repeatedly without any cost.
Destructive Strength (5e Feat) Maximising every attack is well beyond an ability score increase. Needs a long rest limit introduced.
Deus Ex Machina (5e Subclass) THis subclass gains way too many features at each level and also gains features at levels that the artificer subclass is not supposed to give features. For reference, the artificer gets subclass features at level 3, 5, 9, and 15 only.
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.
Devil Shard (5e Equipment) 3d10 is too much
Devilgamation (5e Creature) Run through it to make sure it makes sense.
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.
Discipline of Might (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
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.
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.
Divine Revelation (5e Spell) A 2nd level spell allows you to commune with a god, and give it an order. What does it mean to cost 50% less?
Dojo (5e Spell) May need to adjust the level. Basically copied missing info w/ Mordenkainen’s Magnificent Mansion.
Dominatrix (5e Background) Proficiencies and equipment are incorrect, please see the "Creating a Background" instructions in the DMG. "Dominating Presence" doesn't do anything a Pursuasion or Insight check doesn't already do.
Doom Guy, Variant (5e Class) Class feature spread needs to be evenly spread out over the progression.
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.
Dovahkiin (5e Subrace) Ridiculous beyond believe by comparison to any first party race. The dragonborn don't have subraces.
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.
Draconic Angel Variant (5e Race) This race variant is very obviously overpowered. +3 cha, +2 str AND +1 to any, movement speeds (especially flying speed) are far beyond standard, and complete immunity to disease? Too much. See Talk page.
Draconic Fury (5e Equipment) The dragon(born) blood regaining charges ability should probably absorb x amount of blood (ounces, quarts, gallons, etc.) for 1 charge, instead of merely soaking in it. Although carrying dragonblood is unlikely, and too expensive for early game, a dragonborn user could mitigate this fairly easily.
Draconic Heir (5e Feat) The number of charges or uses that a feat has is not supposed to scale with your level. A feat should provide the same effects no matter what level the pc who takes the feat is.
Dragon's Ageing (5e Feat) A +2 ability score increase feat with anything else stacking on top of it is too powerful. With that said, just decreasing the ability score increase to +1, would make the feat too weak so some sort of balance needs to be reached, probably by adding another trait or two and decreasing the ability score increase to +1.
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 Hide Plate (5e Equipment) Mundane heavy armor should not allow you to gain an AC of 20 as that is far too powerful. Even an AC of 19, 1 better than plate needs to come with some serious downsides besides cost in order to be balanced. See fortress armor for how to create a balanced piece of armor with better AC than plate. Besides that, the armor needs a balanced defineable niche that isn't already covered by existing pieces of homebrew or offical armor.
Dragon Knight, 3rd Variant (5e Class) 1d12 for the companion hit die is to high. The dragon damage at higher levels is insane (4d12?). As it is, is a buffed version of a the Dragon Knight.
Dragon Knight, 4th Variant (5e Class) See talk page
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) See talk page.
Dragon Slayer Traditional (5e Class) Two common saves. There's so much crossover with rangers and fighters one wonders if this couldn't just be a subtype of one of those classes. The only unique core feature is that you deal more damage to dragons, so why not just put that in a ranger subtype. Then at least you can branch out into other favoured enemies - you will go through whole adventures without encountering a dragon, making the damage feature disappointing as a core feature. You can multiclass into fighter if you want the roughneck features.
Dragon Warrior (5e Class) This class has additional ability score increases at levels 6, and 14. Additionally, it appears to have two subclasses that are picked independently, and leveled together with both Soulbond, and Rider Bond.
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.
Dread Master (5e Subclass) See talk.
Drunken Pirate (5e Background) The feature is not worthwhile in gameplay. The ideals are poorly formed: what exactly are the motivations? Flaws are poorly formed: what does "I think I have a problem..." mean?
Duelist's Dance (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Earth Clan (5e Race) Shapechanging is wholly vague by comparison to the shifter/druid/changling, is at will, Long rests shouldn't be halved see how the elves trance works and implement it like so.
Eastern Dragonborn (5e Race) The subraces are unbalanced comparing them to each other and even individually they are pretty strong. Especially the Air based one. Flying is a largely dominating feature in the early game and comparing this to the first party aarokcra it's quite powerful. I'd recommend reducing the number or strength of the sub-classes and specifically reduce the power of Air.
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.
Elemental Avatar (5e Class) 06:53, 15 March 2019 (MDT)
Elementalist (5e Class) Mostly doesn't make sense?
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.
Elf of the Wildlands (5e Subrace) Straight up stronger than all first party subraces. Uses vague wording throughout. Basically a Wood Elf on steroids.
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.
Elite Knight Armor (5e Equipment) See the talk page.
Elitist (5e Feat) I'm not convinced that this is worth it in practice. It effectively adds an extra two die rolls to every combat round for the chance of a possibility of more damage. I also think that surely we are at a point now where we need more from a feat than simply more damage.
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.
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.
Empath (5e Class) Class features should not be gained when a spell casting level is too.
Empathic (5e Class) Should not gain a class feature when getting a spell level.
Employee of Royalty (5e Background) The feature should not give mechanical benefits.
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.
Enfield, Variant (5e Race) The field enfield outclasses all the other subraces due to its massively increased fly speed.
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.
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.
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.
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?
Essence Theft (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Essence of the Shadow Reaper (5e Feat) Way beyond the scope of a feat. Maybe try a subclass...?
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.
Ex-machina (5e Race) This race is definitely overpowered compared to similar first-party races and would benefit from having less powerful traits. +11 ASI alone, not to mention copying abilities. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
Excitement Rush (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Executioner's Sword (5e Equipment) This is definitively better than a Greatsword.
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.
Extraterrestrial Being (5e Race) It is difficult to understand what this races traits are trying to communicate. The page requires rewriting.
Fade Touched (5e Subclass) This class's mechanics are vague and uses a decimal system uncharacteristic to DnD 5e.
Faerie (5e Race) This race is incredibly strong. 30 feet of flying, plus a cantrip, 1st level, and 2nd level spells.
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.
Falconer Armor (5e Equipment) Cost aside, this armor is a bit weak for medium armor and should probably have its AC boosted or changed in some other way to make this armor unique from other pieces of armor.
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.
Far Mage (5e Class) See talk page page
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.
Fast Learner (5e Feat) Feats shouldn't grant benefits at every level.
Fast Rings (5e Equipment) A magical item shouldn't do nothing when you get it. In addition, magic items should not get bonuses for having other magic items and items which can be abused/are more powerful with more of them should require attunement.
Fauchard (5e Equipment) A Fauchard would be more equivalent to a Glaive or Halberd in terms of both aesthetic design and weapon statistics.
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.
Feruchemist Variant (5e Class) This is just a copy of Feruchemist (5e Class) that has been made more powerful.
Fervor (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Fifth (5e Race) This race has 45 feet of flying without even the disadvantage that it brings to aarakocra, plus the other traits that it gets.
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?
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.
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.
Flame Tempest (5e Feat) Vastly better than an ability score increase. Needs saves or contests.
Flame of Wrath (5e Equipment) Currently, this weapon does nothing and is extremely weak for a rare item. For example the item does have a unique description but no accompanying properties related to the item.
Flamus Anus (5e Equipment) This potion/poison deals far too damage much considering that this is a mundane item that has a higher save DC and deals more damage than the uncommon magical item the potion of fire breath.
Flanged War Mace (5e Equipment) Not sure if an actual flanged mace lets you choose how you hit, but if a character has a morningstar, they can always just flavor it as a "flanged mace" rather than making a new weapon page.
Fleet of Foot (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Forbidden Knowledge of the Ancients (5e Spell) Unconventional spell component/spell slot relationship, permanent effects on a spell you cast, and other oddities make it so this spell doesn't fit 5e design and seems more appropriate as something else.
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.
Forest Golem, Variant (5e Race) This race is significantly stronger than any 1st party race. 5 ASIs is too many.
Forge Master (5e Class) Multiple dead levels.
Former Gladiator (5e Background) The feature should not grant mechanical benefits.
Frostmourne, Variant (5e Equipment) See the talk page.
Frostmourne (5e Equipment) See the talk page.
Fundamental Skills (5e Variant Rule) Complicated system that could be replaced with a single sentence on your character sheet, see talk page.
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) 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.
Garotte of the Cenobite (5e Equipment) See the talk page.
Gems, Variant (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, unconditional advantage on all Constitution saving throws, losing a limb is pretty vague and not covered by the rules, this needs to be clarified, adapt should recharge on a short rest, Resilence should give a list of damage types as a choice from all of them shouldn't be allowed, Inclusion is phrased poorly to the point where one cannot extrapilate what the intent is. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Giant Ants (5e Race) Questionable natural weapons and 1st level flight.
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.
Gish’s Aftermagic (5e Feat) Since there are cantrips that are weapon attacks, this can deal too much damage. Recommend reducing the extra damage and adding a flavour/utility feature.
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.
Glitch (5e Race) See talk page.
Glitterdust (5e Spell) This is more powerful than 5e SRD:Blindness/Deafness.
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.
Glyphic Tiles (5e Equipment) The glyphs provide far too much for only legendary item(mainly the charges need adjusting and other effects need balancing). The item should also not have round counting and the wording needs cleaning up.
Gnome, Variant (5e Race Variant) Significantly better the Human Variant, which is already questionable. Requires a significant nerf.
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.
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.
God of the Forge (5e Feat) The numerics here do not fit into the scale used by 5th edition D&D.
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?
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.
Gowther (5e Creature) Challenge rating of 16 seems to be a wild guess not derived from this creature's actual statistics. Several statistics appear to be random numbers; e.g., how is this creature's AC as high as 15 if it isn't wearing armor and has such a low Dexterity score?
Grave Sorcerer (5e Subclass) clerics can turn undead at level 2 for one minute
Great-Bow Master (5e Feat) +2 ASI will grant a total of +1 to attacks and damage.
Great Weapon Defense (5e Feat) 10:08, 5 March 2020 (MST)
Great Weapon Offense (5e Feat) Design needs to be improved per all the feat design advice given by WotC etc.
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. .
Greater Hellhound (5e Race) Certain traits provide flat bonuses to armor, unarmed strikes, and skills. Claws should probably do slashing damage as standard unarmed strikes are bludgeoning damage. See 5e Race Design Guide.
Grootslang (5e Creature) Some of this creatures abilities are over 30.
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.
Guardian Heavy Plate Armor (5e Equipment) No matter the downsides, mundane heavy armor really shouldn't have more than 19 AC. It might be better to just make this armor futuristic and reduce the AC bonus to a more reasonably level and add many of the unique properties this armor would have.
Gunslinger, 2nd Variant (5e Class) 09:32, 9 March 2019 (MST)
Gunsmith (5e Feat) Crafting and creation rules which all players/npcs/ect. could use don't fit within the design of 5e feats. Having to unlock a feat just to craft items feels horrible for players. As such, the rules behind this feat should be converted into a variant rule.
Hadramiel (5e Race) Creatures with flying at level one are extremely powerful.
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-Dopple (5e Subrace) Traits are vague and inconsistent. Requires a rewrite.
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-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.
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-Sworder (5e Feat) Sorry to bring this up again, but it still seems very weak compared to Blade Mastery. This is a lot of prerequisites just for a +1 to attack (you need a free hand, you need to be proficient, it needs to be a sword, the foe needs to be armoured, the damage needs to be piercing, you have to use Dex), when I could just have a flat +1 attack with swords.
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.
Half Vampire (5e Race Variant) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. 4 free class levels in mystic, allows concentration of two spells, a cantrip/1st/2nd level spells from any class list. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
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.
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.
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.
Heart of the Abyss (5e Equipment) Although it can only be used once per wielder, war pact is incredibly strong. Gaining an extra attack alone is very potent. On top of that there is a huge pool of temporary hit points, advantage on three types of saves, increased slashing, and necrotic damage, healing every round, and lasts 100 rounds with standard timing.
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.
Heavy Archer (5e Subclass) Tried to edit it to make it more balanced, Please tell me if it's still horribly unbalanced
Heavy Critical (5e Feat) the d6s might be too extreme, and may need scaled down
Heide Knights Armor (5e Equipment) See the talk page.
Hemorrhage (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Hidden Dagger (5e Equipment) 02:41, 27 March 2019 (MDT)
Hiemalis (5e Class) The damage is a bit too high. Uses per long rest need to be introduced to balance this out.
High Ancient Strike (5e Spell) Needs to be playable for a vanilla class too.
Hollow Infantry Armor (5e Equipment) Whoefully underpowered for a medium piece of armor, this armor is actually not better than having no armor since it limits the maximum AC you can get while providing nothing.
Hollow Soldier Plate (5e Equipment) This armor is worse than every other 1st party piece of medium armor and it has a chance to break.
Homeblessed (5e Race) The precise benefits or drawbacks of Blessed and Magic Touch should be more clearly defined. This would help a DM employ this race in a campaign unambiguously.
Homing Soulmass (5e Spell) This is just a much more powerful version of magic missile. Magic missile at level one does a max of 3d4+3, while this spell could potentially deal 6d4 at level one.
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
Human, Gaston Variant (5e Race) Barge Overdrive needs to be toned down. See talk page.
Human Prodigy (5e Race Variant) A stronger version of the Human Variant in the PHB.
Human Puppet (5e Class) There isn't even any point to the Weaponized Body feature, as the shortsword I start with deals more damage and you should not be able to attack with it as a bonus action. Touch of Needles and Weaponized Body also does way to much damage as you start to level up. The variable amount of damage and range the features do does not fit 5e very well, see Class Do's and Don'ts (5e Guideline). The class also has a few too many features.
Hunter (5e Background) The features are weak, describing either something that a character could do even if they did not have this background but was nevertheless knew how to hunt; or providing a clear mechanical numeric bonus. A background feature should be something only someone of that background should be able to do: not just the normal techniques of hunting.
Hunter Stalker (5e Background) The features are weak, describing either something that a character could do even if they did not have this background but was nevertheless knew how to hunt; or providing a clear mechanical numeric bonus.
Hybrid (5e Race Variant) Choosing traits from other races could be imbalanced.
Hybrid (5e Variant Rule) This class has numerous combos that make a PC belonging to the class be heads and shoulders above the power level any 1st party class. Most combos by their very nature are overpowered, due to PC's just getting the features of two classes/subclasses at almost the same levels and there are many overtly broken combos such as rouge+martial class, paladin+other spellcaster, full spellcasting class+any other martial class, ect. In most cases, these combo classes need ability score increases in several/too many ability scores. Also, an insane amount of testing/balancing needs to be done to make this idea usable and a more balanced version of a hybrid class already exists in multiclassing.
Hybrid Prowess (5e Feat) Better then the ability score increase.
Hyperactive (5e Feat) The extra attack is not enough to make this feat worth it for a player.
Idiot-Proof Pistol (5e Equipment) Idiot-proof does not mean that this just works better.
Illumination (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Infernal Axe (5e Equipment) This weapon provides far too many powerful effects, there is no duration on the summoned creature, the curse is not really a curse for a lot of creatures, and this weapon can gain a +8 bonus to hit against celestials.
Infinite Caster (5e Subclass) Design flaws including problems with min-maxing spells like 5e SRD:False Life or say Protection from Negative Energy (5e Spell).
Inkling, 2nd Variant (5e Race) See talk page.
Iron Chef (5e Class) The skill bonuses and amputation possible at 1st level is just plain broken.
Isekai (5e Background) What is the use of the feature like it is? The benefit should not be mechanical of course.
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.
Jack of all trades (5e Background) Features should not grant mechanical bonuses, they should tie the character in with the game world and provide roleplaying opportunities. See the guide in the DMG.
Jake the Nearly Insane (5e Equipment) Radius for the blast is much to large.
Japanese Kitsune (5e Race) Spiritual Power needs to be reworked. Other traits should be looked over as well.
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.
Kajask (5e Race) See talk page.
Kandra Variant (5e Race) This is essentially just a copy of Kanda (5e Race) that has been made more powerful.
Keeper Variant (5e Class) See talk page
Kender, Variant (5e Race) Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Flat bonus's, unknown terminology, condition immunity, negative ASI's, etc. Overall a poor conversion to 5th edition and needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content. The Musicus Meter (5e Guideline) also has a comprehensive list of racial traits you should use to inform your wording.
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
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.

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.
Klyntar Host (5e Class) This class carelessly throws around very powerful terms such as ability score increases, advantage, immunity, resistance, and vulnerability. Transform as a level 1 ability introduces a laundry list of abilities. Perfect Transformations is outrageously powerful just in terms of the ability score bonus. On top of that, it uncaps the number of transformation, and doubles the blindsight range. Extra attack is also accompanied with bonus movement speed for seemingly no reason. Advanced transformation grants 30 feet blindsight in addition to several other abilities. Homeostasis grants advantage on death saving throws at level 9 unless 'recently' (what does that mean?) damaged by specific types of damage, and other abilities. These issues, among many others appear to make this class greatly overpowered.
Klyntar Host (5e Race) Gaining hit points equal to your normal hit points seems greatly overpowered. Also this race had more than the 10 allotted traits for a race. See the talk page for removed traits. Ideally this page would use the 10(or less) greatest traits from here and the talk page to make for a complete, and balanced race.
Knight of Bretonnia (5e Class) See talk page
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?
Kor-Kitar (5e Equipment) This weapon is strictly better than any other mundane weapon. A martial melee weapon shouldn't cost more than 50 gold, the +1 bonus to AC alone makes this far too good, and doubling the attacks you can make each turn is absurd, as the bonus damage provided is far too good.
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.
Kriegsmesser (5e Equipment) See talk page. Should go on Weapon Alternatives (5e Other).
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.
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.
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.
Lancer (5e Subclass) See the talk page.
Law Bringer, Variant (5e Background) A background's roleplaying feature should be just that, just a roleplaying feature. It sounds like the feature would allow you to make Perception checks instead of Insight checks, which isn't ok, but whether it was meant to do that is unknown as the feature is still incomplete.
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.
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
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.
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.
Lhang (5e Equipment) Finesse and a d10 damage die makes it effectively the best sneak attack weapon --and possibly the best straight up weapon-- in the game (assuming your rogue has proficiency).
Lich's Staff of Magic (5e Equipment) You shouldn't have to spend anything to attune to an item, there should only be requirements (such as being a spellcaster) to do so. In addition, a magic item shouldn't have properties based on the attuned statistics and the item has the potential to store far to many spell slots (7/8 would be more appropriate). Also, you can't gave negative charges on an item.
Lich, 2nd Variant (5e Class) Way too many features with the spells.
Lich (5e Race) There is no way to balance a race that has a 7th, 8th, and 9th level spell, even if there is an extended period of time between castings.
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 Weapon Master (5e Feat) Does not fit the scope of a feat.
Limb Growth (5e Spell) As written, this spell lets you give an entire party a permanent fly speed, an increase to land speed by 40 feet or more, four or more extra arms/tails, etc.
Lindworm Conflagration (5e Spell) This spell has variable range and duration. The spell also mentions free actions among various other non-standard things.
Lisen (5e Race) Race traits never go beyond anything for 5th level. Also truesight for a race at low levels is generally not ok
Lithune, Variant (5e Race) Stronger than any first party race. I'd recommend significantly decreasing the benefits of the subraces. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lithune (5e Race) Racial traits are significantly better than other first party feats and racial feats. Feats should not have level caps and the prereq's should have the race name in them to show their racial feats. These are more class feature type abilities than racial feats, see XGtE. 1d8 on an unarmed strike might as well be giving a monk their 11th level class feature early. Consult the 5e Race Design Guide and the 5e Feat Design Guide for help.
Living Artifice (5e Template) 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 Doll (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Two common condition immunities. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lizardfolk, Variant (5e Race) Just a buffed version of the already comparatively strong Lizardfolk and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly. Overall poor and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lombax (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +4/5 ASI, saving throw proficiency, granting a feat, weapon proficiency based on damage type, Gnome Tinkering on steroids. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Lost Dragon (5e Class) Features need to list how many times they can be used each rest. This class is very underpowered or very overpowered at different levels. These and other balance concerns have been brought up on the talk page, but remain unresolved.
Lovers Quarrel (5e Equipment) See talk page
Lumate (5e Race) How they gain and lose their lumate shell and more importantly their flat +2 to their Armor Class isn't explained and breaks bounded accuracy. Dis/Advantage on literally everything in regards to a certain damage type is easily questionable and might as well be a universal dis/advantage due to its huge breath. Huge detriments don't counter huge benefits in 5th edition, nor does the Musicus Meter take into account such huge detriments or benefits. The price of an item is privy to the Dungeon Master, and such a Design Note explaining the process and the recommended costs should be present rather than within a racial trait. Spellcasting ability for traits should be reasonable and related, not something whatever ASI the subrace gains, like Strength or Dexterity.
Lustrous (5e Race) Yes, you're correct. There are too many racial traits and a little too many subraces on this page. Condense it a little bit and you'll be good to go.
Lycanthrope, 2nd Variant (5e Race) As per the talk page. Doesn't take into account races without subraces or the comparative balance of those with and without subraces or the difference in the power of some races subraces compared to others. Negative ability score improvements should be avoided. Assuming it is used for races with subraces then it essentially adds several strong benefits that make any subrace better than any other as well as includes some badly worded downsides that will cause issues for other party members, makes any period of downtime or travel longer than 3 days a challenge and causes playing one to be choir. Overall a rework is required to make this more reasonable and work within the context of the game.
Lycanthrope, Variant (5e Class) This class seems to be combining the best of Barbarian, Monk and Fighter, eventually growing to an unarmed damage output and resistance that surpasses both while in hybrid form. (permanent resistance, 1d12 hit die and up to 174 bonus hp and 2 attacks for 2d12 and one for 2d10)
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.
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.
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.
Magi (5e Race Variant) This race has negative ability modifiers, and increases in ability scores totaling 5. See Race Design Guide. It also has darkvision with a needless buff, unconditional advantage, and disadvantage on skill checks, and flat bonuses to spell save dc, attack, and damage.
Magic-Bane Exoskeleton (5e Equipment) This needs some limit to the regeneration, or it is too powerful. Even a ring of regeneration only heals you once every 10 minutes to ensure it is limited to outside of combat.
Magical Liopleurodon (5e Creature) Various numbers and terms are invalid. Legendary actions section is not written correctly.
Magister Magi (5e Class) The class entails playing two characters at the same time with magic. Needs rewording and context to some abilities see talk page
Magus Bloodline (5e Subclass) Class feature progression does not match the Sorcerer's.
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)
Major Threat Weapons Legacy (5e Variant Rule) See talk page.
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.
Man for the job (Human varient) This is just a variant Human, which is already debatably overpowered, but with +1 ASI.
Manticore's Mane (5e Equipment) Needs to be rewritten so that it uses the actual 5e rules.
Martial Arts Master (5e Feat) This is much better than just getting an ability score increase, since it's bonuses are all on par with seperate class features.
Martial Cadence (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Martial Poise (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Master Shapeshifter (5e Feat) Any two of the features on this feat(baring Change Appearance shapeshifting clothing) are powerful enough for a feat. Overall the features provided by this feat need to be heavily scaled back.
Master Sorcerer (5e Feat) Feats should not have class requirements, feats should have static effects that are not based on your level, and this feat has no effect if you have no way to use these points.
Master of Puppets (5e Class) This class gain features in the same levels it gains spell slots and it has a d10 of hit die being a full spellcaster
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.
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.
Mechan (5e Race) Large size PC issues. Repair protocol is too strong and overly wordy.
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.
Mechanique de Arcane (5e Subclass) see talk page
Mechon (5e Race) Grants what is essentially a powerful magical item as a racial trait. Physical damage resistance, Large size PC issues.
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.
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.
Medrosakal (5e Race) This race is significantly stronger than any first party race. There are way too many traits and nearly all of them are too powerful on their own.
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.
Memory Make Mage (5e Class) Memory Bank is very vague, puts a lot of onus on the DM to assess new spells on the fly, potentially abusable.
Mercenary (5e Class) If guns exist in the campaign, then anyone with the appropriate tool proficiency can make firearms and ammunition, making the "gunsmith" feature redundant. It also doesn't say what firearms would be available. "Concussion" isn't a damage type. 1st level, then, is very weak. "Swift Reload" is redundant as you can already reload firearms using a bonus action. The points system is muddled, as some features use points and require a rest to recharge. Typically you would not have both. To be honest every feature of this class has some problem with it.
Merchant (5e Class) See talk page. The main problem still stands: where is the money going that the character is spending? Stopping to exist is not a solution.
Mercy (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Mermaid Bracelet (5e Equipment) A cursed magical item should have effects besides the curse which dictate its rarity. For example, a very rare cursed magical item should have several properties besides the curse which make it a very rare item. Having an extremely potent curse on a magical item with nothing to prevent a pc gaining those cursed properties except the remove curse spell is not ok as it is not fun for the pc. The curse should be slow acting(taking several weeks or more), require failed saving throws to gain the cursed properties, or something else to prevent this item from instantly warping a campaign.
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.
Meteor Knight (5e Class) See talk.
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.
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
Mimic Changeling (5e Race) This is basically the first-party changeling with traits from the mimic added on.
Mind Flayer (5e Class) Broken in many places. See talk page.
Mind Freeze (5e Spell) This is the same level as counterspell but it has an added effect.
Mind Steal (5e Spell) Seems an overpowered version of dominate person?
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.
Mom (5e Creature) Missing legendary actions, and burrow speed.
Momentum Warrior (5e Class) Dubious balance. Throws in "you get a monk's martial arts feature" like its a trivial thing.
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.
Monk's Bow (5e Equipment) Magical items have their own power source and magical items shouldn't be able to gain additional effects based on your level or class/subclass chosen. Besides that, monks are not normally proficient with longbows so how do they go about using and attuning to this item?
Monster Hunter (5e Class) Feature spread needs looking at. On some levels no new feature is gained, whilst on others you gain two - including the ASI levels! 1st level is quite weak, like a poor man's ranger. Class features do match the table's level progression. Legendary should have a succeed clause, and likely have a smaller range. On top of the advantage, and bonuses to many rolls, this class can make 4 attack actions at the 18th level.
Moon 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.
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 Zerker (5e Class) The stacks of moon fury should scale throughout level progression. Unconditional armor reduction on hit with no time limit seems very overpowered. Free action is used several times. Many features don't say if they an action, bonus action, etc. Keep attacking allows you to either attack again, or use a feature.
Mord-Sith (5e Class) This needs a balance pass. Straight away we have equipment-as-feature with no explanation how to recover the item if it is lost, a bleeding effect that doesn't pay attention to creature type, inappropriate frequency (it gets to a point where you can basically use the bleeding effect on every attack), and whatever the "DC to Intimidate someone hit by your Agiel" thing means.
Multi-Caster (5e Feat) This feat is blatantly overpower by permanently allowing you to use 3 actions in a turn to cast spells. The feat really needs to be reworked to be limited use while being unique/not a quickened spell rip off.
Music Box with a Stolen Voice (5e Equipment) See talk page.
MyContent (5e Race) This race is significantly stronger than any first party race.
Myrtenaster (5e Equipment) Does not use D&D 5th edition mechanics.
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.
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).
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.
Necromancer, Variable (5e Class) Many features do not work or are insufficiently explained.
Negotiator (5e Background) A background should not provide a feature which has mechanical benefits and should only have proficiency with 2 skills and 2 other things(languages/tools/ect.)
Nen User (Killua) (5e Class) Multiple dead levels.
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.
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.
Night Hunter (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Nimble Fighter (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Ninja, Variant (5e Class) Not well balanced, see talk page.
Noble Elf Armor (5e Equipment) This armor needs to have some sort of niche. Currently, it is just better breastplate.
Nonon (5e Race) Variable ability scores.
Nordic Warrior (5e Class) Almost none of the features here have saving throws.
Nymph Variant II (5e Race) This is outright better than the Nymph (5e Race) which it is based on, which is already on the strong side of playable races.
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.
Oath of Blood (5e Subclass) The features need to state how many times they can be used after taking a long or short rest.
Oath of Sacrifice (5e Subclass) The ultimate sacrifice is not playable. How long does it last, and why does it buff the whole party in such incredible ways? The power needs to be toned down.
Ogre (5e Race) Unarmed Strike is as powerful as an 11th level monk, the race has double proficiency in Athletics, and has the grappler feat. Overall needs to be reduced in power and races should not just give access to specific feats.
Okami (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +5 ASI, traits worded like this is a monster, unarmed strikes deal more damage than a 16th level monk, no reason why they would have superior darkvision, Random Weight and Height Table is incorrectly used. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Orcish Power (5e Feat) Overall better then an ability score increase.
Origamist (5e Feat) Feats should have static abilities and should not gain additional effects as you level up. In addition, this feat's effect seems more akin to a spell than a feat so it should perhaps be converted into one.
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.
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.
Pale Horse (5e Creature) Missing the CR.
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.
Paranoid (5e Feat) See the talk page.
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 Otherworldly (5e Subclass) see discussion 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.
Perfect Cube (5e Spell) A barrier that can unconditionally prevent things from passing in or out of it is too much for a 5th level spell, and an effect that no spell or effect short of disintegrate can destroy is far too much - compare this spell to, say prismatic wall, which while still fiendishly difficult to bypass still has countermeasures and ways to break it down.
Permanent Servitude (5e Spell) Which classes can cast this? The control over the minions should be improved, but permanency should not be used.
Perseverance (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Personal Improvement (5e Variant Rule) Doesn't have any functional effect, see talk page.
Pet Lover (5e Background) Incorrect number of proficiencies. The feature does not differ significantly from the normal rules for training an animal.
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 Warrior (5e Class) Class features need a more even spread.
Phaseling (5e Class) Many features do not specify a number of uses per rest, and can thus be spammed to great effect. I can understand for the shifting ability, as it is the class' central feature, but several others should seriously be reigned in.
Phenix, The Creatures of Fire (5e Race) Compared to the first parties aarakocra this is significantly stronger than the standard race.
Phoenix Blood (5e Subclass) see talk page
Phoenix Kin (5e Race) Reducing ability scores. Requires DM to regulate flame ability.
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.).
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.
Pilot (5e Background) Please see the DMG for how to make a background. Background features should not grant mechanical benefits, they should tie the PC in with the game world and provide roleplaying opportunities. Skill proficiencies should be fixed, not chosen.
Piper (5e Class) Feature spread needs improving. There are some levels where nothing new is gained, and yet other levels where you get a feature and a new spell slot level. Missing information and incorrect terminology throughout (e.g. rat swarm doesn't say what the save DC is for maintaining concentration; repeatedly refers to "major action" which is not a thing.)
Pit Fighter (5e Class) See talk.
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.
Plane Shifter (5e Subclass) planeshift is a 7th level spell, that casters get one spell slot for until 20th level. This subclass can planeshift more times at first level than what an epic level character can.
Planes Walker (5e Class) Plane Shift teleports a willing creature. I think Plane Shift is a 7th level spell, but here a 2nd level character can do it?
Plumber (5e Class) See talk page
Poinkin (5e Equipment) I am confused how any of these mechanics are intended to work.
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)
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
Pokémon Trainer (5e Class) Help needed on balancing starter pokemon.
Polymorphed Dragon (5e Race) This race has numerous game breaking traits, and is far and beyond the power level of 1st party races. See the talk page for a few examples of how this race's traits are problematic.
Possesion Doll (5e Race) This race features nonstandard darkvision. DC 12 + seems very high for Sleep. Possession should probably break if the creature exceeds a range from you. Also possession can last substantially longer than charm person, or charm monster, and wipes their memory.
Possessed amalgamation (5e Creature) Run through it to make sure it makes sense.
Power Orc (5e Subrace) Relentless endurance with 2 hit points left is a bit unconventional and somewhat useless. The spell part on call lightning needs to be worded appropriately as per innate spellcasting.
Prankster (5e Subclass) See talk page.
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)
Pren (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, special senses like tremorsense and blindsight, infinite ranged telepathy, flat bonus to attack and damage rolls, miscellaneous traits, Hive restoration is stronger than the recovery downtime option and it only takes a night to do, AC calculated based off your Strength modifier(consider what happens when you don a giants belt and how little sense adding strength makes). Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
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.
Proctor (5e Background) Background features should not grant mechanical benefits such as advantage. Skill proficiencies should be fixed, not chosen.
Prodigy (5e Background) The bonuses are not necessarily existing items. The feature is extremely vague, and could provide a bonus as well as be counter-productive.
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.
Psion (5e Class) See talk page.
Psyche Swallower (5e Race) The traits are poorly worded and comparatively overpowered and will need alot more work to be playable.
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.
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.
Pyromania (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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)
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.
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?
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.
RIP-Tire (5e Equipment) Using this item is not comprehensible.
Raccoon Folk (5e Race) while I don't personally find too much an issue with advantage on skill checks, WotC core races don't use the trait (iirc) rather races gain proficiency with the skill, but I am concerned with the number of them getting advantage.
Raelyn (5e Race) This race is more powerful than pretty much any first-party race.
Raesokeran 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.
Rallying Shot (5e Equipment) This item is far too powerful to be mundane item as it can increase your party's damage output significantly.
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.
Ravenclaw (5e Race) Thanks for the continued edits, but there's still big problems with this race. Characters can't just get free spell slots for any level, that's not how spell slots work. Spell slots are granted by the player's CLASS, not the race. I'd think of something else to do when it comes to the Divination, Enchantment, and Aerokinesis traits. Keep up the good work, you're making great progress.
Raw Magic (5e Subclass) See the talk page.
Re-equip Ring (5e Equipment) Mechanics need improving; for example, 5e doesn't have "free actions"
Re:Ghoul (5e Class) Balance issues throughout.
Reaction Wild Shape (5e Feat) This is not a feat as understood by 5th edition.
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.
Reaper's Hand (5e Class) Martial class with full casting progression. Although this does not have extra attack at 5th level, the two necromantic cantrips at 1st level more than make up for it.
Recite Scripture (5e Spell) Effects are vague or are very similar to existing spells.
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.
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.
Refreeze (5e Spell) This is not at all useful as a 4th-level spell. The PHB already has evard's black tentacles which has longer range, effects more creatures, for a longer duration, restrains instead of merely knocking prone, and deals damage.
Regeneration, Variant (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Remedy (5e Spell) This spell allows infinite healing at no cost to the user. Consider making it a first level spell or using temporary hit points
Render (5e Feat) Bonuses well over what an ability score increase offers.
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.
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.
Rifle, Rifleman Variant (5e Equipment) high damage & range
Rifleman (5e Class) Untested, new weapons, subclass skill proficiencies
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 Anti-Magic (5e Equipment) The effect of this ring is too powerful for a common item.
Ring of Clean Language (5e Equipment) Totally roleplay based, but heals the player. This isn't a way that equipment items work.
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.
Robes of the Fallen (5e Equipment) this item is very powerful because of the amount of items it works as and because of the amount of permanent spells it gives
Robot (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Missing multiple damage/condition immunities/vulnerabilities, Construct creature type, too much choice for ASI's, +3 possible, missing the "you cannot increase this score over 20" descriptor, etc. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
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.
Root of Motherhood (5e Equipment) 1cp for something like this? The "problem" that males cannot give birth does not make this work.
Rubber Body (5e Feat) This is too powerful for a feat.
Rubert’s Staff (5e Equipment) Being straight up immune to all spells cast expect 9th level ones with no limitations is beyond broken for any kind of magical item (see ring of spell turning for a legendary item that is weaker than this singular effect). Powerful spell casting is beyond broken as even small increases to a spell's range or damage output are very good effects. You should not be able to use the items charges in leu of spell slots as gaining 50 additional spell slots worth of spells every day on a singular attunement is far too good. The DC's on may effects are far too high and should be ~19. The item has round counting or non-standard durations. Magic explosion and lightning rain should have subsequent saves to end the conditions afflicted upon the targets, you should not be able to alter events that happen with Undo except through the wish spell as it causes a lot of problems, true power word kill is far too good, and many other balance concerns.
Rune Knight (5e Class) two common saving throws instead of one common and one uncommon, Noctem Armis + Sanguine Metal creates a very high AC without wearing armor which is unprecedented in 1st party material,---I have a lot of words but will keep it too its too strong, the Subclasses do not help this page either
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.
Sacrae (5e Class) Described in the talk page.
Sacred Artist (5e Class) A +5 bonus to hit breaks bounded accuracy, see Understanding Bounded Accuracy (5e Guideline). The class should look at having more unique features than just giving a PC who chooses this class bonuses to speed, armor, and damage. Two "good" saves.
Salvation (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Samuel "Bostock" Barreller (5e Equipment) The 1500 year history puts huge onus on the DM. How do you get into an argument with this weapon, and what are this weapon's ability scores and vision?
Samurai, 2nd Variant (5e Class) See talk page. Also this class seems to have subclasses within subclasses (Samurai Path for the basic subclasses, Fighting School for an additional, and secondary subclass, and the Yojimbo subclass has the Battle Master feature which can have it's chosen bonus changed when gaining a level).
Samurai Warden (5e Class) This class just seems like a more overpowered version of fighter. See the talk page.
Sans (5e Class) The features need to state how often they can be used after a short or long rest.
Santoryu (5e Subclass) Is this a class or a subclass?
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.
Scorpkin (5e Race) "you can only fail fortitude save by rolling a natural 1" - 5e doesn't have "fortitude saves", maybe this means Constitution save... even so this is kinda overpowered. Too many traits in general. "One combat oriented feat" on top of all that, which is definitely too much, considering a feat is the entirity of the variant human's traits.
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. Overall you shouldn't have to pay to use class features and the class as a whole could use some significant work to make the class more usable.
Scythe Whip (5e Equipment) See talk page
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)
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.
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.
Seeker (5e Race) Racial traits shouldn't have benefits that scale beyond 5th level.
Sentient Automaton (5e Race) This race's ability score increases and the Coal Powered trait are completely overpowered. Typically a race only get access to a +2/1 ability score increase or +1 to all ability scores as too much more is far too powerful. Taking damage, having a negative ability score increase, or other negative traits should not be used to balance races in 5e. In addition, the Coal Powered trait has tons of problems. It has round counting(durations in 5e are 1 round/1 minute/10 minutes/1 hour/ect), it alters your ability scores which a trait or feature shouldn't be able to do, and the overclocking part in general is far too good. Finally, you should never be able to gain more than proficiency with weapons as it would break bounded accuracy.
Sentient Ooze (5e Creature) "Save or die" effects (in the form of ooze's kiss) at this CR aren't fun
Sentient Slime (5e Race) Too many ASI, Blindsight is highly questionable as is the Predator trait.
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.
Shadow Bringer (5e Background) The feature should not grant a mechanical benefit.
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.
Shadowfell Walker (5e Race) Having negative ability scores or other negative traits does not allow you to have other higher than normal ability scores like in earlier editions. In addition, increasing spells damage is far too powerful for races, round counting really should not be used and a more standard duration should be used instead(1 round, 1 minute, 10 minutes, 1 hour, ect), and a +2 bonus to AC is far too strong for a race to have. This is on top of having a hover speed that is greater than 30 feet.
Shadowflame Corruption (5e Disease) Diseases need saving throws and shouldn't ruin play for a player which changing alignment does. Diseases also shouldn't provide benefits should as becoming immune to a damage type or gaining a spell. Overall, the mechanics behind how this disease works needs to almost entirely be reworked.
Shadowrend (5e Equipment) The mechanics here are all over the place, not very "5e", and often nonsensical.
Shaman (5e Class) See the talk page.
Shambali (5e Class) See talk page. please leave CONSTRUCTIVE criticism only.
Shared Knowledge (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Shi Yu Scarf (5e Equipment) The Blue Crystal effect is broken, and A Thousand Graves has the potential to be game breaking as well.
Shield Fighter (5e Feat) You shouln't be able to at-will stun an enemy.
Shield Maiden (5e Class) The benefits are not scaled correctly for D&D 5e.
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.
Shinsu Baang (5e Spell) There is no reason for a player to take this spell at level one. It scales significantly better than any other cantrip.
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".
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.
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.
Sigmar's Fury (5e Equipment) Plus 15 to strength score, among other things.
Simic Hybrid, Variant (5e Race) How many upgrades do you get on Animal Adaptation list? The ability score increase should also be a standard +2/+1 or something else, plus ability scores shouldn't be allowed to go over 20. Many of the adaptations are beyond broken on a race as well with a few being(Digger as tremor sense is incredibly powerful, Natural Attacks for basically allowing you to have a monk's unarmed damage die scaling/attacking as a bonus action, Wings as flight speed is typically the only powerful trait a race can have to be balanced, among numerous others.
Simiosaurus (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having significantly fewer traits as 13 is absolutely ridiculous. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
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.
Sin of Greed (5e Class) Min-Max's all kinds of abilities, and overall needs to be nerfed to be playable.
Single Spell (5e Feat) See talk page.
Skyrynthees (5e Race) Although not reflected in the H&W table, the description for size is beyond Huge, making it very difficult for anyone to play it, and brings with it a myriad of problems that are extremely atypical of playable races. See Race Design, and Large Races. Size needs to be reworked. The 'Chronic Cave Dweller', and 'Dank', traits should be exchanged for other traits, or reworked. Thanks, I didn’t even realize the weight issues, it was a very unrealistic weight. Also, what’s the issue with the other traits? I know it’s bad, I just can’t pinpoint where.
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.
Slender Nightmare (5e Feat) This feat is far too powerful as either one of the latter two features is too powerful by itself for a feat. In addition, player's DC's for their features should not be static, 5e has standardized durations (1 round/1 minute/10 minutes/1 hour/ect.) and durations besides those shouldn't be used.
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.
Slime Reincarnate (5e Race) This race seems overpowered compared to similar first-party races and would benefit from having less powerful and complicated traits; try comparing them to some of the PHB races. There have been at least three races on the wiki that try to copy the protagonist from that slime anime (who is a busted beyond overpowered Gary Stu) which I recommend you give a look over to see if they hit the nail that you're trying to meet. See Mimic Slime (5e Race) and give the 5e_Ooze_Races section a browse as many of the issues with ooze-like races are tackled and discussed in sometimes interesting ways.
Slime Shield (5e Spell) Being able to deal damage every time you are hit with a melee attack is more powerful than a typical cantrip.
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?).
Slinger (5e Equipment) "Puncture" is not a valid damage option. How are the seperate ammos gained, how much do they cost, etc, is all missing.
Sliver (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...
Sniper (5e Subclass) Level's don't match the 5e SRD:Ranger.
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.
Songstress (5e Class) This class gains three uses of the lucky feat, in addition to several other extremely powerful features.
Sorrel's Inevitable Impalement (5e Spell) This spell can do 200d12+200 at maximum damage. That's stronger than any 9th-level spell that deals damage.
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.
Soul choker (5e Equipment) The fact that this item can not be removed makes it overtly powerful for its rarity.
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.
Spear Master, Variant (5e Subclass) see talk page
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.
Spell Shield (5e Spell) Is this appropriate for a 2nd level?
Spellblade Variant (5e Class) This class deals far too much damage with arcane blade, and numerous archetype features are overpowered or broken.
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.
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.
Sphere of Flames (5e Spell) This is significantly weaker than the spell fireball of the same level.
Spider Silk Glove (5e Equipment) This is way too powerful to be a mundane weapon.
Spiral Deformity (5e Equipment) The weapons rarity needs to be comparable to those in the DMG, specifically the section on Treasure and magic items.
Sseth's Amulet (5e Equipment) Please consider setting the ability scores to a specific value to avoid stacking situations.
Sseth's Fang Boots (5e Equipment) 5th edition doesn't use this kind of ability score bonus for magic items. Is it possible to do something more interesting than this, there are already plenty of +AC items.
Sseth's Fang Chainmail (5e Equipment) Perhaps something more interesting than a Con bonus (which isn't really done in 5th edition), for example an advantage to some Constitution ability check or saving throw. The AC bonuses are not at all scaled to 5th edition.
Sseth's Gloves of Regeneration (5e Equipment) "During battle" needs codifying as it's not strictly a mechanic: e.g. exactly why does the gloves let you regenerate during a battle but not "out of battle"? Can I complete remove the hit dice economy by having a non-injuring "battle" with another PC, allowing me to regenerate to maximum hit points during a short rest? For this reason, hit point recovery should always consumes some kind of resource (be it a charge, spell slot, etc)
Staff of Icefire (5e Equipment) Could do with using 5th edition D&D rules.
Staff of the Arch Magus (5e Equipment) Why does this staff have 900 charges that it regains at dawn if each tier 3 spell only takes 21 charges? You could use this staff to cast 42 tier 3 spells before running out of charges.
Staggering Blow (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
Star Glitcher (5e Equipment) This item has next to no actual mechanical effect besides being extremely hard to unattuned to, and is vastly weaker than even most uncommon magical items.
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.
Starbreaker (5e Equipment) See the talk page.
Stick of a man (5e Creature) Run through it to make sure it makes sense. Also see talk page
Sticky Spellbook (5e Spell) This spell deals up to 10d6 force damage, which is quite a lot for a 2nd-level spell. I would favour removing the damage entirely, as this is more of a protective/utility spell. 5e SRD:Detect Magic has a 30 foot range which conflicts with the 60 foot range noted below.
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).
Stone of Sizing (5e Equipment) "Area" is too loosely defined. Is this a room, a house, or what? What happens to all the items in the said space?
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.
Student of Theft (5e Feat) See the talk page.
Stupefy (5e Spell) Described as a "less powerful" version of feeblemind, but seems to be way more powerful, versatile and somehow more complicated.
Succubus Descendant (5e Race) Innumerable, leveled traits makes this feel more like a class page than a race 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.
Summoning of the anthill (5e Spell) Needs some mechanics to explain how this works.
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.
Sunlight Acclimated (5e Feat) This isn't a particularly exciting feat, being only to negate a racial penalty. As such it is more like a 3rd-edition feat. Preferably this should also include a little bundle of benefits that adds flavour to the character.
Supreme Two-Weapon Fighting (5e Feat) Feats should not be limited to a specific archetype of a single class, as that is far too specific. Additionally, feats should not have even ability score prerequisites.
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.
Swift Wind (5e Feat) "All Dexterity rolls rolled below 10 can be treated as a 10" is way too powerful. This is vastly more powerful than +2 Dexterity, which is what a feat is meant to replace. With a decent Dexterity score and proficiency bonus, your attack rolls will never miss, you'll succeed almost all Dexterity saves, you'll never roll a low initiative, etc.
Sword Keeper (5e Creature) Way too weak for a CR 12 monster. Consider granting it Multiattack.
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.
Swordmaster (5e Class) Uses round counting, among other concerns. See talk page.
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.
Syncopate (5e Spell) This just a more powerful version of counterspell.
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.
T-800 (5e Race) This race features negative ability modifiers, a swimming speed, both enhanced vision and senses, immunity to two damage types, and resistance to four damage types, and immunity to surprise, etc. Overload makes you lose all other traits, which seems over complicated. Does the +2 bonus against humanoids apply to attack, or damage rolls? Also what is the uncommon lanugage, and an entire language can be learned by scanning a creature?
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.
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.
Tarotmancer (5e Class) Its current features make this class very similar to a wizard, but even more powerful and versatile. See the talk page.
Tattoo of Power (5e Equipment) can rarity vary on sentient items?
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?
Tears of Freyja (5e Spell) Cast time is instant?
Telekinetic (5e Class) Just Constant study makes this op
Telescoping Spear (5e Equipment) This is statistically superior to every one-handed melee weapon in the SRD, as it's essentially a rapier or longsword with extra properties but no drawback.
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.
Temporarily Permanent (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Tempter (5e Background) A background should not provide a feature which has mechanical benefits.
Tenno/Warframe (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Grants a scalable Barbarian Rage. Allows one to take normal activity through their armor while gaining the benefits of a rest. "Expertise" in stealth. At will, no limits, misty step. Adding Con Score to HP max? +5 ASI. ASI increases by 2 while not in armor? RW&H Table is incorrect. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Terrados Unicorns (5e Race) 60 feet of movement is too much compared to the first party races. A trait for having normal vision is redundant. move action isn't a term in 5e. Shapeshifting is way too vague for what it is supposed to do, see the changling or the multiple other transformation type races on the wiki.
Tetsutetsu (5e Deity) None of these domains currently exist. See talk page.
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 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 Amulet of Control (5e Equipment) I think this was made for the wrong edition of D&D? Hmm, but it does mention bonus actions... what a mystery!
The Apprentice (5e Feat) A feat should not grant "full" spellcasting.
The Deep Patron (5e Subclass) Dismissing with the 'ward of the deep feature' is a free action.
The Great Learner (5e Feat) You can only ever take a feat once and feats should not give you access to more feats, they should have their own unique effect.
The Great Ones (5e Race) Uses confusing, incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague. Overall needs a rework both from a mechanical perspective to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
The Hivemind (5e Subclass) removing all Verbal and Somatic requirements from all spells starting at level 1 for free seems to be a bit overpowered
The Holy Glaive Netherbane (5e Equipment) This weapon is far more powerful than any other artifact as it deals a large amount of bonus damage upon hitting on top of providing an huge AC bonus and having a higher bonus than any other magical item in 5e(+4 is max).
The Mace of Many Faces (5e Equipment) Hugely overpowered, incorrect terminology, incomplete definitions.
The 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 Voyager's Map (5e Equipment) A magical item's power and magic are derived from it being enchanted, not from the level of the pc that uses the item. As such, this item shouldn't have effects based on the statistics of a pc.
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.
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.
Thirty-Six (5e Subrace) Balance is different for magic users and their counterparts.
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.
Throwable Longsword (5e Equipment) More powerful than the 5e SRD:Longsword.
Thug (5e Background) Doesn't distinguish itself from the criminal background in the PHB (with which you can make a thug by choosing your criminal speciality).
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.
Thunderfury, Blessed Blade of the Windseeker, Variant (5e Equipment) See the talk page.
Tiegon (5e Race) No race should have 120ft of truesight as most high level monsters don't get more than 30ft truesight if any. Secondly, it says that they have telepathic communication with anyone they consider is a part of "their tribe". Wording wise, this could mean anybody that the character feels close to, including (but not limited to) party members, friends, drinking buddies, that one cool NPC that your character saw do a cool thing, etc., as tribe just means a group of people with some sort of linking factor that sometimes has a recognized leader. And lastly, in the Demonic Tiegon subrace, "You can cast 2 spells as one" sounds like a feature that allows you to cast two spells at the same time using the same action, which should not be a feature on an already overpowered class and definitely at least needs a re-wording.
Tiki-Taka (5e Race) This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +6 ASI already makes this better than the human and the possibility to have a +3 in a single stat. A huge number of racial traits with unfounded benefits. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.
Time Wizard (5e Subclass) Levels do not match the wizard's subclass.
Timebender (5e Class) Several abilities can be used again after only one minute passes.
Tokyo Ghoul (5e Class) Every level is a bit too high of a power creep. Transformation not seeming to have a duration also makes it very powerful. The different Kagune are good in theory but the top two make the other two almost useless in comparison.
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?
Toosh (5e Race) +8 ASI on top of a plathora of questionable traits.
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.
Trained Regular Infantryman (5e Feat) Grants multiple benefits which exceed the scope of a feat.
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.
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.
Triple Flail (5e Equipment) Stronger than a greatsword and can be used with a shield.
True sight/strike (5e Spell) Advantage on all skill checks and saving throws as a cantrip? Let's not.
Truest Strike (5e Spell) This has a ridiculously long cast time even if it was a level 1 spell. It's a wizard spell that can only be cast on self, that just grants advantage on one melee attack over the course of 2 rounds for a 9th level spell? Is this an Category:April Fools spell? What wizard would choose to expend a 9th level spell slot to cast this?
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.
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.
Twilight (5e Equipment) See the talk page, this weapon allows you to store far too many spells and spell slot levels.
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?
UNKILLABLE (5e Template) It's a template for a completely immortal creature that can't be killed except with a single spell, and even then it's at the DM's discretion. Also regens 1 hit point per level (guessing that's supposed to be CR) with no way to stop it, which is a bit insane.
Uchiha (5e Race Variant) Has a progression way beyond the scope of a race. Needs to be nerfed.
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.
Ultimate Durability, Variant (5e Feat) Flavourless and overpowered 3.5e-style feat.
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.
Undersized Lifesteal Crossbow (5e Equipment) Firstly, an undersized crossbow is a hand crossbow. Secondly, hit point regeneration needs to be more measured than this so I suggest you look at something like the Sword of Life Stealing.
Unicorn (5e Race) Trample and Hooves traits are overpowered.
Unknowns (5e Race) Extremely low effort. Can effectively fill any role and niche allows for +3 bonus to any score that is perfect for your single ability score wizard or hexblade.
Unlimited Blade Works (5e Spell) I cannot fathom at all what this is supposed to do. It doesn't make any sense.
Unseen Predator (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Unseen Threat (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
UrRu (5e Race) Athough this race's traits are hard to understand, it does have far too many of them. It has 4 arms which can hold items and weapons but no restrictions on them(amount of weapons held and number of shields AC bonus you can benefit from should be limited). The race has a +2/2 abi with a negative abi which is a problem as negative traits don't count towards the total power of a race in 5e unlike in earlier editions. Flat bonuses to skills and other things has also been mostly fazed out and replaced with proficiency and races also generally don't gen any new traits after 5th level.
Uruk-hai (5e Race) Stronger than any first party race and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. +6 ASI, Everything an orc and half-orc get with more ASI's, random double of traits, single subrace, etc. Overall poorly executed and needs a rework both from a mechanical perspective to better differentiate from the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.
Uruk (5e Race) Negative ability scores. Refers to the feats rule making the race unplayable in games that don't use it.
Utility Magic Caster (5e Feat) Feats should not have class requirements or just give access to class features, plus getting access to additional metamagics through a feat is too powerful. Given the name, something along the lines of gaining access to non-damage dealing cantrips would be more appropriate.
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.
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).
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.
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.
Viktor's Teachings For Adran (5e Spell) See the talk page.
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
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.
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.
Visionary (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Vitreon (5e Race) +3 Constitution and Toughness is a ridiculous benefit to ones hit points.
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 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).
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.
Voidblade (5e Class) The class feature table does not match subclasses by levels, and the subclass features are not gained at identical levels.
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.
Volatile (5e Class) Three immunities to common damage types, insanely high AC, etc.

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

Voracity (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
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.
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.
Vulpus Blade (5e Equipment) Hugely overpowered. Terminology needs correcting.
Wabbajack, Variant (5e Equipment) Shouldn't the wabbajack be an artefact? Anyway, this is full of non-D&D terms: "12 seconds", "30 minutes", "30 seconds"; "Heal 1d4 to every creature"; "heal 2d4"; many of the entries are poorly written or defined; has far too many charges - it might be funny once a day or so, but 8 times a day is going to get obnoxious. "Make 3 spells in one attack" doesn't make any sense. Are the "spells" the entries on the table, or are they your own spells? What is the "attack"? Are you making an attack roll?
Waddle Dee (5e Race) Multi-attack is overpowered. The traits don't seem to thematically fit what little we know from the description.
Wand of Grim (5e Equipment) This page has several effects that goes against normal conventions seen in magical items(regaining charges on rest, charges based on pc level, ect.). See magical item Do's and Don'ts.
Wand of Paracusia (5e Equipment) This is too powerful for a rare item. The creatures don't even get to attempt a saving throw.
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
War Magus (5e Class) This class gains spell levels and class features at the same progression.
War Wizard, Variant (5e Class) Features are gained at the same level that the class gains a spell slot, multiple features give free spells or extremely powerful effects on a class that already has full spellcasting.
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.
Warcaster, Variant (5e Class) Overpwered class. Full fighter combined with full caster with no weaknesses to offset this. Can create very powerful magical weapons. Can use spells without any components for no cost. Added strong ranger/rogue feats to class that don't seem to fit the theme. Seem to be there just to make the class more overpowered.
Warcraft Death Knight (5e Class) Runic Empowerment now available from level 13.Check the discussion to see what has changed and feel free to contribute and help make it better.
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.
Warpath (5e Feat) Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing
Water Mole (5e Race) This race is strangely centered almost entirely around reactions, and feels more like a class in some areas than a race. Advantage should never be across an entire ability. See 5e Race Design Guide.
Way of Earth (5e Subclass) This is way stronger than any other monk subclass without needing much thought into dipping into other areas. Getting fullcasting for a martial class is completely imbalanced, as well as resistance to all damage.
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 Electro-Combatant (5e Subclass) Conductive Current is far too powerful of a feature, for a monk using 1 ki point should give a similar amount of damage increase compared to using Flurry of Blows. The subclass is also heavily lacking in non-combat features.
Way of the Inner Light (5e Subclass) Lots of powerful features, tons of damage and a potentially infinite source of ki points
Way of the Perfect Fist (5e Subclass) Needs to be nerfed.
Way of the Spear, Variant (5e Subclass) Class features do not match the monk's levels.
Way of the holy runes (5e Subclass) Basically every single feature is over-powered.
Weapon Channeler (5e Feat) This feat is far too powerful as it allows you to add a decent chunk of damage to all spells that make a melee spell attack and allows you to use another ability score to hit a target with a spell which is much better than just increasing your chance to hit with a spell by 1.
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.
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.
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.
Werewolf, Variant (5e Race) Natural Attack damage and Wicked Resistance (even though it is optional) may still are of questionable balance. As this is a template/ race variant it should be moved to the correct section of the wiki, etc.
Werewolf (5e Class) Among other issues: skill increases breaking bounded accuracy, effective doubling of hit points, damage of the werewolf claw damage table is questionably high and its damage gets further boosted, being able to instantly take a long rest. In addition, some of the class features are not comprehensible due to being poorly worded. (the entirety of beast's blessing) Furthermore, the class is lacking feature for the interaction and exploration pillar of the game. Consult the 5e Class Design Guide for help.
Whittle (5e Race) This looks overpowered. See Marasmusine Meter. This race scores about 4, where the target is 2.5 to 3.
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).
Winged Orc (5e Race Variant) Literally just the first party orc but with wings and as such a flying speed.
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.
Witch (5e Background) The feature should not grant mechanical benefits.
Witcher, 4th Variant (5e Class) Immunity to a damage type, condition, at 1st level is far too powerful without greater consideration. though changing them to contest checks and saves against persuasion and deception checks. Advantage against being charmed on top of this all is also far too powerful.
Wolf Lord (5e Class) Who takes actions for the companion, the DM? The capstone ability should not retroactively damage the duo. Some of the features also have no real purpose (what is Specialized Subdual for)?

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

Wooden box with a Cupcake (5e Trap) If this is a mechanical trap, not a magical trip, then players should not be forced into taking the bait with a failed save. Honestly, I'm not sure this is even worth a page, as any DM can improvise a "box fall over PC" trap in their sleep.
Wookiee Warrior (5e Race) See the talk page.
Wraith, Variant (5e Race) This race is dense enough to be a class. 3d4 for a melee attack is absurdly powerful, even if it requires charges, especially as an action or bonus action. Every feature that uses tokens is imbalanced, and they read like a class spell list. See 5e Race Design Guide.
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.
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.
Xilan Warrior (5e Class) This class shouldn't have two common saving throws, an powerful and undescribed homebrew weapon, Strength as your unarmored defense, bonus action attacks that vastly increases your damage every turn and require creatures to make a saving throw on every hit, and various other issues.
Yakuza, 2nd Variant (5e Class) At first level, this class gains basically the same features as a monk, but it has a d12 hit die and a version of the barbarian's rage.
Yakuza, Variant (5e Class) At first level, this gets the monk's 5th level martial arts and an unarmored defense, plus a d12 hit die, and a version of the barbarian's rage.
Yakuza (5e Class) Can add a extra d20 to an "attack roll, saving throw, or ability check". At 13th level Dexterity abruptly stops being used for AC, which must be of great joy to the Dexterous Fighter subclass. There isn't a "magical" damage type. "instantly land a melee attack". All kinds of little errors like this.
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.
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)
Yuan-ti Half-breed (5e Race) I believe this is overpowered. I estimate it to be 10 or more on this scale, where 4.5 is the target.
Zoltan (5e Race) This race features negative ability score modifiers. Is Zoltan overcharge triggered by permanent death, or falling to 0 or less hp? It should also probably have a DC X dexterity saving throw associated with it.
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.
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.

4e Pages[edit]

4e Articles with a "Needs Balance" template.
Page Name Notes
Abyssal Murderer (4e Paragon Path) The attack powers will need the Weapon or Implement keyword, or otherwise have an inherent tiered bonus (or they are going to miss a lot)
Angel, Variant (4e Race) to many attribute, too powerful attributes, and missing encounter power.
Artificer (4e Class) You can't dual-wield a staff and a blade, since the staff is a two-handed weapon. The bonus Blade Opportunity feat pushes them to use a blade, so staff is quite inappropriate as their implement. The Rune Caster feat is a mandatory bonus feat for the artificer, and can only be taken by an artificer, so it's not really a feat, it's a class feature - not that it works, since none of the powers have a Rune keyword and it's less useful than taking Staff Expertise.
Asura (4e Race) Propose these changes: Name change, I might include this in the magazine, so we need to avoid copyright issues with GW2, it's also confusing with the Hindu asura which has been a monster in previous editions; Asura Will needs changing, defense bonuses are usually there to make up a deficiency due to ability scores, but they are already guaranteed +1 will from their abilities; Ingenious Tinkerer should do something even if the character doesn't have those feats; Technobabble certainly shouldn't daze as an effect.
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
Bog Cloud (4e Feat) Does not scale to tier correctly
Cabbage to Gin (4e Ritual) Is this on par with other 5th level rituals?
Cambion (4e Race) too many good things, three languages, Immunity, Summoning a swarm of demons, getting rid of these would bring it to the average 4e race
Cecaelia (4e Race) 4e doesn't have subraces...? And resistance to bludgeoning is outright broken in either edition.
Chameleod (4e Race) The extra ability score choice makes the race far more versatile than the majority of other races. The immunity to flanking is to powerful for a racial and removes any sort of punishment for charging in, while there is a feat that provides the same bonus, racial traits are weaker than feats.
Charr (4e Race) Large creatures change how the close burst mechanics work, they are larger and technically more powerful, you could give them a trait to define how close blast attacks work for them. But large creatures will have to squeeze through one wide hallways and most doorways, making them very vulnerable. In addition they will be unable to fit into smaller places that medium creatures would be able to, again limiting them immensely
Chirot (4e Race) Interesting concept but not very viable at the moment
Color Bearer (4e Class) Class features are tied to specific piece of equipment, which seems to go against 4e class design philosophy; see talk page.
Combine Consciousnesses (4e Ritual) Permanent duration.
Corena (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Create Minion (4e Ritual) Does not follow the standards for either summoned creatures or companion characters, breaks action economy, can have a proficiency in a superior weapon, implies that it can be used in combat but doesn't present the required stats.
Create Undead (4e Ritual) Does not say what statblock is used for the zombie minion (one from one of the monster manuals?) or how commanding the zombie ties into action enconomy.
Cullen (4e Race) Cullen Durability: Now some adventures might be entirely indoors/underground, some might be at night, some will be at day, so let's say that this will take effect 1/3 of the time. There are 4 defenses, so this trait is worth a bonus of +8/3. This is more than twice as powerful as a normal trait of +1 bonus to one defense.
Dellan (4e Race) The power seems to not be based off of a typical 4e system, additionally needs another secondary ability score. It needs some traits to make it more unique as well
Disrupting Spell (4e Feat) With respect to monster statblocks, there's no such thing as a "nonmartial power"
Djinn (4e Race) Magic compatible blind-sight, two full resists, Choice of any cantrip, large disease resist. Just to many good things all wrapped into one, perhaps create options with different abilities similar to Genasi.
Doomspore Myconids (4e Race) Though the communication is interesting it just provides a huge hindrance with role play and generally limits the player and DM. Having no additional traits other than the interesting telepathy. However the Racial power is far to strong, The zone it'self for only the one turn would be an amazingly powerful racial, but the sustaining and it being an Encounter makes it incredibly overpowered.
Draenei (4e Race) No racials are highest ability mod, racial utilities gained by leveling do not increase in effectiveness, though you can make versions for higher level utility slots (PC's keep all utilities throughout their lives thus making theses undeniably better). Additional minor things 3 languages is a bit much with everything else, Custom languages should be avoided (perhaps choice of Elven, Draenei, or another fey language as that seems most appropriate to me)--Aitharious (talk) 21:58, 6 July 2016 (MDT)
Dragon's Wing (4e Paragon Path) Forceful Tactics has no Miss, Effect or similar function required by a daily power.
Dragonborn (4e Racial Trait Variant) this is a straight upgrade to the normal dragonborn consider a re-balance, breathweapon needs "until the end of your next turn" for effects as it is an encounter in addition to damage removal or reduction.
Dragoon (4e Class) Needs an immediate interrupt charge attack to enforce its mark. Jump seems unnecessarily complicated, and breaks the initiative flow in a way that interacts poorly with interrupts, ready and delay actions. Maybe it should be reworded to use the existing Ready Action rules.
Earth Rune (4e Power) Bursts are either Area or Close. "Earth" is not a keyword. Implement attacks have a damage type and do not target AC. Strikers should not be getting burst 3 attacks at level 1. Please refer to "How to Read a Power" in the Player's Handbook.
Eladradactyl (4e Race) Racial power does not make sense.
Elementalist, Variant (4e Class) Weapon proficiencies give access to superior weapons. Chaos Power requires round counting, and gives the controller build a striker-like damage bonus.
Flayerkin (4e Race) This race has some interesting ideas but it needs to change. No 4e race has any penalties associated with it. Traits should not give any bonus to ability scores. Dominate should not be on a racial encounter as it is (to my knowledge) exclusively reserved for level 29 dailies. Needs new traits to provide it some benefits that aren't ridiculous.
Forest Hylian (4e Race) The encounter powers encroach on the responsibility of classes. A Hylian with Forest Flurry or Forest Strike is surely a ranger. These are just elf rangers, aren't they?
Forgotin (4e Race) The Forgotin can learn 4 languages total included a typically forbidden language, need an additional ability score choice, should have some racial traits that actually do something, should have the immortal origin. With the powers, You don't need an at-will racial that's simply an attack. Bonuses to defenses shouldn't increase with level, and Wingstorm is quite powerful for a racial ability, though it could be fine with some tweaks.
Forneus (4e Race) Born of the Abyss has no duration. Unsure why minor shifting has a limit of "only two at a time". Humanit's Influential Protection is a permanent +2 bonus to all attack rolls (since you could carry a mouse in your pocket or whatever). I'm not sure what Bloodline does. I don't know what Forced Summoning does: the words are garbled.
Ghost Warrior (4e Class) Has way too many features now, including three defensive features. Ghost Surge says they get Power Points instead of Encounter powers, but the powers list has encounter powers. A bit of a mess.
Glyphologist (4e Class) The effects of Activate Glyph are poorly worded. I'm also not sure how Invoke is supposed to work, see talk page.
Godling (4e Race) Divine Recuperation: Suggest using contemporary values for "average" skill DC, which I think are DC 12 at Heroic, 19 at Paragon, 26 at Epic. Word of Power: Since it doesn't have the implement keyword, it will need a +2 bonus to attack to keep up with enchantments.
Gor (4e Race) A total of +9 skill bonuses and +8 conditional skill bonuses, which is too high. Beast Senses looks like it's been modified from 3.5 Scent ability, as such adds a new mechanic that falls outside normal 4e design space. Just a +1 or +2 modifier to Perception checks to Find Tracks and Nature checks to Handle Animals would encapsulate this. Skirmisher: Races should never restrict equipment or class choices.
Guillotine Whip (4e Equipment) Overpowered in every conceivable way.
Guul Drak (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Gūru (4e Race) See talk page
Half-Demon, Demonkin (4e Race) This is a 3.5 or 3e race combine with a 4e race. If it's supposed to be a 4e race then it should fallow those rules and conventions, if not then it should be moved and changed entirely into it's proper version
Half-Dragon, Variant (4e Race) Suggestions: "+2 to any other stat": Ah, no, give 'em a choice of two per racial design guidelines. Change resistance to 5 + 1/2 level. Fly: Encounters typically only last for 5 rounds anyway, so round counting is a false mitigation (and is fiddly to boot). Make it an encounter power (see Pixies in Heroes of the Feywild) - if you want them to fly more often have it recharge on bloodied. And, monster-style recharges: if you insist, but we should put a design disclaimer here. The dragon breath attack power is pretty much the same as a dragonborns so you should change it in some way. You need to be more specific when describing what powers or feats you can take from the humanoid race half. If I'm a dragonborn half dragon do I get two dragon breath encounter powers, do half dragon warforged characters get to be constructs and also fly, and can they take all the feats of their half race. I feel that without specification this race is overpowered and will unbalance the game in some places. This race would be overall better as a level modifying character template. Needs more fluff and pictures in all areas. The more fluff and pictures you have the better this race will be
Half-Elf, Variant (4e Racial Trait Variant) Takes traits that should be unique to humans and elves (human's bonus feat and power; elf's speed) and mashes them together into one overpowered blob.
Half-Lavos (4e Race) Being able to take any feat from any race is way to powerful even if the race is otherwise underwhelming, In addition the Racial Absorption as it currently stands would allow you to take immensely powerful encounters from solo monsters that can change the tide of battle in an instant, so as it lies this is not a balanced race
Half-Zombie (4e Race) Under the assumption that "healing charges" are meant to be healing surges than getting theoretically infinite is way to powerful, The alternate form power is complex and should be simplified, shouldn't have a penalty to skills. Being fully active when making death saves should be changed to at least dazed when making death saves
Hito-Neko (4e Race) Though the easily distracted is good for flavor its terrible for gameplay, Claws are a feat as well as a trait so it should only be the feat as per standard on the Dandwiki, could use some additional traits to help bring them up to standard
Hylian (4e Race) The weapon attacks are a function of class, not race - these are things Link can do because he is a fighter, not because he is a Hylian. A Hylian is a human that lives in Hyrule, so not sure why we need this when a racial heritage feat would suffice.
Ice Spike (4e Power) Needs the Implement or Weapon keyword. Encounter powers should not cause ongoing or effects that last beyond the end of the player's next turn.
Infernal Blooded (4e Race) Needs additional traits to bring it up to standard. Also needs to have a choice for an alternate ability score.
Keldren (4e Race) See discussion.
Lightning Guard (4e Creature) Numbers are off (a level 1 artillery would not have AC 18, attack values are off); it doesn't need two basic melee powers
Lobster (4e Race) No armor removes a magic item slot and also severely hinders their defenses at higher levels. There is a standard claws feat that should be used instead of the claws trait. 4e does not limit alignment or worship, Understanding Creature eliminates most of the need for any other language as is thus too powerful.
Lynch (4e Race) Needs statistics for the swarm of spiders.
Mannequin Overlord (4e Race) Breaks Several 4e conventions. More than two options for secondary ability score bonus, edits core mechanic, 4e does not give vulnerabilities. Additionally the race is currently incomplete and has poorly described traits at this time.
Massive Hammer (4e equipment) Weapon's damage dice is way to high especially considering there are no drawbacks to the weapon, should either be an April fools weapon, or be re balanced
Moon Elf (4e Race) Too many skill bonuses, proficiency in superior weapon.
Mystic One (4e Paragon Path) Frightening Action involves round-counting. It also says "Charisma score" - should this read "Charisma modifier"? Deep Ground is absurdly fast, and burrowing already leaves a tunnel by default (see the monster manual glossary). Lavos Scream: Encounter powers should not cause ongoing conditions. Lavos Armor is an encounter power that grants a bonus until the end of the encounter; this is effectively a permanent bonus.
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Nightmare Ride (4e Feat) This needs rewriting. It has an attack roll but doesn't use Implement or Weapon. It is a level 1 encounter power that stuns on a miss. The Beast Form keyword only makes sense if you are a druid. It has (save ends) and an after effect, which are only appropriate for a daily power. It's all too much.
Overlord (4e Race) I don't mean to be rude but the dandwiki does have standards of balance and quality to uphold, and if you're just wanting this race for personal use then you'd be better off making it as a document on your own rather than uploading it here. However if you have any interest in making a balanced race based off of the anime/manga I'm more than willing to help --Aitharious (talk) 12:15, 29 March 2017 (UTC)
Phantom (4e Race) Huge options for racial bonuses, with no prevention of stacking the racial for a +4 to one. Poison and necrotic resist in addition to a standard cold resist. Immune to disease just discourages the DM from using diseases at all. taking 10 on saving throws allows you to just roll until you have a natural 20 without facing any risks, should put you unconscious after 3 "failed" Saves. Too many good traits at the moment, some need to be cut.
Pit Fiend (4e Race) Terminology needs to be amended, e.g. a "power bonus" is only found inside powers. Most of these bonuses should be racial bonuses. "+2 to attack with all spells", does this mean all powers or literally just arcane powers for wizards?
Potion of Cure all Wounds (4e Equipment) 4e already has three different types of healing potion, one for each tier. This doesn't even use any surges. One way to balance it might be to have it use up 4 surges and make it rare. "Recipe" field perhaps made in ignorance of the way magic items are made in 4e.
Prion of Madness (4e Disease) Doesn't explain how this disease is contracted. Does the effect of stage one happen every round? Does it happen both in and out of combat? Why does a save end the prone state, when the normal method is to just stand up? Stage 2: The alignment change asks the player to roleplay their character in a way they probably won't want to, and in a way not conducive to the party: combining this with "always miss" and this effectively removes the PC from play. This is bad for the game. Stage 3: This doesn't work as written, I wonder if "you target an ally" was intended rather than "you hit an ally". The ongoing damage has no end condition.
Prophet of Truth (4e Creature) Needs attacks and defenses appropriate for a solo creature. It can only attack one creature per turn, and has no way to deal with stuns, dazes, etc
Rhinocereetle (4e Race) Any flat bonus to AC is too much nevermind a +3 to +7. there is a standard natural weapon feat which should be in place over the horn weapon. The racial daily should not have an auto hit
Sage (4e Class) Problems identified with powers and role at Talk:Sage Powers (4e Power List)
Sai Swords (4e Equipment) "Attacks with these weapons count as minor actions". The action of an attack is determined by the power that initiated it, so what does this mean?
Salvation (4e Power) See talk page.
Scared Ones (4e Race) Psysic [sic] Infused bonus is too high. Insubstantial is overpowered, and yet "Can't use weapons or implements" makes the race incompatible with 4e (Utterly useless for weapon-wielding classes from the offset; won't benefit from enchantment bonuses so any class will be useless by Paragon.) Physical Being means the player will have to hope that every fight will have physical, humanoid, weapon-wielding enemies for a chance to do one dazed action per turn. Psychic Blast initially overpowered, then becomes useless by Paragon.
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?
Shinryu (4e Creature) Very easily locked down, and inadequate number of attacks. An Epic tier group would easily defeat this monster.
Slayer, Variant (4e Class) The "slaying styles" do not make much sense.
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
Tibbits (4e Race) Cat form claws and bite attacks are broken as-is. Requires further wording.
Undead Red Templar (4e Creature) Defenses are really low for a soldier role. Should also probably have some undead traits.
Ungor (4e Race) Way to many skill bonuses. Three +2's, One +4, and two conditionals of +1 and +3 respectively.
Valadar Darkbane (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Vampire, Variant (4e Race) Day/Night traits are inherently broken: DM fiat needed as soon as the party goes to a different plane or spends any length of time underground. Ability scores should most certainly not change. Too many skill bonuses. Blood Frenzy and Night Fury both broken. Vampiric Skin ignores existing mechanics for damage resistance and "non-magic weapon" undefined for monster attacks. Deadly Glare should use the Gaze keyword, can't use Intimidate as an attack, and daily powers shoudn't become encounter or at-will powers (daily powers are designed differently). Blood Bank is worse than useless.
Veleno Bevitore (4e Race) Traits and powers do not meet the standards for 4e races. I can suggest ways to fix this if there is some kind of description of this race to work from.
Volta (4e Race) "increase the weapon die size by two" - sweet lord, no. You mean 2d8? More damage than a Gargantuan-sized falchion? Encounter powers should not deliver ongoing effects. No justification for Darkvision.
Wandering Cacti (4e Creature) Needs to use 4e rules :) I'll get round to fixing this one up.
Weapon Gale (4e Power) I've read through this a few times and I can't make sense of it. If you can describe on the talk page what you want this to do, we can see about fixing it.
Whirlwind Jutsu (4e Power) I don't understand how this works. Which target are you teleporting to? Is this a weapon or implement attack? What's the power source, and if it's martial how does the teleportation work?
Wight (4e Race) Ability scores are more versatile than others, could potentially get a +4 strength. Speed can reach 8 which some classes can boost even further. Can have up to 4 languages. for all intents and purposes you ignore dying. Unclear how the necromancer master works. Terrible resistance with weakness (4e doesn't have vulnerabilities to player races). Immunity is generally not a good thing as it limits the DM. Racial power can deal insane damage to multiple targets. Essentially needs a nerf/rework on every front.
Wildmen (4e Creature) All the powers need rewriting. For example, "bone blast" should be a, well, blast (rather than "5 attacks"), descriptions need to be moved out of the "effect" line (which is for effects that occur regardless of a hit or miss)
Yautja (4e Race) Needs an encounter power. +1 attack and damage against non-bloodied enemies is a tad too good.
Zora (4e Race) Natural weapons are still broken. Please see gnolls and their claws feat to see how to handle this.
Æsir (4e Race) Much better than before, still not sure about defenses, and three racial skill bonuses is too much considering they are already quite great in combat.

3.5e Pages[edit]

3.5e Articles with a "Needs Balance" template.
Page Name Notes
+anima (3.5e Bloodline) This grants qualities that go beyond the design space of a bloodline. I've read "anima form" four times, and I still don't understand it. Other features refer to terms that are not used in 3rd edition.
Acolyte of the Dragon (3.5e Class) This class has had balance issues for years. Needs a serious revamp on skill and ability balance.
Acrophobia (Phobia) (3.5e Flaw) Unfortunately the "meat" of this is keyed on failing Will saves. Not only does this mean having a very high Will save mitigates the flaw, it doesn't even give a DC. If these issues can be resolved, why not put it at Phobia (3.5e Flaw), which is there to avoid us having 1001 phobia pages.
Adamantine Robe of the Mage (3.5e Equipment) it doesn't address maximum dex
Addiction (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Adsecula (3.5e Race) See talk page, Maybe fixed, also see talk page
Advanced Warforged (3.5e Class) SR, DR, Fast Heal, and large bonuses that cost zero resources to receive are not balanced for 3.5e play.
Agent (3.5e Class) This is a very good start, but some things are really quite out of whack, especially the noncasting specialisations. These need to be compared to actually effective builds of this type when measuring what they can do, as potential power means nothing in the face of actual power.
Agumon (3.5e Creature) What does half of this mean? What is a "digidestined partner"? Is this part of a campagin?
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Aikijitsu Sensei (3.5e Class) Base Attack and Saves are incorrect, please refer to the rulebook.
Airhead (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Alacrite (3.5e Class) class has different skill points for regular and epic progression, the feats are almost as numerous as a fighter, the extra move or standard action effectively gives the character pounce, and he moves with a bonus of 70 feet at level 20? this is D&D not munchkin.
Alchemical Armband (3.5e Equipment) Prerequisite "must be an alchemist" - is this a homebrew class? Someone with ranks in an alchemy skill? How long does the transmutation last? If I transmute my arm into adamantine, what is the "strength and damage bonus"? Can I transform my arm into a Titan's and get Strength 43? How does this work if it's only in one arm?
Alcoholic (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Aligned Devotion (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Almost Dead (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Aluminum (3.5e Equipment) ok lets go through this, its like mithral in that it is somehow stronger than steel? The figures need adjusting. Also suggest guideline on how it is extracted from ore in a typical medieval-fantasy setting, since it's more difficult than other metals.
Anchored Object (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Ancient Undead (3.5e Race) At low levels their basically immortal, the ability score adjustments ahould be even numbers, way too many minions, "three weeks" isn't a time in-game, and with the racial progression there is no way this is LA 1.
Ancients - Monk Variant (3.5e Bloodline) Granting a monk fighting style provides more benefits than is expected from a bloodline. You are effectively giving 4 feats instead of +2 to a skill.
Andarra Bloodmane (3.5e NPC) This NPC's statistics are undergoing renovation at this time and are not yet finalized. --Argent Fatalis (talk) 21:39, 20 May 2013 (MDT)
AngelTouched (3.5e Feat) This feat gives +4 to Charisma
Angelic Warrior (3.5e Class) Basically every class feature is well better than any SRD class feature. Look at their precedents.
Anger Issues (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Anima Toughness (3.5e Feat) 01:32, 4 July 2015 (MDT)
Animal Attraction (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Animal Head (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Animal Leader (3.5e Class) Cut out spellcasting, lowered animal companion max, and lowered wild shape max. Additional editing possibly needed.
Animal Magnetism (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Antisocial (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Arachnia (3.5e Race) Large number of powerful traits that a) need writing out correctly, b) would come with an LA
Arcane Card Master (3.5e Class) Full caster progression, medium BAB, and a bunch of special abilities (permanent bonuses). This needs toned down for standard 3.5.
Arcane Conundrum (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Arcane Duelist Academy (3.5e Other) Able to cast Dispel Magic or Disjunction as a free action at higher levels nonstop, extreme bonuses to dispelling magic. This is a feature that may be too good at shutting down spellcasters.
Arcane Highwayman (3.5e Class) Reflex save progression is incorrect
Arcane Performer (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Arcane Pistoleer (3.5e Prestige Class) Everything from the "master class level" table onwards doesn't seem to have anything to do with this class.
Arcane Variant (3.5e Bloodline) Doesn't explain how mana is used to cast spells. Is Mana supposed to be Spell Points? If so that gives a lot of extra spellcasting (roughly doubling the number of spells you can cast).
Archer of Infinite Blades (3.5e Class) Why play this class? See talk.
Architect (3.5e Class) Just looking at level 1 I see problems. It doesn't cost anything to make the small construct, just 8 hours. So I can make one per day. If I have a month of downtime between adventurers, I now have 30 of these assistants. I now have 30 attacks per round.

Reply: If you read the Army Outfitter ability, it implies you can't. On that logic I made this class for a player in my campaign and so far we have run from level 1 to level 8 with average gold gain and everything seems ok.

Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Armsbearer (3.5e Class) This is unusable in its current format due to power problems (i.e. aid of binder another that you can do unlimited times per round so you can constantly hinder every action or aid every action. Just no.) Recommendation stands.
Artemis Eye (3.5e Equipment) Clearly a magical weapon or an artifact, rather than a base weapon; please use Template:3.5e Magic Item or Template:3.5e Artifact.
Ash ones (3.5e Race) An aberration swarm that has: no negative racial modifiers, 100ft perfect flight, 3 bonus feats, the "eat away" ability, Fast Healing 5, low-light vision, darkvision, blindsight, blindsense, scent, and true seeing (as true seeing spell), DR 5 and SR 10, can carry items up to 3 times its carrying capacity (making carrying capacity arbitrary), all whilst being LA 0.
Assassin, Tome (3.5e Class) This class is of questionable balance unless you are playing a Races of War sourcebook campaign. It is highly suggested that any DM read and understand the class fully before passing judgement on allowing this class into a game.
Assassin (3.5e Class) I skipped ahead to the "Deadly Arts" and saw that they are awkwardly written, with percentages everywhere and incorrect terminology. Why are caltrops nothing like SRD:Caltrops?
Atom Smasher (3.5e Class) BAB needs to be a normal BAB. Monk rules should be used for unarmed damage. There are no "half-round" actions, maybe a move action or a standard action?
Atriarch (3.5e Template) You don't adjust BAB like this. +6 LA looks low for such huge bonuses to nearly every stat.
Atropos Scissors (3.5e Equipment) The mechanics and terminology need improving ("break the opponent's AC"), introduces an unexplained mechanic ("bleeding"), isn't clear on what creatures should and shouldn't be effected ("some undead"? which? Shouldn't creatures immune to critical hits also be immune to this?). It's also classed as a simple weapon which must be an oversight.
Aura Guardian (3.5e Class) See talk.
Bad Leg (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Badly Drawn (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Balloon-Mage (3.5e Class) There needs to be a save to resist having the balloons attached to a creature. How far can the balloons lift someone into the air? What happens in a dungeon? Maybe summoning a hot-air balloon would also be a good idea.
Battle Brother (3.5e Prestige Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Battle Mage, Leafmender Variant (3.5e Class) Adding a ton of abilities onto a full mage, including the armored mage feat, and then adding even more bonus feats is terrible.
Battle Mage (3.5e Class) Full mage, full druid animal companion, bunch of eextra abilities. Need I say more.
Beady Eyes (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Beast Shaman Maneuvers (3.5e Maneuver) This article is part of a class that is not yet complete. Please do not edit this article unless it is for administrative or site function reasons.
Beastmaster (3.5e Class) Or possible deletion. Seven separate animals all at full level is more than a little broken. That's like adding seven party members that you control the actions of.
Bender, Air, Variant (3.5e Class) Some parts of this are near-gibberish.
Bestial Instinct (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Bestial Intellect (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Biomage (3.5e Class) an interesting class but it goes overboard really quick in what it can accomplish (including regen) and needs to be fixed or possibly deleted as it would need to be gutted and worked from the ground up.
Blade Dancer (3.5e Class) Adding extra limbs as a class feature is really not suggested.
Blind Rage (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Blood Knight (3.5e Class) What is the revelry calculation based off? A HD calculation? Or possibly deleted. This thing is a balance nightmare.
Blood Lust (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Blood Painter (3.5e Feat) 1) Cast any spell you want with this feat. 2) Cast restoration with this feat. 3) Repeat. 4) 0 level spells would be free? 5) Profit!
Bofro (3.5e Race) Skunk spray needs to use actual conditions from 3.5e, probably sickened. Creature template needs completing or removing.
Bot Programming (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Bound Greatsword (3.5e Equipment)
Brash (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Bravado (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Bring My Brown Pants (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Brush Machete (3.5e Equipment) If the rake is triggered by a critical hit, how can you then use a full-round action to deal with the effects? The rakes effects make assumptions about the kind of creature it is effecting, its overly complicated, and seems more appropriate as a feat or magic augmentation (if just putting a curved spike on a blade can cause such huge damage, every weapon would have one.)
Bully Vendetta (3.5e Flaw) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Callous Variant (3.5e Flaw) See UA:Character Flaws (point 4 under "creating flaws")
Card Mage (3.5e Class) BAB and saves are not standard.
Caustic (3.5e Prestige Class) Seems a bit overpowered, the immunities gained is a bit crazy. Should probably spread the features over 10 levels rather than 7.
Chain Cloak (3.5e Equipment) +1 AC for everyone except high Dex characters. For those actually using it, there should be some tradeoff.
Chanter (3.5e Class) Saving throw progressions are incorrect.
Chaos (3.5e Class) Feature spread needs improving.
Chaotic Angel (3.5e Race) The traits are awful.
Chasers (3.5e Race) racial bonuses out the wazoo and +3 LA (?)
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
Child, Variant (3.5e Template) Is this a class or a template? In addition some of the class features are rather good for -1 ECL.
Child of Nature (3.5e Trait) Fails UA:Character Traits#Behind the Curtain: Designing Traits
Chronic Disease (3.5e Flaw) These all need vetting for balance and appropriateness as a flaw. Insuline requires modern-day technology to synthesize.
Chronoblade (3.5e Equipment) Unless the feat restriction is referring to the class bonus feats only, the DM adjudicates what feats are available. All the power point values are unnecessarily multiples of 5. Time Manipulation should be Su rather than Ex. Attack and Damage bonuses look like they excessively stack.
Clugs (3.5e Race) See talk page. Could do with an LA?
Clumsy (3.5e Trait) See UA:Character Traits
Coinshot (3.5e Class) Poorly defined traits. Has many of the problems I mention at Talk:Lurcher (3.5e Class)
Color Blindness, Red-Green (3.5e Trait) What spells rely on flashing colors?
Combustion Master (3.5e Class) Poorly written class features
Confounding Shot (3.5e Feat) Needs to be rewritten to better use existing 3.5e mechanics.
Conjetium (3.5e Equipment) this is way underpriced for the benefits. the weapons should be in the +45000 to +50000 range and the armor should be more along the lines of +120k-+160k based on the fact that it gives huge bonuses that can't ever be taken away.
Cora (3.5e Campaign Setting) Someone needs to take a look at Cora Stones, Boosts (Cora Supplement) and the classes that use them because it's not clear how they work.
Corena (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Cosmic Monolith (3.5e Creature) "CR 1000"
Count Valdir (3.5e NPC) What is sleight of hand 105%, etc.
Courageous (3.5e Trait) The drawback is mechanically poor. It becomes increasingly easy to avoid for characters with a high Will, otherwise it can force the behaviour of other PCs, which isn't good.
Creation God (3.5e Racial Paragon Class) Features need to state if they are Ex, Sp or Su; how many times per day can they be used; some features don't make sense: targets of gravity push "take 1d5" - 1d5 what? Damage? Why a d5?
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Crystal Gems, Variant (3.5e Race) Poor design. For example: Fusion dance doesn't work, you can't just "add stats together". It doesn't say when the dance check is made, or what action initiates this, or where the other creature needs to be. It implies that the other creature needs to be a player. There isn't a "concentration saving throw" - does this mean a constitution saving throw, or a concentration skill check?
Curious (3.5e Trait) No mechanical drawback related to the benefit.
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Dark Folk (3.5e Race) The Racial Traits for this are slightly overpowered, especially for first level. Not to mention, they only have a +1 LA.
Dark Soul (3.5e Prestige Class) The "Must have been fused with an evil spirit, trapped god or the like" needs game mechanics present. The Dark Arts: Spell Mimication is based off level, however prestige classes and so can have separate spellcasting, etc. Such a mechanic should relate to the caster level maybe? Sign of Terror gives an ability score bonus. It is normally not good practice to give such benefits, unless one is epic level (Paragon classes excluded).
Dark monk (3.5e Alternate Class Feature) Taking a base class and adding an ability score bonus and proficiency with all weapons is obviously overpowered.
Dashing Swordsman (3.5e Prestige Class) The hit dice go down after lvl 10? From 1d10 to 1d8 after lvl 10?
Deceiver Debris (3.5e Equipment) bonuses are way too high for the amount of money this thing costs.
Defender (3.5e Class) Dead levels at 13th, 18th, 19th
Demonbane (3.5e Equipment) "...a +2 Holy Longsword of Evil Outsider Bane until its wielder scores a confirmed critical hit..." - what does the sword become afterwards, then? "...it also has a chance of casting one of the following spells..." - what is the chance, how is this determined? The information under "market price" (and it still needs a market price, even if it's unique) implies this is an intelligent item (it "tests" the wielder)
Destroyah (3.5e Creature) and a review. This thing isn't more powerful than gods if you actually level them where they should be (hectonaires are godlike brothers to the gods and while regular gods are weaker it's not by leaps and bounds.) second as a monstrous creature it wouldn't actually be this high of a cr because it isn't a god or related to them. Third if this was really an issue any high level deity would simply unmake it because you don't get a saving throw from that divine power. So this thing in reality is pointless. Also as a side note with a decent party, equivalent equipment and greater sustenance this actually isn't very strong and would easily lose to a 4 man party.
Devotion (3.5e Feat) What is a domain's "greater power"? I thought it might be a typo for "granted power", but it's mentioned twice.
Dissociative Identity Disorder (3.5e Trait) Repeated appeals to DMs discretion makes for a weak design. The trigger for changing personalities is poorly defined. The examples suggest that the different personalities can have different classes, it does not explain how this would work.
Doom Eyes (3.5e Creature) The CR, AC and the amount of Feats for how many hit dice is has is too many
Doom Gate (3.5e Spell) Save or Die with no Spell Resistance
Draconic-Demon, Royalty Base (3.5e Race) What is the LA for this race? LA 0 is way too overpowered.
Draconic-humanoid (3.5e Race) Lots of good ability score adjustments, amazing flight and movements speeds, and 3 levels with x8 skill points is not LA +4.
Draconic Knight (3.5e Class) <!This class clearly violates many balance and design guidelines. Growing dragon parts? You need to drink dragon blood? Spell casting AND tanky frontline abilities? Confusing and extremely overpowered.>
Dragon, Singularity (3.5e Bloodline) Compared to other bloodlines the benefits are incredibly overpowered. +4 to all skills, instead of +2 to one skill? Damage immunity at 2nd level instead of resistance at 5th level? Etc.
Dragon Eater (3.5e Class) The features in the table don't match the feature descriptions. Many features have dubious mechanics and are nonsensical in places.
Dragon Scale Tunic (3.5e Equipment) marketprice, costs and prerequisites are not correct
Dragonborn, 3.5e Variant (3.5e Race) The racial traits are well above the listed LA 0.
Dragonslayer, Variant (3.5e Class) Full BAB, non-conform saves, full spellcasting, and lots of good class features. This needs to be nerfed.
Drake (3.5e Creature) Attacks/Full Attacks are inconsistent.
Draylian (3.5e Creature) Advancement is "none" - shouldn't this be "by character class"? How is being able to see "radiation" defined in D&D? (can they see everything from gamma rays to visible light to microwaves?) "Survive in any condition" is poorly defined: how about in a pool of lava? The condition of "dying"? Shouldn't they be a living construct?
Drow Stepmaker (3.5e Class) Weapon and Armor proficiency depend on level? Irregular setup for normal class level, and epic class level bonuses. It seems there's two paths for this class that are completely different.
Dungeonomicon (DnD Other)/Charactonomicon
Dwarven Big Game Hunter (3.5e Class) Needs linking to a campaign setting that include firearms, clearly isn't going to work in vanilla D&D
Dwarven Box Gun (3.5e Equipment) Statblock says this is martial; the description mentions a "simple ranged attack"; the categories say this is exotic. Which is it?
Earth-Bound (3.5e Class)
Eevee (3.5e Race) Someone should probably create a class for eevee so they could actually be a practical race.
Effeminate Build (3.5e Trait) Why is being feminine associated with being a whole size category smaller? Is this trait supposed to be for a particular race?
Eijilund Plushies (3.5e Race) Why so many ability score degradations? Shouldn't they be vulnerable to fire? Maybe their size and build should be variable?
Element Magebred (3.5e Template) Selecting minus' to certain ability scores does not balance with the benefits.
Elementalist, 2nd Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Elementalist (3.5e Class) The Spells per day section should be adjusted to more appropriately fit the spells known table.
Elven Truesteel (3.5e Equipment) WTF people! You gave it keen and a crit range increase (would cost a minimum of 9k if magically enhanced just for the keen) and you make it cost 1k? At a minimum you should multiply the material bonus by 3 to 27k just for the keen, the step increase would be another 30k easy. Not to mention its better than mithril with only a little more cost?
Elves, Karpalima (3.5e Race) Changing the shapeshifting feature into a permanent ability is totally overpowered. It used to just be like disguise self, although real, but now its actually changing stats (large, huge, etc). This, and the 5e wording, need to be changed.
Eoptera (3.5e Race) 50 ft. perfect flight would certainly come with a LA
Explosive (3.5e Equipment) 3.5e doesn't have "fumbling" or "explosive damage". Is the hit above/below 10 on the natural die roll or after modifiers? Is this an enhancement (in which case what is the bonus {and it wouldn't have a cost of "100 xp"}), or a specific weapon?
Eye Ring (3.5e Equipment) Prerequisites and costs are wrong. How does "transform holy items into unholy ones" work, can we have an example?
FMA Alchemy (3.5e Variant Rule) This has been discussed elsewhere, but there need to be counter saves, etc. E.g. why not transmute the air in someone's lungs into water? Also, the balance of the gate feats do not work (not using D&D rules- an "ordeal" may relate to prerequisites, but not change the game's balance).
Fangbringer (3.5e Prestige Class) Feature that dictate PC actions and can adversely effect the whole group. Doesn't state when the frenzy ends. Grand Hyena is redlinked. What is an "ability boost", does it just mean those ability scores are increased? Has a dead level and yet some levels with two features. Endurance is abusable (have another PC put an undead rat in a box so you don't have to see it, but carry it around with you for DR 10 all the time).
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Fearless Heart (3.5e Trait) Traits should not include a save to avoid the drawback, and it enforces player behaviour in a poorly defined way, and "fear check" is not defined.
Feral Child (3.5e Feat) Each of these bonuses is better than a normal feat, so as a whole is obviously hugely overpowered.
Flamefist (3.5e Optimized Character Build) No real optimization.
Florian-Born (3.5e Bloodline) The unique benefits are not explained. What does "Infatuates vs. DC 12" mean? "50% HP is lost when its blood is drunk."? "Double max HP"? How temporary is the temporary Charisma? "when attacking a Florian to death"?
Force Blade (3.5e Equipment) If the intent is that this can hurt ethereal creatures like ghosts, then the ghost touch enhancement already does this. If it does a bit more than this, then at least use ghost touch as a base.
Force Blast (3.5e Invocation) Tivanir (talk) 07:16, 6 March 2013 (MST)
Forest Nymph (3.5e Race) Traits are very vague, without a comprehensive perspective for a race.
Friendly Ghost (3.5e Feat) Is this even plausible given a ghost's horrific appearance? Does it work if a ghost is manifesting? Does it work any number of times, such that passing through a populated area allows you to regain a lot of hit points?
Galagians (3.5e Race) Traits need rewriting to meet standards.
Gatekeeper (3.5e Class) Overpowered for what I would think are obvious reasons. Could be mitigated by limiting the number of times rush/prowess can be used, or replacing it with bonus feats that grant extra attacks, or removing them altogether since they've also got a lot else going on. Also suggest removing exotic weapon proficiencies. There's other strange things going on too, it mentions "minor action" which is from 4th edition; a concentration check used for an attack; features with no action, range, duration or frequency (such as "Gateway Circle"); and so on.
Gebby (3.5e Race) See talk page
Ghost Cut Technique (3.5e Feat) 4 feats in 1.
Glass Dagger (3.5e Equipment) The special effect needs rewriting. Firstly, a character can carry a whole bunch of these so now you're keeping track of lots of fiddle 1-in-3 chance of dealing 1 damage every round. Secondly, there are plenty of creatures that aren't going to care about bits of glass (creature that are immune to critical hits springs to mind).
Goblin Spear (3.5e Equipment) Tivanir (talk) 11:27, 6 March 2013 (MST)
God Smith (3.5e Prestige Class) Wording and terminology is confusing. What does a prerequisite of "Strenght +20" mean? How does the weaponsmithing tie in with the rules for crafting magical weapons? What does "increasing natural enhancement to +20" mean?
Good Looking (3.5e Trait) "creatures that don't find you attractive" is not defined. It's entirely a the DMs whim.
Grand Marionettist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Grappler (3.5e Class) being able to ignore an attack per round is a huge advantage especially when the character gets a large hp pool to work from and damage reduction.
Gray Aria (3.5e Equipment) Can someone calculate the CL, Prerequisites and Costs for this? It looks prohibitive.
Great-Beast Palm (3.5e Martial Artist Maneuver) The example doesn't match the effect, unclear why smaller foes are pushed less distance, unclear what the distinction bewteen "flying backwards" and "tumbling" is. Seems to work even on Colossal creatures.
Greater Ghost Ward (3.5e Equipment) I think this might be referring to the Ghost Ward in the Magic Item Compendium. That is already a +1 bonus, so if this is better than that, shouldn't this be a +2 bonus or higher?
Grinreaper (3.5e Prestige Class) Full BAB and Spellcasting is overpowered. Poorly written flavor, abilities do not make sense together, also author doesn't know how to spell "Grim Reaper"
Guard (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Guarded Fist (3.5e Feat) Aside from the conceptual problem that not many weapons actually have a hand guard, it would seem to be better to take other feats that improve damage.
Guardian's Shield (3.5e Equipment) Provides the same AC bonus as a tower shield, but without the penalties. suggestion increase the armor penalty by an additional two for each type remove wicker and give it a minus for attack say -1 on hit rolls. also make it an exotic shield proficiency and tower shield proficiency. also this should cost a whole lot more.
Guldarine, Coppice (3.5e Race) Has druid as favored class, but then takes a bunch of druid features, so it actually combines poorly. Beast form needs to follow the standards for alternate form. Probably needs an LA.
Guldarine, Palisade (3.5e Race) Don't underestimate the usefulness of a burrow speed, should be worth an LA. Beast form needs to follow the standards for alternate form.
Gungnir (3.5e Equipment) Needs to use formatting for either magic weapons or artifacts.
Guul Drak (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Half-Moon Katar (3.5e Equipment) Tivanir (talk) 11:19, 7 March 2013 (MST)
Half Succubus-Warforged (3.5e Race) No way the LA is +4 and all the benefits are easily min-maxed for combat-focused characters.
Half Wolf (3.5e Race) This article contains what appears to be an unfinished work, such as citing an "Animal Subtype" (Animals are classically a type), "Humanoid (Wolfkin)", having uneven ability score adjustments (that which do not match the racial template in the listing), some miscategorizing, along with vague or very powerful mechanics (ability to innately ignore difficult terrain). The Level Adjustment is also set too low. --Argent Fatalis (talk) 17:18, 10 July 2013 (MDT)
Hammer of the Stars (3.5e Equipment) How does it deal "2d8/2d8" damage, is it a double weapon? The "celestial meteors" and "starlight" do not have enough information to use - what is the range? They they use attack rolls, or a DC? Why not use existing spells?
Hand Crossbow, Variant (3.5e Equipment) see damage table
Hands of Undeath (3.5e Spell) High saves to break out at lvl 1
Healing Goo (3.5e Creature) Since this creature is of no actual threat, should its CR be reduced to 0?
Heaven's Guard (3.5e Creature) 17 feats on a 10 HD outsider
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
Hero (3.5e Class) this class needs a rebalancing to make it good to go otherwise not too terrible. Good saves, full BAB and a group of spells is a bit expensive
Hero (3.5e Template) However you look at this, you're getting an insane amount of bonuses for little LA. See the talk page
HexMonk (3.5e Optimized Character Build) No real optimization here.
Hexblade, Variant (3.5e Class) a bonus shouldn't be higher than a good base save for anything.
Hobgoblin Spear (3.5e Equipment) Tivanir (talk) 11:30, 6 March 2013 (MST)
Holy Magus (3.5e Prestige Class) This basically seems to be SRD:Mystic Theurge with more features added.
Holy Warlord (3.5e Optimized Character Build) No real optimization here.
Human, Orc Slayer (3.5e Race) Many of the traits describe the result of nuture, not nature. This "race" should be handled by simply having a human with a certain set of feats.
Hunter of the Undead (3.5e Prestige Class) "Hide from Undead", and "Necropotent" features are missing descriptions.
I can USE shurikens (3.5e Optimized Character Build) No real optimization going on here.
Iaijutsu Master (3.5e Optimized Character Build) No real optimization here.
Idea (3.5e Race) How does this even work as a character, the entire thing needs to be gutted and completely rewritten.
Illusionist (3.5e Class) There are a few things - the biggest one of all is 'Over Powered Illusions'
Immunity to Magic (3.5e Trait) It's reasonably possible to be in a party of non-spellcasters using potions for healing, making this incredibly powerful, worth more than a feat (let alone a trait). It also doesn't use defined keywords: does magic refer to just spells? Or spell-like abilities, supernatural abilities as well? Unclear what "cot of any healing done in towns" actually is. If I rent a inn room to rest for natural healing, does that count? Buying healing potions? How do the people charging you know you have this trait? What are "enchanted items", are they like magic items?
Immunity to Transmutations (3.5e Spell) 4 rounds to cast a spell that costs 1000 XP to grant immunity to Transmutation for possibly 1 round
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
Infiltrator (3.5e Class) Sneak attack is absurd, save progressions are wrong, way too many features
Infinium, Gun Mage (3.5e Class) Issues raised on talk page
Inventive (3.5e Trait) The drawback is not significant. If I really have to make a knowledge check after claiming the bonus, I can just wait the one hour out. It also says that the bonus is once per day, but also at-will. Which is it?
Iridium (3.5e Equipment) Yes of course a +2 static bonus to damage means it would cost the same as normal! oh wait then EVERYTHING would be made from this because there is no reason to use steel EVER. Needs price table and adjustment (at least 12k probably closer to 20 for static +2 damage bonus.

More balance issues: A blacksmith's forge gets to about 1500 C; the melting point of iridium is 2466 C; it is very hard to work, it is brittle, should be reflected in penalty to Craft rolls; it is also very rare. An iridium weapon weights 3 times as much as a steel one. )

Jagged Hammer (3.5e Equipment) A hammer of this type would be a heavier edition of the war maul and would do 2d8x3. ability score prerequisite needs removed.
Jelly Monarch (3.5e Race) Size altering not sufficiently explained. What jellys can be absorbed and how does it happen? Why does this use its own Str/Con/Dex modifier instead of the standard ability score adjustments for changing size? Exactly what is the jelly that is created with Lord of the Ooze (is it an SRD creature? What are its stats?) On the whole this race is a mess.
Jellybean (3.5e Spell) Doesn't have some necessary limits (c.f. SRD:Create Food and Water)
Kender Cursed (3.5e Template) The LA / CR adjustment doesn't work since it doesn't take into account a creatures special qualities. Even with the penalties, a cursed wraith shouldn't go from CR 5 to CR 1/2. A PC Wizard could start play at level 5 (ECL 1) with access to 3rd level spells, the reduced attack and defenses doesn't matter a great deal.
Kiegon (3.5e Race) There is no explanation of how these abilities work using normal game mechanics.
Kitsune-bito (3.5e Race) The tails are better than many stand-alone feats and this race gets them every second level, which is not balanced.
Knight, Teoryran (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight in Shining Armor (3.5e Feat) The first benefit alone grants +8 in skill bonuses (the armor caveat is hardly mitigation, presuming such armor would be worn for the majority of adventuring time).
Kurotsume (3.5e Race) Ability scores are too much for LA +0, and the traits are a bit boring.
LeShay (3.5e Bloodline) Doesn't explain what the LeShay are, or what the affinity applies to.
Lesser Paragon, Variant (3.5e Template) The gains are well over the LA5 for this template.
Level Advancement (3.5e Variant Rule) If the group feels they are advancing too quickly, wouldn't it just be less complicated for the DM just to reduce the CR value of encounters by 1? (e.g. a CR3 encounter would grant the XP for a CR2 encounter.)
Lictor (3.5e Race) The traits are not explained with sufficient game mechanics, and saves are necessary for them to function.
Lightning Blade (3.5e Class) Fortitude saves progression is wrong.
Living Lightning (3.5e Class) See Talk page
Lizardfolk Royal Guardsman (3.5e Race) Needs a higher LA and more fluff
Lucky Pony (3.5e Race) One racial trait, and a -1 la.
Luna (3.5e NPC) What is sleight of hand 105%, etc.
Luna Blade (3.5e Equipment) Why make it complicated when you can make it uncomplicated?
Lurer (3.5e Creature) See talk.
Lycanthropic Saliva (3.5e Equipment) Needs purchase cost, mechanics need formalizing a bit better to fit with poison rules.
Lyganium (3.5e Equipment) As the creator of the artificer base class I need to say that this thing is terrible. Costs are not done per pound but how much it takes to make a weapon, armor or shield. Further a blanket +10 to hit and damage would cost in the realm of 3-4 million because it is a static bonus that would be multiplied on critical hits.
Lynxenthrope (3.5e Race) This race appears to have a lot of powerful traits.
Mace of Light (3.5e Equipment) "Radiant" is not a listed special ability - do you mean holy? Missing item creation details and aura.
Mageblade, Variant (3.5e Class) Dead levels a 5th and 17th, so features could do with rearranging.
Mageblade (3.5e Class) Mage spellcasting plus fighter attack bonuses and more feats - class is very overpowered for 3.5
Magical Artisan (3.5e Class) The prestige class or class aspects need to be chosen as one or the other and used throughout.
Magically Uninclined (3.5e Trait) Disparate benefit and drawback.
Magma Golem (3.5e Creature) See discussion.
Magorian (3.5e Equipment) Totally negating half the classes in the game is suppose to be difficult not cost you 20k.
Maji (3.5e Race) Granting an SR, bonus CL levels, and at-will spells is well over LA +3.
Make up kit of deceit (3.5e Equipment) Some of the effects are poorly defined
Mammoth (3.5e Class) How is increasing your weight 8 times and growing a size category an Ex ability?
Mana blooded (3.5e Trait) Please see the guidelines at UA:Character Traits. Also does not explain what spells can be cast.
Manooverer (3.5e Class) The lack of spellcasting really holds this class back in terms of viability. Why would I choose to play this class if I can just play a wizard or cleric instead since they are magic and therefore overpowered and therefore more fun? There's a viable build if it were tri-stalted with binder, druid, swordsage, and factotum, but, as is, it really needs significant improvement since Wiz20 OP
Many More Feats (3.5e Feat) Really?
Manyspell Storing, Greater (3.5e Equipment) Well first it shouldn't be the same as the version that only stores 5 price wise. Second the ability to cast multiple (and in this case medium to high level) spells in a round is downright broken.
Martyr Necromancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Master Spellcrafter (3.5e Prestige Class) Breaks the crafting economy. Also offers full advancement without meaningful tradeoffs, making it significantly more powerful than most existing game material.
Mechromancer (3.5e Race) Mechromancer (3.5e Class) says this is a racial template, it which case it needs to be a template with an LA. A lot of the features are poorly written.
Medusa (3.5e Race) Needs an appropriate LA.
Melee Specialist (3.5e Class) Broken BAB among other abilities.
Metal Plate (3.5e Equipment) Yet another "big sword" entry. We've already got Buster Sword (3.5e Equipment) and Fullblade, Variant (3.5e Equipment) and who knows what else. The hit penalty doesn't "balance" 2d12 damage.
Meteor Dash (3.5e Alternate Class Feature) Enabling coup de grace actions for two rounds is obscenely powerful.
Mime, Variant (3.5e Class) Seems to allow the player access to a monster's Ex abilities, for an indefinite period of time, which can lead to a whole manner of brokenness.
Mime (3.5e Class) This is a morass of special rules to try and limit what the PC can copy, but doesn't avoid the fact that a creature's special abilities could be anything.
Monk,Scribe (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Morque, the Taker of Lives (3.5e Equipment) See talk.
Movanic Deva (3.5e Racial Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mummy (3.5e Template) d12 HDs, bonuses to Str, natural attacks, +4 Intimidate, etc— this is perfect for a melee-fighter type class and is not LA 0.
Mystic's Delight (3.5e Spell) This spell is basically just an arcane version of Virtue that's better (No Spell Resistance, less components, no save)
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Nantosuelta (3.5e Deity) Barely any description. The bonuses are a nice idea, but shouldn't be given "for free" (feats seem like the obvious place for these)
Nature's Gauntlets (3.5e Equipment) market price and costs need recalculating
Necromancer (3.5e Class) This class still has major balance issues. The spells/day alone already makes it just a more powerful necromancy wizard. Add in the d6 HD, more class skills, fear auras, etc. and crazy amounts of buffs to all the necromancy stuff every single level. This needs serious nerfing.
Necromania (3.5e Trait) The drawback needs to be twice the value of the benefit.
Necrotic Druid (3.5e Class) Crazy good progressions, abilities that grant overpowered static bonuses, and the optimized versatility of this class is way to much.
Niebo Blade (3.5e Class) Saves are too high (why do the poor saves start at +1?); has the figher's hit points and BAB and bonus feats and an AC bonus and additional class features.
Night Fury (3.5e Creature) Seems to be trying to adapt the type of dragon of the same name from Dreamwork's How to Train Your Dragon series but seems to have some problems that need to be worked out.
Nobility (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Nocturnal Enuresis (3.5e Flaw) Save Gateway allows complete avoidance of flaw penalty
Northern Wulfen (3.5e Race) Ability score adjustments are not odd numbers, among this page's incompleteness.
Nosan's Ring Of Chaos (3.5e Equipment) Even as an Epic quality ring, the balance of this ring is absolutely all over the place; I understand it is a "Ring of Chaos", but there is a notable difference between "unpredictable" and "unpredictable instant kill/near instant kill". --Argent Fatalis (talk) 03:14, 14 April 2013 (MDT)
Obsidian and Moonstone (3.5e Equipment) Splitting this page into two weapons makes sense. The wierd mechanics, uncertainty with dual wielding, and their availability in a setting, do not make sense in their current form.
Ochremancer (3.5e Class) In evaluating this, I've run into a problem straight away. Sludge bomb deals 1d6 damage per level. In comparison with, say, a warlock's eldritch blast, this increases twice as quickly: and with the warlock, the damage increase is considered the feature for that level. Is this class getting too much stuff?
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
Orb of Fiendish Chaos (3.5e Equipment) A one use item is not an artifact. Major magical item (like the iron flask) certainly but it isn't an artifact.
Ortaurs (3.5e Race) Think for a minute about how The Beast Within would be like in actual play.
Owl Kin (3.5e Race) Silent Wings, Perch, Swivel, Superior Dark Vision and Light Blindess all seem to have been written in ignorance of the 3.5e rules. Needs rewriting.
Paladin, 3rd Variant (3.5e Class) Full bab, heavy armor, damage reduction, 9th level spells. This has too much going on even with changing the abilities of the hard paladin.
Paladin, Lord Dhazriel Variant (3.5e Class) this thing is a bit over the top since it adds a ton of new abilities without any drawbacks. there are reasons they came up with variant rules for things. Dated 24 Mar 2012.
Paper Scale Armor (3.5e Equipment) even at the reduced costs I would say it would be at most +5 +5 and the cost to repair should be two silver per AC point. Further this should be stated as not being able to be masterwork, and it wouldn't help against the big mauler type crossbows (those things will punch straight through platemail.)
Pariah (3.5e Flaw) Charisma-based penalties should be replaced with something else per UA:Character Flaws
Pegasus Pony (3.5e Race) DR 15 is crazy good, the movements speeds are faster than what they should be, and I have no idea what the "cloud" is for or why one would need it at all.
Phantom Knight (3.5e Class) Strong BAB and two good saves and strong spellcasting and sneak attack and a multiple other features each level and good skill points. A bit of a Mary-Sue. My previous comment about the issues with phantom strike etc. were not addressed.
Phoenix Cannon (3.5e Feat) What is this nonsense?
Piercing Pod (3.5e Equipment) I'm not sure what this is supposed to be and the mechanics are not well defined.
Pixie (3.5e Race) Compare to Pixie.
  • This is largely the same creature, although some information seems to have been changed (favored class expanded, no natural armor, no explicit mention of fey type benefits, and lowered CR for being able to use irresistable dance)
Plague (3.5e Spell) This is a stronger version of Contagion, in that it has more diseases and a bigger range, for the same spell level.
Plated Boots of Capacity (3.5e Equipment) Creation costs, prerequisites and marketprice are incorrect.
Platypus Person (3.5e Race) Why "Platypus Person!" and not "Half-Platypus"? Also this is rather bland. Another nice racial trait or the current one turned into a poison would be very nice.
Poisonous, Greater (3.5e Equipment) that is a really high damage and DC for a +3 bonus I would suggest scaling it by 2s for DC (12 14 16) and 1d3 1d4 and 1d6. otherwise this thing is better than most regular poisons and has a higher DC to boot. Also you get to use it forever and force them to save with every swing you take.
Poisonous, Lesser (3.5e Equipment) that is a really high damage and DC for a +3 bonus I would suggest scaling it by 2s for DC (12 14 16) and 1d3 1d4 and 1d6. otherwise this thing is better than most regular poisons and has a higher DC to boot. Also you get to use it forever and force them to save with every swing you take.
Poisonous (3.5e Equipment) that is a really high damage and DC for a +3 bonus I would suggest scaling it by 2s for DC (12 14 16) and 1d3 1d4 and 1d6. otherwise this thing is better than most regular poisons and has a higher DC to boot. Also you get to use it forever and force them to save with every swing you take.
Polecats (3.5e Race) Defensive Spray ability is clunky.
Pond Rainid (3.5e Race) This does not follow normal DnD guidelines and needs to be adjusted
Portable painting easel (3.5e Equipment) This has no mechanical effects or even clear roleplaying effects (like clothes), it seems. Just needs an effect of some kind.
Prismatic Blades (3.5e Spell) A "tier 2" spell that lets you use prismatic spray 8 times with a successful attack.
Pro deus (3.5e Template) needs playtesting, ac bonus alone is insane, coupled with all the other addons this template appears to be unplayable
Protect (3.5e Spell) Can be cast as a free action, reduces damage the caster takes to 1.
Protector (3.5e Creature) Monstrous Humanoids have d8 hit dice; missing skills; Int and Wis are way too low.
Protector (3.5e Feat) What exactly happens with this? Is it magic?
Pulledporknir Thor's Ham (3.5e Equipment) It is unclear what edition this is intended for, as it mentions "resistance", "immunity" and "advantage" (5th edition), "daily powers" and "minor actions", (4th edition), is categorized as 3rd edition, and uses terms undefined in any edition ("subduing"). Some phrases are not coherent in any edition. Balance-wise it cannot be taken seriously at all. As a piece of equipment, it is missing all required information such as weight, cost, whether it is magic or not, and if so its rarity (if 5th edition) or creation costs (if 3rd edition). Neither dungeons nor parties are assigned a CR, so as written it can't appear in the game.
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, what is a "pumpkin king" class?; very clumsy summoning trait
Puppet Specialist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Pyromancer's Gauntlets (3.5e Equipment) What is "raging flames"?
Pyrotech Tinkerer (3.5e Class) The BAB and saves do not follow standard progressions, the abilities with V1, V2, V3 should be condensed together. See also the rogue.
Quick Throw (3.5e Feat) Per talk page. Effectively allows an extra attack at no penalty.
Quincy (3.5e Class) We've gone from having some dead levels, to having far too many features.... and many of the features are very overpowered or poorly defined.
Rabbit Phobia (3.5e Flaw) Flaw has a benefit.
Races of Teoryran (Teoryran World Supplement) Social castes shouldn't be separate races; use background feats instead.
Racist (3.5e Trait) Per UA:Character Traits. If your target race is, say, orcs, you are rarely going to be using bluff, diplomacy or gather information checks with them - but you'll benefit from the attack bonus all the time. Maybe restrict this to demi-humans?
Radiant Warrior (3.5e Class) ok I stand corrected look and you shall receive. this is even more overpowered than the other radiant class. additional attacks huge jumps in ac and attack strength not to mention huge weapon improvements for free. the god form is also highly overpowered (2d8 plus a d8 per strength bonus is 5d8 with just a belt not to mention strength damage added to it.)
Rageborne (3.5e Template) The gained traits do not make sense. "+1 speed bonus"? How does "Raging Blade" work?
Raging Aura (3.5e Spell) Poor design, needlessly complicated. For example, gains a Strength bonus and a bonus to damage and attack rolls: only one of these is needed since the former already provides the latter. Has a random effect each turn, but some of the effects last more than one round.
Ranger (BD) (3.5e Class) Killer's Arrows doesn't make sense. In fact most of these features are clumsily written (as often seems to be the case with video-game conversions)
Ranger (Graatel) (3.5e Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Razor of Gloom (3.5e Equipment) Really awkward mechanics, needs rewriting.
Reaver (3.5e Class) Classes that specialize in one kind of weapon are not base classes. This is a prestige class and needs to be adjusted as such. Some features are sloppy and need rewording (for example, Capture the Soul should only work on living creatures, not undead or constructs)
Red Mountain Ogre (3.5e Race) The ability score adjustments together with the natural armor bonus is too good for LA +2. In addition, this race is an optimization of melee combat and does not offer traits for PCs with different playing styles.
Reflexive Repulsion Armor (3.5e Equipment) protects like heavy armor for 10 attacks? this thing is overpriced especially if you count in the idea of having to hit before it reduces in ability (i.e. +8 armor and no dex bonus can make you almost unhitable if you stack things, and it probably doesn't count as armor.)
Reverse Transmutation (3.5e Spell) What can this spell do that break enchantment or dispel magic can already do? In addition, Instant casting time.
Ring Of Godspeed (3.5e Equipment) Marketprice, costs and prerequisites are not correct. See the talk page.
Ring of Backup Plan (3.5e Equipment) No creation cost. See talk page.
Ring of the Dragon (3.5e Equipment) Marketprice, costs and prerequisites are not correct
Ring of the Sacred Stand: Blank Slate (3.5e Equipment) The mecahnics do not make any sense and the item does not fulfil the requirements for a magic object.
Ring of the Sacred Stand: Hermit Purple (3.5e Equipment) 14:49, 24 March 2019 (MDT)
Ring of the Sacred Stand: Magician's Red (3.5e Equipment) 14:48, 24 March 2019 (MDT)
Ring of the Sacred Stand: Star Platinum (3.5e Equipment) 14:51, 24 March 2019 (MDT)
Ring of the Sacred Stand: The World (3.5e Equipment) Nonsensical mechanics that aren't clear what edition they are for.
Rising Gladiator (3.5e Class) Class features need Ex, Su or Sp designations. Some seem to duplicate feats, but aren't declared as feats, so stack with the feats of the same name? Terminology needs correcting throughout. Saving throws have incorrect progression. Accumulated bonuses start getting rather high (e.g. attack bonus can be +10 on top of BAB by 18th level, not including bonuses from feats. With Blade Master and Gladius Critical, a greataxe deals 4d6 damage with a x6 multiplier.)
Robe of Blades (3.5e Equipment) Does not follow the standards for magic items. Is this a weapon or a wondrous item? How do you attack with it? What is an "elemental canister"? What are the creation costs and CL?
Ronin of the Blade (3.5e Class) Save progressions are wrong.
Rubyspire Vale (3.5e Environment) Why a plane? To me this seems to work as just a normal environment as well with the DM adding it where it can fit best.
Runes (3.5e Variant Rule) Please help check the balance of the individual runes (not their availability). -User:Bricius
Samarie's Doomsteel (3.5e Equipment) The damage bonus is far too high. No non magical material should ever increase the damage of an item by a full die step. The AC DR combo is also undervalued and would end up being approximately 150k minimum for heavy probably more in the 220k ish arena.
Samaries (3.5e Race) This is not LA +1 with Fast Healing 1 and then a who;e HD progression alongside other good abilities like an extra attack each day (great for spellcaxters).
Sangheili (Halo elites) Equipment should not be part of the race, but you could link to items in the 3.5e homebrew
Saradi (3.5e Prestige Class) Mary Sue class (as discussed on talk page); Example character only uses 1 level of saradi?
Scepter of Time (3.5e Equipment) Poorly defined traits. Missing information suitable for an artifact (history, how to destroy or neutralize...)
Schemer (3.5e Feat) Has vague definitions, and undefined bonus types
Seeker of New Skies (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Seer (3.5e Class) There are some class skills they get later that need little effort to preform that are gamebreaking. See talk page.
Shadow Arrows (3.5e Spell) Needs to explain how the attack is resolved. Do you need a bow? Is this a weapon attack made with the caster's BAB?
Shadow Assassin (3.5e Class) This is effectively a combined Rogue and Assassin, with some sprinklings of various shadow magic classes. I recommend limiting some of the class features.
Shadow Born (3.5e Race) The fast healing alone is worth +1 LA, also has good immunities and high-level spells and continual spell effects. This needs a significant LA or toning down. Writing is also a bit rough. x0 template does not match the traits.
Shadow Imbued (3.5e Template) Not LA +1.
Shadow Warrior (3.5e Class) So, I may be out of touch with 3.5e, but I know there's something wrong when you take a fighter, give it three good saves instead of one, and add a bunch of extra features.
Shadows (Untethered) (3.5e Race) Traits need balancing. Shadow walk would probably require line-of-sight for example.
Shadows Dweller (3.5e Class) May need balance.
Shaper of Form, Redux (3.5e Prestige Class) Features need careful rewriting. "Like Begets Like", as written, could turn a normal sword into a +6 holy avenger. The table is also apparently for a Death Knight.
Shapeshifter (3.5e Class) Allows easy access to monsters extraordinary abilities, which will lead to Pun-Pun levels of madness. By comparison, see how carefully the druid's wildshape, or the polymorph spell have been written.
Shield Blade (3.5e Equipment) If this was in a campaign, no-one would not take the exotic proficiency for this, since it deals 2d12 damage in one hand while also functioning as a tower shield. An inflated cost does not balance this.
Shield Fighter (3.5e Class) This things gets a lot more bonuses than a fighter, more armor, deflects ranged attacks, negates successful attacks, and a bunch of other abilities. In short it needs to lose some stuff to be balanced.
Shining Imitator (3.5e Alternate Class Feature) Well as I read it it appears to anyways. This is essentially allowing a warrior BAB that casts cleric spells to also cast arcane spells if I read it right.
Shining Shadow (3.5e Equipment) Price needs recalculating.
Shivering (3.5e Equipment) Enhancement prices have an effective bonus, not a fixed value. Does this affect creatures otherwise immune to cold? If it "waste a full round action and cannot make any other action", isn't that the same as it just not being able to take actions?
Shock Stone (3.5e Equipment) Needs to use Template:3.5e Magic Item, needs to use correct terminology; spelling and grammar need work.
Shorten Rest (3.5e Feat) Doesn't make sense. For example, a wizard regains spells by "getting a good night’s sleep and spending 1 hour studying her spellbook." Is this supposed to reduce the good night's sleep, or the spellbook study? If it's the sleep, let's say 8 hours, if I take this feat 5 times, I only need to rest for half an hour before I study the spellbook, is that correct? But if I need to sleep anyway, what's the difference?
Shotgun Stinger (3.5e Class) See talk page
Shovel Knight (3.5e Class) Not really balanced well (e.g. has effectively unlimited healing), "regular action", some Ex abilities are clearly magical, etc.
Siege Boat (3.5e Feat) See talk page.
Silenced Pistol (3.5e Equipment) I'm a little confused. Is this a modern firearm or a fantasy weapon? Also seems to be very overpowered?
Sith apprentice (3.5e Class) Looks like force block renders the PC and those near him nearly immune to melee and ranged attacks
Slothful (3.5e Template) There is a whole for a heavy armor wearer or similar class to get more out of this than he loses, as long as he accepts never going first in the combat order.
Small skeletons (Undertale supplement) (3.5e Race) Missing an LA and ECL.
Smell Death (3.5e Feat) I'm not sure if this feat makes sense. It grants a will save to smell? Huh?
Sniper's Creedo (3.5e Feat) Despite the hefty prerequisites, this feat completely overshadows other fighter feats in terms of its power level.
Sniper Range Spree (3.5e Feat) At what BAB? How many times?
Snuffle Stuff (3.5e Equipment) No effect length mentioned.
Softening (3.5e Equipment) Enhancements have a price bonus, not a fixed value. Does this really give the target no change to avoid the effect, and it does not distinguish between different contributions to AC
Solopsist (3.5e Trait) Benefit should not be as great as that given by a feat, see UA:Character Traits for examples
Song Dragon (3.5e Class) What is this supposed to be? Is it trying to be a base class (hint: base classes do not have racial prerequisites), or a monster progression?
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Sosmunii Lancet (3.5e Equipment) High GP value does not balance the fact that this two steps overpowered.
Soul Reaver of Barator (3.5e Prestige Class) There's no separate ambidexterity feat/trait in 3.5, and you can't wield a scythe in each hand.
Soul collector (3.5e Class) Multiple feats in a level, and a soul attack are not right.
Soulbound Mech (3.5e Race) You shouldn't have a massive dump stat to "balance" other features. This race should be a +1 LA at least. It doesn't explain how upgrades work: the only given requirement is that you need a blacksmith or mage... then after that I guess I can give myself all the upgrades?
Soulsnare Puppeteer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Space Marine (3.5e Race) Needs an LA and some explanation as to how this fits into a normal D&D campaign (surely D20M would be a better fit). Why are "run" and "sprint" given, instead of adpoting the normal rules for running. In fact none of these traits are well designed. And, ugh, "hit points" not "health".
Specimin Curate (3.5e Class) [really just needs a little work].
Spell Empowering (3.5e Equipment) the non empowering spell storing weapons need to be higher caster level so this does too. Also fixing broken link
Spellmaster (3.5e Feat) Each spell like ability usually takes a standard action, so this feat allows you to take multiple actions which is not ok/balanced.
Sphenisciphobia (3.5e Flaw) Flaws should not have a benefit
Spry (3.5e Trait) See talk page.
Staff recharg (3.5e Equipment) This seems to be confused.
Starborn (3.5e Race) If they can fly, they should have an LA. Their maneuverability would not be perfect. Critical Point: How do they infuse their weapons? How often can they use this? Frail: Would rolling a critical end their current turn, if they need to rest? What actions can they take while resting, can they move?
Starburst Striker (3.5e Prestige Class) AC Burst: works with any attack, including spells? +1d20 to every attack roll is ridiculous. The damage penalty is irrelevant if you are using the attack as a delivery for some other kind of effect.)
Steam Plushie (3.5e Template) Not LA 0. Racial abilities do not negate the penalties that one can, potentially, get around in their game anyway.
Steel Skin (3.5e Feat) Seems a bit unlikely considering that DR 3/- is an epic tier feat
Stolen Breath (3.5e Feat) I'm not sure if this is worth a feat?
Stone-born (3.5e Race) Very min-maxed for combat-focused classes and the abilities are better than what is LA +4.
Style (3.5e Feat) Not sure if this was supposed to be a joke page or not. Three things are going to happen: the player is going to shout and gesticulate with every single attack (which will likely be multiple times per turn), which is going to get obnoxious. Secondly, it adds an extra die roll to every single attack. Thirdly, this is going to constantly keep enemies locked down with stun effects.
Sulkai (3.5e Race) Also something special should be added to this. These are amazingly bland after the ability score adjustments. The random starting ages in templated form need to be added (see the preload).
Symbiote Seeker (3.5e Prestige Class) Issues on talk page; too many dead levels; could do with a DPL of symbiotic creatures either here or on the subtype page
Taracian (3.5e Template) This mostly doesn't make sense.
Tayledras (3.5e Race) needs Level Adjustment
Templar's Ring (3.5e Equipment) Cost needs correctly calculating, probably needs a spell prerequisite; description needs improving.
Templar (3.5e Class) Poorly defined class features.
Tenken (3.5e Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Thanara (3.5e NPC) What is Magic resistance 60%, etc.
The Dread Arena (3.5e Variant Rule) 15:27, 24 March 2019 (MDT)
The Problem Solver's Sailboat (3.5e Equipment) 13:45, 24 March 2019 (MDT)
The Weeping Toothpick (3.5e Equipment) Is it a rifle or a shotgun, or does it have one barrel for each? If so, which does the 2d20 refer to? What does "deals nonlethal and lethal damage exclusively" mean? It's got to be one or the other. If it is lethal, what is the damage type? How do you know if it "gose [sic] through the target"? Then this sort of rambles off, I don't know what it's talking about. Also, if this is a magic weapon, it should've been created with the "add" link at 3.5e Magical Weapons, not mundane equipment.
The Witcher (3.5e Class) See talk page
The Witcher (3.5e Prestige Class) +1 to bab, fort, will, ref, and armor every level seems a little op.
Thrillseeker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Time Walker (3.5e Class) See talk page
Timewalker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Titan Blade (3.5e Prestige Class) See talk page
Toa of Light (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Tome of Flaws, Variant Ruleset (3.5e Sourcebook) Mechanically the same as UA flaws (taking a bonus feat for each flaw), except that the flaws do not follow the UA advice.
Tome of Flaws: Descriptions of Addictions, Flaws and Phobias (3.5e Sourcebook) Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.
Tome of Necromancy (3.5e Sourcebook)/The Necronomicon Many of these spells are beyond overpowered. Please see the discussion.
Torch Mace (3.5e Equipment) A cheap +1 mace? What are you wrapping it in that costs 1 gp?
Totemic Wanderer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Totsugeki Exosuit (3.5e Equipment) Needs rewriting to use you know the actual D&D rules.
Toughened Hide (3.5e Feat) +6is just to high.
Trail of Blood (3.5e Feat) What kind of attacks? At what attack bonus?
Transmute Spell (3.5e Spell) Requires special saving throw, I have no idea what this spell actually does, 4 minute casting time to alter 1 single spell.
Trickster, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Triscadecaphobia (3.5e Trait) Metagame based effects.
Trueblade Myrmidon (3.5e Class) This seems a little overpowered might need some tweaks
Tunnel Vision (3.5e Trait) Really quite overpowered. The value of the penalty should be twice that of the benefit; +2 to attack and damage is too much anyway; in one-on-one combat it's just a straight bonus.
Turaank (3.5e Race) Ability Scores are never odd numbers. Racial abilities are unbalanced for a LA0 race. Odd, confusing, non-standard rules for many things.
Turtlekin (3.5e Race) Rules are really wonky. Bad ability score adjustments, and "room" etc are not defined.
Two-Handed Spell (3.5e Feat) The benefits are too powerful for a feat. See discussion for further details.
Ultimate Infiltrator (3.5e Optimized Character Build) You could easily go Wizard 20 and still get the same spells while having higher spellcasting. With this you only end up with level 7 arcane spells and level 4 divine spells by level 20, and it hurts even more at the middle levels.
Ultimate Master (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Summoner (3.5e Optimized Character Build) Not optimized
Ultimus (3.5e Equipment) Seems to be a bit off with abilities but overall not bad.
Undead Paragon (3.5e Racial Paragon Class) Very overpowered.
Unigan (3.5e Race) This is barely comprehensible.
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Using Reaping Mauler to Extract Brains (3.5e Optimized Character Build) No real optimization going on here, not a very high grapple check.
Valinor Guard (3.5e Class) This article requires balancing and refining in order to be playable. Certain portions of this article, such as BAB and Parry Magic, are far too powerful while others are too vague, or mechanically do not function as written such as in the case of Tears of the Two Trees. This article also requires major rework in the form of spelling/grammar and general English. --Argent Fatalis Also no class should give a divine rank at level 20. (talk) 14:26, 28 June 2013 (MDT)
Valkyrie (3.5e Class) Multiple abilities are not playable. How long does her Divine Wings work for? Detect Evil seems to always work. Is this intentional?
Vampire God (3.5e Prestige Class) This class is overpowered for conventional campaign power levels, and continues to gain more power or less restrictions with more and more edits. A private demi-plane that is more powerful than a wish or miracle spell(Edit Psionic Genesis power level 9 metacreativity Psionic handbook), that can store an extra 600 or so hit points at average stats around 15th level, abilities that server to give huge bonuses to every attribute... the list goes on.
Vampiric Surge (3.5e Feat) Doesn't make any sense.
Versatile Crafter (3.5e Feat) Effectively saves the character a lot of free skills, and makes him more versatile not only in crafting.
Vespine (3.5e Race) This race has significant advantages, but no level adjustment.
Voice of Madness (3.5e Prestige Class) Features need better definitions. For example, Maniacial Laughter should specific that it is a mind-affecting effect.
Void Mage (3.5e Class) The new spells do not have enough information to be used, and in many cases closely duplicate existing spells for the sake of it (e.g. void missile / magic missile). Feature spread needs working on, and most features have dubious mechanics.
Volatile (3.5e Equipment) If the AC reduction is supposed to represent corrosion, then it should respect different contributions to AC
Vow of Nonviolence (3.5e Feat) Bonuses seem excessive
Vroons (3.5e Race) Does not make sense, high level spells for an ECL of 2!
Waltz of Blades (3.5e Prestige Class) A level 6 (e.g. fighter 5/wizard 1) character can get the benefits of a major special weapon ability, and it's troublesome that this can be applied to an existing magical weapon. Suggest making animate objects the prerequisite spell instead of mage hand, and increasing BAB requisite to +11.
Warforge Crafter (3.5e Race) ASI bonuses are by far to much for the level adjustments. Lower ASIs or higher LA
Warrior of a Thousand Attacks of Opportunity (3.5e Optimized Character Build) No real optimization going on here, poor damage per attack makes number of attacks redundant.
Weapon Growth (3.5e Feat) As a non-magical enhancement this does not work.
White Cleric (3.5e Class) Some of the class features do not make any sense, others are poorly constructed.
White Lion (3.5e Class) you are essentially handing a medium or light fighter a druid companion. this will not balance well against existing classes, and as such probably needs tweaked down slightly.
Winged Elf, Dragon (3.5e Race) Ability score adjustments should be even-numbered, and a race with flight should come with an LA.
Witcher, Variant (3.5e Class) Please make the "balanced" version the base version, and move the "extremely powerful" version to the Balance Changes section.
Wohlveon (3.5e Race) "They have pokemon powers, poke-powers, poke-bodies, and sometimes others. can only have 1 - 2 different powers, and 1 poke-power OR poke-body." This and other lines don't make sense on their own or in the confines of D&D jargon. Either a link to the appropriate variant rules or an explanation is warranted.
World Domination (3.5e Epic Spell) The DC's seem very high as well as the price (possibly fixed, needs verifiation). Also maybe permanency could be added later (with this spell saying it works with permanency?
Yautjas (3.5e Race) Pounce and Sneak Attack are not appropriate racial features.
Yokai-Humanoid (3.5e Race) This race grants really good ability score adjustments, and the ability to permanently gain hp by killing another Yokai pushes this race to a state of unplayability.
Yonbi Izuna (3.5e Race) Ability score adjustments need to be even numbers and the wording for the abilities is very vague. All creatures in an area are effected, but what of the party? And why is the tail only an attack behind but without a change to flanking options? Also, how many attacks does this race get every round, and is that balanced?
Yoni (3.5e Race) Abilities are too good with SU abilities, DR 3/, and I have no idea why this would either be LA +2 or LA +3.
Zendra (3.5e Deity) I don't recognize half of those domains. The favored weapon is an artifact, how are followers all supposed to wield it? So do her followers get +18 charisma?
Zeppelins (3.5e Equipment) Zeppelins are not "intensely complex". There is an engineering hurdle - you need a light alloy for the frame, a method of producing a lifting gas, and a mechanism to make it go forwards (this page doesn't describe any of these). But learning to operate it shouldn't be much harder than learning to operate a ship. The reliance on goblins is bizarre. Piloting shouldn't be a binary yes/no based on Intelligence, it should be based on skill checks.
Zero Style (3.5e Feat) Who makes the save? How was DC 14 derived? What kind of attack can trigger this (ranged? melee? spell?) What kind of attack is the counterstrike? At what attack bonus? What is the "1d6"? damage? Should also have some hefty prerequisites.
Zuberaak (3.5e Race) Shadow Step does not explain how many times a day it can be used, and Shadow Weapon has no game rules associated with it.

2.5e Pages[edit]

2.5e Articles with a "Needs Balance" template.
Page Name Notes

Pathfinder Pages[edit]

Pathfinder Articles with a "Needs Balance" template.
Page Name Notes
Natural Marksmen (Pathfinder Feat) The link goes to the MSRD. What is this feat for?
Oozing Spirit (Pathfinder Prestige Class) I'm not convinced I've made this a balanced class, and maybe not mechanically clarified enough. --SgtLion (talk) 04:45, 26 May 2016 (MDT)
Scrivener (Pathfinder Class) See talk page.

d20M Pages[edit]

d20m Articles with a "Needs Balance" template.
Page Name Notes
Autobots/Decepticons (D20 Modern Race) The transforming trait needs to be much clearer on how it works. There is no restriction on what a "form" is (can I transform into a cloud?), or what weapons can be built in (how about a tactical nuclear missile?). I get all the items hit points... but vehicles can have 50 or more hit points...
Dark Defender (D20 Modern Class) See talk.
Doctor Octagonapus Lazer Cannon (D20 Modern Equipment) Not a great piece of writing, and the "100% Charge" isn't very helpful. How many shots can it fire? It mentions "full power", are there other power levels? How long exactly does it take to recharge?
Harrowed (D20 Modern Template) Seems overpowered.
Minutemen outfit (Fallout Supplement) d20 Modern doesn't have agility or perception statistics, and the armor price seems a bit cheap for the bonuses.
Snark (D20 Modern Equipment) missing/invented rules

Uncategorized Pages[edit]

Pages with no edition category.

Uncategorized Articles with a "Needs Balance" template.
Page Name Notes
Talk:Player Customizable Variant Races (5e Variant Rule) This may no longer conform to the Musicus Meter. See the recent transcription. In addition, after the completion of the transcription, the expansion of the meter (that will include specific scores for specific feats) will definitely change the scores given here.
User:Sie Talpa de Redstoneville/Conqueratomurs (5e Race) Transformation into anything you see? So, go against the hardest creature and then just transform into it? You eat part of yourself when you transform? 4 attacks is wildly powerful, and so is the large size. Just touching the surface, since this race is wildly out of balance with the races that exist in first-party D&D materials. A concerted effort will need to be made to bring this page in line with vanilla D&D.
User:ZarHakkar/Folk Deity (5e Class) Some features are extremely overpowered (Superior Reflexes, the DC for Divine Points, etc) while others (almost everything in the Fortune subclass) are extremely underpowered.
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