65

This is not balanced. Okay, I don't usually do "is this balanced" questions, because I don't really know what 'balanced' is. But, to paraphrase Potter Stewart, "I know it when I see it, and this ain't it." You've obviously tried to balance it, and that's laudable. And there may be room to make this concept balanced. But it's not there yet. First-off, let'...


47

Power level is important, but think about effect. Try to give them something that offers the same sort of flavor as the feature. The original is there to encourage the zealot to be willing to charge into battle, attract all the attention, and die - to sacrifice himself repeatedly for the cause, and so forth. He goes all-in and dies, he comes back a day or ...


47

This spell is more powerful than almost any other spell in 5e, and thus should not be allowed in its current state With the exception of wish, this might be the most powerful spell in the game if implemented the way you have it right now. If you had to pick a spell level right here and now with no modifications make it 9th level because that is the highest ...


42

It's shenanigans, all the way down. Permanency is full of them. In particular, it's almost not possible to balance Permanency completely. As it is, in 5e, high-level wizards (and other casters to a lesser degree) get some entertaining things that they can do to abuse the system for significant permanent beneficial effects, generally restricted to spell ...


41

This has risky interactions with certain class features. The second benefit, tie-breaking in contests where a stalemate is possible, isn't especially problematic. It effectively acts like a +1 bonus to ability checks that only activates a fraction of the time. I don't think there's too much to say about that benefit other than that it is highly situational. ...


39

This is not balanced with the other races in the PHB. Assuming that these are two different sub races ... You are starting with a feat. You are starting at size large: no PHB race is large. (Not even Goliath) Why this may matter: Weapon damage changes. You get 1d4 bonus when you go from medium to large (see potion of growth, enlargement spell). ...


38

Is it overpowered? As you've written it, perhaps.. but only because you worded one of your abilities to always knock something prone, this is problematic. If a character passes a save you can't and shouldn't knock them prone. This is bad design as a save should let the character in question avoid the worst parts of an effect. In this instance, the lesser of ...


36

So, taking these one at a time... ASI, Speed, Size, and Darkvision Normal, moving on Magic Resistance Equivalent to the Magic Resistance trait of the Yuan-ti from Volo's Guide. Even on the Yuan-ti, this trait is considered overpowered. Mind Blast At its base, this is a reworded carbon copy of the dragonborn's Breath Weapon. However, it targets an Int ...


35

How many Sorcery Points should this cost? Lots. At least 5, since this metamagic is better than Careful Spell, Empowered Spell and Heightened Spell combined. I'm sure you can see where I'm going with this - it's too powerful to put a realistic cost on it. Your new metamagic option does 3 things. The first is pretty simple - it multiples damage by 1.25, or 1....


35

No Let's take this feature at a time... Quick build This is just flatly wrong. This class is a half-caster, they should not prioritize their casting stat. Glancing down below, this class would always want to prioritize Dex--they are restricted to Light Armor no access to the Mage Armor spell and they don't have Cantrips for steady damage output. So they'...


35

Elementals are immune to exhaustion. Circle of the Moon druids can turn into elementals at level 10. Elementals have immunity to the effects of exhaustion. The Beast Spells feature of Druids at level 18 allows casters to cast spells while in wild shape. Example Druid turns into a fire elemental. Being immune to the effects of exhaustion, the druid could ...


33

It's probably unbalanced. Let's take a look at what other things allow you to gain hit points at first level: Cure Wounds (requires a spell slot and action, restores 1d8 + change). Healing Potion (costs 50 gp, requires an action, restores 2d4+2). Goodberry (requires a spell slot and action, restores 1 hp per action for 10 additional actions). Healing Word (...


33

It's significantly more powerful than other AOE cantrips, but wouldn't be gamebreaking if balanced as part of a specific race One spell you could compare it to another cantrip that does AOE damage: Thunderclap (Elemental Evil Player's Companion, pg. 168): Range 5 ft You create a burst of thunderous sound that can be heard up to 100 feet away. Each ...


32

This feat is not balanced in its current state. You're basically making a better version of the Healer feat, in every way. And also giving ability increase. There's literally no reason to take Healer with this feat available, which should be a tip-off that something isn't right. No limit on the 1d4+proficiency (starts at 3-6 healing, ends at 7-10 healing) ...


31

Scrap It Completely This ability is ridiculously complex - it involves four die rolls of five dice, multiplication, and division... and all of this before the DM even rolls any saving throws. This is going to be a nightmare to adjudicate at the table, and no DM I've ever encountered will have decided on enough positioning detail at the kinds of range you'd ...


31

This is very broken. The most obvious way that it is broken is that players will use it on greater invisibility. To understand the balance of this effect, we can compare it to the legendary item ring of invisibility. The invisibility from that ring breaks whenever the wearer attacks or casts a spell. We have some discussion at What is the reasoning ...


31

It's not inherently unbalanced, but it breaks theme In essence, you're moving the Sorcerer's ability to turn spell slots into other spell slots to the Warlock, with the added bonus of being able to do it in one turn. (A sorcerer needs to turn a spell slot into spell points first, and then turn those spell points into new spell slots.) In itself, this isn't ...


29

No, it is not balanced, and probably not even playable I'll go over the traits one by one. Ability score increase: +2 to Intelligence and +2 to Wisdom Pretty powerful, since most races get +2/+1, but nothing breaking if the other abilities are okay. Speed: Your base walking speed is 30 feet. If you swim for more than 5 minutes, you are paralyzed. You ...


29

In short, they are a little too strong and don't quite fit design principles First of all, adding proficiency to Death Saving Throws is a weird feature. In order for it to become useful, players have to fall in battle, which is something they should be trying to avoid in most cases (meaning it will rarely come up). However, this can drastically reduce the ...


28

This spell is not designed in a way that lines up with the 5e rules. Because this doesn't offer a save or an attack roll, I'm inclined to say that it can't be fit into the existing spell system except maybe as a ninth-level spell (many of which bend the power curve). Even if it required a save, the enormous power scaling on subsequent castings would be a ...


28

You should be okay but be careful of stepping on the druid's toes There is nothing particularly unbalanced about the feature. You can sort of compare it to gaining a bit less than 1/3 of the Magic Initiate feature for Find Familiar which can be done with Variant Human. (As long as the Tiny beasts are of a low CR, thanks @PL457) However, it does fill a very ...


28

The risk/cost is too high The cost is: Concentration Three Actions This is a rather high investment to start with, but there is also the risk: The target needs to fail 3 saves These have to be consecutive Below level 5 the damage potential of this spell (5d8) is higher than other cantrips (3d12 with toll the dead is the next), but on higher levels it ...


28

No, it is not balanced Warlock sub classes tend to be quite powerful, as a rule. So it's understandable you would want to give your class some major benefits. However, there are several balance problems with this class. Access to overleveled spells Two of your four class features above are dedicated to the daily casting of a spell. Given Warlock's limited ...


27

Yes, it is unbalanced. The proposed cantrip is far superior to an existing leveled spell: Expeditious Retreat. There are other arguments, based primarily on what you can do on subsequent rounds. Those arguments involve a large number of build variables - specific spell slots, multi-classing, etc. - too many to accurately assess them all. However, they pale ...


27

There's a simpler way to do this. What you need is a template in a hexagonal pattern surrounding a central hex. Adapt the scale/size of the hexes to suit the spell, and all you need is two die rolls: 1d20 and 1d6. The mechanics of your meta magic... ... would look something like this: Spend the meta magic points. Succeed or fail on a DC check to ...


26

Frame challenge: As others have pointed out, using any spell to kill someone with no save, even if it takes six castings (which is 36 seconds, or less with multiple casters), would unbalance the game in ways that might not be resolved by increasing the level requirement. I suggest a limitation as follows: by default, the spell increases the target's level ...


25

Agreed that there are too many powers and abilities here, and they're too far out of scope for a familiar. Let's see.. blindsight: the only base familiar with blindsight is the bat, and his is echolocation. So, not inherently broken, but rare. burrow speed: Only familiar with a burrow speed, and tries to make up for it by tanking speed in general. This ...


25

Your item is incredibly broken This weapon is essentially multiple wands with infinite uses wrapped within a (magical?) longsword. For the cost of 1 action within the 60' cone, you can: Knock all creatures of any size prone without save Push all creatures of any size 20 ft with save Dispels fog Gives disadvantage to saves for air elementals and non-...


25

Verdict: This race is too strong, and includes one ability that, even on its own, is too much to grant to a race. Explanation: I'm making a breakdown using this guide for balancing new 5e races. It suggests that on average, a race is about 6 points worth of options. Most of the suggested abilities for your race are listed there, and counting them up, you ...


25

Yes, this unbalances the spell Vicious Mockery is not particularly strong in the damage department to begin with. By allowing it to be cast as a bonus action in exchange for the damage, you're essentially giving your player a way to impose disadvantage on one attack every turn, except in the rare circumstances where they have something else to use their ...


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