No, because balance is always in your (the DM's) hands
I'm a new DM, but a long time player, and I've always been very particular about balance in D&D 5e, so take this answer with a grain of salt.
Something I realized while DMing is that the only balance that matters is balance between party members. Why? Because each player will want to feel like they ...
Extra Attack is potentially a very strong ability. As one example, if a rogue wears this, they could make their shortbow attack a second time each turn, adding 1d6+DEX damage every turn and also giving an increased chance to trigger sneak attack.
You've told us that the player requesting this has a wizard character, which surprises me. Are they planning to ...
Primeval Awareness is free and available to all Ranger types. But I can't find another class with a more useless free ability at level 3 (aside from the classes that also get a subclass, as the Ranger does).
Barbarians: skill proficiency (TCE)
Monk: Deflect Missiles
Paladin: immune to disease
Rogue: Steady Aim (TCE)
Consider swapping to Primal Awareness instead
Tasha's Cauldron of Everything introduces several optional class features for the ranger; one of these is Primal Awareness (p. 57), which replaces Primeval Awareness entirely with a thematically similar but mechanically distinct feature.
Primal Awareness essentially provides a list of spells that you gain at ...
You've almost created Wildemount's Lash of Shadows.
Explorer's Guide to Wildemount officially introduced the Arms of the Betrayers as the weapon analog of Vestiges of Divergence. In comparison to these official items, your Ravel's Fingernail is exceedingly similar to one of these Arms, the Lash of Shadows. But we need to do some fixing, the poisoning ...
Hex requires a bonus action and concentration. It's quite thematic, but will often conflict with Cursed Mutter.
Bestow curse is a 3rd-level spell, so it should be learned at 5th level, not 3rd.
Hypnotic pattern is probably overpowered as a cleric domain spell. Clerics don't get fear or hypnotic pattern, even as domain spells. That's probably ...
Hideous Laughter is a 1st level spell with a comparable effect to the Taser-Pistol's special ability.
Justification: It is a ranged spell, requiring a failed saving throw leaving the target incapacitated and prone. (For anyone targeting the creature in melee, this is similar to attacking a stunned creature; although the prone makes hideous laughter ...
When people speak of balance in D&D 5e they usually have this in mind:
The actual balance in D&D 5e is more like this:
The players (almost) always win.
The game is biased so far in favour of the players that you have to try really, really hard to upset the balance. Adding things that make the players better isn't going to do that.
How this has ...
We boost the beastmaster with the following 2 adjustments. 1) The beast's attack is controlled by training and non-verbal cues, and so it does not take from the Ranger's actions. 2) When the Ranger gains in ability scores, so does the beast (or any beast the Ranger would gain in the future), so at level 4, when the Ranger gets +2 to ability scores, the ...
Taser-pistol: Very Rare
You could think of the stim-pistol as having an effect which is slightly more powerful than the cantrip Spare the Dying, (because it doesn't require touch), but less powerful than the 1st level spell Healing Word, (because it has less range, doesn't regain hit points and requires an action rather than a bonus ...
The Paralysis effect is way too good.
The "taser pistol" is functionally a one-round hold monster spell that you can use at least once in every fight. Even with the limited effect, Paralyzed is possibly the most devastating condition in the game on the PC side because of the "free crits!" sign it sticks on the target's head.
I'm not sure ...