Is Additional Fighting Style underpowered as the only class feature at a given level?

This question is inspired by considering minor homebrew improvements to the Champion subclass, which is frequently but not universally considered a weak subclass.

Looking at the class features, the following occurred to me about Additional Fighting Style (level 10):

  1. Most fighting styles don’t synergize. The main exception is taking both a defensive and offensive fighting style, leading to common recommendations of Defense as the go-to choice for level 10 Champions.
  2. Every class that gets a first fighting style gets additional features at that level (e.g. Spellcasting for level 2 Paladins and Rangers).

So Additional Fighting Style by itself seems pretty weak compared to the level 10 features of other fighter subclasses. Hence the question.

Is succubus in savage species underpowered?

One of my friends mentioned wanting to play a succubus in a pathfinder game and wants to use the savage species succubus class for it though at a glance the succubus class in savage species seems underwhelming to say the least with low combat ability and low utility. (At least compared to a caster of the same level.) What I wish to ask is that is it underpowered or would it be something like tier 3?

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Is this homebrew mini-tarrasque race over-(or under-)powered?


The tarrasque is a fearsome one-of-a-kind monster with a terrifying bite, an impenetrable carapace, and unbeatable regenerative abilities. It’s also big, dumb, and ugly. The mini-tarrasque is mostly similar to other humanoids, but also possesses approximate versions of the legendary beast’s most noteworthy qualities.

  • +2 Constitution, -2 Strength. Without the benefit of size, the mini-tarrasque is surprisingly weak. However, it still possesses exceptional fortitude.

  • Medium: As a Medium creature, the mini-tarrasque has no special bonuses or penalties due to its size.

  • Mini-tarrasque base land speed is 20 feet.

  • Augmented Natural Weapon: The mini-tarrasque has sharp teeth and a powerful jaw. It can attack with its bite as a natural weapon, dealing piercing and bludgeoning damage equal to 1d6 plus its Strength modifier on a successful hit and threatening a critical hit on a natural attack roll of 19-20.

  • Blindsense: Though it lacks the finely-tuned scent ability of the full-sized tarrasque, the mini-tarrasque can use its ears and nose to notice the presence of things it cannot see. It has blindsense out to 15 feet.

  • Cause Fear: Once per day, when the mini-tarrasque charges or attacks a creature, it can affect that creature as though using the cause fear spell with a caster level equal to the mini-tarrasque’s level and a save DC of 11 + the mini-tarrasque’s Cha modifier. This is a supernatural mind-affecting fear effect.

  • Rush: Once per encounter, the normally slow-moving mini-tarrasque can move at a speed of 90 feet.

  • Deflection: Despite not having a reflective carapace, the mini-tarrasque’s flesh is still able to occasionally bounce away rays, lines, cones, and even magic missile spells. Whenever the mini-tarrasque is targeted by such an effect, it can roll a d6. On a 6, the mini-tarrasque ignores the spell or effect.

  • Fast Healing: In contrast to the full-sized tarrasque’s complete immortality, the mini-tarrasque can be slain in ordinary combat. However, its body still heals at an extraordinary rate, allowing it to regain 3 hit points at the beginning of each of its turns. Unlike to most creatures with fast healing, the mini-tarrasque also regrows lost limbs or body parts after 3d6 minutes. It can reattach a severed member instantly by holding it to the stump.

  • Immunities: The mini-tarrasque is immune to ability damage and effects that would cause incurable wounds. Anything that would inflict ability drain deals ability damage instead. The mini-tarrasque automatically succeeds on saving throws made to avoid permanently losing one or more levels due to energy drain. If it would gain negative levels greater than or equal to its level, it instead gains negative levels up to a maximum of one less than its level.

  • Energy Resistance: The mini-tarrasque has resistance to fire 15.

  • +2 racial bonus on saving throws against disease, poison, and energy drain. If it succeeds on its saving throw(s), the mini-tarrasque can overcome any disease or poison without the need for magical assistance.

  • +2 racial bonus on Listen and Spot checks.

  • Automatic Languages: None. Bonus Languages: Abyssal, Celestial, Common, Infernal.

  • Favored Class: Fighter. A multiclass mini-tarrasque’s fighter class does not count when determining whether it takes an experience point penalty for multiclassing

  • Level Adjustment +2.

Why I did what I did

My overall goal was to bring the "unstoppable" feeling of the army-flattening tarrasque to something that can actually be built upon with normal classes in a reasonably-leveled setting.

  • I scaled down the tarrasque by reversing the size-increase process in the MM and found that it actually had 8 Strength and a ton of Constitution. The DMG says that +Con -Str isn’t an even trade, but gnomes have it, and it can be accomplished by passing through Dex (+Con -Dex, +Dex -Str) and I wanted to make the non-magical-beast version not have a puny smooth brain, so that’s what I went with.

  • Speed I kept at 20. Dwarves are also Medium with 20 feet, but can wear armor without slowing down. Mini-tarrasque’s upside to being slow is the rush ability, which (like everything else about it) is substantially nerfed from the regular-tarrasque version. But 1/minute and 1/encounter seem almost identical unless you’re going on an hour-long city rampage, so it seemed reasonable to make the 12-Con mini-tarrasque need a bit more rest between rushes than the 35-Con mega-tarrasque. The speed of the rush itself was nerfed down to the level of an aarakocra’s flying speed, since they’re also a listed Medium race that normally walks 20 feet per round.

  • Since the dawn of time, the tarrasque’s bite has been its most powerful weapon, able to crit on an 18 and inflict extra pain when that lands. But this tarrasque has a smaller mouth, and Savage Species suggests a LA increase for having more natural attacks than an equal-level fighter gets weapon attacks (in this case, one) or being able to deal more damage than a one-handed simple or martial weapon. I think natural weapons are light, so I gave it basically the same stats as a shortsword.

  • +1 LA for blindsight (which other abominations have, while the tehcnically-not-an-abomination tarrasque has blind-fight)? +1 LA for scent (which the tarrasque actually does have)? Naw, dawg. Let’s take the minimum stated range for scent and turn it into blindsense. Something that conveys the tarrasque’s extraordinary senses without actually being all that powerful.

  • According to Savage Species, Frightful Presence is worth +1 LA. Without RHD, though, that is an abysmal trade. So I made the tarrasque’s fear effect more like a quickened SLA, once a day. It’s smaller, so obviously it’s less intimidating. Still, probably enough to scare a common guard or what have you.

  • Being totally immune to rays, lines, and cones felt way too good. That’s a huge number of (sometimes very dangerous) attacks that the tarrasque can ignore. In 1e/2e, it was a d6 to decide if the attack was reflected or bounced harmlessly off. So I took that rate (about half of 3.5e tarrasque’s reflection rate) and made it the odds of the attack bouncing off versus hitting you normally. I felt like that kept a good portion of the idea intact, without increasing mini-tarrasque’s power too much?

  • Regeneration is the second of the tarrasque’s most famous and important abilities, but the fact that nothing deals lethal damage to it seems like it’d be entirely busted for most of a campaign. I kept its ability to recover from damage (including dismemberment, albeit at troll speed rather than tarrasque speed), but going from regeneration to fast healing makes the mini-tarrasque actually killable. It also gives a +1 to LA (instead of +2), according to Savage Species.

  • Like with being able to regrow/reattach body parts, I wanted the mini-tarrasque to be able to keep on trucking even against draining attacks. Almost no non-undead in the game has anything like this, so unsurprisingly Savage Species doesn’t even have anything to say about it. But all abominations–tarrasque included–have immunity to these things, so I gave it a sort of "resistance to ability damage/drain and energy drain", based on how the horizon walker prestige class "resists" exhaustion. The energy drain immunity doesn’t actually let it do that much that other races couldn’t (since it still suffers penalties while fighting with drained energy), but it fits with the theme and lets it avoid two of the most frustrating things that can happen to a character.

  • Again, immunity downgraded to resistance. Every version of the tarrasque is immune to fire (which is also in line with the fact that all abominations have an energy immunity, so it felt important to keep), but without the fire subtype (which would lead to cold vulnerability) that seemed like it might come with a hefty cost. Theoretically LA+1 for resistance to a single energy type of less than 20.

  • Keeping with the trend of "immunity to resistance", I gave mini-tarrasque dwarf-sized bonuses to saves against diseases and poisons, which for the normal tarrasque are immunities. I also gave it the ability to recover from magical diseases or whatever–basically just mummy rot, since that’s something that the tarrasque specifically calls out as being immune to, and that keeps with the running idea of not getting slowed down by some incurable effect other than being killed.

  • Tarrasque has +8 to Listen and Spot. Standard races (like elves) get +2 instead, so that’s what mini-tarrasque gets, too.

  • By default, the tarrasque doesn’t speak. Other abominations get Abyssal, Celestial, and Infernal, though, so now that the creature in question has more than 3 Intelligence, it has the potential to learn some languages. Not having Common available seems like it’d be pretty inconvenient for an intelligent avatar of destruction, so I threw that in as another bonus.

  • Tarrasques fight. Fighters fight. I also considered barbarian, but felt like fighter was a more commonly-used favored class.


As you can see, I basically included Savage Species level adjustment increases only for the things that I had no choice but to increase LA for. I also left out things that would have forced me to increase LA beyond the absolute essentials (in my opinion, the things that most define a tarrasque but which are explicitly stated to give LA are regeneration and fire immunity). So, no horns/claws/tail, no natural armor, no spell/psi resistance, and certainly no +17 strength modifier. Even an LA of +2 is pretty rough (far more than Savage Species tends to balance around), I think, so I wanted to pack as much into those two adjusted levels as I could.

But did I pack too much? Or maybe even too little? Did I overlook anything that actually makes the mini-tarrasque way more or less effective than I’m thinking? If it’s stronger than the typical LA+2 race, that’s fine, because the typical LA+2 race is pretty awful. But if it’s way too dominant compared to every other possible option, then that would be not great.

Vow of Poverty, overpowered or underpowered?

I have read plenty of things about the Vow of Poverty in forums, and i have seen both opinions expressed.

If i understand it correctly, it does work on the assumption of a linear magic item acquisition from the rest of the party, and it is "balanced" on that assumption. I also do understand that some builds use it to mix/max their character, with synergy of other vows.

My question is, as a mechanic, and if one assumes that this linear magic item acquisition is valid for a party, is it overpowered, underpowered, or balanced. Are there any other aspects i am not aware of?

Is this wolf DMPC overpowered or underpowered?

I am new to being a DM and soon will have my first session. Since we are with three players total (me as a DM plus two PC characters) I want to help them out a little. The players are a Dwarf Cleric and a Rogue Halfling (The premade characters of the 5e Starter set)

At first I thought about giving them some more potions/scale the battles but that feels less fun than my other idea. My other idea is creating a wolf companion character.

The party in question is a lvl 1 party. I intent to have this character level with them and have access to barbarian skills like Rage etc. (mostly what would fit a wolf)

I took the basic stats off the default wolf enemy and modified a few things. I increased the intelligence since it is a somewhat more intelligent wolf and it’s also a little bit more charismatic.

I will control this wolf for his own actions, but I will allow the players to give commands etc. The end goal is to balance out the party a little bit so they can act more like a party of three (or two and a half)

The sessions will probably be loose regarding the rules (I don’t intent to micromanage skills etc) since we just want to have fun of course 😉 I intent to take them through Phandelver Mines first, and if it goes well I want to put them straight into the PoTA campaign.

I gave it the following stats:

Race: Wolf
Class: Basically Barbarian without armor/weapon proficiency
Alignment: Neutral


  • STR: 13 (+1)
  • DEX: 15 (+2)
  • CON: 12 (+1)
  • INT: 7 (−2)
  • WIS: 12 (+1)
  • CHA: 8 (-1)

Saving throw proficiencies: Strength, Dexterity


  • +4 Acrobatics
  • +3 Athletics
  • +1 Intimidation
  • +3 Perception
  • +4 Stealth
  • +3 Survival


  • Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone


  • Grappler
  • Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

I feel as if this thing is either massively overpowered or weak, I am not 100% sure. Does anyone have some tips/guidelines to improve this character?

Is the ribbon ability of a transmutation wizard underpowered when compared to other wizard subclass ribbons?

I feel the casting limitations on a transmuter’s minor alchemy make it much less able to be used in typical play, as compared to a conjuration wizard’s minor conjuration, an evocation wizard’s sculpt spells, or even an illusion wizard’s improved minor illusion (which is still pretty bad, but better than 10 minutes cast time).

The text for minor alchemy is as follows:

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

To clarify; I’ve taken ribbon to be the second level feature of the wizard subclasses that aren’t their savantism.

Am I mistaken or is there an imbalance here?

Is this adjustment to the Lucky feat underpowered?

I have the feeling Lucky feat in 5e is overpowered.

I have a modification that I want to propose my players with says you have to decide to use your luck point BEFORE rolling the dice. That’s the only modification so the feat will be:

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points only before you roll the die and before the outcome is determined. You choose which of the d20 is used for the attack roll, ability check or saving throw.

You can also spend one luck point before an attack roll is made against you. Roll a d20, and then choose whether the attacker uses the attacker roll or yours. You choose the dice before the attack roll is made and, therefore, before knowing the attacker roll result.

The rest of the feat description (i.e. cancelling rules) remains unchanged.

I feel that makes the feat less powerful by turning a “I don’t really like this result” to “I really want to make sure I get this right”. That way the player needs to carefully decide what matters and what doesn’t before rolling, afterwards is just too late.

Is this modification, however, underpowered to the point that it makes the feat useless (meaning the feat will not be picked up by players since its not worth it)?

Note: I’ll accept frame challenges if you think the original lucky feat is not overpowered, although I think that may end up going to opinion based quickly.

Reasons I feel it is overpowered There are numerous discussions already on the internet about the Lucky feat. My take on it is that it allows way too many rerolls for any roll, after knowing the die roll (which means you at least have a feeling of whether you’ll fail or not).

In my view this means that the players are able to, on demand, reroll at will any critical situation they find themselves on and those usually do not happen more than 3 times per day and when they happen, it is simply not that difficult to spot them. I don’t usually put my players on such tight corners that they have more than 3 situations a day where the outcome of a single roll is of vital importance and the fact that you can decide after looking at the dice means that out of those critical situations, some of them would be naturally saved, allowing you to simply “save” the luck point. Then the next adventuring day, boom, you have your points again to start over with your safety net of, “if everything goes wrong I can count on my luck”.

Making the players decide FIRST means that luck points are precious and valuable and you really have to think first, is this worth making absolutely sure I have the best chances to succeed or is it better to save it for later? Is this a really critical situation?

With deciding after they can instead go like: oh, it seems like I’m going to fail this thing… ok, I don’t want to fail so I’m going to spend a luck point. It’s a fallback, not a carefully thought tradeoff.

Even though the players do perform dozens of rolls per adventuring day, most of them do not matter so much. Attack roll, you fail, fine,next. Attack roll, you succeed, great. But then there’s this occasional thing that really matters, “saving throw” against a fireball, that lockpick to enter the throne room, that deception check to escape from a contrieved situation, that last attack you’ve just failed with 5 HP left which you feel, if succeded may have just killed the monster… those are the ones that do change the course of the adventure. Yes, players roll a lot, but critical, potentially changing situations are far and between events that do not happen that often (at least not on my adventures).

I don’t want to quote all the internet here but Lucky is consitently considered either broken or one of the most useful feats on the game, usually being quoted as THE most useful feat for all the above reasons.

What is the evidence, if any, that the Ranger Beast Master archetype is comparatively underpowered?

I have seen various claims that the Ranger’s Beast Master Archetype is underpowered, compared to other ranger archetypes and/or classes.

I have searched for some factual analysis that would support or refute this, but I have not found any.

What is the evidence, if any, that the Ranger Beast Master archetype is comparatively underpowered?

Is this homebrew Monk subclass underpowered?? Criticism Needed

Hey people of the D&D community. I need your opinion about this subclass and whether if it’s balanced(underpowered) or not. It may not look like much against the 5-finger-heart-exploding-punch of the open hand. My intention was to create a super fast stalker cat monk.

Way of the Lynx

Feline Attribute:

Starting when you choose this tradition at 3rd level, you gain the following benefits:

• You can choose your unarmed strikes to deal slashing damage instead of bludgeoning.

• You gain climbing speed equal to your walking speed.

• When you are prone, standing up uses only 10 feet of your movement.

• In addition to the bonus granted by your unarmored movement feature, your speed increases by 5 feet. Your speed increases by an additional 10 feet when you reach 6th level (+15 feet), 17th level (+20 feet).

Wilder Prowess:

At 6th level, You choose one skill from the following list to gain proficiency in: Acrobatics, Nature, Perception, Stealth, Survival

You gain an additional skill proficiency from the above list at 11th and 17th level. If you already have proficiency in one of the listed skills at 11th or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

Danger Sense:

Beginning at 11th level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Rapid Claw Strikes:

Upon reaching 17th level, whenever you use your Flurry of Blows feature, you can make three unarmed strikes instead of two.