D&D (2024) D&D 2024 PHB errata thread +


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Charlaquin

Goblin Queen (She/Her/Hers)
I am all for getting RAW clarified.

But let me ask, does anyone in their heart actually believe TWF is intended to work if you attack with a weapon, swap it with another in the same hand, and attack again? Does anyone actually believe the designers meant for that to be a thing?
Yes. Based on the fact that the wording for the Light property did include the wording about the weapon needing to be in a different hand in Unearthed Arcana playtests 2 and 3, and then got removed in 4. It was clearly an intentional change that occurred during the playtest process, and was not reversed in the day 1 errata.
 

Charlaquin

Goblin Queen (She/Her/Hers)
The Blindsight should make you ignore effects from the Blinded condition.

The Blinded condition should be negated if you can see somehow. As it stand you wold still be under the effect and thus have your Attacks Affected.
At least in the free rules, the rules glossary entry for Blindsight says, “If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the Blinded condition or are in Darkness.
 


Yes. Based on the fact that the wording for the Light property did include the wording about the weapon needing to be in a different hand in Unearthed Arcana playtests 2 and 3, and then got removed in 4. It was clearly an intentional change that occurred during the playtest process, and was not reversed in the day 1 errata.
I'd suggest it's more likely that they were struggling for space and thought they could cut that line out because nobody would really think that this sort of thing needed to be spelled out explicitly.
 

pukunui

Legend
Now that I've gotten around to reading the spell list in earnest instead of a quick skim, it actually does say that a target can only be affected by spirit guardians once per turn.

"When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn."

Bolded text by me.

So... Whenever a creature (a) has the spell's AoE enter its space, (b) enters the area of the spell's AoE, or (c) ends its turn within the spell's AoE, it must make that save. The triggering event to cause the damage is, as per the text, rolling a saving throw. But it's only allowed to make that save roll once per turn - i.e. if there's a second time in the same turn that one of the three listed events occurs that would normally trigger having to make another save, it simply doesn't (because its one allowed save per turn has already taken place) and so nothing happens. The text distinctly states that no damage is taken until after the saving throw is rolled - so if no saving throw is rolled (since a second save cannot be forced), no damage is taken.

That final sentence in the quoted text is actually pretty common in damaging Emination spells, presumably to stop shenanigans like the one being discussed.

Now, the fighter or barbarian can presumably still drag the cleric around to harm other, as of yet unaffected creatures, but thats a different matter entirely.
It needs to be 1/round.

That’s VERY strange… Maybe some kind of backend bug? Have any of the other changes been reverted? Or have any new ones mysteriously popped up?
I checked all the others on my list, and they're all still there. I'm not aware of any other changes, although there might be some.
 
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Xetheral

Three-Headed Sirrush
Now that I've gotten around to reading the spell list in earnest instead of a quick skim, it actually does say that a target can only be affected by spirit guardians once per turn.

"When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn."

Bolded text by me.

So... Whenever a creature (a) has the spell's AoE enter its space, (b) enters the area of the spell's AoE, or (c) ends its turn within the spell's AoE, it must make that save. The triggering event to cause the damage is, as per the text, rolling a saving throw. But it's only allowed to make that save roll once per turn - i.e. if there's a second time in the same turn that one of the three listed events occurs that would normally trigger having to make another save, it simply doesn't (because its one allowed save per turn has already taken place) and so nothing happens. The text distinctly states that no damage is taken until after the saving throw is rolled - so if no saving throw is rolled (since a second save cannot be forced), no damage is taken.

That final sentence in the quoted text is actually pretty common in damaging Emination spells, presumably to stop shenanigans like the one being discussed.

Now, the fighter or barbarian can presumably still drag the cleric around to harm other, as of yet unaffected creatures, but thats a different matter entirely.
Yes, I'm aware of the once per turn limitation. The change from 2014 I take issue with is letting the save and damage trigger when the emanation enters a creature's space. With that change, increasing the distance the cleric can move on their own turn increases the number of enemies that can be affected, and letting the cleric move off their turn increases the number of turns on which enemies can take damage.

Both can easily scale up with a whole list of techniques, ranging from speed buffs and the Cleric readying an action to move off-turn at the simple end, up to the the oft-mentioned grappling/dragging the Cleric off-turn at the ridiculous end. In between are a variety of options (including controlled mount(s), speed buffs for mount(s), uncontrolled mount(s) moving off the Cleric's turn, uncontrolled mount(s) readying actions to move off their own turns, riding other PCs, mount speed buffs, shared mounts, vehicles, shared vehicles, falling, certain Legendary and/or Lair Actions if one has a monster ally, certain traps, tossing the Cleric, launching the Cleric, shoving the Cleric, Repelling Blast, Dissonant Whispers, and probably a bunch of others) which at any given table might be considered creative or might be considered ridiculous in any given situation.

The bound on the power of the 2024 Spirit Guardians is thus each table's sense of creativeness vs ridiculousness, whereas the 2014 spell was bounded by one's ability to use the spell tactically. Personally I find tactical challenges more fun, so I don't like the change to the spell, even though I will never use any option my table considers more ridiculous than creative.
 

At least in the free rules, the rules glossary entry for Blindsight says, “If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the Blinded condition or are in Darkness.
It does, but the Blinded condition's Can't See & Attacks Affected should add " unless you can see somehow" to countereffect them similar to how some of the Invisible condition are if seen somehow.
 

mellored

Legend
Now, the fighter or barbarian can presumably still drag the cleric around to harm other, as of yet unaffected creatures, but thats a different matter entirely.
Once on the clerics turn
Once on the barbarians turn.
The bound on the power of the 2024 Spirit Guardians is thus each table's sense of creativeness vs ridiculousness,
not really.
The barbarian dragging the cleic is a barbarian not attacking.
It's not any more powerful than having 2 clerics.
whereas the 2014 spell was bounded by one's ability to use the spell tactically.
You could do this in 2014. You just had to move the monsters instead of the cleric. And you very likely where adding your own hurt that push instead of giving the cleric disadvantage to attack.

And the 2024 "buff" is offset by having the damage at the end of the monsters turn. Potentially breaking your concentration.
 


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