D&D 5E Player's Handbook Official Errata

There's a new printing of the 5E Player's Handbook a'coming. It "corrects some typos while clarifying a few rules." But for those of us who already have a 5E Player's Handbook, there's a one-page PDF of official errata now available. It contains 51 items, covering classes, equipment, feats, spells, and more.

Download it right here! The errata has already been incorporated into the free Basic Rules.
 

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I'm quite happy to call it what it is then - bad game design decision.

I'm playing with a Sorcerer in the group through HoTDQ and without twinned he is woefully under powered. I've also played a level 11-17 Sorcerer and it was also woefully underpowered.

This makes what is a bad class design to begin with even worse. The Sorcerer is far too limited to do anything now except be a buff bot. They're now officially the AD&D Cleric in disguise.

Was the sorcerer that bad at high level? What if you gave him an expanded spell list such as bonus spells like they did with new sorcerer archetypes?
 

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If you were talking about a Sharpshooter, I would be more sympathetic. Barbarians start to slow down as battles start to spread out and enemy casters start to slow them down. Melee martial not fun at high level (save for perhaps paladin).

You're the one who brought up the high levels. I don't care diddly for what level 17 does. Last survey result showed that the vast majority of players are still playing levels 1-6, and most realistically believe they won't ever pass level 10. Levels 1-10 are the levels that need to be done right, because those are the ones that are actually played.

Even then, I don't buy into the theoretical "melee starts becoming bad" idea. You don't see that in their two published adventures, RoT or PotA. High levels don't mean the battlefields are suddenly sniper contests.

I do agree they should have added bonus spell lists to the sorcerer. Not sure why they didn't. 15 spells is ridiculously weak. Metamagic isn't good enough to make up for the limit.

It seems they realized 15 was too few after the fact and they're making it up with the new subclasses. I agree that bonus spells would be great. Also don't get me started on metamagic: the big selling point on sorcerers, you get 2 early on, then you have to wait eons for your 3rd and 4th? That's it. And you don't get to retrain them either. 4 total spread over 17 levels.

Let's not also pretend you can't convert spell slots into more sorcery points to twin more. You're attacking at range. As you admitted, you shine pretty bright AoE. Mr. Barbarian looks good now. We'll see how he looks at higher level.

Of course I can convert spell slots. It's highly inefficient, and makes me waste my precious resources though. It's also the same resource that gets me more spells, which Wizards get as a separate resource. Cannibalizing my spells to get more Twin Scorching Rays is -- was, a fast way to being stuck with crappy Fire Bolt for a long time.

Barbarian has looked spectacular from levels 1-7. I look at future spells and don't see that changing any time soon. You can Twin Disintegrate once per day eventually I guess?

Though I will admit the sorcerer needs some tweaking. I can see why they put this limit in. It affects the Evoker as well and makes Sorcerer and Evoker consistent. Twinning might lead to problems with future spells they may design. Specifically for scorching ray and magic missile, I don't see an issue.

All I can do is show you the math on why it was fine and now crappy. You've heard my personal experiences, and you can see my spell list isn't some fountain of utility. If that doesn't move you then we agree to disagree!

I personally wouldn't choose a Sorcerer with this errata. Maybe my last hope is a Warmage port from 3.5 . Absolutely no utility spells so people can't harp on that. Then give it blasty spells that keep pace with the martials. Would make me happy.
 

What does the change in "Vision and Light" do?

About unarmed Combat .. isn't one of the changes now that everyone has Proficiency in it (I don't think that this was before)?

Overall I am really missing some additional Errata (-5/+10 Feats, Continagation), I hate the Ammonition Rule (makes Handcrossbows and Slings even more useless) and the Errata could have also included some needed Buffs for some weak Rules (Feats, Subclasses, etc.) instead of only makeing things weaker.
 

Anything that is optional though, like feats, is unlikely to see errata for that very reason. Each table can choose which feats it uses (or doesn't use), or amend them as they wish. There is no real "need" to errata feats even if they thought it might be a good idea for a select few in hindsight.

Except that attribute arrays, attribute point build, feats and multiclassing are standard for Adventurer's League play. Unlike the other optional rules.
 

What does the change in "Vision and Light" do?

About unarmed Combat .. isn't one of the changes now that everyone has Proficiency in it (I don't think that this was before)?

Overall I am really missing some additional Errata (-5/+10 Feats, Continagation), I hate the Ammonition Rule (makes Handcrossbows and Slings even more useless) and the Errata could have also included some needed Buffs for some weak Rules (Feats, Subclasses, etc.) instead of only makeing things weaker.
Whatever you feel about this: such changes will never be errata.
 


Errata is not a 'change', it is a correction for something that was presented incorrectly. Errata was needed in this case because an unarmed strike was never a weapon, but it was presented incorrectly in the PHB. That mistake has not been corrected. It has nothing to do with Nerfs, or OP, or Broken, or anything else like that. The game rules were created a certain way, and some were presented incorrectly.
I still maintain "needed" is a strong word to use here.

I honestly thought the items in this errata list were things with a pressing need. Now I realize there are items on the list that are included only to satisfy the designer's obsessive compulsive condition...
 

Was the sorcerer that bad at high level? What if you gave him an expanded spell list such as bonus spells like they did with new sorcerer archetypes?

Poor spell selection made me feel very limited in what I could do compared to playing a Wizard. Damage could be nice with Quicken + Spell but not really on par with the big damage dealers like SS Fighters, and my resources were more limited than theirs. My big once per day is a meteor swarm and a quickened cantrip, which I've hit for 160ish damage, all well and good, but other classes as you know can do this a lot more. A wizard shapechanged into a Dragon will get a lot more mileage out his 9th, or putting foresight on his SS fighter buddy will equate to lots more damage effectively.

Main issue again was poor spell selection. Playing a Wizard you can pull out the right spell that saves the encounter. Sorcerer you couldnt. What you could do was nova damage though, and twinning spells like scorching ray felt as natural as a fighters action surge. It felt right on a class that was supposed to be more damage focused.

At lower levels when our Sorc finally started twinning we were like "Ah, so that makes up for the other 99% of combat when you're tossing around cantrips for 3-4 damage". Seriously slow start to the class, and now it's even worse.

And for those reasons everyone at my table is agreement this errata is trash.

Looking forward to some of the Sorcerer options coming out of Unearthed Arcana status, and yes, Princes players guide is helpful. But we haven't fully integrated those spells into our campaigns yet.
 
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I'm playing with a Sorcerer in the group through HoTDQ and without twinned he is woefully under powered.
You have *never* been allowed to twin magic missile or scorching ray. If you were playing that way you were not following the rules. There is no nerf.... they just wrote it more clearly so you and others would stop reading it the wrong way.

That is not a nerf. That is fixing your misunderstanding.


The Sorcerer is far too limited to do anything now except be a buff bot. They're now officially the AD&D Cleric in disguise.
Sorry you feel the Sorc is underpowered. But it hasn't changed, it was always at that power level.
 

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