Dungeons & Dragons 2024 Player's Handbook Is Already Getting Errata

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The 2024 Player's Handbook on D&D Beyond contains several updates to the new revised 5th edition ruleset. Early access users of D&D Beyond who have also obtained a physical copy of the 2024 Player's Handbook have noticed several minor differences between the digital and physical copy, assumably due to soon-to-be-released errata. Notably, the following changes have been spotted:
  • Giant Insect spell contains a clarification on its HP (the physical edition states that the summoned insect has an HP of 30+10 for each level in the spell slot used to cast the spell; the digital version states 30+10 for every level above 4th level),
  • Shields now require the Utilize action to don or doff
  • Goliath's Powerful Build now specifies that it grants Advantage on ability checks to end the Grappled Condition instead of saving throws.
  • True Polymorph's spell description no longer states that the spell effects end if its target's temporary hit points run out.
  • The Telekinetic feat now specifies that it grants an increased range to the use of Mage Hand instead stating that you can cast Mage Hand at a further distance away.
Notably, Wizards of the Coast has not released an official errata document for the Player's Handbook, although they may be holding out until the book's full release on September 17th.
 

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Christian Hoffer

Christian Hoffer

Sorry, you cannot walk around in plain site and remain in stealth. Period.

I may rule you can take surprise action if you enter plain sight but not remain hidden. That is just bad design.
There's no such thing as a "surprise action", even more so in 2024 than in 2014. Because all "surprise" does in 2024 is impose disadvantage on your initiative check.

Does it truly say passive or active perception check? Because was left out of the entire stealth conversation up till now (unless people started discussing that on like page 495 of that crazy large thread)
Screenshot 2024-09-04 121343.jpgScreenshot 2024-09-04 121644.jpgScreenshot 2024-09-04 121708.jpg
 

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Does it truly say passive or active perception check? Because was left out of the entire stealth conversation up till now (unless people started discussing that on like page 495 of that crazy large thread)
It says "Make note of your check’s total, which is the DC for a creature to find you with a Wisdom (Perception) check." And then Perception checks lists both passive and active perception checks.
 

Does it truly say passive or active perception check? Because was left out of the entire stealth conversation up till now (unless people started discussing that on like page 495 of that crazy large thread)

"With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you.


On a successful check, you have the Invisible condition. Make note of your check’s total, which is the DC for a creature to find you with a Wisdom (Perception) check.


The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component."

It doesn't specifically say whether it's Passive or Active for the Perception check by the enemy to find you, but there is a Perception check involved.
 

Other things they haven't addressed (yet):

  • It looks like clerics can still cast hallow as an action via Divine Intervention
  • The giant insect can still reduce a boss monster's speed to 0 automatically since it has no save
  • The putrid undead from summon undead still auto-paralyzes anything it hits that has the poisoned condition
 




Other things they haven't addressed (yet):

  • It looks like clerics can still cast hallow as an action via Divine Intervention
  • The giant insect can still reduce a boss monster's speed to 0 automatically since it has no save
  • The putrid undead from summon undead still auto-paralyzes anything it hits that has the poisoned condition
I suspect these are intentional. For one, casting hallow as an action is only arguably a problem; it seems appropriate to me for something called Divine Intervention, as a once-daily kind of thing.

For the others, this appears to be the result of a new design mandate: nothing requires both an attack roll and a saving throw; one or the other is good enough. (And I wouldn't characterize something requring a successful attack roll as applying "automatically".) Yes, this gives PCs some options against creatures with Legendary Resistance that they didn't have before. But is that so bad? (Maybe it is, I'm not sure.)
 


Yes, this gives PCs some options against creatures with Legendary Resistance that they didn't have before. But is that so bad? (Maybe it is, I'm not sure.)
Yes, it is. The whole point of Legendary Resistance was to make it so BBEGs and big solo monsters (like adult dragons) couldn't be locked down and pounded into oblivion. Bypassing LR with no-save paralyzation and the like is not good.
 

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