What would I like to see errata for from experience and analysis:
1. Contagion: This spell needs a rewrite. Add "Does not affect undead and constructs." Change when the spell takes effect or how it takes effect. Don't ruin it and make it so weak as to be not worth taking for standard combat. I've always wanted an effective disease attack spell. The idea of it is very cool. As it is currently written, it is an "I win" attack as soon as it lands. No spell should be that clear an "I win" button.
2. Boost familiar hit points. These things are way too weak at higher level. Maybe make it so a higher level slot boosts their hit points or something. They need to be able to survive a hit or three. Using a higher level slot would prevent easy recovery of a stronger familiar during the adventuring day, while still allowing it to last longer for standard adventuring. It's getting to the point where any time this guy goes scouting or goes near combat, he's dead with one hit.
3. Change Great Weapon Master and Sharp-Shooter added damage to once a turn like Sneak Attack or nearly every other damage boosting ability. Sharpshooter is powerful enough removing all the penalties for cover other than total cover. Great Weapon Master's bonus action extra attack every time they drop something or crit adds enough additional damage every few rounds.
4. Giver other Sorcerer archetypes in the PHB bonus spells. Seems like they should have had them to begin with given the extremely low number of spells Sorcerer's receive.
5. Project Image is no longer a 7th level spell. Make it 5th level. It might be useful at a level where you have some slots to spare.
6. Remove concentration requirement from protection from energy. Insert in spell text can only have one protection from energy spell active at one time. This spell taking up a concentration slot is inappropriate and makes it far inferior to protection from poison and fire shield.
7. Add a couple of damage cantrips to clerics. Sacred Flame does not fit all clerics. Add some variety. Even an Unearthed Arcana article with some cantrips for different types of clerics would be nice. Some elemental damage for Tempest clerics. Some psychic and necromantic damage for Trickery and Knowledge clerics.
8. Unconscious or paralyzed target loses Dex on AC. It's just hard to imagine the target still gaining Dex to AC while in either state. It's really hurts suspension of disbelief.
9. Power Word Kill and the Demilich: Please give the demilich some means to resist this spell. It is extremely anticlimactic if the party gets to the demilich, the wizard speaks one word, and the battle is over. We don't need that kind of situation in the game.
Some things I don't want to see errata:
1. Stealth: Leave it up to the DM. There is not now and never will be a way to cover all aspects of Stealth with a written rule. Nearly every situation in which stealth is used is different. The current guidelines are fine. DMs should adjudicate Stealth according to environmental circumstances. I have seen numerous attempts in D&D to write adequate and clear Stealth rules. It never works because there are far too many variables that affect Stealth. It's always going to come down to the DM making a call in a given set of circumstances. That should be the clearly stated rule along with the guidelines for what is gained if Stealth is usable within a given set of circumstances. I think the current guidelines cover it well enough for a DM to make a call.
1. Contagion: This spell needs a rewrite. Add "Does not affect undead and constructs." Change when the spell takes effect or how it takes effect. Don't ruin it and make it so weak as to be not worth taking for standard combat. I've always wanted an effective disease attack spell. The idea of it is very cool. As it is currently written, it is an "I win" attack as soon as it lands. No spell should be that clear an "I win" button.
2. Boost familiar hit points. These things are way too weak at higher level. Maybe make it so a higher level slot boosts their hit points or something. They need to be able to survive a hit or three. Using a higher level slot would prevent easy recovery of a stronger familiar during the adventuring day, while still allowing it to last longer for standard adventuring. It's getting to the point where any time this guy goes scouting or goes near combat, he's dead with one hit.
3. Change Great Weapon Master and Sharp-Shooter added damage to once a turn like Sneak Attack or nearly every other damage boosting ability. Sharpshooter is powerful enough removing all the penalties for cover other than total cover. Great Weapon Master's bonus action extra attack every time they drop something or crit adds enough additional damage every few rounds.
4. Giver other Sorcerer archetypes in the PHB bonus spells. Seems like they should have had them to begin with given the extremely low number of spells Sorcerer's receive.
5. Project Image is no longer a 7th level spell. Make it 5th level. It might be useful at a level where you have some slots to spare.
6. Remove concentration requirement from protection from energy. Insert in spell text can only have one protection from energy spell active at one time. This spell taking up a concentration slot is inappropriate and makes it far inferior to protection from poison and fire shield.
7. Add a couple of damage cantrips to clerics. Sacred Flame does not fit all clerics. Add some variety. Even an Unearthed Arcana article with some cantrips for different types of clerics would be nice. Some elemental damage for Tempest clerics. Some psychic and necromantic damage for Trickery and Knowledge clerics.
8. Unconscious or paralyzed target loses Dex on AC. It's just hard to imagine the target still gaining Dex to AC while in either state. It's really hurts suspension of disbelief.
9. Power Word Kill and the Demilich: Please give the demilich some means to resist this spell. It is extremely anticlimactic if the party gets to the demilich, the wizard speaks one word, and the battle is over. We don't need that kind of situation in the game.
Some things I don't want to see errata:
1. Stealth: Leave it up to the DM. There is not now and never will be a way to cover all aspects of Stealth with a written rule. Nearly every situation in which stealth is used is different. The current guidelines are fine. DMs should adjudicate Stealth according to environmental circumstances. I have seen numerous attempts in D&D to write adequate and clear Stealth rules. It never works because there are far too many variables that affect Stealth. It's always going to come down to the DM making a call in a given set of circumstances. That should be the clearly stated rule along with the guidelines for what is gained if Stealth is usable within a given set of circumstances. I think the current guidelines cover it well enough for a DM to make a call.
Last edited: