TEXT: Version 2.0.2 @2020 Wizards of the Coast LLC. Permission granted to print and photocopy this document for personal use only.
  Errata: Player’s Handbook
  Errata: Player’s Handbook
  This document updates parts of the Play-
  er’s Handbook (5th edition) of Dungeons 
  & Dragons. All the updates here appear in 
  the twelfth printing of the book.
   When updates are added to this docu-
  ment, its version number increases, and 
  the word “New” appears before the latest 
  changes.
  Step-by-Step Characters
   Weapons (p. 14). In the bulleted item 
  about ranged weapons, “A weapon that has 
  …” is now “A melee weapon that has …”
   Beyond 1st Level (p. 15). In the second 
  sentence of the third paragraph, “add 
  the total” is now “add the total (mini-
  mum of 1).”
  Races
   Dwarven Combat Training (p. 20). 
  “Throwing hammer” has been changed to 
  “light hammer.”
   Drow Magic (p. 24). “Once per day” 
  has been changed to “when you finish a 
  long rest.”
   Infernal Legacy (p. 43). “Once per day” 
  has been changed to “when you finish a 
  long rest.”
  Bard
   Magical Secrets (p. 50). In the first and 
  third paragraphs, “any class” is now “any 
  classes.”
   Spell Slots (p. 53). In the first sentence, 
  “your spells” is now “your bard spells.”
   Song of Rest (p. 54). The second sen-
  tence has been changed to “If you or any 
  friendly creatures who can hear your per-
  formance regain hit points at the end of 
  the short rest by spending one or more Hit 
  Dice, each of those creatures regains an 
  extra 1d6 hit points.”
  Cleric
   Preparing and Casting Spells (p. 58). 
  In the first sentence, “your spells” is now 
  “your cleric spells.”
  Druid
   Preparing and Casting Spells (p. 66). 
  In the first sentence, “your spells” is now 
  “your druid spells.”
  Fighter
   Feinting Attack (p. 74). The second sen-
  tence now reads, “You have advantage on 
  your next attack roll against that creature 
  this turn.”
   Spell Slots (p. 75). In the first sentence, 
  “your spells” is now “your wizard spells.”
   Spells Known of 1st-Level and Higher 
  (p. 75). The final sentence now ends as 
  follows: “… unless you’re replacing the spell 
  you gained at 3rd, 8th, 14th, or 20th level 
  from any school of magic.”
  Monk
   Deflect Missiles (p. 78). The final sen-
  tence now ends as follows: “… regardless of 
  your weapon proficiencies, and the missile 
  counts as a monk weapon for the attack.”
   Elemental Attunement (p. 81). In the 
  first sentence, “nearby” has been changed 
  to “within 30 feet of you.”
   Eternal Mountain Defense (p. 81). “11th 
  Level Required” has been changed to “17th 
  Level Required.”
   Water Whip (p. 81). “A bonus action” has 
  been changed to “an action.”
  Paladin
   Preparing and Casting Spells (p. 84). 
  In the first sentence, “your spells” is now 
  “your paladin spells.”
   Divine Smite (p. 85). “Paladin spell slot” 
  has been changed to “spell slot.”
   The following text has been appended to 
  the last sentence: “, to a maximum of 6d8.” 
   Improved Divine Smite (p. 85). The last 
  sentence has been deleted.
  Ranger
   Spell Slots (p. 91). In the first sentence, 
  “your spells” is now “your ranger spells.”
   Ranger’s Companion (p. 93). The fol-
  lowing sentence has been added to the end 
  of the first paragraph: “Like any creature, 
  the beast can spend Hit Dice during a 
  short rest.”
   A new third paragraph has been in-
  serted: “If you are incapacitated or absent, 
  the beast acts on its own, focusing on 
  protecting you and itself. The beast never 
  requires your command to use its reac-
  tion, such as when making an opportunity 
  attack.”
   In the second sentence of the second 
  paragraph, the phrase that begins “though 
  it doesn’t take …” has been deleted.
   In the third sentence of the second para-
  graph, “Dodge,” has been deleted. After 
  that sentence, this one is added: “If you 
  don’t issue a command, the beast takes the 
  Dodge action.”
   Exceptional Training (p. 93). “Dodge,” 
  has been deleted. Another sentence has 
  been added: “In addition, the beast’s at-
  tacks now count as magical for the purpose 
  of overcoming resistance and immunity to 
  nonmagical attacks and damage.”
   Bestial Fury (p. 93). This section has 
  been changed to “Starting at 11th level, 
  when you command your beast companion 
  to take the Attack action, the beast can 
  make two attacks, or it can take the Multi-
  attack action if it has that action.”
  Rogue
   Spell Slots (p. 98). In the first sentence, 
  “your spells” is now “your wizard spells.”
   [New] Spells Known of 1st-Level and 
  Higher (p. 98). In the final sentence of this 
  subsection, the closing phrase has changed 
  to read as follows: “… unless you’re replac-
  ing the spell you gained at 3rd, 8th, 14th, or 
  20th level from any school of magic.”
  Sorcerer
   Spell Slots (p. 101). In the first sentence, 
  “your spells” is now “your sorcerer spells.”
   Flexible Casting (p. 101). This section 
  now ends with this sentence: “Any spell 
  slot you create with this feature vanishes 
  when you finish a long rest.”
   Twinned Spell (p. 102). A new para-
  graph appears at the end of this subsection: 
  “To be eligible, a spell must be incapable 
  of targeting more than one creature at the 
  spell’s current level. For example, magic 
  missile and scorching ray aren’t eligible, but 
  ray of frost and chromatic orb are.”
   Elemental Affinity (p. 102). The first 
  sentence now ends as follows: “. . . draconic 
  ancestry, you can add your Charisma modi-
  fier to one damage roll of that spell.”
   Wild Magic Surge (p. 103). Starting 
  with the second sentence, this section now 
  reads, “Once per turn, the DM can have 
  you roll a d20 immediately after you cast a 
  sorcerer spell of 1st level or higher. If you 
  roll a 1, roll on the Wild Magic Surge table 
  to create a magical effect. If that effect is 
  a spell, it is too wild to be affected by your 
  Metamagic, and if it normally requires 
  concentration, it doesn’t require concentra-
  tion in this case; the spell lasts for its full 
  duration.”
  Warlock
   Quick Build (p. 106). “Ray of sickness” 
  has been changed to “charm person.”
   Spell Slots (p. 107). The following text 
  has been appended to the first sentence: 
  “to cast your warlock spells of 1st through 
  5th level.”
   “Thunderwave” has been changed to 
  “witch bolt.”
   Pact of the Chain (p. 107). The final 
  sentence now ends as follows: “… make one 
  attack with its reaction.”
   Pact of the Tome (p. 108). Starting with 
  the second sentence, the first paragraph 
  now reads, “When you gain this feature, 
  choose three cantrips from any class’s 
  spell list (the three needn’t be from the 
  same list). While the book is on your per-
  son, you can cast those cantrips at will. 
  They don’t count against your number of 
  cantrips known. If they don’t appear on 
  the warlock spell list, they are nonetheless 
  warlock spells for you.”
   Eldritch Invocations (p. 110). The fol-
  lowing sentence has been added to the end 
  
  Version 2.0.2 @2020 Wizards of the Coast LLC. Permission granted to print and photocopy this document for personal use only.
  of the first paragraph: “A level prerequisite 
  refers to your level in this class.”
   Book of Ancient Secrets (p. 110). The 
  second sentence has been changed to 
  “Choose two 1st-level spells that have the 
  ritual tag from any class’s spell list (the two 
  needn’t be from the same list).”
  Wizard
   Your Spellbook (p. 114). Under “Copy-
  ing a Spell into the Book,” the first sen-
  tence has been changed to “When you find 
  a wizard spell of 1st level or higher, you 
  can add it to your spellbook if it is of a spell 
  level you can prepare and if you can spare 
  the time to decipher and copy it.”
   Spellbook (p. 114). A second sentence 
  has been added: “Your spellbook is the 
  repository of the wizard spells you know, 
  except your cantrips, which are fixed in 
  your mind.”
   Preparing and Casting Spells (p. 114). 
  In the first sentence, “your spells” is now 
  “your wizard spells.”
   Minor Conjuration (p. 116). The final 
  sentence now ends as follows: “… or if it 
  takes or deals any damage.”
   Empowered Evocation (p. 117). “The 
  damage roll” has been changed to “one 
  damage roll.”
   Overchannel (p. 118). The second sen-
  tence has been changed to “When you cast 
  a wizard spell of 1st through 5th level that 
  deals damage, you can deal maximum 
  damage with that spell.”
  Equipment
   Ammunition (p. 146). The following 
  text has been added to the end of the third 
  sentence: “… (you need a free hand to load 
  a one-handed weapon).”
   [New] Heavy (p. 147). In the first sen-
  tence, “Small creatures” has changed to 
  “Creatures that are Small or Tiny”. In the 
  second sentence, “… a Small creature to 
  use effectively” has changed to “… a Small 
  or Tiny creature to use effectively.”
   Reach (p. 147). The following has been 
  added to the end of this sentence: “… as 
  well as when determining your reach for 
  opportunity attacks with it (see chapter 9).”
   Two-Handed (p. 147). This sentence has 
  been changed to “This weapon requires 
  two hands when you attack with it.”
   Weapons (p. 149). Unarmed strike has 
  been removed from the Weapons table.
  Multiclassing
   Class Features (p. 164). The second sen-
  tence has been changed to “You don’t, how-
  ever, receive the class’s starting equipment, 
  and a few features have additional rules 
  when you’re multiclassing: Channel Divin-
  ity, Extra Attack, Unarmored Defense, and 
  Spellcasting.”
   Spells Known and Prepared (p. 164). A 
  new paragraph appears at the end of this 
  subsection: “If a cantrip of yours increases 
  in power at higher levels, the increase is 
  based on your character level, not your 
  level in a particular class.”
  Feats
   Alert (p. 165). The third benefit now 
  reads, “Other creatures don’t gain advan-
  tage on attack rolls against you as a result 
  of being unseen by you.”
   Athlete (p. 165). The third benefit now 
  reads, “Climbing doesn’t cost you extra 
  movement.”
   Crossbow Expert (p. 165). The word 
  “loaded” has been removed from the third 
  benefit.
   Dungeon Delver (p. 166). The final 
  bulleted item now reads, “Traveling at a 
  fast pace doesn’t impose the normal −5 
  penalty on your passive Wisdom (Percep-
  tion) score.”
   Grappler (p. 167). The third benefit has 
  been removed.
   Magic Initiate (p. 168). The second para-
  graph has been changed to “In addition, 
  choose one 1st-level spell to learn from that 
  same list. Using this feat, you can cast the 
  spell once at its lowest level, and you must 
  finish a long rest before you can cast it in 
  this way again.”
   Martial Adept (p. 168). The first sen-
  tence of the second benefit has been 
  changed to “You gain one superiority die, 
  which is a d6 (this die is added to any supe-
  riority dice you have from another source).”
   Polearm Master (p. 168). A second sen-
  tence has been added to the first benefit: 
  “This attack uses the same ability modifier 
  as the primary attack.”
   Both instances of “or quarterstaff” have 
  been changed to “quarterstaff, or spear.”
   Sentinel (p. 169). The text “within 5 feet 
  of you” has been removed from the second 
  benefit.
   Tavern Brawler (p. 170). The text “and 
  unarmed strikes” has been removed from 
  the second benefit.
   Weapon Master (p. 170). The following 
  sentence has been added to the end of the 
  second benefit: “Each one must be a simple 
  or a martial weapon.”
  Using Ability Scores
   Advantage and Disadvantage (p. 173). 
  In the first sentence of the fourth para-
  graph, both instances of “reroll” have been 
  changed to “reroll or replace.”
   Hiding (p. 177). The following sentence 
  has been added to the beginning of this 
  section: “The DM decides when circum-
  stances are appropriate for hiding.”
   The first sentence of the second para-
  graph now begins, “You can’t hide from a 
  creature that can see you clearly …”
  Adventuring
   High Jump (p. 182). The first sentence 
  has been changed to “When you make a 
  high jump, you leap into the air a number 
  of feet equal to 3 + your Strength modifier 
  (minimum of 0 feet) if you move at least 10 
  feet on foot immediately before the jump.”
   Suffocating (p. 183). The second para-
  graph now reads, “When a creature runs 
  out of breath or is choking, it can survive 
  for a number of rounds equal to its Con-
  stitution modifier (minimum of 1 round). 
  At the start of its next turn, it drops to 0 
  hit points and is dying, and it can’t regain 
  hit points or be stabilized until it can 
  breathe again.”
   Vision and Light (p. 183). The second 
  sentence of the third paragraph has been 
  changed to “A creature effectively suffers 
  from the blinded condition (see appen-
  dix A) when trying to see something in 
  that area.”
   Darkvision (p. 183). The second sen-
  tence of this subsection now reads, “Within 
  a specified range, a creature with dark-
  vision can see in dim light as if it were 
  bright light and in darkness as if it were 
  dim light, so areas of darkness are only 
  lightly obscured as far as that creature is 
  concerned.”
   Resting (p. 186). The second paragraph 
  has been changed to “Adventurers, as well 
  as other creatures, can take short rests in 
  the midst of a day and a long rest to end it.”
   Short Rest (p. 186). The third sentence 
  of the second paragraph now reads, “The 
  character regains hit points equal to the 
  total (minimum of 0).”
   Long Rest (p. 186). The first sentence 
  now reads, “A long rest is a period of ex-
  tended downtime, at least 8 hours long, 
  during which a character sleeps for at 
  least 6 hours and performs no more than 
  2 hours of light activity, such as reading, 
  talking, eating, or standing watch.”
   The second sentence of the second 
  paragraph now reads, “The character also 
  regains spent Hit Dice, up to a number of 
  dice equal to half of the character’s total 
  number of them (minimum of one die).”
  Combat
   Creature Size (p. 191). In the “Space” 
  section, “If five Large creatures …” 
  has been changed to “If four Large 
  creatures …”
   Ready (p. 193). The second sentence 
  now reads, “To do so, you can take the 
  Ready action on your turn, which lets you 
  act using your reaction before the start of 
  your next turn.”
   Melee Attacks (p. 195). The third 
  paragraph now reads, “Instead of using a 
  weapon to make a melee weapon attack, 
  you can use an unarmed strike: a punch, 
  
  Version 2.0.2 @2020 Wizards of the Coast LLC. Permission granted to print and photocopy this document for personal use only.
  kick, head-butt, or similar forceful blow 
  (none of which count as weapons). On a 
  hit, an unarmed strike deals bludgeon-
  ing damage equal to 1 + your Strength 
  modifier. You are proficient with your 
  unarmed strikes.”
   Grappling (p. 195). Before “If you 
  succeed” in the second paragraph, the 
  following sentence has been added: 
  “You succeed automatically if the target 
  is incapacitated.”
   Shoving a Creature (p. 196). In the 
  last sentence of the second paragraph, 
  “If you win the contest,” has been 
  changed to “You succeed automatically 
  if the target is incapacitated. If you 
  succeed,”
  Spellcasting
   Material (M) (p. 203). The final para-
  graph now reads, “A spellcaster must 
  have a hand free to access a spell’s ma-
  terial components—or to hold a spell-
  casting focus—but it can be the same 
  hand that he or she uses to perform 
  somatic components.”
   Combining Magical Effects (p. 205). 
  In the first paragraph, the following 
  sentence has been added to the first 
  paragraph: “Or the most recent effect 
  applies if the castings are equally po-
  tent and their durations overlap.”
  Spells
   Paladin Spells (p. 209). Under 5th 
  Level, “destructive smite” has been 
  changed to “destructive wave.”
   Wizard Spells (p. 211). Under 
  8th Level, “Trap the Soul” has been 
  removed.
   Acid Splash (p. 211). In the sec-
  ond sentence, “one creature” is now 
  “one creature you can see,” and “two 
  creatures” is now “two creatures you 
  can see.”
   Call Lightning (p. 220). In the 
  first paragraph, “100 feet” is now 
  “within range.” In the second para-
  graph, “within range” is now “under 
  the cloud.”
   Color Spray (p. 222). In the second 
  paragraph, “until the spell ends” is now 
  “until the end of your next turn.”
   Contagion (p. 227). The last sen-
  tence of the first paragraph now reads, 
  “On a hit, the target is poisoned.” The 
  second paragraph now reads, “At the 
  end of each of the poisoned target’s 
  turns, the target must make a Consti-
  tution saving throw. If the target suc-
  ceeds on three of these saves, it is no 
  longer poisoned, and the spell ends. If 
  the target fails three of these saves, the 
  target is no longer poisoned, but choose 
  one of the diseases below. The target is 
  subjected to the chosen disease for the 
  spell’s duration.”
   Disintegrate (p. 233). The last sen-
  tence of the second paragraph now 
  reads, “The target is disintegrated if 
  this damage leaves it with 0 hit points.”
   Find Steed (p. 240). In the next-to-
  last paragraph, “communicate with it” 
  is now “communicate with each other.”
   Glyph of Warding (p. 245). The first 
  sentence clarifies that the magical ef-
  fect needn’t be harmful. The final two 
  sentences of the first paragraph now 
  read as follows: “The glyph can cover 
  an area no larger than 10 feet in diam-
  eter. If the surface or object is moved 
  more than 10 feet from where you cast 
  this spell, the glyph is broken, and the 
  spell ends without being triggered.”
   Heroes’ Feast (p. 250). In the first 
  paragraph, “twelve other creatures” is 
  now “twelve creatures.”
   Levitate (p. 255). In the first sen-
  tence, “One creature or object” is now 
  “One creature or loose object.”
   Mass Cure Wounds (p. 258). This 
  spell’s school is evocation, not con-
  juration.
   Mass Heal (p. 258). This spell’s 
  school is evocation, not conjuration.
   Moonbeam (p. 261). The words “up 
  to” now appear in “move the beam up 
  to 60 feet in any direction.”
   Phantasmal Killer (p. 265). The 
  frightened target makes a save at the 
  end of its turns, not the start.
   Polymorph (p. 266). This spell can’t 
  affect a target that has 0 hit points.
   Prismatic Wall (p. 269). The spell no 
  longer refers to a rod of cancellation, 
  and the text clarifies that dispel magic 
  works only against the violet layer.
   Revivify (p. 272). This spell’s school 
  is necromancy, not conjuration.
   Sanctuary (p. 273). The final sen-
  tence now reads, “If the warded crea-
  ture makes an attack, casts a spell that 
  affects an enemy, or deals damage to 
  another creature, this spell ends.”
   Simulacrum (p. 276). The following 
  text is added to the final sentence of 
  the first paragraph: “, except that it is a 
  construct.”
   Sleet Storm (p. 276). The start of the 
  third paragraph now reads, “If a crea-
  ture starts its turn in the spell’s area 
  and is concentrating on a spell, the 
  creature must make …”
   Slow (p. 277). In the final paragraph, 
  “at the end of its turn” is now “at the 
  end of each of its turns.”
   Storm of Vengeance (p. 279). In the 
  second paragraph, “additional effects” 
  is now “different effects.”
   True Polymorph (p. 283). This 
  spell can’t affect a target that has 0 
  hit points.
   In the second sentence, “the creature 
  into an object” is now “the creature into 
  a nonmagical object.”
   In the “Creature into Object” subsec-
  tion (p. 284), the following text is ap-
  pended to the first sentence: “, as long 
  as the object’s size is no larger than the 
  creature’s size.”
   True Resurrection (p. 284). There’s 
  a new sentence at the end of the sec-
  ond paragraph: “If the creature was 
  undead, it is restored to its non-un-
  dead form.”
   Unseen Servant (p. 284). In the 
  first sentence, “shapeless force” is now 
  “shapeless, Medium force.”
   Weird (p. 288). The frightened target 
  makes a save at the end of its turns, not 
  the start.
  Appendix A: Conditions
   Exhaustion (p. 291). The following 
  sentence is appended to the last para-
  graph: “Also, being raised from the 
  dead reduces a creature’s exhaustion 
  level by 1.”
  Appendix D: Creature 
  Statistics
   Black Bear (p. 304). The to-hit bonus 
  for both Bite and Claws is now +4.
   Brown Bear (p. 304). The to-hit bo-
  nus for both Bite and Claws is now +6.
   Imp (p. 306). In “Damage Resis-
  tances,” the text now reads, “cold; blud-
  geoning, piercing, and slashing from 
  nonmagical attacks not made with 
  silvered weapons.”
   Quasit (p. 309). At the end of “Dam-
  age Resistances,” “nonmagical weap-
  ons” is now “nonmagical attacks.”
   Riding Horse (p. 310). The to-hit bo-
  nus for Hooves is now +5.
   Warhorse (p. 311). The to-hit bonus 
  for Hooves is now +6.
  
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