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  Player’s Handbook Errata
  This document corrects or clarifies some 
  rules in the fifth edition Player’s Hand-
  book. Recent printings of it include revised 
  text that reflects the explanations here.
  Races
   Dwarven Combat Training (p. 20). 
  Dwarves are proficient with the light ham-
  mer, not the throwing hammer.
   Drow Magic (p. 24). Here “once per 
  day” means you must finish a long rest to 
  cast the spell again with the trait.
   Infernal Legacy (p. 43). Here “once per 
  day” means you must finish a long rest to 
  cast the spell again with the trait.
  Bard
   Song of Rest (p. 54). A creature regains 
  the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  Fighter
   Feinting Attack (p. 74). The advantage 
  is lost if not used on the turn you gain it.
  Monk
   Deflect Missiles (p. 78). The range of 
  the monk’s ranged attack is 20/60 feet.
   Eternal Mountain Defense (p. 81). A 
  monk must be 17th level, not 11th, to learn 
  this discipline.
   Water Whip (p. 81). This discipline re-
  quires an action, not a bonus action.
  Paladin
   Divine Smite (p. 85). You can expend 
  any spell slot, not just a paladin spell slot.
  Ranger
   Ranger’s Companion (p. 93). Like any 
  creature, the beast can spend Hit Dice 
  during a short rest. If you are incapaci-
  tated or absent, the beast acts on its own, 
  focusing on protecting you and itself. It 
  never requires your command to use its 
  reaction, such as when making an oppor-
  tunity attack.
   Bestial Fury (p. 93). When you com-
  mand the beast to take the Attack action, 
  the beast can attack twice or take the Mul-
  tiattack action if it has that action.
  Sorcerer
   Flexible Casting (p. 101). The created 
  spell slots vanish at the end of a long rest.
   Twinned Spell (p. 102). To be eligible 
  for Twinned Spell, a spell must be incapa-
  ble of targeting more than one creature at 
  the spell’s current level.
   Elemental Affinity (p. 102). The dam-
  age bonus applies to one damage roll of a 
  spell, not multiple rolls.
   Wild Magic Surge (p. 103). A surge can 
  happen once per turn. If a surge effect is a 
  spell, it’s too wild to be affected by Metam-
  agic. If it normally requires concentration, 
  it doesn’t require concentration in this 
  case; the spell lasts for its full duration.
  Warlock
   Quick Build (p. 106). Ray of sickness 
  should be charm person.
   Pact of the Chain (p. 107). When you 
  let your familiar attack, it does so with its 
  reaction.
   Pact of the Tome (p. 108). The cantrips 
  are considered warlock spells for you, and 
  they needn’t be from the same spell list.
   Eldritch Invocations (p. 110). A level 
  prerequisite in an invocation refers to war-
  lock level, not character level.
   Book of Ancient Secrets (p. 110). The 
  rituals needn’t be from the same spell list.
  Wizard
   Your Spellbook (p. 114). The spells cop-
  ied into a spellbook must be of a spell level 
  the wizard can prepare.
   Spellbook (p. 114). A spellbook doesn’t 
  contain cantrips.
   Empowered Evocation (p. 117). The 
  damage bonus applies to one damage roll 
  of a spell, not multiple rolls.
   Overchannel (p. 118). The feature 
  doesn’t benefit cantrips.
  Equipment
   Ammunition (p. 146). Loading a one-
  handed weapon requires a free hand.
   Reach (p. 147). This property also 
  determines your reach for opportunity at-
  tacks with a reach weapon.
   Two-Handed (p. 147). This property 
  is relevant only when you attack with the 
  weapon, not when you simply hold it.
   Weapons (p. 149). Unarmed strike 
  doesn’t belong on the Weapons table.
  Multiclassing
   Class Features (p. 164). You gain the 
  starting equipment of your first class only.
  Feats
   Athlete (p. 165). The third benefit 
  should instead say climbing doesn’t cost 
  you extra movement.
   Grappler (p. 167). Ignore the third ben-
  efit; it refers to a nonexistent rule.
   Magic Initiate (p. 168). The feat’s limit 
  on casting the 1st-level spell applies only 
  to the casting given by the feat.
   Martial Adept (p. 168). The superiority 
  die is added to any others you have, no 
  matter when you gain them.
   Polearm Master (p. 168). The bonus at-
  tack uses the same ability modifier as the 
  main attack.
   Sentinel (p. 169). Ignore “within 5 feet 
  of you” in the second benefit.
   Tavern Brawler (p. 170). The feat 
  doesn’t give you proficiency with unarmed 
  strikes, since you’re already proficient.
   Weapon Master (p. 170). The chosen 
  weapons must be simple or martial.
  Using Ability Scores
   Hiding (p. 177). The DM decides when 
  circumstances are appropriate for hiding. 
  Also, the question isn’t whether a creature 
  can see you when you’re hiding. The ques-
  tion is whether it can see you clearly.
  Adventuring
   Suffocating (p. 183). If you run out of 
  breath or are choking, you can’t regain 
  hit points or be stabilized until you can 
  breathe again.
   Vision and Light (p. 183). A heavily 
  obscured area doesn’t blind you, but you 
  are effectively blinded when you try to see 
  something obscured by it.
   Long Rest (p. 186). You regain at least 1 
  Hit Die when you finish a long rest.
  Combat
   Ready (p. 193). You have until the start 
  of your next turn to use a readied action.
   Melee Attacks (p. 195). The rule on 
  unarmed strikes should read as follows: 
  “Instead of using a weapon to make a 
  melee weapon attack, you can use an un-
  armed strike: a punch, kick, head-butt, or 
  similar forceful blow (none of which count 
  as weapons). On a hit, an unarmed strike 
  deals bludgeoning damage equal to 1 + 
  your Strength modifier. You are proficient 
  with your unarmed strikes.”
  Spells
   Paladin Spells (p. 209). The spell is de-
  structive wave, not destructive smite.
   Wizard Spells (p. 211). Trap the soul 
  shouldn’t appear on the spell list.
   Mass Cure Wounds (p. 258). This 
  spell’s school is evocation, not conjuration.
   Mass Heal (p. 258). This spell’s school 
  is evocation, not conjuration.
   Phantasmal Killer (p. 265). The fright-
  ened 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.
   Revivify (p. 272). This spell’s school is 
  necromancy, not conjuration.
   True Polymorph (p. 283). This spell 
  can’t affect a target that has 0 hit points.
   Weird (p. 288). The frightened target 
  makes a save at the end of its turns, not 
  the start.
  Creature Statistics
  If in doubt, the Monster Manual version of 
  a creature’s stat block is authoritative.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Rulebooks/Core/Players Handbook Errata.pdf