This page contains official errata which applies to the first printing of the books. Errata is also applied directly to A5E.tools.com.

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Level Up A5E Books Errata

  • Cultures

    Page 47, Caravanner’s Long Hauler trait, 3rd sentence

    • This should read, “In addition, you have advantage on saving throws made to avoid fatigue from a forced march.”

    Cleric

    Page 160, Table: Healer Spells

    • The 7th level spells of the Healer archetype should be rage of the meek and tearful sonnet.

    • The 9th level spells of the Healer archetype should be flame strike and greater restoration

    Page 165, 3rd-Level Spells

    • Add “Remove Curse (abj): Remove all curses from a creature.”

    Fighter

    Page 192, Duelist, Parry and Thrust, 3rd sentence

    • This should read, “In addition, whenever you add an expertise die to your AC using a parrying weapon and the triggering attack misses you, you may immediately spend an exertion point to make a melee weapon attack against the creature that attacked you.”

    Page 193, Duelist, Elusive, 3rd sentence

    • This should read, “In addition, whenever you parry an attack using a parrying weapon the expertise die to your AC increases by one stage.”

    Herald

    Page 208, Holy Champion, Aura of Darkness

    • This should read: “After initiative is rolled, when a hostile creature first enters into your aura, it makes a Wisdom saving throw or becomes frightened of you until the end of its next turn. Once a creature has been frightened by this aura, it is immune to the aura’s effects for 24 hours.”

    Ranger

    Page 232, Expert Foraging

    • This should read: “Once between long rests, you can take 1 minute to collect a number of edible, non-poisonous plants and grubs equal to your proficiency bonus. A creature can use its action to eat up to 5 plants or grubs, each of which restores 1 hit point. The grubs die and spoil 1 hour after being collected.”

    Page 233, Survivalist

    • Remove this exploration knack.

    Rogue

    Page 237, Rogue Proficiencies, Weapons

    • Add shortbow to the list of rogue weapon proficiencies.

    Warlock

    Page 269, Warlock Proficiencies, Tools

    • “gaming set (cards)” should be “gaming set (any)”.

    Wizard

    Page 290, Spell Slots Per Level (table)

    • At 11th level, the wizard gains 2 5th level spell slots, not 3.

    Equipment

    Page 344, vehicle actions

    • Remove the “Stop” vehicle action.

    Feats

    Page 380, Ace Driver

    • Add bullet point: “When you Brake, you can choose to immediately stop the vehicle without traveling half of its movement speed directly forward.”

    Doomed & Fatigue

    Page 450, Fatigue

    • Doomed occurs at 7 levels of fatigue, not 5.

    Spells

    Pages 496–615, Chapter 10: Spellcasting

    • The following spells are part of the law school: blood-writ bargain, calculate, calculated retribution, eldritch cube, geas, heart of dis, raise hell, searing equation, zone of truth.

    Page 525, Create or Destroy Water, Spell Description

    • The spell description should read:

      Choose one of the following.

      Create Water: You fill the target with up to 10 gallons of nonpotable water. Alternatively, the water falls as rain that extinguishes exposed flames in the area.

      Destroy Water: You destroy up to 10 gallons of water in the target. Alternatively, you destroy fog in the area.

    Page 546, Forcecage

    • The fourth sentence should read: “The cage also traps creatures on the Ethereal Plane, and can only be destroyed by dispel magic cast using a spell slot of at least 8th-level or by being dealt at least 25 force damage in one round by a single attack or from a single effect.”

    Page 585, Remove Curse, Classes

    • This should read “Classes: Cleric, herald, warlock, wizard”.

    Page 586, Resilient Sphere

    • The third sentence should read: “The sphere can be destroyed without harming anyone inside by dispel magic cast using a spell slot of at least 4th-level or by being dealt at least 15 force damage in one round by a single attack or from a single effect.”

    Page 604, Tiny Hut

    • The 2nd and third paragraphs should read:

      The dome prevents inclement weather and environmental effects from passing through it and bars any creature not within the spell’s area when you cast it from entering, though creatures and objects that were within the spell’s area may pass through freely. You can also allow a specific creature to enter the space, as long as there are not currently 10 creatures inside. Spells and other magical effects can’t cross the dome in either direction, and the dome provides a comfortable dry interior no matter the conditions outside of it. You can command the interior to become dimly lit or dark at any time on your turn.

      The spell fails if a Large or larger creature or more than 10 creatures are inside the affected area when you cast the spell. The spell ends when you leave the dome or if more than 10 creatures enter the dome.

    Page 605, True Polymorph

    • The second sentence of the third paragraph should read: “The target is limited to actions that it is physically capable of doing, and it can’t speak or cast spells, though its personality remains unchanged. If the target is changed into a creature with an alignment trait, it must make a Charisma saving throw. On a failure, it gains that alignment trait for the duration of the spell. Otherwise, it keeps its own alignment trait.”

    Page 606, True Resurrection

    • The second sentence should read: “The spell ends the effects of any poison, disease, or curses that affected the target at the time of death (with the exception of those caused by Beshela’s enduring bestow curse), closes any wounds, and restores any missing body parts.”

    Page 608, Wall of Force

    • The second sentence in 3rd paragraph should read: “It can be destroyed with dispel magic cast using a spell slot of at least 5th-level or by being dealt at least 25 force damage in one round by a single attack or from a single effect.”

    • The second sentence in 4th paragraph (Aurana’s Superior Forcewall) should read: “The wall can be destroyed with dispel magic cast using a spell slot of at least 6th-level or by being dealt at least 50 force damage in one round by a single attack or from a single effect.”

    Page 610, Water Walk

    • The first sentence should read: “Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it were solid ground.”

    Page 613, Wind Walk

    • The second sentence should read: “Each target has a flying speed of 300 feet and resistance to damage from nonmagical weapons, but the only actions it can take are the Dash action or to revert to its normal form (a process that takes 1 minute during which it is incapacitated and can’t move).”

    Page 613, Wind Wall

    • The first sentence of the third paragraph should read: “The wall keeps fog, smoke, and other gasses (including creatures in gaseous form) at bay.”

    Page 615, Writhing Transformation

    • The third sentence after the bullet points should read: “In this form you have the statistics of a swarm of insects with the following exceptions: you keep your hit points, Wisdom, Intelligence, and Charisma scores, and proficiencies.”

    Conditions

    Page 619, Table: Fatigue

    • The level 1 condition of fatigue should read “Cannot Sprint or Dash”.

  • Journey Activities

    Page 60, final paragraph

    • This should read:

      Adventurers usually choose one journey activity for the entire region, and many activities grant additional rewards based on the time spent doing them. For example, when using the Busk activity, a PC gains gold for each day they perform that activity. The number of days spent is determined by the size of the region and the party's travel speed.

      When making an ability check for a journey activity, the check is made at the start of the region. An adventurer may achieve a success or a failure, or a critical success or a critical failure, each with a different outcome which applies while the party remains in that region.

    Page 61, Chronicle, Success

    • Change “future” to “current or future”.

    Page 61, Cook, Success

    • This should read: “The daily Supply requirement to feed the party is reduced by one-quarter (round down to a minimum of 1 Supply) up to a maximum number of creatures equal to twice the adventurer’s proficiency bonus.”

    Page 62, Entertain, Success

    • This should read: “The first time the adventurer or an ally, up to a number of creatures equal to the adventurer's proficiency bonus, would suffer a level of strife, they do not. When there is more than one member of the party that can benefit from this journey activity (like when the entire party makes saving throws against strife at the same time), the adventurer that performed it chooses who benefits.”

    Page 63, Pray, Success

    • This should read: “The entire party gains advantage to one ability check or attack made while within this region, and the gods lead the adventurer to a Boon or Discovery.”

    Page 63, Scout, Success

    • This should read: “The party automatically learns which regions adjoin the current region. Additionally, the party gains advantage on Perception checks made against any attempts to surprise or ambush them while journeying through this region.”

    Regions

    Page 99, Table: Dungeon Exploring Tier 2

    • This should read:

      49 Elder Black Pudding
      50–52 Fire Elemental [G]

      53–54 Flesh Guardian

      55–56 Poison Darts

    Exploration Challenges

    Page 152, Tsunami, 1st line

    • This should read “4th tier (weather)”.

    Enchanted Items

    Page 232, Death’s Essence Pendant, Item Description

    • This should read:

      This small black pendant has 5 charges and regains 1d4 charges each day at dawn.

      You can use an action and expend a charge to make undead of CR 1 or lower indifferent to you and creatures you choose within 30 feet of you. Undead remain indifferent until you for up to 1 hour, or until you threaten or harm them.

      Three times each day you can use a bonus action and expend a charge to summon a skeleton (page 334 or zombie (page 335). Your summoned creature follows you and is hostile to creatures that are hostile to you. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. Undead created by the pendant turn into dust at dawn.

    Page 241, Eversmoking Bottle

    • Change “Smoke mephit cinders” to “Magma mephit cinders”.

    Page 284, Ring of Jumping

    • Change “A desiccated jumping spider.” to “A desiccated giant wolf spider”.

    Page 309, Transforming Cloak, Salamander Cloak

    • This should read:

      This cloak appears to be made of living flames, though it does not burn. While your fire form is active you gain immunity to fire damage, your weapon attacks deal fire damage, when a creature hits you with a melee weapon attack it takes 1d6 fire damage, you can fit through spaces at least an inch wide without squeezing, and you gain a climb speed equal to your Speed.

    Conditions

    Page 360, Table: Fatigue

    • The level 1 condition of fatigue should read “Cannot Sprint or Dash”.

  • Page 19, Deva

    • Divine Blast. Replace “+8 to hit” with “+9 to hit”

    Page 275, Half-Dragon

    • Add sidebar:

      In a campaign that includes firearms, these half-dragons also carry a carbine or musket.

      Carbine. Ranged Weapon Attack: range 50/150 ft., one target. Hit: 1d12 + Dexterity modifier piercing damage.

      Musket. Ranged Weapon Attack: range 60/180 ft., one target. Hit: 2d8 + Dexterity modifier piercing damage.

    Page 339, Mummy Lord, 4th-level spells

    • Remove guardian of faith.

    Page 339, Mummy Lord, Actions, Guardian of Faith

    • Change to:

      Guardian of Faith (2/Day). A Large, indistinct spectral guardian appears within an unoccupied space within 30 feet and remains for 8 hours. Creatures of the mummy lord’s choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 17 Dexterity saving throw, taking 20 radiant or necrotic damage (mummy lord’s choice) on a failed save or half damage on a success. The guardian disappears when it has dealt 60 total damage.

    Page 340, Combat (Mummy Lord), 1st Sentence

    • Change “it casts guardian of faith.” to “it uses its guardian of faith action.”

    Page 466, Squad Template

    • The first sentence in the line regarding size should read “Size. The squad’s Size increases by two categories.”

    Page 487, Column 1, Archpriest, 4th-level spells

    • Replace guardian of faith with wall of fire.

    Page 489, High Priest, 4th-level spells

    • Replace guardian of faith with wall of fire.

    Page 489, Shadow Elf High Priest variant, 4th-level spells

    • Replace guardian of faith with wall of fire.

    Conditions

    Page 514, Table: Fatigue

    • The level 1 condition of fatigue should read “Cannot Sprint or Dash”.

  • Conditions

    Page 11, Table: Fatigue

    • The level 1 condition of fatigue should read “Cannot Sprint or Dash”.

    Materials & Repairing

    Page 15, Level Up Item Materials and Repairing Items, 4th paragraph

    • Change to:

      The AC provided from armor that is broken is halved, and until it’s repaired Annika’s broken armor only provides an AC of 14 (instead of an AC of 18 that full plate armor normally provides).

    Regional Map

    Page 27, Regional Map

    • Thornbury is unlabeled—it is the settlement just beneath the E of Holdenshire.

    Method of Travel

    Page 29, Method of Travel, 1st paragraph, last sentence

    • Change to: “If the players decide to abandon the wagon they can instead travel at a normal pace to cover 24 miles, or push themselves to go at a fast pace (though it’ll make it easier for creatures to ambush them along the way).”

    Expertise Die

    Page 29, Expertise Die sidebar, 1st paragraph

    • This should read as follows.

      When you make a d20 roll with an expertise die, roll 1d4 and add the number rolled to the result. You can never roll more than one expertise die on the same roll. If another class feature or situation grants an expertise die of any size that applies to the same roll, you don’t gain another die; instead, the size of the largest expertise die increases by one step for that check, from 1d4 to 1d6, or 1d6 to 1d8. For example, if you have gained two expertise dice, a 1d6 and 1d6, you now have a 1d8 expertise die. If you have a 1d8 expertise die on a check, further expertise dice have no effect.

      If you have advantage or disadvantage at the same time as an expertise die, only the d20 is rolled twice, not the expertise die.

    Appendix A

    Page 52, Table: Travel Pace, Crawl Column

    • This row should read as follows.

      Pace Crawl

      Minute 50 ft.

      Hour 1/2 miles

      Day 4 miles

      Effect Advantage on Survival checks to cover tracks

    Appendix D

    Albert Wright

    • a commoner that gains a 1d6 expertise die on Animal Handling, Medicine, and Nature checks.

    Heinrich Krebs

    • a cutthroat variant spy proficient with alchemist’s supplies.

    Karatilana “Tila” Torin

    • cutthroat variant spy.

    Mortimer Brothers

    • Gord is a cutthroat variant spy.

    Stedd Grimwold

    • apprentice mage.

  • Credits Page

    • Change “Elizabeth Orchards” to “Elizabeth Orchard”.

    Page 132, Column 1, Table: Problems in Blackford, row 1 column 1

    • Change 1d8 to 1d6.

    Page 39, Column 2, 3rd paragraph, last sentence

    • Change “carrion crawler” to “manticore”.

    Page 40, Map

    • Add key (B: Kitchen, etc.)

    Page 66, Column 2, Quest XII: Kobolds of Thornbury, 1st paragraph

    • Replace with “This part of the adventure can occur at any time the PCs are in the village and the Narrator is ready to take the party across Endora.”

    Page 107/108, Shadow Elf Priest

    • Change Passive Perception to 16.

    Page 112, Shadow Elf Veteran

    • Add darkvision in Senses.

    Page 126, Pemberton Ring

    • The possible visions should be before the paragraph that begins “In addition, if…”

    Page 128, Sheeltielle the Queen Spider

    • Change Passive Perception to 11.

    Page 196, Fountain of Innocent Blood, Legends and Lore

    • Change to “DC 15 Far”, “DC 18 None”, “DC 21 A”

    Page 203, Vampire Spawn Ogre

    • Add Proficiency Modifier +3 and Maneuver DC 16.

    Page 235, Shadow Elf Warmage, Actions

    • +1 Dagger through to end of Invisibility under actions is there twice.

    Page 252, Corrupted Modrick

    • Has “Brute” as a special rule twice. Remove one.

    Page 280, Imp Flock, Condition Immunities

    • Add “unconscious” to the list of condition immunities.

    Page 281, Servant’s Amulet

    • The amulet of protection has the properties of a ring of protection.

    Page 313, Elite Pirate Unit

    • Add:
      Condition Immunities blinded, charmed, frightened, grappled , paralyzed, petrified, prone, restrained, stunned, unconscious

    Page 333, Infernal Dwarf, ray of frost

    • The word “noble’s” should be “dwarf’s” or “infernal dwarf’s”.

    Page 395, Stefan Oakfell para 1

    • “Stedd may” should be “Stefan may”.

  • Page 146, Creating a Bastion

    • Replace “roll on Inhabitants and Contents for each location” with “roll on the appropriate table for each location (Bastion Contents, Cavern Contents, and so on)”.

    Page 204, Orden Barrow Mound

    • “Elder Shadow” should be “Shadow Symbiot Knight”

    • Add the following text:

      Shadow Claws. A shadow claw has the statistics of a shadow, but has a Speed of 0, a reach of 30 feet, and 1 hit point.

  • Annihilator archetype (sorcerer)

    Add spell list:

    • 1st - bane, corpse explosion, false life, inflict wounds

      2nd - deadweight, lemure transformation, ray of enfeeblement, shatter

      3rd - bestow curse, dispel magic, slow, vampiric touch

      4th - blight, confusion, control water, ice storm

      5th - cloudkill, cone of cold, contagion, insect plague

    Add this spell:

    • Hex
      1st-level (enchantment; affliction)

      Class: Warlock
      Casting Time: 1 bonus action
      Range: Long (120 feet)
      Target: One creature you can see within range
      Components: V, S, M (blade or needle you draw your own blood with, or a venomous animal or poisonous plant you crush)

      Duration: Concentration ( 1 hour )

      You levy a mild curse on a creature you can see within range. When you cast this spell, choose an ability score. For the duration, that creature has disadvantage on ability checks of that type. Additionally, whenever you hit that creature with an attack it takes an additional 1d6 necrotic damage.

      When the target is reduced to 0 hit points, you can spend a bonus action on your next turn to move the curse to another creature you can see within range. Remove curse can end this spell.

      Cast at Higher Levels. The spell’s duration is extended: 3rd- or 4th-level—Concentration (8 hours), 5th-level—Concentration (24 hours).

    Page 33, Feat, Docker’s Jank

    • In a band every musician has to know their bandmates’ parts in case they need to switch places or pick up the slack. Choose up to four allies; you may change your chosen allies after spending a few hours training with them. You and those allies can each use Help as a bonus action, but only to aid you or one of your chosen allies. After you or an ally uses this feature, that person cannot use it again until they finish a short or long rest.

      Additionally, as a bonus action you can shout a line from an inspiring song to grant an ally a Bardic Inspiration die, a d6. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. This functions as the bard feature except that after you use this feature once, you can’t do so again until you finish a long rest.

      You are proficient with one type of musical instrument and with water vehicles.

    Page 35, Feat, Martial Studies

    • Research is important for science and for combat. If you don’t know just the right fighting technique, you’re pretty sure someone else has published a thesis about it.

      You gain proficiency in one martial melee and one martial ranged weapon.

       Additionally, you can make limited use of tricks from the savant class (page 45). You learn two savant tricks—typically Committed Defense Aegis and Experimental Flourish—and can acquire other techniques in your travels.

      You can use a bonus action to prepare a trick you know (like a savant). Once you have done so a number of times equal to your proficiency bonus, you cannot do so again until you finish a short or long rest.

      If you are a savant with this feat, simply add the two tricks you picked to the list of tricks you know. You can prepare them as you would any other tricks.

      You can also learn additional tricks by finding a copy of the thesis they wrote. If you have a copy of a thesis, when you complete a long rest you can replace one of the tricks you know with the trick detailed in the thesis. See Martial Scientist Theses (page 210) for a list of prominent theses and their associated tricks.

    Page 38-39, Feat, Expression of Belief

    • Your philosophy can affect reality. You are proficient in Culture and Dwarvish.

      Additionally, choose one of the following philosophies and gain its associated feature.

      You can also use a bonus action to grant that same feature to a creature you touch, which it must use in the next hour. After you grant the feature in this way, you cannot do so again until you finish a short or long rest. Granting the feature doesn’t prevent you from using it yourself.

      Eschatology. You are prepared to avoid bad endings. Once per hour when your hit points fall to 0, you may immediately stabilize. For the next round thereafter you cannot die, and damage you take doesn’t cause you to start dying.

      If you touch a creature to share your feature and that creature died in the past round, it is returned to life at 0 hit points, stable, and is treated as if it had failed no death saving throws. For the next round thereafter it cannot die, and damage it takes doesn’t cause it to start dying.

      Muktism. You can achieve brief transcendent freedom. Once per hour on your turn you may gain the benefits of the freedom of movement spell until the end of your next turn. During this time you have the Incorporeal Movement trait (you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage and are shunted to the nearest empty space.)

      Solipsistic Nihilism. You have clarity and control over your mind. Once per hour you can gain the benefits of the mind blank spell until the end of your next turn. During this time you can also ignore any effects that compel your actions or control your emotions.

    Page 42, Feat, Display of Heroism

    • You unfortunately have great experience rescuing allies on the battlefield. As a bonus action, you can choose one or two bloodied creatures within 10 feet of you, potentially including yourself. If they are at 0 hit points, your heroic example rouses them to 1 hit point. If they are prone, you move to the nearest open space and lift them to a stand. The creatures can each move their speed without provoking opportunity attacks, and until the end of your next turn, attack rolls against them have disadvantage and they have advantage on saving throws. 

      Once you use this feat, you cannot do so again until you finish a short or long rest. 

      In addition, you are proficient with water vehicles.

  • Errata to follow

  • Issue #0

    Artificer, Table: Artificer

    • The class table should have Advanced Tactical Chemistry at Level 9 w and Reliable Spell Inventions at Level 11.

    Artificer, Multiclassing Proficiencies

    • “Engineer” should be “Engineering”.

    Artificer, Artificial Spellcasting

    • This should read: “With ingenuity and knowhow, artificers are able to harness magic through technology. See Chapter 11: Spellcasting in the Adventurer’s Guide for the general rules of spellcasting and the end of this class entry for the Artificer spell list.”

    Issue #9

    Page 7, Adult Pode

    • The sentence “At 5th level you may, if you choose, undergo a growth spurt and swap all the traits in this gift for those of Adult Pode.” should read “At 5th level you may, if you choose, undergo a growth spurt and swap all the traits in this gift for those of Mature Pode.”

    Issue #14

    Page 6, Abstraction

    • At Higher Levels should read: "At Higher Levels. You can choose one additional target for each slot level above 2nd."

  • Page 14, Android, Integrated Weaponry

    • Add “The integrated weapon has a range of 30/100.”

    Page 28, Keridani, Stronger Poison

    • Add “The target may make a saving throw at the end of each turn to end the condition.”