Errata

Below is a documented list of Errata specific to Andora.

## Tasha's Errata

Please also see our **Tasha's: What is and isn't allowed** page for general details on which Tasha's content is currently allowed.

## Classes and Subclasses

### **Artificer:**

* **Magical Item Savant:** At 14th level, your skill with magic items deepens more:
	+ You gain 2 additional attunement slots. These slots may only be used for Artificer infusion Items.
	+ You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

### **Barbarian:**

#### Berserker:

* When your rage ends, you no longer suffer one level of Exhaustion. Instead, when your rage ends you can not use the Dash action, suffer from 10 less move speed, and have disadvantage on ability checks until you complete a short or long rest.
* Intimidating Presence now uses your Strength Modifier instead of your Charisma Modifier

#### Battlerager:

* Any race can take this subclass
* Spiked Armor is now any light or medium armor with spikes added. This adds 50gp to the base armor cost.

### **Bard:**

When creating your character, you can trade your musical instrument proficiencies for the following making bards less about music and expanding their skill set:

* 1 musical instrument = 1 game set OR language
* 2 musical instruments = 1 skill OR 1 tool set

#### All Bard Colleges gain the following feature:

##### Level 6 - Magical Muse:

As a bonus action on your turn you can expend one spell slot and gain a number of bardic inspiration dice equal to the spell level as indicated below. All inspiration gained by this feature is loss upon a short rest or long rest.

Magical Muse
 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

### **Cleric:**

Level 8: You can pick either Divine Strike or Potent Spellcasting regardless of your cleric domain.

### **Druid:**

Metal Equipment: Druids can use and wear metal equipment.

#### Circle of Stars

* You do not gain the 3rd Star Map feature which allows you to cast Guiding Bolt without expending a spell slot.
* Starry Form: Dragon grants you advantage on Constitution saving throws to maintain concentration on a spell, instead of treating a roll of 9 or lower as a 10.

#### Circle of Wildfire

* You can use your Wildfire Spirit's Fiery Teleportation a number of times equal to your proficiency bonus per summon of the spirit.
* You learn the Fireball spell at level 5. You always have it prepared and it doesn't count against the number of spells you can prepare each day.

### **Fighter:**

#### Arcane Archer

* Base Arcane Archer is banned.
* Andora custom Arcane Archer is allowed.

### Monk:

#### Path of the Kensei:

* Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. **Exotic weapons, regardless of their Special tag, as well as the longbow are valid choices**. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.

### **Paladin:**

* Divine Smite can be used with unarmed strikes.

### **Ranger:**

* Player's Handbook Ranger and UA Revised Ranger are banned.
* TCE Ranger is allowed.

### **Sorcerer:**

Quickened Spell Metamagic: You can cast two leveled spells on your turn when using Quickened Spell.

### **Warlock:**

#### Pack Boons:

* Pact of the Talisman: Range limited to 1000 feet.

#### Eldritch Invocations:

* Bond of the Talisman: Range limited to 1000 feet.
* Gift of the Protectors: Range limited to 1000 feet.
* Protection of the Talisman: Range limited to 1000 feet.

### **Wizard:**

#### Scribes:

Your Awakened Spellbook feature grants you the following additional benefits:

* You learn the *find familiar* spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
* When you cast the *find familiar* spell, you can choose one of the normal forms for your familiar or the following special form: Awakened Spellbook.

Awakened Spellbook (Familiar)

\*It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).\*

**Awakened Spellbook Statblock**

## Races

#### Dragonborn:

* Fizban's Dragonborn is allowed.
* Player's Handbook Dragonborn banned.

#### Eladrin (MPMM):

* See Trance Errata at the end of the Races section.

#### Genasi (Water) (MPMM):

* You gain the Shape Water cantrip instead of Acid Splash

#### Satyr:

* Magical Resistance replaced with Fey Resilience.
* **Fey Resilience:** You have Advantage on saving throws you make to avoid or end the Charmed condition on yourself.

#### Sea Elf (MPMM):

* You gain proficiency in 1 tool and 1 weapon of your choice.
* See Trance Errata at the end of the Races section.

#### Shadar Kai (MPMM):

* See Trance Errata at the end of the Races section.

### MPMM Trance Errata:

**Trance:** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trance-like meditation, during which you retain consciousness.

## Feats

#### **Lucky:**

If rolling with disadvantage and you choose to use Lucky: You roll the first two dice and take the lower result, and then roll the lucky die. You can choose between the lucky die and the result from the first two results.

#### Sharpshooter:

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
* Your ranged weapons ignore half cover and three-quarters cover.
* Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

## Spells

### **Spell Changes**:

#### Healing Spells:

All healing spells have exploding dice. If the rolled die result is the max for the die, you may roll that die again, and add it to the result. Effects like beacon of hope that maximize healing without rolling do not count for this effect.

#### Magic Missile:

The damage from magic missiles counts as one source.

#### Enlarge/Reduce:

Enlarge cannot make you larger than Large.

#### Chromatic Orb:

Any gem of the specified value can be used for the material component of the spell.

### Banned Spells:

* Mind Whip
* Dream of the Blue Veil

### Additional Homebrew Spells

Additional Homebrew spells are available to all spellcasting classes

## Miscellaneous Gameplay Rules

#### **Potion Toxicity**

Potions are condensed magical power and herbs, and due to this you are only able to consume **3** potions per **short rest**. Any potions consumed after that have no effect.

#### **Mounted Combat**

In addition to the official mounted combat rules stated in the Phb (pg. 198), these are the rules for mounts in Andora:

You must ride a creature who has been trained to fight as a mount. Certain creatures have this training when you purchase them. Creatures that have this training:

* Axe Beak
* Camel
* Donkey
* Draft Horse
* Mastiff
* Mule
* Pony
* Riding Horse
* War Horse

Find Steed always summons a trained mount. A creature must be at least one size larger than you for you to be able to mount it. A player character who has shifted into a creature through something like wild shape or polymorph can be mounted. Elephants cannot currently be bought.

When mounting a mount, you occupy the center-most space in the creature's space. if the center of the creature's space is an intersection, you occupy all spaces which touch that intersection. For example, you occupy all spaces on a large size, but only the center most space on a huge sized creature. You are considered affected by any effect that targets any of the squares you occupy if you occupy an intersection.