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Unearthed Arcana Errata
Dragon magazine published errata for Unearthed Arcana in issue #103. The article states that the changes would be incorporated
into later prints, but this revision never transpired.
Thanks very much to Ewen McCairns for the transcription of this article!
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Half-orcs: -3
Dwarves, gnomes, dark elf males: -1
Halflings*, humans*, wild elves, valley elves: 0
Half-elves*, sylvan elves*, dark elf females: +1
Gray elves*, high elves*: +2 * – Treat the indicated pair on each of these lines as being of the same race for purposes of effective comeliness; e.g.,
halflings are just as attractive (or repulsive) to humans as humans are to each other, and vice versa.
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Half-Elves Alignment
Requirements:
Yes1 Any non-evil at start
Yes1 Lawful good only
Yes2 Any
yes True Neutral only3
yes Any
No Any non-lawful
Yes2 Any good4
Yes2 Any
No Any
yes Any non-good at start
yes Any non-good at start
yes Any evil at start
No Any lawful
yes Any neutral
1: If of dark, gray, or high elf descent 3: Possibly with good tendencies
2: Except for those of wild elf descent 4: Possibly with neutral tendencies
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level in the ranger class, but a half-elf ranger with the same ability scores can rise as high as 11th level in the class. A hill dwarf
assassin is restricted to the level limits shown on the table, since a hill dwarf cannot be both a multi-classed character and an
assassin.
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HALF-ELF* (½E)
Dark descent T N N G A A N A A A N ** A A A T N
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Any other N N N A G G G A G N T P N N T A T
HALFLING
Hairfoot (HH) N T T A T T N N T N T N P P P N T
Stout (SH) T G G A T T N N T T T N P P P N N
Tallfellow (TH) N T T N G G T T G N T G P P P N N
HALF-ORC N H H N A A A A A A H A N N A P T
(½O)
HUMAN (H) N N N N N N N N N N N T N N N N P
* With regard to the reactions of races other than elves, half-elves are considered as a specific racial type. However, elves will react to half-elves as if the half-
elf were either a half-elf or a full-blooded elf of the same racial type as the half-elf's non-human ancestor, whichever is the more negative reaction.
** Preference for half-elves of dark descent, hatred of all other half-elves.
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Maximum No.
of Hit Dice
10
9
9
15
9
8
10( + 1)3
11
10
10
12
15
17 ( + 1)6
10
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Assassin As thief yes5
.............................................................................................................................
5: An assassin cannot use a shield during a melee round in which the character is engaged in the act of assassination
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10-Sided
Dice for
Accum.
Hit Points
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The Fighter
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The scope of the fighter class is expanded in two major respects. First, fighters are able to employ any and all of the new weapon
types detailed in this book. Second is the benefit of weapon specialization, described below, which is available to all single-classed
(but not multi-classed) fighters and rangers.
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Fighter 7-12................................................. 3/2 rounds
Barbarian 6-10......................................... 3/2 rounds
Ranger 8-14............................................. 3/2 rounds
Cavalier 6-10................................................ 3/2 rounds
Paladin 7-12............................................ 3/2 rounds
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strength, dexterity, and practice to improve. A successful pole vault requires at least a 30' running start and a pole at least two-
thirds the length of the distance to be vaulted. The pole is dropped when the vault occurs. The vaulter can land on his or her feet
atop a surface of 1/2' less height than the maximum height of the pole vault, if so desired, assuming such a surface exists.
Otherwise the vaulter lands, tumble-rolls, and is on his or her feet in 1 segment. Non-thief-acrobats cannot effectively pole vault.
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Pole Vaulting
—
+1'
+2'
+3'
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Speak With Plants Quest
Spell Immunity Rainbow
Spike Growth Raise Dead
Sticks to Snakes Spike Stones
Tongues True Seeing
Page 30:
Monster Summoning II
Otiluke's Resilient Sphere
Page 44:
While the staff/treant will initially be of largest size and greatest number of hit points, each 8 points of damage it accumulates
actually reduce it by 1 hit die. The staff begins at 12 hit dice and 96 hit points,
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Character Age
A barbarian player character will be 15-19 (14 + 1d4) years old at the start of his or her career. The starting age for a cavalier
player character is the same as for a cleric of that race – 500 + 10d10 for an elf, 40 + 2d4 for a half elf, and 18 + 1d4 for a human.
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round, i.e. “an arrow + 1,” “an arrow + 3,” “a javelin,” etc. – so long as that item was previously placed in the quiver.
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A stunned opponent will be so affected for 1-10 segments, during which time no actions may be taken. Any spells in the process of
being cast are lost. If an opponent that is already stunned is stunned by a later attack, the opponent must save versus death
magic to avoid being knocked unconscious for 1-4 rounds. A stunned opponent defends without benefit of dexterity or shield, and
is + 4 to be hit.
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Character Race Table III.: Multi-classed character options
Race CF CR CM CI CT CA DF DR DM DT FM FI FT FA RM MT MA IT IA CFM CFT CMT FMT
DWARF, Gray x x x x x
Hill x x
Mountain x x
ELF, Dark x x x x x x x x x x x x x x x
Gray/High x x x x x x x x x x x x x x x x x x x
Valley/Wood x x x x x x x x x x x x x x x x x x x
Wild x
GNOME, Deep x x x x x x x x x
Surface x x x x x x
HALFLING, All x x x x x
HALF-ORC x x x x x
Thieves Table II
Effects of Armor on Thief Functions
Studded or Ring or Scale or
Thief Function No Armor1 Elfin Chain Padded Chain Banded Plate Mail Plate Armor
Pick Pockets + 5% -20% -30% -40% -50% -75% -100%
Open Locks — -5% -10% -15% -20% -40% -80%
Find/Remove — -5% -10% -15% -20% -40% -80%
Traps
Move Silently + 10% -10% -20% -40% -60% -80% -100%
Hide in + 5% -10% -20% -30% -50% -75% -110%
Shadows2
Hear Noise — -5% -10% -20% -30% -50% -70%
Climb Walls + 10% -20% -30% -40% -90% -99% -99.9%
General Note: No dexterity bonuses apply to thief functions (though penalties do) when wearing armor other than simple leather.
1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices.
2: Assumes that armor worn is covered by another garment. Elfin chain mail is light and thin, and can be worn under normal clothing. All other types of armor
except simple leather are stiff and/or bulky, and can only be covered by a full body cloak.
Thief-Acrobats Table V
Effects of Armor on Thief-Acrobat Functions
Thief-Acrobat Studded or Ring or Scale or Plate
Function No Armor1 Elfin Chain Padded Chain Banded Plate Mail Armor
Tightrope Walking + 5% — -10% -40% -70% -90% -100%
Pole Vaulting + 1' -½' -1' -4' -8' -12' -18'
High Jumping + 1' -½' -1' -4' -8' -12' -18'
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Broad Jump, Standing + ½' — -½' -3' -5' -7' -10'
Broad Jump, Running + 1' — -½' -5' -10' -15' -20'
Tumbling, Attack + 2% -5% -10% -20% -20% -30% -50%
Tumbling, Evasion + 4% -5% -10% -30% -60% -70% -70%
Tumbling, Falling + 5' — -5' -10' -30' -50' -70'
General Note: No dexterity bonuses apply to functions (although all penalties do) when wearing armor other than simple leather.
1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices.
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