This list aims to catalogue actiosn and reactions which do not function as would be expected based on their tooltips, or which have other problems - or missing information - in their description, function, or location. This list is unlikely to be comprehensive as it is likely there are many issues with actions and reactions of which we are unaware.
As this list deals with problems that have a high likelihood of being changed in patches and hotfixes, it is likely that entries will be incorrect following an update.
All entries are currently correct as of Hotfix 33.
The description does not state it, but this cannot be used on undead.
Creatures killed by Cull the Weak will not trigger this reaction.
The CharacterStats for this summoned creature does not correctly have the proper DifficultyStatuses set, and as a result the creature loses 30% HP from the Explorer difficulty modifier as if it were a hostile NPC.
Unlike most other Arcane Shot options, this action consumes the Arcane Arrow immediately rather than on hit. Instead, this resource cost is refunded on a miss which is almost equivalent behaviour. This results in some unusual behaviour with Curving Shot. If Bursting Shot misses its initial target, the Arcane Arrow cost is refunded and then the attack is redirected to a new target. If this target is hit, the Bursting Arrow will apply for effectively free. If the redirected hit also misses, it will refund yet another Arcane Arrow netting +1 Arcane Arrow in total.
Since this attack does not involve an attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include:
Since this attack does not involve an attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include:
The extra movement speed is applied when a character starts its turn in range of the effect or moves into its range. There is no limit on the number of times this can be applied on the same turn, and the extra movement speed is not removed upon leaving the effective range. A character moving very slightly into and out of range multiple times (consuming less than 1.5 m / 5 ft of movement each time) can gradually gain a theoretically unbounded amount of extra movement.
This attack may only target characters that are Large size or smaller, and is missing the related tooltip warning found on similar attacks, such as Trip Attack (Melee).
The tooltip states this attack should apply two turns of a condition named "Weakening Infection", which is identical to Infected but with -3 to Constitution. The attack lacks the necessary code to apply such a condition to a target.
The requirement to be wielding a dagger, longsword, etc. applies only to the main hand. While "Bladesong Impeded" will be displayed on the Wizard, Bladesong will still be usable even if the off hand is wielding an incompatible weapon.
While the bladesong is usable, you cannot accumulate any climax charges if the weapon in the offhand is not compatible, nor can you use the climax.
This ability cannot restore spell slots to a druid because that class is erroneously not given the technical passive UnlockedSpellSlotLevel1. The absence of this passive feature has no other impact on the druid's spellcasting ability, however. This only applies to first level slots so Bolstering Magic: Level 2 Spell Slot and Bolstering Magic: Level 3 Spell Slot should work properly.
When the Bhaal cultists chant their ritual to trigger this action, it applies a bugged status condition that displays as Unstoppable but lacks any actual damage reduction. For this reason, the first damage instance each round is not reduced to 1.
Subsequent damage instances in the same round are properly reduced to 1 by the correct Unstoppable status condition.
The in-game tooltip is not accurate. It is duplicated from the similar Primal Stampede ability. In particular, the tooltip says Bull Rush does damage, knocks targets prone, and is only available while Raging, none of which are true.
When receiving this ability via Starry Form, this spell is not properly granted with Wisdom as its spellcasting modifier, and will instead use the spellcasting modifier of the most recently acquired spellcasting class.
This ability incorrectly uses the description from Cloak of Shadows. It does not actually require the user to be obscured, and can be used in plain view of others, even in bright light.
This spell does not function as described, and instead acts similarly to Charm Person. As such, and despite the lack of related tooltip warnings, this action is considered hostile by creatures that make a successful saving throw against it. The condition also ends early if the caster or an ally hurts the target, and in higher difficulty modes, the target might become hostile when the spell ends.
The in-game tooltip incorrectly links the default Charmed condition instead of the condition it actually applies.
Due to how Luring Song is coded, harpies cannot use this attack against any target that was in the Luring Song's radius when it was applied, regardless of whether the target saves against the effect or not, as long as the song continues. They can only use Multiattack (Harpy) against such targets.
Unlike other Way of the Four Elements actions, this still retains its HasVerbalComponent SpellFlag from its parent spell Hold Person and thus cannot be used while Silenced.
Due to a scripting error, the Disadvantage component of this effect actually applies to the Reaction attacks performed by the caster, rather than reaction attacks targeting the caster.
Due to a poorly coded RemoveConditions field, Cloak of Shadows is lost when transitioning from a Lightly Obscured area to a Heavily Obscured area, and vice versa.
This action cannot actually disarm a target because it applies Disarmed instead of Weapon Dropped!, the former of which is used as a tooltip description markup for spells which apply disarm conditions such as the latter.
A hidden technical condition, which is responsible for applying a visual effect to targets, triggers the passives from Boots of Stormy Clamour, Coldbrim Hat, and Diadem of Arcane Synergy when a target successfully rolls a saving throw against this reaction.
A hidden technical condition, which is responsible for applying a visual effect to targets, triggers the passives from Boots of Stormy Clamour, Coldbrim Hat, and Diadem of Arcane Synergy when a target successfully rolls a saving throw against this reaction.
This feature can be used to get nearly unlimited sorcery points using bugs that allow you to obtain infinite uses of Freecast (as detailed on its page).
Rather than taking half damage on save (which would be (2d8 + bonus damage)/2Bludgeoning), targets instead take (1d8 + bonus damage)/2Bludgeoning which is closer to one quarter damage.
This damage is always dealt as magical, regardless whether or not the attacker has Primal Strike.
The description in-game notes an incorrect DC 13 ConstitutionSaving Throw save. It requires a weapon action save with a +2 DC bonus.
Despite the in-game description stating only enemies in the light must save against becoming blinded, the blindness affects all creatures in the area, even allies.
Due to a coding error, blindness does not affect the original target of the attack.
When receiving this ability via Starry Form, this spell is not properly granted with Wisdom as its spellcasting modifier, and will instead use the spellcasting modifier of the most recently acquired spellcasting class.
Unlike similar reactions (Shield Master: Block), the icon for Defensive Duellist in the reactions tab does not "gray out" when the reaction is unavailable due to an incompatible equipped weapon.
Damage does not need to be reduced to 0 in order to redirect the attack.
Against ranged attacks that fire multiple projectiles, such as Multiattack (Ranged) or dual wielded Hand Crossbows, only the last attack can be deflected to reduce its damage. None of the projectiles can be thrown back with Deflect Missiles: Redirect.
Destructive Wrath will trigger when casting the lightning or thunder variants of Glyph of Warding, but the damage of the ward explosion is unaffected.
The reaction will also trigger when casting some spells which deal no damage.'"`UNIQ--ref-00009930-QINU`"' Destructive Wrath will be wasted if used on these spells:
The tooltip says this attack deals 100Fire. This is incorrect as applied to creatures and the Overgrown Portcullis.
A sapper raised as a spore servant using Animating Spores only deals 2d6Force and 2d6Fire, with a saving throw to negate the fire damage (the equivalent of a smokepowder surface igniting)
When used with a ranged weapon currently active, the attack roll uses the strength modifier.
Since this action makes a melee weapon attack roll, it receives -5 penalty from Great Weapon Master: All In but its damage does not increase by 10 when wielding Two-Handed and Versatile (no shield) weapons.
The tooltip of this action says "On Miss: Does not spend Superiority Dice." This is a simple display bug; the action does not require Superiority Dice, nor does it expend any on a successful hit.
When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an Action and Bonus Action, but the offhand attack will not be performed.
When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an Action and Bonus Action, but the offhand attack will not be performed.
This attack is not correctly marked with a lightning DamageType flag, which means it does not trigger certain effects which check for lightning damage.
When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an Action and Bonus Action, but the offhand attack will not be performed.
This attack is incorrectly marked with a piercing DamageType flag, rather than Necrotic, which means it does not trigger certain effects which check for necrotic damage such as Malefic Funghi.
This attack is incorrectly marked with a piercing DamageType flag, rather than necrotic, which means it does not trigger certain effects which check for necrotic damage such as Malefic Funghi.
When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an Action and Bonus Action, but the offhand attack will not be performed.
This attack is not correctly marked with a thunder DamageType flag, which means it does not trigger certain effects which check for thunder damage, most notably Destructive Wrath.
When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an Action and Bonus Action, but the offhand attack will not be performed.
When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack consumes both an Action and Bonus Action, but the offhand attack is not performed.
This attack deals non-magical damage when used as an action, but deals magical damage when used as a post-strike reaction.
If this attack misses and Reckless Attack is triggered in response, the attack roll is not actually rerolled, so it will always still miss. However, if Reckless Attack is already active, the attack roll is made with Advantage as expected.
The 1 turn duration of Evasive Footwork is deceptively short. The duration ticks down at the end of the Battle Master's turn and thus ends immediately on the very same turn. Thus, aside from opportunity attacks or ripostes, Evasive Footwork will have ended before any enemies make their attacks.
This action lacks a Self() restriction, and can provide its effect to other characters albeit at a very close range.
This condition is removed after any attack roll against the affected creature within 3 m (10 ft), but the critical hit only applies if it is made within 2 m (7 ft). This means the effect is wasted when attacking an affected creature with an extra reach weapon from maximum range.
This spell is not affected by effects which provide advantage or disadvantage on saving throws against being Charmed. Instead it is affected by those which provide advantage or disadvantage on saving throws against being Frightened (e.g., Shield of the Undevout).
This can be cast multiple times on the same target to apply multiple instances of Fierce Perilous Stakes at once, and can even stack with Perilous Stakes. The critical hit threshold reduction, bonus damage, and healing effect from each application all stack with each other. The damage vulnerability does not stack.
A hidden technical condition, which is responsible for applying a visual effect to targets, triggers the passives from Boots of Stormy Clamour, Coldbrim Hat, and Diadem of Arcane Synergy when a target successfully rolls a saving throw against this reaction.
A hidden technical condition, which is responsible for applying a visual effect to targets, triggers the passives from Boots of Stormy Clamour, Coldbrim Hat, and Diadem of Arcane Synergy when a target successfully rolls a saving throw against this reaction.
While it is supposed to replace the Jump action's keybinding, this interaction is unreliable and seems to be bugged. It will often initially work, but then be reset to Jump when e.g. loading a saved game.
Unlike other Way of the Four Elements actions, this still retains its HasVerbalComponent SpellFlag from its parent spell Shatter and thus cannot be used while Silenced.
Since this attack does not involve an attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include: