This list aims to catalogue conditions 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 conditions 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.
Movement speed is not halved. Instead, movement cost is multiplied by 1.5.
This condition is removed when any action that does not result in a miss is made against the character, rather than when the character receives damage.
The in-game tooltip is somewhat vague based on the way the effect is coded, and reads as follows: "While Threatened, affected entity has a +2 bonus to damage with spells." However, having the Arcane Charge condition deals bonus spell damage against anyThreatened creature; the user does not need to be threatened.
Stacks of this condition are removed in far more circumstances than they should be which makes it nearly impossible to accumulate stacks.
Whenever a condition of any type is removed from the Slayer, the number of stacks will decrement. Many features involve hidden technical conditions that are applied and removed frequently. In particular, every attack made with Extra Attack involves applying and removing hidden technical conditions which track the extra attacks. As a result, simply attacking causes the stacks to decrement, often immediately after acquiring the first stack.
Thunder damage increases with the damage bonuses of the affected creature rather than the damage bonuses of the character who initially applied Booming Blade.
This condition lacks the Attributed(InventoryBound) code that is otherwise found on Bind Pact Weapon and Bind Hexed Weapon. Although this was (apparently) done to allow a bound weapon to be Thrown, it also has the side effect of allowing an Eldritch Knight to give their bound weapon to any other character to use to the same effect. Thus, others can equip a bound weapon and use it as if they had bound it themselves, even if they are not an Eldritch Knight. For example, one can use an Eldritch Knight Hireling to cast Weapon Bond on a weapon, give it to another character, and then remove the hireling from the active party and / or dismiss them. In this way a bound weapon can be used by any party member – until the next long rest.
The description is completely erroneous. Affected creatures do not become friendly to the charmer or their allies; only damage received from the charmer or its allies breaks the condition. The effects of this condition mirror Charmed, which is used as a parent.
The effect of Charmed (and this condition) is: cannot attack the spellcaster. The spellcaster has Advantage on CharismaChecks in dialogue.
This condition uses Compelled Duel as a parent but does not change the check which imposes Disadvantage on the attacker against anyone but the caster. As a result, the attacker will have Disadvantage against every target, even the caster of this effect.
As of Patch 5, Hotfix 17, it is possible to give the caster racial equipment bonuses for longer than intended by using the Mask of the Shapeshifter, taking the mask off, and long resting without removing the disguise. On waking up, the disguise is gone, but the racial bonuses on the equipment still affect the character. This only works for racial equipment bonuses, not racial dialogue options.
If the player character is disguised as a githyanki when talking to Shadowheart for the first time on the beach at the start of Act One they are awarded an extra 30 xp.
If a companion is disguised while at camp, they will remain where they were last placed when another companion or player character is selected, rather than automatically moving back to their tent, until they are moved again or a long rest is taken. This can be useful when seeking to apply conditions or spells with a limited radius, such as Aid.
The in-game description is not entirely correct: failing the DC 12 ConstitutionSaving Throw results in the entity becoming Frozen, whereas succeeding it causes it to take 1d4Cold damage. Contrary to what the description states, this damage is not halved.
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 will be wasted when attacking an affected creature with an extra reach weapon from maximum range.
This can be cast multiple times on the same target to apply multiple instances of the condition at once. The critical hit threshold reduction, bonus damage, and healing effect from each application all stack with each other. The damage vulnerability does not stack this way.
The 2Piercing damage does not trigger effects requiring piercing damage, such as Prophecy: A Little Prick, because the piercing damage dealt to the enemy is from a passive effect placed on the enemy, rather than originating from the attacker which is necessary to trigger such effects.
Honour Mode changes the effect of this condition to a simple +2 to damage rolls, to ensure that it doesn't trigger damage riders. This causes it to adopt the original damage type of the attack, instead of always inflicting +2 piercing damage.
This additional damage also lacks a check for attack rolls, and thus adds damage to any source of damage.
Despite being stated that the goaded enemy will attack the caster, the enemy's AI does not change at all and may not prioritize attacking the goading creature if they leave the attacking range.
The tooltip for this condition states it has a Wisdom save, but no such on-turn saving throw exists.
A character under the effects of this condition has Disadvantage on all attack rolls, even against the source of the condition.
Depending on the source of the Heat status, some damage riders such as Lightning Charges, radiant damage from the Callous Glow Ring and Psionic Overload increase the damage a character receives each turn.
Hoots' Hooch: Bad Breath is bugged. Enemies do not get the Nauseous effect. Instead, when a character with Hoots' Hooch: Bad Breath is hit with a melee attack, that character makes a CON save against "%%% Empty".
Due to a coding error, this condition also grants the Bardic Inspiration resource and reactions of a d6 Bardic Inspiration. Using one of the reactions expends the Bardic Inspiration charge but does not remove the Improved Bardic Inspiration condition, leaving non-bard characters with an empty, nonreplenishable Bardic Inspiration charge slot until the condition ends.
The in-game description is inaccurate. It says, "The barbarian and all creatures within 3 m (10 ft) add their proficiency bonus to saving throws against spells." In reality, the bonus is 1d4 and it applies to all saving throws, not just against spells.
The in-game description is inaccurate. It says, "Adds their proficiency bonus to saving throws against spells." In reality, the bonus is 1d4 and it applies to all saving throws, not just against spells.
Poison damage dealt to nearby creatures increases with the damage bonuses of the affected creature rather than the damage bonuses of the character who initially applied Noxious Fumes.
The description incorrectly states it grants immunity to Charmed conditions but this is not true.
The description also incorrectly states that immunity to Frightened and Possessed is only against the listed creature types; in reality, it is against any source, not just the listed creature types.
The tooltip erroneously claims that it blocks temporary hit points, however it does not block any specific source of temporary hit points currently used in-game.
Despite the description, no such mechanics exist to prevent Thunder-immune creatures from receiving Reverberation.
In real-time mode, none of the effects described for applying 5 or more turns occur but the duration is still capped at 5 turns.
If the saving throw for Prone triggers any reaction which prompts for confirmation, Prone is not applied and the saving throw is not recorded in the Combat Log regardless of the result or whether any reactions are selected. If the saving throw was caused by multiple sources of Reverberation, multiple consecutive confirmation prompts might appear instead of one and the text line which names the involved entities is missing.
The description of this condition incorrectly states it provides the Right Behind You reaction. It does not, and instead provides the Splinter Shadow reaction.
The in-game tooltip specifies that Shriek applies the penalty to mental Saving Throws but it actually applies to all saving throws and attack rolls.
The 1d4Thunder damage does not trigger items or effects which require thunder damage, such as Hat of Storm Scion's Power, Gloves of Belligerent Skies, or Prophecy: Thunderous Applause regardless of whether the character triggering the damage has the item/effect or is the character activating Phalar Aluve: Shriek. This is because the thunder damage dealt to the enemy is from a passive effect placed on the enemy, rather than originating from the attacker which is necessary to trigger any such items or effect.
This effect is changed in Honour difficulty, and functions as expected.
The in-game tooltip states the effect provides a movement speed bonus of 1.5 m (5 ft), but it is actually 5 m (17 ft).
When applied to a weapon with the Thrown property, the effect is not lost on hitting an enemy with a Throw attack, and remains for the full duration. The damage is still added.
Unlike other temporary hit points, the temporary HP granted by Ever Vigilant disappears at the end of combat. This functionality is not stated in the description.
When attacking a very large target, like the Dominated Red Dragon, multiple parts of it may threaten the attacker at once, as if surrounded by multiple enemies, causing all ranged attacks to have disadvantage. This makes Crossbow Expert: Point-Blank useless against such targets.
When applied via Tides of Chaos, this condition is not removed on Long Rest despite the tooltip. This condition is correctly removed on Long Rest when applied via the Tides of Chaos reaction.
Contrary to the what the tooltip claims, Transmuted To Steel does not reduce movement speed. Activating the Muck to Metal ability does cost movement speed, but only when it is activated; on subsequent turns after activation, full movement speed is retained.